2. World of Final Fantasy Maxima General Hints and Tips

General Hints and Tips


There are two members in your party in this game - Lann (the boy) and Reynn (the girl).

Switching Character

You're able to switch between which character you're in control of by cn_RB.

Lilikin and Jiant Forms

Lann and Reynn (the two characters in your party) have two forms - Lilikin and Jiant forms. You will need to switch between the forms every so often to reach things like treasure chests. To change the form your in, use cn_LB+cn_B for Reynn, and  cn_LB+cn_X for Lann. Switching between these forms will determine which Mirage stack you use in a fight, so make sure you're stacked properly for the size the characters are.


Sizes and Stacking

Mirages are the enemies in the game that you need to capture - called imprisming. Think of these as the Pokemon of the Final Fantasy World. There are four sizes of Mirages:

  • Small (S)
  • Medium (M)
  • Large (L)
  • Mega Mirages (XL)

The size of a Mirage will determine where it can go in a stack with either Reynn or Lann, if it is the correct size. Stacks are used in battles and can comprise of a small, medium, and large member. If you're using Reynn or Lann in a Lilikin form, they will take the medium slot. As an example, with Lann in Lilikin form, a stack will look like: 

  • Small Mirage
  • Lann
  • Large Mirage

With Lann in Jiant form: 

  • Small Mirage
  • Medium Mirage
  • Lann

So the size of Mirages will need to be taken into account when it comes to stack building. 

There are conflicts that can arise when building stacks. If you have the following set up to go into battle: 

  • Small Mirage - Lilikin Reynn - Large Mirage
  • Small Mirage - Medium Mirage - Jiant Lann

the small Mirage cannot be the same Mirage. The only way you can have the same Mirage twice is if you have two of that Mirage. 

You can't stack Mega Mirages, as they need to be summoned. 

How you set your stacks up will determine what abilities your stack has. For example, if Lann has a stack with the Fire Ability, and has a Fire Mirajewel equipped, Lann will be able to cast Fira. If you have two Mirages with Fira in a stack, it will turn the ability into Firaga. The same goes for most elemental magics, except for Light magic. This goes Banish -> Banishra -> Holy > Ultima. If you get to Ultima, you have a pretty amazing Light stack set up. 

When choosing Mirages for a stack, favour Magic, then Strength. Defense is okay to pay attention to, but the aim here is to out-damage enemies instead of outlasting them. This game doesn't benefit from trying to play it with the Tank-Support-DPS style. You also want to ensure your Agility is high, as this will determine how quickly your turn arrives. 

When it comes to abilities in stacks, don't go for abilities that duplicate the effects of items. You don't want to waste your AP casting something like Balance when a Wobblestopper does the same job. The same goes for Raise over a Phoenix Down. The main exception is healing, as you'll quickly outgrow common potion types. If you can stack Cura and Curaga, you'll be able to heal a lot better. 

You also need to be careful when you come to compounding weaknesses in a stack. For example, stacking Shiva+, Reynn, and Bablizz is dangerous. While your Magic stat would be perfect for this game, your weaknesses to Fire and Dark Magic will be your downfall. 


By imprisming Mirages, you are then able to add them to your party for use. In order to imprism them, you need to perform a certain action upon the Mirage. You can find out what you need to do by performing Libra on the Mirage. When you perform the required action, the Mirage will enter the state of prismtunity. The Mirage will have a glowing aura underneath it, and then you will be able to attempt to imprism the Mirage. It's not guaranteed to succeed though. 

Sometimes you will need to stack the prismtunity requirement, by performing the required action again. This will cause the aura to become stronger, and improve the chances of imprisming the Mirage. You can stack most prismtunities up to four times. There are some that are listed as "once per battle" and are usually not stackable prismtunities. 

Once you've imprismed the Mirage, you'll be able to view the information about the Mirage. You will always get the Mirage at level 1. You can have up to 12 Mirages in your party. If your party is not full, the newly imprismed Mirage will be added to your active party. If your party is full, you can decide if you want to send the Mirage to the Prism Case, or replace one in your party with it. 

As you proceed through the story, you'll be introduced to the character Serafie. She will sometimes have an item on her head. One of these items is called a Glowshroom, which for a period of time, will make imprisming Mirages easier. 

In the game, there are a number of Mirages that are unimprismable.

Active Party

You can store up to 12 Mirages in your active party. You'll always have access to these Mirages and can add/remove them from your stacks as you wish. If they have any support abilities, they will be available for use. 

All active party members, including the characters Reynn and Lann, will receive Exp upon completing battles. All of the Exp earnt will be divided equally between all members that were involved in the fight (so up to 6, with Reynn, Lann, and 4 Mirages). All other Mirages in the active party (the ones not involved in the battle) will receive a flat 8% of the Exp earnt. 

If you acquire the EXP Boost Mirajewel, which is found in the post-game dungeons, the intake of distributed Exp is increased by 5%.

Note that you do not earn any Exp from completing Coliseum fights.

Prism Case

The Prism Case is used to store, modify, and swap Mirages. You can access the case via Serafie directly, by using a Save Crystal or Portal Gate, or by using Seraphones. 

You can perform a number of actions in the Prism Case, such as sorting the stored Mirages by size, level, and weight. You can remove Mirages in your current party and replace them with a stored one (or leave the space empty). You can manage the Mirage by viewing its Mirage Board, Stack Setup, and Abilities. You can also transfigure a Mirage (if possible) which will change the Mirage to another available form. You can transfig Mirages as you need to. 

You can also dismiss Mirages, which permanently removes it from the Prism Case. Any story-related or unique Mirages cannot be dismissed. If you dismiss certain Mirages like Mel or Gilgamesh, you'll receive another prism for that Mirage, allowing you to imprism it again. However, it's Mirage Board will be reset and it'll be level 1 again. 

Mirages in the Prism Case will not gain any Exp. 

Mirage Transfigurations

Most Mirages have other forms that you can change the Mirage too. You do this via the Prism Case. Transfigurations are unlocked on the Mirage Board, and to be able to transfig to that Mirage, it will cost 1SP. There are also requirements that need to be met. Each transfiguration only has one requirement that needs fulfilling:

  • Having the Mirage reach a certain level
  • Acquiring a Memento
  • Imprisming a Mirage that is a transfiguration of another Mirage.

Once a transfiguration is unlocked, any duplicate Mirages you imprism (you need to have unlocked the Prism Case on the Mirage Board first) will be able to transfig into that Mirage without having to unlock the board space first. 

Mega Mirages

These are the largest Mirages and are listed in the game as XL. These Mirages are more similar to summoned monsters. You will need to have a minimum amount of AP to summon the Mirage. When summoned, they replace the normal stacks for a short period of time. For Mega Mirages, all attacks and abilities cost AP. The amount of AP the Mirage will have is pooled from both Lann and Reynn, and cannot be replenished. Once all of the AP has run out (or it loses all of its health), the Mega Mirage will disappear from battle, and the normal stacks will return.

Mirage Boards

Mirage Boards are the way you improve your Mirages with new abilities or stats. Every Mirage has it's own board. You can access the Mirage Board from the cn_Y menu or the Prism Case. Upon opening a Mirage Board, you'll be able to see Mirages inside transparent cubes. If there is more than one Mirage within a family, there will be a transparent cube for each Mirage. If you have seen another Mirage in that family, the transparent cube will show that Mirage, but it will be dimmed. If you have unlocked the ability to transfigure to that Mirage, the cube will be illuminated. If you haven't discovered Mirages in the family, the cube will have a purple fog in it.

Each Mirage Board consists of spaces that are interlinked. The spaces can consist of active, passive or support abilities, stats boosts, empty spaces (that can be populated by Ability Seeds), Mirage Prisms (which allow you to capture more than one of that Mirage) or even Mirajewels (that Lann or Reynn can equip - the Mirajewels & Ability Seeds page has more information). Unlocking spaces on a Mirage Board requires SP. When you capture a Mirage, they always start with 3SP, and for every level gained the Mirage gets 1SP. Mirages also gain different amounts of SP when getting to certain levels:

  • At levels 5, 10, 15, 20, and 25, a Mirage will receive 2SP.
  • At levels 30, 35, 40, 45, 50, 55, 60 and 65, a Mirage will receive 3SP.
  • Levels from 70 up that are multiples of 5 will give a Mirage 4SP. 

If Serafie has the item Mover on her head, and you get it from her, all of your Mirages that are in your active party will receive 1SP. 


When a Mirage can transfig into another in its immediate line (as in one that you see when you open the Mirage Board), any abilities and stats that you have unlocked will be shared between all of them. Some of the spaces on the board are surrounded by white brackets - these ones are only available to that Mirage's, and not any transfigs. Once you have acquired enough SP to unlock all of the spaces on all of a Mirage's line, it will stop gaining SP.

Some Mirages also have more than one line in a family, for example, a Black Nakk and a White Nakk. These two are part of the same family but exist on different lines. A separate family is usually unlocked in the same manner as a Mirage in the same line. 

All of the abilities and stats in one line are not linked to another line at all. The SP pools are separate too. So, using the Black Nakk and White Nakk as examples, if you have 10SP for the Black Nakk line, you will also have 10SP for the White Nakk line. You cannot recover spent SP, but if you have a significant amount of SP in a Mirage, and can transfig it to another line in its family, it's worth doing so. You can then transfig it back without any penalty. Doing this will provide your Mirage family with a sync level boost (mentioned below), which is incredibly helpful.

Some Mirages can have up to three separate lines in a family.

Sync Level

As you unlock spaces on a Mirage Board, you'll notice that on the left-hand side, the Sync Level for that Mirage's line will increase. When the sync levels reach 25%, 50%, 75%, and 100%, the entire Mirage line gains a Sync Boost. And when the sync reaches 100%, the line is considered mastered, and there is a Mastery Bonus available.

Master Mirages

When you fill a Mirage's Mirage Board, whether it's in the same family or not, you will have mastered the board. When you master the board, it causes the Mirage to become a Master Mirage, and you receive a bonus upgrade and star from Tama. A Silver or Gold Star is awarded, and it's dependent on whether a single line or the whole family boards have been mastered. There are six Mastery Bonuses that can be given, these are permanent, and cannot be changed. They are rewarded to the Mirage's line in the family. So it's possible to choose a different bonus for each of the Mirage's family. You will be offered 6 choices, one from each of the groups mentioned in the table below:

Mastery ChoicesTypeMastery Bonuses
Choice 1Elemental spellAbyss, Aeroroa, Banishra, Blaze, Blizzara, Dark, Earthquake, Fira, Holy, Ice Storm, Thundara, Thunderbolt, Tsunami, Watera, Whirlwind
Choice 2Status inducing, passive, or other ability; FiraBalance, Bio, Charge, Confuse, Courage Under Fire, Dispel, Doom, Double Smash, Esuna, Faith, Fira, Flash, Focus, Hypnosis, Protect, Raise, Regen, Shake, Sleep, Subdue, Syphon, Throw Stone, Tickle, Triumphant Shout, Ultimate Focus, Ultrasonics, Vertical Cleave
Choice 3Passive ability or stat boostAccuracy+++, Adrenaline, Ailment Regen, Antibodies, Auto Hi-Potion, Celestriad, Confusion Counter, Cornered Beast, Courage Under Fire, Critical+++, Endless Blessings, Enhanced Attack, Enhanced Cure, Entropy, Evasion+++, Fire Converter, First Strike, Last Stand, Oblivion Counter, Pharmacology, Poison Counter, Reaper Lore, Rebound, Recycle, Revivify, SOS Magic Boost, SOS Regen, Strategic AP Hike, Treasure Hunter, Unstacked Evasion+, Victory Charge, Wind Converter
Choice 4Stat boostHP+++, Strength+++, Magic+++, Defense+++, Magic Defense+++
Choice 5Elemental resistance boostFire Resistance++, Ice Resistance++, Thunder Resistance++, Wind Resistance++, Water Resistance++, Earth Resistance++, Light Resistance++, Dark Resistance++
Choice 6Ailment resistance boostResist Poison, Resist Confusion, Resist Sleep, Resist Blindness, Resist Oblivion, Resist Berserk, Resist Slow, Safety Bit

 Mirage Board Spaces

This is just a list of the type of spaces available on a Mirage Board:

  • Active Ability - unlocking this will give the ability to all of the unlocked Mirages in that particular line. Abilities surrounded by a white bracket are only available to that specific Mirage. SP cost varies. 
  • Passive Stat Boost - these provide a permanent stat raise to the Mirage and that line. Stats boosts can be HP+/HP++, Strength+/Strength++, Magic+/Magic++, Defense+/Defense++, Magic Defense+/Magic Defense++, Agility+/Agility++, Evasion+/Evasion++, Accuracy+/Accuracy++ and Critical+/Critical++. These all cost 3SP.
  • Passive Ability - These are abilities such as No Escape, that are used by a Mirage and their line, but are not actionable abilities. As with active abilities, ones surrounded by a white bracket are only available to that specific Mirage. SP cost varies. 
  • Support Ability - This unlocks an ability - Stroll, Joyride, Sizzle, Chill, Zap, Flutter, or Smash - for that specific Mirage. These all cost 1SP.
  • Blank Space - These allow you to place ability seeds (give an ability or stat boost) to the Mirage and its line. You can replace the seeds placed here, but you lose the one that is being replaced. They all cost 2SP.
  • Prism - This unlocks an empty Prism, that allows you to imprism additional Mirages of that line. They all cost 1SP.
  • Mirajewel - Unlocks a Mirajewel that is added to your inventory. Lann and Reynn can then equip them. SP cost varies, with better Mirajewels costing more. 
  • Transfiguration Unlocks a transfiguration in that Mirage's line. It usually has a level requirement or needs a Memento. These all cost 1SP.
  • Mirage Board Unlocks a transfiguration to another line in that Mirage's family. It usually has a level requirement or needs a Memento. These all cost 1SP.


Stability and Toppling

Stability plays a relatively important part in battles. A stack's stability will determine how well it can withstand attacks, especially ones that have a high topple effect. If a stack starts to lose stability, a yellow bar will appear above the stack, indicating that stability is being lost. A stack will then start to be affected more from attacks, and eventually, the stability bar will turn red. This indicates that the stack will topple, and the stack itself will be wobbling. Another hit will then cause the stack to topple. When this happens, all of the characters in the stack will be temporarily be stunned. There are a few ways you can get around a stack that's about to topple:

  1. You can use Defend to prevent the next attack from toppling the stack
  2. You can unstack the stack, and hopefully, any enemy attacks won't kill the individuals. 
  3. Use a Wobblestopper to restore balance to a stack - this is by far the best option.
  4. Cast Balance or Balancega to restore stability - only really use this as a last option. 

If your stack's HP reaches 0, it will automatically unstack, and if you use a Phoenix Down (or similar) to revive the character, you must then restack them.

There are four stability ratings available, and you can find these in the Stack Setup screen. These ratings are; Weak, Average, Good, and Excellent. Mirage's and the character's combined weights determine how stable a stack is. Stacks that have Weak stability are weaker than more stable stacks. 

As it is possible to create two character and three character stacks - in the spoiler below, there are tables for all of the stack combinations available, along with the Mirage weights required. All of the Mirage weights are listed on the Mirage page. In Lilikin form, Reynn and Lann have a weight of 4, and in Jiant form, they have a weight of 6.

*** Spoiler - click to reveal ***


There are a number of Murkrifts in the game, and you will need to complete them all in order to get all of the achievements in the game. You can go about imprisming the Mirages that are in the Murkrifts, but it's not necessary. Some Murkrifts contain Mirages that you will either come across normally in the game, or can transfigure Mirages into. There are some Mirages that are a bit harder to come by, such as the Murkrift containing the Mirage Ponini, for example. If you are unable to imprism these Mirages in the Murkrift, that's okay, as you'll be able to fight them in the Coliseum. 


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