Showing posts with label final-fantasy-13-2. Show all posts
Showing posts with label final-fantasy-13-2. Show all posts

Wednesday, April 25, 2012

How to unseal the gate in the Archylte Steppe?

Question

In the Archylte Steppe in ??? AF it says that it's sealed, but there's a way to unseal it in this time. It seems to hint beating the Gigantuars is doing something when I beat one, but I've only found two so far, and it's still sealed. If this is how you unseal it, where are all of them? Else, how do you break the seal?

Asked by Ullallulloo

Answer

This is indeed how you unseal the gate in the archlyte steppe. In total there are 3 gigantuars statues. You can encounter 2 of them only with specific weather conditions.

Here are the locations and the weather conditions:

  • Stoneslump Wastelands - Any weather condition.
  • Clearwater Marshes (northeast) - Sunny weather condition. (also requires a moogle hunt)
  • Clearwater Marshes (central) - Rainy weather condition. (also requires a moogle hunt)
Answered by Serge Bekenkamp

Friday, April 20, 2012

How do I defeat Raspatil and get the Fair Fighter trophy?

Question

I got Raspatil to spawn after running in circles for a while in Oerba Village AF400. During the fight I got Raspatil staggered a few times, got it's health down to just over half, and after that I... got completely smashed!

To get the trophy I must defeat Raspatil on Normal, easy doesn't count. I don't have any roles maxed out completely yet. I am assuming that would help me some, but I am guessing that I am doing something else wrong. I know I started getting a debuff that was lowering my health. I also didn't really focus on the adds at all.

I don't think fight rating matters, I just have to kill it (which seems more like outlast it based on my first encounter).

Other than (or most likely including) getting my roles maxed out, what paradigms, monster paradigm decks, items, etc will help me defeat this beast?

Asked by Adanion

Answer

While I had a relatively easy time likely due to my party's power, it's mostly about dealing with Raspatil's attack cycle being faster than yours. Raspatil has two gotchas:

  • You need to kill all the adds summoned before Raspatil casts Beseech. It will happen after a (somewhat extended) period time after every summon, so you can't stop focusing on adds until the end of the encounter.

  • You need to manage wounds to prevent yourself from getting into situations where your your party's max HP has been capped in the yellow zone, providing an opportunity for Raspatil to one shot you even with a dedicated healer.

So you need to be in a situation where you can:

  • Kill 3-4 medium power adds in less ~30 seconds
  • Heal back up to full from being in the low yellow zone in less than ~30 seconds
  • Be able to stagger a 500%, 60 resistance chain gauge within ~30 seconds

But this is what I used (again, I'm at the end game, but most was overkill):

Serah

  • Crystarium: completed
  • Weapon: Odinbolt (156/160 fragments)
  • Accessories: Hypnocrown, 2 × Durable Magician's Mark
  • Strength: 539
  • Magic: 1,220
  • HP: 6,619

Noel

  • Crystarium: completed
  • Weapon: Odinblade (156/160 fragments)
  • Accessories: Not used (Collector's Catalog and Grimoire Hat)
  • Strength: 988
  • Magic: 1642
  • HP: 8,562

Paradigm pack

  • Lightning (RAV): level 13, no infusions
  • Green Chocobo (MED): level 99, infused with Feral Speed II and Role Resonance (not used)
  • Third slot wasn't used, but I'd suggest a sentinel for Combat Clinic (MED/MED/SEN) if needed

Paradigm deck

Serah is the party leader.

  • Relentless Assault (RAV/COM/RAV) — Default
  • Relentless Assault (RAV/COM/RAV)
  • Diversity (RAV/COM/MED)
  • Aggression (COM/COM/RAV)
  • Fifth and sixth slots not used, but I'd suggest Combat Clinic (MED/MED/SEN) or Discretion (COM/MED/MED) if you can't heal fast enough in Diversity

Strategy

The cycle I used was:

  1. Paradigm juggle1 Relentless Assault (RAV/COM/RAV) to stagger Raspatil
  2. Use Lightning's Army of One feral link ability to increase the stagger chain to 750-800%2
  3. Increase the stagger chain to 900% in Relentless Assault
  4. Switch to Aggression (COM/COM/RAV) until adds are summoned
  5. Only switch to the adds a few seconds after summoned to maximize time on Raspatil
  6. Kill adds before Beseech
  7. Switch to Diversity to heal myself back up to the green zone3
  8. Go to step 1.

Unfortunately, Raspatil's attack cycle is a bit faster than mine; adds get summoned earlier and earlier in the stagger period and you start to get too low in health. So after the second or third stagger, I started switching to Diversity and targeting the adds immediately after they were summoned. This provided less time for damaging Raspatil, but kept the situation from spiraling out of control.

After the 5th or 6th stagger, Raspatil essentially lapped my cycle and caused me to miss a stagger almost entirely. This was a blessing in disguise as it essentially resynced our attack cycles.

Once Raspatil was down to 25%, I used Serah and Noel's ultimates when the chain gauge was up to 850-900%. I started to get a little more aggressive as well, staying in Aggression longer. Raspatil died while all the adds were active, so I just finished them off and completed the encounter.

Notes

Note 1: To paradigm juggle, perform a full ATB bar of abilities, let them resolve, then immediately switch paradigms: doing so will immediately fill your ATB gauge. This has ~10 second cooldown, so the strategy is usually:

  1. Fill up ATB gauge in Paradigm A
  2. Queue up abilities and let them resolve
  3. Immediately switch to Paradigm B
  4. Queue up abilities and let them resolve
  5. Fill up ATB gauge in Paradigm B
  6. Queue up abilities and let them resolve
  7. Immediately switch to Paradigm A
  8. And so on.

Note 2: Because of the Hypnocrown and Feral Speed II, Lightning's Army of One was available once per stagger.

Note 3: If my party's average max HP was 75% of what it should be due to wounds, I took one turn during this period to pop a Wound Potion to allow my Green Chocobo to heal me back into the green zone.

Answered by Mark Trapp

Tuesday, April 10, 2012

Does Chocolina have something for me after I complete her mini-quest in Sazh: Heads or Tails?

Question

In the Sazh: Heads or Tails? DLC, you need to get 30 medals in order to complete the main quest. I got those medals via the poker mini-game before realizing you can get three from completing a mini-quest for Chocolina.

I completed the mini-quest, and now the game says that Chocolina doesn't have anything for me now, but that I should continue playing card games and check back later.

Does she actually have something, or is this just a cue for people who still need more medals? If she does have something, did I miss out by not completing the quest at the appropriate time (before completing the main quest)?

If not, how many card games should I play before checking back?

Asked by Mark Trapp

Answer

If you get this message when talking to Chocolina, there's more to her story and she does have more for you.

To test this, I closed the gate and restarted the DLC. Before winning any medals at the card tables, I went to see Chocolina and completed the three chocobo chick fetch quest she had: haughty, hermit, and manic. As before, once complete, she just smiled and I got the dialog saying she didn't have anything for me right now.

I then went and played an entire game of Texas Hold'em, got a few dozen medals, and visited her again. This time, she had two new chocobo chick fetch quests: lovebird and conniving.

Once you collect this second round of chocobo chicks, she'll ask you a trivia question about all the chicks. If answered correctly, there'll be a cut scene where Chocolina explains more about herself. Afterwards, talking to her will give you the option of having the chocobo chicks follow you around while in Serendipity.

Answered by Mark Trapp

Tuesday, March 27, 2012

How can I get the floating treasure ball on Atlas' hand?

Question

In Bresha Ruins 005AF, I can ride a chocobo to the railing near the entry gate and bounce along the fingers of Atlas' hand. But there is a bouncing treasure ball on one of the fingers that I can't seem to reach, no matter which direction I jump from.

How can I get to that irksome sphere?

Asked by Glen Wheeler

Answer

You will need to revisit the area after you get to a certain point in Episode 3 Part 2 (Sunleth Waterscape) where you will be given the Moogle Throw ability, this part will also teach you how to use it.

There is plenty of other treasure that can be obtained the same manner, but you will need to progress the game to at least this point first.

Answered by danRhul

Wednesday, March 21, 2012

How do you get 100% map completion in Oerba?

Question

I'm trying to get the map and I notice that in all the time periods I have for Oerba, the room near Choco-boca-lina is unmapped, but the door is closed.

Is there a way to map this section? I currently am up to 300AF, and 90% complete. It's also showing the sea as being unmapped, which is odd as I can't get there yet.

Any ideas please?

Asked by DavidYell

Answer

There are in fact 3 different years accessible for Oerba. The sea isn't accessible in both 200AF and 300AF but is accessible in 400AF where its just sand.

To get to the area by Chocolina, it isn't actually talking about inside the room, but the roof I believe. You can access this area with a Chocobo and you have to jump down from the Main Road. This can be done in any year.

Answered by danRhul

Wednesday, March 14, 2012

What songs from Final Fantasy 13 are used in the sequel?

Question

On Final Fantasy XIII-2's OST, I have noticed that some songs that were used in the game aren't present, most likely because they were songs that were originally from Final Fantasy XIII. As I do not own the first game's OST, I would love to know the names of all the songs that were re-used.

Asked by Kotsu

Answer

I had the collector's edition of Final Fantasy XIII-2 which came with the OST, and I went out and bought the Final Fantasy XIII OST to compare the two. In terms of a strict comparison between the OSTs, there is no overlap. Instead, several character rearrangements—usually adding lyrics—were created specifically for Final Fantasy XIII-2:

  • "Final Fantasy XIII-2 -Overture-" (from "Final Fantasy XIII -The Promise-")1
  • "Final Fantasy XIII-2 -The Future-" (from "Final Fantasy XIII -The Promise-")
  • "Serah's Theme -Memories-" (From "Serah's Theme")
  • "Blessed Fanfare" (from "Glory's Fanfare")

As well as:

"Hope's Theme -Tomorrow's Dream-" (from "Hope's Theme")

Not to mention the usual rearrangements of the Chocobo Theme:

  • "Groovy Chocobo"
  • "Chocobo Rodeo"
  • "Crazy Chocobo"

I couldn't find any definitive "these are the tracks we borrowed from Final Fantasy XIII" list, but—based on what I've heard in game—there are a number of tracks borrowed from the Final Fantasy XIII that don't appear on the Final Fantasy XIII-2 OST but appear in game2. This list is based on my ear, so it might not be exhaustive or 100% accurate:

Disc 1

  • "Defilers of Fate"
  • "Saber's Edge"
  • "The Hanging Ledge"
  • "The Warpath Home"
  • "The Vestage"
  • "Promised Eternity"
  • "Lake Bresha"

As well as:

"Snow's Theme"

Disc 2

  • "Blinded by Light"
  • "Battle Results"
  • "The Vile Peaks"
  • "March of the Dreadnoughts"
  • "The Gapra Whitewood"
  • "Forever Fugitives"
  • "The Sunleth Waterscape"

As well as:

"Sazh's Theme" (DLC only)

Disc 3

  • "Can't Catch a Break" (DLC only, I think)
  • "Atonement"
  • "Nautilus"
  • "Feast of Betrayal"
  • "Test of the l'Cie"
  • "Separate Paths"
  • "Desperate Struggle"
  • "Choose to Fight"

Disc 4

  • "The Archlyte Steppe"
  • "Sulyya Springs"
  • "Taejin's Tower"
  • "Dust to Dust"
  • "Start Your Engines"

Notes

Note 1: The main theme from Final Fantasy XIII is still the main theme in Final Fantasy XIII-2, so like the former, many of the tracks in the latter are arrangements of the core theme.

Note 2: I left tracks that were borrowed out of context inline, but hid tracks that appear in context and might spoil a plot point using the spoiler markdown.

Answered by Mark Trapp

Monday, March 12, 2012

What are the three gates at the left side of the Historia Crux?

Question

A new user was wondering1 about the three gates at the far left end of the Historia Crux. They apparently have no story significance and aren't unlocked normally.

What are they for?


Note 1: Was posted as an answer on a separate question, so it was deleted.

Asked by Mark Trapp

Answer

The three gates appear to be related to DLC:

  • The bottom gate leads to an alternate version of Serendipity and is unlocked if you purchased the Sazh: Heads or Tails DLC.

  • The middle gate leads to an alternate version of the Coliseum and is unlocked if you purchased or received the Opponent: Omega DLC or purchased the Opponent: Lightning & Amodar DLC.

  • The top gate cannot be accessed as of yet, but presumably it's for another, forthcoming DLC.

Answered by Mark Trapp

Saturday, March 3, 2012

How Do I Defeat Lightning & Amodar?

Question

The Lightning & Lieutenant Amodar fight is one of the first DLC for FF 13-2. I'm having trouble beating them. I've tried taking out Amodar first, Lightning first, and also turtling while they use their more powerful attacks.

Any proper strategies, paradigms, or monsters to use against them?

Asked by Yuck

Answer

There are a number of strategies to use for them. I recommend maxing out all of your jobs and your three monsters having more then 2000 HP - one COM, RAV, and MED (Vodianoi level 17, Gremlin level 40, and Green Chocobo level 27. Accessories for Noel were 3 Power Wristbands and for Serah I used Hypnocrown, Durable and Delicate Magician's Mark. The paradigms I used were COM COM COM, RAV COM RAV*, RAV SAB RAV*, RAV COM MED*, SAB SAB MED*, and MED MED MED. The ones I've starred are the more critical ones I used. The all COM paradigm is nice to have if you cannot finish them before the stagger bar empties.

The fight can be broken up into three parts one is when lightning is alone and you just need to get her hp down to about 3/4 which isnt very hard. the second phase is when amodar joins the battle (com com) the two of them work more on party damage with amodars grenade or him simply attacking able to hit all if close enough. and lighting with ruinga. after about 2 mins in they change to either sab syn, sab med or com rav. when amodar is a sab he inflicts just about anything on the party members he hits so i recommend going after him first plus lightning is easier to take out alone because of his debuffs.

At the start of phase two i recommend either rav sab rav if you think your good enough or sab sab med to keep more hp. (note my chocobo did die often so have many phoenix downs and potions, possibly if you desire remedys) you can only inflict deprotect and deshell on lightning and imperil and poison on amodar however you really only need imperil. once you have that on amodar switch to either rav com rav or rav com med and stagger him. he does have alot of hp but if you either get it to 999.99 or about 1/3 of the way empty change to com com com and you should be ok this also works on lightning however amodar like to switch to sab and cast alot of debuffs on your party.

Now comes the third phase either lightning or amodar are alone and they cast a few buffs on themselves which cannot be dispelled. i recommend switching to rav sab rav and getting what i sujested before on them and switch to rav com rav and try to stagger them. before you can they usually get off about 2 feral links but lightnings is weaker and wont one hit your party members (except noel) with this party i recommend having atleast 20 phoenix downs to revive your monster and if sarah or noel dies.

Answered by cody

Friday, March 2, 2012

When does it make sense to use a Sentinel?

Question

While I find myself utilizing most of the roles in various combats, I've never really found a use for the Sentinel role. The game heavily emphasizes winning battles fast, and Sentinels just seem to drag a battle out. I've tried having a paradigm with a Sentinel and a Medic or two for when I need to heal during a battle, but I prefer just having a Commando and two medics since a lone Sentinel sometimes struggles to keep the chain gauge going, while a Command does not.

Am I missing something? Are there party builds where it makes sense to use a Sentinel on a regular basis? Or are there battles where it is more efficient to use a Sentinel than to try to deal lots of damage and use Medics to heal as needed?

Asked by bwarner

Answer

While in most normal battles, and many early boss battles, heavy offense might work okay, most boss battles and specialty battles (like the big game at later levels) are tuned around the use of the sentinel.

The first battle where you can see this in action is Gogmagog in New Bodhum -003 AF-. If you haven't been grinding CP and you just stick to Slash & Burn (COM, RAV) Assault or Double Trouble (COM, COM), the battle is doable, but it's hectic. Your HP will dip down significantly every time he uses his "Swipe" ability, and if you're not fast enough, you might even need to potion up.

But, if you take the half a second to switch to Twin Shields (SEN, SEN) as his "Swipe" ability lands, most of the damage is negated. Switch back right after the damage numbers come up and you're back in business. If you juggle properly, the battle is much easier and you'll still get a 5-star rating.

This same strategy will play out in many, if not all, boss battles: a hectic battle with lots of potting (or even retries) becomes much easier if you time a defensive paradigm shift right when the boss is about to unload.

The key is that the paradigm system is meant to be used all the time in battle: unless you're grinding, you should be paradigm shifting in a battle a lot to maximize your strengths and minimize your weaknesses. Switching to a defensive paradigm for a few seconds will always be much more efficient than trying to recover after a damaging attack by switching to a healing paradigm after the fact.

So while you likely don't need a dedicated sentinel, being able to switch to a paradigm just as a really devastating attack hits is a big deal and can make or break a battle, particularly in the later stages of the game. Keep a monster with SEN in your paradigm pack, and have Tortoise (SEN, SEN, SEN) in your paradigm deck for those "oh crap" moments.

And even in your healing paradigms, taking one slot for a sentinel is not a bad idea: there are only a few things immune to "Provoke", and a sentinel can keep itself alive with "Mediguard" (for when the sentinel starts out at an HP deficit) and "Steelguard" (for when it doesn't).

If you do add a sentinel to your healing paradigms, Combat Clinic (MED, MED, SEN) makes the enemy focus on the sentinel while the other allies heal up, while Solidarity (COM, SEN, MED) does the same thing, but lets one character focus on maintaining the chain gauge while you recover.

Answered by Mark Trapp

What are the Fragment Skills?

Question

I have many of the Fragment Skills in FFXIII-2 but I was wondering what all of them are? Specifically: what skill they grant you and how to attain them in the game.

Asked by danRhul

Answer

From http://www.gamefaqs.com/ps3/619315-final-fantasy-xiii-2/faqs/63553

  1. Mog's Manifestation (available from start of Episode 4) - Enables gaining special rewards when you throw Mog (ie. guaranteed at least 1 gil, if nothing else). Also needed for special one-off crystals, like Silver Chocobo.
  2. Mobile Mog (collect all fragments in Oerba timelines, paradox ending included) - Mog returns much quicker when you throw him.
  3. Bargain Hunter (available from start of Episode 6) - Lowers prices (including in the casino, for prizes) by 25%.
  4. Haggler (available from start of Episode 4) - Increases amount gained from selling items. I believe this is 25%, will confirm later.
  5. Chocobo Music (collect all fragments in the Monster Bits and Bounty Hunter categories including those for the Archylte Steppe bosses) - Lets you change what music plays when you ride a chocobo. Limited to preset chocobo riding music.
  6. Anti-Grav Jump (available from start of Episode 6) - Allows you to float for a short period when holding down jump.
  7. Field Killer (collect all the fragments in the Academia Reward and Great Mog Wisdom categories) - If the monster is weak enough, autokill when you attack for pre-emptive. Note that this does not award CP or gil. I don't know how it calculates relative strength levels.
  8. Monster Collector (collect all fragments from Vile Peaks timelines) - Flat +20% chance to get monster crystals.
  9. Encounter Master (collect all fragments from Yaschas Massif timelines) - Raise or lower the encounter rate.
  10. Battlemania (obtain all fragments for completing 100% of all maps) - Increased chance of rare encounters (Distortions, especially).
  11. Rolling in CP (collect all fragments from Yaschas Massif timelines, and all fragments from Bresha Ruins timelines) - Double CP awarded.
  12. Eyes of the Goddess (collect all fragments from AF003 New Bodhum, AF005 Bresha Ruins, AF010 Yaschas Massif, AF01X Yaschas Massif, AF200 Oerba and AF300 Sunleth Waterscape) - Lets you move the camera around during cutscenes.
  13. Clock Master (obtain all 160 fragments) - Speed up/slow down game speed. Note that this is basically global; you'll run around faster or slower, too, not just battles.
  14. Paradox Scope (beat the game) - Enable certain paradox fights, along with their endings.

Just remember, you have to go back to Serendipity and talk to the lady in the left-most house. The one where Mog is.

Answered by fbueckert

Tuesday, February 28, 2012

Managing paradigm packs and roles

Question

So I've now got Serah to lv99 Ravager and lv99 Medic, and Noel to lv99 Commando and lv99 Sentinel. Is there any point in using the other roles? Other than just to level up the stats?

For example I notice that although Serah is lv99 medic, she only has about 7 skills (not at my ps3) which seems odd to me.

As this is the case I'm always running Relentless Assault(RAV,RAV,COM) which is working fine so far, short of swapping in Flanitor occasionally for some heals I've not needed anything else.

If I carry on with this play style, is there actually any point at all in me levelling up any COM monsters? I've been levelling and infusing my RAV to allow him access to the different element spells, but otherwise I can't see much point in using the other roles.

Do I just keep playing and will I get better monsters as I play through? So far I've not really needed to play about with Monsters at all, and I feel reading questions on here that I'm missing out.

I've not used the Wide or Cross paradigm styles either. I stick with Regular the whole time.

Asked by DavidYell

Answer

For the most part, infusing monsters isn't really required. You can run through the game with stock monsters without any difficulty. It's there to provide an extra level of customization.

I went through the whole game with a level ~40 Red Chocobo. These are late bloomers, so for the most part, his attack was around 200/250. Not very high at all.

You will get different monsters as you play; not necessarily better. Each one has it's own unique skillset and abilities.

My own experience shows that for the most part, Aggression (COM, COM, RAV) is enough for most of the game. Only for the really strong monsters (Tonberries, Steppe bosses, etc.) do you really need to tweak your paradigms and the monsters.

Answered by fbueckert

Monday, February 27, 2012

Are Biggs & Wedge in or referenced in Final Fantasy XIII-2?

Question

Are Biggs and Wedge in Final Fantasy XIII-2 or is there an item or place named after them like in XIII? I've yet to clear the game but I'm curious about this.

Asked by Chu

Answer

Unfortunately they do not make an appearance in this Final Fantasy. Although a common theme, they are actually not involved in all of the series so far, however, Cid in some form, features in every game I believe.

You can find a list of all Biggs & Wedge references here

Answered by user1016253

Treasure boxes in FF XIII-2

Question

Is it possible to permanently lose the contents of a treasure box or can you somehow return and redo something to respawn the box?

Asked by Chu

Answer

Treasure boxes have, and probably always will be, one time occurrences in the Final Fantasy series. Therefore, if you sell a unique item you will permanently no longer have access to the item (I found out the hard way with the bloody Morph materia in FF7). There are no missable items in FF13-2 so unless you sell it, you can get it.

The only exceptions to these are mini-games. Although I don't think any mini-game in FF13-2 gives a treasure box as a reward.

Another point to note is the Live Trigger rewards. You get rewards, kind of like the treasure box, for a 'funny' answer and a 'serious' answer. You can use Time Reversal to replay these events and retrieve the missed items. But once you have both items, they cannot be gotten again.

Answered by user1016253

Where to find specific monster items

Question

I am finding that I'm running out of grade 3 monster items really fast. Does anyone know where I can go to farm some of these items?

Or better yet, is there a listing online somewhere of which items are available where?

I primarily need grade 3 organic items

Asked by DavidYell

Answer

Chocolina stops selling the potent monster materials after the first grade.

Potent orbs, the all-around organic grade 3 material, can be found off of:

Buccaboos in the Archlyte Steppe -??? AF- Ghouls in Academia -400 AF- Garganzolae and Apotamkins in A Dying World -700 AF-

Potent engines, the all-around mechanical grade 3 material, can be found off of:

Flans in Augusta Tower -300 AF- Munchkins in the Bresha Ruins -300 AF-

If you're into the specialized—but lesser—monster materials, Chocolina does start selling Power Orbs, Mana Orbs, Vitality Orbs when you get to Academia -500 AF-.

Answered by user1016253

Saturday, February 25, 2012

Are all non-boss monsters tameable?

Question

I've noticed that if you check the Libra screen for monsters, it says their taming status (either 'tamed', 'tameable', or 'untameable'). I have yet to see a common enemy that isn't tameable so I haven't really been paying any mind to this.

I'm assuming that it's ONLY bosses and other storyline-related enemies that aren't tameable but I figured it's worth asking. Is EVERY random encounter enemy in the game tameable? If not, which aren't?

Asked by Shinrai

Answer

You are correct in that none of the bosses are tameable, however not all monsters are tameable.

Not sure whether you would consider the Long Gui a natural fight or a boss or whatever but he certainly isn't tameable and neither are the following:

  • Giant Cactuar
  • Pulsework Soldier
  • Pulsework Knight
  • Pulsework Gladiator
  • Any Cie'th:
    • Ghoul
    • Ghast
    • Strigoi
    • Taxim
    • Vampire
    • Geiseric
    • Fomoire
    • Wladislaus
    • Malebranche
    • Nelapsi
    • Varcolaci
    • Chonchon
    • Cocytus
    • Ispusteke
    • Seeker
    • Zenobia
    • Vaballathus
    • Gorgyra
    • Raspatil

There is also a full comprehensible guide on tameable monsters found here: http://www.gamefaqs.com/ps3/619315-final-fantasy-xiii-2/faqs/63731

Answered by user1016253

Friday, February 24, 2012

How to get to the different paradox endings?

Question

I am aware there are 7 different paradox endings and that you must use time-reversal in specific gates.

I was just wondering if there was a comprehensive list of the different endings. I have only encountered two and don't want to try every single possible combination.

Asked by user1016253

Answer

The eight paradox endings are found here.

Paradox Ending #1: Eternal Repose Tell Lightning ‘I accept this world’ in a live trigger conversation during Episode 5 – Neo Bodhum.

Rest of the endings are all Spoiler. You should witness these only if you have finished the main-story and are collecting 160 fragments. Remaining Paradox Endings require you to be equipped with Grand Cross Fragment Skill, unless otherwise stated.

Paradox Ending #2: Departing Together Go to City of Academia AF4XX and use Time Reversal. Talk to Hope and Alisa until they ask parts of Graviton Core. Give them to Alisa and then in the live trigger conversation, refuse the Artifact.

Paradox Ending #3: War of the Giants Go to Bresha Ruins AF005 and use Time Reversal. Defeat Atlas without weakening him first.

Paradox Ending #4: Defeating a Flan with a Flan Go to Sunleth Waterscape AF300 and use Time Reversal. Defeat Flan King with Snow as an ally. Once story cut-scenes have ended and you can explore freely, approach Flan King a second time and defeat him to unlock this paradox ending.

Paradox Ending #5: Atonement’s Dreams Go to Oerba Village AF200 and use Time Reversal. Find and defeat Caius in the northwest rooftop to unlock this ending.

Paradox Ending #6: Soul Replica Go to Augustia Tower AF200 and use Time Reversal. Find and defeat Demi-Fal’Cie Adam at the top of the tower to unlock this ending.

Paradox Ending #7: End of the World’s Sky Go to City of Academia AF4XX and use Time Reversal. Talk to home and Alisa until they ask part of Graviton Core. Give them to Alisa, then in live trigger conversation, accept the Artifact. Exit back to the city and enter gate to the Time-Space Interval with Artifact you just received from Alisa.

Follow along the path and talk to Yule as you did in the main story, then defeat Caius in 1-on-1 battle with Serah. It’s a very challenging fight even on easy difficulty with level 99 in all 6 roles and a Tier 5 monster companion.

Paradox Ending #8: Successor to the Chaos You don’t need Grand Cross for this paradox ending. Go to City of Academia AF4XX and use Time Reversal. Go to City of Academia AF4XX and use Time Reversal. Talk to home and Alisa until they request part of Graviton Core. Give them to Alisa and then in live trigger conversation, accept the Artifact.

Exit back to the city and enter gate to the Time-Space Interval with Artifact you just received from Alisa. Follow along the path and talk to Yule as you did in the main story, then defeat Caius in 1-on-1 battle with Serah (Grand Cross = Off).

Follow along with the events in Neo Bodhum. Turn Grand Cross On here and in a live trigger conversation with Lightning, tell her ‘I won’t accept it’. Enter the time distortion to A Dying World AF700. Follow along the events as you did in the main-story, then defeat Caius in a 1-on-1 battle with Noel (Grand Cross ON).

Final Fantasy 13-2 – Secret Ending Once you have collected all 160 fragments, go to City of Academia AF500 (Grand Cross ON). Defeat Caius and 3x Chaos Bahamuts as you did in the main story. After the same ending events, there will be a bonus cut-scene at the end of those cut-scenes, that is the secret ending.

Anomalous achievement/trophy will pop-up after watching the Secret Ending.

Answered by Foxtrot

Thursday, February 23, 2012

When can I beat His Royal Ripeness?

Question

I barely made it through the forced battle and he seems to have gotten significantly stronger now that he's just sitting around. It does seem like I should be able to beat him without doing the actual mission, since he's not invincible, he's just very strong.

Should I just come back after I beat the game or is it feasible much earlier than that?

Asked by Shinrai

Answer

It is ridiculously hard to beat him without completing the quest first. It's also one of the seven paradox endings that can occur if you beat him once you have completed the game, thus it makes more sense to complete the mission to weaken him and then face him properly after game completion.

Answered by user1016253

Can I capture monsters more than once?

Question

I noticed there was an option to release monsters, does this mean you can recapture them again?

Asked by Mr. November

Answer

Most monsters can be caught more than once using catch-and-release. There are, however, a number of monsters you can only capture once:

DLC

  • Amodar
  • Lightning
  • Omega

And from Serge Bekenkamp's answer:

Fightable

  • Gigantuar
  • Golden Chocobo
  • Twilight Odin

Retrievable using Mog's Manifestation/Moogle Throw

  • Cactuarama
  • Cactuarina
  • Chichu
  • Leyak
  • Nanochu
  • Rangda
  • Silver Chocobo
Answered by Mark Trapp

Tuesday, February 21, 2012

What do the icons on the Historia Crux represent?

Question

Under each location, there are these little symbols that look kind of like stylized flames. They seem to be lighting up as I proceed through the areas but I can't figure out any 1:1 relation for them, and the manual and Datalog are useless here. What are these actually for?

Asked by Shinrai

Answer

They correspond to the number of gates in the area:

  • White gates are still locked, requiring an artefact you haven't found yet.
  • Orange gates are unlocked and usable.

Because you need to unlock gates as part of the main storyline, you'll undoubtedly have orange gate icons for most of the locations by default. The other ones unlock optional paths and are usually unlocked with wild artefacts found in optional parts of the area.

Answered by Mark Trapp

What happens if you're defeated in an ambush?

Question

The tutorial text describing the Mog Clock says that if you let the timer into the red, you're immediately forced into battle and that if you lose that battle you don't get the retry option. What actually happens in that case?

In most games I would expect you to get kicked back to the title screen, but with autosaving (and being able to save manually almost anywhere) that doesn't seem like much of a punishment here, but it must do something bad or there would be no reason to implement this. I'm afraid to try, personally, without knowing what will happen.

Asked by Shinrai

Answer

I'm not quite sure I understand it either. I've lost a couple battles with the retry option locked, and instead it just kicks you back to where you were (just like the retry option). I think the only difference is that you essentially lose the battle, losing any items you may have used and that's it. Not a huge deal, so don't worry too much if you fail. :)

Answered by Hydlide