World of Final Fantasy Maxima

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Welcome to the walkthrough for World of Final Fantasy Maxima. This is a very lighthearted JRPG, and is fairly easy and straightforward, but there are some challenges that are more intense.

The whole idea of this game is to capture monsters from across the Final Fantasy Universe, stack them on your head (sort of optional), which then combines stats, strengths, and weaknesses, and then fight other monsters using an ATB gauge.

There is a story, but it's not that intense, and easy enough to follow. There are 21 Chapters and some post-game action that you'll need to do in order to unlock all of the achievements. There will be all the relevant information for each chapter in regards to capturing all the monsters, along with their stats etc, as well as where all the chests are.

All of the side quests will be fully detailed as well. You also need to complete the fights in the Coliseum, which has its own dedicated page with all the information you'll need to complete it.

And then there's reference material at the end of this guide for all of the monsters (which are called mirages in the game) and all of the information about them.

The maps in this guide are linked from the Final Fantasy Wikia. The effort has been made to match the number of chests and points of interest on the maps to the text.

General Hints and Tips

Characters 

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.

Mirages

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. 

Imprisming

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. 

Families

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 ***

Murkrifts

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. 

 

Prologue and Chapters 1-5

Prologue - Awake at Last

This is predominately a long cutscene. You can skip them by pressing cn_start and then cn_Y. Once the cutscenes are over, you'll be able to go through the doors labelled North Promenade. Head over to the blue sign on the wall and go into Nine Bean Coffe. Either watch or skip more cutscene and then you'll be in your first battle of the game.

Enemies:

NameWeaknessesImprism
YuruguPoison, Sleep, BlindUnimprismable

You can't lose this battle, and it's mainly an introduction into how to fight in the game. You'll be with Tama and Lann. Fight as you wish, you can't really do much else. At the end of the battle, you'll be given Tama as your first Mirage, and she'll be in Lann's stack. To start with, she'll be good in the game, but as you progress through the game, you'll find that you'll be leaving her out of your party. After another cutscene, you'll go through a portal to Grymoire, starting the game properly.

Gateway to Adventure

Arrived in Grymoire.

Gateway to Adventure
1 guideOffline Game ModeSingle PlayerMain Storyline

Chapter 1 - Land of the Lilikin

You'll start with Lann and Reynn in their small (Lilikin) form. You can switch them to their large (Jiant) size by pressing cn_LB+cn_B for Reynn, and cn_LB+cn_X for Lann. The same buttons will make them small again. At the moment, you'll probably want to stick with them as their large forms, as it seems to be that your stacks will benefit better. You can also change who you're controlling by tapping cn_RB.

If there's a bit of talking going on, you can speed it up by pressing cn_RB. I found this incredibly helpful as Tama speaking was incredibly annoying after five minutes.

You can also open the map by pressing cn_back.

Wellspring Woods

This is the first Dungeon and serves as more tutorial for the game. Head up the path and to the Chocochick you can see. You'll then go into a fight with it. you can speed up the fight by tapping cn_RB

NameWeaknessesImprism
ChocochickIce, Dark, DeathUse Physical attacks

Your aim for this battle is to imprism it. For this fight, you'll do this by attacking the Chocochick once. You'll then see an indication around the Chocochick appear. This means that you can Imprism it. On your next turn, select Imprism from your battle menu. You should them imprism it. At the end of the battle, tap cn_A to get to the rewards and Exp hand out more quickly.

After this fight, you'll be able to modify your stacks. It's best to place the Chocochick in Reynn's stack. Continue up the path, and you'll find a block stopping you from proceeding. This is a Gimme Golem. Examine the Golem to learn about it. It will say that it needs a Lusterleaf. You'll then be shown how to modify a Mirage Board. Go into the Chocochick's board and unlock the ability Stroll. I'd also recommend unlocking the ability Ram too, but you can hold out for Cure if you want. You unlock nodes on Mirage Boards by spending SP. You gain these by leveling up Mirages. Each Mirage has it's own pool of SP. You'll also have 4SP for Tama that you can use on her Mirage Board as well if you like.

With the Stroll ability unlocked, you'll see that the Chocochick is walking alongside Reynn and Lann. When the Mirage is strolling next to you, there's a chance that they will find something. Most of the time what a Mirage finds will be linked to something a Gimme Golem wants. Turn around from the Golem and your Chocochick will indicate that there is something in the bush nearby. Examine it for a Lusterleaf. Go back to the Golem, hand over the item, and then you can continue on your way.

Heading up the path, on your left you'll see Chest #1/2. The game doesn't show you how many chests you've collected along the way, and there is an achievement for collecting all of the chests. When you clear the Postscript, you'll be able to get the Treasure Tracker, which will make a certain noise depending on how close you are to any treasure chests in dungeons. Be aware though, that for every item in your inventory, you can have a maximum of 99. If you have 99 Potions, for example, in your inventory and then open a chest that contains potions, the chest will not count towards the achievement. So it's a good idea to ensure that you keep the number of items in your inventory to below 90. Luckily, you can use items like Potions outside of battle, so you can keep yourself topped up on health.

Continue on, and on the right - in a little opening - you'll find Chest #2/2. Continue on until you come to a black, cloudy cube. This is known as a Murkrift. This is the first Murkrift fight and provides a tutorial into them, and you're supposed to lose it. When you do, you'll be back in Sylver Park of Nine Wood Hills. You'll end up here any time you KO in battle, except for Boss fights.

Head to the North Promenade, and you'll be introduced to Chocolatte. She's a rather annoying merchant, but sells a lot of items - her inventory increases throughout the game. You probably can't afford to buy anything right now, so head back to Plaza 99 to meet another Mirage, Serafie. She is basically your Mirage manager. You can only carry ten Mirages, so once you've filled up your Mirage inventory, the other Mirages will be stored in a Prism Case - this is managed by Serafie. You'll be able to access your Prism Case at save points (the blue, spinning diamonds) and Portal Gates. You can also use your Prism Case to transfigure Mirages to other forms, when you have unlocked them. Serafie will give you a Sylph prismarium, which gives you the Sylph Mirage. This mirage isn't really worth bringing with you.

You'll also be given a Seraphone. This allows you to call in Serafie wherever you are. They are expensive though at 3000 Gil each, and you can only carry three at a time. You'll want to talk to Serafie, then open your Prism Case, and then talk to Serafie again. This will initiate a cutscene, and at the end of it she will give you an Ether. It's worth talking to her whenever you're in tow, as sometimes she'll have items on her head to give you. A useful item she has is called a Mover, which grants all of your personal inventory Mirages 1SP. Head back to Sylver Park, then through the Portal to Wellspring Woods.

From here on out, you'll experience random encounters in the game. At the start of each area there will be a table listing all of the Mirages available in a given area, their weaknesses, and their imprism conditions. If you can, it's a good idea to try and acquire the recommended Mirages. If you can, get all of them, as it will ensure that you fill up your Mirage Manual quicker.

NameWeaknessesImprism
ChocochickIce, Dark, DeathUse Physical attacks
MuFire, Thunder, Oblivion, BerserkUse Physical attacks

Imprisming a Mu is worth doing at this instance, as while you won't be able to fully utilize it until later in the game, you can swap Tama for a Mu.

Whenever there is a Murkrift in an area, the information will be listed for it as you get to it. The Murkrift here is worth attempting when you get to around level 20-25. You can imprism the Mirage within it.

Murkrift - Level 26

NameWeaknessesImprism
BehemonsterDarkReduce HP

Behemonsters aren't that difficult to defeat, and this one just has a lot of HP. It's worth focusing on using Magic attacks, so you don't worry about it's Heavy Counter. It's resistance to Thunder, Water and all status ailments.

Head past the Murkrift and make your way to the exit of this area. You'll then get your opening credits to the game, which you cannot skip.

Chapter 2 - Foretold by Prophecy

Cornelia

Map displays both Cornelia and the Cornelia Region.

Upon loading this area, you'll see a bridge leading towards a town in the distance. A train appears, and you'll get a couple of cutscenes, introducing you to the Cactuar Conductor. You'll receive the Semi-Lifetime Pass, which will allow you to use the train when you need to. The train will take you to the first town, Cornelia. You start here by being pitted in battle against two Goblins and a Goblin Guard.

NameWeaknessesImprism
GoblinWater, Light, Poison, Confuse, Berserk???
Goblin GuardWater, Light, Poison, Confuse, Berserk???

You want to focus on removing the Goblin Guard first, as it can block attacks that you aim at the other two Goblins. Once you've defeated all three, Lann attempts to imprism one of them but fails. You'll be informed that they're under the control of someone else, and therefore are unimprismable.

After another cutscene, you'll be able to explore Cornelia. Start by going to the train station, and looking for a shining object. Interact with is to get the Old Journalist Notes 1. There are 5 of these to collect for the Champion Mirajewels achievement. Then head down the stairs to find Chest #1/1 on the roof of a building. You'll need to be in Jiant form to collect it. Head up to the Castle, where you'll be introduced to Princess Sarah. Once you're back in control, head down to the main square. You'll see a soldier with a ? above his head. This is a townsperson quest. The Townspeople Quests page lists all of the ones in the game, but they will be listed throughout the walkthrough when you can pick them up.

Townsperson Quest - Best Helm in the Realm

  • Deliver 1 x Earth Hammer
  • Reward - 5 x Hi-Potions

Notes: You can find 1 x Earth Hammer in the dungeon Nether Nebula.

Head down the hill to where you'll find a Portal. You can save your game at these, or travel to another area, or to Nine Wood Hills. Keep going down the steps to find a save point. There is a townsperson to your right who will give you an Antidote if you talk to them. Then head under the bridge and into the next area.

Chapter 3 - Old Acquaintances

Cornelia Region

Walk along until you come to a fork in the road. You'll only be able to go down the right path at the moment. There's Chest #1/1 here. Head into the cave, which leads to the next dungeon.

Optional Boss - Princess Goblin

After completing the Intervention Quest Where Art Thou, Smoochy-Poo?, you'll be able to fight the Princess Goblin, as she'll now be found here. You'll only need to talk to her to fight her. It's worth waiting until you're at least Level 40 to fight her. But if you want to do a bit of save reloading, you can attempt to imprism her straight after completing the Intervention Quest. It will involve spending a bit of Gil by purchasing Flash Bombs from Chocolatte. Having a Mirage that has an ability to inflict blindness would be helpful as well.

Bear in mind, she has a 25 Resist to Blind, so inflicting Blind (which is the Imprism requirement) can be a bit tricky. This means you may be able to imprism her before she kills you.

However, you do have the Princess Goblin Memento from completing the Intervention Quest, so you don't actually need to imprism her, as you could imprism a Red Cap or Goblin and then transfigure into her. So you could just fight her normally (to defeat her) using attacks like Armor Piercer and Knife.

NameWeaknessesImprism
Princess GoblinIce, Wind, Water, LightInflict Blind

Nether Nebula

NameWeaknessesImprism
Copper GnomeThunder, Wind, Sleep, Oblivion, BerserkReduce HP
Copper Gnome Stack
Mini Golem, Copper Gnome
Thunder, Wind, Sleep, OblivionN/A
Floating EyeWind, Light, Poison, Blind, Slow, DeathLeave only this mirage standing
MandragoraFire, Wind, Oblivion, Slow, DeathUse Physical Attacks
Mini GolemWind, OblivionUse Physical Attacks
IfritIce, WaterUnimprismable
RamuhEarth, DarkUnimprismable
ShivaFire, DarkUnimprismable
BablizzFire, Dark, SlowUse Ice Attacks
FrittIce, Water, BerserkUser Fire Attacks
ZaptEarth, Dark, OblivionUse Thunder Attacks

This is the first dungeon in the game where you'll have random encounters with the enemies listed above (those with an asterisk are only found in either boss fights or secret areas).

There are two Mirages that are worth imprisming in this area - the Floating Eye and the Copper Gnome. The Floating Eye has the ability Flutter, which you're going to need to get to some secret areas. If you get to Level 10 with the Copper Gnome, it will unlock its next form, allowing you to unlock the Smash ability. This ability to remove large rocks, which in this dungeon, will allow you to access the secret area. This secret area has some Mirages that are worth having, and each fight in this area gives a large Exp boost for early on in the game.

Upon entering the Nether Nebula, you'll find a Portal near the entrance. You can save, and this will ensure that you're at max health. Go up the path, where you'll find Chest #1/9 containing a Libra Mirajewel. I would suggest equipping it straight away. You are given two empty slots at the beginning of the game, so either equip Lann or Reynn with this Mirajewel. It just means you don't need a Mirage to have the Libra ability. It's one of the few in the early stages of the game that is worth equipping.

Head up the ramp and head over to the next area (called Cavern 2). Heading up the ramp, you'll see a chest that you can't quite get to (but you will in a minute). Head up the next set of ramps to find Chest #2/9 with a Sleekstone in it. Further along is a Gimme Golem that wants the Sleekstone. Give it to the Golem to continue. Head down the ramp, ignoring the first ledge you get to (where the chest is you can't quite get to). Continue on your current path to Chest #3/9, then use the prompt Descend at the edge of the path to drop down to Chest #4/9. Then head up the ramp to Cavern 3.

You'll come across your first Puzzle Switch in this area. This switch requires you to place Mirages on top of it to fulfill weight and elemental resistance requirements. For this puzzle, place a Copper Gnome. Cross the bridge that rises up and - before going up the ramp - stay on the path you're on and head down to find another Puzzle Switch. This one needs a weight of 5 and an Earth Resistance of 75 - a Mini Golem stacked on a Copper Gnome meets this requirement. This brings up another bridge, allowing you to get to Chests #5/9 and #6/9. These contain a Phoenix Down and Earth Hammer.

Go back the way you came and then up the ramps to Cavern 4. To the right of the entrance to this area is a large boulder. This is blocking the route to the Nether Nebula Secret Area. You won't have the Smash ability you need to get through, so ignore this for now. Head up the ramp to a Save Point. Save and then move onwards for a cutscene. You'll be told about Thresholds, which basically means it's game over if you die in a fight while inside one of these.

In the boss area, you'll meet Ifrit, Ramuh, and Shiva. Then you'll have to choose who to fight. You can pick whoever you want, but personally I went for Ramuh. He is weak to Earth, and there seem to be more enemies in the game that are weak to Thunder Magic than either Fire (Ifrit) or Ice (Shiva).

You can attempt to use the Earth Hammer on Ramuh, and then purchase another from Chocolatte to complete the Townsperson Quest, but every time I tried to use it, the attack missed, so it's up to you if you want to try it or just stick to using attacks like Throw Stone. My stack setup against Ramuh was:

Reynn: Chocochick & Copper Gnome

Lann: Mandragora

Depending on who you fight, upon beating them you'll be rewarded with an incredibly useful Mirage:

  • Fighting Ramuh gives Zapt
  • Fighting Ifrit gives Fritt
  • Fighting Shiva with Bablizz

You'll also be rewarded with Arma Gems. They'll be explained a little further into the game. Add your newly acquired Mirage to your stack, and then after a cutscene, you'll see a Portal to go back to Nine Wood Hills. Before you head through it, you want to keep running around the Nether Nebula until you find and imprism a Floating Eye Mirage (if you haven't already).

Head back to Nine Wood Hills and speak to Serafie for another item (I got something that would temporarily increase Exp gained in battle). Then go back to Cornelia via the portal. This completes Chapter 3.

Nether Nebula Secret Area

In order to access this area, you need both the Flutter and Smash abilities. In this area are the enemies you'll have fought in the rest of the Nether Nebula, but you'll also have the chance to encounter the Mirages Zapt, Fritt, and Bablizz. It's worth having the No Escape ability as well, as these three will run away if you fail to imprism them (I personally didn't encounter this happening to me, however).

To be able to survive here, you want to be around Level 15. Smash the rock blocking your way, and fly across the gap to the secret area. As you make your way down the path, there are two routes you can continue along. The right path has Chest #7/9. The left route has two chests, Chests #8/9 and #9/9.

I'd recommend coming here when you are around level 15 and after Chapter 6. This means you'll be able to purchase some Bomb Fragments (which - when used - will create a prismtunity for Fritt), Frigicite (which - when used - will create a prismtunity for Bablizz) and Electro Marbles (which - when used - will create a prismtunity for Zapt). Note you will only need to purchase the two of the three items for the Mirages you didn't get earlier in the game. Use the items on the Mirage to set up a prismtunity and then go for the imprism. If you do this after receiving a Glowshroom from on top of Serafie's head, you'll pretty much get the Mirage without any difficulty.

Coming here with non-stacked Mirages that you need levelling up is a great idea, as the Exp you'll gain will give these Mirages a good, early game boost.

Chapter 4 - A Legendary Warriors

You'll have a cutscene and then you'll be tasked with your next objective - which is to destroy the Goblin Camp that's set up outside Saronia. While you're in Cornelia, you should be able to turn in the Townsperson Quest #1/35. Doing so will unlock:

A Helping Hand

Fulfilled a townsperson’s request for the first time.

A Helping Hand
1 guideOffline Game ModeSingle Player

Go down the hill and meet with the Brigade Captain, then go back to the Cornelia Region and up the hill to the Watchplains.

The Watchplains

NameWeaknessesImprism
BabyhemothDark, BerserkUse Physical Attacks
Bahamutian CommanderNone Unimprismable
Bahamutian SoldierNone Unimprismable
Black ChocochickFire, Light Restore HP
Black NakkIce, Light, Poison, Confuse, Oblivion Use Physical Attacks
Giant Goblin None Unimprismable
GoblinWater, Light, Poison, Confuse, BerserkReduce it's HP
Goblin GuardWater, Light, Poison, Confuse, Berserk Bestow Protect
Goblin Guard Stack
Mandragora, Goblin Guard
Fire, Wind, Light, DeathN/A
Goblin Stack Fire, Wind, Light, Death N/A
Mandragora Fire, Wind, Oblivion, Slow, Death Use Physical Attacks
Red Cap Water, Light, Poison, Confuse, Berserk Deal a lot of damage at once
Red CaptainWater, Light, Poison, Confuse, BerserkInflict Confusion

Don't bother trying to imprism the Goblins here, as you will be unable to do so at this point. In terms of the usefulness of Mirages, only the Black Nakk and Babyhemoth are worth having and incorporating into your Stack. When you are able to imprism the Goblins, do so (for the achievement), but other than that, ignore them

At the start of the area, head along the rock wall that's on the right, and you'll come across a somewhat hidden chest, Chest #1/9. This is a useful item, as enemies here can inflict Blind upon you. Talk to the nearby guard to receive another set of Eye Drops. Start heading through the area, and on the first level head to the left. You'll find Chest #2/9.

Head up to the next area to find a Goblin harassing a Guard. Talk to the Goblin to trigger a fight. After you've completed that battle, talk to the Guard to receive 3 Potions. Head over the bridge and then make your way around the rock. Keep going until the camera moves, revealing Chest #3/9. Head to the next area.

You'll see a path in front of you through (look through the stockade) and on your right will be some steps leading up. Go through the stockade, and head around until you get to Chest #4/9 (there is a chance you'll fight three Goblins on your way to this chest). You can use these Seeds on blank slots of a Mirage Board. You'll have to use 2SP to unlock a Blank Space, and then you insert the Seed to enable it. Then head back and up the stairs. Once you've gone up two flights, you'll see a Teepee. This is a Treasure Trove and I received a Potion from it.

Then go up the next flight of stairs to find a group of Red Caps. Go over to them to battle all four Goblin types. Defeat them and then go up the steps to the next platform. Walk around the fenced area to find Chest #5/9. Then go to the next area.

Walk through the gate and past the Guard. Turn left and go through the tunnel/archway (that's just behind the fence). You'll find Chest #6/9. Then go back through and up the steps to the next platform. You'll see another Goblin to initiate a battle with. Talk to the Guard it was harassing afterward for an Ether. Cross the wooden bridge, and then go past the guards holding the Goblins prisoners. Head up more steps to find a Save Point. Then head left to find Chest #7/9. Head forwards for a cutscene, which introduces the Warrior of Light.

You'll then head into a boss battle against the Bahamutian Commander and a Giant Goblin. The Giant Goblin should be your main target, to begin with, due to it being a heavy hitter. It also has 2860HP, and the Commander has 1350HP. Ensure that you use Potions when you need to, and make use of any good abilities you have. If you have already imprismed a Black Nakk, stick it in a stack to (hopefully) gain access to a Fire ability. Having Tama with Foxfire would also be helpful.

Once you've completed the battle, you'll be rewarded with 2 Arma Gems, and you'll unlock:

The Saviors of Cornelia

Repelled the Bahamutian Army.

The Saviors of Cornelia
Offline Game ModeSingle PlayerMain Storyline

A portal will appear, but you don't want to go through it yet. Now that the Commander is defeated, you'll be able to imprism all of the Goblin types and the Red Cap. You probably won't be able to imprism the Red Captain. If you have a Mu in your party, ensure that you have the Subdue ability unlocked. When you do, put the Mu in a stack and use Subdue to get an imprism opportunity for the Red Cap.

In terms of acquiring a Red Captain, if you level up the Red Cap to Level 12, you'll be able to transfigure into the Red Captain, negating the need to imprism one.

Head back towards the stairs that lead up to find Chest #8/9. Then you want to exit the area (that's next to the portal) to head back down the stairs and go across the wooden bridge.

Watchplains Secret Area

You'll see a Black Chocochick in an enclosure. Defeating it in battle (or imprisming it) will reward you will a lot of XP, along with the Black Chocochick Memento. This memento will allow you to transfigure a Chocochick into a Black Chocochick (once you've unlocked the slot on the Chocochick's Mirage Board).

If you wish to imprism the Black Chocochick (you don't need to though), you want to have a Mu in a stack with the Subdue ability. Use Subdue, and then use a Potion on the Black Chocochick to heal it, creating the opportunity. Once you've defeated the Black Chocochick, you can open Chest #9/9. Then head back to the Portal and go to Nine Wood Hills.

Other Tasks

Back in Nine Wood Hills. Go to the North Promenade to get a cutscene that opens the Coliseum. The Coliseum allows for you to fight various groups of enemies, both in normal battles and in time-attacks. The fights are a bit more difficult than the ones in the world, but you'll always start with full health and AP gauges. Winning fights doesn't grant you Exp, but it does reward you with unique items. You can also go about capturing Mirages that could otherwise be unavailable. At this point in the game, you'd be able to complete FF Mascots 1. I was able to at level 8. See the Coliseum page for information about all of the Coliseum fights.

If you do this fight and win it, you'll unlock:

A New Challenger

Won your first Coliseum battle.

A New Challenger
Offline Game ModeSingle PlayerMain Storyline

While you're in the Coliseum, go to the right of the Desk to look for a shining star object. This is Old Journalist Notes 5. You need to collect this to count towards and achievement.

Then return to Cornelia to start the next chapter.

Chapter 5 - The Champion Who Saved Grymoire

The cutscene will inform you that you need to make contact with the group known as League of S. You'll be given the Cornelian Letter. Before doing anything else, you're going to return to Nine Wood Hills, as a new location will have opened up for you. This is called The Girl's Tearoom. In here, you'll be able to talk to The Girl Who Forgot Her Name. You'll be able to spend the Arma Gems you've gotten on either Intervention Quests or Champion Medals. The page Intervention Quests and Champion Jewels & Medals provides you with all the information about these.

At this point in the game, you'll be able to do two things:

  • Unlock the Intervention Quest The Girl Who Forgot Her Name
  • Purchase your first Champion Medal, The Warrior of Light.

If you complete the Intervention Quest, you'll unlock:

The Power of Fantasy

Completed your first intervention battle.

The Power of Fantasy
1 guideOffline Game ModeSingle PlayerMain StorylineShop

Purchasing the Champion Medal will unlock:

A Medium Awakens

Obtained your first Champion Medal.

A Medium Awakens
1 guideOffline Game ModeSingle PlayerShop

You'll need to equip the Champion Medals to use them, and you'll also be able to equip the ones that come with the game - Balthier and Sephiroth.

Another Intervention Quest will be unlocked called Where Art Thou, Smoochy-Poo?, though if you did the Intervention Quest and bought the Champion Medal, you won't be able to get this one due to the lack of Arma Gems.

Now that you're done in The Girl's Tearoom, you want to go to Chocolatte and purchase some Lethean Chimes if you can, and then talk to Serafie to check to see if she has anything on her head for you.

Return to Cornelia, and take the train to your next location, the Pyreglow Forest. You're going to want a Mirage that has the Sizzle ability. If you have a Black Nakk, unlock it on its Mirage Board. Otherwise, imprism a Cockatrice in the Forest.

Pyreglow Forest

NameWeaknessesImprism
BabyhemothDark, BerserkUse Physical Attacks
CactrotFire, Ice, DeathReduce its HP
CockatriceWater, Confuse, Sleep, SlowUse Physical Attacks
Cockatrice Stack
Reaver Mu, Cockatrice
Thunder, Dark. Confuse, Sleep, Berserk, SlowN/A
DeathskullFire, Wind, Light, Confuse, Sleep, Oblivion, SlowInflict Oblivion
DuallizardIce, Earth, Blind, DeathReduce its HP
Dualizard Stack
Moogle, Dualizard
Ice, Earth, Blind, DeathN/A
Magic JarLight, Dark, Blind, Oblivion, SlowGive an Elixir
MoogleIce, Dark, Poison, Sleep, Oblivion, Sleep, DeathRestore HP
MuFire, Thunder, Oblivion, BerserkUse Physical Attacks
Reaver MuFire, Thunder, Poison, Confuse, BerserkUse Fire Attacks
Right ClawIce, Water, Earth, Dark, Oblivion, BerserkReduce its HP
Right Claw Stack
Mu, Cockatrice, Right Claw
Earth, Dark, Confuse, Blind, Oblivion, BerserkN/A

If you haven't already, this is a great place to get the Babyhemoth. During this point in my game, it was a consistent Mirage in my stacks due to how useful it is. You also really want to get - and invest in leveling up - a Cockatrice. This is because they have an ability that can inflict Death.

I wouldn't worry so much about trying to get a Cactrot. It's easier to get Cactuar Johnny from the Coliseum, and then level him up to unlock the transfig to a Cactrot.

Also, if you don't have a Moogle, try to imprism one and then get it up to Level 5. This will allow you to unlock the Cure Mirajewel. You can then equip the Mirajewel on Lann or Reynn.

The Dualizard is another good Mirage, but as it's a Medium-sized Mirage, you'll probably struggle to fit it into a stack.

If you manage to come across a Deathskull, and you don't have the Oblivion ability, use a Lethean Chime to inflict it.

If you get to the Magic Jar in the Secret Area, you won't be able to imprism it get, as you don't have any Elixirs, but it's worth defeating now for the Exp boost.

So Pyreglow Forest will see you climbing a tree. You'll start on Branch 1, and you'll see Chest #1/8 on a raised portion. It contains 2 Rememb Herbs (these remove Oblivion). Then continue up on the left until you get to Chest #2/8. Then head back towards the next area.

At the start of Branch 2, head down and left (south-west on the map) to find a branch blocking your path. This is where you need a Mirage with the Sizzle ability (like the Cockatrice or Black Nakk). Clear the branch and then go to open Chest #3/8. Head up to find Chest #4/8. Then head left, along the main path and you'll come to the Murkrift here. Pick up Chest #5/8.

Murkrift - Level 13

NameWeaknessesImprism
SharqualThunder, WindUse Fire attacks

This Murkrift is against four Sharquals. You can capture one if you wish. It's resistant to Fire magic, so it's worth defeating three Sharquals, and then weakening the last one to imprism it. You'll be rewarded with a good amount of Exp.

For this fight, I had a Black Nakk in one stack for imprisming, and Zapt in another stack to eliminate three Sharquals quickly. For a Level 13 Murkrift, you should be able to complete this without much difficulty.

This will likely be the first Murkrift you complete, which will unlock:

Sweet Revenge

Defeated your first murkrift Mirage.

Sweet Revenge
Offline Game ModeSingle PlayerCollectable

Head left to the next area, Branch 3. From the start, ignore the dead-end in sight, as there's nothing there, so head up the main path to the next platform. The dead-end on the right is a Treasure Trove, and I received an Ether from it. Then go left along the main branch to the next platform. Take the right branch (as the left one leads nowhere), and at the fork, take the right side to find Chest #6/8. Then go back and take the left path to the next area.

On the first platform of Branch 4, you'll notice there are three paths leading off of it. Start by taking the leftmost one to get to Chest #7/8. Then back at the platform, the middle path leads to a branch blocking your path - this goes to the Secret Area. Use Sizzle to remove the blockage and head on in.

Pyreglow Forest Secret Area

This portion is like a maze, and you'll need to take a specific path to get to the end. This is the route you want to take:

  • Starting at Branch 5, take the South-West exit.
  • On Branch 6, take the North-West exit.
  • On Branch 7, take the North-East exit.
  • On Branch 8, take the North-West exit.

You'll then end up on the Secret Branch, where you'll see a Magic Jar. You won't be able to imprism this Mirage yet, but that's fine. You're going to want to fight it anyway, as defeating it will give you the Magic Jar Memento, allowing you to transfigure to it when you get a Mirage in its family. If you have a Floating Eye with Dark, before fighting the Magic Jar, add it to your stacks, as this will make this fight go a lot quicker. I personally didn't find it too difficult - just lengthy - as I was only inflicting 20-40 damage per hit. The Magic Jar has 1437HP, so it takes a while to take down. After you've defeated it, you can open Chest #8/8.

Now that you've navigated the maze, the way back will be shown on your map (accessed with [cn_Back]). Back in Pyreglow Forest, take the right path, which will take you to a Save Point and the exit for this area.

Forest Clearing

Going past the portal back to Nine Wood Hills, you'll find Yuna in a lake. After a cutscene, you'll be attacked by Yuna and Valefor.

NameWeaknessesImprism
YunaNoneUnimprismable
ValeforIce, DarkUnimprismable
Valefor Stack
Yuna, Valefor
Ice, DarkN/A

This isn't a hard fight, but as Yuna uses Protect and Shell, this fight can take time. Valefor can use it's Energy Ray attack, which hits both of your stacks. If Yuna and Valefor stack, go about toppling it. I found taking down Yuna first was more effective, and using Dark attacks (from the Floating Eye) on Valefor meant he didn't last for long. Defeating them will reward you with 2 Arma Gems and a Valefor Memento. The memento can be used to transfigure a Cockatrice into Valefor.

After a cutscene, exit the Forest Clearing for another on. then open Chest #1/1 with a Teleport Stone in. This allows you to fast travel back to the start of a dungeon. Then before continuing with the story, you can go about doing a few extra tasks.

Other Tasks

If you head back to Cornelia, you'll find a townsperson with another quest for you.

Townsperson Quest - Who Watches the Watchplains

  • Defeat 8 Goblins
  • Reward - 2 x Phoenix Downs

Head to the Watchplains to find Goblins.

Note that you can complete Townsperson Quests from the Adventure Log of the cn_Y menu, under the Miniventure tab.

The Coliseum has some more fights, including one against Valefor, that you can tackle. Chocolatte is also selling some low-damage elemental items. It's worth getting a couple of each - along with some Flash Bombs - as these can inflict Blind, which may allow you to imprism some more Mirages in the next chapter.

When you're reading travel back to the Forest Clearing and then proceed into the next region, the Ice Region. This completes Chapter 5.

Chapters 6-9

Depending how many battles you've done in the game, during these Chapters, you will likely unlock

Battle Aficionado

Battled 100 times.

Battle Aficionado
Offline Game ModeSingle PlayerCumulative +

Chapter 6 - Solace from the Ice

From the start of the Ice Region, head over to the inn called Sherlotta's Solace. Make sure you in Jiant form, so you can get Chest #1/1 with a Rename Prism in. This will let you rename your Mirages if you wish. You can only rename Mirages in your party, not any that are in the Prism Case. Then examine the glowing item on the desk, and you'll get a cutscene. This will introduce you to Refia, and you'll receive the Warlock's Warmer, which will let you travel through the Ice Region. Refia will join you on your travels. Before you set off, look for the white cat that's in the far right corner. Interact with it to get Old Personal Posting 1. There are 5 of these you need to collect for the Champion Mirajewel's achievement.

Upon completing the Intervention Quest Never Cross The Boss, the Undead Princess★ will reside outside Sherlotta's Solace. Completing A Grudge That Won't Budge will allow you to fight her. She's difficult for a low-level boss. If you wish to imprism her, it's necessary to go in with a Mirage that knows Banish (e.g. Baby Paleberry). If you just wish to defeat her, then you'll need stacks with good Dark resistance and a way to cure or resist Confuse.

NameWeaknessesImprism
Undead Princess★Fire, Wind, LightUse Light attacks

Icicle Ridge

To access all of the Icicle Ridge, you will need Mirages that know Sizzle and Smash. I personally went in with a Black Nakk for Sizzle, and a Mythril Giant for Smash. The Cockatrice and Fritt Mirages are two others you may have that can learn Sizzle too. To get a Mythril Giant, you just need to level up a Copper Gnome to Level 10. There is a weighted puzzle in this area that requires a stack that has a weight of 11 and an Earth Resistance of 11. I personally went in with a Mythril Giant, Mandragora, and Babyhemoth, and these requirements were met.

You won't be able to imprism White Nakks until after the boss fight. There is also an area that's on the north of the map you won't be able to get here at the moment, so don't worry about it.

NameWeaknessesImprism
Baby PaleberryFire, Dark, Confuse, DeathUse Physical attacks
BabyhemothDark, BerserkUse Physical attacks
Babyhemoth Stack
Quachacho, Babyhemoth
Fire, Dark, Poison, Confuse, DeathN/A
Babyhemoth Stack 2
White Nakk, Babyhemoth
Fire, Dark, Confuse, BerserkN/A
Babyhemoth Stack 3
Baby Paleberry, Babyhemoth
Fire, Dark, Confuse, DeathN/A
DeathskullFire, Wind, Light, Confuse, Sleep, Oblivion, SlowInflict Oblivion
Deathskull Stack
Baby Paleberry, Deathskull
Fire, Wind, Light, Confuse, Sleep, OblivionN/A
GrandfenrirFireUnimprismable
Holy DragonDarkUse Light attacks
Ice BatFire, Light, Confuse, BlindInflict Blind
QuachachoFire, Dark, Poison, Confuse, DeathRestore HP
Right Claw
Ice Bat, Deathskull, Right Claw
Ice, Water, Earth, Dark, Oblivion, BerserkReduce HP
Right Claw StackFire, Water, Light, Confuse, Sleep, Oblivion, SlowN/A
White NakkFire, ConfuseUse Ice Attacks

From the entrance, head past the portal and you'll come to an ice obstacle. These need to be removed with Sizzle. Head on down and there will be another ice block to use Sizzle on. Here will find Chest #1/8. Go back and then proceed down, going down the winding path. You'll come to your first ice puzzle here. These puzzles are fairly straightforward - you'll use cn_LS to determine the direction you want to go in, and you'll travel in that direction until you hit an obstacle. For this puzzle, there are two exits and an ice-block covered chest. Start by going for the chest, and the route you want to take is right, down, left, up, and right. You'll automatically melt the ice block and then you can open Chest #2/8.

Then go left, down, left, down, right, and down. This will take you to the southern exit. At the bottom of the slope is Chest #3/8. Go back up the slope and then take the following route to get to the platform exit up, right, down, right, up, and right. Head along the path and into the next area. Arriving in this area, you'll be greeted with two White Nakks. You can't imprism these, and they'll run away when you've defeated them. Head down the path and slope until you come to another ice block. Behind it is Chest #4/8. Then go back slightly, and take the slope up and around to the second puzzle of this area. Start by going:

  • Up, right, up, right, and down.

This will take you to the right-hand exit. Then go down and left (on the ice), which will take you to Chest #5/8. Then go right and up, taking you back to the exit. Now take the path and on your way around, open Chest #6/8 for a Squishsparkly. You'll then have to fight three White Nakks. Once you've done that, go to the end of the path, and give the Squishsparkly to the Gimme Golem. This will get you back on the ice, and you want to go down, left, down, right, and down, which will take you to the other path. Follow this to get to the exit of this part.

In the next area, you'll meet Grandfenrir, who is the leader of the White Nakks. On the left of the first platform is a treasure trove. Head up the slope to the next platform to get to the next puzzle. This is where having a Mirage that knows Smash will come in handy. It's also where the weighted puzzle is located. To get to the puzzle first, go left, up, left, up, right, up, left, up, right, up, right, down, left, down, left, down, and left. This will take you to a path that leads up. You'll have to smash the block along the way and the weighted puzzle is at the top. Completing this puzzle will cause the upper platform to fall down, which makes the puzzle easier to complete.

Open Chest #7/8. The top left exit takes you to an area called the Secret Slip which will be a bit too difficult right now. So take the other path which will take you straight to the area exit.

The fourth area is where you'll find a save point, followed by a boss fight - against Grandfenrir and four White Nakks. I went in with the following stacks: Lann + Floating Eye + Zapt and Reynn + Cockatrice + Black Nakk. I had Zapt know Thunderbolt and as it damages multiple enemies, it dealt with the White Nakks very easily. Having Reynn as a "fire stack" meant that the fight was over fairly quickly. When Grandfenrir's health gets low, he'll summon another four White Nakks. Completing this boss fight will reward you with 2 Arma Gems and a Fenrir Memento. You'll also now be able to imprism White Nakks which requires the use of Ice attacks (I had Bablizz, which made that fairly easy to do).

Then head back to the boss platform and have the path of the right that leads down. There is a Murkrift here, which shouldn't be too difficult for you to complete. It's worth attempting to imprism one of the Mini Flans in the Murkrift as they can be a good Mirage to have at this point.

Murkrift - Level 15

NameWeaknessesImprism
Mini FlanFireUse Physical Attacks

You'll be up against 6 Mini Flans in this Murkrift. It's straightforward enough to imprism one - and if you have a good fire stack, you'll be able to wipe any remaining Mirages fairly easily.

Then back at the previous platform, take the path down on the right where you'll find Chest #8/8. Then you can make your way to the exit of the Icicle Ridge and you'll head to Saronia Harbor. As you make your way, there is another Murkrift here.

Murkrift - Level 28

NameWeaknessesImprism
Ponini Thunder, Dark, Poison, Blind, SlowLand a Critical Hit

If you have a Black Nakk in your stack, you'll have access to the Cross Slash ability. It has a hit Critical Hit chance, so it is a great and easy way to create the prismtunity for a Ponini. You can also go about healing the Ponini and use Cross Slash again to make imprisming easier. This is a great Mirage, and I ended up having it stacked with the Holy Dragon from about Chapter 13 onwards. This gave me some incredibly powerful Light Magic attacks, and despite its stack being weak, it rarely toppled.

Icicle Ridge Secret Area

Assuming you've already done the puzzle to get to this area, head down to the bottom where you'll find a Holy Dragon. Approaching it will start a fight with two Holy Dragons. They can hit hard and if you kill one, the other will revive it. So what you want to do is focus on imprisming one of them and then killing off the other one. They're weak to Dark magic, so you want to use that to your advantage. Personally, I didn't complete this fight until I had completed Chapter 9, as I was more powerful then. I had also gone back and completed the Murkrift with the Poninis in, and leveled up a Ponini until I had unlocked Banish. I then used this ability to stack a good prismtunity against the Holy Dragon.

(I only did it this way as I was struggling to imprism a Pale Tonberry)

NameWeaknessesImprism
Holy DragonDark, Confuse, I-Death Use Light Attacks

Chapter 7 - The Thane and the Knave

At this point, you could go about completing some of the things that you need to. Any Murkrifts before this point will be easy enough to complete for you now, so I'd recommend going back and getting them all. Any intervention quests that you haven't done are worth doing now (there should be two of them that you can do by now), and if there are any Coliseum fights that are in your level range, go and do them. There are a few Mirages - like the Red Bonnetberry and Dark Behemoth - that are easy enough to imprism and it just gets them out the way. By this point, I had done enough Coliseum fights to get the fight with Shiva★ and Ifrit★ to appear. I also managed to imprism both in one fight (the Coliseum fight is called The Nebula Nitwits). I then did more to get the Coliseum fight The Responsible One to appear, allowing me to imprism Ramuh★. I'd also completed all of the following Coliseum fights (and imprismed the Mirages) - the Coliseum page gives more information:

  • Never Mess with a Moogle
  • This Chest Ain't Pretendin'
  • The True King of the Skies
  • The Dark Behemoth Becometh
  • Rainbow Resurrection
  • The Flan as White as Snow
  • The Red-capped Speed Demon
  • Chocobo Princess Sakura
  • Nero's Magitek Menace
  • To Serve and Protect
  • The Santa Wannabe
  • The Malice Striker
  • Fighter Type III
  • Where the Topaz Gleams

You also want to talk to Mel, who's standing on the right side of the Coliseum desk, so you can fight him and imprism him. He's incredibly easy to imprism - just give him a couple of Potions.

Saronia Harbor

Back in Saronia Harbor, start by looking to the left of the Portal. You should find Old Journalist Notes 2 in the tree here - if not, you'll be able to get it post-True Ending. Then talk to the two people with "!" above their heads. Head down to Shanty Town. Ignore the "!" person here for now, and instead, head left to find Chest #1/2 Then talk to the "!" person for a cutscene. Once you're back in control, go up the stairs to meet the Thane. After another cutscene, you'll be in a fight against a Federation Guard. He's not too difficult to kill, as he only has 3840HP.

NameWeaknessesImprism
Federation GuardNoneUnimprismable

You receive 3 Arma Gems for defeating him. After another cutscene, you'll get your next task. Talk to the three "!" people and the path to Saronia Docks will open up. Head on down, opening Chest #2/2 along the way.

Chapter 8 - Buccaneer Blues

I'd recommend going to The Girl's Tearoom and purchasing Refia's Champion Medal as it's quite powerful for a 1 Star Medal. It's worth purchasing a couple of Flash Bombs and War Gongs from Chocolatte too. I also made sure that the Mirages in my stacks were at least level 20 and I personally went in with the following stacks:

  • Ponini > Lilikin Reynn > Holy Dragon
  • Zapt > Lilikin Lann > Ramuh

In reserve, I had the Floating Eye, Black Nakk, and Sharqual. This meant I met all of the requirements for this area. The remaining spaces were filled with a Babyhemoth, Mini Flan, Glow Moogle, Kolbold Mimic, and Red Bonnetberry for levelling.

Saronia Docks

Before making your way through this area, ensure that you have a Mirage with Flutter and a Mirage with Sizzle in your party. I had a Floating Eye and Black Nakk for this. You also want a Mirage that has a Water Resistance of 50. If none of your Mirages have that, replacing one in your party with a Sharqual will meet this requirement.

NameWeaknessesImprism
Ahriman Wind, Light, Poison, Blind, Slow, DeathInflict Blind
Ahriman Stack
Mini Flan, Floating Eye, Ahriman
Fire, Wind, Light, Poison, Blind, Slow, DeathN/A
Federation Guard NoneUnimprismable
DualizardIce, Earth, Blind, Death Reduce HP
Dualizard Stack
Mini Flan, Dualizard
Fire, Earth, Confuse, Death N/A
Floating EyeWind, Light, Poison, Blind, Slow, Death Leave only this Mirage Standing
KupicaroonThunder, WindInflict Berserk
KupirateThunder, Wind, Poison, Sleep, Slow, Death Reduce HP
Mimic NoneReduce HP
Mini FlanFire, Confuse, Death Use Physical Attacks
SharqualThunder, Wind, Sleep, Berserk Use Fire Attacks
Sharqual Stack
Mini Flan, Sharqual
Fire, Thunder, Wind, Sleep, Death N/A

When you start in the Docks, walk forward and examine the cannon to get over to the next platform. Interact with Chest #1/20 which is actually a Mimic. Defeat the Mimic and then head right, up, and then down the stairs. You'll come to a small island in the water where Chest #2/20. Go back up the stairs, and then down and right to the next cannon. This will fire you over to a platform with a puzzle switch on. The requirements for this platform are Weight 5 and Water Resistance of 50. This will cause the water level to rise. Then go back to the previous cannon and fire across to the previous platform. Head up and right to the next area.

Go down to the platform with the hut. Then go down the plank to the docked ship. You'll find Chest #3/20. Go back to the main path and ignore the other ship right now. Head down the steps instead to find Chest #4/20 with a Swirlshell in. If you have a Mirage strolling along with you, it'll tell you that the shell baskets contain a treasure. There's also a bell here, and for now just remember its location. Now, go back and over to the ship you ignored, and use the cannon to get over to the next platform.

On the dock you land on, on your left is a Murkrift.

Murkrift - Level 25

NameWeaknessesImprism
Mega SharqualThunder, WindDeal a lot of damage at once

This Murkrift isn't that difficult, and it doesn't matter if you fail to get a prismtunity for this Mirage. If you level up a Sharqual to Level 20 you'll be able to unlock this transfig.

There's also a Gimme Golem here, so give them the Swirlshell. There's a basket of seaweed here with a bell next to it. Interact with it to ring this bell. Then go down the steps, and turn right to find a rowing boat. Use Flutter to get to the next boat, where Chest #5/20 is. Then go back, and ignore the bell that's next to a basket of fish. Instead, fire yourself out of the cannon that's here. This will take you back to the dock where you can get to the bell next to the shell baskets. Ring that bell, and then get back to the area you were just on. Then go and ring the bell by the basket of fish.

Ringing these bells summons a Ghost Ship which is the secret area. It's not too difficult of an area, you just want to make sure your stacks aren't vulnerable to Berserk.

Saronia Docks Secret Area

Head onto the Ghost Ship, and on the stern is a mini-boss fight against six Kupicaroons. They're not difficult to beat but it's very possible that they will cast Berserk (and a chance they will cast it a fair amount). If you want to imprism one, you want to use a War Gong at the start of the battle. If your stacks become Berserk-ed, you'll just have to hope they don't die. Some good Mirage options for Berserk resistance would be:

  • Mandragora
  • Floating Eye
  • Ahriman
  • Moogle
  • Glow Moogle
  • Baby Paleberry
  • Red Bonnetberry
  • Ice Bat
  • Mini Flan
  • Ponini
  • Holy Dragon

to name a few. All of the Mirages are easily accessible to you. My personal stacks were:

  • Ponini, Lilikin Reynn, and Holy Dragon - giving the stack a Berserk resistance of 50.
  • Zapt, Lilikin Lann, and Ramuh - giving the stack a Berserk resistance of 0, but access to Thunder magic to exploit the Kupicaroon's weakness.

You do not need to imprism a Kupicaroon, so don't worry about that. I had access to Thunderbolt through my Lann stack, so I used that to really work away at the entire enemy party. Reynn's stack provided single attacks, including using the Electro Marbles. And because of her stack's resistance to Berserk, I only had to remove Berserk from Lann (luckily it was only once). Winning this battle will reward you with the Kupicaroon Memento. There are 11 chests here for you to open (Chests #6/20 to #16/20). One of them is a Mimic.

Then leave the secret area and go to the ship docked next to it for Chest #17/20. Continue right to the exit. The next area is a bit of a puzzle. You can't get to the Save Point as there's a Gimme Golem (that wants a Swirlshell) in the way. There are a number of cannons you'll need to use to get through the area. Start by going to the right to find Chest #18/20 - this is a Mimic. Then use the cannon that is the furthest on the right. You'll be sent over to another puzzle switch and a Flutter point. Start with the Flutter point to get over to Chest #19/20, and then go back to the puzzle switch. Use the nearby cannon to go back to the starting portion of the area. Use the left cannon and open Chest #20/20, which has a Swirlshell in. Go back to the puzzle switch and activate it. The requirements for this are Weight 5 and Water Resistance of 50. You'll now be able to get to the Save Point and remove the Gimme Golem.

Once you're at the save point, prepare for a couple of fights. The first one you'll be in is against six Kupriates. You won't be able to imprism them right now. Thunderbolt is the best attack to take them out. Once they're dealt with, you'll be thrown into a scripted fight against Syldra. You're not supposed to win this one, so just use Attack until the fight is over. After a cutscene, you'll then have a fight with the Federation Guard from before. When you've taken him down to 0HP, you'll get a cutscene.

This chapter then ends and the next one starts with a continuing cutscene.

Chapter 9 - The Low Seas

Once the cutscene is over, you can either talk to Quistis to continue the story or use the portal to go back to Nine Wood Hills. There are a couple more Coliseum fights that are now available and 3 new Intervention Quests. If you travel back to Saronia and then go to Saronia Docks that way, you should be able to encounter Kupirates to imprism.

When you're ready, go back to the ship and talk to Quistis. You'll have another cutscene.

The Low Seas

Upon regaining control, you'll be on the shore of the Low Seas.

NameWeaknessesImprism
Sea SnakeThunder, Confuse, OblivionUse Water Attacks

I've only listed the Mirages above that you need to engage and fight with. The others in the area are Adamantoise, Mega Sharqual, and Minimantoise. Information about them is on the Mirages page.

If you look near the Portal, you'll see two Sea Snakes tormenting a Minimantoise. Interact with them to engage in a fight. Once you've defeated them, you'll meet Addy. He's an Adamantoise, who agrees to take you across the sea. You'll see Mega Sharquals moving left and right along your path. You really want to avoid them as they are too strong for you to defeat right now. If you have a Mirage with Flee available, I'd recommend placing it in a stack. Otherwise, avoid the Mega Sharquals.

Once you've navigated the first portion, Rikku will join you on the second portion. Continue down, avoiding the Mega Sharquals, until you get to the Rainbow Shore.

Once you've completed the Intervention Quest Treasure Island, Ahoy!, you'll find the Adamantoise here. You can fight and imprism him, but he is a tad on the strong side at nearly 30,000HP. All the other enemies are manageable to fight when you're around level 42-45. The Low Seas is the only location where you'll find the Minimantoise in the wild. But if you get the Flammantoise from later in the game, you can transfig to the Minimantoise at level 10, you only need the Adamantoise Memento to complete the family (which you get from completing the Intervention Quest Treasure Island, Ahoy!).

The Rainbow Shore

There are two things to do here. One is to collect Chest #1/1 that is found in the rock structure. There is also a Murkrift here that is easily doable, and the Mirage is definitely worth imprisming at this point in the game.

Murkrift - Level 32

NameWeaknessesImprism
DramutWind, Earth, Light, Berserk, SlowUse Fire, Ice and Thunder Attacks

This Murkrift isn't that difficult, and all you need to do is land three attacks on him - one fire, one ice, and one thunder. Use any elemental items you have to do this. It's another decent Mirage, and after capturing him from this Murkrift, I did keep him in my party for a while, due to having three useful support abilities - Sizzle, Chill and Zap.

Heading to the next area completes this rather quick chapter.

Chapters 10-13

Chapter 10 - Too Warm a Welcome

You go straight into the next area from the Rainbow Shore. If you want, you can go and tackle some more Coliseum battles. It's worth going to Chocolatte to stock up on some items - Bomb Fragments, Electro Marbles, and Frigicite are useful, as well as healing items.

The Dragon Scars

You'll need a Mirage with Flutter in this area, so bring along your Floating Eye.

NameWeaknessesImprism
Bihydra Ice, Water, Blind, DeathLeave only this Mirage standing
Bihydra Stack
Mini Golem, Bihydra
Ice, Water, Blind, Oblivion, Death N/A
Blood EyeWater, Light, Poison, Blind, Slow, Death Leave only this Mirage standing
Cerberus LightUse a Fire, Ice and Thunder Attack
Copper GnomeThunder, Wind, Sleep, Oblivion, BerserkReduce the Mirage's HP
Copper Gnome Stack
Mini Golem, Copper Gnome
Thunder, Wind, Sleep, OblivionN/A
Mega Red DragonIce, Water Unimprismable
Mini Golem Wind, OblivionUse Physical Attacks
Red Dragon Ice, Water, Confuse, SleepLand a Critical Hit
Red Dragon Stack
Mini Golem, Spark Dragon, Red Dragon
Ice, Wind, Water, Earth, Confuse, Sleep, OblivionN/A
Spark DragonWind, Earth, Confuse, Sleep Inflict Status Ailments

It worth trying to imprism all of the Mirages in this area. If you bring some Dream Powder, imprisming a Spark Dragon isn't too difficult.

When you start in this area, head up the path and take the left at the fork to go to Chest #1/16, then head back and take the right path. At the next fork, go right and down and then take the left path up the slope. Look in the nest for Chest #2/16. Then use the Flutter point to cross the game, and go down to find Chest #3/16 on the platform below. Drop back down and then follow the path to the next area.

At the start of this area, take the left fork and use the Flutter point to get across. You'll need to defeat the Red Dragons here to get to Chest #4/16. Then go back to the fork and take the right-hand path. On your way down, look for a shallow cave that has Chest #5/16 in. Walk up the path and you'll come to a set of steps (sort of) that lead down. There are three ways you can go down, using the path at the bottom to get back up here. From the leftmost Descend Point, go down two levels to for Chest #6/16. Walk right past one Descend Point to a second and go down. Go right for Chest #7/16. Drop to the bottom and take the path leading to the area exit. On your way, you'll pass a Flutter point leading to Chest #8/16. Make your way to the next area.

The path is blocked by a Gimme Golem, so take the right-hand path. On your right is a Flutter point, where Chest #9/16 is. Continue along the main path and then take the diversion on your left to fight a pair of Red Dragons as their nest is a Treasure Trove. Continue along the main path to the next Flutter point on your right. This leads to Chest #10/16. Back on your main path, you'll be given a choice for which way you can go. You want to ignore the path that is blocked by the Red Dragon for now. Instead, take the other path to find Chest #11/16. Drop back down to the main path, and now take the other path where you'll have to fight three Red Dragons to get to the next area, which is a (not so secret) secret area.

Head forward to face the Cerberus. I'd highly recommend imprisming it, just to make the fight easier. Using a combination of any Fire, Ice and Thunder spells or items do the trick. You need to perform a spell/use an item of each element to create one prismtunity, i.e. three attacks - one Fire, one Ice and one Thunder - will only cause a prismtunity once. You may find that you need to stack prismtunities to imprism the Cerberus. I personally used Bomb Fragments, Electro Marbles, and Frigicite to help. Defeating/imprisming it gives you the Cerberus Memento. This will be your first Mega Mirage. If you keep it in your lineup, you will be able to summon it in place of your regular stacks. It's not a great Mirage for an XL (compared to something like the Behemonster). Imprisming it will allow you to complete the White Nakk's Mirage Board (eventually). Open Chest #12/16 for the Fluffiflower the Gimme Golem wants. So head back to the Gimme Golem to proceed.

This area is another one with multiple paths down and a return path. Start by dropping down one level for Chest #13/16. Go down another level and do not take the leftmost Descend Point. Instead, take the second one to a platform where Chest #14/16 is. Drop down and make your way back to the top. Drop down from the other Descend Point and go down two levels for Chest #15/16. Go back to the top again, and this time, make your way down the left hand Descend Points to the area exit.

A short way along the path in the next area is a Flutter point leading to Chest #16/16. Head to the Save Point and get ready for a fight against the boss - the Mega Red Dragon. It's weak to Ice and Water but uses Fire attacks, so you need to find a good middle ground for your stacks. Using Ice items is a good idea here. If it uses Flare Star, heal yourself before going back to attacking. It shouldn't be too difficult to defeat. You'll then have a cutscene, introducing Tifa. Head to the exit and into the Babil Region.

Babil Region

When you get here, there are two places you can go to. The closest one - on the left - is a small town called Agarthir. Speak to the person here for a Townsperson Quest.

Townsperson Quest - Needle for Speedle

  • Defeat 3 Cactuars
  • Reward: 2 x Hi-Ethers

You can find Cactuars in the Phantom Sands (Chapter 13) - Toil 2 and Toil 4. You need to defeat them, as imprisming will not count.

Open Chest #1/1 and then look in the corner on the right-hand side of the gate to find Old Journalist Notes 3. Then leave this town and head to the large city. Talk to the person by the fork in the path for some Smelling Salts. Then head into Nibelheim to start the next chapter.

Chapter 11 - Crimson and Azure

Upon completing Chapter 10, Mirajewels are unlocked. If you go to the Girl's Teamroom and purchase one for 2 Arma Gems and then equip it, you'll unlock:

Avatar Change

Acquired your first Champion Jewel.

Avatar Change
2 guidesOffline Game ModeSingle Player

You don't need to keep it equipped, and personally I found no benefit to them as equipping them means you can't use Champion Medals - which are far more useful.

Nibelheim

You'll find Old Journalist Notes 4 here by looking in a alley between an inn and the Honey Bee Inn. This should be the last set of Notes you'll need to collect, and if you have, you'll unlock Firion's Champion Jewel for purchase in the Girl's Tearoom.

Upon entering Nibelheim, you'll have a cutscene. Then approach the girl with green hair, Rydia, for another cutscene. This will give you your next location - Valley Seven. Then talk to the girl with the "?" above her head for another Townsperson Quest. There is a good chance you'll probably have already completed the requirements for this one.

Townsperson Quest - The Birthday Present

  • Deliver 3 x Dragon Scales
  • Reward: Berserk Seed

Open Chest #1/1 and then talk to Rydia again. When you're ready, head out of Nibelheim, past the guy you got the Smelling Salts from earlier, and then up into Valley Seven.

Valley Seven

In this area you'll need the Chill and Smash abilities, and some Mirages that can build up a Fire Resistance of 150 for a puzzle switch. Mirages that have Chill (hopefully by this point) are Bablizz and Quachacho. Mirages with Smash (that you may have already) include the Holy Dragon and Mythril Giant.

My personal stacks by this point were:

  • Holy Dragon + Lilikin Reynn + Ponini
  • Zapt + Lilikin Lann +Ramuh

(By this point, these were pretty much my stacks until the very end of the game, excluding a few times where I needed a specific attack.)

There are three puzzle switches in this area, and the maximum requirement is a Weight of 12 and a Fire Resistance of 150. I bought three Mirages that would meet all of this (as well as to help level them up):

  • Ifrit★ (Fire Res 100, Weight 6)
  • Fritt (Fire Res 100, Weight 2)
  • Babyhemoth (Fire Res 0, Weight 5)

To imprism all of the Mirages you need here (apart from the Phoenix, as you'll come back for that one) it's worth bringing some Bomb Fragments (for the Bomb and Flammantoise), some Poison Fangs (for Cocadrille), and Dream Powder (for Korrigan and Spark Dragon). If you have Shell (either as a Seed or Mirajewel), you can imprism the Lead Gnome - but as you can transfig a Copper Gnome to a Lead Gnome by levelling, you can just do that.

NameWeaknessesImprism
Behemoth Dark, Berserk Reduce HP
Behemoth Stack
Black Nakk, Bomb, Behemoth
Water, Light, Confuse, Berserk N/A
Black NakkIce, Water, Light, Poison, Confuse, Oblivion Use Physical Attacks
Blood Eye Water, Light, Poison, Blind, Slow, DeathLeave only this Mirage standing
Blood Eye Stack
Black Nakk, Blood Eye
Water, Light, Poison, BlindN/A
BombWater, Confuse, Berserk, Death Use Fire attacks
Cocadrille Wind, Dark, Sleep, Blind, SlowInflict Poison
FlammantoiseIce, Thunder, Water, Sleep, Blind, Oblivion Use Fire attacks
King Bomb WaterUnimprismable
Korrigan Fire, Wind, Light, Oblivion, Slow, DeathInflict Sleep
Lead Gnome Fire, Thunder, Confuse, Sleep, Oblivion, BerserkBestow Shell
Lead Gnome Stack
Black Nakk, Lead Gnome
Ice, Thunder, Water, Light, Confuse, Sleep, Oblivion, BerserkN/A
Phoenix Water, DarkRestore a lot of HP
Spark Dragon Wind, Dark, Confuse, SleepInflict Status Ailments
Spark Dragon Stack
Flammantoise, Spark Dragon
Ice, Water, Earth, Confuse, Sleep, Blind, OblivionN/A

From the first platform, make your way down the spiral path and cross the bridge to the next platform. Then follow the spiral down to get to Chest #1/8. Cross over the platform and take the left path. You'll come to a Puzzle Switch that has a requirement of Weight 4 and Fire Resistance of 50. Once you've activated the switch, go down, around and over the new bridge. You'll find Chest #2/8 with a Jaggejaw in. Head back to the third platform and then take the right path. Go along the path, past the Gimme Golem and over the bridge to the next platform. Use Chill here to get to Chest #3/8. Now head into the next area.

In this area, cross over the first platform to trigger a cutscene. Follow her to the next area as you can't do much else. Then head up and smash the rock that's blocking your path. Cross the platform to find a Treasure Trove. From here, take the path down and around to find Chest #4/8. Go back to the previous platform and take the path left to another platform. Use Chill here and head up to the next platform. You should see a Murkrift here and it's relatively easy to complete.

Murkrift - Level 30

NameWeaknessesImprism
MemecoleousWind, WaterInflict Poison

This Murkrift is against 3 Memecoleous and I did the Murkrift when I first got to it. I had a few Poison Fangs in my inventory that I used for the prismtunity, and then used a combination of items and normal attacks to get rid of the other two.

Head up to the Puzzle Switch at the top. This requires a Weight of 12 and Fire Resistance of 12. This will lead you to the secret area.

Go back to the previous area, head back to the first platform here, and then take the right path. This area has four paths leading from the platform. Take the lower one first and use Smash to get to Chest #5/8. The upper and lower right paths also have Smash points, and the lower right path leads to Chest #6/8. Now head down the path with the quest marker for another cutscene. You'll then have to fight 6 Bombs. This isn't too hard to do and you can imprism one if you wish. Once you've defeated them, you'll have another cutscene.

Make your way all the way back to the area called Cauldron 2. You'll get another cutscene here and the flame column that was blocking your path will be removed. Cross to the next platform and continue on. When you get to the next platform, follow the path down for Chest #7/8. Go back up and right to the area exit.

In this area, head to the Save Point. Open Chest #8/8 on the right. Head up to the boss platform to start a fight against the King Bomb. You want to keep at least one stack at full health by the time the King Bomb gets to low health. When he does, put the full health stack into defense mode. This should ensure that the stack survives the Explode attack.

You get the Key of Flames from killing the King Bomb, along with the King Bomb Memento.

For completing this chapter, you'll unlock:

Crimson vs. Azure

Found the first key from the Crimson Prophecy.

Crimson vs. Azure
1 guideOffline Game ModeSingle PlayerMain Storyline

Secret Area - Secret Cauldron

In here, you'll be able to fight (and imprism) the Phoenix. This mirage is incredibly powerful at the moment, so you'll probably want to come back when your a bit stronger. Also, with the prismtunity requirement being to restore a lot of HP, it's easier to wait until you've unlocked the ability to purchase X-Potions. A couple of these thrown at it will ensure a quick imprisming. For doing that, you'll get the Phoenix Memento.

Chapter 12 - Ribble Jiggle Panic

The Windswept Mire

NameWeaknessesImprism
FlanThunder, Confuse, Death Use Physical Attacks
Flan PrincessWater Face with one party member
Flan Stack
Mini Flan, Flan
Fire, Thunder, Confuse, DeathN/A
Flan Stack 2
Mandragora, Flan
Fire, Thunder, Wind, Oblivion, Slow, DeathN/A
Golden FlanFire, Ice, Thunder, Wind, Water, Light, Dark Unimprismable
Lucky ToadLight, Sleep Reduce the Mirage's HP
MalboroFire, Oblivion, Slow, Death Inflict Status Ailments
Malboro MenaceFire, LightInflict Status Ailments
Malboro Menace Stack
Flan Princess, Malboro Menace
Water, LightN/A
Mandragora Fire, Wind, Oblivion, SlowUse Physical Attacks
Mini FlanFire. Confuse, Death Use Physical Attacks
Nut EaterFire, Thunder, Poison, Confuse, Berserk Use Magical Enhancements
Water ToadIce, Thunder, Sleep, Death Inflict Berserk

Once you're back in control, you'll be in a new area. Head right, and after a quick cutscene you'll be left with Lann. Go up to the Lucky Toad and talk to it to start a fight. I was able to imprism the Lucky Toad after two attacks. Once you've defeated the Lucky Toad, Snow will be uncursed and he'll accompany you through the area. His companion, Shiva-Ixion, will create an ice bridge to the next island and a portal to Nine Wood Hills will appear. At this point, it's worth going to Chocolatte and stocking up. Then head to Nibelheim where a Townsperson Quest will have appeared.

Townsperson Quest - Hot Hot Hunting

  • Defeat 5 Mirages in Valley Seven
  • Reward: 2 x Bomb Cores, 2 x Bomb Fragments

Just go into the first area of Valley Seven to get this one out the way.

Back in The Windswept Mire, cross the bridge. As you make your way through the area, you may run into some ambush points. Continue across the land until Shiva-Ixion creates another bridge. Before crossing this bridge, go left around the pool for Chest #1/4. Then cross the ice bridge and head to the right. Shiva-Ixion will create another bridge to a small island where Chest #2/4 is. Head back and examine the nearby brown patch. Shiva-Ixion will create a shortcut to the Save Point. From here, head down to Chest #3/4. You'll also see a Puzzle Switch here that requires a Weight of 14 and a Water Resistance of 25. I used Ramuh★, Zapt and Babyhemoth to meet this requirement. This will open up the secret area.

The Windswept Mire Secret Area

At the start of this area, you'll be ambushed. Then continue down the path to fight the Malboro Menace and Flan Princess. You can go for the imprism, but personally I didn't as you get both the Flan Princess and Malboro Menace Mementos upon winning the fight. I used my Holy Dragon, Reynn and Ponini to deliver a fair amount of Light damage, and my other stack threw Water items at them. At level 35 the fight wasn't too bad, and honestly, it's easier to defeat them than to try and imprism them. Completing the fight will also give you 80,000 XP.

Head to the save point and examine the indicated point for another ice bridge to be created. The Golden Flan will then appear and you'll need to fight it. It's extremely easy if you have a good Thunder stack (I did) and two hits of Thundara took it down without any issues. After beating the Golden Flan, Snow and Shiva-Ixion will leave you. At this point you'll need a Mirage with Chill (e.g. Bablizz).

Leave this area via the sandbank. Before heading to the next area, head around to the right to find a Chill point. Use it to get across to Chest #4/4. Then head into the Desert Region.

Chapter 13 - Castle in the Desert

Desert Region

Head towards the caravan site, and you'll see a merchant with a ? above them. This person had a total of 5 Townsperson Quests for you. You have to talk to the merchant each time to pick up a new one - once you've completed the previous one. The five quests are listed below.

Townsperson Quest - Taking Care of Bizzy-izzyness I

  • Deliver 3 x Dragon Wings
  • Reward: Aerora Seed

Buy these from Chocolatte for 1000 Gil each.

Townsperson Quest - Taking Care of Bizzy-izzyness II

  • Deliver 2 x Healing Springs
  • Reward: Regen Seed

By far the easiest way to stock up on Healing Springs is to do the Time Attack Coliseum battle A Grand Oddity over and over. The stacks are weak to Thunder. You'll need to imprism a Largebuncle first to access this fight, which you can do from a Murkrift in Chapter 17. The other way is to keep defeating Mist Dragons in the Underground Prison, but I found repeating a Coliseum fight to be a bit more efficient.

Townsperson Quest - Taking Care of Bizzy-izzyness III

  • Deliver 3 x Lightning Spellstones
  • Reward: Thundara Seed

The first time you'll get Lightning Spellstones is from Chapter 15. You'll get 4 from that Chapter that you can use to complete this.

Townsperson Quest - Taking Care of Bizzy-izzyness IV

  • Deliver Deliver 5 x Star Curtains
  • Reward: Reflect Seed

You will have gotten 5 of these if you defeated the Kupicaroons in the Saronia docks Secret Area.

Townsperson Quest - Taking Care of Bizzy-izzyness V

  • Deliver 3 x Fire Spellstones
  • Reward: Fira Seed

You can get 2 Fire Spellstones from completing the Coliseum fights Bombs Away 2 (available from Chapter 11) and The Nebula Nitwits. Otherwise, wait until postscript and you can get three from EX Dungeon C.

Enter the Caravan site for a cutscene and you'll be given some Sunscreen, which will let you get through the Desert Region. Near the portal is Chest #1/1. Talk to the man next to the chest for a Tranquilizer. THE NEXT BIT REQUIRES YOU TO HAVE A FLAN IN YOUR PARTY. If you don't have one, use the Portal to access the Prism Case and put it in your party. The easiest Flan to get - if you don't have one - is the Kaguya Flan from the Coliseum.

With a Flan in your party, you'll see a "?" appear over a woman's head.

Townsperson Quest - Her Jiggly Highness

  • Imprism the Flan Princess
  • Reward: Berserk Seed

I'll assume that you defeated the Flan Princess and have the Memento. You can level up the Kaguya Flan, or Mini Flan to transfig into the the Flan Princess. You can always pick this one up, and then turn it in via the Adventure Log later in the game.

With that done, you can head back to Nine Wood Hills to complete anything you fancy. It may be worth stocking up on Spider Silks and Loco Weeds from Chocolatte as well.

When you're ready to continue on, head north of the Caravan site. Ignore the town on the left and head up the only path you can take to The Phantom Sands.

The Phantom Sands

This area has a bit of a puzzle requirement to it. Each area will have two exits, but only one will allow you proceed through the area. The map linked in the area title (above) shows you the correct paths to take but if you don't want to use that, all you need to do is pay attention to where the sun is, and where it's visible will be the exit you need to take. Note. One of the Murkrifts isn't shown on the map, but it'll be detailed in the text guide.

NameWeaknessesImprism
Bahamutian Soldier NoneUnimprismable
BombinoWater, Confuse, Berserk, Death Inflict Confuse
Cactuar Fire, Ice, DeathInflict Slow
Chocobo Ice, Dark, Berserk, DeathGive Gysahl Greens
Cocadrille Wind, Dark, Sleep, Blind, SlowInflict Poison
Cocadrille Stack
Sandicore, Cocadrille
Wind, Dark, Sleep, Blind, SlowN/A
Memecoleous Wind, Water, Sleep, OblivionInflict Poison
Memecoleous Stack
Sandicore, Cocadrille, Memecoleous
Wind, Water, Dark, Sleep, Blind, Oblivion, SlowN/A
Sand Worm Ice, Wind, Water, Oblivion, DeathLand a Counterattack
Sand Worm Stack
Sandicore, Cocadrille, Sand Worm
Ice, Wind, Water, Dark, Sleep, Blind, Oblivion, SlowN/A
Sandicore Wind, Water, Sleep, Blind, Oblivion, SlowLeave only this Mirage remaining
Sphinx Water, Dark Deal a lot of damage at once
Nut EaterFire, Thunder, Poison, Confuse BerserkUse magical enhancements

The man at the start of the area can be spoken to, to get a hint of how to get through The Phantom Sands. Walk up, and on the right - semi-hidden behind a rock - is Chest #1/7. Head towards the middle exit and you'll find Chest #2/7. Go through the middle exit to get to Chest #3/7. Go back through and take the ramp up. You can go through either exit to get to the next area. Make your way through this area and take the left exit.

At the start of this area (Toil 3) go down the ramp to get to Chest #4/7. The Lure Mirajewel you'll get will allow you to attract more enemies. Then head to the sinkhole in front of you and interact with it to descend. This will take you down to a secret area.

Secret Toil

Down here you'll see a chest. Approach it to start a fight against the Sphinx. It's not too hard to defeat, and don't worry about trying to imprism it as once you've defeated it, you can open Chest #5/7 for the Sphinx Memento. The Sphinx has 7910HP and I used a couple of Dragon Scales to make this fight easier (as the Sphinx is weak to Water). If you imprismed a Memecoleous from the Murkrift in Valley Seven, you'll be able to transfig the Memecoleous into the Sphinx - meaning you can technically master the Mirage Boards for the Manticore/Sphinx and Sandicore/Memecoleous.

With that done, walk to the other end of this area to get back up to Toil 3. Leave Toil 3 via the right hand exit. In Toil 4, start by going over to the left hand path to find a Treasure Trove. Then go down the middle path until you find another hole. Interact with this to get to another area, where you'll find your first Murkrift of the area.

Murkrift - Level 32

NameWeaknessesImprism
MoombaFire, Earth, Confuse, Blind, SlowRestore the Mirage's HP

This Murkrift is against 3 Moomba, and I cannot stress how worthwhile it is to imprism a Moomba. They're easy enough to imprism and it saves you needing to imprism a Moomba in the Coliseum, or waiting until the very end of the game to try and imprism one of the other Mirages in this family. Just throw a few Potions at one to get a good prismtunity and then defeat the other two.

To leave Toil 4, take the left exit. In Toil 5, head over to collect Chest #6/7. Then take the bottom right exit to go back to Toil 4 to get Chest #7/7. Then head back to Toil 5 and head over to the Save Point. Head north to have a boss fight against 3 Sand Worms. Exploiting their elemental weaknesses will make light work of them. After you defeat them, you'll get a cutscene where you'll be introduced to Lightning. Once you're back in control, talk to her to continue with the story.

During this Chapter - if you've opened all of the Treasure Chests in the game - you should unlock:

Treasure Hunter

Opened 100 treasure chests.

Treasure Hunter
Offline Game ModeSingle PlayerCollectable

Chapters 14-17

Chapter 14 - Lost Powers

Underground Prison

NameWeaknessesImprism
Death MachineN/AUnimprismable
Magitek ArmorThunder, WaterReduce HP
SearcherThunder, WaterUse Physical Attacks

You'll start in this area, so talk to the prisoner with a ! above his head to be updated on what's going on. Talk to him again to purchase some items, it's worth getting some Potions at a minimum. You will have no Mirages or Mirajewels, so you'll just have to make so with Lann and Reynn right now. Head into the next area and walk to the central platform for a scripted fight that you will lose - so don't waste items in this fight.

Once you've been defeats, Squall will come to your aid, and you'll be given an Eldbox that allows you to imprism the Magitek Armor that you just lost to. These Mirages are actually called Cogna, and capturing them means you can use them in your stacks. You'll then be given another Eldbox to capture another Cogna in a minute. Keep walking and you'll be attacked by a Searcher. Attack it and imprism it. You really do not want to defeat this Cogna. You then want to put a Searcher in one stack, and the Magitek Armor in the other.

Start by heading down the stairs, and turn left for Cheat #1/17. Now ensure that you have Zap unlocked on the Searcher's Mirage Board, and head to the right. There's a barrier that can be removed using Zap. Here, you'll find Chest #2/17 and Chest #3/17. Go down the next set of stairs, and you'll see another Searcher patrolling. While you can avoid them, it's worth fighting them for the extra EXP for your newly captured Mirages. Go past where this Searcher is patrolling to find another barrier to zap. In here is Chest #4/17. Then head left around the gangway, and go past the stairs to get to Chest #5/17 with an Eldbox in. With this Eldbox, it's worth attempting to imprism another Magitek Armor/Seacher, so you can have both stacks with one in.

Then go down the stairs you passed and you'll find another barrier in front of you to zap. Instead of going through this barrier, head right to see another Search patrolling. Deal with the Searcher as you please, and then continue around until you get to Chest #6/17 and Chest #7/17. When you get to the stairs heading down a level, you'll encounter another Searcher.

At the bottom of the stairs, go through the Zap barrier to get to Chest #8/17. Then go left, get past the patrolling Searcher, and then head down the next set of stairs. Then immediately past the next downward staircase is Chest #9/17 with another Eldbox in (you'll now be able to complete your stacks). Slightly further along to the left is Chest #11/17. Then continue round, past the stairs to get to Chest #12/17. Then backtrack, and head down the stairs. Defeat the patrolling Searcher and head down another level. You'll come to a save point, so save.

Then head right for a boss fight against a Death Machine. While I didn't have Libra to find out what weaknesses this Death Machine had, it's usual stats show that it is weak to Thunder and Water, so you should have picked up some Lightning Marbles along the way that can be used to make this fight easier. Once you've defeated the Death Machine, you'll go into the next chapter.

Chapter 15 - The Mako Reactor and the Black Mages

Underground Prison (Part 2)

You'll start this portion meeting Shelke, and you'll be thrown into a fight you will lose. She'll restore your powers afterwards, and you'll get your Mirages and Mirajewels back, so you can sort your stacks out. Now walk around the gangway you're currently on to get to Chest #13/17. Then go to the inner gangway, and go around to the back to get Chest #14/17.

You can now head back to the Save Point if you wish, as you'll be able to access the Prism Case again. If you wish, you could pick up a Mirage with the Flutter ability to get to the secret area here. Before going into the next area, Chest #15/17 is here.

You can now also access the secret area. You'll need a mirage with the Flutter ability. Ideally, you'll also have access to wind magic. Light resistance and the ability to dispel are useful as well. Head down to the Flutter Point and go across. There's a chest (15/17) containing 2 TURBO ETHERS. Go through the exit to the Secret Ophion.

Secret Ophinon

NameWeaknessesImprism
Mist DragonWindRestore a lot of HP

It's best to save this fight until you can purchase X-Potions, as it will provide you with a quick prismtunity. I personally came back once I've reached the postscript to get the Mist Dragon, and it was an easy imprism and fight then. If you really want to tackle it now, you'll need to use Dispel a lot and Wind Magic. Don't attack them with the Attack command, as they have Evade & Counter, which will hit you most times. Beating this fight will give you the Mist Dragon Memento and a Healing Spring. You can repeat this fight over and over to get Healing Springs if you really want to.

There are also two chests here, Chest #16/17 and Chest #17/17.

When you're ready, go back to what Shelke is (in the area to the right of the Save Point) and enter Mako Reactor 0.

Mako Reactor 0

NameWeaknessesImprism
BihydraIce, Water, Blind, DeathLeave only this Mirage standing
Bihydra Stack
Searcher, Bihydra
Thunder, Water, DeathN/A
Bihydra Stack
Bombino, Bihydra
Water, DeathN/A
BombinoWater, Confuse, Berserk, DeathInflict Confuse
Death Machine Stack
Searcher, Bihydra, Death Machine
Thunder, WaterN/A
GarchimaceraLight, Poison, Blind, DeathInflict Confuse
GigantrotFire, IceBestow Haste
GigantuarFire, IceLand a critical hit
Magitek ArmorThunder, WaterReduce HP
Mimic JackpotNoneReduce HP
SearcherThunder, WaterUse Physical Attacks
WerebatWater, Earth, SleepInflict Blind

Starting in this area, you'll need a Mirage with Zap and one with Flutter. You'll also have a Portal back to Nine Wood Hills if you want to do other things. Purchasing some Loco Weed may be a good idea do you can imprism the Garchimacera, and Flash Bomb for the Werebat. For imprisming, I'd recommend going for whatever you do not have, except for the Gigantaur and Gigantrot. You can easily get these by imprisming Cactuar Johnny from the Coliseum, and then transfiguring it into a Cactuar and Cactrot. Leveling a Cactuar to level 25 will allow you to transfig it into a Gigantuar, and a Cactrot into a Gigantrot. I say this as I stumbled into the secret battle with the Gigantrot and Gigantuar, lost badly, and never went back. I still managed to master the Cactuar's Mirage Board.

If I am wrong, and you do need to fight these guys for Mementos, the fight will be listed below. You can just defeat them for the mementos, but I will explain how to attempt to imprism them both.

From the start of Mako Reactor 0, go down the right hand set of stairs for Chest #1/9 and Chest #2/9 - you'll need to look behind the locked gate for the second one. Then go back upstairs and Zap the machines labelled 1 and 2 (in that order). This will open the left hand doors, which you then need to go through to get to the next area. In this area, there are three sets of stairs. Go through the broken fence and onto the pipe. Go down and right for Chest #3/9, which is a Mimic Jackpot. If you don't have one of these already, you should attempt to imprism it. With that done, backtrack along the pipe and use the Flutter point to get to Chest #4/9. Then go back across and down two flights of stairs. You'll see three machines to Zap here, with the first one being in the upper left. Once you've done that, Zap the console on the upper level to head into the next area. In this bit, you just need to walk over the bridge and into Sector 4.

When you get into Sector 4, go past the locked gate, and head down two flights of stairs, then head onto the pipe. You'll see a Murkrift here, and it's blocking your path, so you need to defeat it. This is one you really should do now instead of saving it for later.

Murkrift - Level 35

NameWeaknessesImprism
Mythril GiantThunder, Wind, Confuse, Sleep, Oblivion, BerserkUse Magical Enhancements

As long as you have a Mirage with Thunder and/or Wind magic, this fight shouldn't be too difficult for you.

Completing this Murkrift will allow you to get to Chest #5/9, which has a Dazzledisk. Then return to the platform, and head right for Chest #6/9, which is another Mimic Jackpot. With that defeated, go downstairs. You have four machines that you'll need to Zap. Number 1 is at the very bottom of this platform, and then you just need to work your way through the machines. I used the cables on the floor to help finds the other three machines. Then Zap the console and go back right, to where a gate has just opened. Go up the stairs and open Chest #7/9. Ten head onto the pipe, and head round. You'll come to a Save Point and a console. Interact with the console, and the gate will lock behind you. A door will open in front of you to run though, and you'll be given a 15 minute timer. This is plenty of time to do everything you need to, so head through the door.

You'll find yourself back at the start of the dungeon. Start by heading left along the new path to get to Chest #8/9. Then head into Sector 2, through Sector 3 and into Sector 4. In here, take the right set of stairs. At the bottom, go left onto the pipe to get to Chest #9/9. Ignore the nearby door, and continue going right. Then go up the right set of stairs (past a now open chest), and head onto the pipe. Go round and onto the next path. You'll see that the gate to the Save Point is locked, so go right. Then head over to the Gimmie Golem the Dazzledisk that you picked up earlier. Examine the console to cancel the alarm. This will open the gate and allow you to get to the Save Point. It will also open the gate to get to the Secret Sector.

Secret Sector

In order to even attempt to fight the Gigantrot and Gigantuar, you will need the Haste ability, so ensure that either a Mirage in a stack has it, or you equip a Haste Mirajewel. Then enter the secret area, and go down the stairs to initiate the fight. Gigantrot has a very high rate of regen, so you want to bestow it with Haste straight away in order to imprism it. Keep bestowing Haste if you're struggling to imprism it. You must not allow your HP to fall below 1000HP, otherwise the Gigantuar's Thousands of Needles will take you out. So as long as both stacks health stays above that, you'll be okay. Landing a critical hit on Gigantuar will create a prismtunity. Defeating them will give you the mementos a lot of XP.

If you're in the Secret Sector, leave the area, and head back to the door you ignored earlier. Go through the door and you'll be in Section 3, but on a lower level. Then head over to the Save Point. If you're attempting to imprism every Mirage, this is the area where you can get the Garchimacera. It's most massively important to get one of these, as you can transfig it from an Imp, which is easier to obtain. Head through the right door when you're ready. This will lead you to a boss fight against five Black Mages and Vivi. The easiest way to win this fight is to solely focus on Vivi, and when the opportunity arises, attempt to imprism him. While you won't imprism him, it will end the battle. You'll then have a cutscene, where you'll obtain the Key of Earth.

When you're back in control you'll be in Figaro Castle.

Figaro Castle

Head up to the roof to talk to the man up there. This is the first Townsperson Quest to defeat 5 Red Captains. Then go back downstairs and speak to the guard, who has another Quest for you to defeat 10 Sand Worms. A list of all of the Townsperson Quests you can get from Figaro Castle are listed below.

Townsperson Quest - The Battle for Teatime I

  • Defeat 5 x Red Captains
  • Reward: X-Potion

From the woman on top of Figaro Castle. You'll find these in the Watchplains.

Townsperson Quest - The Battle for Teatime II

  • Defeat 3 x Malboros
  • Reward: Turbo Ether

From the woman on top of Figaro Castle. You'll find these in the Windswept Mire, Fen 3.

Townsperson Quest - The Battle for Teatime III

  • Defeat 5 x Unicorns
  • Reward: Defense+ Seed

From the woman on top of Figaro Castle. You'll find these in the Crystal Tower, Third Floor.

Townsperson Quest - Picking Up the Slacker's Slack

  • Defeat 10 x Sand Worms
  • Reward: Earth Spellstone

From the guard by the stairs. Found in The Phantom Sands, near the Save Point. May take a while to complete, as the Sand Worms are hard to come by.

Then speak to Edgar for some more information, and exit Figaro Castle to end this chapter.

Chapter 16 - Clash on Big Bridge

Phantom Sands (Part 2)

It's worth heading back to the Save Point in the Phantom Sands - Toil 5 to get the 10 Sand Worms quest out the way, just make sure not to imprism them. Then in the next area, Toil 6, hug the left side until you come to a Murkrift.

Murkrift - Level 40

NameWeaknessesImprism
Mythril GiantThunder, Wind, Confuse, Sleep, Oblivion, BerserkUse Magical Enhancements

Then when you're ready, head into the next area from Toil 6.This Murkrift is against 3 Chrome Giants. If you have an ability like Evade & Counter, there's a good chance that you'll be able to get a prismtunity for this Mirage. However, you can get this Mirage by transfiguring a Lead Gnome at level 18 - which may be easier.

Big Bridge

NameWeaknessesImprism
Baby Tonberry Thunder, Light, Confuse, DeathUse Physical Attacks
Bahamutian SoldierNone Unimprismable
BombinoWater, Confuse, Berserk, Death Inflict Confusion
BrothertaurWind, Dark, Confuse, Blind, DeathUse Earth Attacks
Brothertaur Stack
Baby Tonberry, Brothertaur
Wind, Dark, Confuse, DeathN/A
Gilgamesh NoneUnimprismable
Imp Water, Light, Poison, Blind, SlowInflict Confusion
Iron GiantThunder, Wind Use Magical Enhancements
Kuza KitEarth, Dark, Berserk Land a Counterattack
Kuza Kit Stack
Bombino, Kuza Kit
Water, Earth, Dark, Confuse, Berserk, Death N/A
Left ClawFire, Thunder, Wind, Light, Oblivion, BerserkReduce HP
Left Claw Stack
Baby Tonberry, Kuza Kit, Left Claw
Fire, Thunder, Wind, Earth, Light, Confuse, DeathN/A
Magic Pot Dark, SlowGive the Mirage an Elixir
MinotaurWind, Dark, Confuse, Blind, Death Inflict Confusion
Mythril GiantThunder, Wind, Confuse, Sleep, Oblivion, BerserkUse Magical Enhancements

Note that Minotaurs will only start appearing once you're in the Postscript, and it's part of a Townsperson Quest. You'll only be able to fight them in Segment 1.

The Big Bridge is the newest dungeon you'll come to. You'll have a new Intervention Quest you can do, as well as a couple of fight in the Coliseum. You could go and clear up some of the unfinished Townsperson Quests if you wish. When you're ready to proceed, head from Figaro Castle to the path that was blocked by the sandstorm. This will take you to the foot of the Big Bridge. Walk forward and you'll be introduced to Eiko. After a cutscene, the lift will have taken you part way, so now you'll have to walk up the rest of the bridge.

In this segment, there's nothing worth going down for, so head to the top, where you'll see a Murkrift on the left hand side.

Murkrift - Level 40

NameWeaknessesImprism
Devil WolfIce, Water, Light, Poison, Confusion, OblivionInflict Berserk

This isn't an incredibly hard fight, and if you can't imprism it in the Murkrift, you'll be able to do so in the Coliseum. The easiest way to inflict Berserk is to use the War Gong item.

In Segment 2, go to the right side and use the jump pad to get up to the climbing bit. Go all the way to the top, and then head left and go down the other side. Half way down you'll come to Chest #1/8, and at the bottom is Chest #2/8. Then climb all the way back up and go to the next area.

Start by going up the left side of Segment 3, but this time, as you climb up, Mythril Giants will fire glyphs at you. If you're hit by a glyph, you'll be thrown into a fight against some Mythril Giants. At the bottom of this climb is Chest #3/8. Keep fighting your way to the top - picking up Chest #4/8 in the middle, and Chest #5/8 at the top. Head into the next area (you should have come through the left side) and head over to the right side and go back into Segment 3. You'll then need to head down to remove the other three Mythril Giants. This is because you need to defeat all of the Mythril Giants in order to get to the Secret Area here. You'll also be able to pick up Chests #6/8, #7/8 and #8/8 on this side. Once you've done that, climb back up, into the next area and use the Save Crystal.

You should see a Mythril Giant blocking your path, so defeat it, and you'll see that the Secret Area will lower.

Secret Area

Go round and to the left of this area, then run up to the Iron Giant. To imprism the Iron Giant, all you need to do is cast a few magical enhancements on it. I cast Shell, Protect and Regen on it a few times and was able to imprism it without to much difficulty. Defeating it will grant you the Iron Giant Memento.

Back in Segment 4, make your way to the large, round platform. After a cutscene, you'll be up against Gilgamesh. This is an easy fight, and the best way to defeat him is to use physical attacks over and over. You'll be given 5 Arma Gems for defeating him, and then you can keep going via the Jump Pad to get to the next area. You'll also complete the Chapter.

Chapter 17 - Naught but Nightmares

Start by heading to the train for a cutscene, then talk to the Cactuar to continue. When the train stops, there will be a portal to Nine Wood Hills and the entrance to the next location. There are two new Intervention Quests available for you, and a couple of Coliseum fights. When you're ready, head into the next area, the Tometown of the Ancients.

Tometown of the Ancients

NameWeaknessesImprism
VampireWater,Light, Sleep, SlowUse Dark Attacks
WerebatWater, Light, Confuse, SleepInflict Blind

After a cutscene, follow Cloud where you'll be forced into a battle against two Werebats and two Vampires. If you wish to attempt to imprism a Vampire, using Syphon will count as a Dark Attack. Once the fight is done with, you'll be taken to the library. Once you're back in control, head to the Save Point and look for Chest #1/1 on the right side (you'll need to be a Jiant to get it). Then go back outside and head to the back to find a white cat in the alley. Examine it to get Old Personal Posting 3.

For the next area (and for the Murkrift mentioned below), one of the Mirages you may want to try and imprism requires you to have Reflect. You can either stock up on Star Curtains, or if you have a Mimic, level it up and transfig it to a Magic Jar, then go about unlocking Reflect.

Back in the Library, there's a puzzle here that you'll need to do in order to create a Murkrift. In the southern area, you need to look for some shining lights. You need to examine these in the correct order, which is:

  1. The bookcase against the wall on the right.
  2. The bookcase against the wall on the left (the one that has the chest on top).
  3. The bookcase NOT against the wall, on the left, in front of some tables.
  4. The bookcase NOT against the wall, on the right, near the previous bookcase.
  5. The bookcase on the far right.

The Murkrift that will be created contains two Mirages that are worth capturing.

Murkrift - Level 42

NameWeaknessesImprism
CarbuncleDark, Oblivion, BerserkReflect Magic back at it
LargebuncleDark, Poison, Blind, Oblivion, BerserkInflict Oblivion

The Carbuncles in this fight have Reflect on them constantly, so if you're not attempting to imprism them, just defeat them with physical attacks. If you want to defeat them, your best bet is to have some Star Curtains, and to use them on yourself. You then cast magic on yourself, so it's reflected onto a Carbuncle. It's probably best to try and imprism these guys once you've dealt with the Largbuncle. To inflict Oblivion, you can use Lethean Chimes. Note that once you've inflicted Oblivion, you only have a small window to imprism the Largebuncle.

Before heading to the next area, The Train Graveyard, make sure you have a Mirage with Zap and a Mirage with Smash in your party. If you need to, go back to Nine Wood Hills and stock up on all of the status inflicting items and potions you can afford.

The Train Graveyard

NameWeaknessesImprism
Chrome Giant Thunder, Dark, Sleep, Oblivion, BerserkEvade Attacks
Chrome Giant Stack
Imp, Skull Eater, Chrome Giant
Thunder, Water, Light, Sleep, Oblivion, Berserk N/A
DemivampireFire, Light, Sleep, Slow Reflect Magic back
Ice BatFire, Light, Confuse, Sleep Inflict Blind
ImpWater, Light, Poison, Blind, Slow Inflict Confuse
MordskullFire, Wind, Light, Confuse, Sleep, Oblivion, Slow Inflict Oblivion
Mordskull Stack
Ice Bat, Mordskull
Fire, Wind, Light, Confuse, Sleep, Oblivion, SlowN/A
Skull EaterOblivion, Berserk Bestow Regen
VampireWater, light, Sleep, Slow Use Dark Attacks
Vampire PrimeWater, Light Unimprismable
Vampire Stack
Werebat, Vampire
Water, Light, Confuse, Sleep, SlowN/A
WerebatWater, Light, Confuse, Sleep Inflict Blind

When you first start in this area, head up the ramp on the right and Zap the machine labeled 01. This will lift a carriage out the way, and will allow you to start your journey through the dungeon. Head forward to find Chest #1/19. Then head left, going up the ramp and onto the train carts. Go down, then left, down, left, down and up. This will take you to another ramp where Chest #2/19 is. Go back and head right, and then down. This should take you to a Smash Point. Smash the block to get to Chest #3/19. Then go back the way you came, and head down the ramp. Search behind the green container on the left. Here is Chest #4/19. It's a hidden chest, and probably the most annoying one in the game. (The linked image in the title above has the chest numbered as 4 too, to help you locate it). The rubble near the train carts is a Treasure Trove. With this area sorted, head to the next area.

In Necropolis 2, go up the ramp and then head right. You'll come to a machine for you to Zap, which will lift up the train carriage that you're standing on. Continue on up, and you'll come to another Smash Point. Smashing that will allow you to get to the Machine labeled 02 for you to Zap. This will create a crossing, but before you continue, head all the way to the right to get to Chest #5/19. Then head across the newly created crossing. When you get to this platform, start by going up the long carriage bridge to get to Chest #6/19. Then go back to the platform and take the other path/bridge. On the next platform, head left to get to Chest #7/19, then make your way to the next area.

Start by heading up to the platform, then over the bridge to the second platform, where you'll see Chest #8/19 and #9/19. Go back to the first platform and Zap the machine labeled 01. This will create a new path, so go up it and you'll come to a Gimme Golem. Head to the right, and when you're on the platform, go down and Zap the machine labeled 02. This will move a carriage, allowing you to get to Chest #10/19 and #11/19. One of these contains a Wearwheel for the Gimme Golem. Zap the machine labeled 03 to create a shortcut back. Give the Wearwheel to the Gimmie Golem and then head in the next area.

This area is where you'll find the Demivampire, so if you're inclined to imprism one, you'll need the Reflect ability. But given you can transfig an Ice Bat at level 15 to get a Demivampire, it's not entirely worth it. Starting in the area, continue along the path, and when you can head down, do so to get to Chest #12/19. Then go back up and continue along the path to a platform. When you head onto the path that heads left, take the diversion that heads down. This will take you to Chest #13/19. Then go up to the next platform, and continue up. When you get to the platform with the machine on it, Zap it to be able to get to Chest #14/19. Then go back and Zap the machine again to get to the next area.

Now you'll be in Necropolis 5, and starting here, Zap the machine labeled 01. This will lower the carriage, allowing you to go down the ramp to get to Chest#15/19. Then go left and up, until you come to an open container (the opening is on the left). Go through to get to Chest #16/19. Then head back, and continue along the path until you get to the Save Point. From here, head down and left for Chest #17/19. This has a Wearwhell that you'll need to use in a minute. Then go up the ramp to the machine labeled 02, and Zap it. Then go back to the Save Point, and Zap the machine labeled 03.

Then head up, passing the Gimme Golem for now, and head up the ramp that is on your right. Follow the path until you can head down another ramp. This will take you down, and then head left to get to Chest #18/19. From here, go along two carriages for Chest #19/19. Now head back to the Save Point.

Before we head to the Secret Area, ensure that you have Mirages in your party that will allow you to activate the Puzzle Switch that requires a weight of 11 and a Thunder Resistance of 100. When you do, from the Save Point, head right to the Puzzle Switch and interact with it to remove it. You'll now be able to get to the Secret Area called the Secret Necropolis.

Secret Necropolis

There are four Murkrifts in this area, and once you've defeated those four, another one will appear.

The Murkrifts

Starting from the top right, and working clockwise.

Murkrift - Level 35

NameWeaknessesImprism
ManticoreWater Inflict Poison

This is against 5 Manticores. Given that you can transfig a Sandicore to a Manticore at level 42, it's not the end of the world if you don't imprism one of these. They're resistant to Poison, which makes the prismtunity a little difficult. They will also use Venom Needle a lot, so be prepared to use a couple of Antidotes.But over all, they're not too difficult to defeat. If you do want to imprism one, the easiest way is to use Poison Fangs.

Murkrift - Level 37

NameWeaknessesImprism
Korrigan Fire, Wind, Light Inflict Sleep

This is against 5 Korrigans. Again, not to difficult to defeat, and if you wish to imprism one, using Dream Powders is the easiest way. Fortunately, Korrigans aren't resistant to Sleep.

Murkrift - Level 40

NameWeaknessesImprism
Reaver MuFire, Thunder Use Fire Attacks

This is against 5 Reaver Mus. You'll probably have one of these imprismed by now already (as they're first found in the Pyreglow Forest).

Murkrift - Level43

NameWeaknessesImprism
Red Cap Water, Light Deal a lot of damage

This is against 5 Red Caps. I personally didn't imprism one, as it was easier to level up a Goblin and transfig it that way.

Defeating these four Murkrifts will create another one. This Murkrift has a Mirage you really want to imprism and level up from the get go.

Murkrift - Level 35

NameWeaknessesImprism
NightmareLight Use Dark Attacks

It's an incredibly good idea to imprism the Nightmare at this point. You'll be able to level it up and gain access to the incredibly helpful ability Gravity. The way I got this Mirage was to have a Floating Eye that knew Dark. I then used that ability a couple of times to get a good prismtunity. Other Mirages that you will have been able to get at this point (easily) who have access to some sort of Dark attack are:

  • Floating Eye (Nether Nebula, Saronia Docks) - can learn Dark
  • Devil Wolf (Big Bridge Murkrift) - can learn Abyss
  • Left Claw (Icicle Ridge, Big Bridge) - can learn Draining Claw
  • Baby Paleberry (Icicle Ridge) - can learn Petty Grudge (you want to use this early, as it deal more damage relative to damage taken).
  • Baby Tonberry (Big Bridge) - can learn Petty Grudge (you want to use this early, as it deal more damage relative to damage taken).
  • Red Bonnetberry (Coliseum fight) - can learn Petty Grudge (you want to use this early, as it deal more damage relative to damage taken).

With the Murkrifts done, go back to the previous area, and take the path up to the large platform. You'll then have a cutscene where Reynn will end up being removed from your party. With Lann, go to the top right of the platform that you're on, and head into the next and final area here.

This area is a straight line to the boss. You'll then be up against the boss Vampire Prime, and luckily you'll have both of your stacks. It's not the hardest boss to beat, and one of my stacks had a combination of Ponini and Holy Dragon, meaning I had access to a decent range of Light magic.

Once you've defeated the Vampire Prime, you'll be given 6 Arma Gems, the Vampire Prime Memento and a cutscene. After the cutscene, you'll be given the Key of Shadows. Leave through the gate, and head back to the Eclipsed Region. Talk to Cid in the Library, who will tell you to head for Besaid. So leave Tometown to finish the Chapter.

Chapters 18 & 19

Chapter 18 - The Fell Spell and the Quacho Queen

Now that Chapter 18 has started, there are a few things for you to go and get, specifically 3 Townsperson Quests.

Townsperson Quest - Mirage Pandemonium

  • Defeat 10 Mirages in the Train Graveyard
  • Reward: Slow Seed

Pick this one up from the man near the Portal in Tometown. This is an easy enough Quest to complete by running around the Train Graveyard.

Townsperson Quest - The Spellstone Scholar

  • Deliver 1 x Wind Spellstone and 1 x Earth Spellstone
  • Reward: Esuna Seed

Pick this up from the man opposite the Portal in Tometown. You'll probably have these Spellstones by now. If not, just complete it when you do get them.

Townsperson Quest - The Scareseeker

  • Imprism an Undead Mirage
  • Reward: Drain Seed

Pick this up from the man in the Main Plaza in Tometown. You could team this up with imprisming the Undead Princess★, otherwise, something like a Deathskull or Mordskull will do the trick to complete this.

Before heading to Besaid, there are a couple of Intervention Quests and Coliseum Battles you can go about getting. You'll also be able to purchase the Cloud Champion Medal and Celes Champion Medal from the Girl Who Forgot Her Name. When you're head, go back to the Eclipsed Region and take the path is that to the right of Tometown. This will take you to the Eclipsed Region Station. There's a woman here with a Townsperson Quest.

Townsperson Quest - Dancer's Dilemma

  • Imprism a Lady Mirage
  • Reward: Accuracy+ Seed

Pick this up from the woman in the Station in the Eclipsed Region. By this point, I had imprismed Bablizz, which met this requirement. But something like the Kaguya Flan (which is easy to imprism) would also work.

Go up the stairs and open Chest #1/1. Then talk to the Conductor to proceed, and get a cutscene.

Port Besaid

Welcome to Besaid. When you're back in control, you'll see a Portal back to Nine Wood Hills. Head all the way to the bottom of this area (so away from the town) to get to Chest #1/2. Then start making your way into the town, talking to the man just north of the Portal for a Gold Hourglass. Then enter Besaid.

Besaid

When you enter Besaid, look for the person in the main area with the ? above his head for a Townsperson Quest. You should be able to complete it there and then.

Townsperson Quest - Scaling the Walls of Love

  • Deliver 5 Fish Scales
  • Reward: Dispel Seed

If you don't have them, go to the Chocolatte and purchase them for 500 Gil each.

Then look for the White Cat that's around the corner near the Portal, and examine it for Old Personal Posting 4.

Now it that out the way, if you have the following Mirages, put them in your party. You're going to get a couple of Townsperson Quests out the way. The Mirages you need (starting with Quest 1 and working through the subsequent Quests) are:

  • White Nakk
  • Water Toad
  • Mimic Queen
  • Malboro
  • Magitek Armor
  • Manticore
  • Mordskull

If you don't have a Malboro for example, don't put any of the ones that come after it in your party as you won't be able to complete the Quests.

Then head up to the Shore and speak to the woman on the pier. She has a demanding son who wants to see some Mirages. Below are all of the Quests associated with her, but you won't be able to complete the last one until the Postscript.

Townperson Quest - The Young Mirage Hunter I

  • Produce a White Nakk
  • Reward: 3000 Gil

You should have one of these by now or be able to transfig a Black Nakk to one.

Townperson Quest - The Young Mirage Hunter II

  • Produce a Water Toad
  • Reward: 4000 Gil

You should have one of these by now or can find them in the Windswept Mire - Fen 2.

Townperson Quest - The Young Mirage Hunter III

  • Produce a Mimic Queen
  • Reward: 5000 Gil

You should have the Mimic Queen Memento if you've completed the I Hate Lightning! Intervention Quest. And then transfig a Mimic to the Mimic Queen.

Townperson Quest - The Young Mirage Hunter IV

  • Produce a Malboro
  • Reward: 6000 Gil

You should have one of these by now or can find them in the Windswept Mire - Fen 3. You can also transfig a Mandrogora to a Malboro.

Townperson Quest - The Young Mirage Hunter V

  • Produce a Magitek Armor
  • Reward: 7000 Gil

You should have imprismed one of these in the Underground Prison or Mako Reactor 0.

Townperson Quest - The Young Mirage Hunter VI

  • Produce a Manticore
  • Reward: 3 Wind Spellstones

If you managed to imprism one from the Murkrift in The Train Graveyard, then use that. Otherwise, see if you have a Sandicore you can transfig.

Townperson Quest - The Young Mirage Hunter VII

  • Produce a Mordskull
  • Reward: 3 Earth Spellstones

You should have one of these from The Train Graveyard.

Townperson Quest - The Young Mirage Hunter VIII

  • Produce a Mega Nightsqual
  • Reward: 4000 Gil

You can imprism one in The Sunken Temple, or transfig a Nightsqual to one.

Townperson Quest - The Young Mirage Hunter IX

  • Produce Ramuh
  • Reward: 3 Lightning Spellstones

Having Ramuh★ is sufficient and easier to get from the Coliseum too.

Townperson Quest - The Young Mirage Hunter X

  • Produce Shiva
  • Reward: 3 Ice Spellstones

Again, Shiva★ from the Coliseum is sufficient and easier to obtain.

Townperson Quest - The Young Mirage Hunter XI

  • Produce Ifrit
  • Reward: 3 Fire Spellstones

Ifrit★ from the Coliseum is good enough.

Townperson Quest - The Young Mirage Hunter XII

  • Produce Tamamohimé
  • Reward: Megalixir

You'll be able to transfig Tama to Tamamohimé after getting the memento from completing Vestiges of Life.

For the above Quests, you will have to speak to her - meaning you can't turn them in remotely. I personally waited until I had Tamamohimé and turned them all in in one go.

Now with that done, go back to Besaid and ensure that you have the following:

  • Thunder based Mirages - I had a Ramuh★ and Zapt stack
  • Another stack that is not weak to Water (I went with the trusted Ponini and Holy Dragon combo)
  • Optional: If you have a Bravery Mirajewel, equip it. Otherwise a Mirage like Red Bonnetberry or Kolbold Mimic that can learn it.
  • A few Dream Powders
  • Around 10 Fish Scales
  • A few Bomb Fragments
  • A few Potions

If you need to purchase bits from Chocolatte, do so. Then back in Besaid, talk to the three people with ! above there heads. If you can't find the third, look for a woman with a pot on her head walking near the portal. Then when you're back in control, open Chest #2/2 (you'll need to be a Jiant) from on top of the building. Then go inside. Talk to Shantotto to be put into an unwinnable fight. Literally don't bother trying to win.

After a cutscene you'll be under the sea, and accompanied by Tidus. Now the aim is to swim to the Sunken Temple. As you head down, look for the little glowing things you come to. You'll get some good items from them. Eventually, you'll get to the next dungeon, The Sunken Temple.

The Sunken Temple

NameWeaknessesImprism
Baby TonberryThunder, Light, Confuse, DeathUse Physical Attacks
Mega NightsqualThunder, Light, Sleep, BerserkBestow Bravery
MineyThunder, Earth, DarkUnimprismable
MoThunder, Wind, DarkUnimprismable
NightsqualThunder, Light, Sleep, BerserkInflict Sleep
Nightsqual Stack
Quacho, Nightsqual
Thunder, Dark, Poison, Sleep, DeathN/A
QuachachoFire, Dark, Poison, Confuse, DeathRestore HP
QuachoThunder, Dark, Poison, Confuse, DeathRestore HP
Quacho Queen★Thunder, Earth, DarkUnimprismable
Sea SerpentThunder, Poison, Blind, OblivionUser Water Attacks
Sea SnakeThunder, Confuse, OblivionUse Water Attacks
Sea WormThunder, Oblivion, DeathReduce HP
Sea Worm Stack
Baby Tonberry, Tonberry, Sea Worm
Thunder, Light, Confuse, Oblivion, DeathN/A
SharqualThunder, Wind, Sleep, BerserkUse Fire Attacks
Sharqual Stack
Quachacho, Sharqual
Fire, Thunder, Wind, Dark, Poison, Sleep, DeathN/A
TonberryThunder, Light, Confuse, DeathDeal a lot of damage at once
Tonberry (Attendant)Thunder,LightUnimprismable
Tonberry KingThunder, LightUnimprismable
Tonberry Stack
Baby Tonberry, Tonberry
Thunder, Light, Confuse, DeathN/A

When you get here, there will be a portal back to Nine Wood Hills, though there's nothing new there to do. So start by heading up the stairs for a cutscene. You'll find out that you're able to walk on the walls that are covered in seaweed. Start by heading into the tunnel and going up the right wall to get to Chest #1/14. Then go back and go up the left wall. Go all the way to get to Chest #2/14. When you get back onto the ground, examine the water plants for a treasure trove. Then keep left to find Chest #3/14. Then go back and climb up the stairs to the next level.

Here, head through a tunnel and go over a bridge. At the central section, go left and down the stairs. You'll find that the camera angle changes, and at the bottom, climb up the right-hand wall to get to Chest #4/14. This has a Charmchine in. Then climb on the wall and go up onto the roof. There's Chest #51/14 up here. Head back onto the wall and contain round to the left and down. You'll come to a platform where you'll find Chest #6/14 (it's slightly hidden). Go back to the central area and go up the stairs, past the Gimme Golem to the next area.

Then go left and up the wall onto the roof to get to Chest #7/14. Back on the ground, continue to the next climbing area. Go up to the roof here to get to Chest #8/14. Go back to the ground, and cross the bridge. When you get to the other side, climb up and onto the roof to get to Chest #9/14. This has another Charmchine in. Return to the ground and continue up. You'll see a Murkrift, ignore it for now, along with the shell in the left corner. Continue up the stairs and past the Gimme Golem to a Save Point. Now if you want to go for the Murkrift, you're going to need a Mirage with Reflect.

Murkrift - Level 45

NameWeaknessesImprism
MindflayerFire, ThunderReflect Magic back
SquidrakenFireReflect Magic back

A good one would be to have a Carbuncle in a stack, as long as it has it's passive ability to always have Reflect. Otherwise, if you have a Magic Jar, you can use one of those. Having Reflect is essential as both the Mindflayers and Squidrakens only use ranged attacks. There's 3 Mindflayers and 2 Squidrakens, so you'll have plenty of prismtunities. If you are imprisming them, once you've captured once of each, wipe the rest out. Otherwise, you can go about imprisming them in the Coliseum.

When you're ready, save your game and head into the next area. Head up a bit and you'll be given a cutscene. This will then send you into a fight against the Quacho Queen, Miney, and Mo. The worst attack is the Quacho Queen's Sweet Breath which can send your stacks to sleep. All three of them are weak to Thunder. What you want to do for this fight is start by taking out Miney and Mo, and then whittle away at the Queen's health. When she's low enough, unstack Lann's stack. You're then going to cycle through characters/stacks until it's Lann's turn. You then want to use just him to attack the Quacho Queen. If you do it so that Lann lands the final blow on the Quacho Queen, you'll unlock:

Accursed Man-thing!

Defeated the Quacho Queen with one of Lann’s attacks.

Accursed Man-thing!
2 guidesOffline Game ModeSingle Player

You'll be rewarded with 7 Arma Gems and the Quacho Queen Memento. In the cutscene, you'll also get the Quacho Ruby. Then follow her to see her disappear into the shell you saw earlier.

Optional Boss Battle: Quacho Queen

After completing the Intervention Quest The Sunken Temple's Secret, you can return to the throne room and challenge the Quacho Queen to a fight. Miney and Mo will now be weak to Death, so if you can use that to your advantage. Take Miney and Mo out, and then go about imprisming Quacho Queen★. A few Potions given to her seemed to go the trick. Avoid attacking her too.

Follow her into the shell and you'll find yourself in another tunnel going down. At the bottom, you'll be in a cavern. There are a couple of Mirages you can attempt to imprism but you don't need to. When you're about halfway into the cavern you'll see Chest #10/14. Then use the Save Point. In the next area is a boss battle. All three are weak to Thunder, so if you have a strong Thunder stack, use it.

You'll be up against the Tonberry King and four Tonberry Attendants. I personally used Thunderbolt and Banishra a few times and managed to miss getting the Tonberry King's Everybody's Grudge. This attack will cause a party wipe. It's a good idea to get rid of him as quickly as possible. Once he's gone, you'll get 8 Arma Gems and the Tonberry King Memento. After a cutscene, you'll get the Key of Tides.

Before you go through the portal, walk left to get Chest #11/14. The door ahead is locked, so ignore it for now - you'll be coming back later to get the chests behind the door! Then return to the Sunken Temple via Nine Wood Hills for a cutscene. A path to the Crystal Tower will appear and the chapter will be finished.

A Prophecy Fulfilled

Found all of the keys from the Crimson Prophecy.

A Prophecy Fulfilled
Offline Game ModeSingle PlayerMain Storyline

Chapter 19 - The Other Nine Wood Hills

There are a few new Coliseum fights you can do back in Nine Wood Hills, along with being able to purchase the Tidus Champion Medal and Shantotto Champion Medal. When you're ready to proceed with the story - from the beach in Besaid - climb the stairs that have appeared. This will take you to the Nonary Region and another version of Nine Wood Hills.

(The Other) Nine Wood Hills

NameWeaknessesImprism
MaduinEarth, DarkUnimprismable
Magitek Armor BThunder, WaterUnimprismable
Magitek Armor B Stack
Terra, Magitek Armor B
Thunder, WaterN/A
TerraNoneUnimprismable

This place looks a lot different from the Nine Wood Hills you know. Make your way along the path, and you'll get a cutscene. After that, keep going forward and you'll be put into a fight against Terra (with her Magitek Armor B) and Maduin. It's not a difficult fight. Maduin has a fair amount of damage, but make use of their elemental weaknesses. I used Abyss for Maduin and Thundara on Terra. For defeating them, you'll get 9 Arma Gems.

After another cutscene, you'll be at the bottom of the Crystal Tower. Head back to the Nonary Region and go down the ramp. At the bottom is Chest #1/1.

NameHPFITAWELDPoCoSlpBlObBeSlwDeImprism
Exnine Bahamut???0000000010010010010010010050100Unimprismable
Exnine Bahamut 2???00000000100100100100100100100100Unimprismable
Pellinore308642550250-5000-50100100100100100100100100Unimprismable
Plumed Knight257202550250-5000-50100100100100100100100100Unimprismable
Segwarides25720000000-5050100100100100100100100100Unimprismable

The Crystal Tower

Map 1
Map 2
NameWeaknessesImprism
AsteriusWind, Water, DarkUnimprismable
BombWater, Confuse, Berserk, DeathUse Fire Attacks
BuerWater, LightUnimprismable
GhidraIce,Water, Blind, DeathReduce HP
KrakenThunder, LightUnimprismable
Kuza BeastEarth, DarkLand a Counterattack
Kuza KitEarth, DarkLand a Counterattack
MindflayerFire, Thunder, Blind, DeathReflect Magic Back
Mindflayer Stack
Water Golem, Mindflayer
Fire, Thunder, Blind, Oblivion, DeathN/A
Mini GolemWind, BlindUse Physical Attacks
MoogleIce, Dark, Poison, Sleep, DeathRestore HP
Mythril GiantThunder, Wind, Confuse, Sleep, Oblivion, BerserkUse Magical Enhancements
Mythril Giant StackFire, Thunder, Wind, Oblivion, DeathN/A
PaleberryFire, Dark, Confuse, DeathUse Light Attacks
Paleberry Stack
Wind Toad, Paleberry
Fire, Ice, Dark, Sleep, DeathN/A
Sand WormIce, Wind, Water, Oblivion, DeathLand a Counterattack
Sand Worm Stack
Mini Golem, Sand Worm
Ice, Wind, Water, Oblivion, DeathN/A
Sea WormThunder, Oblivion, DeathReduce HP
Sea Worm Stack
Water Golem, Sea Worm
Thunder, Oblivion, DeathN/A
SistertaurWind, Water, Light, Confuse, Blind, DeathReduce HP
Sistertaur Stack
Wind Toad, Sistertaur
Ice, Water, Light, Sleep, Blind, DeathN/A
TiamatIce, WaterUnimprismable
TitanWind, DarkLand a Critical Hit
UnicornThunder, Dark, Poison, Blind, SlowInflict Status Ailments
Unicorn Stack
Water Golem, Unicorn
Thunder, Dark, Poison, Blind, OblivionN/A
Water GolemThunder, OblivionDeal a lot of damage at once
Wind ToadThunder, Sleep, DeathInflict Oblivion

Before you set off through the Crystal Tower, make sure you have Mirages with Smash and Flutter abilities. This is one of the longer dungeons in the game and you'll get around it by using teleportation crystals. When you're ready, make your way onto the stairs. Don't worry about going down right now, we'll be coming back for that in a bit. So make your way up instead. When you're on the first landing, cross the bridge to the Flutter Point. Cross it to get to Chest #1/10. Then go back across and over the pillar to the Green Crystal. Activate it and you'll be taken up the Crystal. Head up and over to the Smash Point to get to Chest #2/10. Then cross the bridge to the central staircase and go into the next area.

As you make your way up you'll come to one of the few fixed encounters in this area against Kuza Beasts. They're okay Mirages, so imprism one if you get the chance - but you don't have to. Defeating these Kuza Kits will reward you with a Clearcryst. You need four of these to get to the bottom of the dungeon. Once you've defeated this one, head on up to get to Chest #3/10. Then go back to the central staircase and keep climbing the stairs. When you've climbed as much as you can, cross the bridge and on your right will be a Treasure Trove. Instead of using the Green Crystal, go to the Flutter Point and use it to get to another platform. Use the Orange Crystal to get to Chest #4/10. Then return the way you came and use the Green Crystal to be taken higher up. Use the central staircase to get to the next area.

Here will be a Save Point and a Blue Crystal. This Crystal will take you back to the start of the dungeon and you can use the Blue Crystal at the start to get back to this point. There's a puzzle switch on the right that requires a weight of 9 and a Wind Resistance of 75. This shouldn't be too hard for you now - just use the Save Point to access your Prism Case if you need to. Activating this Puzzle Switch will activate two Crystals. Activate the nearly Green Crystal to get to the next platform. Then use the Orange Crystal to get to Chest #5/10. Use the Orange Crystal to get back and then start climbing the spiral staircase. When you get to the next landing, use the Flutter Point. Climb the next staircase and at the top will be Chest #6/10. Then cross the bridge, go down and round to get back onto the central staircase. Head up to the next area.

Head over to the landing, and cross the bridge to get to Chest #7/10. Then head over and activate the Blue Crystal. This will teleport you to the next platform. Then use the Orange Crystal, followed by the Green Crystal to quickly get to the Kuza Beast. Defeat it for the second Clearcryst. Go back to where the Red Crystal is, and use it to get up to the next level. Head to the Smash Point and remove it to get to Chest #8/10. Then cross the bridge, go up and around the side to get to another bridge. Cross and climb the pillar to get back to the central staircase to move to the next area.

Now cross the bridge and head to the Flutter Point. Use it to get to Chest #9/10 and #10/10. Head over to the narrow staircase and climb it. When you get to the top, there will be a Puzzle Switch that requires a weight of 10 and Earth Resistance of 75. This will turn on an Orange Crystal. Activate it to get to the next platform. Then continue up and over a bridge to another battle against Kuza Beasts. Defeat them for the third Clearcryst. Head up to the next area.

Climb up and you'll come to the top floor of the Crystal Tower. The Red Crystal nearby will take you back to the ground floor. If you want to go down the stairs you didn't go down at the start, feel free to attempt this route. This will take you down to the Crystal Tower Secret Respite.

The Crystal Tower Secret Respite

I'd recommend having something like a Black Nakk in one of your stacks as it can learn Cross Slash. It will make the boss fight easier.

Starting from the start of the dungeon, on the central staircase, start making your way down. You'll come to the final fixed Kuza Beast encounter, which will give you the fourth and final Clearcryst. Continue down, removing the four Gimme Golems (what the Clearcrysts were for). At the bottom, activate the Orange Crystal to get to the Secret Respite.

Head forward to enter a fight against Titan. He's a pretty powerful Mirage, but his prismtunity isn't too bad if you have the ability Cross Slash in one of your stacks. This is because it's pretty good at landing a Critical Hit. So do that a couple of times, and you should be able to imprism him without too much trouble. Defeating Titan will reward you with the Titan Memento.

Back at the top of the Crystal Tower, walk forward for a cutscene. Afterward, there will be two crystals in this chamber. These will take you to two different areas that you need to clear.

Green Crystal - The Chamber of Wind and Earth

When you get to this area, go down the spiral staircase and over the pillar to the next staircase. Go down, over another platform and then activate a Green Crystal to get to another platform. Head up and across yet another pillar to get to the central staircase. Head down the staircase and at the next landing you'll see a Save Point. Use it, and set up stacks to expose the weaknesses of the upcoming boss fight against Asterius and Tiamat (the table above gives you their weaknesses). Defeating them will give you 8 Arma Gems, and the Asterius and Tiamat Mementoes. When you get back to the top chamber, two seals will have been unlocked. Save your game and activate the Blue Crystal.

Blue Crystal - The Chamber of Fire and Water

While you're here, take the opportunity to imprism a Ghidra. When you start here, take the staircase down, cross the pillar, and get to another staircase. Head down and cross a few more pillars to get to the central staircase. Go down and when you get to the platform with the Save Point, save and set up stacks to deal with the Buer and Kraken. Defeating them will give you 8 Arma Gems and the Buer and Kraken Mementos. You'll then be taken back to the top chamber and all of the seals will be unlocked. Walk towards it for a cutscene. The chapter will also be completed.

Chapters 20 & 21

Chapter 20 - The Crimson Prophecy's End

The Ultima Gate

NameWeaknessesImprism
BrandelisNoneUnimprismable

Walk forwards for a cutscene. This will introduce you to the main boss of the game: Brandelis. During this fight, don't bother buffing yourself as he will just cast Dispelga on you. He won't cause too much damage to you, so just keep attacking him with the strongest attacks you have and make sure to use healing items. Winning this fight will give you 18 Arma Gems.

You'll then have a few cutscenes and you'll end up at the League of S's headquarters, Balamb Garden.

Balamb Garden

Start by approaching Quistis for another cutscene. When you're back in control, talk to the woman with the ? over her head for another Townsperson Quest.

Townsperson Quest - A Plight for Sore Eyes

  • Deliver 3 x Eye Drops
  • Reward: 3 Remedy+

You should be able to complete this one there and then.

Examine the White Cat that's in the left wing to get Old Personal Posting 5. This should be the last one you need to collect and will unlock Y'shtola's Champion Jewel. Head to the right of the lift to find Chest #1/1. Then go down the stairs and talk to the other ? person for another Townsperson Quest.

Townsperson Quest - Research Assistant

  • Deliver 3 Bomb Fragments
  • Reward: Fire Spellstone

Another one you should be able to complete there and then.

Once you're done, head through the portal back to Nine Wood Hills. Head to Plaza 99 for a cutscene. And then go back to Balamb Garden Deck for another cutscene, completing this short chapter.

Chapter 21 - Chaos in Grymoire

You'll start with another cutscene on the Airship and Serafie will be there. Speak to her to collect all of the rumours. Then you'll go back to Nine Wood Hills. Now, there's a fair amount you can do. Start by purchasing the remaining Champion Medals available. Then if you wish, there's a fair bit you can do in the Coliseum. You also have 6 Murkrifts left to get. But in order to progress the story, you'll need to go to The Girl's Tearoom and do some Intervention Quests.

Start by going to the Portal in Sylver Square and select Airship Interior. Then walk to the other side of the room to get to Chest #1/1.

Now that you have access to the Airship, you can go to the Map and select World Map. This will allow you to travel to various locations without having to use the Portal system. Bear in mind you will travel to the start of the dungeon/area.

The Airship

Below are the 6 Airship Murkrifts. You can only access them when you are flying the Airship and they are all Level 60. They're all simple enough Murkrifts, but don't feel like you need to do them straight away. Feel free to come back and complete them when you're more powerful.

  1. This Murkrift is found by flying level and going to the bottom left corner. There will be a Murkrift in open space. This contains 2 x Sylph, 2 x Bablizz, and 2 x Fritt.
  2. Fly the airship to the top left and fly upwards. Look to the left of Balamb Garden to find a Murkrift with 2 x Sand Worms, 2 x Sylph, and 2 x Bablizz.
  3. Head over to the Ice Region Island and look for the Murkrift that is between the two tallest mountains. This contains 2 x Sea Serpent, 2 x Bablizz, and 2 x Fritt.
  4. Head all the way to the right of the world and then go all the way to the bottom. The Murkrift is underneath the bit of land the Big Bridge is on. This Murkrift contains 2 x Sea Serpent, 2 x Zapt, and 2 x Fritt.
  5. This Murkrift is roughly on the right and slightly lower down. Look to the right of the tall volcano that's here for a Murkrift with 2 x Sea Serpent, 2 x Zapt, and 2 x Fritt.
  6. The final Murkrift is to the left and below the large lake - and contains 2 x Sand Worm, 2 x Sylph, and 2 x Zapt.

This should mean you have completed all 19 Murkrifts. And if you have, you'll unlock:

All in a Day’s Murk

Defeated every last murkrift Mirage.

All in a Day’s Murk
1 guideOffline Game ModeSingle PlayerCollectable

The Five Cogna Lords

So now, the game slightly changes from its current format. To continue on, you'll need to complete 5 Intervention Quests. These are 5 mini-games. The Intervention Quest information is below, in spoilers.

The Five Cogna Lords: Figaro

*** Spoiler - click to reveal ***

All the information I could find said the Maduin Memento needed 10 moves or less and no casualties. However, I got the memento for winning the game in 12 moves with no casualties. 2 of those were moves and not attacks, so I'm not sure...

The Five Cogna Lords: Cornelia, Part I

*** Spoiler - click to reveal ***

The Five Cogna Lords: Cornelia, Part II

*** Spoiler - click to reveal ***

The Five Cogna Lords: Nibelheim

*** Spoiler - click to reveal ***

The Five Cogna Lords: Tometown, Part I

*** Spoiler - click to reveal ***

The Five Cogna Lords: Tometown, Part II

*** Spoiler - click to reveal ***

The Five Cogna Lords: Port Besaid

*** Spoiler - click to reveal ***

Completing the Intervention Quests for the Five Cogna Lords will unlock:

The Final Reckoning

Learned the location of Castle Exnine.

The Final Reckoning
Offline Game ModeSingle PlayerMain Storyline

Completing all of these will give you the location of Brandelis.

At this point in the game, I was around level 63. I went and made sure that all of the Intervention Quests I could do were done. Personally, I didn't bother with the Coliseum at this point, but feel free to undertake some of the battles if you wish. When you're ready, it's time to start the ending of the game.

You need to head to Agathir. Now you should have been here already if you've followed this guide, but if you haven't, it's to the right of Nibelheim.

Agathir

NameWeaknessesImprism
Entom GuardThunder, Water, BerserkUse Fire Attacks
Magna Roader (Purple)Ice, Confuse, BerserkReduce HP
Magna Roader Stack
Entom Guard, Magna Roader (Purple)
Ice, Thunder, Water, Confuse, BerserkN/A

When you get to Agathir, it may be worth fighting a couple of the Mirages running around so you can imprism the Magna Roader (Purple). You won't then need to imprism the other two versions of this Mirage as you can use this one to level up. When you're ready, enter the Cathedral and after a cutscene, examine the central structure. This will take you to the next are, the Chainroad.

The Chainroad

NameWeaknessesImprism
Lead GnomeFire, Thunder, Confuse, Sleep, Oblivion, BerserkBestow shell
Lead Gnome Stack
Manticore, Lead Gnome
Fire, Thunder, Water, Sleep, Oblivion, BerserkN/A
Left ClawFire, Thunder, Wind, Light, Oblivion, BerserkReduce HP
Left Claw Stack
Lead Gnome, Left Claw
Fire, Thunder, Light, Confuse, Oblivion, BerserkN/A
Lucky ToadLight, Sleep, OblivionReduce HP
Magna Roader (Purple)
Ice, Confuse, BerserkReduce HP
Magna Roader Stack
Lead Gnome, Magna Roader (Purple)
Ice, Thunder, Confuse, Oblivion, BerserkN/A
Magna Roader Stack 2
Red Cap, Magna Roader (Purple)
Ice, Water, Light, Poison, Confuse, BerserkN/A
ManticoreWater, Sleep, Blind, Oblivion, SlowInflict poison
MinotaurWind, Dark, ConfuseInflict confusion
Minotaur Stack
Lead Gnome, Minotaur
Fire, Thunder, Wind, Dark, ConfuseN/A
Paleberry KingFire, DarkLand a critical hit
Red CapWater, Light, Poison, Confuse, BerserkDeal a lot of damage at once
Right ClawIce, Water, Earth, Dark, Oblivion, BerserkReduce HP
Right Claw Stack
Lead Gnome, Right Claw
Fire, Ice, Thunder, Dark, Confuse, Oblivion, BerserkN/A
Security EyeThunder, WaterLeave only this mirage standing
TrihydeIce, Earth, Blind, DeathDeal a lot of damage at once
Trihyde Stack
Manticore, Lead Gnome, Trihyde
Fire, Ice, Thunder, Water, Sleep, Blind, Oblivion, BerserkN/A

From the starting point, just keep heading north. There's nothing to do in this section, so move into the second one. In the second area, go up the left side of this link, and then round and down on the right side to get to Chest #1/5. Then go north for a quick cutscene which will introduce you to the teleport stations in this dungeon. You'll then have a battle to win against a Minotaur Stack. Once that's done, interact with the panel to continue your way through the area. (If you touch the panel you appear in front of, it'll take you back to where you came from). Then at the next link, go up and round to the right. Continue north until you get to another panel. Touch that to get to the next area.

You'll start in an outside area.This is actually outside the chain you are currently progressing through. There's not much to do out here, so make your way up to the panel, and touch it to progress on. Back inside the chain, head up the left side and activate the panel. This will move you to the opposite side of the same link and it will have gotten you past the barrier. Go all the way around the left to get to Chest #2/5. Then continue on around the second link. When you get to the third on, activate the panel to get to the other side of the panel. Continue on, coming to another panel to activate to get to the next area, which is back out.

Before heading on up, head down the chain instead. You'll come to a panel that will take you to a secret area.

The Secret Ascent

Upon entering this area, head down to the bottom and you'll be ambushed by the Paleberry King. You can either defeat him using a combination of Fire and Dark attacks. I personally didn't have any Mirages that could exploit those weaknesses, so I just threw Bomb Fragments at him. If you're able to land a Critical Hit, you'll be able to imprism him if you have a Baby Paleberry prism. Defeating or imprisming the Paleberry King will reward you with the Paleberry King Memento, and a staggering 1,100,000(ish) XP. Worth the fight if you ask me! Go back and touch the panel to go back outside.

Head up the chain, passing the first panel you come to, and interact with the second one. This will put you on the final ascent. You'll appear by Chest #3/5. Continue up to the next panel and interact with it to cross the barrier. Continue up the first, then head up the right side, and around the left to get to Chest #4/5. When you get to the next link, go up the left side and interact with the panel there. From where you appear, go down to get to Chest #5/5. Then head back up and interact with the left panel to cross the barrier. Then head up to the final panel. Interact with it to complete this area.

The Ends of Grymoire

Go up all the way to the end. You will find a portal back to Nine Wood Hills and a panel that will take you to the final dungeon.

Castle Exnine

Map 1

Map 2

Map 3

Map 4

NameWeaknessesImprism
CarbuncleDarkUnimprismable
Carbuncle 2DarkUnimprismable
Death SearcherThunder, Water, Poison, SleepReflect magic back
Entom GuardThunder, Water, BerserkUse fire attacks
GoblinWater, Light, Poison, Confuse, BerserkReduce HP
Goblin GuardWater, Light, Poison, Confuse, BerserkBestow protect
King of BahamutNoneUnimprismable
Knight in the Golden MaskLightUnimprismable
KorriganFire, Wind, Light, Oblivion, Slow, DeathKorrigan
Kuza BeastEarth, Dark, BerserkLand a counterattack
Kuza Beast Stack
korrigan, Goblin, Kuza Beast
Fire, Wind, Light, Berserk, DeathN/A
Kuza Beast Stack 2
Death Searcher, Kuza Beast
Water, Earth Dark, Poison, Sleep, BerserkN/A
Magitek Armor AThunder, WaterDeal a lot of damage at once
Magitek Armor A Stack
Goblin, Magitek Armor A
Thunder, Water, Light, Poison, Confuse, Berserk, SlowN/A
Magitek Armor A Stack 2
Death Searcher, Magitek Armor A
Thunder, Water, Poison, SleepN/A
Magitek Armor A Stack 3
Squidraken, Magitek Armor A
Fire, Thunder, Blind, DeathN/A
Magna Roader (Purple)Ice, Confuse, BerserkReduce HP
Magna Roader (Purple) Stack
Goblin, Magna Roader (Purple)
Ice, Water, Light, Poison, Confuse, BerserkN/A
Magna Roader (Red)Ice, Water, Confuse, BerserkReduce HP
Magna Roader (Red) Stack
Goblin Guard, Magna Roader (Red)
Ice, Water, Light, Poison, Confuse, BerserkN/A
Magna Roader (Yellow)Fire, Confuse, BerserkReduce HP
Magna Roader (Yellow) Stack
Goblin, Magna Roader (Yellow)
Fire, Light, Poison, Confuse, BerserkN/A
MinotaurWind, Dark, Confuse, Blind, DeathInflict confusion
Minotaur Stack
Quidraken, Mintoaur
Fire, Wind, Dark, Blind, DeathN/A
Minotaur Stack 2
Yurugu, Minotaur
Wind, Dark, Confuse, Sleep, BlindN/A
Mythril GiantThunder, Wind, Confuse, Sleep, Oblivion, BerserkUse magical enhancements
Mythril Giant Stack
Death Searcher, Mythril Giant
Thunder, Water, Confuse, Sleep, Oblivion, BerserkN/A
Plumed KnightWater, DarkUnimprismable
Sea WormThunder, Oblivion, DeathReduce HP
Sea Worm Stack
Yurugug, Squidraken, Sea Worm
Fire, Thunder, Sleep, BlindN/A
SquidrakenFire, Blind, DeathReflect magic back
YuruguPoison, Sleep, BlindInflict oblivion

Castle Exnine is an absolute nightmare to describe because of its layout. There's no in-game map - but luckily the Final Fantasy Wikia has some that will help you get through the are (the links are above). So now it's time to make your way through the dungeon. Where you start, you'll see a Save Point and a panel. This panel will take you back to the Ends of Grymoire. To start your journey through this area, head onto the pipe and then up the side of the structure. You'll see Chest #1/27 up here. Then walk right and down to the next platform. Keep going right and down, walking onto the next pipe to get to the next platform. Go forwards and then up the sides of the structure that is to your left. At the top, head left across the pipe (you'll see that you'll be on its side) to get to the next structure. Head down two sides until you get to a pipe that heads down. You'll come to a cross-section, so go up for Chest #2/27. Go back to the cross-section, and then go down to get to Chest #3/27 (you'll have to turn a corner to be able to keep going down). Take the pipe that leads into the darkness to get to the next area, Ordeal 2.

From the start of Ordeal 2, keep going along the pipe and when it comes to an end, head up the side of the structure. At the top, head down the other side and then go up a pipe. Then go up the side of the structure to get to Chest #4/27. Go back down, and use the pipe to cross over the structure you've just come from. Walk down the side of the structure to your left. Then continue down a couple of levels and go across the pipe to the next structure. Climb the side an continue on, going down the other side to get to Chest #5/27. Head onto the pipe to get to Ordeal 3.

Go to the next structure, and then up two levels to get to Chest #6/27. Head back down and then go down the left side of the structure, continuing until you get on a pipe. When you get to the bottom, look for a branch sticking out to get to Chest #7/27. Then make your way around on the pipes, going down when you can to get to Chest #8/27. Backtrack and continue the climb. Go down onto the short bit of pipe, then up the side of the structure. Start by going right so you can get to Chest #9/27. The go back the way you came and go all the way up and onto the next pipe. Keep going, following the path to the next area.

At the start of Ordeal 4, you'll see the Save Point and a Purple Crystal. This crystal will teleport you back to the start of Castle Exnine and there's now a Purple Crystal there that will transport you back to this point. You want to start by going up one level where you'll find Carbuncle #1/5 to defeat. You can't imprism these and they have an Auto-Reflect ability. So don't use Magic. They're easy enough to defeat with Physical attacks. You'll need to beat 5 of them to reveal the hidden areas here. You'll also receive 4 Arma Gems. Then go down the other side on the structure you're on to get Chest #10/27. Go back and then round and down to the Purple Crystal, and then onto the pipe.

Head to the next structure, and continue onto the pipe. You'll see Chest #11/27 just off to the side. Continue across the structure, then pipe, and to the next structure. Then take a bit of a U-turn and go down the front of the structure you should be on. Head onto the pipe to get to Chest #12/27, then continue onto the main path and keep going until you get to the next area. Ordeal 5 is a fairly straightforward area. Start by climbing up two levels to get to Chest #13/27. Then turn around and continue down the path, you should just be dropping down levels. This will take you to Ordeal 6.

There aren't any chests in this area, so just follow the path to the next area. (Hopefully, by now, you'll have gotten to grips with how Castle Exnine is laid out.) Ordeal 7 has another Save Point, and there's a new Teleport Crystal to get between the dungeon entrance and this point. I'd recommend making sure you have Mirages in your party that you can use to stack weight of 11 and an Ice Resistance of 125. This will be for a Puzzle Switch later in the dungeon. Go across the pipe on your left and then up two levels. Go down to the pipe and follow the path to the next structure. Head up to the top, where you'll find Carbuncle #2/5 to defeat. Then go back down and cross over to the structure on the left. Head up two levels to find Chest #14/27. Head up another two levels, then head left and up to get to Chest #15/27. Go back down and then up to the right, following the path to Ordeal 8. (The final Ordeal is Ordeal 11, so you're almost there!)

Ordeal 8 has 12 chests you'll need to get. Start by going up two levels to get to Chest #16/27. Then go back down a single level and cross the pipe to the next structure. Cross over the bit on the right to get to Chest #17/27. Go back and head up two levels, cross the pipe, and get to the next structure. Now cross the pipe on the right to get to Chest #18/27. Return to the previous structure and then head up the wall to get to Chest #19/27. Go down two levels and climb the wall on the left. Go up a couple of levels to get to Chest #20/27.

Climb up another two levels and cross the pipe to get to Chest #21/27. Go back down and go left to get to Chest #22/27. From this chest, go down three levels, where you'll come to Carbuncle #3/5. Defeat it to be able to get to Chest #23/27 that it was defending. Then return to where Chest 22 was. Cross the pipe, going left to get to Chest #24/27. Go left, then down a level, and around to go up two levels. You'll come to the Puzzle Switch that was mentioned earlier. Use Mirages to get to a weight of 11 and an Ice Resistance of 125. Then go down a number of levels to get to Chests #25/27, #26/27, and #27/27. Go back up and head to where Chest 24 was. Follow the path to the next area.

From here, it's a pretty linear route. On your way up, you'll get to a cutscene and will lose Tama. This will then allow the Yurugu Mirage to start appearing in Castle Exnine. Just keep following in the path to the next area, which is Ordeal 10. Starting here, go and defeat Carbuncle #4/5. This will reveal another Teleport Crystal back to the start of the dungeon. I'd recommend using it to ensure that you can teleport back and forth between these two areas, and you can save your game. It also means if you need to stock up you have a way of getting back to Nine Wood Hills for supplies. Back in Ordeal 10, cross the pipe and go over to kill the final Carbuncle #5/5. Defeating this more elite Carbuncle will reward you with the Carbuncle Memento. This will allow you to transfig a Mu to a Carbuncle, though personally I had the Topaz Carbuncle from the Coliseum, so transfiged that.

The final section will appear in front of you and you can start making your way up. Near the end, you want to make sure you can set yourself up for the boss fight. It's a good idea to go in with Stacks that aren't weak to Ice and Dark Magic. Though that's good advice, I went in with the stacks I'd used for most of the game:

  • Reynn+Ponini+Holy Dragon
  • Lann+Zapt+Ramuh

I had equipped Zapt with an Abyss Seed to access Dark Magic. I then equipped various Mirajewels for Agility, Speed, and to access Dispel, Blizzara, and Watera. Between both stacks, I had a full spread of Light Magic and Thunder Magic. I also had a Behemonster in my party, just in case I needed it.

When you're ready, head through the door to the final Ordeal, Ordeal 11. It's time for the boss fights. After a cutscene, you'll be thrown into a fight against the Knight in the Golden Mask and the Plumed Knight. Start by taking down the Knight in the Golden Mask, and then move to the Plumed Knight. Utilise their weakness and you'll find that is isn't too hard of a fight. Once they're dealt with, you'll have another cutscene and be put into a fight against Brandelis. This fight is pretty much the same as the last one. I did use Behemonster to get a fair bit of damage onto Brandelis, by attacking myself a couple of times, and then turning on Brandelis with a few Revenge Blasts. This tactic is going to be incredibly useful from here on out.

Once you've defeated Brandelis, you'll get the following achievement:

The End?

Reached an ending.

The End?
Offline Game ModeSingle PlayerMain Storyline

And a few cutscenes. And the credits. But the game isn't over yet, you still have a lot more to do. So save your game, and load it up again.

Postscript - Turn Those Corners Up

And now the grind begins!

You can start off by completing the second to last Townsperson Quest you should have.

Townsperson Quest - Taking Trouble by the Horns

  • Defeat 6 Minotaurs in the Big Bridge.
  • Reward: Abyss Seed

You pick this up from the man in the Main Plaza of Tometown. You'll find the Minotaurs in the first area in the Big Bridge. The Abyss Seed is worth using on one of the more consistent Mirages you use. It gives you access to a Dark Magic spell and can do a fair bit of damage.

The Pleaid

When you're back in control, you'll be in Balamb Garden. Go and talk to Wyn/Hauyn on the deck. Then head to Nine Wood Hills and speak to Serafie. Ensure that you get all of the rumours from her. Serafie will also be at the level that Tama was at. But I never really used Serafie, so it didn't make much difference to me.

You'll now be tasked with getting the Pleiad, which are seven powerful Mirages. These Mirages are:

  • Bahamut
  • Leviathan
  • Odin
    Diabolos
  • Ifrit
  • Shiva
  • Ramuh

You should have gotten Ifrit, Shiva, and Ramuh from the Coliseum by now. But if you haven't, go and get Ifrit and Shiva from the fight The Nebula Nitwits, and then do a couple more fights to face Ramuh. To get the remaining four Mirages, you'll need to complete the following Intervention Quests.

The Demon Dyad Revealed

*** Spoiler - click to reveal ***

When the Past Still Haunts

*** Spoiler - click to reveal ***

Ancestral Acrimony

*** Spoiler - click to reveal ***

A Clash of Swords

*** Spoiler - click to reveal ***

For obtaining all seven of the Mirages and therefore completing the Pleaid, you'll unlock:

The Dyad’s Servants

Brought all seven of the Pleiad back in line.

The Dyad’s Servants
1 guideOffline Game ModeSingle PlayerMain StorylineShop

There will be more Intervention Quests that'll start unlocking as you complete this end game content. For completing A Clash of Swords, and having Ramuh★ imprismed, you'll be able to complete the Intervention Quest Cold, Hard Justice.

Vestiges of Life

NameWeaknessesImprism
Baby PaleberryFire, Dark, Confuse, DeathUse physical attacks
BabyhemothDark, BerserkUse physical attacks
Babyhemoth Stack
Baby Paleberry, Babyhemoth
Fire, Dark, Confuse, DeathN/A
Babyhemoth Stack 2
Quachoacho, Babyhemoth
Fire, Dark, Poison, Confuse, DeathN/A
Babyhemoth Stack 3
White Nakk, Babyhemoth
Fire, Dark, Confuse, BerserkN/A
DeathskullFire, Wind, Light, Confuse, Sleep, Oblivion, SlowInflict oblivion
Ice BatFire, Light, ConfuseInflict blindness
KyubiNoneUnimprismable
Left ClawFire, Thunder, Wind, Light, Blind, OblivionReduce HP
Left Claw Stack
Ice Bat, Deathskull, Left Claw
Fire, Thunder, Wind, Light, Sleep, Oblivion, SlowN/A
QuachachoFire, Dark, Poison, ConfuseRestore HP
Right ClawIce, Water, Earth, Dark, Oblivion, BerserkReduce HP
Right Claw Stack
Ice Bat, Deathskull, Right Claw
Fire, Water, Light, Confuse, Sleep, SlowN/A
White NakkFire, ConfuseUse ice attacks

The next thing you need to do is to go to Plaza 9 and speak with Serafie. After that, go to The Girl's Tearoom and she'll tell you to hunt down a Kyubi. Then go to Sherlotta's Solace in the Ice Region and speak to her. Then head to Icicle Ridge to meet up with Refia. She will reveal a new path for you. After the cutscene, head down into the area, and follow the path. It's a linear path, with Kyubi at the end. Kyubi isn't too difficult to defeat, so just keep hitting it with -ara Spells and Attacks. It'll go down in no time. After another cutscene, you'll receive Kyubi's Souls.

Final Cleanup

Then head back to Nine Wood Hills and go to The Girl's Tearoom. After a cutscene, you'll have Tama back, and Serafie will tell you that you could start the Final Sequence. For now, select No. This is because you have so much more to do. Start by opening the Adventure Log, and claiming the reward for the Vestiges of Life from the Miniventures Tab. This will give you the Tamamohimé Memento and Kyubi Memento. This will allow you to transfig Tama and Yurugu respectively.

If necessary, spend some time to level Tama up, then transfigure her. Then add Tamamohimé to your party for

Nine Lives

Added Tamamohimé to your roster.

Nine Lives
1 guideOffline Game ModeSingle PlayerLevel

You can then complete the Townsperson Quest in Besaid (The Young Mirage Hunter XII). This means all of the Townsperson Quests should be complete, unlocking

People Pleaser

Fulfilled the requests of every last townsperson in need.

People Pleaser
1 guideOffline Game ModeSingle Player

The Level Up Grind

Now before moving on, you're going to go about leveling up to about 60. The best place to do this is in the area of the Icicle Ridge where you fought Kyubi. All you need to do is equip the Lure Mirajewel (which you should have from opening the correct chest in The Phantom Sands), and then run around near the Save Point. I found that I could do a couple of fights, and then go to the Save Point to heal up, and then repeat. I'd recommend having the Behemonster in your party so he can gain some levels.

I also used this time to go about maxing out some of the easier Mirage Boards, while working on ensuring my stacks were at a good level, and their Mirage Boards were mastered. I ended up staying here until the stacks I wanted to use for the final fight were around Level 65, and my Behemonster was level 60.

Final Mop Up

Now it's time to complete all remaining Intervention Quests. You do not have to do A Bridge's Woes, but I ended up doing it to be on the save side. All of the information about the Intervention Quests are on the page for them. The ones that will be considered New at this point are:

  • A Smidge of Micro-Envy

You won't be able to get the True Ending until you have completed all the above, and all of the Intervention Quests, excluding A Bridge's Woes, which doesn't need to be done. (I completed it just to be on the safe side.)

Operation Salvation

Before proceeding on, make sure to stock up on X-Potions and Hi-Ethers from Chocolatte. I'd recommend, for Mirajewel slots, putting Banishra on Lann and Watera on Reynn If you have an Abyss Seed (this isn't already on one of your Mirages), stick that on one of Mirages too (preferably in Reynn's stack, though I hadn't done that). The remaining Mirajewel slots, for both Reynn and Lann were filled with status enhancements. The more powerful Magic stack got a Magic++ Mirajewel, along with an Agility+ one. The other stack had an Agility+ Mirajewel as well, along with the HP+++ Mirajewel. These aren't required to have, but if you can boost stats for your stacks, I'd recommend doing so. If you have a Resist Confusion Mirajewel, equip that on Lann, and add a Haste Mirajewel on Reynn. Another Mirajewel worth having is Reflect. Again, this is just a suggestion, as my stacks from here on out were:

  • Reynn + Ponini + Holy Dragon
  • Lann + Zapt + Ramuh
  • I also had Behemonster in reserve

And my suggestions are based on those stacks. I recommend looking at the stats of your stacks and seeing where you can minimise weaknesses, as well as what you can use to exploit enemy weaknesses.

When you think you're ready for the final bit of the Postscript, save your game, speak to Serafie in Plaza 99, and select Yes when prompted.

NameHPImprism
Exnine BahamutNoneUnimprismable
Exnine Bahamut 2NoneUnimprismable
The Plumed Knight/PellinoreWater, DarkUnimprismable
SegwaridesLightUnimprismable

After some cutscene, Lann will be fighting Segwarides. Segwarides has a move called Disaster which can inflict Confuse and Doom. So if that happens, use a Remedy+ to remove Doom. You should have a couple of Haste Stones in your inventory (if not, don't worry), so use one, and then keep using Banishra on Segwarides, using Hi-Ethers to top up your AP when needed.

After that fight, Reynn will be up against The Plumed Knight. Use Haste, Watera, and Hi-Ethers to keep yourself topped up. Then after a couple of cutscenes, both Lann and Reynn will be up against The Plumed Knight, aka Pellinore. Keep hitting her with Watera and Abyss, using Haste to get more attacks in, and Hi-Ethers and X-Potions to keep yourselves alive.

After yet another cutscene, Brandelis (Exnine Bahamut) will arrive. In his first form, you'll have to deal with a couple of attacks, but the most powerful are Arcarmament 1-4-6, which can do a lot of damage. For me, in this fight, I ended up putting Haste on both stacks, followed by Reflect, and then used one stack to attack Brandelis, and the other stack as support. This way I didn't need to eat into my inventory of things like Megalixirs and Mega-Phoenixes, which are really needed for the Post Game content.

Continue to fight him, and before you know it, he will be in his final form. Now, you want to keep track of which elemental magic he uses - as you're going to use a couple of Spellstones near the end of this fight. You want to keep track, because as Brandelis uses elemental magic, he will be immune to that element. Eventually, he will start a countdown. What you now want to do is use any Spellstones/elemental Magic that is not the same element as his last magic attack (excluding Dark) e.g. if his last attack was Firaga, do not use Fire items/magic. This is because he'll be -200 resist on other elements. You could also summon Behemonster if you wish, but by the time I saw how weak he was to Thunder magic (for me), I basically hounded Brandelis with Thundara from my Lann stack (at they were incredibly powerful).

Eventually, you will defeat him. And you'll get to sit through all the cutscenes and credits again! You'll then unlock:

Turn Those Corners Up

Reached the true ending.

Turn Those Corners Up
Offline Game ModeSingle PlayerMain Storyline

Once you have the true ending, Agathir will return to normal, and you can access Castle Exnine again. Agathir will return to normal as well. Now for the Post Game content!

Post Game

Now you're in the post-game and the True Ending is done. Grymoire will turn back to its pre-Cogna Invasion state. There's a couple of things you can do now, so we'll start with the extra stuff. 

You'll get an item called the Treasure Tracker. It will be in your Miscellaneous tab. This is a reusable item that can be used to find any missing treasure chests. If you go to a dungeon and use it, you'll get one of three responses:

  • A message that there are no treasure chests. This means the area is clear of unopened chests. 
  • A faint sound. This means a chest is in the dungeon you're in, but not in the area you are currently in, so proceed through the area, repeating using the tracker. 
  • A loud sound. This means that there is an unopened chest in the area you are currently standing in.

If you need to go hunting for treasure chests, equip a Stealth Mirajewel (to limit enemy encounters) and have a Mirage that has the Flee ability (such as the Black Chocochick).

The Most Important Thing You Could Do Right Now

You're going to go and open a single Treasure Chest that will make the level grind quicker. This is the EXP Boost Mirajewel. To get this Mirajewel, you're going to go to The Girl's Tearoom and you'll see three Portals. These are Ex Dungeons. Enter the Portal that is on the right. From where you start, go left and head towards the screen. You'll come to a treasure chest that has the EXP Boost Mirajewel is in. When you have it, equip it. Then go back to the Portal and go back to The Girl's Tea Room. 

You'll be coming back to these Dungeons when you're a bit more ready. The video below gives a bit of information. 

Noctis's Champion Jewel

To get this one, you need to go to Port Besaid and then go to where the kid was that wanted you to show him a bunch of Mirages on the beach. At the end, you'll find Noctis fishing and you'll be able to join him. For fishing, you'll need to hit the corresponding buttons as they appear on the screen. They'll appear over Lann, Noctis, and Reynn. Some fish require you to hit a button more than once. To get Noctis's Champion, you'll need to score 20,000 points in the fishing game. It took me about 5 tries to get there - it's not too bad once you know how it works. You will be penalised if you hit the wrong button so be aware of that. 

If you get more than 10,000 points in the game, you'll have the chance to fish up Leviathan. To do this, you'll need to hit all four buttons together - at this point, there is no penalty for which button to press. Fishing him up will unlock:

Fishing Up a Dream

Fished up Leviathan.

Fishing Up a Dream
1 guideOffline Game ModeSingle Player

This should be the last Champion Jewel you'll have left to purchase, so do so for:

Save the World

Acquired all Champion Jewels.

Save the World
1 guideOffline Game ModeSingle Player

Intervention Quests

There should be three outstanding Intervention Quests for you to do:

  • Bloom in the Moonlight
  • SOLDIER Honor
  • Angel in the Flower Field

If you complete these - and all of the other Intervention Quests (excluding A Bridge's Woes) - you'll unlock:

Transcender of Time

Completed every last intervention battle.

Transcender of Time
Offline Game ModeSingle PlayerMain StorylineShop

This is a bit of a buggy achievement, so if it doesn't unlock go back and play through some of the easier Intervention Quests until it does unlock.

Quick Level Grinding

Right, so you're going to want to get the Mirages you use in your stacks to a minimum of level 70. This end game content does need you to be a bit more powerful. So go to the area of the Icicle Ridge mentioned before and do some leveling. I highly recommend not to leave until:

  • Your stack Mirages have mastered boards and are a minimum of level 70
  • Your Behemonster and Bahamut has mastered Mirage boards
  • You have a Black Chocochick around level 60, and it knows Flee
  • Make sure you have the EXP Boost Mirajewel equipped at all times

When you're ready, it's time to do the Post Game stuff. 

Castle Exnine Secret Ordeal

This is going to involve you going to the last Secret Area in the game. It would be a good idea to have a strong Ice stack (I used Bablizz + Lann + Shiva★ and Ponini + Reynn + Holy Dragon). If you have a Blizarra Mirajewel, Haste Mirajewel, and a Faith Mirajewel, equip them. It's worth also having the Behemoster in your stack. 

Start by going to The Ends of Grymoire, and then use the mechanism thing to go inside Castle Exnine. Use the right-most Purple Crystal to take you to Ordeal 10. Walk over the pipe, and then up the walls to get to Ordeal 11. In this area, by walking around you'll come to a Purple Crystal that will transport you to the Secret Ordeal. Here you'll find the boss Elasmos. Its prismtunity is to deal a lot of damage, but you don't need to imprism it. By defeating it, you'll get the Memento. I started out by summoning Behemonster and whacked it a few times with Revenge Blast.

NameWeaknessesImprism
ElasmosIceDeal a lot of damage at once

Now you'll have the Elasmos Memento, and you should have explored every location in the game, as described in here, which means you will be found every secret area, unlocking

Thirst for the Undiscovered

Found the secret area in every dungeon.

Thirst for the Undiscovered
1 guideOffline Game ModeSingle PlayerCollectable

EX Dungeons

You don't need to imprism the bosses, as you'll receive the Memento and then can transfig Bablizz, Zapt and Fritt to Brrblizz, Jolt and Gleefrit.
 

Okay, so now for the 4 EX Dungeons in the game. The way I did these was to get through the dungeons and to the bosses as quickly as possible, and having as few encounters as possible. This is because you want to complete the 3 available EX Dungeons to unlock the 4th one. The 4th one has the best EXP grinding spot in the whole game, and getting to that location as soon as possible will allow you to finish off the game fairly quickly. 

So the EX Dungeons are found in The Girl's Tearoom. I'll be labeling them from right to left as A, B, C. After completing these three, another EX Dungeon will appear, and I'll name this one Z.

You want all of the Mirages, Lann, and Reynn to be a minimum of level 70 for these Dungeons. Before you start, there's some set up you want to do. For all of the Dungeons, you want the following Mirajewels equipped:

  • Stealth Mirajewel
  • EXP Boost Mirajewel
  • Treasure Hunter Mirajewel
  • Haste Mirajewel

You also want a Black Chocochick with the Flee ability. You're going to sub this into one of your stacks until you get to the boss fights. This will help enable you to skip random encounters. For each dungeon, I'll explain which stacks I went in with, as well the items I had bought in case I needed to use them.

EX Dungeon A

NameWeaknessesImprism
AdamantoiseIce, PoisonInflict Defense Down
BrrblizzFire, Thunder, LightUse Ice Attacks
ShivverFire, Thunder, Water, LightUnimprismable
Shivver StackFire, Thunder, Water, LightN/A
ShivverinaFire, Thunder, LightUnimprismable

I went in with the following Stacks:

  • Fritt + Reynn + Ifrit ★ (all at least level 70)
  • Zapt + Lann + Ramuh★ (due to usage, the Mirages were at least 75)
  • A level 70(ish) Behemonster. 

I went to Chocolatte and bought 20 Bomb Cores, and stocked up on Hi-Ethers and X-Potions.

This dungeon requires a Mirage that has Sizzle For me, Fritt met that requirement.

Upon entering, stick the Black Chocochick in a stack.

You should have already visited this EX Dungeon to pick up the EXP Boost Mirajewel, so this will be Chest #1/10. You'll also realise that you're in the Sunken Temple. Head to the right and up to get to Chest #2/10, and slightly down from there is Chest #3/10, and further down to the right is Chest #4/10. Then head into the next area. 

You'll be heading back through the Windswept Mire. Head down, and cross the bridge, and then head down to the left to get to Chest #5/10. You'll be ambushed while trying to open it. I personally couldn't flee from this fight, so make short work of the enemies. Follow the path down, and over an ice bridge. Go left to find Chest #6/10 and another ambush to overcome. Then continue down, crossing ice bridges until you get to the next area. 

You'll be heading left through Saronia Docks. This area is where the Sizzle ability will come in handy. Head left, past the hut, and over to the cannon. Use it to get to a mechanism that requires a weight of 10 and a Water Resistance of 100. Once you've activated this switch, use the cannon to go back. Head right until you see a set of stairs down to an Adamantoise. This Adamantoise is a difficult fight, as it has nearly 100,000 HP. I didn't even bother attempting to tackle it in a good manner, I through out the Behemonster and used Revenge Blast until it was dealt with. And as my Behemonster has Last Stand, I was able to inflict a good amount of damage on Adamantoise. Then I just followed up with 2 Ice Spellstones and Solid Frigicite until it went down. Once it's defeated, go and open Chest #7/10 and Chest #8/10. Then head back up, and go all the way to the left to get to a second cannon. Use it to get to the next and final area of this dungeon. 

Next, go to Icicle Ridge. Head down the path to the Save Point and save your game. Take the path down to the right to open Chest #9/10. This will turn out to be a Mimic. Once you've defeat that one, go up and down the left path to get to Chest #10/10. Now it's time to face the boss. We're not going to bother attempting to imprism any of these bosses, as getting the Memento will allow you to transfig into them. And trying to imprism Brrblizz is an annoyance. It's also a good idea, if you can, to equip some Ice Resist Mirajewels. Also replace the Black Chocochick with the Mirage you intend to use in the boss fight. So once you've healed up at the Save Point again, head down the middle path to meet Shivver and her stack.

From the get-go, summon Behemonster. His XL Mirage honestly makes life so easy for you. Keep spamming Revenge Blasts as your HP gets lower. This will deal a lot of damage to the stack (which has about 90,000HP). There is a chance you'll be able to defeat the stack with Behemonster. If you do great, if you don't, don't worry. If Behemonster dies and the stack is still standing, replenish your AP with Hi-Ethers, and then spam a combination of magic/items that exploit the stack's weaknesses. I personally used Haste and spammed Fira and Thundara attacks. In combination with Behemonster, this fight was over in no time. 

Defeating the stack will reward you with the Brrblizz Memento, Shivverina Memento, and Shiver Memento, along with Girl's Diary 11. Go through the Portal to go back to Nine Wood Hills. 

To get Brrblizz, transfig Bablizz. Shivverina can be transfiged from Mishiva, and Shiver from Shiva (note, not Shiva★). This will allow you to fully master the Mirage Board (getting a Gold Star!)

EX Dungeon B

NameWeaknessesImprism
JoultFire, Ice, Wind, Earth, LightUse Thunder attacks
RairamuhFire, Ice, Wind, Earth, LightUnimprismable
Rairamuh StackFire, Ice, Wind, Earth, LightN/A
VoultrFire, Ice, Wind, Earth, LightUnimprismable

This Dungeon is the middle Portal out of the three in The Girl's Tearoom. This dungeon needs a Mirage that knows Zap. Before going in, I'd recommend restocking on X-Potions and Hi-Ethers as needed. I also modified my stacks, using:

  • Ponini + Reynn + Holy Dragon
  • Fritt + Lann + Ifrit★
  • A Behemonster. 

While the boss stack in this dungeon is weak to Earth magic, I found that because the stack floats, using items like Earth Hammers always missed. I also equipped some Thunder Resist Mirajewels. Ensure that you still have the Stealth, Haste, and EXP Boost Mirajewels equipped.

Upon entering, stick the Black Chocochick in a stack.

You'll start this area in the Underground Prison. There is Chest #1/11 directly below the entrance Portal and to the right Chest #2/11. With everything else done here, head to the next area. This area resembles the interior of the Underground Prison. Start off by going across the platform, and then down to get Chest #3/11. Then turn around, go back the way you came and go up two flights of stairs to get to Chest #4/11 and #5/11. Then go up the next set of stairs to the next area. 

You'll now be in the Train Graveyard. Start off by heading left and down to the set of train carriages. Continue down, going right until you come to Crane 02. Zap it and then head to where the carriage moved to. Here you'll find Chest #6/11 and #7/11. Then Zap the crane to create a shortcut back to the platform. Head left, then down the ramp, and up the carriage to the next crane. This one cannot be zapped. Then head up to the platform, where you'll see Chest #8/11 and #9/11. One of these is a Mimic Jackpot. Defeat the Mimic Jackpot and then head to the next and final area of this dungeon. 

You'll now be in the Crystal Tower. Just keep heading down until you come to a Save Point. Stop here and replace the Black Chocochick with the Mirage you intend to use in the boss fight. Heal up and head to the boss. You'll be up against a Rairmuh stack. I did the same technique as the Shiver fight and started out by summoning Behemonster. The boss stack has around 90,000HP, and Behemonster managed to take out about 3/4 of the stack's health. I found that the combination of Fire and Light attacks was my best bet, so I used Haste on both of my stacks and then used Fira and Banishra over and over (using Hi-Ethers and X-Potions when needed to replenish). The fight was over in no time. 

For beating this boss, you'll get the Joult, Voultr, and Rairmuh Mementos, along with Girl's Diary 12. You'll then be able to master the Mirage board for another Gold Star.

The transfigs for the Mirage board are; Zapt to Joult, Zaphr to Voultr, and Ramuh to Rairmuh. (Note, Ramuh not Ramuh★).

Then head to the portal, going back to The Girl's Tearoom.

EX Dungeon C

NameWeaknessesImprism
Gleefrit StackIce, LightN/A
WeegleeIce, LightUse fire attacks
GleedIce, LightUnimprismable
GleefritIce, LightUnimprismable

You're over halfway through the EX Dungeons now! 

This Dungeon is the left Portal out of the three in The Girl's Tearoom. This dungeon needs a Mirage that knows Flutter, and one that knows Chill. Before going in, I'd recommend restocking on X-Potions and Hi-Ethers as needed. I also modified my stacks, using:

  • Ponini + Reynn + Holy Dragon
  • Bablizz + Lann + Shiva★
  • A Behemonster. 

I also stocked up on some Solid Frigicite in case I needed it and equipped Fire Resist Mirajewels. 

Upon entering, stick the Black Chocochick in a stack.

Starting in this dungeon, you'll be in Pyreglow Forest. There will be two paths from the entrance, and you'll want to take the left path. This should take you to an area with another two exits, so next take the right one. At the next area, take the path heading down, and at the two-way split, continue down the path that heads downwards. This should lead you to the next area. You'll now be in the Dragon Scars. Follow the path until you come to a Flutter Point. Use it to get to Chest #1/14. Then head back and continue along the path to the next area. 

You'll now be in Castle Exnine. Start by heading straight up to get to Chest #2/14. Then turn right and go along the pip to get to Chest #3/14. Head up two walls to get to Chest #4/14, and then climb the wall on the left to get to Chest #5/14. Cross the pipe leading down to get to Chest #6/14, and then walk down to the next platform to see Chest #7/14. Cross the pipe to your left for Chest #8/14. Then walk up, along the pipe, and around to the right to get to Chest #9/14. Head down the walls to find Chest #10/14. Head down two more platforms for Chest #11/14, then head right over to the next platform for Chest #12/14. You should now be able to head straight to the next and final area. 

You'll be in Valley Seven, and start by walking around then up. You'll need to chill the lava here, and then head over to the platform for Chest #13/14. Head back to the first platform, and then head left. Walk to the top of the platform, and that the bridge left to a platform with a path leading down. At the bottom is Chest #14/14. Return to the previous platform, and go up again to find the Save Point and the boss. Stop here and replace the Black Chocochick with the Mirage you intend to use in the boss fight. Heal up and head to the boss. 

As with the last two boss fights, I summoned my Behemonster to deal as much damage as possible. The stack has around 90,000HP, and Behemonster did about 3/4 worth of damage. I then followed up with Blizzara and Banishra to finish the job. 

For beating this stack, you'll get the Weeglee, Gleed, and Gleefrit Mementos as well as Girl's Diary 13.

The transfigs for the Mirage board are; Fritt to Weeglee, Affrite to Gleed, and Ifrit to Gleefrit (note not Ifrit★).

Head back to The Girl's Tearoom, and there will be a new Portal. This will take you to the final EX Dungeon. 

EX Dungeon Z

NameWeaknessesImprism
XGNoneUnimprismable

Upon entering, stick the Black Chocochick in a stack.

Upon entering this dungeon, you'll start in the Chainroad. Just work your way down as there's nothing else here. In the next area, you'll be in the Big Bridge. Work your way down one of the sides, and use the jump pad. Keep working your way down through the area, and at the bottom, you can use either the left or right path to move to the third area. 

Now you'll be in the Phantom Sands, just keep heading down as yet again, there's nothing to do here. And now you'll be in The Watchplains. Just follow the main path, and when you get to the Watchtower, just keep heading down. There's nothing here to do. The next is the Nether Nebula. Work your way through to the next area, The Wellspring Woods. 

In this area, is the final chest. As you work your way down, you'll pass it. Open it to get Girl's Diary 14. Hopefully, you will have opened all of the chests by this point, and you'll unlock

Treasure Liberator

Opened every last treasure chest.

Treasure Liberator
1 guideOffline Game ModeSingle PlayerCollectable

If you don't, look at the information at the start of this page about the Treasure Tracker.

Continue down to the Save Point and Purple Crystal. Before touching the Purple Crystal, stay here. This is the BEST XP grinding spot in the game. Defeating the enemies were easy enough. My setup was (at level 80):

  • Fritt + Reynn + Ifrit, equipped with the Death and Banishra Mirajewels.
  • Zapt + Lann + Ramuh, equipped with the Lure and EXP Boost Mirajewels.

Remove the Stealth Mirajewel. You want to stay here until the Mirages you wish to use in for the final game fights are Level 99. I also leveled up my Behemonster to level 90. In fact, I stayed here until I had maxed out as many Mirage Boards as possible. Overall, it took me about 3 hours worth of grinding. I recommend getting the Mirage Board mastered for any Mirages you have that have a ★, as well as any Mirages you've already put some work into. Keep your fighting stacks, and rotate your reserve Mirages as you level them up and master Mirage Boards. You'll put a lot of work into completing the following achievement

Legendary Caretaker

Mastered 100 Mirage Boards.

Legendary Caretaker
2 guidesOffline Game ModeSingle PlayerCumulative +LevelTime Consuming

For the enemies you'll be up against, I just used Hellfire or Judgement Bolt most of the time. The Behemoth stack is weak to Death, it will work about 95% of the time, so use that against them. The Kraken is weak to Light and Thunder magic. The rest of the enemies are not too difficult to take down. Don't waste items on the enemies, and just heal up at the Save Point after every fight.

Now, it's time to take on the final boss of the EX Dungeons. And we're going to use the same method we have for the previous bosses. So when you're ready, set your stacks to what you want them to be, I personally went for:

  • Ponini + Reynn + Holy Dragon
  • Zapt + Lann + Ramuh
  • Behemonster

And tap the Purple Crystal. You'll enter a new area with the boss at the end. So head up and interact with XG to start the fight. I didn't even bother trying to attack him normally, I summoned Behemonster, defended until at half health and used Revenge Blast over and over. This was enough to beat XG, and he'll be a new Mirage for you to use (though I didn't bother). You'll also unlock:

Crossover Cogna

Defeated the Cogna known as XG.

Crossover Cogna
1 guideOffline Game ModeSingle Player

For completing these Dungeons, you'll unlock:

Across the Unknown

Braved and completed the new dungeons that appeared.

Across the Unknown
Offline Game ModeSingle Player

Go back to The Girl's Tearoom, and it's time for the final non-Coliseum related achievements. 

End Game Achievements

 You should have unlocked this during the game at some point:

Battle Fanatic

Battled 500 times.

Battle Fanatic
Offline Game ModeSingle PlayerCumulative +

Okay, so the remaining bits. You should be at Level 99 now, which means defeating all of the bosses coming up should be a doddle. First up, the Hidden Dungeon.

The Hidden Dungeon

While the Lesser Coeurl and Coeurl Mirages are only found here, if you imprismed the Moomba Mirage from the Phantom Sands Murkrift, you'll be able to transfig the Moomba to a Lesser Coeurl and Coeurl. So you don't need to worry about attempting to imprism these two Mirages. 

There are two Mirages you will want to attempt to imprism while in here:

  • Either - Gamit, Diagoro or Yojimbo (you can go for all three, but I found it easier to just get one and level it up)
  • Sylphine

It'll be listed where you can get these Mirages.

Equip the Stealth Mirajewel. Unequip it when instructed and once you've got the Mirages, reequip it. Also, have the Black Chcochick in a stack when the Stealth Mirajewel is equipped. 

The stacks I went in with are: 

  • Ponini + Reynn + Holy Dragon
  • Zapt + Lann + Ramuh
  • Behemonster
  • Bahamut★

All were level 99 with mastered Mirage Boards. 

To access this area, you need to go to The Crystal Tower and then use the Red Crystal. Then enter the Gate where the Ultima Gate used to be. You'll start in The Watchplains - Backroad 1. Here are four Warp Crystals that will take you through the four areas you need to complete to get to the final one. The layout of the Crystals are as follows:

Earth Route Wind Route
 Exit Gate 
Fire Route Water Route

You will proceed through two areas, and if you touch the correct Crystal in each room, you'll then end up in The Watchplains - Backroad 3. If you interact with the wrong crystal, you'll end up in the Phantom Sands, and will have to go back to the start of the dungeon. 

Each floor will end up with a random effect. These effects are:

  • Increase damage, in terms of both dealt and received.
  • Healing amount increased, to both you and the enemy.
  • Item lockout, so you can't use Items inside or outside battle. 
  • Imprisming success rate, which improves the success of imprisming Mirages. 
  • Elemental affinity increases, so weaknesses are increased to both you and the enemy. 

Earth Route

Room 1 - Nether Nebula

Touch the Warp Crystal that is in front of an inaccessible entrance, it's the second Crystal you'll see. 

Room 2 - The Train Graveyard

This is a direct path to the Warp Crystal.

Watchplains

You want to remove the Stealth Mirajewel here.

NameWeaknessesImprism
Yojimbo StackNoneN/A
YojimboWater, Light, Poison, Oblivion, Berserk  Use Physical Attacks 
GamitWater, Light, Poison, Oblivion, Berserk Use Physical Attacks  
DiagoroWater, Light, Poison, Oblivion, Berserk  Use Physical Attacks  

This is a direct path to the Warp Crystal. As you make your way to the Crystal, aim to encounter the Yojimbo stack here. What you then want to do is to just hit it with attacks until you topple it. I recommend focusing on one Mirage, so take out the other two. If you need to, use a few Hi-Potions/X-Potions to heal the Mirages so you don't accidentally kill them. Luckily the prismtunity for all three is extremely easy, so just keep going until you imprism one of them. You can attempt to imprism all three, but I personally just imprismed one, chucked it in the party reserve and leveled it up. 

When you have done this, chuck the Stealth Mirajewel back on, switch out the Black Chcocochick if you used it, and then head to the Warp Crystal to meet the boss. 

Boss Room - Lich

NameWeaknessesImprism
LichWind, Light, OblivionUnimprismable

Now, you're going to make this the easiest fight in the game. Start off by using an X-Potion on the Lich and then follow it up with one or two attacks. It will go down in no time. For defeating Lich, you'll get the Lich Prismarium and Mirage. There will now be a Crystal back to the entrance. 

Fire Route

There's no special Mirages on this route for you to get, so just use the Stealth Mirajewel and Black Chocochick to get to the final room quickly. 

Room 1 - Valley Seven

Start by heading east, and then going north to a platform to the back of the room. This will take you to the correct Crystal. 

Room 2 - Pyreglow Forest

This is a direct path to the Warp Crystal. 

Watchplains

This is a direct path to the Warp Crystal. 

Boss - Marilith

NameWeaknessesImprism
MarilithWaterUnimprismable

I'd recommend equipping the Watera Mirajewel(s) if you have them. I started out (with what became my main tactic for this endgame stuff) by summoning the Behemonster. Marilith has around 100,000HP, and by this point, my Behemonster took down Marilith on its own. For defeating Marilith, you'll get the Marilith Prismarium and Mirage. There will now be a Crystal back to the entrance. 

If you want, you can go back to Nine Wood Hills to stock up. Otherwise, onto the next route. 

Water Route

Room 1 - Sunken Temple

There are two Warp Crystals at the end of the room, and the correct one is the one on the left.

Room 2 - Saronia Docks

This is a direct path to the Warp Crystal. 

Watchplains

This is a direct path to the Warp Crystal. 

Boss - Kraken

NameWeaknessesImprism
KrakenThunder, LightUnimprismable

The Kraken is probably the easiest boss in the game. In the end, I just used my stacks as they are Light and Thunder stacks, and took down the Kraken without too much trouble. There will now be a Crystal back to the entrance. 

If you want, you can go back to Nine Wood Hills to stock up. Otherwise, onto the next route. 

Wind Route

Room 1 - The Dragon Scars

You want to remove the Stealth Mirajewel here.

NameWeaknessesImprism
SylphineNoneUse Earth Attacks

Start in this area by running around until you encounter the Sylphine Mirage. This is the only place where you'll find her. She's weak to Earth attacks, and I used two Earth Hammers on her. Luckily the room effect was increased imprisming success, so she was easy enough to imprism. When you've imprismed her, chuck the Stealth Mirajewel back on, and then head along the path. At the fork in the road, take the right path, head down the ledges, and all the way to the end to get to the correct Warp Crystal. 

Room 2 - The Crystal Tower

This is a direct path to the Warp Crystal. 

Watchplains

This is a direct path to the Warp Crystal. 

Boss - Tiamat

NameWeaknessesImprism
TiamatIce, WaterUnimprismable

For Tiamat, you can just summon Behemonster to do all the work for you. (Literally, anything to make these fights easier!). Once defeated, there will now be a Crystal back to the entrance. 

Final Route

The Warp Crystal for this path will appear behind the other ones. 

Room 1 - Icicle Ridge

This is a direct path to the Warp Crystal. 

Room 2 - Underground Prison

This is a direct path to the Warp Crystal. 

Watchplains

This is a direct path to the Warp Crystal. 

Boss - Garland, Tiamat, Kraken, Lich, and Marilith

NameWeaknessesImprism
GarlandChanges during the fight. Initially, no weaknessesUnimprismable
Tiamat Ice, Water Unimprismable
KrakenThunder, Light, Slow Unimprismable
Lich Wind, Light, Oblivion Unimprismable
MarilithWater, Sleep Unimprismable

Garland does things in a very particular manner in this fight. In the beginning, Garland will be with the four bosses from the last battle (Tiamat, Kraken, Lich, Marilith). At this point, Garland doesn't have any weaknesses. When one of the other bosses is defeated, Garland's weaknesses will be modified, adding a weakness based on the Mirage defeated. The weaknesses are stacked, so once Garland has one, he doesn't lose it.

Garland Weaknesses Modifications:

  • When Lich is defeated: Weak to Earth
  • When Marilith is defeated: Weak to Fire
  • When Kraken is defeated: Weak to Water
  • When Tiamat is defeated: Weak to Wind

 When one of the other Mirages is defeated, Garland will use an elemental spell from that Mirage. When two Mirages are defeated, Garland will use a particular spell called Soul of Chaos (this does physical Dark damage).

The best way to tackle this fight is to do the following:

  1. Start by taking out Lich by using an X-Potion and one or two hits. 
  2. Summon Behemonster, and focus on defeating Marilith.
  3. Then defeat Kraken (you should be able to use Behemonster for this as well)
  4. If Behemonster is used up, use a single Mega-Ether (or 2 Turbo Ethers) and then summon Bahamut★.
  5. Defeat Tiamat.
  6. You want to then use attacks with Bahamut★ until it has 2AP left, then defend until its health is low. 
  7. When it is, use Megaflare to defeat Garland.

This was honestly, the easiest way to complete the dungeon. These two XL Mirages make fights like this so easy to win. For defeating Garland, you'll get the Garland Prismarium and Mirage. You'll unlock the following achievement:

Cycle of Battle

Defeated Garland.

Cycle of Battle
2 guidesOffline Game ModeSingle Player

You can then head back to Nine Wood Hills to prep for the next boss battle.

Immortal Dark Dragon

To start this one off, head to The Crystal Tower, and go through the Purple Portal that's closest to the stairs. This will take you to another location. Head up to the Throne and interact with it. You'll need to break 6 seals that are accessed through ??? locations while you're flying the Airship. 

Look at the list below to see which Mirages to use. Then swap out all of your Mirages and replace them with the ones to complete the Switches. Go back to Nine Wood Hills to swap out Mirages as and when you need to. Credit to Sighris for their solution, as it's what I ended up using. I've copied their recommended Mirages here.

The 6 Seals are Puzzle Switches that all have different requirements.

  1. This seal is in front of the large Volcano (near Valley Seven). Head to the path to the switch. The requirement is a Weight of 15 and a Fire Resistance of 150. (Sighris recommended Black Nakk, Sistertaur, and Ghildra, as does the video.)
  2. This seal is above Cornelia (leads to Pyreglow Forest). The requirement is a Weight of 14 and an Earth Resistance of 200. (Sighris recommended Flammantoise, Metaliskull, and Titan. The video recommends Mandragora, Sistertaur and Titan.)
  3. This seal is by the Rocky Mountains near Besaid, to the left of the Ice Region (leads to The Dragon Scars). The requirement is a Weight of 14 and a Thunder Resistance of 175. (Sighris recommended Zapt, Babyhemoth and Ramewl. The video recommends Lucky Toad, Babyhemoth and Ramewl.)
  4. This seal is in the back left of the Ice Region. The requirement is a Weight of 14, and an Ice Resistance of 150. (Sighris recommended Bablizz, Paleberry, and Shiva-Ixion, the video recommends Mini Flan, Paleberry, and War Machine.)
  5. This seal is on the lower right island, just behind where the red pin is (leads to The Sunken Temple). The requirement is a Weight of 14 and a Water Resistance of 150. (Sighris recommended Reaver Mu, Flan, and Sea Worm, the video recommended Zapt, Flan, and Sea Worm.)
  6. This seal is in the lowest region, you should recognise this as the Phantom Sands area. Head to the pin over the water (it leads to The Windswept Mire). The requirement is a Weight of 14, and a Wind Resistance of 175. (Sighris recommended Black Chocochick, Dualizard, and Shiva-Ixion, the video recommended Lucky Toad, Dual Lizard, and War Machine.)

The video below shows the seals and Puzzle Switches:

With these six seals broken, go back through the Purple Portal in the Crystal Tower. Upon getting there, head up to the Throne to start the fight against the Immortal Dark Dragon. 

NameWeaknessesImprism
Immortal Dark DragonNoneUnimprismable

The fight will start with a single enemy against you. I recommended just to attack him. He'll use Bravery every so often, so just Dispel that. He will also counter most of your attacks. After a while he will summon a replica of himself. When he does this, fill up your AP and then summon Behemonster. As mentioned for all boss fights in the endgame, just defend until your Behemonster is at about half health, and then start unleashing Revenge Blasts on both enemies until the fight is over. You should be a high enough level that your Behemonster will defeat them both, but if it doesn't, when your stacks are back, refill your AP and then just keep working away at the enemies, healing when you need to. If you have Bahamut★ in your party, unleash him as well, and when he gets to low health and 2AP, use Megaflare.

When you defeat the Immortal Dark Dragon, you'll unlock

Dark Dragon

Defeated the Immortal Dark Dragon.

Dark Dragon
1 guideOffline Game ModeSingle Player

 

Defeating Enna Kros

Now for one of the most annoying fights in the game. Ensure that you've read the Challenge from a God rumour from Serafie. Then go into the coffee shop in Nine Wood Hills (the entrance is in the North Promenade). Here, you'll be up against Enna Kros, Tama, and Serafie. Tama is annoying, she will use a skill called Time Warp 8 times. This will revive whoever you defeat. So, for example, if you defeat Tama 8 times, she'll revive herself 8 times. After that, she'll have run out. Below is my set up for this fight:

  • Ponini + Reynn + Nightmare. Gave me access to Gravity and Dark Magic. Equipped a Blizzara Seed on Nightmare, and equipped the Haste and Flare Mirajewels.
  • Zapt + Lann + Ramuh★. Equipped a Blizzara Mirajewel, and a Flare Seed on Ramuh★. Also had the Dispel Mirajewel. I also had the Abyss ability on this stack.
  • A Behemonster and a Bahamut★

All Mirages were mastered Mirage Boards and level 99. 

Personally went with Zapt + Ramuh, Ponini + Nightmare. Used Gravity, Bahamut and Behemonster to eat through Timewalks. Took out Serafie for the Timewalks, had weakened Enna and Tama. Once Timewalks are used up, took out Enna then Tama.

NameWeaknessesImprism
Enna KrosNoneUnimprismable
TamaNone  Unimprismable
Serafie Ice, Dark Unimprismable

This will be my take on how I did the fight. It took me a while to do it as I was planning as I went along. I had a large stack of Hi-Ethers and X-Potions, as well as 20 x Solid Frigicites.

I started out by Hasting Reynn's stack and then using Gravity (from Nightmare) to weaken all three Mirages to under half health. Lann's stack used a combination of Blizarra and Abyss to get Serafie to low health (after casting Haste on himself). I then started to focus on taking out Serafie, as she was healing the others and it was annoying. So every attack went to Serafie, and I managed to waste 3 Timewalks from Tama before I got annoyed with healing. So I used a single Megalixir to restore everything and then summoned Behemonster. 

From the get-go, I focused on Serafie again. Enna Kros did attempt to exploit the Behemonster's weaknesses (as she likes to do this), but by the time Behemonster has used it's Last Stand ability, I had managed to use up 7 out of 8 of Tama's timewalks. With Behemonster used up, I used a couple of Turbo Ethers and then summoned Bahamut★. He managed to take out Serafie for good with a few attacks, and when he was low health and at 2AP, I unleashed Megaflare. 

I still had to deal with Tama and Enna Kros, but they were highly weakened. I focused on Enna Kros as she was more powerful, using Flare over and over to keep going. With her gone, Tama took no time to finish. 

This fight is more intimidating than it actually is. As long as your high enough in terms of levels and prepared for a long fight, you'll be able to beat this without much trouble. For defeating Enna Kros, Tama and Serafie, you'll unlock:

Nicely Done

Impressed Enna Kros.

Nicely Done
2 guidesOffline Game ModeSingle Player

Defeating Enhanced Brandelis

This is the final boss fight in the game and is only available once you've done all of the above. To kickstart this, go to Nine Wood Hills, and you'll get a notification of a new Rumor saying that there's a portal in Plaza 99. This will take you to the two Brandelis fights from the True Ending. Only this time, he's stronger. Ensure you have a good supply of Hi-Ethers and X-Potions, as you're going to need them.

NameWeaknessesImprism
Enhanced BrandelisNoneUnimprismable

He works pretty much the same way as he did the last time you fought him. I went in with the same stacks as I fought Enna Kros with. For the first phase, I used a couple of Gravitys to weaken him, and just keep working away at him until he's in his second form. Also, use Dispel to remove his buffs when required. 

Upon him getting to his second form, use Gravity a few times, and use elemental items that don't match the last element attack he used. After 2 or 3 hits, use a Megalixir and summon Behemonster. By now, Brandelis should have started a countdown from 10. So attack yourself until your Behemonster is at half health. Then unleash the Revenge Blasts. Because Brandelis isn't attacking you, you'll be able to get a good few hits in. When his countdown reaches 0, he'll launch Megaflare Cannon. I found that Behemonster survived with Last Stand, and I managed to get one more (incredibly powerful) Revenge Blast in that ended the fight.

You'll pretty much be okay at level 99 unless he starts a countdown from 5. If he does that, every attack will be a Megaflare Cannon and you won't survive. For beating the Enhanced Brandelis, you'll unlock:

Bahamutian Redux

Defeated the enhanced Brandelis.

Bahamutian Redux
2 guidesOffline Game ModeSingle Player

And get yet another different ending... yay.

Obtaining Every Mirage

If you've followed this guide and imprismed/transfiged every Mirage, you should have unlocked 

Mirage Master

Recorded every last Mirage in the Mirage Manual.

Mirage Master
1 guideOffline Game ModeSingle PlayerCollectableLevelTime Consuming

If you haven't, go to The Twin's Bedroom in Nine Wood Hills, and go to the Mirage Manual (accessed from the games console on the windowsill). There are 247 Mirage you need to imprism. I found that I needed to actually transfig to Mirages, not just unlock them in order for this to work.

The Coliseum

By now, you'll probably only have the Normal and Timed Attacks in the Coliseum to do. All of the information about each fight is on the Coliseum page, but here is some information about how I did the time attacks:

  • I used the following stacks exclusively: 
    • Ponini + Reynn + Holy Dragon
    • Zapt + Lann + Ramuh
      All were at level 99, and all of the Mirages I used had a Mastered Mirage Board. 
  • I had Behemonster in case I needed him for some of the longer fights at the end. 
  • I exploited any Death weaknesses where possible, and equipped the Death Mirajewel on Reynn, and my Ramuh★ had a Death Seed in its empty slot.
  • I didn't use any Spellstone items until the harder fights (which were predominately the level 70+ and Consecutive fights.
  • I relied on X-Potions and Hi-Ethers, only using my Elixirs and Megalixirs if I needed a complete party heal. 
  • I also equipped the Haste, Flare and Reflect Mirajewels. The remaining slots were filled with Resist+ Mirajewels (which were switched, depending on who I was fighting), and Agility/HP/Magic+++ Seeds.
  • I always had elemental Mirage stones that would be used to exploit weaknesses. So say I'm up against a Sand Worm, Lann would get a Watera Mirajewel, and do an incredible amount of damage. Reynn would then support Lann with Hi-Ethers, Haste and the correct element item to finish the fight quickly.

Using these techniques, I only failed on one Time Attack the first time around. Even the consecutive fights, which have incredibly long limits, I was able to complete all three in an hour. 

As mentioned before, all the information you need about the Coliseum fights is on that page. 

For getting every other achievement in the game, you'll unlock the final one:

True Grymoirian

Obtained every achievement.

True Grymoirian
Offline Game ModeSingle PlayerCollectableTime/Date

Intervention Quests and Champion Jewels & Medals

Intervention Quests are accessed from the Girl's Teamroom in Nine Wood Hills. Each quest costs two Arma Gems, and you trade these with the Girl Who Forgot Her Name. You get Arma Gems from:

  • Drops in various Boss battles
  • Enemies in the EX Dungeons
  • Completing Colosseum battles

There are a total of 41 Intervention Quests to complete. There is a chance that the Intervention Quest achievement won't unlock. If this is the case, just replay a couple of the beginning quests, and it should unlock. 

Champion Jewels and Champion Medals

In addition to spending Arma Gems to complete Intervention Quests, you also need to purchase Champion Medals and Champion Jewels.

You unlock Medals during the course of the game, and you need to purchase them for 2 Arma Gems.

Champion Jewels are special Mirajewels that Reynn/Lann can equip. They allow you to take on the appearance of Champions when in Lilikin form. You can only equip one Champion Jewel at a time, and it must match the gender of the chosen character (or Reynn can't equip the Warrior of Light's Jewel, for example). They cost 2 Arma Gems as well.

List of Champion Jewels

Champion JewelCharacterActive AbilityPassive AbilityUnlock Condition(s)Equipping
Warrior of Light's Champion JewelLannShining WaveEnhanced LightDefeat Mega Red Dragon in The Dragon ScarsGrants the abilities Shining Wave and Enhanced Light.
Refia's Champion JewelReynnRefia's Support, Enhanced CureDefeat Mega Red Dragon in The Dragon ScarsGrants the abilities Refia's Support and Enhanced Cure.
Tifa's Champion JewelReynnBeat RushStrength++Defeat Mega Red Dragon in The Dragon ScarsGrants the abilities Beat Rush and Strength++.
Snow's Champion JewelLannFroststrikeEnhanced IceDefeat Golden Flan in The Windswept MireGrants the abilities Froststrike and Enhanced Ice.
Lightning's Champion JewelReynnFlourish of SteelEnhanced ThunderDefeat the three Sandworms in The Phantom SandsGrants the abilities Flourish of Steel and Enhanced Thunder.
Squall's Champion JewelLannRough DivideCritical AP HikeDefeat Death Machine in the Underground PrisonGrants the abilities Rough Divide and Critical AP Hike.
Shelke's Champion JewelReynnDispelSNDObtain the Key of Earth in Figaro CastleGrants the abilities Dispel and SND.
Bartz's Champion JewelLannMimic, Element AbsorberDefeat Gilgamesh in Big BridgeGrants the abilities Mimic and Element Absorber.
Cloud's Champion JewelLannSlayerStrength++Defeat Vampire Prime in The Train GraveyardGrants the abilities Slayer and Strength++.
Celes's Champion JewelReynnSpinning EdgeCornered BeastDefeat Vampire Prime in The Train GraveyardGrants the abilities Spinning Edge and Cornered Beast.
Shantotto's Champion JewelReynnManafont, Strategic AP HikeCreate a pathway to Nonary Region with the Four Keys of ProphecyGrants the abilities Manafont and Strategic AP Hike.
Tidus's Champion JewelLannSpiral CutEnhanced WaterCreate a pathway to Nonary Region with the Four Keys of ProphecyGrants the abilities Spiral Cut and Enhanced Water.
Terra's Champion JewelReynnRiot BladeSOS Magic BoostTalk to Hauyn in Balamb Garden for the first time, in Chapter 20Grants the abilities Riot Blade and SOS Magic Boost.
Yuna's Champion JewelReynnCheerEnhanced CureTalk to Hauyn in Balamb Garden for the first time, in Chapter 20Grants the abilities Cheer and Enhanced Cure.
Noctis's Champion JewelLannShift BreakAgility++Score 20,000 points or more in the Fishing minigame in the Besaid Shore, after clearing the PostscriptGrants the abilities Shift Break and Agility++.
Serah's Champion JewelReynnUltima ArrowEndless BlessingsClear the "Angel in the Flower Field" Intervention Quest, after clearing the PostscriptGrants the abilities Ultima Arrow and Endless Blessings.
Cecil's Champion JewelLannGuardSOS RegenClear the "Bloom in the Moonlight" Intervention QuestGrants the abilities Guard and SOS Regen.
Zack's Champion JewelLannSlash FlurryStrength++Clear the "SOLDIER Honor" Intervention QuestGrants the abilities Slash Flurry and Strength++.
Firion's Champion JewelLannUltima 1Conserve ItemCollect all five Old Journalist NotesGrants the abilities Ultima 1 and Conserve item.
Y'shtola's Champion JewelReynnEthereal PulseHP++Collect all five Old Personal PostingsGrants the abilities Ethereal Pulse and HP++.

There are a couple of achievements tied to Champion Jewels. For purchasing your first Champion Jewel, you'll unlock:

Avatar Change

Acquired your first Champion Jewel.

Avatar Change
2 guidesOffline Game ModeSingle Player

The first ones you'll be able to purchase are the Warrior of Light's, Refia's, and Tifa's Jewels. You defeat the Mega Red Dragon during Chapter 10. 

For purchasing all of the Jewels, you'll unlock:

Save the World

Acquired all Champion Jewels.

Save the World
1 guideOffline Game ModeSingle Player

List of Champion Medals

The Gauge Cost is how many stars, out of a maximum of three, you need to have to summon a Champion. Your Champion Gauge gradually fills during a battle. You also need to equip up to three Champion Medals in order to summon the Champions. 

ChampionAbilityUnlock Condition(s)EquippingGauge Cost
Warrior of LightOversoulMeet the Girl Who Forgot Her Name during Chapter 5.Inflict neutral physical damage to one enemy, ignoring defense. Grants Defense ↑ to all allies.1
RefiaHealing LightBegin Chapter 8.Restore HP and remove status ailments from all allies.1
TifaFinal HeavenComplete Chapter 10.Inflict neutral physical damage to one enemy, ignoring defense. Grants Strength ↑ to all allies.1
SnowSovereign FistComplete Chapter 12.Inflicts Ice-elemental magic damage to all enemies. Grants Defense ↑ to all allies.1
LightningGestalt DriveComplete Chapter 13.Inflict neutral physical damage to one enemy, ignoring defense. Grants Strength ↑ to all allies.2
SquallLion HeartComplete Chapter 14.Inflict neutral physical damage to one enemy, ignoring defense. Grants Accuracy ↑ to all allies.1
ShelkeCountertekComplete Chapter 15.Restore HP and remove negative status effects from all allies. Also removes positive status effects from all enemies.1
BartzClash on Big BridgeComplete Chapter 16.Inflict neutral physical damage to one enemy, ignoring defense. Grants Accuracy ↑ and Evasion ↑ to all allies.2
CloudOmnislashComplete Chapter 17.Inflict neutral physical damage to one enemy, ignoring defense. Grants Strength ↑ to all allies.2
CelesRunicComplete Chapter 17.Inflict Ice-elemental magic damage and Oblivion to one enemy, ignoring defense. Restores AP to all allies.2
TidusBlitz AceComplete Chapter 18.Inflict neutral physical damage to one enemy, ignoring defense. Grants Evasion ↑ to all allies.1
ShantottoMagic Burst!Complete Chapter 18.Inflict magical damage to one enemy, ignoring defense. Grants Magic ↑ to all allies.1
YunaSendingUnlock the airship during Chapter 20.Revive KO'd allies and fully restore HP.1
TerraMagitek LaserUnlock the airship during Chapter 20.Inflict neutral magical damage to one enemy, ignoring defense. Grants Magic ↑ to all allies.1
SephirothSuper NovaReceived at the start of the game. (No achievement unlocks with this one)Inflict neutral physical damage to one enemy, ignoring defense. Grants Strength ↑ to all allies.1
BalthierTides of FateReceived at the start of the game. (No achievement unlocks with this one)Inflict water-elemental magical damage to all enemies, bypassing defense. Has high topple strength.2

There are a couple of achievements tied to Champion Medals. For purchasing your first Medal, you'll unlock

A Medium Awakens

Obtained your first Champion Medal.

A Medium Awakens
1 guideOffline Game ModeSingle PlayerShop

The first Medal you can purchase is the Warrior of Light.

There is an achievement for defeating a specific Mirage, the Princess Goblin, using the Warrior of Light's Medal. This is done during the Where Art Thou, Smoochy-Poo? Intervention Quest. (Link goes to Quest, and explains how to get the achievement.)

For purchasing all of the Champion Medals, you'll unlock

Canon Fodder

Obtained every last Champion Medal.

Canon Fodder
Offline Game ModeSingle PlayerShop

Intervention Quests

For completing 10 Intervention Quests, you'll unlock

Time Tamperer

Completed 10 intervention battles.

Time Tamperer
Offline Game ModeSingle PlayerMain StorylineShop

For completing 30 Intervention Quests, you'll unlock

Threads of Fate

Completed 30 intervention battles.

Threads of Fate
Offline Game ModeSingle PlayerMain StorylineShop

For completing all Intervention Quests, you'll unlock

Transcender of Time

Completed every last intervention battle.

Transcender of Time
Offline Game ModeSingle PlayerMain StorylineShop

Below are all of the Intervention Quests in the game, along with useful information about them. In order to claim the rewards for the Intervention Quest, you need to complete them from the list of Quests. Spoiler tags just to ease with scrolling.

Note. The Quests for the Five Cogna Lords and the Pleaid are nested in the main story.

The Girl Who Forgot Her Name

*** Spoiler - click to reveal ***

As this is your first intervention, completing it and getting the rewards will unlock

The Power of Fantasy

Completed your first intervention battle.

The Power of Fantasy
1 guideOffline Game ModeSingle PlayerMain StorylineShop

Where Art Thou, Smoochy Poo?

*** Spoiler - click to reveal ***

The Ice Bridge

*** Spoiler - click to reveal ***

Never Cross the Boss

*** Spoiler - click to reveal ***

A Grudge The Won't Budge

*** Spoiler - click to reveal ***

Underdog Day

*** Spoiler - click to reveal ***

A Duo of Three

*** Spoiler - click to reveal ***

Treasure Island, Ahoy!

*** Spoiler - click to reveal ***

I Hate Lightning!

*** Spoiler - click to reveal ***

A Friendship Forged in Figaro

*** Spoiler - click to reveal ***

Ifrit Meets His Match

*** Spoiler - click to reveal ***

The Black Chocobo

*** Spoiler - click to reveal ***

Two Different Conversations

*** Spoiler - click to reveal ***

Chocolatte's Master

*** Spoiler - click to reveal ***

I Have Awaited This Day...

*** Spoiler - click to reveal ***

Chosen by the Tribe

*** Spoiler - click to reveal ***

Steel The Forges Destinies

*** Spoiler - click to reveal ***

The Unwritten Future

*** Spoiler - click to reveal ***

 

The Sad Spiral

*** Spoiler - click to reveal ***

The Sunken Temple's Secret

*** Spoiler - click to reveal ***

The Eye of the Desert

*** Spoiler - click to reveal ***

Fire Drill

*** Spoiler - click to reveal ***

Finger-Whistle Crisis

*** Spoiler - click to reveal ***

For Friends or Vengeance

*** Spoiler - click to reveal ***

Investigating the Garden

*** Spoiler - click to reveal ***

Freak of Nature

*** Spoiler - click to reveal ***

Operation Opera

*** Spoiler - click to reveal ***

A Smidge of Micro-Envy

*** Spoiler - click to reveal ***

No One's Tools

*** Spoiler - click to reveal ***

Cold, Hard Justice

*** Spoiler - click to reveal ***

A Bridge's Woes

*** Spoiler - click to reveal ***

Bloom in the Moonlight

*** Spoiler - click to reveal ***

SOLDIER Honor

*** Spoiler - click to reveal ***

Angel in the Flower Field

*** Spoiler - click to reveal ***

Townspeople Quests

For completing all of the Townpeople Quests, you'll unlock

 

People Pleaser

Fulfilled the requests of every last townsperson in need.

People Pleaser
1 guideOffline Game ModeSingle Player

For the Needle for Speedle Quest, if you don't pick this up before the Cogna invasion, you'll need to wait until you get the True Ending achievement, and then you can return to Agathir to pick up the quest. (this is because Agathir changes during the invasion, and then reverts after the True Ending.)

For the quests that require you to show a certain Mirage, it may be worth leveling a Mirage up that can transfig to the required Mirage, as it'll allow you to work towards mastering a few boards at the same time, which will make the Legendary Caretaker achievement easier. 

NameAvailableQuest GiverFulfilmentNotes
Best Helm in the RealmChapter 2Guard in main square, CorneliaDeliver 1 Earth HammerFound in Nether Nebula
Buy from Chocolatte after Chapter 9.
Who Watches the WatchplainsChapter 5Citizen by save point, CorneliaDefeat 8 GoblinsFound in the Watchplains. Stay in Backroad 1.
Needle for SpeedleChapter 10Citizen in AgarthirDefeat 3 cactuarsFound in the Phantom Sands.
Do not imprism them, it won't count.
Pick up this on the way to Nibelheim.
The Birthday PresentChapter 11Citizen by chest, NibelheimDeliver 3 Dragon ScalesBuy from Chocolatte
Hot Hot HuntingChapter 12Citizen by shop sign, NibelheimDefeat 5 Mirages in
Valley Seven
-
Her Jiggly HighnessChapter 13Girl in Caravan near the portalImprism the Flan PrincessEither imprism the Flan Princess from the Windswept Mire, or defeat it and get the Memento, then level up a Flan to transfig to the Flan Princess.
Taking Care of Bizzy-izzyness IChapter 13Merchant outside the CaravanDeliver 3 Dragon WingsBuy from Chocolatte.
Taking Care of Bizzy-izzyness IIChapter 13Merchant outside the CaravanDeliver 2 Healing SpringsMist Dragons in the Underground Prison - Secret Ophion
Prison. Equip the Treasure Hunter Mirajewel to make getting this more likely. 
Taking Care of Bizzy-izzyness IIIChapter 15Merchant outside the CaravanDeliver 3 Lightning SpellstonesYou get 2 from completing the Coliseum fight Team Yellow 1. The first time you get them from a chest is 4 in Chapter 15.
Taking Care of Bizzy-izzyness IVChapter 16Merchant outside the CaravanDeliver 5 Star CurtainsChest on pirate ship, Saronia Docks
Completing the Time Attack for Test of Might 5 gives you a Star Curtain. At around level 50, it's not that hard to exploit the weaknesses. 
Taking Care of Bizzy-izzyness VChapter 16Merchant outside the CaravanDeliver 3 Fire SpellstonesYou get 2 from the first time of doing Bombs Away 2, and 2 from The Nebula Nitwits. 
The Battle for Teatime IChapter 15Woman on top of Figaro CastleDefeat 5 Red CaptainsFound in the Watchplains - Backroad 2 and Backroad 3
The Battle for Teatime IIChapter 16Woman on top of Figaro CastleDefeat 3 MalborosFound in the Windswept Mire - Fen 2, Fen 3.
The Battle for Teatime IIIChapter 16Woman on top of Figaro CastleDefeat 5 UnicornsFound in the Crystal Tower - Third Floor . 
Picking Up the Slacker's SlackChapter 15Guard by stairs in Figaro CastleDefeat 10 Sand WormsNear the save point in Phantom Sands
Mirage PandemoniumChapter 18Man by portal in TometownDefeat 10 Mirages in The
Train Graveyard
-
The Spellstone ScholarChapter 18Man in passage opposite portal
in Tometown
Deliver 1 Wind + Earth SpellstoneCompleting The Reactor Pack 2 Coliseum fight for the first time gives you 2 Wind Spellstones. 
Completing Mountain Mirages 2 Coliseum fight for the first time gives you 2 Earth Spellstones. (As does Team Brown 2). 
The ScareseekerChapter 18Man in main plaza, TometownImprism an Undead MirageFor example, Deathskull
Dancer's DilemmaChapter 18Woman in station, Eclipsed RegionImprism a Lady MirageFor example, Bablizz
Scaling the Walls of LoveChapter 18Man in main plaza, Port BesaidDeliver 5 Fish ScalesBuy from Chocolatte. 
The Young Mirage Hunter IChapter 18Woman on pier, The Shore, BesaidProduce a White NakkImprism in Icicle Ridge or transfig a Black Nakk.
The Young Mirage Hunter IIChapter 18Woman on pier, The Shore, BesaidProduce a Water ToadImprism in Windswept Mire, or transfig the Lucky Toad you should have imprismed in the Windswept Mire when it gets to Level 35. 
The Young Mirage Hunter IIIChapter 18Woman on pier, The Shore, BesaidProduce a Mimic QueenComplete the I Hate Lightning! Intervention Quest, and transfig a Mimic. 
If you get the Kobold Mimic from the Coliseum, level up that, and transfig it to a Mimic, and then spend the SP to get to the Mimic Queen.
The Young Mirage Hunter IVChapter 18Woman on pier, The Shore, BesaidProduce a MalboroTransfig a Mandragora at level 19, or imprism one in the Windswept Mire.
The Young Mirage Hunter VChapter 18Woman on pier, The Shore, BesaidProduce a Magitek ArmorImprism one in the Underground Prison/Mako Reactor 0, or transfig a Searcher
The Young Mirage Hunter VIChapter 18Woman on pier, The Shore, BesaidProduce a ManticoreImprism from Murkrift in The Train Graveyard. 
Easier to imprism a Sandicore in the The Phantom Sands and level it up to 42 and transfig. 
The Young Mirage Hunter VIIChapter 18Woman on pier, The Shore, BesaidProduce a MordskullImprism in The Train Graveyard. Or imprism the Metalliskull from the Coliseum fight Local Ghoul, then level it up to transfig to a Deathskull, and at level 28, transfig it to a Mordskull. 
The Young Mirage Hunter VIIIChapter 18Woman on pier, The Shore, BesaidProduce a Mega NightsqualYou can imprism this in the Sunken Temple, or imprism the Sharqual from the Murkrift in the Pyreglow Forest, and level it up to level 30 to transfig to a Nightsqual. Then transfig this to a Mega Nightsqual.
The Young Mirage Hunter IXChapter 19Woman on pier, The Shore, BesaidProduce RamuhRamuh★ from the Coliseum fight The Responsible One works for this. 
The Young Mirage Hunter XChapter 19Woman on pier, The Shore, BesaidProduce ShivaShiva★ from the Coliseum fight The Nebula Nitwits works for this. 
The Young Mirage Hunter XIChapter 19Woman on pier, The Shore, BesaidProduce IfritIfrit★ from the Coliseum fight The Nebula Nitwits works for this. 
The Young Mirage Hunter XIIChapter 19Woman on pier, The Shore, BesaidProduce TamamohiméYou won't be able to do this until you've completed the Vestiges of Life (Postscript). Transfig Tama after getting the Tamamohimé memento.
A Plight for Sore EyesChapter 20Woman on Balamb Garden DeckDeliver 3 Eye DropsBuy from Chocolatte
Research AssistantChapter 20Woman in Balamb Garden LobbyDeliver 3 Bomb FragmentsBuy from Chocolatte
Taking Trouble by the HornsPostscriptMan in main plaza, TometownDefeat 6 MinotaursFound in Big Bridge - Segment 2 only.

The Coliseum

For Mirages you are missing, look at imprisming them in the Coliseum. It's easier to do instead of hunting for them, and you'll always get a reward at the end.

The Coliseum allows you to take on special battles, either normally or as a time attack. You'll also be able to go about imprisming some unique Mirages and getting some great rewards. However, you do not get any Exp from completing battles in the Coliseum, so you should only repeat them to imprism Mirages you need. You unlock battles by progressing through the game and then reaching the post-game content. There are five achievements related to the Coliseum:

Completing a Time Attack in the Coliseum will unlock:

Speed Test

Cleared your first Time Attack in the Coliseum.

Speed Test
2 guidesOffline Game ModeSingle PlayerTime/Date

Completing all Time Attacks will unlock:

Speedster

Cleared all Time Attacks in the Coliseum.

Speedster
1 guideOffline Game ModeSingle PlayerTime/Date

Winning one battle will unlock:

A New Challenger

Won your first Coliseum battle.

A New Challenger
Offline Game ModeSingle PlayerMain Storyline

Winning 30 battle will unlock:

Winning Streak

Defeated 30 teams at the Coliseum.

Winning Streak
Offline Game ModeSingle PlayerCumulative +

Winning every battle will unlock:

Reigning Champ

Defeated every last opponent in the Coliseum.

Reigning Champ
1 guideOffline Game ModeSingle Player

You unlock access to the Coliseum when you complete Chapter 4 - A Legendary Warrior. 

Below is a table of all of the fights in the Coliseum, detailing all the information about both the normal and time attack battles. To find the fight you're after, just search for it!

When starting a Coliseum battle, your HP and AP Gauges will be full, and your Champion Gauge set to zero. You won't be able to flee the battle (and neither will enemy Mirages). Upon completion (either success or fail) of a battle, your gauges will return to their previous state. 

Time Attack battles are level capped, and if your stacks are of a higher level, they'll be scaled to the level limit, while retaining all of their abilities. Your time limit will appear at the top of the screen, and the only way to pause time is to view Mirage data. If you don't complete the battle within the time limit, the numbers will turn red, but you can complete the fight. The aim of the Time Attack battles is to exploit the weaknesses of the Mirages to make it end as quickly as possible. This means you may be respec'ing stacks a lot for fights, but it will ensure success. You also want to use abilities that do not use a lot of animation time, unless it's guaranteed to wipe the enemies or inflict a lot of damage. This is because the animations will eat into your time. 

Completed battles are identified by a shield and red tick (for Normal battles) and a stopwatch and tick (for Time Attack battles).

There is one Mirage, Mel, that can only be gotten by talking to them in the Coliseum. Mel is to the right of the counter. Interact with him to start a fight. You just need to restore his HP to get the prismtunity. A few Potions does the trick.

I recommend doing the Time Trials at the end, as you'll have a clear understanding of the game, and you'll be extremely powerful, with hopefully some fully maxed out Mirages. For me, I went in with a Level 99 Stack of Zapt, Lann, and Ramuh★ (all three were level 99), and one hit of Thunderbolt was wiping most Time Trial battles below level 30. My other stack was all level 99 and consisted of Ponini, Reynn, and Holy Dragon.

Mirajewels I found useful to switch between depending on the fight: 

  • Death Mirajewel
  • Watera Mirajewel
  • Aerora Mirajewel
  • Banishra Mirajewel
  • Fira Mirajewel
  • Abyss Mirajewel

Seeds I had stocked up on:

  • Abyss Ability Seed
  • Ultima Ability Seed ( x2)

I had also stocked up on Bomb Core, Lightning Marbles, Solid Frigicite, Dragon Scales, Dragon Wings, and Earth Hammers so I could deal extra Elemental damage. The only other item I had that was incredibly useful was Star Curtains, if only for the Topaz Carbuncle and Carbuncle fights. Using one of them allowed me to reflect magic off of one of my stacks and hit the enemies, meaning I could still exploit their weaknesses. 

BattleLevelUnlock ConditionsEnemiesTime Attack Level CapTime GoalImportant Weaknesses
FF Mascots 111Clear Chapter 4Chocobo Stack (x3)151:15Ice, Dark
Forest Fauna 114Clear Chapter 5Valefor Stack (x2)151:30Ice, Water, Dark
Beastly Burden 117Clear Chapter 6Fenrir Stack (x2)201:15Fire, Dark
Catch of the Day 117Clear Chapter 8Mega Sharqual Stack (x2)201:45Thunder, Dark
Mountain Mirages 120Clear Chapter 9Mythril Giant Stack (x2)251:00Thunder, Wind
Team Red 124Clear Chapter 10Red Dragon Stack (x2)251:00Ice, Thunder, Water, Light
Bombs Away 126Clear Chapter 11King Bomb Stack (x2)250:45Water, Death
The Usual Nuisances 129Clear Chapter 12Malboro Stack (x2)301:00Fire, Light, Death 
Team Brown 130Clear Chapter 13Sand Worm Stack (x2)301:45Wind, Water, Dark
The Reactor Pack 133Clear Chapter 14Death Machine Stack (x2)351:00Thunder, Water
Team Black 136Clear Chapter 15Magitek Armor Stack (x2)351:15Fire, Light
Team Yellow 140Clear Chapter 16Kuza Beast Stack (x2)401:00Light Dark, Death
Vampire Pedigree 143Clear Chapter 17Vampire Prime Stack (x2)451:15Water, Light 
Tonberry Tribe 149Clear Chapter 18Tonberry King Stack (x2)500:45Thunder, Light, Death 
FF Classics 150Clear Chapter 19Red Dragon Stack (x2)501:30Ice, Thunder
High Fliers 153Clear Chapter 20Ahriman Stack (x2)551:15Wind, Water, Earth, Light
Team Blue 157Clear Chapter 21Trihyde Stack (x2)551:30Fire, Thunder, Death
Team White 162Clear PostscriptQuacho Queen Stack (x2)601:00Fire, Thunder
The Finishing Touch 162Clear PostscriptSand Worm Stack, Behemoth Stack602:30Sand Worm Stack: Ice, Wind, Water, Dark
Behemoth Stack: Fire, Dark
Unlikely Alliance 162Clear PostscriptLeft Claw Stack, Right Claw Stack604:45Left Claw Stack:
Fire, Thunder, Wind, Light, Death
Right Claw Stack: 
Water, Earth, Light, Death 
FF Mascots 231Clear Chapter 4Chocobo Stack (x3)301:15Ice, Dark, Death
Forest Fauna 234Clear Chapter 5Valefor Stack (x2)351:30Ice, Water, Dark
Beastly Burden 237Clear Chapter 6Fenrir Stack (x2)351:15Fire, Dark
Catch of the Day 237Clear Chapter 8Mega Sharqual Stack (x2)351:30Thunder, Dark
Mountain Mirages 240Clear Chapter 9Mythril Giant Stack (x2)401:30Thunder, Wind
Team Red 244Clear Chapter 10Red Dragon Stack (x2)451:30Ice, Thunder, Water, Light
Bombs Away 246Clear Chapter 11King Bomb Stack (x2)500:45Water, Death
The Usual Nuisances 249Clear Chapter 12Malboro Stack (x2)500:45 Fire, Light, Death 
Team Brown 250Clear Chapter 13Sand Worm Stack (x2)551:00Wind, Water, Dark
The Reactor Pack 253Clear Chapter 14Death Machine Stack (x2)551:00Thunder, Water
Team Black 256Clear Chapter 15Magitek Armor Stack (x2)601:15Fire, Light
Team Yellow 260Clear Chapter 16Kuza Beast Stack (x2)601:00Light, Dark, Death
Vampire Pedigree 263Clear Chapter 17Vampire Prime Stack (x2)700:45 Water, Light
Tonberry Tribe 269Clear Chapter 18Tonberry King Stack (x2)700:45Thunder, Light, Death 
FF Classics 270Clear Chapter 19Red Dragon Stack (x2)700:45Ice, Thunder, Death
High Fliers 273Clear Chapter 20Ahriman Stack (x2)750:45Wind, Water, Earth, Light, Death
Team Blue 277Clear Chapter 21Trihyde Stack (x2)801:15Fire, Thunder, Death
Team White 282Clear PostscriptQuacho Queen Stack (x2)850:45Fire, Thunder
The Finishing Touch 282Clear PostscriptSand Worm Stack, Behemoth Stack853:45Sand Worm Stack: Ice, Wind, Water, Dark
Behemoth Stack: Fire, Dark
Unlikely Alliance 282Clear PostscriptLeft Claw Stack, Right Claw Stack853:45 Left Claw Stack:
Fire, Thunder, Wind, Light, Death
Right Claw Stack: 
Water, Earth, Light, Death 
The Nebula Nitwits40Win three Coliseum battlesShiva★, Ifrit★There is no Time Attack Challenge for this.
Hunters of the Ridge37Defeat Grandfenrir in Chapter 6Fenrir, White Nakk (x4)401:35Fire 
Kupirate Krisis40Fight Faris and Syldra in Chapter 8Kupirate (x6)401:30 Thunder, Wind, Death
I just used a Thunderbolt to end this fight.
Lord of the Kaboom47Defeat King Bomb in Chapter 11King Bomb501:45Water
Just Another Day on the Sands52Defeat Sand Worm (x3) in Chapter 13Sand Worm (x3)552:15Ice, Wind, Water
Shinra's Mechanical Mistake53Defeat the Death Machine in Chapter 14Death Machine551:00Thunder, Water 
Hot Temper, Warm Heart55Clear "The Nebula Nitwits" Coliseum battle.Ifrit★551:15Ice, Water 
The Ice Sculpture Collector55Clear "The Nebula Nitwits" Coliseum battle.Shiva★551:30Fire, Dark 
The Responsible One55Clear "The Nebula Nitwits" Coliseum battle.Ramuh★550:45Earth, Dark, Oblivion
Honestly, if you have Earth Spellstones, just use them. 
Exdeath's Kooky Kabuki59Defeat Gilgamesh in Chapter 16Gilgamesh604:00Just attack him, 4 minutes is plenty of time to take him down. 
The Bitees' Biters' Biter63Defeat Vampire Prime in Chapter 17Vampire Prime, Werebat (x3)653:15Water, Light 
King of the Tonberries66Defeat Tonberry King in Chapter 18Tonberry King, Tonberry (x4)701:30Thunder, Light 
Guardians of Fire and Water72Defeat Buer and Kraken in Chapter 19Kraken, Buer753:15 Kraken: Thunder, Light
Buer: Water, Light
Guardians of Earth and Wind72Defeat Asterius and Tiamat in Chapter 19Tiamat, Asterius753:30 Tiamat: Ice, Water
Asterius: Wind, Water, Dark, Death
Local Ghoul37Clear Intervention Quest - "A Grudge That Won't Budge"Metalliskull (x3)401:30Fire, Wind, Light 
Preying Mantoise44Clear Intervention Quest - "Treasure Island, Ahoy!"Adamantoise451:45Ice, Dark 
Robosquawk Redux60Clear Intervention Quest - "Chocolatte's Master"Mecha Chocobo★601:00Fire, Thunder
Ramuh's Pride and Joy69Clear Intervention Quest - "The Five Cogna Lords: Cornelia, Part I"Ramewl★701:30 Fire, Earth, Light, Dark
Calamari Time Bomb73Clear Intervention Quest - "The Sunken Temple's Secret"Cenchos751:45Fire 
Bad Fox! Bad Fox!73Clear the "Vistiges of Life" questKyubi752:00Poison, Blind 
Shmup to No Good76Clear Intervention Quest - "The Five Cogna Lords: Besaid"Einhänder801:00 Thunder, Water
Golem Destroyer76Clear Intervention Quest - "No One's Tools"Golem Head (x3)801:15 Wind
A Not-so-sweet Ifrit76Clear Intervention Quest - "Fire Drill"Ifreeta★801:15Ice, Water, Dark 
Say No to Muscleheads76Clear Intervention Quest - "Freak of Nature"Ultros★801:15Fire, Thunder, Light 
Vanguard of Destruction76Clear Intervention Quest - "Steel That Forges Destinies"Elite Entom801:45Thunder, Water 
Sovereign of the Sea76Clear Intervention Quest - "Finger-whistle Crisis"Bismarck803:30Thunder, Wind 
Succulent Succotash!76Clear Intervention Quest - "The Five Cogna Lords: Tometown, Part II"War Machine801:30Thunder, Water 
Justice Misserved79Clear Intervention Quest - "Cold, Hard Justice"Shivalry★801:00Fire, Thunder, Earth, Dark 
Master of Ceremonies85Clear PostscriptMaster Tonberry856:30Earth, Death 
The Cranberry Knights85Clear PostscriptMaster Moogle852:45 Water
The Evasion Persuasion85Clear PostscriptMaster Cactuar851:15Fire, Death 
Legacy of Ancient Ronka85Clear Intervention Quest - "The Five Cogna Lords: Cornelia, Part II"Omega852:00 Thunder, Water
The Bane of Organic Life90Clear Intervention Quest - "The Eye of the Desert"Omega Bane902:00Thunder, Water 
The Ultimate Weapon90Clear Intervention Quest - "The Sad Spiral"Ultima Weapon906:15Blind 
Never Mess with a Moogle14Acquire Coliseum Ticket to challenge Glow MoogleGlow Moogle (x3)150:45 Ice, Dark
This Chest Ain't Pretendin'14Acquire Coliseum Ticket to challenge Kobold MimicKobold Mimic (x3)150:45Blind 
The True King of the Skies14Acquire Coliseum Ticket to challenge Sky DragonSky Dragon (x3)200:30Fire, Water, Earth, Dark 
The Dark Behemoth Becometh14Acquire Coliseum Ticket to challenge Dark BehemothDark Behemoth (x3)200:30 Fire, Light
Rainbow Resurrection14Acquire Coliseum Ticket to challenge IrisIris (x3)200:30Wind, Dark 
The Flan as White as Snow14Acquire Coliseum Ticket to challenge Kaguya FlanKaguya Flan (x3)151:00 Dark, Death
The Red-capped Speed Demon14Acquire Coliseum Ticket to challenge Cactuar JohnnyCactuar Johnny (x3)150:45 Fire, Ice, Death
Chocobo Princess Sakura14Acquire Coliseum Ticket to challenge White ChocoboWhite Chocobo (x3)150:45 Fire, Ice, Thunder, Dark, Death
Nero's Magitek Menace14Acquire Coliseum Ticket to challenge Crimson ArmorCrimson Armor (x3)350:45 Water, Earth
To Serve and Protect14Acquire Coliseum Ticket to challenge Magitek Armor PMagitek Armor P (x3)350:45Ice, Thunder, Water 
The Santa Wannabe14Acquire Coliseum Ticket to challenge Red BonnetberryRed Bonnetberry (x3)150:45 Earth, Dark, Death
The Malice Striker14Acquire Coliseum Ticket to challenge NidhoggNidhogg (x3)200:30 Ice, Water, Death
Fighter Type III14Acquire Coliseum Ticket to challenge AstraeaAstraea (x3)350:45 Thunder, Water
Where the Topaz Gleams14Acquire Coliseum Ticket to challenge Topaz CarbuncleTopaz Carbuncle (x3)150:45 Wind
Note. This Mirage has Reflect, permanently.
Boko and Family14Acquire Coliseum Ticket to challenge BokoBoko Stack, Chocobo Stack, Chocochick400:45Ice, Dark
The Queen's Attendant14Acquire Coliseum Ticket to challenge MineyMiney, Quacho (x5)450:30Miney: Thunder, Earth, Dark, Death 
Quacho: Thunder, Dark, Death
QQ in the Making14Acquire Coliseum Ticket to challenge MoMo, Quachacho (x5)450:30Mo: Thunder, Earth, Dark, Death 
Quachacho: Fire, Dark, Death
Pretty in the-Pink14Acquire Coliseum Ticket to challenge 2P Tama2P Tama (x3)150:30 Fire, Earth
The Blue Pixie14Acquire Coliseum Ticket to challenge 2P Serafie2P Serafie (x3)150:45Fire, Thunder, Earth, Dark 
Nice Horsie20Imprism or defeat Ponini. Ponini (x4)152:45Thunder, Dark 
Dragon Youth Movement35Imprism or defeat Dramut. Sand Worm Stack (x2)353:00Wind, Light
True Shumi35Imprism or defeat Moomba.Moomba Stack (x2)351:00Fire, Earth 
Demon Wolf40Imprism or defeat Devil Wolf. Ahriman Stack, Ahriman Stack403:30Both Stacks: Water, Light 
A Grand Oddity50Imprism or defeat Largebuncle. Largebuncle Stack (x2)504:00Thunder, Wind, Dark
Cyber Bird80Imprism or defeat Mecha Choco.Mecha Chocobo Stack (x2)801:15Thunder, Water
Hot Under the Collar90Clear Postscript. Shiva-Ixion903:30 Fire, Thunder, Dark
Pirate's Mate90Clear Postscript.Syldra★905:15Fire, Ice, Oblivion
WOFF Mascots90Clear Postscript. Diva Serafie Stack, Tamamohimé Stack9034:30Diva Serafie Stack:
Ice, Dark
Tamamohimé Stack:
None
Your best bet is to try and topple the stacks while attacking them. I managed to do this one in 22 minutes. This is probably the worst of the Time Attacks, but doable.
Consecutive Boss Battles 180Clear Postscript.1st: Kupirate (x6)
2nd: Bahamutian Commander & Giant Goblin
3rd: Federation Guard
4th: Grandfenrir, White Nakk (x4)
5th: Ramuh★, Ifrit★, Shiva★
8034:00Kupirate: Thunder, Wind, Death
Bahamutian Commander: N/A
Giant Goblin: 
N/A
Federation Guard: N/A
Grandfenrir: Fire
White Nakk: 
Fire
Ramuh★: Earth, Dark
Ifrit★: 
Ice, Water
Shiva★: 
Fire, Dark
You will start each fight will full HP and AP.
For the Time Attack, do use Spellstones if you need to to exploit weaknesses. I managed to clear this in 11 minutes. 
Consecutive Boss Battles 285Clear Postscript.1st: Black Mage (x6)
2nd: Golden Flan
3rd: Gilgamesh
4th: Mega Red Dragon
5th: Sand Worm (x3)
8549:00Black Mage: N/A
Golden Flan: All Elements
Gilgamesh: N/A
Mega Red Dragon: Ice, Water 
Sand WormIce, Wind, Water
Again, use Spellstones, you shouldn't need to save anything by this point.
Consecutive Boss Battles 390Clear Postscript. 1st: Tonberry King & Tonberry (x4)
2nd: Vampire Prime & Werebat (x4)
3rd: Carbuncle
4th: Knight in the Golden Mask & Plumed Knight
5th: Exnine Bahumut (1st form)
9049:00Tonberry King & Tonberry: Thunder, Light
Vampire Prime & Werebat: Water, Light
Carbuncle: 
Dark
Note. This Mirage has Reflect, permanently.
Knight in the Golden Mask: Light
Plumed Knight: 
Water, Dark
Exnine Bahumut (1st form): N/A
For Bahamut, I used Behemonster and Revenge Blast to take him down in about 4 minutes. 
I managed to complete this in 20 minutes(ish). It's not difficult, make sure to exploit everything and use up your Mega Ethers etc. 
Test of Might 115Clear Chapter 4. Deathskull (x2), Cockatrice Stack152:15 Deathskull: Fire, Wind, Light
Cockatrice Stack: Dark
Test of Might 230Clear Chapter 4.  Sharqual Stack, Red Dragon Stack352:15Sharqual Stack: Fire, Thunder, Wind, Death
Red Dragon Stack: Ice, Wind, Water, Earth
Test of Might 335Clear Chapter 4.  Cocadrille, Blood Eye Stack, Malboro Stack353:15Cocadrille: Wind, Dark
Blood Eye Stack: Water, Light
Malboro Stack: Fire, Ice, Thunder, Death
Test of Might 440Clear Chapter 4.  Minotaur Stack, Death Machine Stack402:15Minotaur Stack: Thunder, Wind, Dark, Death
Death Machine Stack:  Thunder, Water
Test of Might 550Clear Chapter 4.  Vampire Stack, Paleberry Stack, Mythril Giant Stack501:15Vampire Stack: Water, Light
Paleberry Stack: Fire, Thunder, Dark, Death
Mythril Giant Stack: Fire, Wind, Death

Mirages and Mirage Abilities

The main part of this game is collecting monsters - aka Mirages. The game doesn't explain particularly well what it means to master a Mirage Board, even though there are two achievements related to them. Every Mirage belongs to a family, and this family can consist of one or more lines. Each line has one or more forms. Forms in a line share most, but not all, of the skills and stat bonuses in that form. Each form in a Mirage family has a different set of skills and stat bonuses. In order to master a board, you need to complete the Mirage board for every form in 1 line. Doing this will reward you with a Silver Star. If you master every line in a family, you'll get a Gold Star (and a 100% Stat Bonus). 

As an example, take the Moogle Family. This has two lines and 3 forms. You can transform the Moogle into a Kupirate or Kipicaroon. If you unlock all of the nodes on the Moogle -> Kupirate, you will have mastered that line - and get a Silver Star. Then transfigure it to a Kupicaroon. You'll lose the skill and bonuses earnt, but keep the mastery count. You can then respend the points to unlock nodes on the Kupicaroon board. When you've mastered that board, you'll receive a Gold Star. This will count as 2/100 for the Legendary Caretaker achievement.

Mastering one Mirage Board will unlock:

Caretaker

Mastered your first Mirage Board.

Caretaker
1 guideOffline Game ModeSingle PlayerLevel

For mastering 100 Mirage Boards, you'll unlock:

Legendary Caretaker

Mastered 100 Mirage Boards.

Legendary Caretaker
2 guidesOffline Game ModeSingle PlayerCumulative +LevelTime Consuming

It's worth waiting until the post-script portion of the game to grind out the Mirage masteries. This is because there is a place in one of the bonus dungeons, next to a save point, where you can grind out a lot of XP. Apart from the Ramuh, Ifrit and Shiva Families, most lines can be mastered when the Mirage is around level 65. Expect the grind for the Legendary Caretaker achievement to take between 12 and 20 hours. 

Mirages

There are achievements for recording Mirages in the Mirage Manual (either through capturing or transforming/transfiguring):

For obtaining your first Mirage by imprisming, you'll unlock:

Mirage Keeper

Imprismed your first Mirage.

Mirage Keeper
1 guideOffline Game ModeSingle PlayerMain Storyline

Recording 25% of the Mirage Manual will unlock:

Mirage Collector

Recorded a large number of Mirages in the Mirage Manual.

Mirage Collector
Offline Game ModeSingle PlayerCollectable

Recording 50% of the Mirage Manual will unlock:

Mirage Enthusiast

Recorded a huge number of Mirages in the Mirage Manual.

Mirage Enthusiast
Offline Game ModeSingle PlayerCollectable

Recording 75% of the Mirage Manual will unlock:

Mirage Scholar

Recorded an inconceivable number of Mirages in the Mirage Manual.

Mirage Scholar
1 guideOffline Game ModeSingle PlayerCollectable

Recording 100% of the Mirage Manual will unlock:

Mirage Master

Recorded every last Mirage in the Mirage Manual.

Mirage Master
1 guideOffline Game ModeSingle PlayerCollectableLevelTime Consuming

The table below (in spoilers) provides you with the information you need to know about all of the Mirages in the game. 

There are some Mirages that require a special item - known as a memento - to unlock. You'll get these mementos from one-off battles. There are cases where you can capture the mirage in the same battle that the memento unlocks, but some times this is quite difficult to do. 

There are situations where some Mirages have a Generic and a Unique form. For example, capturing Shiva in the Colosseum (after hitting her with Ice attacks), you'll be rewarded with the Unique Shiva. She drops the memento required for the Shiva transfiguration of the Bablizz line. There are Mirages that are indicated by a ★. These are SUI GENERIS Mirages, and they're a unique Mirage from the main story. You'll find that if there is a Mirage with a ★, there is also a Mirage without one, and you'll need to imprism both. Any Sui Generis and Unique Mirages are at the end of the table. 

The Maduin Mirage (of the Titan family) has a special unlock requirement - you need to complete the Intervention Quest quest Five Cogna Lords: FigaroThis requires you to play the minigame Sandstalkers and then beat the minigame in ten turns without casualties. This needs a lot of luck. (Though I managed to get the memento on 12 turns with no casualties. Two of those turns were moves, which may make a difference.) 

On a Mirage board, when you get to a node where you can transform a Mirage, it will give you a level requirement. This requirement is for the level of the Mirage. 

*** Spoiler - click to reveal ***

Abilities

I originally was going to write up an entire table of all of the abilities available in the game, but in all honesty, the Final Fantasy Wiki Guide gives all the information you would need. 

 

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