4. Final Fantasy XIII-2 Post-GameUpdate notes

After completing the main adventure, the final location of the game will be unlocked. It's Valhalla, which isn't really interesting: if you go there, you will only replay the first fights of the game (it's not different from starting a new playthrough).

On the contrary, now that you have the Paradox Scope, a lot of new possibilities will be open for you. In particular, the Paradox Endings are now completely available, provided that you manage to accomplish the task that they require.

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To give you an idea on what is going to happen, we're going to:

- Make sure your Golden Chocobo is ready for fighting and racing
- Make sure you have a good (well, at least decent) SYN, Yakshini with Enfire and HP +25%; a MED is also welcome (but a RAV can be better)
- Build up a good RAV
- Get two Collector Catalogs from the Chocobo Races
- Farm "some" Gil/Casino Coins (we have to reach 7,500 coins) to get the final Wild Artefact
- Open Oerba - 400 AF to be able to get Battlemania Fragment Skill
- Complete the Fragments hunt in The Archylte Steppe - ???
- Start farming Raspatil to get more and more Gil; we'll need at least 350,000, which actually means 3-4 fights against him (with the right passive skills, that is)
- Finish Serendipity and the rest of the Fragment quests, by defeating the most powerful enemies of the game

- There are many good abilities you could infuse to make the monsters better, but (trying to keep the requests to the minimum possible) make sure at least that you have Enfire/Enfrost/... for Yakshini (he can learn Enfire from a level 1 Amanojaku, a "rare" monster of Bresha Ruins - 005 AF, found in the Echoes of the Past area; search in open air, not in the tunnels), and hopefully you don't mind sacrificing a Dragoon level 4 for Feral Speed II
- The RAV should be Cloudburst; he doesn't really need any special ability, so just make sure you bring him to his maximum level (40). Feel free to use Mana-Materials if you run out of Potent-Materials. This monster can be caught in The Archylte Steppe - ??? AF, in Windy conditions; they're widely found in the craters (below the bridges) of the Stonestump Wasteland area (just a bit South of the limit between Plains of Eternity and Stonestump Wasteland)

Then we have the Golden Chocobo, your jolly for races and fights. Let's sum up what you need to do:

- Level him up to level 45 (Potent materials are ok, but you can also use Power materials if you prefer)
- Infuse him with Boccaboo level 20 (found in The Archylte Steppe - ??? AF, with Sunny conditions, in the Grave Ridge/Stonestump Wastelands areas, which are the areas Southeast): this will give him Gilfinder II, STR +20%, MAG +20%
- Infuse him with your good old Pulsework Knight level 20: this will give him HP +25%
- Infuse him with Yeoman level 1 (found in Academia - 500 AF): this will give him Attack: ATB Charge II
- Infuse him with Orion level 13 (found in Augusta Tower - 200 AF): this will give him Adrenaline (not strictly necessary, but more than welcome considering how cheap Orion is)
- Infuse him with Bamapama level 16 (found in Academia - 500 AF; you certainly remember the massive amount of birds on the platform where you collected the Brawler's Wristband; well, it was Bamapama and Mimi there, so you will find them again if you head for that spot): this will give him Critical: Shell, and most of all also Rocket Blast, which is a racing ability (Critical: Shell is of no use, but Rocket Blast is crucial)
- If you want, you can also add a Microchu level 18 (Microchu are found in the Clearwater Marshes part of Archylte, possibly during rain), which will earn you 100 more Casino coins every race, but this is not necessary

It won't take long to do all this, because you should have plenty of "discarded" materials like Vitality/Mana materials, which can be used to level up these enemies for infusion. It's not much to ask, all in all, and it will greatly pay back later (excellent COM + winner in races).

By the way, Noel and Serah should will have to wear decent weapons now. By "decent" I mean "best-or-almost", and your goal will be getting the weapons with ATB: Charge +50% or at least ATB: Charge +40%. For now, you can stick with the Izanami and Vajradanda from Chocolina's Shop in Academia - 500 AF; later, it'll be better to upgrade them to the Odinblade/Odinbolt, and then possibly also on the weapons with ATB: Charge +40/50%. We'll see how in due time.

If you still need to bring your party to these "minimal" requirements, check the General hints and tips for some extra info on where to farm Monster Materials. Now let's get to work.

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# Historia Crux

The very first step is getting a 100% Explored map for the other areas of the game; this will earn you the Battlemania Fragment Skill, and this means easy (kinda) farming of rare monsters. Remember that you can check your progression from the Key Items submenu of your Inventory, by reading the description of the item in the top portion of the screen (it will tell you the Explored %, if you select a Map).

By now, you should have access to all the areas except from one: Oerba - 400 AF. This area requires that you get the last Wild Artefact, which is found in Serendipity; once you have Explored 100% of all the other locations (everyone but Oerba), and once you have you Golden Chocobo ready, head there.

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# Serendipity (??? AF)

Sign up your Golden Chocobo, and start racing with him (prefer the 600m races whenever there is one). You should smoothly win all the races if you have the proper abilities (just make the infusions I wrote few lines ago), and as long as you make a "Sprinting Start" (unbelievably easy if you have Rocket Blast among your skills; you should press and hold A when the number " 1 " of the countdown is vanishing), you keep the second strategy ("Stay at the front of the pack"), so he can use Lightning Bolt, and you don't use your Boost meter before the last turn (ideally, you should use it just after the last turn). Here is a sample race. You can also Bet on your chocobo before the races, but without the infusion from Microchu level 18 (which gives you the Dark Horse ability), the income would be minimal.

Once you reach the Fal'Cie Class, keep playing the 600m races, and whenever you see the Dahaka Stakes race, pick that one to win the Collector Catalog. You need at least two of them (you can sell the future ones, once you get two to equip). Winning will be very easy, and your Coins will pile up. If you run out of RP, just Retire and sign in again the same Golden Chocobo.

Once you have the two Collector Catalogs (15 minutes should be enough), you can decide whether to keep racing to win more Collector Catalogs and Coins (you will need a total of 30,000 Coins to spend for various sales, and you will probably have to invest 10,000 more Coins in the Slot Machines), or leave (remember to retire your Golden Chocobo of course, you need him to fight too!). Those 30,000+ Coins you need can be either won with races (long way), or purchased with Gil obtained by farming Raspatil, a tough enemy available in Oerba - 400 AF. Tough, but totally beatable in less than 10 minutes with a barely decent party, and every time he will drop 50,000 Gil (+ 25,000 CP, which become 50,000 with Rolling in CP Fragment Skill); those 50,000 Gil will become 125,000 thanks to Gilfinder II and the two Collector Catalogs. Those 125,000 Gil equal 12,500 Coins, which would probably take 20 good minutes of races to be obtained.

Anyway, since I'm here to tell you the quickest route, I suggest you to quit racing as soon as you can get your hands on 7,500 Coins (either earned from races, or exchanged for your Gil). If you have any Gil left ("any" = 30,000 at least), you can also pay a visit to Chocolina, in The Archylte Steppe - ??? AF, and upgrade your Collector Catalog to Durable Collector Catalog: this will double the effect of the Collector Catalog, at least for the Gil (it will pay back after a couple of fights). This is not necessary, anyway, and it also requires 2x Phoenix Blood (you should have plenty spared now; they can also be obtained from the Prize Exchange in the Casino, for 1,200 Coins each) and 2x Sunpetal (rare drop of Microchu enemies) for each Catalog you want to upgrade.

With your 7,500 Coins, and with the Bargain Hunter Fragment Skill available, purchase the final Wild Artefact.

Wild Artefact # 10/10
To get the Wild Artefact of Serendipity, you need to purchase it for 10,000 Coins (7,500 Coins with Bargain Hunter Fragment Skill turned on) at the Casino Prize Exchange.

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# Historia Crux

Now you can unlock Oerba - 400 AF (from Oerba - 300 AF) with your Wild Artefact. At this point, make sure that you have your Yakshini leveled up, and he's learnt Enfire (or any similar ability), and if you didn't already, go catching a Cloudburst enemy in Archylte, and level him up to level 40.

In Oerba - 400 AF, just walk on the shore to complete the Exploration % of Oerba. Once it's done, exit and return to the Historia Crux.

Finally, go to Academia - 400 AF. Yes, that one.

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# Academia (400 AF)

We're here just for one thing: get the eleven Fragments of the Paradox Professor quest-set. You should know the area by now; anyway, this was the way forth, and it can be used to find your way back too. Your goal is reaching the green " Q " on the map. Unfortunately, if you Close the Gate of Academia - 400 AF and then check the woman who committed the quests, she won't speak with you at all. So, you have to go all the way from the end to the beginning of this place (almost). Not like it will be a problem, with a COM+COM+COM set ready to one-shot the local enemies.

Once you arrive, speak with the woman in the "safe" area (she's South of Chocolina's Shop) multiple times, to receive these Fragments:

Fragment # 123/160 - Academia (400 AF) # 03/13 - Travel Guide: New Bodhum
Fragment # 124/160 - Academia (400 AF) # 04/13 - Travel Guide: Bresha Ruins
Fragment # 125/160 - Academia (400 AF) # 05/13 - Travel Guide: Yaschas Massif
Fragment # 126/160 - Academia (400 AF) # 06/13 - Travel Guide: Oerba
Fragment # 127/160 - Academia (400 AF) # 07/13 - Travel Guide: Sunleth Waterscape
Fragment # 128/160 - Academia (400 AF) # 08/13 - Travel Guide: Academia
Fragment # 129/160 - Academia (400 AF) # 09/13 - Travel Guide: Augusta Tower
Fragment # 130/160 - Academia (400 AF) # 10/13 - Travel Guide: Vile Peaks
Fragment # 131/160 - Academia (400 AF) # 11/13 - Travel Guide: Archylte Steppe
Fragment # 132/160 - Academia (400 AF) # 12/13 - Travel Guide: A Dying World
Fragment # 133/160 - Academia (400 AF) # 13/13 - Academic Rank: Paradox Professor

The last one is awarded once you get the other ten. To Serendipity.

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# Serendipity (??? AF)

You can finally pay a visit to the Mystic to get your Battlemania Fragment Skill. This is immensely useful, since it will allow you to catch the rare enemies much more frequently than you normally would. It can work together with Encounter Master (if you set an higher encounter rate with Battlemania turned on, you will encounter enemies more frequently, and there will be more chances to find rare opponents), and it will save you potentially hours of time in finding your targets. We can move to The Archylte Steppe.

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# The Archylte Steppe (??? AF)

Map of the area

For the next fights, we're going to need a strong team. Other than the already mentioned monsters, Serah and Noel should have - hopefully, by now - reached level 99 in at least three roles (COM, RAV, SAB, maybe MED too), and their STR/MAG should be around 600 (less than that for Serah's STR and Noel's MAG, more than that for the other respective parameter). Here I'm assuming that you're still using the old weapons from Chocolina's Shop, so no ATB: Rate +50%.

To begin the next quests at all, you will need to have completed the various cacti quests in The Archylte Steppe (including having defeated the three Gigantuars). You also need to have unlocked the Chocobos (check the previous page for more info about these things, which you should have already done by now).

Set these paradigms: COM+COM+COM, COM+COM+COM, MED+MED+SYN, MED+RAV+RAV, RAV+RAV+RAV, SAB+SAB+SYN. This set should be enough for most of the next five main bosses (Yomi will be an exception). The double COM+COM+COM is useful for the ATB Instant Charge trick, and it can make the difference in many fights here.

Immortal
Let's start with something "soft": head to the Nomad Camp, and speak with Myta. It's the woman just south of the hut where the weather device is, and she was the one who committed the "sheep" story-related quest back then. Now she will ask you to take care of this "invincible" Immortal guy. Use the weather device to set Windy weather (both levers up). You should clearly spot your enemy on the map now: straight South from the Nomad Camp, there he is.

Immortal is probably the easiest of the four enemies of the Steppe. He can summon a Sword in his help, which has only about 32,640 HP (Immortal has 326,400 HP); COM+COM+COM can take care of the secondary enemy. In any case, you should spend a couple of turns in SAB+SAB+SYN, so you can try and cast Deprotect and Deshell on Immortal, while Faith and Bravery are applied to your characters. Once you've received all the positive enhancements (regardless if you managed to land the status ailments), switch to RAV+RAV+RAV and focus on Staggering Immortal. It will take just a few turns; once it's done, switch to COM+COM+COM (if you want, spend a turn in SAB+SAB+SYN to add Deprotect; it will land very easily, now that he's Staggered). Immortal can even be Launched in the air, and the sword minion is not a treat (it will be destroyed by one of the COM who won't target Immortal). Should be an easy win, alright.

Fragment # 134/160 - The Archylte Steppe (??? AF) # 09/12 - Fragment of Invincibility
Defeat Immortal to get this Fragment (+ 30,000 CP).

Immortal can drop two weapons. The common drop (10%) is Indrajit, and it's Serah's weapon with ATB: Rate +50%. The rare drop (5%) is Romulus & Remus, the equivalent of Indrajit for Noel. You can farm this foe more and more times until you get what you want; all you have to do is changing the weather to something else, return to the Historia Crux, then return to The Archylte Steppe, and finally set the weather back on Windy. This rule applies to all the four "giants" of The Archylte Steppe area. Getting at least one of these two weapons is highly recommended, although not strictly necessary.

Ochu
Exit to the Historia Crux and return to Archylte. Speak with Tipur now: he will be still where he used to be (just West of the weather device). He will commit you the Ochu quest. Set the weather to Rainy (left lever up, right lever down), then head for the Clearwater Marshes area (West); in its Northeastern part, you can't help noticing this giant Ochu.

Ochu is a tough opponent, mainly because of the massive amount of minions it can call in his help (Microchu enemies). He has about 317,000 HP, and Staggers at 444%. Start with SAB+SAB+SYN and inflict Deshell/Deprotect on the main opponent; by the time you succeed, you should be surrounded by Microchus. If you want, give yourself a hand, and use Yakshini's Feral Link ability to cast immediately all the enhancements (offensive and defensive) for your party.

Switch to COM+COM+COM to get rid of the Microchus when you're done debuffing Ochu, and change to MED+MED+SYN whenever you need to be healed. Once they're out of the way, and Ochu has been debuffed, switch to RAV+RAV+RAV to bring his Stagger at 200% (use the ATB Instant Charge trick by switching to MED+RAV+RAV, if you want). Once you reach that level, there's no need to insist: switch to COM+COM+COM and finish him off.

Fragment # 135/160 - The Archylte Steppe (??? AF) # 10/12 - Ochu Fragment
Defeat Ochu to get this Fragment (+ 30,000 CP).

Ochu can also drop two weapons: Grasitha (10%, normal drop) for Noel and Gandiva (5%, rare drop) for Serah. These weapons have the passive ability Chain Bonus Lv. 5, which doesn't hold a candle against ATB: Rate +50% (they're still good though).

Yomi
Exit to the Historia Crux again, and return to Archylte. Speak with Tipur another time, and he'll give you this quest (you have to defeat Ochu once first, of course). Yomi is found at the top of a hill in the Grave Ridge area, far South from the Nomad Camp, in Stormy weather (left lever down, right lever up). To reach him, you need to ride a Chocobo and glide there. He's the strongest enemy of the game, and you need a different strategy here. Set these paradigms: SYN+SYN+SEN, SAB+SAB+SEN, MED+MED+SEN, RAV+COM+SEN, RAV+COM+COM, SEN+SEN+SEN. As you can see, here I'm mentioning a SEN, which in this case could be the Silver Chocobo (level 45). If you don't have this monster available right now (or he's not level 45), then skip to something else and come back when, after farming Raspatil a bit, you will be able to purchase the Monster Materials from Chocolina's Shop in Academia - 500 AF. You can also farm the Materials of course, but at the rate you will be getting Gil soon, it'll be quicker to purchase them. If you don't have anything better to equip, put a Grimoire Hat on your leader.

Similarly to his older brother in FF XIII (Vercingetorix, if you remember), he suffers from Poison, which will be the key to the victory. This enemy has 1,200,000 HP (Staggers at 200%), and will reduce to half all the elemental damage; he suffers from Deprotect/Deshell/Imperil, but they aren't very important, since you will rarely hit him directly; Deshell is more relevant than the other two.

He will often cover himself into a shell which will heal all his ailments, recover some HP, and give him extra enhancements: Bravery first, then also Faith, then also Protect, and finally also Shell. Yomi attacks very often, so you must keep a SEN basically all the time. Start with SYN+SYN+SEN, and give yourself Protect, Shell and Vigilance; Yomi can cancel your two most recent statuses with his "Putrescence" attack, but it's still worth renewing them. After casting these statuses, switch to SAB+SAB+SEN, and keep casting Poison manually; Noel will take care of Deshell. Since he will come back to his shell in no time (especially during the first phases of the match, when he has more HP), you don't have time to cast Deprotect and Imperil too: as soon as Poison lands, switch to RAV+COM+SEN and hit as much as you can. You can also use RAV+COM+COM if you prefer.

When he goes in his shell, switch to MED+MED+SEN immediately, and heal your party; a Potion can still be useful in this moment of the game (especially if you're wearing a Grimoire Hat), since it takes a lot of time for the characters to heal the last missing HP. After healing, re-build your defense with SYN+SYN+SEN (may not be always necessary), and then wait for him on SAB+SAB+SEN. The other SAB will try using Wound, but don't imitate him/her: stand still, with a queue of Poison ready to be launched. As soon as the shield drops, launch Poison, and repeat what you did earlier: when Poison finally connects, feel free to switch to RAV+COM+SEN/RAV+COM+COM for extra damage. If you need to heal, give MED+MED+SEN top priority of course.

Finally, the paradigm SEN+SEN+SEN will be used when the opponent attacks with "Wicked Whirl", a devastating zone attack which can only be contained with this paradigm (or at least with two SEN). Anyway, use three SEN and call it a day. Heal after this attack, if necessary, and then continue the routine: Poison first, then assault with whatever you have. By the way, when he will also add Protect to himself, don't bother canceling it: go for the assault right after Poison lands, as I already said, because it would probably take you too much time to debuff him, and he would be back in his shell.

Fragment # 136/160 - The Archylte Steppe (??? AF) # 11/12 - Yomi Fragment
Defeat Yomi to get this Fragment (+ 30,000 CP).

Yomi also drops 20,000 CP and 48,000 Gil by himself. His common drop is the Tear of Woe (40%), while his rare drop (5%) is the Trapezohedron. I personally find him a terrible way of farming for Gil and CP, with Raspatil being much easier and more effective, but anyway.

Long Gui
He's the dessert, ready for you whenever you feel like tackling an harmless giant turtle in a sunny day in the plain (Sunny weather = both levers down). Harmless, well...more or less. The normal paradigm set will work for him (the one with Yakshini, etcetera), although you may want to set also a RAV+RAV+COM paradigm instead of MED+RAV+RAV. Instead of COM+COM+COM you may then want to set SEN+SEN+COM, because his Ultima attack can deal massive damage (he will have time to do this only once, and early in the fight).

Long Gui, for those who don't know him by heart from the experience with FF XIII, has two front legs which take part in the fight. Once you take them down, he goes down too, and becomes totally unable to hurt you for a while. His massive health (4,160,000 HP, Staggers at 700%) goes down seriously only when he's weakened (alias on the ground, after you beat up his legs), and that's also when he starts being exposed to Deprotect, Deshell and Imperil, which should all be casted (Poison can be added as well if you want).

Anyway, start with SAB+SAB+SYN and cast Deprotect/Deshell on a leg; then switch to RAV+RAV+RAV/RAV+COM+COM to Stagger a leg; use RAV+RAV+COM and take it down. Repeat the same for the other leg, and he will be on the ground. At this point, go back to SAB+SAB+SYN to renew your buffs and cast Deprotect/Deshell/Imperil/Poison; since it's a long run, they are all important (Imperil isn't too important, considering that Enfire will be gone too soon). When you're ready, go RAV+RAV+RAV to Stagger him, and then let the COM+COM+COM have some fun. He should die within a Stagger if you're strong enough; otherwise, rinse and repeat.

Fragment # 137/160 - The Archylte Steppe (??? AF) # 12/12 - Long Gui Fragment
Defeat Long Gui to get this Fragment (+ 30,000 CP).

Long Guid also drops Ribbon (10%, common drop) or Adamantite (5%, rare drop).

If you've defeated the four of them, you will unlock:

Let's go to Oerba - 400 AF now.

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# Oerba (400 AF)
Unlocked with a Wild Artefact in Oerba - 300 AF.

Map of the area

Item checklist: 2x Platinum Casino Tickets, 'Hometown' Gate Seal, Platinum Casino Ticket, Wild Chorus.
Fragments available: eight Temporal Rifts and a treasure.

Turn on your newly-acquired Fragment Skill, Battlemania, and set up Encounter Master - More Enemies from the same menu. The monster you want to hunt, Raspatil, is found on the shore by the North side, and he's the local "distortion". He's usually found at the bottom of the stairs (just South of them) in The Ashesand area, and it shouldn't take long before you find him. So, once again: COM+COM+COM, COM+COM+COM, MED+MED+SYN, MED+RAV+RAV, RAV+RAV+RAV, SAB+SAB+SYN. Start with the last of these.

Raspatil
This enemy has 3,666,000 HP, and Staggers at 500%. He suffers from Deshell, Deprotect and Imperil, which you should cast in this order. When you begin your first fight against him, he will seem somehow weak: he uses spells such as Fire, Blizzard, and doesn't seem like a treat. Things will change during the battle of course, but he usually won't be too scary (his attacks aren't particularly powerful, or are unable to reach you at all). The main annoying thing about the fight will be minion Cie'ths which will be spawned regularly by the boss. They die quickly with COM+COM+COM, but if you don't pay attention, they may spawn just when you stagger the boss, thus ruining everything you did to bring him to his Stagger point. Moreover, they are "used" by the boss to make a particularly powerful attack: the more Cie'ths you leave alive, the stronger the attack will be.

Start the fight with a manual queue of Deshell, and then also Imperil if you can (your SAB partner will insist on Deprotect; if that doesn't land, nevermind for now), but once you have Faith/Bravery, switch to RAV+RAV+RAV instead, and start building his Stagger meter. The first wave of Cie'ths will be probably spawned after a few moments; switch to COM+COM+COM (try to pay some attention to the boss's Stagger meter, and aim for him if you see that it's going down) and mop them up. When they're gone and the enemy has the magical debuff (Deshell), switch between RAV+RAV+RAV and MED+RAV+RAV to ensure a quick Staggering. As soon as he's about to be Staggered, switch back to SAB+SAB+SYN, and make sure that all the three debuffs are active (Deprotect, Deshell, Imperil); let Yakshini cast Bravery, Faith and Enfire (or whatever similar ability you gave him) on your characters, even using his Feral Link ability to speed things up if you want (this is a good choice, since they will last MUCH longer, possibly for the whole duration of the Staggering), and make also sure that your party members have "green" health (use Potions, or MED+MED+SYN), so they can make use of the Adrenaline COM ability (STR +20% when HP are green, that is to say, more than 70% of max HP). When everything is set, Stagger the boss, and switch between the two COM+COM+COM paradigms once every two turns, so you can use as many ATB Instant Recharges as possible.

After one Staggering, the boss should be down to half (or less than half) of his health. Repeat the same process once again to win.

The tricky things of the fight, the spawning of the minions, should be taken in consideration when trying to improve your results: if you're about to Stagger Raspatil, and you "feel" that the minions are about to spawn (basically if they last spawned a while ago), it might be worth standing in COM+COM+COM and waiting for him to spawn them, and then go on with the Staggering. Don't try to land the debuffs too early: when the Stagger meter is over 400%, they will land much more easily. The first fights might be tough, but you will understand how the fight works after a couple of tries.

Also, the ATB: Rate +50% weapons will help a ton in this fight, since being fast is the key. Sure, they're not crucial, but they can really help a lot. And by the way, I was using the Grimoire Hat and Collector Catalog to fight: Potions are still good, especially if you can boost them with Grimoire Hats. Moreover, it's not like you're going to run out of Gil to buy Potions anytime soon, with this enemy's drops.

Upon defeating Raspatil on Normal mode, you will unlock:

Raspatil also drops 25,000 CP and 50,000 Gil, and has 30% chances of dropping Scarletite x 3 (they sell for 18,700 Gil each, with Haggler Fragment Skill turned on); he will drop them most frequently. Gilfinder II and two Collector Catalogs will, as largely anticipated, increase the Gil drop to 125,000 Gil. Keep fighting him a couple of more times, and you should be rich and ready for the last expensive purchases. Once you have 350,000+ Gil, you should be fine, but you may need more in future. I'd stop at 500,000 Gil, just to be sure.

Oerba - 400 AF isn't just about Raspatil though. There are also eight Temporal Rifts to be solved, and a Fragment to be found.

Fragment # 138/160 - Oerba (400 AF) # 01/09 - Graviton Core Zeta
This Fragment is found almost straight North from the Chocobo in The Ashesand area. It's quite hidden, but it's Northwest of the shore. Here's a picture if you need (+ 500 CP).

The Temporal Rifts should be easily spotted (two must be revealed with Moogle Hunt, and they are located on the rooftop of the Desert Schoolhouse area, and inside the house Southeast of Chocolina's. If you need help with the Tile Trials, this is the solution for the one with three stages, and this is the solution for the one with two stages. You already know that the Hands of Time trials can be dealt with easily thanks to this online tool, and the Crystal Bonds...well, they are Crystal Bonds. So, let's go fast forward and just list the Fragments (they give you 800 CP each, except one which gives you 1,000 CP).

Fragment # 139/160 - Oerba (400 AF) # 02/09 - Farewell Madeleine
Fragment # 140/160 - Oerba (400 AF) # 03/09 - Tremulous Muffin
Fragment # 141/160 - Oerba (400 AF) # 04/09 - Dishonest Mille-feuille
Fragment # 142/160 - Oerba (400 AF) # 05/09 - Bittersweet Chiffon
Fragment # 143/160 - Oerba (400 AF) # 06/09 - Selfish Pancake
Fragment # 144/160 - Oerba (400 AF) # 07/09 - Pink Parfait
Fragment # 145/160 - Oerba (400 AF) # 08/09 - Beloved Cinnamon
Fragment # 146/160 - Oerba (400 AF) # 09/09 - Teatime Mont Blanc

When you're done with Raspatil, you should easily be able to complete the Crystarium with the massive CP income you had. Once you max out all your six roles with Serah and Noel, you will unlock:

Fourteen Fragments to go: turn on the Paradox Scope Fragment Skill and warp to New Bodhum - 700 AF.

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# New Bodhum (700 AF)

If you turned on Paradox Scope before entering, two Fragments will be available (reference map).

Fragment # 147/160 - New Bodhum (700 AF) # 04/05 - Serah's Message
Found on the East/Southeast side of the shore (+ 600 CP).

Fragment # 148/160 - New Bodhum (700 AF) # 05/05 - Noel's Message
Found on the West side of the shore (+ 600 CP).

To Serendipity.

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# Serendipity (??? AF)

Head for the prize exchange counter, and get a bunch of Coins (20,000, for a start). Head for the Slot Machine room, and speak with the lady near the Southern-most of the three slot machines (they are strange motorbike-like machineries on the East side); if she says that "It's like a hot summer day!", you're good. If she doesn't, exit to the Historia Crux and try again. Once the machine is in the "good" mood, start playing (so to speak). The tutorial will tell you how this thing works; unless you have nothing better to do, you should use the automatic mode (which has lower chances of winning, but it's automatic and faster; now that you have plenty of Gil/Coins you can afford this). So, just rubber-band your LB button (like this) and let the game run by its own. Remember to move something on your controller to prevent it from disconnecting, if it's not wired (do so every 10-15 minutes); moving RS in any direction is ok, and won't interfere with the slot machine commands.

Once the machine reaches a special combination (three of those red things which look like 9s), you're promoted to the second level ("Victory Mode") of the slot machine (you will put in 10 coins at a time instead of 5). After another winning combination (three "Microchus"), you will be promoted to the level where you will bet 100 coins every time ("Super Victory Mode"). Higher levels = higher chances of winning. It will take some time, but you will eventually win a total of 7,777 Coins. Note that this doesn't have to be in one session (it's cumulative between your sessions in the slot machine, at any time), but it's a good idea to do it in one streak, since you will have to reach the higher levels less times (I mean, once you reach those levels, you start winning coins quickly; it'd be a pity to reach that point and then quit, and then start all over with the lower wins in another session). Unfortunately, you're de-ranked from the special modes after a while (when you align three Mogs, you may or may not go back to the default mode and payout).

You will get a total of 5,000 Coins once you win the "jackpot" on Super Victory Mode; reaching that mode is what takes ages.

To give you an idea, it took me almost 1,000 turns to finish this task, and I lost about 10,000 Coins. Once you win the required amount of Coins (you should have unlocked the "Serendipitous" achievement on the way too), a short scene will trigger automatically, earning you this daunting Fragment:

Fragment # 149/160 - Serendipity (??? AF) # 02/05 - Lucky Coin
Win a total of 7,777+ Coins at the Slot Machines (cumulative between multiple sessions) (+ 1,000 CP).

Now that you've canceled the luck-based Fragment, exchange your remaining Gil for Coins: you need 22,350 to purchase the top-three special prizes. Them being:

Fragment # 150/160 - Serendipity (??? AF) # 03/05 - Chaos Crystal
Purchase "Chaos Crystal" for 10,000 Coins (7,500 with Bargain Hunter) (+ 500 CP).

Fragment # 151/160 - Serendipity (??? AF) # 04/05 - Priceless Gift
Purchase "Just 1 gil!" for 9,800 Coins (7,350 with Bargain Hunter) (+ 800 CP) (+1 Gil).

Fragment # 152/160 - Serendipity (??? AF) # 05/05 - Setzer's Dice
Purchase "Setzer's Dice" for 10,000 Coins (7,500 with Bargain Hunter) (+ 1,500 CP).

Eight more to go - Paradox Endings time.

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Paradox Endings

Before starting, you may want to make a stop by Academia - 4XX AF. Now that you have the Chaos Crystal, you'll be allowed to get two powerful weapons: the Odinblade and the Odinbolt (for Noel and Serah respectively). To get them, you have to speak with Hope in Academia - 4XX AF (he'll be where you left him), to the far North). After giving him the Chaos Crystal, speak with the Receptionist located in the Entrance area (the area just South of where Hope is); she will ask you which weapon of the two you want. Pick whichever you prefer; you'll get the other one for 1,000 Coins (750 with Bargain Hunter) at the casino Prize Exchange counter. These weapons have STR +40 and MAG +40, but they both carry the "Fragment Energy" passive skill. This skill gives you +X in STR and MAG, where X is the percentage of Fragments collected. You have 80 Fragments, that is to say 50% of 160? The weapons will have (40 base + 50 bonus) 90 STR and 90 MAG. Moreover, once you will have all the 160 Fragments, you will receive an extra bonus of +80 for both the stats (40 base + 100 because of 100% Fragments obtained + 80 final bonus = 220 STR and MAG).
Despite this "huge" raw power, the best weapons are still those with ATB: Rate +50%. However, if you couldn't get your hands on them, and don't plan on farming those weapons anytime soon, it's surely worth using these two "Odin-" weapons instead of the previous weapons purchased from Chocolina's. So, if you have ATB: Rate +40%/+50%, go for it; otherwise, equip these Odin- weapons, and you'll be fine.

Keep the Paradox Scope on; it won't be necessary for some of the Paradox Events, but others require it. I'd also suggest to set the Encounter Master Fragment Skill to "Less enemies", and Battlemania turned on. By doing this, you shouldn't be disturbed too much, and if you are, you have some chances of finding rare monsters. Remember that there's a Fragment which requires you to defeat every monster of the game at least once, so you might as well find and defeat some of them on your way to these Paradox endings.
Make good use of scenes-skipping too (Start, then Back, whenever you can), to cut off the time required to accomplish these tasks.
A stock of Potions and Wound Potions is also recommended (40 of each should be more than enough), especially if you can equip a Grimoire Hat on your leader.

Paradox Ending # 01/09 - A Giant Mistake in The Archylte Steppe
Close the gate of Bresha Ruins - 005 AF. Replay the story until you reach the point where you're given the choice whether to fight Atlas directly or after weakening him. Then go tackling him. Atlas has 156,000 HP, but a solid defense and a Stagger point at 900% will make him a decent opponent. Moreover, he has some powerful physical attacks (two consecutive punches on the ground), and that's a good reason to set a SEN+SEN+SEN paradigm when you see that coming (replace Yakshini with Silver Chocobo for this fight; it's not really necessary to be honest). He can be debuffed, but I wouldn't bother too much: use just COM+COM+COM to deal damage, Potions to heal, and he'll go down. Don't forget to complete the Cinematic Action after the fight.

Fragment # 153/160 - Transcript: A Giant Mistake
Paradox Ending of Bresha Ruins - 005 AF. Defeat Atlas at full strength.

Paradox Ending # 02/09 - Vanille's Truth in Oerba
Close the gate of Oerba - 200 AF. You have to defeat the local boss (head directly to the school's rooftop, the way is already clear) at full strength; he will have 424,000 HP, and will hit very hard, but he suffers from Poison, Deprotect and Deshell. Set up SAB+SAB+SEN, and apply Poison as soon as possible. Then switch to RAV+COM+SEN to add extra damage to the already devastating Poison effect. Use Dispel to remove his Faith/Bravery effects after he uses Body and Soul, and you'll be more than safe.

After defeating the boss once, you have to defeat him another time, but it's not like casting Poison again is very complicated...

Fragment # 154/160 - Transcript: Vanille's Truth
Paradox Ending of Oerba - 200 AF. Defeat the local boss at full strength. Paradox Scope required.

Paradox Ending # 03/09 - Mog's Marvelous Flan Plan in Sunleth Waterscape
Close the gate of Sunleth Waterscape - 300 AF. You have to decide to tackle Royal Ripeness a second time, before being able to reduce him to Mutantomato. This time he will have about 750,000 HP; immune to Imperil and Poison, it can be weakened with Deprotect and Deshell, but can't be Staggered. After SAB+SAB+SYN to cast these two statuses, switch to RAV+RAV+RAV to raise the Stagger meter to about 400%; then go COM+COM+COM to kill him. Use Potions to heal from his zone attacks, and Deprotect/Deshell when he uses an ability to heal himself and give himself Haste (don't use Dispel to remove Haste, it won't work).

Fragment # 155/160 - Transcript: Mog's Marvelous Flan Plan
Paradox Ending of Sunleth Waterscape - 300 AF. Defeat Royal Ripeness the second time.

Paradox Ending # 04/09 - Test Subjects in Augusta Tower
Close the gate of Augusta Tower - 200 AF. You have to defeat the local boss at full strength. Reach the top of the tower, fighting the four event fights which trigger inevitably when you go up with the elevator. This new version of the boss has about 550,000 HP, Staggers at 200%, weak against Deprotect and Deshell (not against Imperil/Poison). Defeat his "arms" first, with RAV+RAV+COM (they only have about 16,000 HP, so there's no need to debuff them); then debuff the boss while Yakshini casts Faith and Bravery (SAB+SAB+SYN), and then go to full assault with RAV+RAV+RAV/COM+COM+COM to Stagger and kill him respectively.

Fragment # 156/160 - Transcript: Test Subjects
Paradox Ending of Augusta Tower - 200 AF. Defeat the local boss at full strength. Paradox Scope required.

The last four Paradox Endings can be done one after another by closing the gate in Academia - 4XX AF only once.

Paradox Ending # 05/09 - The Future Is Hope in Academia
Close the gate of Academia - 4XX AF. Proceed with the story until you're asked to hand over the Graviton Cores. When you hand over the fifth of them, do not skip the cutscene (the game will auto-save just before then). Instead, keep following the events; a Live Trigger will prompt, and you'll be asked to accept or decline the offer. Decide to decline (A - No).

Fragment # 157/160 - Academia (4XX AF) # 10/11 - Transcript: The Future Is Hope
Paradox Ending of Acadeima - 4XX AF. Paradox Scope required.

Paradox Ending # 06/09 - Beneath a Timeless Sky in New Bodhum
Continue from the previous replay/close the gate of Academia - 4XX AF. Proceed normally with the story (skip the scenes if you want), and head for the Gate, after receiving the Vagabond Artefact. You'll be at your third visit in The Void Beyond. You have to defeat the local boss at full strength, and this is with no doubt the hardest of the Paradox Endings (the "Target Time" should be around 15' with a moderately good party). He will have about 90,000 HP, and he's the usual guy who suffers from Poison, Deprotect, Deshell, and can be Taunted. You must be very aggressive in this fight, otherwise you won't be able to keep up with his regen abilities (with a single SAB available, Poison isn't reliable anymore). Start with SAB+SEN to cast Deprotect (just Deprotect), and you should succeed in a couple of turns max (three turns, when he has Veil/Vigilance active); this also means that his Stagger has been stabilized around 120-130%. Now switch to RAV+SEN, and Stagger him (if the Stagger isn't steady, use COM+SEN to keep it up a little, then back to RAV+SEN).

Once he's Staggered, switch immediately to COM+COM, and give your best to deal as much damage as you can. Also, use the Feral Link ability to deal extra damage. You will probably need to repeat this process twice, which shouldn't be a problem; if the second time he's used Body and Soul, you want to use Dispel first, and then Deprotect. Heal with items only (Potions and Wound Potions), and be as aggressive as you can. If he uses Eye of Bahamuth on Serah (it adds Deprotect, Deshell and Curse), heal immediately your HP, and then also (with a couple of Remedies) your ailments: he's going to perform a combo which can result deadly if you're not prepared. If you have some Elixirs left, this is a good fight where to use them. Finally, if you see that you need it, add a SYN+SEN paradigm to cast defensive enhancements, or even a pre-stagger SEN+SYN to add (with Yakshini's Feral Link) immediately defensive and offensive buffs, which will make a single Stagger be enough to defeat him. Unfortunately, there's still the second fight after that: after defeating him once, of course, you have to repeat the whole thing a second time.

Fragment # 158/160 - Transcript: Beneath a Timeless Sky
Paradox Ending of The Void Beyond - ??? AF (third visit). Paradox Scope required.

Paradox Ending # 07/09 - Fate and Freedom in New Bodhum/Hollow Seclusion
Continue from the previous replay/close the gate of Academia - 4XX AF. Note that you may already have this one if you previously chose the "wrong" answer, when you visited New Bodhum from The Void Beyond - ??? AF (third visit). Anyway, you have to replay until when you have to speak with "someone special" on the dock of New Bodhum, and when a story-related Live Trigger prompts, pick the "wrong" answer (Y - Yes).

Fragment # 089/160 - Hollow Seclusion (??? AF) # 01/03 - Transcript: Fate and Freedom
Paradox Ending of Hollow Seclusion.

Paradox Ending # 08/09 - Transcript: Heir to Chaos in A Dying World
Continue from the previous replay/close the gate of Academia - 4XX AF. Turn off the Paradox Scope, and keep playing until you reach A Dying World (you can close this location's gate, but you would start after the point where the paradox event triggers). Once you're there, activate the Paradox Scope again until the local mini-boss tackles you. This boss has about 30,000 HP, and no, I didn't skip a " 0 ". It's nothing compared to what you just accomplished with Serah; start with SYN to give yourself defensive enhancements, then switch to SAB to cast Deprotect, and then just spam COM attacks. Use a queue of Dispels after Body and Soul, and don't forget that there's a second fight after the first one.

Fragment # 159/160 - Transcript: Heir to Chaos
Paradox Ending of A Dying World. Paradox Scope required.

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# Academia - 4XX AF

In the Entrance area, East of the central part, there's a character (Dr. M) who will commit you the most time-consuming of all the quests of this game: defeat at least a unit of every monster. For this quest, check the Monsters List page. Be patient, and you will eventually finish the hunt and get:

Fragment # 160/160 - Academia (4XX AF) # 11/11 - Academic Rank: Monster Professor
Defeat at least a unit of every monster, so you complete your Bestiary, and then report your results to Dr. M.

Once this is done, you will have unlocked:

Pay a visit to the Mystic in Serendipity to unlock some other Fragment Skills; in particular, Clock Master will help you grinding the few last things you have to do.

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Final Tasks

By the time you've completed the Fragments hunt, you will probably have most (if not all) the achievements. Some may still need to be unlocked though.

Paradox Ending # 09/09 - The Goddess is Dead
Go to Academia - 500 AF (no need to close the gate here) and finish the game again with the 160 Fragments obtained and Paradox Scope activated.

Once you witness this last extra scene (after the credits), you will unlock:

You also want to tame Don Tonberry for another achievement. At this point of the game, he's a piece of cake to defeat; he's found in Bresha Ruins - 100 AF, from distortions: use Encounter Master to increase the spawning rate of the enemies, and Battlemania, and walk up and down in the Echoes of the Past area (the Northwestern tunnels are usually a good spot to find him); keep fighting him until he drops his Crystal. After taming him, you will unlock:

Finally, if you still need this, you also want to deal 99,999 HP of damage with a single hit. Now that you have collected all the 160 Fragments, your Odinblade should allow you to reach high STR values (boost it with Brawler's Wristband/Power Wristband); you should easily be over 1,000 STR (1,000 being more than enough). Now go to The Archylte Steppe, set Sunny (both levers down) weather, and engage a fight against Long Gui. Take him down as usual, and Stagger him; once he's Staggered, keep hitting him until you reach 999% of Stagger bonus. Now renew Imperil and Deprotect on the monster, and ensure that Noel gets Bravery and Enfire on him. Make sure that you have a group of three COM, and Noel has full health (so you trigger the COM Bonus Boost and the Adrenaline respectively). Done? Now wait until the enemy is about to recover from the Staggering, and launch a series of Attack in that moment: Noel will use Scourge, thus dealing 99,999 HP of damage. You will unlock:

That should be all, folks. Congratulations on your 1,000 G, and thanks for reading!

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