Final Fantasy Type-0 EGuide
Final Fantasy Type-0 EGuide
Guide
for PS4, Xbox One
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
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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
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Chocobo Breeding
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
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Bestiary Part 1
Bestiary Part 2
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.
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.
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.
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.
Combat
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.
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.
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.
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.
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.
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
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
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.
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
Normal
Fog
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
Snow
x 0.25 x 1.13 x 0.50
Sandstorm x 1.00 x 0.25 x 0.13
Heat
Wave
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.
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.
Description
only will you have no defense, but damage will also be double. Also, if
you would have recoiled, you will instead fall down.
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.
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.
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!
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
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.
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.
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.
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
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
Only during Free Time (you cant use them on the day of a
mission).
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.
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.
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.
Abbreviations
Meaning
RF (Rifle)
SHG (Shotgun)
ROK (Rocket)
MIS (Missile)
BOM (Bomb)
Releases an explosion around the active character that does damage within the
immediate area
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.
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
Magic Stat
Fire Spells
Fire Magic
Ice Magic
Lightning Magic
Defense Magic
Unlocking Magic
Spells can be equipped for the first time once they are unlocked.
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,
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
Cast Time
Range
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
Resilience
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.
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.
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
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.
Triad Maneuver
This is when the three members of your party join forces to unleash a powerful move.
*Once the Triad Maneuver is equipped, it will remain equipped whenever you are not on a
mission.
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.
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.
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.
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.
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.
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.
Tips to Remember!
The degree of damage dealt by Vermilion Bird will vary according to the power of your fire
magic.
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
26.5%
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.
Phantoma Type
MP Recovered
Phantoma Type
MP Recovered
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.
Description
Physical health. If it hits zero, you will die.
Description
MP
Attack
Defense
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.
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
How Much?
Defeat
enemies
Everyone who took part in the battle and is still alive will
gain EXP the moment the enemy dies.
Do special
training
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.
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.
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.
Tips to Remember!
The duration of a negative status effect will vary depending on the way it was inflicted.
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.
Name
Effect/Description
Death,
Passage Esuna, Exit to
of Time etc. Map of
Orience
Other
Burn
Shock
Silence
Poison
Trigger Regen
status.
Stop
Trigger Haste
status.
Name
Down
Death,
Passage Esuna, Exit to
of Time etc. Map of
Orience
Effect/Description
Stun
Killsight
Death
Other
Damage is taken.
Damage is taken.
*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
Effect/Description
Passage of
Time
Esuna,
etc.
Death,
Exit to
Map
Other
Protect
Invisible
Get hit by a
strike.
Regen
Become
poisoned.
Reraise
Effect is
triggered.
Aura
Trance
Quick
Haste
Stop status
inflicted.
Endure
Barrier
Effect/Description
Passage of
Time
Esuna,
etc.
Death,
Exit to
Map
Other
Invincible
Freecast
Primed
Clear or quit
mission.
Rage
Triggers
Resistances
Burn
Freeze
Effect/Description
Passage of
Time
Esuna,
etc.
Death,
Exit to
Map
Other
Shock
Silence
Ambushed (self-triggered)
Poison
Attribute
Resistance
Down
Stun
Killsight
Death
Effect/Description
Passage of
Time
Esuna,
etc.
Death,
Exit to
Map
Other
Insignia
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
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
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
Endure
Thick Hide, Adamant Armlet, Oracles Codex [Ace], Transcendent Scroll [Eight], Meteor Buckle
[Nine], agree to certain SOs
Barrier
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
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
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
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
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
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.
Effect
Flak Jacket
Ballistic Shield
Deflector
Shock Armor
Quake Killer
Zircon Shield
Arias Amulet
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
Name
Effect
Gold Bracelet
Combat Apparatus
Platinum Bracelet
Ferric Ring
Max MP +20%
Argentic Ring
Max MP +30%
Auric Ring
Max MP +40%
be completely drained, but it will build up again as you attack enemies. Dont hesitate to use
Triad Maneuvers whenever you can.
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
Level:
EXP:
7320
AP:
Accessories:
Weapon:
Playing Cards
Commands:
Defense Command:
Wall
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.92
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quickdraw II
Quickdraw III
Available Abilities
Effect
Triple Slip
Slipstream
Untouchable
Intel
Quick Reflexes
Melee Attack
Melee Attack II
Quick Draw
Focus
Perform a charged attack with Left Analog Stick Down + normal attack.
Focus II
Finishing Blow
Quick Draw
Cut Cards
Attack Hand
Support Hand
Life Hand
Spirit Hand
Blind Stud
Jackpot Shot
Available Abilities
Effect
Jackpot Triad
Wild Card
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
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.
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
Level:
EXP:
8182
AP:
Accessories:
Weapon:
Flute
Commands:
Concerto; Fira RF
Defense Command:
Cura
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.92
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Available Abilities
Effect
Triple Slip
Slipstream
Untouchable
Intel
Melee Attack
Melee Attack II
Quick Draw
Tone Cluster
Place a tone cluster with Left Analog Stick Down + normal attack.
Fermata
Acoustic Amplifier
Acoustic Amplifier II
Concerto
Flinchproof Concerto
Concerto: AG Down
Concerto ff
Requiem of Ruin
Damage enemies.
Flinchproof Requiem
Dissonant Sonata
Flinchproof Sonata
Available Abilities
Effect
Hymn of Healing
Flinchproof Hymn
Hymn of Healing: HP Up
Crescendo
Crescendo Molto
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
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
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.
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
Level:
EXP:
9834
AP:
Accessories:
Weapon:
Longbow
Commands:
Defense Command:
Wall
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.84
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Available Abilities
Effect
Triple Slip
Slipstream
Untouchable
Intel
Charged Shot
Charge Level-IV
Charge Level-V
MAX Charge
Quick Draw
Raining Arrows
Freezing Rain
Burst Delta
Grand Delta
Dynamite Arrow
Hawkeye
Hawkeye: AG Down
Available Abilities
Effect
Firewall
Firewall: Power Up
Firewall: Time Up
Firewall: AG Down
Concentrate
Concentrate: Effect Up
Concentrate: Time Up
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
Ability
Required Level
AP Cost
Slipstream
Charge Level-IV
11
Charge Level-V
11
MAX Charge
11
12
Accelerate
14
Freezing Rain
15
15
10
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.
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
Level:
EXP:
10019
AP:
Accessories:
Weapon:
Magicite Pistol
Commands:
Defense Command:
Cure
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.92
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Available Abilities
Effect
Triple Slip
Slipstream
Untouchable
Intel
Quick Reflexes
Charged Shot
Quick Draw
Speedy Charge
Explosive Shell
Bullet Boost
Elementillery
Frost Shot
Imbue shots with Ice magic with Left Analog Stick Up + Ability button.
Voltaic Shot
Imbue shots with Lightning magic with Left Analog Stick Down + Ability
button.
Land Mine
Debuff Shot
Available Abilities
Effect
Stilling Shot
Hawkeye
Hawkeye: AG Down
Viral Spray
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
Ability
Required Level
AP Cost
Triple Slip
12
Slipstream
12
14
Land Mine
20
20
12
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.
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
Level:
EXP:
8542
AP:
Accessories:
Weapon:
Mace
Commands:
Earthquake; Fire RF
Defense Command:
Cure
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.92
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Available Abilities
Effect
Triple Slip
Slipstream
Untouchable
Intel
Focus
Perform a charged attack with Left Analog Stick Down + normal attack.
Charge II
Charge III
Quick Draw
Combo Cast
Earthquake
Attack the ground to damage surrounding enemies and possibly inflict Stun.
Magnitude 7.0
Magnitude 10.0
Flinchproof Quake
Gaia Pulse
Attack the ground to damage enemies in a straight line and possibly inflict
Stun.
Homerun Swing
Strike opponents after building power by holding down the Ability button.
Windup Boost
Windup Boost II
Cheerleader
Cheerleader: Effect Up
Cheerleader: AG Down
Available Abilities
Effect
Whirling Mace
Mace Cyclone
Flinchproof Cyclone
Payback
Payback: Crit Up
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
Ability
Required Level
AP Cost
Charge II
Charge III
Magnitude 7.0
Magnitude 10.0
Flinchproof Quake
Untouchable
Gaia Pulse
14
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.
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
Level:
10
EXP:
11644
AP:
10
Accessories:
Weapon:
Scythe
Commands:
Defense Command:
Cure
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.92
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Triple Slip
Available Abilities
Effect
Slipstream
Untouchable
Intel
Combo Bonus
Combo Bonus II
Quick Draw
Mobile Strike
Advance Cast
Slip Cast
Moxie
Moxie: Power Up
Moxie: Power Up II
Tenacity
Dark Nebula
Negative Aura
Grim Reaper
Toxic Mist
Available Abilities
Effect
Death Maelstrom
Black Hole
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
Ability
Required Level
AP Cost
Triple Slip
14
Slipstream
14
Untouchable
14
Moxie: Power Up II
22
14
Negative Aura
22
22
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.
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 Level
Weapon Aura
03
No aura
47
811
12
Malice Absorption
+1
+2
-2
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
Level:
EXP:
10121
AP:
Accessories:
Weapon:
Whipblade
Commands:
Defense Command:
Cura
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.92
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Available Abilities
Effect
Triple Slip
Slipstream
Untouchable
Intel
Quick Draw
Foreflay
Foreflay II
Foreflay III
Whirlwhip
Deliver a wide-area attack with Left Analog Stick Down + normal attack.
Whirlwhip II
Whirlwhip III
Insult to Injury
Snakebite
Livewire
Electrify ensnared enemies to damage and possibly inflict Stun with Left Analog
Stick Up + Ability button.
Snakebite: AG Down
Diving Strike
Strike enemies with a whip imbued with elemental magic (defaults to Fire).
Flamelash: Power Up
Frostlash
Imbue whip with Ice Magic with Left Analog Stick Up + Ability button.
Frostlash: Power Up
Available Abilities
Effect
Imbue whip with Lightning Magic with Left Analog Stick Down + Ability button.
Sadistic Spikes: Time Up Sadistic Spikes remains active for a longer time.
Sadistic Spikes: AG
Down
Drainlash
Drainlash: Power Up
Osmoselash
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
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
17
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.
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.
Result
Ability button
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
Normal attack
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
Level:
EXP:
9614
AP:
Accessories:
Weapon:
Brass Knuckles
Commands:
Defense Command:
Block
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.92
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Available Abilities
Effect
Triple Slip
Slipstream
Untouchable
Intel
Sidestep
Blind Strike
Increase critical hit rate when attacking some enemies from the rear.
Quick Draw
Rising Uppercut
Backhand
Deliver an attack with a high Stun rate with Left Analog Stick Down + normal
attack.
One-Two Cast
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
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
Effect
+ Ability button.
Quickbolt Stance:
Power Up
Increase power of flying kick by pressing Left Analog Stick Up + Ability button.
Explosive Fist
Sacrificial Slug
Lightspeed Jab
Lightspeed Swarm
Lightspeed Jab:
Distance Up
Last Stand
Phantom Rush: AG
Down
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.
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
17
Quickbolt Stance
17
Quickbolt Special
17
Lightspeed Jab
17
Lightspeed Swarm
17
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.
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.
Attack
Ability button
Eight fires a slow-moving projectile of energy. Rapidly tap the Ability button to
fire a steady stream of projectiles.
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
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
Level:
EXP:
7196
AP:
Accessories:
Weapon:
Lance
Commands:
Jump; Fire RF
Defense Command:
Block
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.8
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Available Abilities
Effect
Triple Slip
Slipstream
Untouchable
Intel
Quick Draw
Clean Sweep
Deliver a wide-area attack with Left Analog Stick Down + normal attack.
Clean Sweep II
Sweeping Cast
Mobile Strike
Mobile Strike II
Jump
Jump: Power Up
Jump: Crit Up
Jump: AG Down
White Knight
Whirling Lance
High Jump
Leap high into the air and deliver a powerful strike from above.
Available Abilities
Effect
Javelin Throw
Laser Lance
Primal Roar
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
Ability
Required Level
AP Cost
Jump: Crit Up
Accelerate
White Knight
Triple Slip
Slipstream
Untouchable
Whirling Lance
13
13
Clean Sweep II
13
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.
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
Level:
EXP:
9417
AP:
Accessories:
Weapon:
Katana
Commands:
Reflex; Fire RF
Defense Command:
Block
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.8
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Available Abilities
Effect
Triple Slip
Slipstream
Untouchable
Intel
Ninja Slice
Increase critical hit rate when attacking some enemies from the rear.
Quick Draw
Combo Bonus
Focus
Focus: Power Up
Reflex
Reflex: Power Up
Reflex: Crit Up
Reflex: AG Down
Transience
Transience: Power Up
Transience: Power Up II
Transience: AG Down
Lightning Flash
Deliverance
Deliverance: AG Down
Available Abilities
Effect
Piercing Gleam
Tranquility: Power Up
Tranquility: +Killsight
Tranquility: AG Down
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
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
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.
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
Level:
EXP:
7523
AP:
Accessories:
Weapon:
Longsword
Commands:
Defense Command:
Cure
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.92
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Available Abilities
Effect
Triple Slip
Slipstream
Untouchable
Intel
Quick Draw
Balestra Lunge
Rush toward enemies and attack with Left Analog Stick Up + normal
attack.
Balestra Lunge II
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
Divine Judgment
Magic Martyr
Flinchproof Martyr
Speedrush
Speedrush: AG Down
Mana Sphere
Available Abilities
Effect
Gate of Destiny
Justice Guard
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
Ability
Required Level
AP Cost
Twinspell
Magic Martyr
Flinchproof Martyr
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.
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
Level:
10
EXP:
11873
AP:
10
Accessories:
Weapon:
Twin Revolvers
Commands:
Defense Command:
Block
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.92
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Triple Slip
Available Abilities
Effect
Slipstream
Untouchable
Intel
Marksmanship
Deal more damage when closer to enemy, but less damage in bad
weather.
Reload
Multitask
Kick
Direct Shot
Quick Draw
Hi-Cap Magazine
Hi-Cap Magazine II
Point-Blank Shot
Charge I
Charge II
Charge III
Magazine Blast
Endless Waltz
Available Abilities
Effect
Trigger Finger
Hawkeye
Hawkeye: AG Down
Iron Will
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
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
18
Hawkeye
20
21
Untouchable
24
Hawkeye: AG Down
24
25
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.
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
Level:
10
EXP:
11198
AP:
10
Accessories:
Weapon:
Bolt Rapiers
Commands:
Defense Command:
Cure
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.84
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
10
433
302
73
64
61
63
62
58
20
606
347
83
67
66
68
67
63
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Triple Slip
Slipstream
Untouchable
Available Abilities
Effect
Intel
Finishing Cast
Combo Cast
Combo Bonus
Cyclone Drive
Awakening
Restore all HP and turn all normal attacks into Furious Blades until user
takes damage.
Awakening: Power Up
Flinchproof Awakening
Awakening: AG Down
Stunning Slash
Guardian Blades
Available Abilities
Effect
Dark Side
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
Ability
Required Level
AP Cost
Accelerate
Triple Slip
Slipstream
Untouchable
Finishing Blow
Siphon Sword
16
Dark Side
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.
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
Level:
EXP:
9377
AP:
Accessories:
Weapon:
Daggers
Commands:
Defense Command:
Curaga
Basic Attributes
Flinch Resistance:
Knockdown Resistance:
0.92
Knockback Resistance:
1.0
Defense
Lightning
Magic
Defense
Magic
Growth by Level
Defense
Lightning
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
Effect
Accelerate
Twinspell
Quick Draw II
Available Abilities
Effect
Triple Slip
Slipstream
Untouchable
Intel
Guarded Finish
Perform a defensive finishing blow after normal attacks with Left Analog
Stick Down + normal attack.
Quick Draw
Strong Finish
Perform a powerful finishing blow after normal attacks with Left Analog Stick
Up + normal attack.
Finishing Cast
Combo Cast
Reflex Cast
Siphon Sphere
Manalchemy
Manalchemy: AG Down
Undying Wish
Seraphim Strike
Available Abilities
Effect
Siphon Delta
Dagger Boomerang
Dagger Boomerang: AG
Down
Flying Daggers
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
Ability
Required Level
AP Cost
Guarded Finish
Triple Slip
11
Slipstream
11
Untouchable
11
Siphon Sphere
14
14
14
Siphon Delta
14
14
Undying Wish
15
15
Quick Draw
17
Strong Finish
19
Finishing Cast
21
Accelerate
27
Reflex Cast
28
18
Quick Draw II
28
12
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.
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!
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.
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.
Events
Who
Reward
Note
Terrace
Machina/Rem
Cemetery
Machina/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.
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.
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.
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.
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
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
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.
2,000 EXP
Who
Reward
Note
Main Gate
Enra
Hi-Potion
Fountain
Courtyard
Celestia (Short
woman with white
hair)
Cutscene,
Turbo Ether
Fountain
Events
Who
Reward
Note
Courtyard
cadet)
Airship
Landing
Dominion Citizen
Hi-Potion
Entrance
Mega-Potion
Crystarium
Machina/Ace
Cutscene,
Turbo Ether
Armory
Kazusa
/Kazusas Lab
Armory
Ether
Cutscene,
Pretty Pelt
Terrace
Tokito
Hi-Potion
Terrace
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
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.
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.
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
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
Price
Red Phantoma
1000 Gil
Blue Phantoma
1000 Gil
Yellow Phantoma
1000 Gil
Corsi Merchant
Price
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
Price
800 Gil
800 Gil
800 Gil
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
Magic Power +1
Ice Magic +1
Lightning Magic
+1
Events
Who
Reward
Note
Machina/Rem
Cutscene,
Must have Machina/Rem as your active leader.
Ether
Armory/Kazusas
Lab
Kazusa
Terrace/Sorcery
Emina/Sorcery
Researcher
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
Ether
Moogle Classes
Tasks
Who
Task
Reward
Note
Armory
Guildsman
Sorcery
Sorcery
Researcher
Ferric Ring
Central
Command
Lounge
Administration
Official
Main Gate
Ether
Crystarium
Class Ninth
Cadet
Fountain
Courtyard
Enra
Phoenix
Down
Fulgur
Can be purchased from Corsis
Primus, Vol.
Merchant.
II
Glacies
Vertigo can be found in the forests of
Prima, Vol. II the Rubrum Region.
Give the
Administration Official Megalixir
100 SPP.
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
Who
Coeurls.
Task
Reward
Note
Bracelet
Corsi
Takano
Aqvi
Koki
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.
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.
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
Special Order
Take down three Warriors using your active leader.
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.
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
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.
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
10,000 EXP
Magic Power
+1
Max HP +20
Events
Who
Reward
Note
Main Gate
Fountain
Orderly
Glass
Moogle Classes
Pendant
Class Fourth
Moogle
Hi-Potion
Crystarium
Quon
Cutscene,
Turbo
Ether
Crystarium
Tachibana
Hi-Potion
Airship Landing
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
Lounge
Carla
N/A
Lounge
Akagi
Hi-Potion
Terrace/Sorcery
Emina/Sorcery
Researcher
Tasks
Who
Task
Reward
Note
Crystarium Provost
Hallway
Crystarium
Class Ninth
Cadet
Dr. Al-Rashia
Wizards
Hat
Central
Dominion
Command Legionary
Copy of
Aegis
Veritas
Central
Kurasame
Command
10,000 EXP
Armory
Guildsman
Shock Shield
Sorcery
Sorcery
Researcher
Lounge
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
Who
Task
Defeat four
Bombs.
Nenji
Reward
Note
Expert Trials
Level Requirement
Instructions
Note
Second playthrough
United Front
Reclaim Mi-Go.
Second playthrough
Level 36
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.
Price
Compact Mirror
2000 Gil
Tea Set
2000 Gil
Picture Frame
3000 Gil
Price
Makeup Kit
3000 Gil
Perfume Set
3000 Gil
Item
Price
Gold Bracelet
3000 Gil
Amulet
2200 Gil
2500 Gil
2500 Gil
2500 Gil
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.
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.
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.
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
Item
Price
3500 Gil
3500 Gil
3500 Gil
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
Magic: Blizzard RF
Who
Reward
Note
Main Gate
Asato
Hi-Potion
Fountain Courtyard
Nadeshiko
Ether
Moogle Classes
Kiyo
Elixir
Back Garden
Bench
Cutscene, Phoenix
Need to play as Ace.
Pinion
Back Garden
Nine
Mega-Potion
Interactive
Cutscene, Random
Item
Central Command
Queen
Cutscene, XPotion
Armory
Cinque
Cutscene, XPotion
Sorcery
Quon
Ether
Ready Room
Carla
Ready Room
Jack
Mega-Potion
Lounge
Class Seventh
Ether
Moogle
Terrace
Machina/Rem Hi-Potion
Tasks
Who
Task
Reward
Note
Armory
Guildsman
Sorcery
Sorcery
Researcher
Tasks
Who
Task
Reward
Note
Command.
Protector Ring
Auric Ring
Five Megalixirs
Flak Jacket
Crystal Shard
Central
Command
Commandant
Lounge
Main Gate
Commissar
Crystarium
Class Ninth
Cadet
Outside of Akademeia
Compare rows: Select
Location
Who
Task
Reward
Note
Iscah
Mayor Aoba
Rokol
Nana
MP Enhancer
Expert Trials
Level
Requirement
Instructions
Note
Level 36
Second
Playthrough
Second
Playthrough
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.
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
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
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
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.
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.
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.
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
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
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.
Who
Reward
Note
Events
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 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.
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
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.
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.
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
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.
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.
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
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.
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
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
Who
Reward
Note
Abandoned House
Cater
Cutscene, Mega-Potion
Abandoned House
Cinque
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.
40,000
EXP
Magic
Power
+1
HP +50
MP +10
Events
Who
Reward
Note
Airship
Landing
Ryo
Elixir
Airship
Landing
Ryid
Ether
Mega-Potion
Crystarium
Cutscene, Ether
Central
Command
Cutscene, Elixir
Play as Machina.
Cutscene, Hi-Potion
Quon
Cadetmaster
Moogle Classes
Class Twelfth
Moogle
Hi-Potion
Ether
Terrace
Mega-Potion, What
Happened to Aria entry
added to the Rubicus.
Orderly
Terrace
Emina
Cutscene, Hi-Potion
Lounge
Deuce
Mega-Potion
Tasks
Who
Task
Reward
Enra
Crystarium Naghi
Central
Dominion
Command Officer
Armory
Guildsman
Note
Ballistic
Shield
Tasks
Who
Task
Reward
Note
Sorcery
Researcher
Sorcery
Dr. Al-Rashia
Lounge
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
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
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.
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
Moogle Classes
Who
Reward
Note
Main Gate
Caetuna
Cutscene,
X-Potion
Fountain
Courtyard
Yano
Hi-Potion
Fountain
Courtyard
Dominion
Legionary
Ether
MegaPotion,
Assign
Her to My
Custody
entry
added to
the
Rubicus.
Hi-Potion
Elixir
Cemetery
Gate
Cutscene,
Phoenix
Pinion
Crystarium
Hiiragi
Ether
Central
Command
Class Second
Moogle
Hi-Potion
Moogle Classes
Ready Room
Orderly
X-Potion,
On
Second
Thought
entry
added to
the
Rubicus.
Lounge
Carla
N/A
Terrace
Kurasame
Tasks
Who
Task
Reward
Note
Main Gate
Logistics Officer
Fountain
Courtyard
Tokito
Crystarium
Class Ninth
Cadet
Protector
Ring
Central
Command
Dominion
Officer
Armory
Armory
Guildmaster
Sorcery
Sorcery
Researcher
Lounge
Five
Phoenix
Down
Tasks
Who
Kurasame
Task
Outside of Akademeia
Location Who
Task
Toguagh Issei
Reward
Reward
Note
Can be done in the Arena.
Note
Must be fought on the Innsmouth Coast, second
playthrough.
Expert Trials
Level Requirement
Instructions
Note
Colonel Faiths
Revolt
Level 41
Second
Playthrough
Covering the
Cadets
Level 38
Second
Playthrough
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
64
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
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.
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.
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.
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
Special Order
Evasion Drill: Avoid taking damage.
Time Limit: 2:00
Effect: Aura 1:00
Reward: Crystal Ball
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
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
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.
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
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
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
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.
100,000 EXP
Magic Power +1
Max HP +50
Max MP +20
Events
Who
Reward
Note
Main Gate
Yamato
Elixir
Airship Landing
Izumo
Elixir
Altocrystarium
Queen
MegaPotion
Hallway
Naghi
Cutscene
Classroom Zero
Rem/Trey
Cutscene,
Phoenix
Pinion
Back Garden
Machina
MegaPotion
Cemetery
Gate
Cutscene,
Phoenix
Pinion
Crystarium
Armory/Kazusas
Lab
Kazusa
Kazusas Lab
Kazusa
Moogle Classes
Central Command.
Cutscene,
BOM
Magic
After doing Mutsuki request.
Power
+10
Elixir
Armory
Ryid
Cutscene,
After completing his Task.
Attack +3
Lounge
Carla
N/A
Terrace/Sorcery
Emina/Sorcery
Researcher
Terrace
Tokito
X-Potion
Tasks
Who
Task
Reward
Note
Classroom Kurasames
Zero
Tonberry
Crystarium Naghi
X-Potion
Central
Dominion
Command Officer
Three
Megalixirs
Tasks
Who
Task
Reward
Note
Armory
Ryid
Crystal
Gloves
Armory
Mutsuki
Diamond
Ring
Armory
Guildsman
Diamond
Gloves
Sorcery
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
Five Phoenix
Pinions
Outside of Akademeia
Compare rows: Select
Location
Cetme
Roshana
Rama
Who
Task
Reward
Note
Yatsude
Defeat twenty
Quake Killer
Imperial Troopers.
Subaru
Defeat fifteen
Mandragoras in
the Roshana
Province.
Gold Anklet
Defeat two
Yukisato Marduks in the
Crystal Shard
Roshana Province.
Tasks
Who
Task
Reward
Note
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
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
Defense Magic +2
Fire Magic +2
Ice Magic +2
Lightning Magic
+2
Events
Who
Reward
Note
Hiruhata
Mega-Ether
Hallway
Quon
Cutscene,
Magic
Power +5
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
Armory
Class Eleventh
Moogle
Mega-Ether
Ready Room
Carla
222,000 Gil
Ready Room
Carla
Moogle Classes
Seven
MegaPotion
Terrace/Sorcery
Emina/Sorcery
Researcher
Cutscene,
Random
Item
Tasks
Who
Logistics
Officer
Task
Give five Megalixirs to the
Logistics Officer.
Reward
Stalwart
Ring
Note
Class Ninth
Crystarium
Cadet
Crystarium Provost
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
Armory
Armory
Guildmaster
Sorcery
Sorcery
Researcher
Lounge
Cadetmaster
Gold Anklet
Diamond
Bangle
Soul of
Thamasa
Crystal Ball
Outside of Akademeia
Compare rows: Select
Location
Who
Task
Reward
Note
Shakara
Ametsuchi
Rilochy
Akari
Amiter
Otokusa
Cetme
Yatsude
Mythril
Gloves
Second playthrough
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
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
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.
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
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
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
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.).
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.
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.
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.
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.
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
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.
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.
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
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
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 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.
S-Rank Requirements
Time Phantoma Casualties
08:00 40
Rewards
Officer
Agito
Finis
Agito
Finis
12.5% Megalixir
25.0% Balaclava
Who
Reward
Note
Terrace
Machina/Rem
Cemetery
Machina/Rem
Sorcery
Dr. Al-Rashia
Hi-Potion
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
Agito
Finis
12.4% Megalixir
3.1% Ribbon
Mega Ether,
2,000 EXP
Defense
Magic +2
Second
Attack Power
Playthroug
+3
h
Defense
Magic +2
Second
Playthroug
h
Events
Who
Reward
Main Gate
Enra
Hi-Potion
Fountain
Courtyard
Cutscene,
Turbo
Ether
Note
Moogle Classes
Elixir
Airship Landing
Dominion Citizen
Hi-Potion
Entrance
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
Armory
Kazusa
Armory
King
Ether
Ready Room
Carla
Cutscene,
Pretty
Pelt
Terrace
Tokito
Hi-Potion
Terrace
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
Moogle Classes
S-Rank Requirements
Time Phantoma Casualties
20:00 9
Rewards
Officer
Agito
Finis
Agito
Finis
Magic Power +1
Fire Magic +1
Ice Magic +1
Lightning Magic +1
Magic Power +1
Second
Playthrough
Fire Magic +2
Second
Playthrough
Ice Magic +2
Second
Playthrough
Lightning Magic +2
Second
Playthrough
Events
Who
Reward
Note
Moogle Classes
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
Hi-Potion
Fountain Courtyard
Hi-Potion
Airship Landing
Hi-Potion
Tasks
Who
Task
Reward
Note
Armory
Guildsman
Sorcery
Sorcery
Researcher
Central
Command
Dominion
Officer
Lounge
Main Gate
Ether
Class Ninth
Cadet
Crystarium
Glacies
Vertigo can be found in the forests
Prima, Vol.
of the Rubrum Region.
II
Tasks
Who
Enra
Task
Reward
Note
Phoenix
Down
Fulgur
Can be purchased from Corsis
Primus, Vol.
Merchant.
II
Outside of Akademeia
Compare rows: Select
Location
Who
Task
Reward
Note
McTighe
Amane
Corsi
Takano
HP Enhancer
Aqvi
Koki
Ferric Ring
S-Rank Requirements
Time Phantoma Casualties
25:00 90
Rewards
Officer
Agito
Finis
S-Rank Rewards
Agito
Finis
12.5% Megalixir
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
Agito
Finis
12.5% Megalixir
3.1% Ribbon
Second Playthrough
This Mission is accessed by selecting Circle around back when you reach Togoreth for
Mission 3.
Special Orders
Order
Time
Limit
Effect
13
Freecast
Take down the
2:00
0:30
Demonicorn using your
2:00
Reward
Note
Ignis Essentia
Fulgur
Essentia
[Deuces
Invincible
Weapon]
0:30
Wildfire Flute
Magic: Quake
Special Orders
Order
Time
Limit
Effect
Reward
Note
active leader.
14
Glacies
Essentia
10,000
EXP
Magic
Power
+1
Defense
Magic
+2
Max HP
+20
Attack Second
Power Playthroug
+3
h
Magic Second
Power Playthroug
+1
h
Moogle Classes
Defense Second
Magic Playthroug
+3
h
Second
Max HP
Playthroug
+60
h
Events
Who
Reward
Note
Main Gate
Class Sixth
Moogle
Hi-Potion
Fountain
Courtyard
Orderly
Glass Pendant
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
Back Garden
Cater
Ether
Armory
Mutsuki
Cutscene, Mega
Remedy
Sorcery
Dr. Al-Rashia
Armory
Kazusa
Cutscene, Ether
Moogle Classes
Carla
N/A
Lounge
Akagi
Hi-Potion
Emina
Cutscene, HiPotion
Terrace
Tasks
Who
Task
Give the Logistics Officer
three Ethers.
Reward
Five XPotions
Note
Crystarium Provost
Hallway
Magic
Power +3
Central
Dominion
Command Legionary
Aegis
Veritas
Central
Kurasame
Command
Armory
Guildsman
Sorcery
Sorcery
Researcher
Crystarium
Class Ninth
Cadet
Dr. Al-Rashia
Tasks
Who
Task
Reward
Fulgur
Secundus,
Vol. II
Note
Outside of Akademeia
Compare rows: Select
Location
Who
Task
Reward
Note
Mi-Go
Moto
Keziah
Nenji
Expert Trials
The Keziah Diversion (Level 35)
S-Rank Requirements
Time Phantoma Casualties
3:20 11-13
Rewards
Officer
Agito
Finis
Magic: Bio Armory: Gale Armlet Armory: [Nines Weapon] Kains Lance
S-Rank Rewards
Agito
Finis
12.5% Megalixir
3.1% Ribbon
After accepting the Keziah Diversion Expert Trial, head to Keziah on the northeast side of the
Togoreth Region.
Items
Item
Note
Knowing Tag
Knowing Tag
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
Agito
Finis
S-Rank Rewards
Agito
Finis
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
Order
Time
Limit
Effect
Reward
Note
Aura
0:30
3:00
Protect Thunderbolt
0:30
Armlet
1:00
Haste
0:30
Sentinel Emblem
Endure
Blaze Armlet
0:30
Items
Item
Note
Special Orders
Order
Time
Limit
Effect
Reward
Note
11
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
Agito
Finis
12.4% Megalixir
Magic: Esuna
Magic: Blizzard RF
Defense Magic +3
Second
Playthrough
Fire Magic +3
Second
Playthrough
Moogle Classes
Ice Magic +3
Second
Playthrough
Lightning Magic +3
Second
Playthrough
Events
Who
Reward
Note
Main Gate
Asato
Hi-Potion
Fountain Courtyard
Nadeshiko
Ether
Airship Landing
Kiyo
Elixir
Back Garden
Bench
Cutscene, Phoenix
Pinion
Back Garden
Nine
Mega-Potion
Kazusa
Interactive
Cutscene, Random
Item
Central Command
Queen
Cutscene, X-Potion
Armory
Cinque
Cutscene, X-Potion
Sorcery
Quon
Ether
Ready Room
Carla
Cutscene, X-Ether
Ready Room
Jack
Mega-Potion
Lounge
Class Seventh
Ether
Moogle
Moogle Classes
Terrace
Need to play as
Machina/Rem; this Event is
only available when Emina is
not around.
Machina/Rem Hi-Potion
Tasks
Who
Task
Reward
Note
Armory
Guildsman
Sorcery
Sorcery
Researcher
Unlock Vermilion
Give one Purple Phantoma
Bird Squad
Central
Command
Commandant
Lounge
Main Gate
Commissar
Crystarium
Class Ninth
Cadet
Protector Ring
Auric Ring
Five Megalixirs
Flak Jacket
Crystal Shard
Outside of Akademeia
Compare rows: Select
Location
Iscah
Who
Mayor Aoba
Task
Reward
Note
Tasks
Who
Nana
Task
Reward
Expert Trials
Expelling the Imperial (RTS MissionLevel 36)
Note
MP Enhancer
S-Rank Requirements
Time Phantoma Casualties
21:00 8
Rewards
Officer
Agito
Finis
Agito
Finis
22.0% Interceptor
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
Agito
25.0% Tiara
Finis
25.0% Ignis Magnum
S-Rank Rewards
Agito
Finis
12.5% Megalixir
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
Order
Time
Limit
Effect
Reward
Note
Invincible Mythril
0:30
Gloves
Freecast
0:15
Phoenix
Pinion
Endure
0:30
Gold
Bangle
Aura 0:30
Mythril
Ring
Items
Room
6
Item
2:00
1:00
Note
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
Agito
Finis
12.5% Megalixir
3.1% Ribbon
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
Agito
Finis
20.3% Deflector
15.5% Talisman
12.5% Megalixir
3.1% Ribbon
Order
Time
Effect
Limit
Reward
Note
Stealth Mission:
Avoid being spotted 5:00
by the enemy.
Aura
0:30
Elixir
Stealth Mission:
Avoid being spotted 5:00
by the enemy.
Aura
0:30
Magic:
Invisible
[Rems
Endure Weapon]
0:30
Wildfire
Daggers
10
Performance
Evaluation: Eliminate 3:00
all enemies.
Regen
1:00
[Sices
Weapon]
Lamias Scythe
Items
Item
Note
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.
Who
Reward
Note
Events
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
Who
Task
Reward
Note
District
0714
District
0714
Lady
Celestia
Invite other
cadets to join
Class Zero for
Lady Celestia.
Akatoki
Amethyst
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
Agito
Finis
25.0% Deflector
12.5% Megalixir
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
Agito
26.6% Red Cap
Finis
29.7% Growth Egg
S-Rank Rewards
Agito
Finis
20.3% Balaclava
12.5% Megalixir
9.2% Talisman
3.1% Ribbon
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
Order
Time
Limit
Effect
Reward
Note
Endure
0:30
Megalixir
Quick
0:30
Regal Armor
13
Haste
0:30
[Caters Weapon]
Rune Trigger
14
1:00
3:00
Items
Item
Note
Support Serum
12
12
Support Serum
40,000 EXP
Magic Power +1
HP +50
Attack Power +5
Second Playthrough
Magic Power +1
Second Playthrough
Max HP +80
Second Playthrough
Max MP +30
Second Playthrough
Events
Who
Ryo
Reward
Elixir
Note
Moogle Classes
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
Hi-Potion
Ready Room
Enra
Ether
Terrace
Orderly
Lounge
Deuce
Mega-Potion
Reward
Note
Tasks
Who
Task
Enra
Crystarium Naghi
Ballistic
Shield
Central
Dominion
Command Officer
Armory
Guildsman
Tasks
Who
Task
seven Fire Shards.
Reward
Armlet
Note
Rubrum Region.
Sorcery
Sorcery
Researcher
Sorcery
Dr. Al-Rashia
Lounge
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
Agito
Finis
56.2% Circlet
S-Rank Rewards
Agito
Finis
12.5% Megalixir
Order
Time
Limit
Effect
Reward
Note
Endure
0:30
Haste
0:30
Gold
Bangle
Freecast
Auric Ring
0:30
10
Endure
0:30
14
Endure
0:30
Items
Item
Note
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
Agito
Finis
S-Rank Rewards
Agito
25.0% Unusual Artifact
Finis
25.0% Unusual Artifact
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.
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
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
Agito
Finis
25.0% Circlet
25.0% Interceptor
12.5% Megalixir
21.9% Tiara
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
Agito
Finis
25.0% Circlet
25.0% Tiara
Fire Magic +1
Ice Magic +1
Fire Magic +3
Second
Playthrough
Ice Magic +3
Second
Playthrough
Second
Playthrough
Second
Moogle Classes
Who
Caetuna
Reward
Note
Cutscene, X-Potion
Hi-Potion
Airship Landing
Orderly
Mega-Potion,
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
Ready Room
Orderly
X-Potion, On
Second Thought
Lounge
Carla
N/A
Terrace
Kurasame
Cutscene, X-Potion
Tasks
Who
Task
Reward
Note
Main Gate
Logistics Officer
Fountain
Courtyard
Tokito
Crystarium
Class Ninth
Cadet
Protector
Ring
Central
Command
Dominion
Officer
Armory
Armory
Guildmaster
Sorcery
Sorcery
Researcher
Lounge
Terrace
Kurasame
Outside of Akademeia
Location Who
Task
Toguagh Issei
Five
Phoenix
Down
Reward
Expert Trials
Colonel Faiths Revolt (Level 41)
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
Agito
Finis
25.0% Interceptor
12.5% Megalixir
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
Order
Time
Limit
Effect
Reward
Note
12
18
19
Freecast
0:45
U2-Shock
Damper
Performance Evaluation:
Fight your way through 5:00
the enemy ambush.
Quick 0:30
Phoenix
Pinion
Performance Evaluation:
Take down twenty
3:00
imperial stragglers.
Trance
1:00
[Eights
Weapon]
Diamond Fists
1:00
Items
Item
Note
14
18
S-Rank Requirements
Compare rows: Select
Time
Phantoma
Casualties
64
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
Agito
Finis
25.0% Balaclava
12.4% Megalixir
3.1% Ribbon
S-Rank Requirements
Time Phantoma Casualties
24:00 100
S-Rank Rewards
Agito
25.0% Deflector
Finis
25.0% Blessed Armlet
S-Rank Rewards
Agito
Finis
12.5% Megalixir
9.2% Circlet
3.1% Ribbon
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
Order
Time
Effect
Limit
Reward
Note
11
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
Time
Effect
Limit
Order
21
Haste
2:00
0:20
25
Performance Evaluation:
Exterminate all the
pyronades
1:00
Regen
0:30
Reward
Note
Megalixir
Elixir
Items
Item
Note
10
12
Knowing Tag
14
16
20
23
Knowing Tag
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
Agito
Finis
25.0% Talisman
12.5% Megalixir
25.0% Interceptor
12.5% Circlet
S-Rank Rewards
Agito
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
Agito
Finis
37.5% Circlet
12.5% Megalixir
3.1% Ribbon
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
Gold Anklet
5:00
5:00
S-Rank Rewards
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
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)
100,000 EXP
Magic Power
+1
Max HP +50
Max HP +100
Second
Playthrough
Max MP +50
Second
Playthrough
Events
Who
Reward
Note
Main Gate
Yamato
Elixir
Airship Landing
Izumo
Elixir
Altocrystarium
Queen
MegaPotion
Hallway
Naghi
Cutscene
Classroom Zero
Rem/Trey
Cutscene,
Phoenix
Pinion
Back Garden
Machina
MegaPotion
Cutscene,
Phoenix
Pinion
Cemetery Gate
Crystarium
X-Potion
Armory/Kazusas Lab
Kazusa
Kazusas Lab
Kazusa
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
Moogle Classes
Terrace/Sorcery
Terrace
Tokito
X-Potion
Outside of Akademeia
Compare rows: Select
Location
Cetme
Who
Yatsude
Roshana Subaru
Task
Reward
Note
Defeat twenty
Imperial Troopers.
Defeat fifteen
Mandragoras in the
Roshana Province.
Rama
Bazz
Sakuya
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
Who
Logistics
Officer
Task
Reward
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
Central
Dominion
Command Officer
Three
Megalixirs
Armory
Ryid
Crystal
Gloves
Armory
Mutsuki
Armory
Guildsman
Sorcery
Quon
You get the ring from Dr. AlRashias Task in the first Free
Time of Chapter 5.
Sorcery
Sorcery
Researcher
Magic:
Thunder MIS
Lounge
Cadetmaster
Five Phoenix
Pinions
Expert Trials
The Retreat from Roshana (Level 45)
Shock Armor
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
Agito
Finis
25.0% Megalixir
25.0% Deflector
After accepting The Retreat from Roshana Expert Trial, head to Roshana, which is east of the
Eibon Region.
Special Orders
Order
Time
Limit
Effect
Reward
Note
Performance Evaluation:
Defeat the Wingvern and
neutralize the energy walls.
2:00
3:00
Regen
1:00
Blessed Armlet
Haste
1:00
Celestial Armlet
Special Orders
Order
Time
Limit
Effect
Reward
Note
12
Regen
1:00
14
Protect
Regal Armor
0:45
Items
Item
Note
10
11
Knowing Tag
13
Knowing Tag
14
S-Rank Requirements
Time Phantoma Casualties
7:00 16
Rewards
Officer
Agito
Finis
Agito
Finis
25.0% Megalixir
25.0% Deflector
12.5% Talisman
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
Agito
Finis
12.4% Megalixir
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
Order
Time
Limit
Effect
Reward
16
Protect
Gold Anklet
0:30
27
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
Item
Note
Keycard
Keycard
Knowing Tag
10
Knowing Tag
10
14
15
21
S-Rank Requirements
Time Phantoma Casualties
30:00 12
S-Rank Rewards
Agito
Finis
S-Rank Rewards
Agito
Agito
Finis
25.0% Adamant Shell
Finis
After accepting the Operation Dragon Slayer Expert Trial, head to the Roshana Province,
which is east of the Eibon Region.
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.
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
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
S-Rank Rewards
Agito
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.
Item
Note
S-Rank Requirements
Time Phantoma Casualties
6:00 25
Rewards
Officer
Agito
Finis
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
Agito
Finis
12.5% Megalixir
25.0% Circlet
12.5% Platinum
Bracelet
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
Agito
21.9% Crystal Bracelet
Finis
21.9% Crystal Bracelet
S-Rank Rewards
Agito
Finis
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.
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
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
Agito
Finis
Defense
Magic +2
Fire
Magic +2
Ice
Magic +2
Lightning
Magic +2
Second
Defense
Playthroug
Magic +5
h
Second
Fire
Playthroug
Magic +5
h
Ice
Second
Magic +5 Playthroug
Moogle Classes
Second
Lightning
Playthroug
Magic +5
h
Events
Who
Reward
Note
Hiruhata
Mega-Ether
Hallway
Quon
Cutscene, Magic
Power +5
Classroom
Zero
Tonberry
Ether
Classroom
Zero
Deuce
Cutscene, X-Potion
Mega-Potion
Cemetery
Cutscene, Megalixir
Gate
Armory
Class Eleventh
Moogle
222,000 Gil
Cutscene,
Sublimation Ring
Lounge
Mega-Potion
Seven
Moogle Classes
Terrace
Emina
Tasks
Who
Logistics
Officer
Task
Give five Megalixirs to the
Logistics Officer.
Reward
Stalwart
Ring
Note
Class Ninth
Crystarium
Cadet
Crystarium Provost
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
Armory
Armory
Guildmaster
Sorcery
Sorcery
Researcher
Lounge
Cadetmaster
Gold Anklet
Diamond
Bangle
Soul of
Thamasa
Crystal Ball
Outside of Akademeia
Compare rows: Select
Location
Who
Task
Reward
Note
Shakara
Ametsuchi
Rilochy
Akari
Amiter
Otokusa
Second playthrough.
Cetme
Yatsude
Mythril
Gloves
Expert Trials
Operation Homecoming (Level 37)
S-Rank Requirements
Time Phantoma Casualties
3:00 11-14
Rewards
Officer
Agito
Finis
S-Rank Rewards
Agito
Finis
37.5% Circlet
25.0% Megalixir
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
Item
Ration
Note
Colossus CO at the end of the area to get the truck key.
S-Rank Requirements
Time Phantoma Casualties
5:00 15-18
Rewards
Officer
Agito
Finis
S-Rank Rewards
Agito
Finis
12.5% Megalixir
3.1% Ribbon
S-Rank Requirements
Time Phantoma Casualties
18:00 107
Rewards
Officer
Agito
Finis
Agito
Finis
S-Rank Rewards
Agito
Finis
12.5% Megalixir
3.1% Ribbon
Order
Performance
Evaluation: Quickly
secure the area.
Time
Limit
2:00
Effect
Haste
0:30
Reward
Note
Megalixir
Ribbon
[Kings
Weapon]
Judgments
Performance
Evaluation: Use the fuel
Freecast
2:00
Megalixir
tanks to defeat the
0:30
enemy.
Protect
2:00
1:00
Special Orders
12
Time
Limit
Order
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.
Lustrous
Armlet
Items
Item
Note
10
Fortified Ration
Knowing Tag
Knowing Tag
S-Rank Requirements
Time Phantoma Casualties
2:30 18-23
Rewards
Officer
Agito
Finis
S-Rank Rewards
Agito
Finis
25.0% Deflector
12.5% Megalixir
3.1% Ribbon
Order
Time Limit
Effect
Reward
Note
3:00
Aura 0:30
3:00
2:00
Quick 0:30
3:00
2:00
Celestial Armlet
Mythril Ring
S-Rank Requirements
Time Phantoma Casualties
30:00 135
Rewards
Officer
Agito
Finis
Agito
Finis
12.5% Megalixir
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.
Order
Time Limit
Effect
Reward
Note
Items
Item
Note
16
Aurum Medica
23
Aurum Medica
Items
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
Agito
Finis
25.0% Tiara
12.4% Megalixir
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
Agito
Finis
18.8% Circlet
18.8% Interceptor
12.5% Megalixir
3.1% Ribbon
Order
Time
Limit
Effect
Reward
Note
Aura 0:30
Form
3:00
Protect
0:30
[Machinas Weapon]
Twin Lvateinns
1:00
Invisible
0:30
Interceptor
13
Endure
1:00
Aegis Divinum
3:00
Items
Item
Note
Support Serum
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.
S-Rank Requirements
Time Phantoma Casualties
45:00 68
23-24
Rewards
Officer
Agito
Black
Cowl
Finis
Elementalist
Ring
S-Rank Rewards
Agito
Finis
12.5% Megalixir
Weapons
Aces Weapons
Attack
Power
Additional
Effect
Locations
Buy
Price
Sell
Price
Playing Cards 3
Default Weapon
80
Argentic
Deck
In Akademeias Armory
1200
120
Akademeia
Deck
200
SPP
100
1600
160
Arcane Deck 9
Increases MP by
At the shop in Rokol, in the Iscah Region
10%
Lustrous
Deck
10
180
Imperial
Tarot
12
2000
200
Draconic
Deck
15
240
Ironclad
Deck
24
Increases
Defense by 30
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
Reapers
Tarot
43
May inflict
Death status
2500
SPP
1250
Cardsharks
48
Deck
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
5000
1800
2500
Aces Weapons
Name
Additional
Effect
Locations
received
Buy
Price
Sell
Price
SPP
Crazy Eights 62
Black Trump 68
May inflict
Death Status
60000 6000
Deuces Weapons
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
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
180
900
Aces Weapons
Name
Flute
Additional
Effect
Locations
Buy
Price
Sell
Price
10
Wildfire
Flute
37
Hoarfrost
Flute
42
1800
2500
SPP
1250
2700
Voltaic Flute 46
Lightning Magic
Random treasure in Bethnel Caverns
+15
Guardian
Flute
Defense Magic
+20
35000 3500
Doubles EXP
received
5000
SPP
59
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
Attack
Additional Effect
Power
Locations
Buy
Price
Sell
Price
Long Bow
Default Weapon
80
Argentic
Bow
In Akademeias Armory
1200
120
Hunters
Bow
Treys Weapons
Attack
Additional Effect
Power
Buy
Price
Locations
Sell
Price
10
1600
160
Thorn Bow 11
180
Power Bow 12
2000
200
Elfin Bow
15
240
Platinum
Bow
24
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
2500
SPP
1250
Rune Bow
47
Increases MP by
Random treasure in Bethnel Caverns
30%
2700
Chirons
Bow
52
35000 3500
Blessed Bow 56
Doubles EXP
received
5000
SPP
Artemis
Bow
60000 6000
62
Yoichis Bow 69
2500
Caters Weapons
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
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
180
Riot Gun
12
2000
200
Draconic Pistol 15
2400
240
Erinyes Pistol 25
650
Mythril Pistol 33
Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
15
900
Rune Trigger
1800
Mtek-II Prime 46
2500
SPP
1250
Missing Score 52
2700
Shining Shot
Increases all
In Akademeias Armory (Land 200 Killsight
Magic power by
strikes with Cater)
30
35000 3500
Doubles EXP
received
5000
SPP
41
56
Tanegashima 62
Marvelous
67
2500
Treys Weapons
Name
Shout
Locations
Buy
Price
Sell
Price
MTek-ZERO
71
Playthrough or higher)
Cinques Weapons
Attack
Additional Effect
Power
Locations
Buy
Price
Sell
Price
Mace
Default Weapon
80
Skull
Crusher
In Akademeias Armory
1200
120
Shock
Hammer
200
SPP
100
Seismic
Shaker
10
1600
160
Buster
Hammer
11
180
Battle
Mace
12
2000
200
Ogre
Hammer
16
240
Ares Mace 25
650
Mythril
Mace
38
Increases all
Magic power by
10
900
Wildfire
Mace
43
9000
1800
Cinques Weapons
Name
Locations
Buy
Price
Sell
Price
Hoarfrost
Mace
49
2500
SPP
1250
Voltaic
Mace
54
2700
Gigas
Hammer
60
Lucky
Mallet
64
Doubles EXP
received
5000
SPP
60000 6000
Seraphim
Mace
69
Thors
Hammer
74
Playthrough or higher)
2500
Sices Weapons
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
200
SPP
100
1600
160
May inflict
Death status
Chapter 5
180
Cinques Weapons
Attack
Additional Effect
Power
Locations
Buy
Price
Sell
Price
Steel Scythe
12
2000
200
Wyvern Fang
15
2400
240
Cronuss
Scythe
24
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
1800
Toxic Scythe
43
May inflict
Poison status
2500
SPP
1250
Persephones
48
Scythe
May inflict
Death status
2700
Nightmare
35000 3500
Pixies Scythe 58
Doubles EXP
received
5000
SPP
Shambhala
63
Tezcatlipoca
68
Playthrough or higher)
53
2500
Sevens Weapons
Attack
Power
Additional
Effect
Locations
Buy
Price
Sell
Price
Sevens Weapons
Attack
Power
Additional
Effect
Locations
Buy
Price
Sell
Price
Whipblade
Default Weapon
80
Silver
Whipblade
In Akademeias Armory
1200
120
Knights
Whipblade
Platinum
Whipblade
1600
160
Sleipnir Tail
10
180
Chain
Whipblade
12
2000
200
Wyvern Tail
15
2400
240
Steel Snake
22
650
Mythril
Whipblade
34
Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
10
900
Wildfire
Whipblade
38
status
Playthrough or higher)
1800
Hoarfrost
Whipblade
43
May inflict
Freeze status
2500
SPP
1250
Voltaic
Whipblade
48
May inflict
Shock status
2700
Rosethorn
52
35000 3500
Reginleif
57
Doubles EXP
received
5000
SPP
2500
Sevens Weapons
Name
Additional
Effect
Locations
Buy
Price
Beastmaster
61
Brynhildr
66
Playthrough or higher)
Sell
Price
60000 6000
Eights Weapons
Attack
Additional Effect
Power
Locations
Buy
Price
Sell
Price
Brass
Knuckles
Default Weapon
80
Silver
Knuckles
In Akademeias Armory
1200
120
Killer
Knuckles
180
Heavy
Knuckles
Platinum
Knuckles
10
1600
160
Iron Fists
12
2000
200
Boxing Gloves 16
2400
240
Steel Claws
26
6500
650
34
Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
10
900
Mythril
Gloves
Sevens Weapons
Attack
Power
Additional
Effect
Locations
Buy
Price
Sell
Price
Diamond Fists 42
1800
Adamant
Knuckles
48
2500
SPP
1250
Godhands
53
2700
Master Fists 58
35000 3500
Golden Hands 64
Doubles EXP
received
5000
SPP
70
60000 6000
Demon Fists 75
Playthrough or higher)
Kaiser
Knuckles
2500
Nines Weapons
Name
Additional
Effect
Locations
Buy
Price
Sell
Price
Lance
Default Weapon
80
Heavy Lance
In Akademeias Armory
1200
120
Javelin
Shapeshifter
10
1600
Knights Lance 11
180
Harpoon
200
12
2000
160
Nines Weapons
Name
Additional
Effect
Locations
Buy
Price
Sell
Price
Wyvern Horn 16
2400
240
Holy Lance
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
1800
Hoarfrost
Spear
May inflict
Freeze status
2500
SPP
1250
2700
26
47
Voltaic Spear 53
Venus Gospel 58
35000 3500
Highwind
Doubles EXP
received
5000
SPP
63
2500
Kains Lance
69
Lance of
Longinus
74
Playthrough or higher)
Jacks Weapons
Attack
Power
3
Additional
Effect
Locations
Default Weapon
Buy
Price
Sell
Price
80
Nines Weapons
Attack
Power
Additional
Effect
Locations
Buy
Price
Sell
Price
Kiku-ichimonji 5
In Akademeias Armory
1200
120
Nagamitsu
200
SPP
100
Black Widow
May inflict
Poison status
180
Murasame
10
1600
160
Imperial Blade 12
2000
200
Dragonslayer
15
240
Kotetsu
26
650
Mythril Blade 36
Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
15
900
Demonslayer
42
1800
Rapture
47
May inflict
Death status
2500
SPP
1250
Conqueror
53
2700
Muramasa
58
Increases MP
by 30%
35000 3500
Bushido Blade 63
Doubles EXP
received
5000
SPP
Mutsunokami 68
2500
60000 6000
Nines Weapons
Name
Genji Blade
75
Additional
Effect
Locations
Defeat Eight-Arm Gilgamesh with Jack (Third
Playthrough or higher)
Buy
Price
Sell
Price
Buy
Price
Sell
Price
Queens Weapons
Attack
Additional Effect
Power
Locations
Longsword
Default Weapon
80
Flamberge
In Akademeias Armory
1200
120
Claymore
Rune Saber
180
Shamshir
10
1600
160
Imperial
Saber
12
2000
200
Ancient Blade 15
2400
240
650
Mythril Saber 36
Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
10
900
Wildfire
Saber
41
1800
Hoarfrost
Saber
46
2500
SPP
1250
Warlord
26
Queens Weapons
Attack
Additional Effect
Power
Locations
Buy
Price
Sell
Price
Voltaic Saber 52
Lightning Magic
Random treasure in Bethnel Caverns
+20
Master
Sword
57
Defense Magic
+20
35000 3500
Save the
Queen
63
Doubles EXP
received
5000
SPP
Phantasmal
Blade
68
60000 6000
Celestial
Saber
73
Playthrough or higher)
2700
2500
Kings Weapons
Attack
Power
Additional
Effect
Locations
Buy
Price
Sell
Price
Twin
Revolvers
Default Weapon
80
Twin
Magnums
In Akademeias Armory
1200
120
Outsiders
200
SPP
100
Twin
SuperMags
1600
160
Magnati
10
180
Hardedges
12
2000
200
Double
14
240
Queens Weapons
Attack
Additional Effect
Power
Locations
Buy
Price
Sell
Price
Dragons
Dual Blasters 24
650
Mythril
Blasters
33
Increases all
Magic power by At the shop in Amiter, in the Dragon Sanctuary 9000
10
900
Judgments
38
1800
Death
Penalties
42
May inflict
Death status
2500
SPP
1250
Supershot STs 47
2700
Dominators
35000 3500
Peacemakers 56
Doubles EXP
received
5000
SPP
Valkyries
60
May inflict
Death status
60000 6000
Quicksilvers
64
51
2500
Machinas Weapons
Attack
Power
3
Additional
Effect
Locations
Default Weapon
Buy
Price
Sell
Price
80
Machinas Weapons
Attack
Power
Additional
Effect
Locations
Buy
Price
Sell
Price
Argentic Rapiers 5
In Akademeias Armory
1200
120
Clockwork Blades 8
200
SPP
100
Platinum Rapiers 10
1600
160
Rune Rapiers
11
Increases MP
by 20%
180
Mecha-Rapiers
12
2000
200
Ryujin Rapiers
15
2400
240
26
650
36
Increases all
At the shop in Amiter, in the Dragon
Magic power by
Sanctuary
10
Corkscrew
Rapiers
Mythril Rapiers
9000
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
2700
1800
Thunderslashes 54
35000 3500
Twin Durandals
Doubles EXP
received
5000
SPP
Dreadnaughts
61
65
2500
Machinas Weapons
Name
Twin Excaliburs
75
Additional
Effect
Locations
Defeat Eight-Arm Gilgamesh with Machina
(Third Playthrough or higher)
Buy
Price
Sell
Price
1
Rems Weapons
Attack
Power
Additional
Effect
Locations
Sell
Price
Daggers
Argentic
Daggers
Increases MP by
In Akademeias Armory
10%
Dancing
Daggers
Ogrenyxes
1600
Rune Daggers
10
30%
the Imperial Capital mission in Chapter 4
180
Butterfly Edges 11
2000
200
Parrying
Daggers
2400
240
14
Default Weapon
Buy
Price
80
1200
120
160
Survival Edges 23
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
2500
1250
Machinas Weapons
Name
Additional
Effect
Locations
Daggers
Buy
Price
Sell
Price
SPP
Voltaic Daggers 46
Lightning Magic
Random treasure in Bethnel Caverns
+20
Defenders
Daggers
50
35000 3500
Zwillblades
54
Doubles EXP
received
5000
SPP
Assassins
Daggers
59
May inflict
Death status
Orichalcum
Dirks
63
Playthrough or higher)
Accessories
HP-, MP-, Defense-, and Attack-Increasing Accessories
Compare rows: Select
Name
Effect
Bronze Bangle
Iron Bangle
Silver Bangle
Vitality Apparatus
Gold Bangle
Platinum Bangle
Mythril Bangle
2700
2500
Effect
Diamond Bangle
Grand Bangle
Doubles max HP
Silver Bracelet
Gold Bracelet
Combat Apparatus
Platinum Bracelet
Mythril Bracelet
Diamond Bracelet
Crystal Bracelet
Adamant Shell
Mythril Armor
Cupric Ring
Ferric Ring
Argentic Ring
Auric Ring
Draconic Ring
Mythril Ring
Diamond Ring
Rune Ring
Crystal Ring
Doubles max MP
Earrings
Amulet
Effect
Talisman
Crystal Ball
Circlet
Tiara
Hypno Crown
Regal Crown
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
Mythril Helm
Protector Ring
Warrior Ring
Effect
Guardian Ring
Stalwart Ring
Reed Cloak
Crystal Mail
Onion Armor
Magic-Increasing Accessories
Compare rows: Select
Name
Effect
Ignis Essentia
Ignis Veritas
Ignis Magnum
Ignis Divinum
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%
Effect
Glacies Essentia
Glacies Veritas
Glacies Magnum
Glacies Divinum
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 Essentia
Fulgur Veritas
Fulgur Magnum
Fulgur Divinum
Fulgur Codex
Tome of Ramuh
Effect
30%
Aegis Essentia
Aegis Veritas
Aegis Magnum
Aegis Divinum
Aegis Codex
Tome of Lakshimi
Feathered Cap
Wizards Hat
Dominion Helmet
Red Cap
Red Beret
Mages Miter
Warlocks Headdress
Gold Hairpin
Effect
Soul of Thamasa
Luminous Robe
Elementalist Ring
Lilith Rod
Resistance-Increasing Accessories
Compare rows: Select
Name
Effect
Ballistic Vest
Tactical Vest
Ballistic Armor
Bulletproof Vest
Flak Jacket
Ballistic Shield
Interceptor
Advanced Interceptor
H2-Ballistic Armor
Deflector
Tempered Shield
Magitek Shield
Supple Shield
Zircon Shield
Topaz Shield
Resistance-Increasing Accessories
Compare rows: Select
Name
Effect
Ruby Shield
Diamond Shield
Opal Shield
Riot Shield
Shock Buckler
U1-Shock Damper
Shock Shield
Shock Armor
U2-Shock Damper
Quake Killer
Battery Barrier
H2-Shock Absorber
H5-Shock Absorber
Shield Talisman
Pierceproof Armor
Sentinel Emblem
Stabproof Shield
Blade Barrier
H2-Stab Armor
Guardian Armor
Circumventor
Plated Armor
Resistance-Increasing Accessories
Compare rows: Select
Name
Effect
Regal Armor
Masters Mail
H2-Circumventor
Fire Armlet
Flame Armlet
Brimstone Armlet
Firewyrm Armlet
Blaze Armlet
Armlet of Ifrit
Ice Armlet
Frost Armlet
Glacial Armlet
Icewyrm Armlet
Arctic Armlet
Armlet of Shiva
Spark Armlet
Blitz Armlet
Thunder Armlet
Stormwyrm Armlet
Thunderbolt Armlet
Armlet of Ramuh
Torrent Armlet
Resistance-Increasing Accessories
Compare rows: Select
Name
Effect
Gaia Armlet
Gale Armlet
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
Lustrous Armlet
Blessed Armlet
Dukes Gauntlets
Effect
Jeweled Ring
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
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
Mobility Gear
Gold Anklet
Ribbon
Super Ribbon
Mist Mask
Balaclava
Snow Goggles
Sand Visor
Smoke Hood
Waterproof Mask
Rain Hood
Growth Egg
Resistance-Increasing Accessories
Compare rows: Select
Name
Effect
Oracles Codex
Seraphim Score
Omnipedia
Mages Knapsack
Moogle Plushie
Bewitching Fragrance Sice: Adds Death, Burn, and Poison effects to normal attacks
Lace Leggings
Transcendent Scroll
Eight: Increases Attack by 80 and grants Endure, but reduces all Magic by 40
Meteor Buckle
Hagakure
Lucid Lenses
Tailored Suit
Pluviale
Betrothal Ring
SP Armlet
SP Chestplate
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
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
Unusual Artifact
Increases max HP by 20%, Attack and Defense by 20, and ballistic resistance by
25%
Black Cowl
Juggernaut Badge
Assault Badge
Enchanted Badge
Increases all Magic by 99 and grants Trance and Quick, but reduces Attack by 99
Akatoki Amethyst
Gift from Celestia that increases all Magic by 100 and grants Quick
Genji Armor
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
Life Armlet
Grants Reraise
Items
Consumables
Description
Potion
Hi-Potion
Mega-Potion
X-Potion
Ether
Turbo Ether
Mega-Ether
X-Ether
Remedy
Mega-Remedy
Elixir
Megalixir
Combat Ration
Fortified Ration
Strength Serum
Support Serum
Ferrum Medica
Aes Medica
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
Description
Draco Medica
Concordian issue that restores 100% of targets HP and MP, and grants invincibility
Phoenix Down
Phoenix Pinion
Monster Spoils
Description
Extremely hard scale that grants
Protect
Buy
Price
Sell
Price
How to Get
400
300
Fire Shard
200
Ice Shard
200
Lightning
Shard
200
Light
Feather
grants Freecast
200
Fury Bristle
300
Tree Sap
200
Drop: Mandragora
Insect Oil
200
Pretty Pelt
320
Consumables
Description
Flan Ooze
200
Bomb Core
300
Turtle Shell
1000
Dragon
Fang
600
Lesser Lopros
Cactus
Spine
800
Anima
Lantern
grants Reraise
500
Drop: Tonberry
700
1000
Description
Buy Sell
Price Price
How to Get
Eyeball
Specimen
Til Finis
Comes, With
You
100
Presents
Description
Buy Sell
Price Price
How to Get
Compact
Mirror
2000
200
Quill Pen
800
Hydrangea
Bouquet
1000
100
500
Fancy Tapestry
800
Tea Set
2000
200
Ornamental
Plant
8000
800
Famous
Painting
15000 1500
Perfume Set
300
Music Box
500
Jewelry Box
12000 1200
Presents
Description
Buy Sell
Price Price
How to Get
accessories
Luconia Doll
8000
800
Potted Plant
5000
500
10000 1000
200
1000
100
Enamel Purse
600
Makeup Kit
300
300
400
Buttercream
Cake
Presents
Buy Sell
Price Price
Description
How to Get
Bath Set
600
Aromatic Oils
600
Pearl Hairpin
10000 1000
150
Good-Luck
Charm
Diamond Ore
Glass Pendant
Greens
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
Presents
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
Tantal
Greens
Leafy vegetables
that make a chocobo
100
chickling take after
its father
10
Pahsana
Greens
Leafy vegetables
that make a chocobo
100
chickling take after
its mother
10
Curiel
Greens
Leafy vegetables
that increase the
number of chocobos
hatched
100
Mimett
Greens
Leafy vegetables
that increase the
chances of hatching
a good chocobo
200
Reagan
Greens
Leafy vegetables
that greatly increase
the chances of
hatching a good
chocobo
300
500
500
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
Buy Sell
Price Price
Description
chocobos
How to Get
a mission)
Who
Task
Reward
Note
Armory
Guildsman
Sorcery
Sorcery
Researcher
Central
Command
Dominion
Officer
Lounge
Main Gate
Logistics Officer
Crystarium
Class Ninth
Cadet
Glacies
Vertigo can be found in the forests
Prima, Vol.
of the Rubrum Region.
II
Tasks
Fountain
Courtyard
Who
Enra
Task
Reward
Note
II
Region.
Phoenix
Down
Fulgur
Can be purchased from Corsis
Primus, Vol.
Merchant.
II
Outside of Akademeia
Compare rows: Select
Location
Who
Task
Reward
Note
McTighe
Amane
Corsi
Takano
HP Enhancer
Aqvi
Koki
Ferric Ring
Who
Task
Reward
Note
Class Ninth
Crystarium
Cadet
Crystarium Provost
Tasks
Hallway
Who
Task
Dr. Al-Rashia
Reward
Note
history.
Central
Dominion
Command Legionary
Aegis
Veritas
Central
Kurasame
Command
10,000 EXP
Armory
Guildsman
Shock Shield
Sorcery
Sorcery
Researcher
Lounge
Fulgur
Secundus,
Vol. II
Outside of Akademeia
Compare rows: Select
Location
Who
Task
Reward
Note
Mi-Go
Moto
Keziah
Nenji
Tasks
Who
Task
Reward
Note
Armory
Guildsman
Sorcery
Sorcery
Researcher
Unlock Vermilion
Give one Purple Phantoma
Bird Squad
Central
Command
Commandant
Lounge
Main Gate
Commissar
Protector Ring
Auric Ring
Five Megalixirs
Class Ninth
Crystarium
Cadet
Flak Jacket
Crystal Shard
Outside of Akademeia
Compare rows: Select
Location
Who
Task
Reward
Note
Iscah
Mayor Aoba
Rokol
Nana
MP Enhancer
Tasks
District
0714
District
0714
Who
Task
Reward
Note
Lady
Celestia
Akatoki
Amethyst
Who
Task
Reward
Note
Fountain
Courtyard
Enra
Ballistic
Shield
Central
Dominion
Command Officer
Five XPotions
Armory
Crystarium Naghi
Guildsman
Tasks
Who
Task
Reward
Note
Sorcery
Sorcery
Researcher
Sorcery
Dr. Al-Rashia
Lounge
Twelve
Jeweled
Rings
Who
Task
Reward
Note
Main Gate
Logistics Officer
Fountain
Courtyard
Tokito
Crystarium
Class Ninth
Cadet
Protector
Ring
Central
Command
Dominion
Officer
Armory
Armory
Guildmaster
Sorcery
Sorcery
Researcher
Lounge
Five
Phoenix
Tasks
Terrace
Who
Task
Reward
Official
Administration Official.
Kurasame
Outside of Akademeia
Location Who
Task
Toguagh Issei
Down
Can be done in the Arena.
Reward
Note
Note
Must be fought on the Innsmouth Coast, second
playthrough.
Who
Task
Reward
Note
Classroom Kurasames
Zero
Tonberry
Crystarium Naghi
X-Potion
Central
Dominion
Command Officer
Three
Megalixirs
Armory
Ryid
Crystal
Gloves
Armory
Mutsuki
Diamond
Tasks
Who
Task
Reward
Note
Mutsuki.
Ring
Roshana Province.
Armory
Guildsman
Diamond
Gloves
Sorcery
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
Five Phoenix
Pinions
Outside of Akademeia
Compare rows: Select
Location
Who
Task
Reward
Note
Yatsude
Defeat twenty
Quake Killer
Imperial Troopers.
Roshana
Subaru
Defeat fifteen
Mandragoras in
the Roshana
Province.
Rama
Defeat two
Yukisato Marduks in the
Crystal Shard
Roshana Province.
Cetme
Bazz
Sakuya
Defeat an Iron
Giant.
Gold Anklet
Growth Egg
Tasks
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
Who
Task
Reward
Logistics
Officer
Class Ninth
Cadet
Crystarium Provost
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
Diamond
Bangle
Armory
Armory
Guildmaster
Soul of
Thamasa
Sorcery
Sorcery
Researcher
Lounge
Cadetmaster
Main Gate
Crystarium
Stalwart
Ring
Note
Gold Anklet
Crystal Ball
Outside of Akademeia
Compare rows: Select
Location
Who
Task
Reward
Note
Shakara
Ametsuchi
Rilochy
Akari
Amiter
Otokusa
Second playthrough.
Cetme
Yatsude
Mythril
Gloves
Free
Time
Location
Who
Note
Chapter 2
Second
Break
Ready
Room
Carla Event
Chapter 3
First
Break
Lounge
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
Free
Time
Location
Who
Note
Chapter 5
First
Break
Ready
Room
Carla Event
Chapter 5
Second
Break
Lounge
Carla
Chapter 7
First
Break
Lounge
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
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
Free
Time
Location
Chapter Third
2
Break
Lounge
Chapter First
5
Break
Chapter First
7
Break
Hallway
Naghi Event
Naghi Event
Quons Sub-Event
Who
Crystarium Quon
Note
Event
Quons Sub-Event
Who
Note
Break
Chapter 3
Second
Break
Sorcery
Chapter 5
First
Break
Crystarium Quon
Chapter 5
First
Break
Sorcery
Dr. AlRashia
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
Quon
Event
Mutsukis Sub-Event
Free Time
Location
Who
Note
Mutsuki Event
Second
Break
Mutsuki Event
Chapter 5
Airship
Landing
Central
Command
Mutsuki
Seven
Event: You can only talk to Seven at this point if you have
completed all of Mutsukis Sub-Events.
Ryids Sub-Event
Free Time
Chapter 3 Second
Location
Armory
Who
Cinque
Note
Event
Ryids Sub-Event
Free Time
Location
Who
Note
Break
Airship
Landing
Ryid
Event
Ryid
Ryid
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
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.
Corsi Cave
Note
Enemy Level: 22
Item
Note
Rubrum Analects
Knowing Tag
Northern Corridor
Note
Enemy Level: 31
Location: North Togoreth Region, west of Mi-Go
Compare rows: Select
Room
Item
Note
Knowing Tag
Item
Note
Knowing Tag
Knowing Tag
Item
Note
Mobilization Strategy
Lorican Diary
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
Knowing Tag
Knowing Tag
Item
Note
10
11
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.
3. First Chamber
Youll have to fight 100 Tonberries in order to move on to the next room.
7. Third Chamber
Your next challenge is to defeat 100 Glasya Labolas.
9. Fourth Chamber
A hundred Mushussus wait for you in this area. Defeat them to move on.
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.
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
Bethnel Caverns
Note
Enemy Level: 55
Location: Just above the town of Mero in the Mero Region.
Item
Note
Knowing Tags
Knowing Tags
Diamond Ore
Item
Note
northmost chest.
Knowing Tags
10
11
Knowing Tag
12
12
12
Silent Key
Note
Enemy Level: 44
Location: On the southern tip of the Veill Desolands, south of the West Nesher District.
Item
Note
Ring 25%
10
11
Voyage Log
13
Unusual Artifact
14
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.
Item
Note
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.
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.
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.
0-5
Rank Rewards
Reward
S-Rank
A-Rank
B-Rank
C-Rank
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.
extracted from a defeated enemy will head to the sky while the Nox Suzaku is present on the
world map.
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.
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.
citizens have gathered, talk to the mayor again and hell give you the lCie Crystal for your
help.
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.
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.
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.
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.
Found in the southwestern pit in the Northern Valley. You need the airship Setzer to reach the
Northern Valley and this lCie 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.
This lCie Crystal is obtained on the southwest corner of the bridge in the north of the Azurr
District.
This lCie Crystal is found on the ground near the western tip of the large crevasse in the center
of the Cetme District.
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.
This lCie Crystal is found on the ground in the Rilochy Province along the shoreline, directly
south of the town of Rilochy.
This lCie Crystal is found on the ground near the shoreline around the northwest end of the
West Nesher District.
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.
This lCie Crystal is obtained on the ground on the northern tip of the Eibon Region.
This lCie Crystal is obtained on the tip in the center of the Roshana Province.
This lCie Crystal is obtained on the northeast area of the Innsmouth Region.
This Crystal is obtained in the Mero Region, found on the ground west of the Bethnel Caverns,
west of Mero.
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.
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.
Number of Tags
Reward
19
Potion
1019
X-Potion
2039
X-Ether
4059
Dominion Helmet
7079
Megalixir
8098
Phoenix Down
99
Phoenix Pinion
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
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
Assault
Chocobo
A chocobo with
strong offensive
abilities
Gysahl Greens
Swiftwind
Chocobo
A chocobo with
extremely strong
offensive abilities
Mimett Greens
Fleetfoot
Chocobo
A chocobo that is
fast but easily
defeated
Turbo
Chocobo
A chocobo that is
extremely fast but
easily defeated
both pairings
Fleetfoot Chocobo
Description
Sonic Chocobo
A fast, sturdy
chocobo
Supersonic
Chocobo
A sturdy chocobo
Sonic Chocobo + Sonic
that is extremely fast Chocobo
Which Greens
Note
Gysahl Greens
Mimett Greens
Evasive
Chocobo
Sneaky
Chocobo
A sturdy chocobo
that can dodge
attacks
Stealth
Chocobo
Knight
Chocobo
Supersonic Chocobo +
A chocobo with
Swiftwind Chocobo or
strong offensive and
Swiftwind Chocobo +
defensive abilities
Swiftwind Chocobo
None
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
Description
Description
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
Mimett Greens
Reagan Greens
Leafy vegetables that greatly increase the chances of hatching a good chocobo
Sylkis Greens
Gyzahl Greens
Leafy vegetables that increase the chances of hatching a whole flock of chocobos
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.
Red
Magenta
Cerise
Rouge
Cinnabar
Effect/Use
How to Obtain
Purchase
Price
Sell
Price
1000
100
2000
200
3000
300
N/A
500
N/A
800
Blue Phantoma
Blue
Cyan
Smalt
Cobalt
Cerulean
Effect/Use
How to Obtain
Purchase
Price
Sell
Price
1000
100
2000
200
3000
300
N/A
500
N/A
800
Yellow Phantoma
Effect/Use
How to Obtain
Purchase
Price
Sell
Price
Yellow
1000
100
Sepia
2000
200
3000
300
Topaz
N/A
500
Golden
N/A
800
Green Phantoma
Effect/Use
How to Obtain
Purchase
Price
Sell
Price
Green
1000
100
Verdant
2000
200
Ivy
3000
300
Jade
N/A
500
Celadon
N/A
800
Purple Phantoma
Effect/Use
How to Obtain
Purchase
Price
Sell
Price
Purple
Mauve
1000
Lavender
For general special magic, MIS type, Protect, Harvested from defeated
N/A
and Holy enhancements.
enemies
1500
Violet
3000
Indigo
4800
500
White Phantoma
Effect/Use
How to Obtain
Purchase
Price
Sell
Price
White
None
10
Ivory
500
Pearl
None
1000
(Special)
Argent
None
100
N/A
Enemy Category
Generic Enemy 1
Finishing Blow
Phantoma
Probability
White
64.6%
Red
11.8%
Blue
11.8%
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%
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%
White
64.6%
Magenta
11.8%
Cyan
11.8%
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%
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%
White
64.6%
Cerise
11.8%
Smalt
11.8%
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%
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%
White
64.6%
Rouge
11.8%
Cobalt
11.8%
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%
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%
White
64.6%
Cinnabar
11.8%
Cerulean
11.8%
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%
Enemy Category
High Level 1
High Level 1
High Level 2
Finishing Blow
Phantoma
Probability
Lightning-Based Attack
Ivory
5.9%
Green
52.9%
Red
15.7%
Blue
15.7%
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%
Verdant
52.9%
Enemy Category
High Level 3
Finishing Blow
Phantoma
Probability
Magenta
15.7%
Cyan
15.7%
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%
Ivy
52.9%
Cerise
15.7%
Smalt
15.7%
Enemy Category
High Level 4
Finishing Blow
Phantoma
Probability
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%
Jade
52.9%
Rouge
15.7%
Cobalt
15.7%
Topaz
15.7%
Killsight
Cinnabar
29.4%
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%
Red
90.2%
Yellow
4.7%
Green
4.7%
Enemy Category
Fire Type 2
Fire Type 3
Fire Type 4
Finishing Blow
Phantoma
Probability
Ivory
0.4%
Killsight
Cerise
78.4%
Killsight
Verdant
9.8%
Killsight
Mauve
9.8%
Killsight
Ivory
2.0%
Magenta
90.2%
Sepia
4.7%
Verdant
4.7%
Ivory
0.4%
Killsight
Rouge
78.4%
Killsight
Ivy
9.8%
Killsight
Lavender
9.8%
Killsight
Ivory
2.0%
Cerise
90.2%
Jasmine
4.7%
Ivy
4.7%
Ivory
0.4%
Killsight
Cinnabar
78.4%
Killsight
Jade
9.8%
Killsight
Violet
9.8%
Killsight
Ivory
2.0%
Rouge
90.2%
Enemy Category
Ice Type 1
Ice Type 2
Ice Type 3
Finishing Blow
Phantoma
Probability
Topaz
4.7%
Jade
4.7%
Ivory
0.4%
Killsight
Cyan
78.4%
Killsight
Green
9.8%
Killsight
Purple
9.8%
Killsight
Ivory
2.0%
Blue
90.2%
Red
4.7%
Green
4.7%
Ivory
0.4%
Killsight
Smalt
78.4%
Killsight
Verdant
9.8%
Killsight
Mauve
9.8%
Killsight
Ivory
2.0%
Cyan
90.2%
Magenta
4.7%
Verdant
4.7%
Ivory
0.4%
Killsight
Cobalt
78.4%
Killsight
Ivy
9.8%
Killsight
Lavender
9.8%
Enemy Category
Ice Type 4
Lightning Type 1
Lightning Type 2
Finishing Blow
Phantoma
Probability
Killsight
Ivory
2.0%
Smalt
90.2%
Cerise
4.7%
Ivy
4.7%
Ivory
0.4%
Killsight
Cerulean
78.4%
Killsight
Jade
9.8%
Killsight
Violet
9.8%
Killsight
Ivory
2.0%
Cobalt
90.2%
Rouge
4.7%
Jade
4.7%
Ivory
0.4%
Killsight
Sepia
78.4%
Killsight
Green
9.8%
Killsight
Purple
9.8%
Killsight
Ivory
2.0%
Yellow
90.2%
Blue
4.7%
Green
4.7%
Ivory
0.4%
Killsight
Jasmine
78.4%
Enemy Category
Lightning Type 3
Lightning Type 4
Finishing Blow
Phantoma
Probability
Killsight
Verdant
9.8%
Killsight
Mauve
9.8%
Killsight
Ivory
2.0%
Sepia
90.2%
Cyan
4.7%
Verdant
4.7%
Ivory
0.4%
Killsight
Topaz
78.4%
Killsight
Ivy
9.8%
Killsight
Lavender
9.8%
Killsight
Ivory
2.0%
Jasmine
90.2%
Smalt
4.7%
Ivy
4.7%
Ivory
0.4%
Killsight
Golden
78.4%
Killsight
Jade
9.8%
Killsight
Violet
9.8%
Killsight
Ivory
2.0%
Topaz
90.2%
Cobalt
4.7%
Jade
4.7%
Enemy Category
Arena 1
Arena 2
Arena 3
Finishing Blow
Phantoma
Probability
Ivory
0.4%
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%
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%
White
100.0%
Killsight
White
52.9%
Killsight
Ivy
47.1%
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%
White
98.0%
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
1.0
1.0 1.0
Description
Applicable Eidolons
Blazing Strike
Meteor Strike
Eruption
Conjure pillars of flame to attack nearby enemies Ifrit, Firebrand, Rubicante, Vulcan
Flaming Fist
Calamity
Meteor Mash
Ignis
Hellfire
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:
Core Stats
Stat
Max Boost
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
Ability
Blazing Strike
Eruption
Meteor Strike
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Command Abilities
Ability
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
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
13
15
Meteor Strike
Abilities
AP Cost
Release Order
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
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
Ability
Blazing Strike
Eruption
Meteor Strike
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
HP Up
HP Up II
12
MP Up
Summon Extension
Abilities
AP Cost
Release Order
Summon Extension II
14
16
Flameproof
Blazing Strike
10
Meteor Strike
11
Eruption
Eruption: Power Up
Eruption: Power Up II
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:
Minimum
0.9 meters
Summoning Radius:
Duration:
75 seconds (cannot be increased)
Core Stats
Stat
Max Boost
Duration
+0 seconds
Max HP
+0
Max MP
+200
Attack
+10
Stat
Max Boost
Defense
+0
MP Regeneration
1.41
Movement Speed
1.0
Initial Status
Level EXP AP
29
243,216 6
Command Abilities
Ability
Blazing Strike
Eruption
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
Auto-Regen
MP Up
MP Up II
MP Auto-Regen Up
Attack Up
16
Flameproof
Blazing Strike
Eruption
Eruption: Power Up
Eruption: Power Up II
Eruption: Power Up IV
12
Eruption: Crit Up
10
Eruption: Crit Up II
14
Eruption: MP Down
11
Eruption: MP Down II
13
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:
Minimum Summoning
1.5 meters
Radius:
Duration:
50 seconds (can be increased to 80 seconds)
Core Stats
Stat
Max Boost
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
Ability
Blazing Strike
Eruption
Meteor Strike
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Command Abilities
Ability
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
Automaton
HP Up
HP Up II
HP Up III
15
Attack Up
16
Summon Extension
Summon Extension II
10
14
Flameproof
12
Blazing Strike
11
Meteor Strike
Abilities
AP Cost
Release Order
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:
Core Stats
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
Ability
Flaming Fist
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
HP Up
HP Up II
HP Up III
HP Up IV
Abilities
AP Cost
Release Order
HP Up V
10
HP Up VI
12
HP Up VII
14
Flaming Fist
11
13
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:
Core Stats
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
Ability
Hellfire
Meteor Mash
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
HP Up
MP Up
MP Auto-Regen Up
Summon Extension
Abilities
AP Cost
Release Order
Summon Extension II
12
Flameproof
Meteor Mash
10
15
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
0.4 0.8
Description
Applicable Eidolons
Golem, Gigas, Ogre, Titan, Dwarf
Golem
Gaia Stampede
Ancients Wrath
Golem
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
How to Unlock:
Minimum Summoning
Radius:
Duration:
2.2 meters
120 seconds (can be increased to 130 seconds)
Core Stats
Stat
Max Boost
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
Ability
Megaton Punch
Ancients Wrath
Gaia Stampede
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Command Abilities
Ability
Knockdown Resistance
Immune
Knockback Resistance
Immune
Abilities
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
Megaton Punch
Gaia Stampede
11
14
Abilities
AP Cost
Release Order
Ancients Wrath
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:
Core Stats
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
Ability
Megaton Punch
Ancients Wrath
Gaia Stampede
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
Immune
Abilities
AP Cost
Release Order
Intel
HP Up
HP Up II
HP Up III
12
HP Up IV
15
Abilities
AP Cost
Release Order
Accelerate
Accelerate II
10
Accelerate III
10
14
Summon Extension
Summon Extension II
10
13
Summon Extension IV
10
16
Mobile Strike
Megaton Punch
Gaia Stampede
Ancients Wrath
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:
Minimum Summoning
Radius:
Duration:
2.2 meters
110 seconds (can be increased to 130 seconds)
Core Stats
Stat
Max Boost
Duration
+20 seconds
Max HP
+1500
Max MP
+0
Attack
+0
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
Ability
Ancients Wrath
Gaia Stampede
Basic Attributes
Value
Movement Speed
2.1 meters
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
Immune
Abilities
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
14
Gaia Stampede
15
Ancients Wrath
10
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:
Core Stats
Stat
Max Boost
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
Ability
Megaton Punch
Gaia Stampede
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Command Abilities
Ability
Knockdown Resistance
Immune
Knockback Resistance
Immune
Abilities
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
11
15
Abilities
AP Cost
Release Order
Gaia Stampede
10
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:
Minimum Summoning
2.2 meters
Radius:
Duration:
70 seconds (can be increased to 80 seconds)
Core Stats
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
Ability
Megaton Punch
Ancients Wrath
Gaia Stampede
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
Immune
Abilities
AP Cost
Release Order
Intel
HP Up
HP Up II
13
MP Up
MP Up II
14
Abilities
AP Cost
Release Order
Accelerate
Accelerate II
12
Mobile Strike
15
Summon Extension
16
Megaton Punch
10
Gaia Stampede
Ancients Wrath
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:
Officer difficulty.
Minimum Summoning
Radius:
Duration:
1.7 meters
90 seconds (can be increased to 110 seconds)
Core Stats
Stat
Max Boost
Duration
+20 seconds
Max HP
+500
Max MP
+0
Attack
+0
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
Ability
Megaton Punch
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
Immune
Abilities
AP Cost
Release Order
Intel
HP Up
Summon Extension
10
Summon Extension II
14
Mobile Strike
Megaton Punch
11
13
15
16
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
1.0
1.0 1.0
Description
Applicable Eidolons
Icicle Twirl
Whirl around and deal Ice-type damage to nearby enemies Shiva, Petite Shiva
Diamond Dust
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.
How to Unlock:
Minimum Summoning
Radius:
Duration:
Core Stats
Stat
Max Boost
Duration
+30 seconds
Max HP
+1000
Max MP
+100
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
Ability
Icicle Twirl
Winter Wonderland
Diamond Dust
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
HP Up
HP Up II
10
12
MP Up
Accelerate
11
Summon Extension
Summon Extension II
10
10
16
Icicle Twirl
14
Diamond Dust
13
Winter Wonderland
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:
Core Stats
Stat
Duration
Max Boost
+20 seconds
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
Ability
Winter Wonderland
Crystal Dust
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Command Abilities
Ability
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
HP Up
10
14
Summon Extension
11
Summon Extension II
13
Crystal Dust
10
15
Winter Wonderland
12
Abilities
AP Cost
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:
Core Stats
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
Ability
Icicle Twirl
Crystal Dust
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
1.1
Abilities
AP Cost
Release Order
Intel
HP Up
12
HP Up II
14
10
MP Up
10
MP Up II
14
Abilities
AP Cost
Release Order
Accelerate
12
Accelerate II
16
14
Icicle Twirl
Crystal Dust
10
12
14
11
16
15
10
16
12
18
16
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
Description
Applicable Eidolons
Prance
Moonring Blade
Fire a shock wave to attack enemies and occasionally Odin, Grmnir, Odin
inflict Death
(Chapter 1)
Cavalier Charge
Zantetsuken
Shin-Zantetsuken
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:
Note
The Odin that appears in the games first chapter has some unique abilities that arent offered by
the standard Odin.
Core Stats
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
Ability
Moonring Blade
Zantetsuken
Cavalier Charge
Prance
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Command Abilities
Ability
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
HP Up
HP Up II
HP Up III
HP Up IV
11
Accelerate
Summon Extension
Summon Extension II
10
Summon Extension IV
10
13
Mobile Strike
Prance
Moonring Blade
12
15
Abilities
AP Cost
Release Order
Cavalier Charge
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:
Core Stats
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
Ability
Moonring Blade
Shin-Zantetsuken
Cavalier Charge
Prance
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
Accelerate
10
Attack Up
14
Summon Extension
Mobile Strike
Abilities
AP Cost
Release Order
Prance
Moonring Blade
12
Cavalier Charge
13
Shin-Zantetsuken
Shin-Zantetsuken Bonus
Shin-Zantetsuken Bonus II
11
Shin-Zantetsuken Bonus IV
15
Shin-Zantetsuken: Speed Up
Shin-Zantetsuken: Speed Up II
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.
How to Unlock:
This Eidolon only appears in the games first chapter.
Minimum Summoning Radius: N/A
Duration:
N/A
Core Stats
Stat
Max Boost
Duration
Max HP
Max MP
Attack
Stat
Max Boost
Defense
MP Regeneration
Movement Speed
Initial Status
Level
EXP
99
AP
62,498,207 0
Command Abilities
Ability
Moonring Blade
Zantetsuken
Cavalier Charge
Prance
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
Special Summon
HP Up
Attack/Defense Up
Infinite Summon
Mobile Attack
Prance
Moonring Blade
Cavalier Charge
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
Description
Applicable Eidolons
Diabolos, Astaroth
Dark Barrier
Diabolos
Gravija Sphere
Diabolos
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
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
Ability
Shadow Strike
Gravija Sphere
Dark Barrier
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune*
Command Abilities
Ability
Knockdown Resistance
Immune
Knockback Resistance
0.33
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
13
Shadow Strike
15
10
Abilities
AP Cost
Release Order
16
Dark Barrier
Dark Barrier II
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:
Minimum
0.4 meters
Summoning Radius:
Duration:
75 seconds (can be increased to 85 seconds)
Core Stats
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
Ability
Sinister Strike
Basic Attributes
Value
Movement Speed
14.82
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
HP Up
HP Up II
12
Accelerate
Accelerate II
11
Abilities
AP Cost
Release Order
Summon Extension
10
10
Mobile Strike
14
Sinister Strike
13
16
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:
Minimum Summoning
Radius:
1.0 meters
Duration:
Core Stats
Stat
Max Boost
Duration
+40 seconds
Max HP
+1000
Max MP
+0
Attack
+0
Defense
+0
Stat
Max Boost
MP Regeneration
1.0
Movement Speed
1.09
Initial Status
Level
EXP
73
AP
6,076,309 6
Command Abilities
Ability
Shadow Strike
Graviton
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
0.33
Abilities
AP Cost
Release Order
Intel
Auto-Endure
HP Up
HP Up II
14
Accelerate
Accelerate II
12
Summon Extension
Summon Extension II
11
Summon Extension IV
10
15
Mobile Strike
Shadow Slash
Graviton
Graviton: Power Up
Graviton: Power Up II
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
Description
Applicable Eidolons
Rush
Bahamut, Neo
Bahamut
Shock Wave
Bahamut, Neo
Bahamut
Mega Flare
Unleash a continuous beam that can be charged by holding down Bahamut, Bahamut
the Ability button
ZERO
Giga Flare
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:
Core Stats
Stat
Duration
Max Boost
+10 seconds
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
Ability
Rush
Mega Flare
Shock Wave
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Command Abilities
Ability
Knockback Resistance
Immune
Abilities
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
13
Rush: Crit Up
Shock Wave
15
Mega Flare
11
16
Abilities
AP Cost
Release Order
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:
Core Stats
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
Ability
Rush
Giga Flare
Shock Wave
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune
Knockdown Resistance
Immune
Knockback Resistance
Immune
Abilities
AP Cost
Release Order
Intel
HP Up
HP Up II
14
MP Up
10
Summon Extension
Abilities
AP Cost
Release Order
Summon Extension II
11
Rush
Shock Wave
Giga Flare
11
13
15
12
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:
Radius:
Duration:
N/A
Core Stats
Stat
Max Boost
Duration
Max HP
Max MP
Attack
Defense
Stat
Max Boost
MP Regeneration
Movement Speed
Initial Status
Level
EXP
99
AP
99,999,999 6
Command Abilities
Ability
Grand Buster
Mega Flare
Basic Attributes
Value
Movement Speed
Flinch Resistance
Immune*
Knockdown Resistance
Immune
Knockback Resistance
Immune
Abilities
AP Cost
Release Order
Intel
Infinite Summon
Special Summon
Killsight Rush
Grand Buster
Mega Flare
Giga Flare
Tera Flare
Eidolon Ascendant
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
75
28 10
Aura, Haste
Straggler
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
Imperial Trooper
0.8
1.0
1.0
1.0
Straggler
1.0
1.0
1.0
1.0
1.0
1.0
1.0
Elemental Resistances
Enemy Variant
Imperial Trooper
1.0
1.0 1.0
Straggler
1.0
1.0 1.0
1.0
1.0 1.0
Status Resistances
Enemy Variant
Imperial Trooper
Straggler
Effect Resistances
Enemy Variant
Knockback Flinch
Imperial Trooper
0-1
Straggler
0-1
0-1
30
Breaksight
Level 24-52
Level 53+
Imperial Trooper
Straggler
Supersoldier
Basic Information
Enemy Variant
Recommended Locations
Base
MGK
ATK MGK DEF
HP
DEF
Base
EXP
Rage Mode
Supersoldier
450
90
36 10
17
Aura, Haste,
Endure
Imperial
Commander
700
90
36 10
22
Aura, Haste,
Endure
Imperial
Commander
3,400 27
14 2
22
Aura, Haste,
Endure
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
1.0
1.0
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
1.0
1.0 1.0
1.0
1.0 1.0
1.0
1.0 1.0
Colonel Buchanan
1.0
1.0 1.0
Piett
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
Piett
Immune
Effect Resistances
Enemy Variant
Knockback Flinch
Supersoldier
0-3
60
Imperial Commander 1
0-3
100
Imperial Commander 1
0-3
100
Colonel Buchanan
0-3
Piett
0-3
Breaksight
Level 24-52
Level 53+
High Level 2
High Level 3
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
Imperial
Officer
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
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
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
Heavy Gunner
Basic Information
Enemy Variant
Recommended
Locations
Base
MGK
ATK MGK DEF
HP
DEF
Base
EXP
Rage Mode
Heavy Gunner
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
Heavy Gunner
0.8
1.0
1.0
1.0
1.0
1.0
1.0
Elemental Resistances
Enemy Variant
Heavy Gunner
1.0
1.0 1.0
0.6
0.6 0.6
Status Resistances
Enemy Variant
Heavy Gunner
20
20
20
20
20
20
20
20
20
20
20
20
20
Effect Resistances
Enemy Variant
Knockback Flinch
Heavy Gunner
0-2
0-2
40
Level 1-23
Level 24-52
Level 53+
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
120
27
28 10
Aura, Haste,
Endure
Straggler
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
RPG-155 Gunner
0.8
1.0
1.0
1.0
Straggler
0.3
0.3
0.3
0.3
1.0
1.0
1.0
Elemental Resistances
Enemy Variant
RPG-155 Gunner
1.0
1.0 1.0
Straggler
0.3
0.3 0.3
1.0
1.0 1.0
Status Resistances
Enemy Variant
RPG-155 Gunner
Straggler
50
50
50
50
50
50
50
Knockback Flinch
RPG-155 Gunner
0-1
Breaksight
Straggler
0-1
0-1
Level 24-52
Level 53+
RPG-155 Gunner
Straggler
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
60
28 10
15
Aura, Haste,
Endure
Shock Trooper
(Leader)
60
28 10
15
Aura, Haste,
Endure
Physical Resistances
Enemy Variant
Shock Trooper
1.0
1.0
1.0
1.0
1.0
1.0
1.0
Elemental Resistances
Enemy Variant
Fire Ice Lightning Water Earth Wind
Shock Trooper
1.0
1.0 1.0
1.0
1.0 1.0
Status Resistances
Enemy Variant
Shock Trooper
Effect Resistances
Enemy Variant
Knockback Flinch
Shock Trooper
0-2
0-2
Level 24-52
Level 53+
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
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
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
Freak
Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction
Stun
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
Immune Immune
Freak
Immune
Immune Immune
Freak
Immune
Immune Immune
Level 51-80
Level 81+
High Level 2
Freak
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
Level 53+
Airborne Trooper
Basic Information
Enemy Variant
Recommended
Locations
Base
MGK
ATK MGK DEF
HP
DEF
Base
EXP
Rage Mode
Airborne Trooper
40
40 30
14
Aura, Haste,
Endure
Airborne Trooper
(Leader)
40
40 30
18
Aura, Haste,
Endure
Physical Resistances
Enemy Variant
Airborne Trooper
0.75
1.0
1.0
1.0
1.0
1.0
1.0
Elemental Resistances
Enemy Variant
Airborne Trooper
1.0
1.0 1.0
1.0
1.0 1.0
Status Resistances
Enemy Variant
Airborne Trooper
Immune 0
30
Immune 30
20
30
Effect Resistances
Enemy Variant Knockback Flinch
Breaksight
2-3
Airborne Trooper
0.4
(Leader)
2-3
30
50
Level 53+
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
36
72 10
10
Aura, Haste,
Endure
Nymurod
(Leader)
36
72 10
13
Aura, Haste,
Endure
Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Nymurod
0.8
1.0
1.0
1.0
1.0
1.0
1.0
Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Nymurod
1.0
1.0 1.0
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
Damage=28% 50
50
Level 53+
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
600
55
40 20
17
Aura, Haste,
Endure
Striker
(Leader)
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
1.0
1.0
1.0
Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Striker
1.0
1.0 1.0
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
0.5
50
Level 24-52
Level 53+
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
800
65
40 20
16
Aura, Haste,
Endure
Warrior (Leader)
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
Warrior
0.7
1.0
1.0
1.0
Warrior (Leader)
0.7
1.0
1.0
1.0
1.0
1.0
1.0
Elemental Resistances
Enemy Variant
Warrior
1.0
1.0 1.0
Warrior (Leader)
1.0
1.0 1.0
1.0
1.0 1.0
Status Resistances
Enemy Variant
Warrior
Immune 0
Warrior (Leader)
Immune 0
Immune 0
Effect Resistances
Enemy Variant
Knockback Flinch
Warrior
0.5
Warrior (Leader)
0.5
50
80
15
Breaksight
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*
Prometheus
Basic Information
Enemy Variant
Base
MGK
ATK MGK DEF
HP
DEF
Recommended Locations
Prometheus
900
Prometheus
(Leader)
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
2.5
2.5
2.5
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 1.0
0.5
0.5 0.5
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
50
50
Breaksight
Level 24-52
Level 53+
High Level 2
High Level 3
High Level 2
High Level 3
Striker Transport
Basic Information
Recommended Locations
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
Rage Mode
Aura, Haste, Endure
Level 53+
Colossus
Basic Information
Enemy Variant
Recommended Locations
Base
ATK MGK DEF
HP
MGK
DEF
Base
EXP
Rage Mode
Colossus
2,250
70
120 60
38
Aura,
Endure
Colossus
3,800
80
120 60
36
Aura,
Endure
Colossus
(Leader)
2,500
80
120 60
40
Aura,
Endure
Colossus
(Leader)
4,500
80
120 60
36
Aura,
Endure
Major Odilon
Mission 3-1
2,500
80
120 58
42
Aura,
Endure
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
1.0
0.75
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 1.0
Colossus
1.0
1.0 1.0
1.0
1.0 1.0
1.0
1.0 1.0
Major Odilon
1.0
1.0 1.0
Campini Squad
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
100
100
Immune 100
20
100
Major Odilon
Immune
Aura,
Endure
Campini Squad
100
100
Effect Resistances
Enemy Variant Knockback Flinch
100
Immune 100
Breaksight
20
100
Colossus
0.2
5-6
Damage=19-28% 200
30
Colossus
0.2
5-6
Damage=19-28% 200
80
15
5-6
Damage=19-28% 200
50
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
Generic Enemy 1
Generic Enemy 2
Generic Enemy 3
Colossus
High Level 2*
High Level 3*
High Level 4*
High Level 2
High Level 3
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
Base
ATK MGK DEF
HP
MGK
DEF
Base
EXP
Rage Mode
Helldiver
1,350
90
50 10
32
Aura, Haste,
Endure
Helldiver
(Leader)
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
1.0
1.0
1.0
Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Helldiver
1.0
Immune 1.3
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
Damage=19% 0
50
Generic Enemy 1
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
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
Colonel Faith
0.7
1.0
1.0
1.0
Colonel Faith
0.7
1.0
1.0
1.0
1.0
1.0
1.0
Elemental Resistances
Enemy Variant
Colonel Faith
1.0
Immune 1.3
Colonel Faith
1.0
Immune 1.3
1.0
Immune 1.3
Status Resistances
Enemy Variant
Burn
Freeze
Shock
Poison
Stop
DEF Reduction
Stun
Colonel Faith
Immune
Colonel Faith
Immune
Immune
Effect Resistances
Enemy Variant
Colonel Faith
0.1
Colonel Faith
0.1
Colonel Faith
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
6,000
165
64 50
50
Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
1.0
1.0
1.0
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
1.0
Immune 1.8
Status Resistances
Enemy Variant Burn
Freeze
Shock
Poison
Stop
DEF Reduction
Stun
Immune
Immune
Effect Resistances
Enemy Variant Knockback Flinch
Breaksight
General Bashtar 1
General Bashtar 1
General Bashtar
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
Rage Mode
65 10
Base
EXP
Base
MGK
ATK MGK DEF
HP
DEF
Stun
Immune
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
20 50
58
Status Resistances
Burn Freeze Shock
Poison
Stop
DEF Reduction
Stun
Immune
Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
Immune
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
Balmung
Immune
Stun
Basic Information
Recommended Locations
Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
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
Stun
Immune
Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
Immune
Aura, Endure
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
Stun
Immune
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
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
Status Resistances
Burn Freeze Shock Poison Stop DEF Reduction Stun
0
Immune 0
Effect Resistances
Knockback Flinch
0.33
Breaksight
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
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
Stun
Immune
Effect Resistances
Knockback Flinch Breaksight Killsight Death Zantetsuken
Immune
Damage=28% Immune 0
Level 53+
Dracoknight
Basic Information
Enemy Variant
Recommended
Locations
Base
ATK MGK DEF
HP
MGK
DEF
Base
EXP
Rage Mode
Dracoknight
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
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
1.0
1.0 1.0
1.0
1.0 1.0
Tonogiri
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
Tonogiri
0-2
Level 51-80
Level 81+
High Level 2
High Level 3
High Level 4
High Level 3
High Level 4
Tonogiri
Wingvern
Immune Immune
Basic Information
Enemy Variant
Base
ATK MGK DEF
HP
Recommended Locations
MGK
DEF
Base
EXP
Rage Mode
Wingvern
1,200
80
60 30
18
Aura,
Endure
Wingvern
Mission 8-1
1,200
80
60 30
18
Aura,
Endure
Wingvern
(Leader)
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
1.0
1.0
1.0
Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Wingvern
1.3
Immune 1.5
Wingvern
1.0
Immune 1.5
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
Damage=28% 30
80
Level 51-80
Level 81+
Wingvern
Wingvern
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
1,600
80
60 30
18
Aura,
Endure
Skyvern
15,000 80
60 30
18
Aura,
Endure
Lesser
Lopros
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
Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
80
Skyvern
1.3
Immune 1.5
Skyvern
0.5
Immune 0.8
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
Damage=28% 30
80
Level 51-80
Level 81+
Skyvern
Skyvern
High Level 2
High Level 3
High Level 4
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
80 50
26
Mission 5-Crimson;
Expert Trial 7-F
80 50
26
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
1.3
1.0 1.5
Diepvern
1.3
1.0 1.5
Diepvern
0.8
0.8 1.2
Status Resistances
Enemy Variant Burn
Freeze
Shock
Poison
Stop
Mikazuchi
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
15
Diepvern
0.1
Damage=19% 30
150
10
Diepvern
0.1
Damage=19% 30
150
15
Diepvern
Diepvern
Brontovern
Basic Information
Enemy
Recommended
Variant
Locations
Base
MGK
ATK MGK DEF
HP
DEF
Base
EXP
Rage Mode
Diepvern
18,000 90
80 50
30
Gouten
3,400
80 50
28
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
0.8
0.8 1.2
Gouten
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
Gouten
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
10,000 89
60 60
36
Dragonier
1,200
100 100
Kaze
20,000 85
60 60
36
Zenn
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
Sanzashi
1.0
Flyvern
1.0 1.0
Dragonier
1.0
Kaze
Zenn
1.0
Flyvern
Konoha
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
Sanzashi
Immune
Flyvern
Immune
Dragonier
Immune
Kaze
Immune
Zenn
Immune
Flyvern
Immune
Konoha
Immune
Effect Resistances
Enemy Variant Knockback Flinch
Breaksight
Flyvern
Immune
99
Sanzashi
Immune
99
Flyvern
Immune
99
Dragonier
Immune
99
Kaze
Immune
99
Zenn
Immune
99
Flyvern
Immune
99
Konoha
Immune
99
Level 51-80
Level 81+
Flyvern
Sanzashi
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
Dracobaltian
Basic Information
Enemy Variant
Recommended
Locations
Base
ATK MGK DEF
HP
MGK
DEF
Base
EXP
Rage Mode
Dracobaltian
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
1.0
1.0
1.0
Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Dracobaltian
1.0
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
Dracobaltian (Large) 1
Level 81+
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
Golem
Stun
Immune
Basic Information
Enemy Variant Recommended Locations
Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
Golem
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
Immune 0.4
Golem
0.4
Immune 0.4
Golem
Status Resistances
Enemy Variant Burn
Freeze
0.4
Shock
Immune 0.4
Poison
Stop
DEF Reduction
Stun
Golem
Immune
Golem
Immune
Golem
Immune
Effect Resistances
Enemy Variant Knockback Flinch Breaksight Killsight Death Zantetsuken
Golem
0.04
98
Golem
0.04
98
Golem
0.04
98
Golem
Golem
Hundlegs
Basic Information
Enemy
Recommended Locations
Variant
Base
ATK MGK DEF
HP
MGK
DEF
Base
EXP
Rage Mode
Hundlegs
40
20 0
Aura, Haste,
Endure
Pricklepede
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
1.0
1.0 1.0
Pricklepede
1.0
1.0 1.0
Status Resistances
Enemy Variant Burn
Freeze
0
Shock
0
Poison
Pricklepede
Breaksight
DEF Reduction
Hundlegs
Effect Resistances
Enemy Variant Knockback Flinch
Stop
Stun
0
Immune
Hundlegs
1.43
Pricklepede
1.43
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
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
Rage Mode
Aura, Haste, Endure
Level 53+
Capparwire
Basic Information
Enemy
Recommended Locations
Variant
Base
ATK MGK DEF
HP
MGK
DEF
Base
EXP
Rage Mode
Capparwire
60
20 0
12
Aura, Haste,
Endure
Thorndrake
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
1.0
1.0 1.0
Thorndrake
1.0
1.0 1.0
Status Resistances
Enemy Variant Burn
Freeze
0
Shock
0
Poison
Thorndrake
Breaksight
DEF Reduction
Capparwire
Effect Resistances
Enemy Variant Knockback Flinch
Stop
Stun
0
Immune
Capparwire
2.5
Thorndrake
2.5
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
Thorndrake
Mandragora
Basic Information
Recommended Locations
Base
MGK
ATK MGK DEF
HP
DEF
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
Base
EXP
15
Rage Mode
Aura, Haste,
Endure
2.5
Level 53+
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
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
0.15 0.15
0.15
Inferno
0.15 0.15
0.15
0.05
Elemental Resistances
Enemy Variant
Fire
Flame Flan
Earth
Wind
1.0
0.5
0.5
1.0
0.5
0.5
Inferno
Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Flame Flan
Immune 0
Inferno
Immune 0
Effect Resistances
Enemy Variant Knockback Flinch
Flame Flan
Breaksight
1-3
Crme Brle 1
1-3
Inferno
1-3
Damage=19%
50
0.1
Fire Type 1
Fire Type 2
Fire Type 3
Fire Type 3*
Fire Type 4*
Inferno
Fire Type 3
Fire Type 4
Fire Type 2
Dropped Items
Enemy Variant
Flame Flan
Item 2
Crme Brle
Inferno
Item 1
Basic Information
Enemy
Recommended Locations
Variant
Ice Flan
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
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
1.0
0.5
0.5
Blancmange
1.0
0.5
0.5
Asmodeus
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
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
Blancmange
Asmodeus
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
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
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
0.5
0.5
0.5
0.5
Kukulcan
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
Lightning Type 1
Lightning Type 2
Lightning Type 3
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
Gateau Shockalot
Kukulcan
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
120
80 0
22
Aura, Haste,
Endure
Innsmouth Region
120
80 0
26
Aura, Haste,
Endure
Agave Syrup
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
0.5
Agave Syrup
1.5 1.75
2.0
0.5
Zabaione
Megamarina
1.5 1.75
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
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
Agave Syrup
Zabaione
Megamarina
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
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
0.8
0.8 1.2
Petrifeye
0.8
0.8 1.2
Ahriman
0.8
0.8 1.2
Status Resistances
Enemy Variant Burn Freeze Shock Poison
Stop
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
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
Petrifeye
Ahriman
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
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
0.8
0.8 1.2
Toxifeye
0.8
0.8 1.2
Vertigo
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
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
Toxifeye
Vertigo
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
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
0.8
0.8 1.2
Vilifeye
0.8
0.8 1.2
Buer
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
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
Vilifeye
Buer
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
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
0.8
0.8 1.2
Plague
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+
Immune 0
0
4
Floating Eye
Plague
High Level 1
Dropped Items
Enemy Variant
Item 1 Item 2
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
Bomb
0.5
0.5 1.2
Pyronade
0.5
0.5 1.2
Lavaball
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
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
Pyronade
Lavaball
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
Ice Bomb
0.5
0.5 1.2
Cryonade
0.5
0.5 1.2
Krysta
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
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
Cryonade
Krysta
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
400
55
30 0
11
Aura, Haste,
Endure
Perkunas
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
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
0.5 1.2
0.5 1.2
Galvanade
0.5 1.2
Perkunas
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
1-3
50
Galvanade
Immune
1-3
Perkunas
Immune
1-3
Damage =19% 0
50
Lightning Type 2
Lightning Type 3
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
Galvanade
Perkunas
Doublicorn
Basic Information
Base
ATK MGK DEF
HP
MGK
DEF
Base
EXP
Rage Mode
Doublicorn
800
80
80 0
29
Aura, Haste,
Endure
Demonicorn
Mission 2-3
400
80
80 0
25
Aura, Haste,
Endure
Demonicorn
800
80
80 0
25
Aura, Haste,
Endure
Demonicorn
Mission 2-Crimson
600
100
100 0
33
Aura, Haste,
Endure
Great
Tauricorn
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
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
1.0
1.0 1.0
Demonicorn
1.0
1.0 1.0
Demonicorn
1.0
1.0 1.0
Demonicorn
1.0
1.0 1.0
1.0
1.0 1.0
Dualistag
0.7
0.7 0.7
Status Resistances
Enemy Variant Burn
Freeze
0
Shock
0
Poison
0
Stop
0
Doublicorn
Demonicorn
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
Damage=16% 0
80
Dualistag
Damage=16% 0
80
0.1
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*
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
Demonicorn
Demonicorn
Demonicorn
Diceratops
Basic Information
Base
ATK MGK DEF
HP
MGK
DEF
Base
EXP
Rage Mode
Dicertatops
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
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
1.0
1.0 1.0
1.0
1.0 1.0
Juggernaut
1.0
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
Juggernaut
0.1
Damage=16% 0
80
Damage=16% 0
80
Generic Enemy 1
Generic Enemy 2
Generic Enemy 3
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
Wendigo
Basic Information
Enemy
Recommended Locations
Variant
Base
MGK
ATK MGK DEF
HP
DEF
Base
EXP
Rage Mode
Wendigo
3,500 55
55 0
32
Aura, Haste,
Endure
Glasya
Labolas
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
1.0
1.0
1.0
Elemental Resistances
Enemy Variant Fire Ice Lightning Water Earth Wind
Wendigo
1.0
1.5 1.5
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
Damage=19-28% 30
50
Damage=19-28% 30
50
Level 51-80
Level 81+
Breaksight
High Level 3
Item 1
High Level 4
Item 2
Snow Giant
Basic Information
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
45
45 0
32
Aura, Haste,
Endure
Snow Giant
14,000 120
60 0
40
Aura, Haste,
Endure
Snowsquatch
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
0.4
0.4
0.4
Sasquatch
1.0
1.0
1.0
1.0
Elemental Resistances
Enemy Variant Fire Ice
Snow Giant
1.0
1.0 1.0
Snow Giant
1.0
1.0 1.0
Snow Giant
1.0
1.0 1.0
Snowsquatch
1.0
1.0 1.0
0.4
0.4 0.4
Sasquatch
1.0
1.0 1.0
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
100 50
100
Snowsquatch
30
30
30
100
100 50
100
Sasquatch
30
30
30
Immune 30
Immune 30
Effect Resistances
Enemy Variant Knockback Flinch
Snow Giant
0.1
Breaksight
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
Damage=3%
150
20
Sasquatch
Damage=19-28% 30
50
Immune
100
100
Level 51-80
Level 81+
Snow Giant
Snow Giant
Snow Giant
High Level 2
Snowsquatch
High Level 3
High Level 4
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
Snow Giant
Snowsquatch
Lesser Coeurl
Basic Information
Enemy Variant
Recommended Locations
Base
MGK
ATK MGK DEF
HP
DEF
Base
EXP
Rage Mode
Lesser Coeurl
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
1.0
1.0
1.0
Elemental Resistances
Enemy Variant
Fire Ice Lightning Water Earth Wind
Lesser Coeurl
1.0
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
Effect Resistances
Enemy Variant
Knockback Flinch
Lesser Coeurl
Level 24-52
Dropped Items
Enemy Variant
Item 1
High Level 2
Item 2
Coeurl
Level 53+
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
Stun
Immune
Aura
Marduk
Basic Information
Recommended Locations
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
Level 53+
Item 2
Mushussu
Immune
Dropped Items
Item 1
Stun
Basic Information
Recommended Locations
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
Level 53+
Item 2
Behemoth
Immune
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
110
55 30
28
Aura, Haste,
Endure
Behemash
5,000
100
55 30
28
Aura, Haste,
Endure
Behemash
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
Behemash
0.6
0.6 0.6
Behemash
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
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
Behemash
Behemash
Behemoth King
Basic Information
Recommended Locations
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
Level 81+
Item 2
Malboro
Basic Information
Recommended Locations
Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
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
Level 81+
Item 2
Great Malboro
Basic Information
Recommended Locations
Base HP ATK MGK DEF MGK DEF Base EXP Rage Mode
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
36
Level 81+
Item 2
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
Breaksight
Stun
Immune
Level 81+
Item 2
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
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
1.0 1.0
Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction
Stun
200
200
200 100
Immune
Jossai
200
200
200 100
Immune
200 200
Effect Resistances
Enemy Variant Knockback Flinch
Adamantortoise Immune
Immune 50
Jossai
Immune 50
Immune
Level 51-80
Level 81+
High Level 2
Dropped Items
Enemy Variant
Item 1
High Level 3
Item 2
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
Immune 50
Aura, Endure
Level 81+
Item 2
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
Level 81+
Item 2
Landworm
Immune
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
Stun
Immune
Immune Immune
Rage Mode
Aura, Haste, Endure
Level 81+
Item 1 Item 2
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
Level 81+
Item 2
Item 3
Item 4
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
Rage Mode
Aura, Haste, Endure
Level 81+
Item 2
Item 3
Item 4
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
50
Level 81+
Item 2
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
Level 81+
Item 2
Blooming Cactuar
Basic Information
Recommended Locations
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
130
13
Level 81+
Item 2
Tonberry
Basic Information
Enemy
Recommended Locations
Variant
Base
MGK
ATK MGK DEF
HP
DEF
Base
EXP
Rage Mode
Tonberry
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
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
Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction Stun
Tonberry
100 100
100
100
100 50
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
Level 51-80
Level 81+
Item 1
Item 2
Basic Information
Recommended
Locations
Enemy Variant
Base
MGK
ATK MGK DEF
HP
DEF
Base
EXP
Rage
Mode
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
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
Effect Resistances
Enemy Variant
Knockback Flinch
Nox Suzaku
Immune
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 50
Stun
Immune
Basic Information
Enemy Variant
Recommended Locations
Base
HP
Rursan Reaver
(1)
Mission 8-1
2,750
100
Rursan Reaver
(1)
2,750
2,000
Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Rursan Reaver (1) 1.0
1.0
1.0
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
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
100
100
100 100
Immune
100
100
100 100
Immune
Effect Resistances
Enemy Variant Knockback Flinch
Level 51-80
Level 81+
Basic Information
Enemy Variant
Base
HP
Recommended Locations
Rursan Reaver
(2)
Mission 8-1
3,750
100
Rursan Reaver
(2)
3,750
2,000
MGK
DEF
1.0
1.0
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
1.0
1.0 1.0
Status Resistances
Enemy Variant Burn Freeze Shock Poison Stop DEF Reduction
Stun
100
100
100 100
Immune
100
100
100 100
Immune
Effect Resistances
Enemy Variant Knockback Flinch
Level 51-80
Rage
Mode
100 50
Physical Resistances
Enemy Variant Ballistic Impact Piercing Cleaving
Rursan Reaver (2) 1.0
Base
EXP
Level 81+
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
Stun
Immune
Effect Resistances
Knockback Flinch
Immune