Before following the route
This guide follows the eight main-story chapters, with the important gates, mechanisms and boss weaknesses. Chapter boundaries can differ slightly between guides around the airship interlude; follow the quest state as well as the chapter label.
Keep a manual save before major battles. Collection detours are optional unless the route explicitly calls for them. For individual pickups, use Tablet Shards, Visions and Espers.
Chapter 1 — Tailing the Truth
Follow the opening to Earth Shrine, where Belmodar is weak to Fire. Continue to Mitra’s blue house to obtain Tronn and Leah, then enter Grandshelt Castle.
Hell’s Rider inflicts Poison; prepare a cure. The first Umbra fight is a scripted loss, so do not grind to try to overturn it. Fina joins after you leave Grandshelt. Visit Kol, rest at the inn and speak to the chocobo stablehand.
Continue through Felicitas and Kolobos Ruins. After the bridge collapse, climb back onto the route. The Hunger has multiple phases; preserve resources for the later Light-weak phase. Advance the harbor events in Grandport, then climb Siren’s Tower.
Siren is weak to Lightning. Protect the healer from Allure’s Charm, build Stagger and use the bonus turn. Return to Grandport afterward for the Awakening lesson and the chapter’s departure events.
Chapter 2 — Eternal Blue
Travel through Dilmagia → Mt. Thunderclap → Dwarven Forge → Mobliz Shipyard → Wind Shrine as the main markers progress. Lid joins during this part of the story.
Lid’s 1,000 gil mountain shortcut is optional for progression. There is another path; collecting all mountain shards requires visiting both routes.
Mom Bomb in Dwarven Forge explodes and splits, so keep the party healthy before the change. In Mobliz Shipyard, use the lift power switches; the second lift’s switch is through the fence gap on the eastern side. Follow the crystal lifts through Wind Shrine and use Ice against Aether. Continue to Olderion.
Chapter 3 — Wardens of the Aquapolis
Start in Olderion and follow the story through Cave of Waters and Nichol’s events. Water Lopros is weak to Ice; deal with its accompanying enemies instead of ignoring them. After the three water-point events in town, defeat the Water Dragon with Lightning.
Return to Cave of Waters. The story opens a hidden route in the room left of the entrance; climb the ladders toward Lake Dorr. The Leviathan story fight favors Lightning, but winning here does not yet unlock Leviathan as a summon.
Continue through Waterfall Way → Amore → Water Shrine.
Water Shrine mechanism
Take the boat and use the opening switch, then return toward the entrance and descend the southeastern ladder. In the eastern crate area, push the crate and use the switches left → right → left along the recorded route.
In the following boat section, lower the water, move the crate upward, then return to the switch. Change the water level again and use the boat to reach the large switch in the center. Press it and return to the central staircase to continue down.
Save before Alluvion, who is weak to Lightning. Finish the Olderion events and board the boat to Zoldaad.
Chapter 4 — Banner Oath
Go from Mozul Station by train into Zoldaad. Follow the marked conversations through the capital, Imperial Hotel alley and Underground Tunnel to Rebel Hideout, where Jake joins.
Weapons Factory
The first Ignis encounter is unwinnable and ends through the story. To advance through the factory:
- Go left from the entrance, climb the ramp and use the switch.
- Descend the ladder to another switch, then climb two ladders and use the switch to the east.
- Follow the new path to the large switch and lower the ladder.
- Work east from the entrance and use the northwestern large switch to lower another bridge section.
- Climb near the save point. Use the three upper switches to connect the platforms toward the next switch; watch which route each rotation joins.
Cross the main bridge for the events, then defeat the winnable Ignis with Water. Continue through Jake’s room events, the tunnel and prison. Defeat the soldier to the north/west for the key, then proceed into Zoldaad Castle.
Obtain the throne-room access key and use Water against the Emperor. On the roof, Lazarov is weak to Earth and the additional enemies can be handled with Light. The following events give you the airship.
Chapter 5 — Scars of Time
Continue through Mysidia → Potion Factory portal / Arcane Library → Sunioo → Nameless Ruins with Sakura’s story. Clear the marked guardian battles in the ruins; Tellus is weak to Wind, with some segments ending through story events.
Back in Arcane Library, defeat the five marked Monster Tomes to open the blue-warp route. Byblos is weak to Fire and Dark.
Follow the marked events in the first section of Fina’s Psyche to release the locks. Continue through Tower of Mysidia and the second psyche section, including the camp, flowers and gate events. Bring Light/Water options for the relevant battles and Wind for Tellus. Continue at Sakura’s house; Archwitch Fina joins during this chapter.
Airship side quests are useful detours, not all mandatory before the next story chapter.
Chapter 6 — Tranquility
Speak to Gaberada’s elder, then visit Research Center Ruins.
Research Center Ruins key cards
- Pick up the Level 1 Lab Key Card in the entrance area and enter the western wing.
- Activate the three consoles and use the warp to obtain the Level 2 card.
- Enter the eastern wing. Work through the teleporters to the long ladder and upper area for the Level 3 card.
- Return toward the entrance and enter the northern high-security room for the White Jade Stone.
Return to town for the events in which Fina learns Holy. This opens the miasma-blocked parts of Gronoa.
Continue through Rugged Mountain Path, Duggle and Gronoa Shrine. Lux is weak to Dark; Elfdrit to Light and Fire.
Sanctissimus Shrine trials
| Enemy | Useful response |
|---|---|
| Archaroaevis | Recheck its changing weakness |
| Dad Bomb | Fire |
| Test Rider | Light or Earth |
| Yakhanati | Adapt to its physical/magical phases |
| Two Arch Gargoyles | Aim to defeat both together |
| Dragon | Lightning |
| Gelidus, in the later events | Fire |
Use available saves and supplies between these stages. Do not assume an enemy keeps its initial weakness through every form.
Chapter 7 — Reckoning
Approach the tornado south of Pharm by airship and defeat Aether with Ice. Continue to Sian and Mt. Reizan: Ignis is weak to Water; Alluvion to Lightning.
Move through Lake Ryusei and Forest Path, using Wind against Tellus, then through Wandering Lands, where Umbra is weak to Light.
Charlotte and Ayaka’s Vision quests are available around this stage. Enter the airship interior for the Bahamut event if you want another Esper before the finale.
Chapter 8 — Beyond Hope
Prepare equipment and recovery supplies before climbing Crystal Tower, and keep a separate save outside the final sequence.
The Ancient Katana chest is near the tower’s middle save point. Take the nearby western exit to open the airship shortcut. Behemoth initially takes almost no damage: wait for the allied support event to break its protection, then exploit Light and Wind. You can work on its Stagger gauge while waiting.
Continue across the later translucent bridges. The last teleporter near the upper save point begins the final stretch where you cannot freely return to the world.
Sol and the first Chaotic Darkness form
Use Dark against Sol and prioritize the Dark Bahamut he summons. Continue up the spiral; the cave on the way still offers a save and supplies.
For Chaotic Darkness, kill the Left Hand with Wind, then the Right Hand with Earth, then attack the body with Light. The Left Hand can revive the Right Hand, which is why concentrating on the left first prevents repeated work. Ray of Apocalypse is a threat while both hands remain.
Keep healing and status recovery available. When the party is reduced to very low HP, recover before the next enemy action instead of continuing an unsafe damage push.
All-Out Battle and the seven targets
Prepare all eight characters, not just the opening four. In the second form, prioritize The Keen of Fury before the body reaches half HP: the boss can consume it to heal and strengthen itself. Removing it does not prevent every later phase change.
| Target | Weakness | Main concern |
|---|---|---|
| The Keen of Fury | Earth | Meteor; defeat it before the body’s consumption event |
| The Leer of Envy | Ice / Light | Death, Doom and petrification |
| The Stagnant Sloth | Lightning, preferably magic | Very high physical defense; Water is reduced |
| The Swooping Greed | Wind | Party-wide attacks; Earth is reduced |
| The Patronizing Pride | Fire / Dark | Ice is reduced |
| The Unsatiable Gluttony | Water | Can swallow a character; Earth is reduced |
| The Hollow Intimacy | Earth | Allure, Sleep and lethal effects |
| Chaotic Darkness’s body | Light | Dark is ineffective; more actions and Dark Abyss later |
Last Resonance makes its user leave the battle, bringing in a reserve. It delivers a heavy attack followed by the equipped Vision’s Resonance. Use it when a target is low or a character is close to being unable to continue; do not send away your only healer or essential element too early.
Seals and their removal change which enemies can act. Adapt to the current battlefield rather than following a rigid eight-action script. Exact damage and turn counts depend on your party and difficulty.
After the ending
Load the Clear Save to return to the world before the final battle. You can finish collections and side quests, and the airship event points toward Ultima Weapon in the southeastern Ardra Crater.
Use the trophy guide to organize post-story cleanup. Completing the story is not the same as finishing every optional trial.
References
- officialofficial
- steamsteam
- game8-walkgame8-walk
- finalefinale