Chapter 2 walkthrough: Eternal Blue (Dilmagia to the Wind Shrine)
Quick answer
Chapter 2, 'Eternal Blue', crosses Dirnado, the Continent of Wind. You go to Dilmagia, the Machinopolis, find Lid at the shipyard and cross Mt. Thunderclap (Recommended Level 13). Lid offers an easy route for 1,000 gil, which adds a ladder; we took it and beat the boss, Liquid Thunder (Lv.13, weak to Earth), at the end. The way on leads to the Dwarven Forge, where Borin asks you to clear out a monster: Mom Bomb (Lv.14, weak to Water), which splits into four Great Bombs. Borin is then kidnapped and taken to the Mobliz Shipyard (Recommended Level 16); we played it through. Throw the power switch in the upper generator room to run the centre elevator, rescue him on the roof, then escape against a 15-minute countdown: add the floor numbers 5, 3 and 8 and pull lever 16, beat Epimetheus (Lv.16) and finish Adrastea (Lv.16, 25,000 HP) on the cargo train. The Wind Shrine lies at the island's north tip; inside, light each tower's lamp to raise a lift, ride the floating pads, and follow the route in the walkthrough section to the save balcony. The Tsukiyo no Tachi chest, which halves Wind damage, is on a dead-end floor along the way. At the end you fight Aether (Lv.18), one of the Sworn Six: Ice is his weakness, he summons minions and hits the whole party with Heavenly Wind. We needed three attempts at Lv.19-20 and won with a big Phoenix Down stock (2,982 EXP, 4,780 gil, 65 MRP and Sylph's Tiara). Afterwards Lid reveals Aether was the first Cid, you talk to Lid on a Dilmagia rooftop, the Chapter 2 complete card shows and Lid gains 3 Strength on the airship (our play; a video reported Magic +3). From creator videos, the airship then makes an emergency landing and Chapter 3 opens with 'Go to Olderion, the aquapolis'.
Open marked sections to reveal solutions or story details.
Before you start
Story spoilers for Chapter 2. Kingy played Chapter 2 from the landing pier through Dilmagia, Lid joining, Mt. Thunderclap and Liquid Thunder, the Dwarven Forge and Mom Bomb, the Mobliz Shipyard (power switch, lever puzzle, timed escape and Adrastea), the Forge tunnel after it, the road to the Wind Shrine, the shrine itself, Aether and the scene after him on October 24-25 (full game 1.0.1.0, Normal, party Lv.15-20; our first-hand play). Aether's 34,000 HP, his Wind-null badge, the emergency landing and Chapter 3 start, the video's Magic +3 for Lid and the comparison figures come from PanyapiN Gaming's per-objective videos of the full game on PS5, uploaded October 22–24, 2026, and Shiney's video (Community-reported (video)); the objective names are the game's HUD text. Several fights in those videos show no name label in the frames we checked; the labels we found are Great Bomb (Lv.14), Epimetheus (Lv.16), Adrastea (Lv.16) and Aether (Lv.18).
1
Dilmagia, the Machinopolis
Reveal solution / story details
The chapter opens on a pier on Dirnado, the Continent of Wind. The captain says the capital, Dilmagia, is a city of steel through the plains to the west, and the objective reads 'Go to Dilmagia, the machinopolis'. On the pier Fina speaks as if she remembers Rain from long ago, then briefly collapses (story spoiler). To walk it, follow the dirt path west from the pier, then north up the scaffolding below the cliffs; the 'Dilmagia, the Machinopolis' town card with a Proceed prompt sits at the top of the stairs between two tall tanks. Our one random fight on the way was three Footpads (Lv.12). Footpads steal gil: in one later fight we saw banners for 287 and 272 gil stolen.
Inside, Lasswell goes to stock up and Fina to explore, and the objective becomes 'Gather information in Dilmagia'. The entrance street runs north to a cross street. West end: the inn, a notice board with a newspaper, a Moogle and a marked NPC. East end: an item shop (money-bag sign), a sub-quest board and, further east, the armor and weapon shop. The north end is a closed gate with soldiers, and the shipyard lies through it. Prices are in the next section.
The three yellow-marker leads that finish the objective: an older man on the entrance street, who says the road to the Wind Shrine is full of monsters and he'd only go by air; a woman at the west end, who says to ask at the shipyard since most airships are state-owned; and a youth at the east end by the armor and weapon shop (you have to stand just above and left of him to get the prompt), who says someone at the shipyard builds her own airship, 'Lid'. The first two leads autosaved. The notice board's newspaper has not much on the Wind Shrine, though one headline is 'Thundering Mt. Thunderclap'. After the third lead the objective becomes 'Find Lid at the shipyard'.
Travel to Dilmagia, the Machinopolis (west along the dirt path and up the scaffolding from the landing pier).Spoiler clip · The walk up to the Dilmagia town card · reveal
Follow the dirt path up toward the scaffold towers and climb to the top of the stairs between the tall tanks, where the 'Dilmagia, the Machinopolis' card and a Proceed prompt take you into the city.
“Chapter 2 (Eternal Blue): Go to Dilmagia, the machinopolis – MQ | Final Fantasy Resonance PS5” by PanyapiN Gaming · Oct 22, 2026 · Full game on PS5, uploaded Oct 22, 2026; difficulty and version not shown
The shipyard is through the north gate at the top of Dilmagia's entrance street. From the gate hall go east, up the big stairs, west along the upper walkway and north to the deck by the docked airship, where the yellow marker sits at the railing. Lid refuses to rent her airship: it can't fly while it's under repair, and she needs a good crystal from the Wind Shrine area to get it off the ground. She offers to act as a guide over the 'tricky road to the shrine', introduces her homemade mechanical chocobo Mechabo (it knocks Lasswell around when someone calls it a toy), and says the quickest way is over Mt. Thunderclap to the northeast. The objective becomes 'Cross over Mt. Thunderclap'.
Lid joins as the fourth party member at Lv.11: Role Commando, HP 600, MP 94, Phys. Atk. 88, Phys. Def. 128, Mag. Atk. 88, Mag. Def. 93, Speed 51, wearing the Mechabo Hammer (33 Phys. Atk. / 33 Mag. Atk.) and the Engineer's Jacket, with no Vision and no accessories. Her battle menu has Attack, Skills, Items and Escape. Mechabo Kick (5 MP) is an Earth physical attack, Stone (5 MP) is Earth magic and Mechabo Escape (8 MP) is a guaranteed escape; Earth turned out to be the key weakness on Mt. Thunderclap. The full skill list is in the Visions guide. Picking Tronn for Lid warned that Lasswell has it equipped (we chose No, so we didn't confirm what Yes does), and each character has their own Mastery Rank for a Vision, so Lid starts Tronn and Leah at MR 0.
One trap: Lid's skill menu reopens on the last skill used. We hit Mechabo Escape by accident once mid-fight and the whole party fled the battle with no rewards.
Prices and stats as the shop menus showed them on October 24-25 (full game 1.0.1.0). The item shop is through the doorway under the money-bag sign on the cross street's east side; the armor and weapon shop (two clerks) is at the east end. The comparison arrows showed one set of numbers per character, where a stat cell names a character, that is who the shop compared it for. Buying armor or a weapon asks 'Equip now?' and then who wears it. We bought three Phoenix Downs, two Iron Armor (Rain and Lasswell), a White Dress and a Composite Bow (Fina).
Compared with the earlier towns, the item shop adds Ether, Mist Ether, Knife of Blind, Knife of Silence and Earth Scroll I (Earth is the weakness you'll want on Mt. Thunderclap). Stock-limited items show a 'Remaining' count.
Mt. Thunderclap is a cave-and-ledge mountain northeast of Dilmagia (area card: Recommended Level 13). From Dilmagia, fast travel to the town, walk out the south exit, then follow the dirt path south, east and north-east up the slopes; the cave entrance is just west of a cliff by a raised wooden bridge. Random fights on the way: two Wood Eyes (Lv.11). We saved at the entrance and there is a save point right at the start of the mountain.
Lid's offer comes as you enter: she'll show an 'easy-peasy' route with hardly any monsters for 1,000 gil, or you can take the normal route full of monsters (she comes along either way). We first declined. The offer isn't one-time: a glowing green patch with an F Examine prompt just inside the entrance re-opens it ('Pay 1,000 gil' or 'Don't pay'), so you can buy it later. In PanyapiN's video (Community-reported (video)) the party has only 798 gil, is told it can't afford it and has to come back with more.
What paying does: the screen fades, it autosaves and a long wooden ladder now stands on the rock column right above the green patch. The ladder isn't there before you pay (we searched that column first), and Shiney's video (Community-reported (video), about 31:28-35:00) shows the same: pay, then climb it. After that: a narrow rock ridge north with a fight (three Footpads and a Thief Boss), then a ledge above a basin. The ledge has a chest with the Cape of the Raiju (we didn't record its stats) and a glinting spot by a pine; ladders from it lead down to the basin's second save point (its first use says you can return to the entrance save point) and up to a higher ledge. The upper ladder and the cave mouth beside the chest couldn't be used from below.
From the second save point, go west under the rock overhang to a grassy ledge with a pine, then keep west along the stone floor south of the pine; north of the pine is a dead-end ledge. Liquid Thunder stands in the open floor to the west. After the fight the boss floor has an F Proceed prompt at its west edge. Taking it plays a short scene outside: Lid explains the Dwarven Forge is where dwarves make airship parts, she has parts on order there, and it's on the way to the Wind Shrine. Then you're on the world map with 'Quest Updated' and the new objective 'Visit Borin at the Dwarven Forge', and the game autosaves.
The normal (unpaid) route isn't mapped by us. Before paying we explored the first area for about 25 minutes without finding a way up. What we did find there: from the first save point go north to the first open area, then east along a corridor above the starting loop (a grassy ledge with a big pine on the right) and north-east between rock outcrops past a waterfall chasm. A small nook at the top has a glinting spot (F Examine) that gives one Tablet Shard and triggers the 'Tablet Shards' tutorial card. That branch is a dead-end spiral. The stone steps left of the path north of the first fight can't be climbed.
Leaving the mountain autosaves and updates the objective to 'Visit Borin at the Dwarven Forge'; the route to the Forge is in the next section. Shiney's video shows a side quest, 'Elven Maven', active on the mountain, with the goal of delivering evidence left by elves to Silvia in Dilmagia (Community-reported (video); we didn't take that quest).
Liquid Thunder (Lv.13): weakness, attacks and rewards
Reveal solution / story details
Walking up to the yellow lightning elemental starts an event: Rain says this one doesn't seem like the other monsters, and Lid answers back about what use a bodyguard is if they can't fend off monsters like this. Liquid Thunder is Lv.13 (Normal). Its info panel shows two affinity icons. Earth is a weakness: Lid's Mechabo Kick (Earth physical, 5 MP) showed 'Weak' with 134 damage and revealed the Earth icon. The second icon, a shield-type symbol, stayed '?'.
Attacks we saw: Megavolt on one ally (313 on Fina), a lightning attack on the whole party that knocked out Lid (Lv.11) twice and Lasswell once, and 'Charging electricity!', a telegraph shown before a bigger hit. Our approach: Lid's Earth kicks (they staggered it twice), we cast Shellga from Rain's Leah Vision before the charged turn (we didn't measure what it saved), and three Phoenix Downs, going from 8 to 5. We used Limit Bursts from Lid (March of the Machines, which can Confuse), Fina (Holy Ray) and Lasswell (Null Moon), plus two Hibernal Fury resonances. Earth is the weakness to bring: we used Mechabo Kick; Lid's Stone (Earth magic) and Earth Scroll I from the Dilmagia item shop weren't tried on it.
Result: 1,350 EXP, 1,500 gil, 37 MRP and a Lightning Scroll I. Our last hit was a plain kick, not a stagger finish. In Shiney's video (Community-reported (video)) the result showed 1,570 gil and 49 MRP with a Stagger Finish Bonus (the bonus came from how the fight ended; we didn't test it ourselves). Afterwards Fina reached Lv.15 and Lid Lv.12, and Lid says there's a path straight to the Wind Shrine now.
After the boss, the Dirnado world map shows the Forge's yellow quest marker west-south-west of the mountain exit, with Dilmagia to the south. The route we walked: west, then a long rope bridge to the south-west, then a short bridge heading south. The Forge has its own world-map card, 'Dwarven Forge', with a Proceed prompt and no Recommended Level, and once you've been there it is also a fast-travel point.
A cyan pillar of light just east of that short bridge is a Sanctum of Light. It holds the Zidane Vision, with no fight; the three questions it asks are on the Visions locations page (see 'What the Vision Crystal Sanctum asks').
Fights on this stretch are listed in the table in the road-to-the-shipyard section below; the first one, just past the bridges, was two Ospreys (Lv.14) and a Sprinter (Lv.13).
The Dwarven Forge: layout, Borin and the monster request
Reveal solution / story details
Inside, a long dark entrance corridor runs north to a lift platform on the right; examine the panel at its yellow arrow to ride up to the main hall, which is full of dwarves. From the hall go down the open floor, then take the staircase on the right up to the upper forge floor, where Borin stands at a workbench beside the big furnace (Talk). The shop row, with the inn, save point and a Moogle of Light, is east of the hall (next section). Fast travel works inside the Forge: pick it on the map, answer 'Proceed to Dwarven Forge?' and you arrive in the main hall at the top of the lift.
Borin has Lid's parts ready. The talk is mostly story: the 'first Cid' built the first airship centuries ago and taught the dwarves, the Cid name now goes to the greatest airship engineer of each era, and Lid's dream is to inherit it. Borin asks after Lid's brother Evan and Lid deflects. Then he asks a favor: a monster has taken up residence in the forge, and he'll waive the cost of the parts Lid owes if it's dealt with. Lid volunteers the group. It autosaves and the objective becomes 'Defeat the monster at the forge' (PanyapiN's PS5 video shows the same objective).
One chest: from the main hall go south down the stairs past the lift, then down the right-hand stairs onto a wooden walkway over the drop. The chest at its end gave three Phoenix Downs. The walkway is a dead end, so don't try to leave the Forge that way.
Take the lift, cross the main hall and climb the right-hand staircase to Borin at the furnace.
Accept the monster request; the objective becomes 'Defeat the monster at the forge'.Spoiler clip · Borin's offer and the 'Defeat the monster at the forge' goal · reveal
Talk to Borin at the furnace and take his request: he offers to waive the cost of the airship parts, and your goal becomes 'Defeat the monster at the forge'.
“Chapter 2 (Eternal Blue): Visit Borin at the Dwarven Forge – MQ | Final Fantasy Resonance PS5” by PanyapiN Gaming · Oct 23, 2026 · Full game on PS5, uploaded Oct 23, 2026; difficulty and version not shown
Dwarven Forge shops, inn and Moogle: weapon, armor and item prices
From the fast-travel arrival point in the main hall, walk north-east: the shop row has a weapon and armor counter (crossed-swords sign), an item counter (money-bag sign), a Moogle of Light, an inn (bed sign) and a save point. The weapon dwarf says everything there was forged on the spot; the inn charged 100 gil for a full HP and MP restore. Prices and stats are as the menus showed them on October 25 (full game 1.0.1.0). Buying gear opens an 'Equip now?' prompt with a before-and-after card.
For comparison, Rain's Iron Armor was 60 Phys. Def. and 41 Mag. Def. with Speed -11 and HP +70, his Flamberge 41 Phys. Atk. and 19 Mag. Atk. with HP +140, and Lasswell's Iwakirimaru 37 and 27 with MP +20. We bought Phalanx and Flametongue for Rain, Ashura for Lasswell and three Phoenix Downs; that took our gil from 11,037 to 187. Stock-limited items show a 'Remaining' count.
The Moogle of Light is the same Vision Enhancement menu as in Grandport; Zidane's first star cost one Magicite Shard here (see the awakening page).
From Borin's upper floor go back down the staircase to the lower hall, then north along the west corridor past a dwarf to a short staircase that goes down onto the coal floor under the walkway. The walkway above only lets you look at the monster. A glinting spot on the corridor ledge on the way (F Examine) gave a Tablet Shard and replayed the Tablet Shards tutorial, and a second glint by the fence on the coal floor south of the boss spot is another shard.
On the coal floor a frozen dwarf (he says his legs turned to jelly) stands beside the monster, and another dwarf in the corridor mentions an abandoned shipyard to the north-west where Lid and Evan used to watch the dwarves work as children. The fight starts when you stand just south-west of the monster and see the F Examine prompt; we didn't find that spot ourselves and used Shiney's video (about 98:35-98:55, Community-reported (video)).
From Borin's floor go down to the lower hall, then north along the west corridor.
Take the short staircase down onto the coal floor, picking up the Tablet Shards on the ledge and by the fence.
Stand just south-west of the monster and press F Examine to start the fight; heal and save at the shop-row save point first.Spoiler clip · The spot that starts the Mom Bomb fight · reveal
Walk down onto the coal floor beside the flaming monster and stand just south-west of it until the Examine prompt appears, then use it to start the fight.
“Final Fantasy Resonance Part 3 Chapter 2 Eternal Blue” by Shiney · Oct 23, 2026 · Full game with Xbox-style button prompts, uploaded Oct 23, 2026; platform and version not shown
Mom Bomb (Lv.14): weakness, moves and the Great Bomb split
Reveal solution / story details
Mom Bomb is a large red fire monster, Lv.14 on Normal. Its info panel shows two affinity icons. Water is a weakness: Lid's Free Energy (Water magic, from the Zidane Vision) revealed the Water icon. The other icon, a shield-type symbol, stayed '?'. Ice (Blizzard and Blizzara, 210 damage in total), Lightning (Thunder) and Earth (Mechabo Kick, 94) didn't reveal an icon, so bring Water if you can.
A fifth, silver-haired figure appears on our side of the field for the fight; we couldn't control it and didn't see its name (PanyapiN's video, Community-reported (video), shows a robed figure with a staff on your side in the same fight, and we haven't matched the two). Moves we saw: a big fire hit on the whole party, Body Slam, Fira on all of us and Firestorm on all of us. Lid was knocked out twice and Fina came close to KO once.
We staggered it twice; the second time the banner read 'SWEEPING STAGGER'. The Resonance wheel then offered three Visions: Hibernal Fury (Tronn), Healing Wind (Leah) and Climax Edge (Zidane). Climax Edge did 736 in total on the staggered Mom Bomb. At about 40% HP it split into four Great Bombs (Lv.14, labelled A to D, with the same two affinity icons).
This fight is where we first summoned an Esper: Fina's Summon Esper command called Siren for 50 MP, and on her own turns she hit Mom Bomb for 625 in total (the pop-up read 'Resisted') and later hit all four Great Bombs for about 188 each, with one 280 critical, which ended the fight. The details are on the Full Break, Limit Burst and Espers page.
Result: 2,150 EXP, 3,600 gil, 50 MRP and Flame Scroll I x2 and Flame Scroll II x1 (the gil counter went from 7,437 to 11,037). Level-ups: Rain, Lasswell and Fina to Lv.16 and Lid to Lv.13; Lid was knocked out at the end of the fight and still levelled. Lid's Zidane went from Mastery Rank 0 to 2 in this one fight, unlocking Steal (AP 15) and Stamina+5 (permanent). In PanyapiN's PS5 video Rain was Lv.18 afterwards.
A knocked-out ally stays knocked out after the battle ends: Lid was still down in a later world-map fight west of the Forge and a Phoenix Down brought her back. After Mom Bomb, Rain wants to head back to Borin and the quest log reads 'Report back to Borin' at the Dwarven Forge.
Walking back toward Borin's floor from the lower hall triggers a scene instead: a dwarf says Borin has been kidnapped by an armored goon who grabbed him and left, and that the kidnapper said he'd be put to work at the Mobliz Shipyard. Rain suspects the Sworn Six, Lasswell is curious about the 'armored goon', and Lid says to follow her. The quest updates to 'Save Borin at Mobliz Shipyard'. The story is the same in PanyapiN's video.
Spoiler clip · Borin is taken to the Mobliz Shipyard · reveal
“Chapter 2 (Eternal Blue): Report back to Borin – Main Quest | Final Fantasy Resonance PS5” by PanyapiN Gaming · Oct 23, 2026 · Full game on PS5, uploaded Oct 23, 2026; difficulty and version not shown
Leaving the Forge and the road to the Mobliz Shipyard
Reveal solution / story details
The way out is easy to miss, and we went round in circles. From the main-hall fast-travel point go north, then far west along the hall into the lower hall with stairs on both sides, where the kidnapping scene happens. From the west side of that hall walk north into a dark brick corridor; at its north end, under a light, F Proceed leads out onto the world map on the west side of the Forge. Shiney's video (about 1:58:35-1:58:45, Community-reported (video)) showed us this. The walkway with the Phoenix Down chest is a dead end.
A workaround that also worked: open the Destination List (M, then 1 on our keyboard), switch with Q or E to the third tab, Sanctums, pick 'Sanctum of Zidane' and walk south out of it onto the world map, then west over the long rope bridge past the Forge's entrance. The Destination List's tabs hold towns, dungeons with their Recommended Level (Earth Shrine 3, Kolobos Ruins 7, Siren's Tower 11, Mt. Thunderclap 13 when we looked) and sanctums.
From the back exit follow the dirt road north-east, up past the blue crystals. Don't follow the coast west: that path dead-ends at a cliff by the water and loops back south. The map shows the road curving north and then west to the Mobliz Shipyard. The Mount Chocobo (R on the world map) lets you leave the paths.
Near the shipyard, a second Sanctum of Light (the Noctis Vision) is a cyan pillar on the green plateau west of the shipyard's road loop, on the cliff top above the bay. You can't walk to it across the plateau from the north side (an invisible edge stops you by a shrub): take the road loop south and then west along the lower road on the cliff top, and the pillar is just above it. Shiney's video (about 2:01:14-2:01:19) showed the approach. Its questions are on the Visions locations page.
In the lower hall go to its west side, then north into the dark brick corridor and use F Proceed at its north end.Spoiler clip · The Forge's back exit to the world map · reveal
“Final Fantasy Resonance Part 3 Chapter 2 Eternal Blue” by Shiney · Oct 23, 2026 · Full game with Xbox-style button prompts, uploaded Oct 23, 2026; platform and version not shown
On the world map follow the dirt road north-east past the blue crystals, then north and west to the Mobliz Shipyard.
For Noctis, take the road loop south and then west along the lower cliff-top road to the pillar of light.Spoiler clip · Reaching the Noctis sanctum pillar near Mobliz Shipyard · reveal
“Final Fantasy Resonance Part 3 Chapter 2 Eternal Blue” by Shiney · Oct 23, 2026 · Full game with Xbox-style button prompts, uploaded Oct 23, 2026; platform and version not shown
Two with a Sprinter just past the first bridges; two unrevealed affinities (an Earth-type icon and a shield). Thundara on all did 84 and 80 with no Weak tag, and Lid’s Mechabo Kick on one showed Resisted 46. The fight paid 62 EXP, 175 gil and 8 MRP
Sprinter
13
Pink long-beaked bird, one unrevealed affinity; Thundara did 127 with no Weak tag
Damia
12
Two with two Warlocks on the way west of the Forge; Fira on all showed +30%
Bomb
12
Four on the far side of the short north bridge; Blizzara hit all of them and an attack target showed +50%. Rain’s first escape attempt failed and Lid’s worked
Imp
17
Two with two Pecking Chicks in a forest on the world map west of the Forge; two unrevealed affinities; Fira on all did 79
Pecking Chick
15
Confused Lasswell and Fina (swirl icon): confused allies hit each other. Rain’s Esuna (Leah Vision, 10 MP, cures all ailments except KO) cleared it. Fira on all did 134 and 139
White Peak
15
Kiwi-like bird by the river; one unrevealed affinity and a shield icon; used Beak; Fira on all did 164 and 171
Iron Bat
14
Two with two White Peaks; two unrevealed affinities; Fira on all did 115
Centipede
15
With two Wild Nakks near the shipyard; two unrevealed affinities; staggered, then finished with Climax Edge. Paid 91 EXP, 454 gil with an Overkill Bonus and 16 MRP with a Stagger Finish Bonus
Wild Nakk
14
Wolves, one unrevealed affinity; Fira on all did 113 and 114 across the group
Saving Borin at the Mobliz Shipyard (Recommended Level 16)
Reveal solution / story details
On the world map the card reads 'Mobliz Shipyard' with 'Recommended Level 16' and a Proceed prompt. It sits at the top of the road loop north-east of the Noctis sanctum, a wooden scaffold tower by the cliff with a ruined building and a lift tower to its west. We arrived with Rain and Lasswell at Lv.17, Fina at Lv.16 and Lid at Lv.14.
The entrance is a hall lined with portraits. Lid explains they show every Cid over the years, all excellent airship engineers, though the first Cid will always be the best to her; his motto is what made her and her brother want to mass-produce airships so anybody could fly. Her brother vanished one day, and she guesses he got tired of the money struggle. Then two anti-monster security mechs announce 'MONSTER TARGETS IN SIGHT' and attack; Lid says someone has been messing with their sensors. Escape is greyed out.
The fight is two Security Eyes (Lv.14, one unrevealed affinity each). Thundara on all did 193 and 197 with no Weak tag. Lid's Steal (from Zidane, 0 MP) just told us there was nothing to steal. It paid 90 gil (our gil went from 1,481 to 1,571), and Lid's Zidane stayed at MR 3 with 50 MRP to the next rank. Afterwards Lid suggests, and Lasswell thinks it likely, that the Sworn Six are building a ship here, which is why they took Borin, and Lid hopes he's safe. It autosaves.
Route inside, from our own play (full game 1.0.1.0, Normal): from the entrance hall go west along the portrait hall (yellow chevrons), then north over a bridge onto the main floor. At the east end of the portrait hall a pink glow on a railing balcony is a save point; we walked east along the hall to reach it. Straight ahead on the main floor is the centre elevator. Its panel (F Examine) says it seems to be offline and there must be a way to turn the power back on, so the elevator is the goal and the power switch is the puzzle.
Go up first by the lift north of the west walkway (green lights, F Examine on its panel); it works without power. Upstairs is an open floor with lamp posts. The fenced generator room is east of it, and you enter through a gap in its west fence. The switch is inside; the next section gives the exact spot. North of the open floor is a fenced cage holding a golden urn. The Chocobo Down Charm chest sits in that cage's north-east corner. We pressed F beside the urn from several sides and it gave no prompt.
Once the switch is thrown, the centre elevator takes you to the top floor. The painted floor numbers you need for the escape are up there (see the escape section). A second save point stands in front of another elevator on that floor (Save progress, Rest in a tent, Teleport). Its first use told us we could now return to the save point at the entrance. That elevator warns that a unique event plays beyond it and tells you to save manually first; it rises to a sunlit roof with an airship and Borin. Save at that point before riding it.
Fights on the way (all with Rain, Lasswell, Fina and Lid): Epimetheus (Lv.16) with two Pawns (Lv.15) beside the offline elevator, paying 648 EXP, 1,118 gil and 55 MRP; Pawns with Security Eyes (Lv.14), paying about 140 to 168 EXP, 350 to 454 gil and 23 MRP, with Potion x2 once and Eye Drops once as drops; Centipedes with Iron Bats or other Centipedes, paying about 98 to 103 EXP and 260 to 265 gil with Mist Potion x2 once. Thundara needs Q to hit all targets. Once the Pawns and Security Eyes were targeted that way, the target panel showed Weak tags with a Lightning icon on all four (+350% and +260% shown), so bring Lightning. In the earlier entrance fight against the two Security Eyes alone we saw no Weak tag, and in the Epimetheus fight the Lightning icon appeared on the panel without a Weak tag, so treat Epimetheus's Lightning weakness as unconfirmed. A ground-floor fight with two Pawns and two Iron Bats showed Pawns taking about 1.5x Lightning from Thundara (191 to 194 against 124 to 133 on the Iron Bats) but no Weak tag.
Two dangers worth planning for. A Centipede's Laser knocked out Fina and Lid in a single hit, and Leah's Vision list (Banish, Banishra, Cure, Cura, Esuna, Shell, Shellga, Libra) has no Raise, so carry Phoenix Downs and revive from Items. An enemy attack also left Rain greyed out with a red status icon and cost her a turn; Fina's Esuna cleared it.
“Chapter 2 (Eternal Blue): Save Borin at Mobiliz Shipyard pt. 1 – MQ | Final Fantasy Resonance PS5” by PanyapiN Gaming · Oct 23, 2026 · Full game on PS5 per the title, uploaded Oct 23, 2026; version not shown
Mobliz Shipyard: where is the power switch for the offline elevator?
Reveal solution / story details
The switch is in the fenced generator room on the upper floor (the one reached by the west lift). Look at the southernmost long container, just inside the room's south fence. On its west end is a small red light. Stand next to it facing east and the F Examine prompt appears. Pressing it cuts to the ground-floor elevator, whose side lights turn green, and the switch light turns green too.
Two pickups are in the same generator room. In its south-east corner a narrow lane runs south to a ladder down to a lower walkway. A chest on a short spur north of that walkway holds Protective Overcoat x1, and at the walkway's west end a sparkle (F Examine, only when you stand right on it) gave a Tablet Shard. The walkway's east end is a dead end.
Mobliz Shipyard floor numbers 5, 3 and 8, Tablet Shard and save point
Reveal solution / story details
With the elevator powered, ride the centre elevator up. The three numbers painted on the floor are: 5 just outside the centre elevator's top stop, 3 on a walkway reached by a staircase down, and 8 on the east road of the upper floor. They add up to 16, which is the lever you need during the timed escape.
On the same upper floor a sparkle at the west end of the red container gave a second Tablet Shard on our run. The save point in front of the next elevator is where we saved before the Borin scene.
The timed escape from the Mobliz Shipyard (15 minutes)
Reveal solution / story details
Spoiler level: Chapter 2 story. The roof elevator brings you to Borin, who says the Invincible (an old airship Lid calls a very faithful replica) was dug up from the ground and needs the Heart of Babel to run, and that the Heart will be revived soon. The party is then identified as trespassers and warned the security system will attack at once unless they get out within 15 minutes. The objective becomes 'Escape before time runs out' with a 15:00 countdown (we saw 14:56 right after the scene) and the game autosaves.
The timer keeps running in fights and on the field. It pauses during dialogue and while the Esc menu is open. Escape in ordinary fights can fail (it then greys out for that battle). It took us several attempts: we lost time looking for the control panel, then walked into the blocked portrait hall.
Step one: ride the roof elevator down, go back to the centre elevator's top stop and let the scene play. Rain and Lid find that the power to the elevator has been cut and Lid says there must be a control panel nearby. This scene must play before anything else works. On a retry we went straight to the gate and it stayed shut until we had seen it.
The control room is the fenced enclosure just south of the painted '8'. At its gate Lid has Mechabo break the fence, and inside Lid complains about how many levers there are. Borin's note on the fence by the gate (F Examine) tells you to add the three floor numbers and pull the lever matching the total, warning of a bad time if you pull the wrong one. Levers are on the containers (pink lights, F Examine, then a Yes/No prompt). We saw levers 10, 12 and 16. Pulling 16, which is 5 + 3 + 8, cuts to the centre elevator with Rain saying it is back online, and the lever light turns green. We did not pull a wrong lever, so we can't say what one does.
Find the numbers 5, 3 and 8 on the floors (see the previous section) and add them: 16.
Go back to the centre elevator's top stop and watch the power-cut scene before anything else.
Go to the fenced control room south of the painted 8 and read Borin's note on the fence.Spoiler clip · Borin's lever note, with a floor number behind it · reveal
On screen: Borin's note on the shipyard wall: add up the three numbers on the shipyard floor, then pull the lever that matches that total; the wrong lever means trouble. The countdown reads 13:59 to 13:58, and when the note fades around 76 a large painted '8' is visible on the floor behind it, before the note reopens.
“Chapter 2 (Eternal Blue): Escape before time runs out pt. 1 – MQ | Final Fantasy Resonance PS5” by PanyapiN Gaming · Oct 23, 2026 · Full game on PS5, uploaded Oct 23, 2026; difficulty and version not shown
Mobliz Shipyard lever puzzle: which lever do you pull?
Reveal solution / story details
Pull the lever labelled 16. Its prompt asks whether to pull the lever labeled 16, and answering Yes cuts to the centre elevator and restores its power. The 16 comes from the three floor numbers 5, 3 and 8. We also saw levers labelled 10 and 12 in the same room but did not try them.
After the lever: the blocked portrait hall, Epimetheus and the cargo train
Reveal solution / story details
Spoiler level: Chapter 2 story. Go back out through the gate and ride the centre elevator down. Walking south along the ground-floor corridor into the portrait hall plays a scene of a hall full of security mechs. Rain and Lid decide the way you came is unusable. Do not stay there: it is a dead end for the escape, and it cost us attempts. Go back north to the plaza in front of the centre elevator.
At the plaza Lid says there must be another way and then spots a working elevator at the top of the grated ramp east of the centre elevator. Taking it triggers an event fight against Epimetheus (Lv.16) with two Security Eyes. Escape is greyed out. Rain and Lasswell reached Lv.18 after it; we did not record that fight's rewards. Afterwards Lid says a cargo train is stationed below and can be used to get out.
In the tunnel with the train a voice says there is no escape. It is Evan, Lid's brother. Lid asks whether he works with the Sworn Six and whether he is doing it for the money. When Evan gives the order to attack, Mechabo throws itself in front of the blast (a spoiler for Chapter 2). Lasswell tells everyone to board and not waste the sacrifice.
If the timer runs out the screen cuts to Security Eyes and mechs surrounding the party, the game says Rain and the others have been caught, and the escape restarts from Borin's warning on the roof with a fresh 15:00. It is not a game over.
After the lever, take the centre elevator down and skip the portrait hall (security mechs block it).
From the plaza take the working elevator at the top of the grated ramp east of the centre elevator.
Win the event fight against Epimetheus (Lv.16) and two Security Eyes.
Adrastea (Lv.16): HP, weakness and the charged blast
Reveal solution / story details
Spoiler level: Chapter 2 boss. On the moving train Lasswell warns that the machine behind you is pursuing, and Lid says you are done for if it hits you with its blast, so get it before it charges. The fight is Adrastea (Lv.16, type Machina); Escape is greyed out. Libra (Rain's Leah Vision, 1 MP) showed 25,000 HP, Machina, and six resistance icons we did not decode. Its Trait 1 reads 'Readies a special skill when stagger gauge is reduced.' Its drop is Lightning Scroll II, with no rare drop and nothing stealable.
Weakness: Thundara on it showed +50%, and after Thundara and Free Energy the affinity panel showed Water and Lightning icons. The datamine in the boss weaknesses section lists the same two elements.
The charge: Adrastea turns red and charges. Staggering it cancels the charge. When a charge went off on our first attempt it knocked out Lasswell, Fina and Lid in one hit; Rain then fell alone and the game showed 'The party has fallen...' with Retry, Load and Return to Title. Retry asks 'Retry this battle from the beginning?' and restarts the boss at full HP with the party restored.
What won on the second attempt: Shellga first (Rain with Leah, all allies), Siren (one summon hit 1,463 and inflicted Sleep), Thundara and Free Energy to build stagger, Climax Edge when staggered, Lid's Limit Burst March of the Machines and Lasswell's Null Moon (which makes the target easier to stagger for 3 turns), and Defend before the second charged blast. The party survived on 237 to 786 HP. Plan for a heavy hit and bring Phoenix Downs.
Retry is the first choice on the 'The party has fallen...' menu. In our run it brought up the confirmation 'Retry this battle from the beginning?' (the capture shows only the three-option menu) and restarted this boss fight from the start (Adrastea at full HP, your party restored).
Winning gave 2,250 EXP, 3,000 gil, 50 MRP and Lightning Scroll II x1. Fina was Lv.18 and Lid Lv.16 afterwards.
After Adrastea: the crash, Lazarov and the Wind Shrine objective
Reveal solution / story details
Spoiler level: Chapter 2 story. The brakes fail and the party braces for impact. A short cutaway shows Dr. Lazarov in a lab, with Evan watching, saying his soldiers are used for his experiments and that he got to test new toys. The train crashes into the Dwarven Forge, where Lid recalls an old tunnel that carried materials to Mobliz. Rain guesses the Sworn Six are heading for the Wind Shrine.
You then choose between going after them right away and resting to prepare first. Lid says to head north-east, the quest updates and the objective becomes 'Go to the Wind Shrine'. The game autosaves, and the System Menu here has Load but no Save. We took the first option; we did not test what the second option does.
How do you get to the Wind Shrine? The world-map road from the Mobliz Shipyard
Reveal solution / story details
Verified (first-hand, our play-test, full game 1.0.1.0 on Steam, October 25, 2026). Spoiler level: none for story; this is only the road. Getting there took us about 45 minutes of trial and error. The world map moves you along fixed paths, and pushing straight at a branch that sits at an off angle does nothing. The route below is the one that worked for us.
A route over the bridge top north of the Sanctum of Zidane, which a creator video shows a chocobo heading onto a green ramp (Community-reported (video)), never connected for us, and the cave mouths on the ledge east of that bridge were scenery only. The Wind Shrine sits at the north tip of the island. Its area card reads Recommended Level 18. Our party was Rain, Lasswell and Fina at Lv.19 and Lid at Lv.18 when we arrived; the road fights were three Ipooh (Fira on all helped) and one rare Metal Minituar.
Open the Destination List, go to the dungeons tab and pick Mobliz Shipyard, then use F Proceed to walk out over the entrance bridge onto the world map.
Follow the road down the loop south of the shipyard: south-west, south, then south-east and east.
Go east onto the green ridge behind the shipyard, then south down to a junction with a signpost.
From the signpost go east; the road turns north-east between rocks.
It opens into a green valley with a dirt road running north. Follow it straight to the Wind Shrine at the island's north tip.
Wind Shrine entrance: the scene, the first fight and the objective
Reveal solution / story details
Verified (first-hand, our play-test). Spoiler level: Chapter 2 story. Walking in plays a scene in the entrance hall: wounded shrine soldiers lie on the floor, and one says a violent gale came out of nowhere. A voice answers. It is Aether, who calls himself the Veritas of the Heavens, one of the Sworn Six of Paladia. He dismisses the party as earth-grovellers and promises no mercy. Rain answers that the Sworn Six killed Grandsheltian soldiers, including his own men. This matches the creator video we cited before (Community-reported (video)).
After the scene the game autosaves, shows the 'Wind Shrine - Recommended Level 18' area card and sets the objective 'Go deeper into the Wind Shrine'. A save point sits by the stairs in the entrance hall; see the save point section for how to use it. The first fight in the round room past the stairs was two Green Elementals (Lv.17) and two Headstones (Lv.16). Their attacks left a red status icon on everyone that we did not identify.
Wind Shrine walkthrough: the route to the save point and the Wind Crystal
Reveal solution / story details
Verified (first-hand, our play-test). We walked this route three times in all (the last two as replays, about 35 and 25 minutes), and it held each time. The shrine is a vertical maze of round towers joined by walkways, and the minimap reads as an 'L' on the west and a 'Y' on the east. Our wrong turns cost about an hour: the floor with the Tsukiyo no Tachi chest is a dead end, and the way on is the long stem of the Y going south.
The long straight staircase going south in step 7 also appears in Shiney's video at about 4:58:38 (Community-reported (video)); we did not use the video to find it. Lamps, lifts and floating pads are explained in the next section.
From the entrance stairs, go to the first tower. Examine its lamp post to raise a lift, then ride the lift up.
On the upper floor, take the floating pad across the gap to a junction landing beside a second hole.
Walk north-west along the walkway to a tower with another lamp, light it and ride the lift up.
Take the corridor south (there is a fight here), then east, and ride a floating pad up to the crystal landing.
Climb the big staircase going north-east to a tower with a third lamp, light it and take the lift up. The chest with Tsukiyo no Tachi is on this floor, in an alcove on the west side. This floor is a dead end, so come back down.
From the foot of the crystal-landing staircase, take the lower walkway under the stairs: east, then south along the right-hand rail.
Follow the long straight staircase south into a second room with two crystal planters and pillars.
Go west past the left pillar. The floating octagon pad sits beyond a low ledge; board it by walking south-west from just south of the pillar, then Examine to ride it across to a platform with two octagons.
Walk north onto the upper octagon and Examine to ride the lift up. Off the lift go east across the bridge a step, then take the stairs on the left up to a balcony.
The save point is on that balcony, at the foot of a long staircase going north. Climb the stairs and ride one more octagon lift up to reach the Wind Crystal chamber and Aether.
Wind Shrine lamps, lifts and floating pads: how do they work?
Reveal solution / story details
Verified (first-hand, our play-test). Each tower top has a hole in the floor with an unlit lamp post, a stone pillar, beside it. Examining the lamp lights it and raises a round lift with four green lights into the hole. Stand in the middle of the lift and Examine to ride it up.
Some lifts are floating pads that carry you across a gap to the next landing. To step off a pad onto the landing, walk off its top-right edge. We lost about 20 minutes trying other edges before that worked, so if you are stuck on a pad, try the top-right edge first.
Verified (first-hand, our play-test, Normal). Random fights come in mixed groups of two to four. Fira on all of them worked well for us, and the Siren summon stayed useful. The Fira (all) preview showed +50% on every enemy in the Green Elemental, Headstone and Bloody Eye groups; we did not decode what that figure measures, so we do not call it a weakness.
The fights we recorded paid about 108 to 232 EXP, 180 to 467 gil and 12 to 32 MRP each, with drops such as Echo Herb, Phoenix Down, Mist Potion, Hi-Potion and Wind Scroll I. Bloody Eye and Green Elemental groups knocked out Lasswell and Lid in one of our runs, so keep Phoenix Downs ready.
Enemy
Level
What we saw
Green Elemental
17
Fira on all showed +50%. Mixed groups with Bloody Eyes or Headstones, or four together, paid 224 to 232 EXP, 360 to 467 gil and 32 MRP
Headstone
16
Fought with Green Elementals or a Mini Dragon; Fira on all showed +50%
Bloody Eye
17
Winged eye. Blizzard and Blizzara showed Weak (Blizzara on one target previewed +350% stagger). One group cast Confuse on two party members; Esuna cured it
Mini Dragon
17
Fought in pairs and with a Bloody Eye or Headstone; Fira on all worked
Ninlil
16
Green and yellow wind elemental; one weakness shown as '?', and it resists Wind
Tsukiyo no Tachi: where is the Wind Shrine chest and what does it do?
Reveal solution / story details
Verified (first-hand, our play-test). Spoiler level: mentions the Chapter 2 boss Aether. The chest is on the floor at the top of the third-lamp tower (route step 5), in an alcove on the west side. Opening it gives 'Tsukiyo no Tachi x1'. It showed up in Lasswell's equip list with Phys. Atk. 52 and Mag. Atk. 36, and its tooltip says it halves damage taken from Wind attacks.
On Lasswell at Lv.20, compared with his equipped Ashura, Phys. Atk. went from 170 to 173 and Mag. Atk. from 129 to 131, but Speed dropped from 124 to 114. With it equipped, his affinities window showed a wind-resist icon. Aether's big attack is Wind, and Lasswell took noticeably less from it than the others did, so we fought Aether with it on.
Wind Shrine save points: where they are and what the menu offers
Reveal solution / story details
Verified (first-hand, our play-test). There are two save points we used: one by the stairs in the entrance hall and one on the balcony before the Wind Crystal chamber (route step 10). They are pink rings on the floor. Stand in the middle of the ring until 'Examine' appears; it only shows when you are in the middle, and our first tries on the edge did nothing.
The Save Point menu has three options. 'Save progress' saves the game. 'Rest in a tent' uses one Tent and fully restores HP and MP for the party. 'Teleport' returns you to the dungeon entrance. The save balcony is the place to rest and save before Aether.
Can you fast travel out of the Wind Shrine? Restocking at the Dwarven Forge
Reveal solution / story details
Verified (first-hand, our play-test). Spoiler level: mentions the Chapter 2 boss Aether. No. Trying to fast travel from the world-map view while inside the shrine gives the message 'Fast Travel cannot be used while you are in a dungeon.' The Quest log's 'To World Map' entry only opens the map view. Once you have been inside, the Destination List does list 'Wind Shrine 18', and fast travelling to it lands you in the entrance hall.
To leave, use the save point's Teleport option, walk out of the entrance with F Proceed, then fast travel from the world map. We fast travelled to the Dwarven Forge. Our shopping before the third Aether attempt: Phoenix Down x15 (20 held afterwards), Mist Potion x4, Tent x2, a Silk Robe for Fina (2,750 gil; comparison figures 45/57/16 against her White Dress's 37/51/14) and a Power Vest for Lid (2,500 gil; 57/48 against the Engineer's Jacket's 48/41). We had 8,417 gil left after the two armour pieces, before buying the Phoenix Downs, Mist Potions and Tents.
The Forge item shop's list on that visit is in the table. Prices are as our menus showed them on October 25 and may differ later.
Before the fight: what Aether says at the Wind Crystal
Reveal solution / story details
Verified (first-hand, our play-test). Spoiler level: Chapter 2 story. In the Wind Crystal chamber Lid spots the crystal and Aether descends in front of it. He says the party has lost its chance at mercy and that he will kill them and destroy the crystal so that the Invincible may fly again. Lid asks what he wants with the Invincible; he will not answer earth-dwellers. Lid says she means to inherit the name Cid one day. Aether reacts to the name, calls her clueless, says some things are better left unknown, and attacks.
Aether (Lv.18): weakness, minions and how to beat him
Reveal solution / story details
Verified (first-hand, our play-test, Normal, party Rain, Lasswell and Fina at Lv.19-20 and Lid at Lv.18-19). Spoiler level: Chapter 2 boss. Aether is Lv.18. His affinities start as '?' icons; after our first Blizzara hits, Ice showed 'Weak' (Blizzara on one target previewed +200% stagger). Every few turns the game says Aether summons a minion. Two kinds showed up: 'Aether's Minion' (Lv.18, a green wind elemental that Blizzara all also hit as Weak) and 'Aether's Guardian' (Lv.18). He also stacks buff icons on himself during the fight.
We never saw an HP number for him in our own play. A creator video's info card shows Lv.18, type Humanoid and 34,000 maximum HP, with a gold Weak badge on Ice and a null badge on Wind (Community-reported (video), PS5, PanyapiN Gaming); that matches the Ice weakness we saw, and we did not test Wind against him. A '[Counter] Magic Counter' banner appears right after a Gravity cast in that video; it doesn't show whose counter it is, and we did not see it. PanyapiN's Rain, Lasswell and Fina were Lv.22 at the end of the shrine in the video; ours were Lv.19-20.
Open Display Unit Info on Aether to check the card.
Hit the Ice weakness (we used Blizzara; the video clip uses Ice Splitter); skip Wind attacks, which the video card shows him nullifying.Spoiler clip · Aether's info card marks Ice as a weakness; an Ice Splitter hit follows · reveal
On screen: Ice Splitter is picked from the skill list ('Deal Ice physical damage to an enemy'), then Display Unit Info shows Aether's card: Lv.18, Humanoid, HP 23006/34000, a gold Weak badge on the Ice icon and a null badge on the Wind icon; the hit then lands for a total of 2691.
“Chapter 2 (Eternal Blue): Go deeper into the Wind Shrine – Main Quest | Final Fantasy Resonance PS5” by PanyapiN Gaming · Oct 23, 2026 · Full game on PS5, uploaded Oct 23, 2026; difficulty and version not shown
Aether's Heavenly Wind and what we lost to: Retry, Phoenix Downs and the winning plan
Reveal solution / story details
Verified (first-hand, our play-test). Spoiler level: Chapter 2 boss. His big attack is a party-wide Wind move named 'Heavenly Wind'. On Rain, Fina and Lid it took roughly 500 to 700 HP each and knocked out anyone below that; Lasswell with Tsukiyo no Tachi took noticeably less. Those figures are from our Lv.19-20 party on Normal.
We lost twice. In attempt 1 we got him to about a third of his HP bar with Blizzara from Lasswell and Fina, Siren, Lid's Limit Burst March of the Machines, Rain's Infinity Drive and Lasswell's Null Moon, which staggered him, but we ran out of our 5 Phoenix Downs. In attempt 2 (Retry) we got him near half, and two more party-wide wind attacks emptied the Phoenix Downs again. On the 'The party has fallen...' menu, Retry restarts the fight from the beginning with full HP and MP and the items you used in that attempt restored; we saw Phoenix Down back to x5 and Ether back to x10.
We won on attempt 3 after restocking to 20 Phoenix Downs and using 7 of them. Lasswell with Tsukiyo no Tachi cast Blizzara every turn. Fina alternated Cura on all and Blizzara, with Siren when MP allowed. Rain cast Cura on all whenever two or more allies were hurt. Lid dealt with minions. Anyone knocked out got a Phoenix Down right away, Ethers and Mist Ether went to Fina and Lasswell, and Limit Bursts (Null Moon, March of the Machines, Infinity Drive, Holy Ray) and Hibernal Fury were saved for staggers. It took roughly 25 minutes of turns. Fina's Medic list only unlocks Raise at Lv.23, so Phoenix Downs are what you have at this level.
Verified (first-hand, our play-test, Normal). Spoiler level: Chapter 2 boss. Beating Aether paid 2,982 EXP, 4,780 gil and 65 MRP, with a Stagger Finish Bonus, and one Sylph's Tiara. Afterwards Fina was Lv.20 (she learned Spicy Pose), Lid was Lv.19 and Fina's Noctis Vision reached Mastery Rank 4 (AP +8). We have not tested what Sylph's Tiara does or whether the drop is guaranteed.
Verified (first-hand, our play-test) for the scene after Aether. Spoiler level: Chapter 2 ending, including who Aether is. Aether collapses and drops his spear, and Lid stares at his face. The Wind Crystal flares into a whirlwind and Aether fades away in light. Far off, the Invincible airship lifts out of its dock and flies away. Fina asks Lid who Aether was, and Lid says it was the first Cid: she has looked at his portrait all her 18 years and could not mistake the face. Rain says the Invincible was heading toward Olderion, and Lasswell names it as the home of the shrine with the Water Crystal. Lid says she will go with them to find out what is happening with Cid, that they need an airship, and that she will power hers with this crystal, so they should head back to Dilmagia.
Verified (first-hand, our play-test). Back on the world map outside the shrine the game shows 'Quest Updated: Chapter 2 - Eternal Blue - Go to Dilmagia, the machinopolis' and autosaves. Fast travelling to Dilmagia plays a scene on the entrance street where Lid says she only needs a few last adjustments to the airship and walks off. The quest updates to 'Talk to Lid' and the game autosaves.
Verified (first-hand, our play-test). Lid is on a rooftop at the top of the industrial area. From the entrance street walk north up the main street through the loading fade, go right, up the stairs, then left and north to the rooftop; the minimap marker sits at the top. In the scene (spoiler summary) Lid says building airships is the one thing she can lose herself in, and that she was sure Evan felt the same. She asks why the first Cid is still alive, how he became Aether and what is going on with Evan. Fina tells her not to torture herself. Lid looks at the sky and says that even if Aether has changed his mind, she won't let his old words be denied. The card 'Chapter 2 Eternal Blue COMPLETE' then appears.
Straight after, Lid says the adjustments are done and they can take off at any time, and you get a choice to Rain's thought about being ready to leave: 'Ok!' or 'Hold on!'. We chose 'Ok!' and did not test 'Hold on!'. On the airship deck Lid says they will reach Olderion soon, and she and Rain talk about Evan. Then a box reads 'Lid's Strength increased by 3!'.
A creator video (Community-reported (video)) reported Lid's Magic going up by 3 instead. We do not know why the two differ; an earlier dialogue choice might decide which stat rises, but we have not tested that, so treat our Strength +3 as what one playthrough showed.
Our play stopped on the airship deck, heading to Olderion. The rest comes from the creator videos (Community-reported (video)), and we have not played it yet: Fina spots smoke from the back, the party ends up on a sandy shore, and Rain says they're alive thanks to Lid's piloting; the Chapter 3 summary calls it an emergency landing on the continent of Olderion. Chapter 3, 'Wardens of the Aquapolis', begins with 'Go to Olderion, the aquapolis'.
“Chapter 2 (Eternal Blue): Go to Dilmagia, the machinopolis – MQ | Final Fantasy Resonance PS5” by PanyapiN Gaming · Oct 24, 2026 · Full game on PS5, uploaded Oct 24, 2026; difficulty and version not shown
These weaknesses and traits come from NiaMeowDB's datamine (Community-reported; built from the game's files, no version stated); its levels and HP match the info cards above. NiaMeowDB lists the Lightning element as Thunder.
Adrastea (Lv.16) is weak to Thunder and Water, and readies a special skill when its stagger gauge is reduced; our own play showed Water and Lightning icons on its affinity panel and Thundara +50%. Aether (Lv.18) is weak to Ice and immune to Wind in the datamine, so leave Wind attacks out; it summons minions. Our own play confirmed the Ice weakness (Weak showed on Aether after Blizzara hit him) and the minions; we did not test Wind against him.
From our own play: Liquid Thunder (Lv.13) is weak to Earth and Mom Bomb (Lv.14) is weak to Water; each came from the weakness icon its info panel showed after we used that element. Neither is in the datamine list above, and we only tested the elements named in their sections.
Spoiler clip · Adrastea's info card with two affinities marked · reveal
“Chapter 2 (Eternal Blue): Escape before time runs out pt. 2 – MQ | Final Fantasy Resonance PS5” by PanyapiN Gaming · Oct 23, 2026 · Full game on PS5, uploaded Oct 23, 2026; difficulty and version not shown
Sources · 16Reported · Walkthrough · checked 26 Oct 2026 · Research checked 26 Oct 2026
Kingy play test: Final Fantasy Resonance full game, demo save transfer to Felicitas ↗First-hand play of the full game on Steam (app 3259780, Steam build 24250053, title screen 1.0.1.0) on the same Windows 11 PC and Steam account as the October 21 and 22 demo tests, keyboard, Normal difficulty, October 24, 2026. Covers the first launch of the full game with demo saves on the PC (automatic transfer), loading the demo autosave after Hell's Rider, the rest of the capital (shops and pickups), the sub-quest Dream of an Idealist from start to reward, Fina joining, the desert crossing to the Village of Kol and its chocobos, and the road to the Town of Felicitas and its equipment shop, with the party at Lv.9-11 and Fina at Lv.6-10. Screenshots of the game window, other windows masked; story cutscenes were skipped with the skip key. Play then went on that afternoon and evening through the Kolobos Ruins and its boss, The Hunger (party Lv.11, Fina Lv.9), back to Felicitas, its item shop and the start of the sub-quest Secrets Unearthed. Later that evening: Secrets Unearthed through to its reward, the desert crossing to Grandport Harbor (party Lv.12, Fina Lv.10-11), an optional Antlion battle we fled, Grandport's shops and notice board, the ship's captain who sets 'Visit Siren', and the sub-quest The Weight of Mercy from start to reward; Tronn's and Leah's Vision Details screens were read again. Play then reached the Grandport inn and the first floors of Siren's Tower (party Lv.11-13), where Leah reached Mastery Rank 6. Late that night: the rest of Siren's Tower, Gilgamesh (party Lv.13/13/12), Siren (Lv.14/14/13), the Moogle of Light in Grandport, the end of Chapter 1 and the start of Chapter 2 on Dirnado (Lv.15); from Siren's Tower onward, cutscene dialogue was read on screen. Later still: The Weight of Mercy completed in Felicitas, and its reward, the Iwakirimaru, inspected in Lasswell's weapon list; the tooltips of the weapons the party was wearing (Crimson Saber, Shiden, Reincarnation; likely their starting weapons, not confirmed) were read on the Equipment & Abilities screen. Fina on joining (Lv.6): Role Medic, skills Shining Arrow, Cure and Esuna, Limit Burst Holy Ray (Light magic damage to all enemies, scaling with sanctity). Played October 24-25, 2026: Chapter 2 on Dirnado from the landing pier to Dilmagia (shops, the Gather information leads, the shipyard), Lid joining at Lv.11, and Mt. Thunderclap (Recommended Level 13) through its paid 'easy route' to the boss Liquid Thunder (Lv.13); party Lv.15, Lid Lv.11-12, Fina Lv.14-15. The normal (unpaid) route over the mountain was explored for about 25 minutes without finding the way up, so it is not mapped. We used Shiney's video to find the boss's spot after not finding it ourselves. Played October 25, 2026: the Dwarven Forge (Borin, its layout, shops, inn, Moogle of Light, chest and back exit), the Mom Bomb fight (Lv.14) with our first Esper summon (Siren), the two Dirnado Sanctums of Light for the Zidane and Noctis Visions, Zidane's first awakening, and the world-map road to the Mobliz Shipyard (card Recommended Level 16) as far as its entrance scene and the Security Eye fight; party Lv.16-17, Lid Lv.13-14. We used Shiney's video for the Mom Bomb trigger spot and the Forge's back exit after not finding them ourselves, and to see the approach to the second sanctum. Played October 25, 2026: the rest of the Mobliz Shipyard (entrance hall, portrait hall save point, the offline centre elevator, the west lift, the generator-room power switch, the floor numbers 5, 3 and 8, Borin on the roof, the lever room and lever 16, the blocked portrait hall, the Epimetheus event fight, the cargo-train tunnel with Evan and Mechabo, and the Adrastea boss fight, Lv.16), ending at the Dwarven Forge tunnel and the objective 'Go to the Wind Shrine'; party Lv.16-18 and Lid Lv.14-16. The power switch was found and used in game. Later on October 25, 2026 (party Lv.18): the Forge corridor scene with Verun and the Chapter 2 sub-quests Arise, Mechabo! (completed), Lyrical Riddles (completed, including the Mobliz Shipyard portraits and the old man in Dilmagia) and the start of Mechabo Evolved (accepted, no hunt done), plus Quick Heal, field Phoenix Down use and the Dwarven Forge inn. Played October 25, 2026: the world-map road from the Mobliz Shipyard to the Wind Shrine (area card Recommended Level 18), the shrine's entrance scene, its lamps, lifts and floating pads, the route from the entrance to the save balcony (walked three times), the Tsukiyo no Tachi chest, the shrine's enemies, both save points and their menu, the Dwarven Forge restock, the Wind Crystal scene, Aether (Lv.18; lost twice, won on the third attempt) and the scene after him, then (October 26) Dilmagia, the rooftop scene with Lid, the Chapter 2 complete card and the airship deck up to Lid's Strength +3 box; party Lv.18-20 and Lid Lv.18-19. We never saw an HP number for Aether, and we did not test Wind against him or what Sylph's Tiara does. We used Shiney's video only as a cross-check for one staircase and to see a route we could not make connect. Played October 26, 2026 (same Steam install, Normal difficulty, keyboard; party Lv.19-22): the end of Chapter 2 in Dilmagia, the crash and the start of Chapter 3 on the Olderion Federation world map, Olderion (arrival, inn and save point, The Drofox Gazette Vol. 3, the leads, the jump-rope girl, Nichol on the canal pier), the road to the Cave of Waters (Recommended Level 20), Nichol joining and his two tutorials, the cave's boat rooms (Magicite Shard, Shuriken x3, Ice Scroll I x2 and Ninja Gear chests, two Tablet Shards, the pre-boss save point), Nichol's Lv.20 level-up screen, Fina's Lv.21 level-up screen and Noctis's Mastery Rank 5 screen, and five attempts at the Cave of Waters boss, Wave Lopros (four lost, the fifth won at party Lv.22 with Lasswell, Fina, Nichol and Rain; the result screen, rewards and level-ups were read in game). Later that day: the way out of the cave, Lid's Level Up screen at Lv.22, then Olderion again after the boss: the scene with Nichol and Luka, the Moogle of Light's Vision Enhancement screen, the three purification spots, the Olderion Tablet Shard, the scene with El, the point-of-no-return warning for Old Town and, after it, the first forced fight in Old Town against a Ribosome and two small monsters (the Old Town card reads Recommended Level 21). Then, still on October 26 (party Lv.22-24): the rest of Old Town with the party split (Rain, Fina and Lid), four more street fights including the Ogre Mage, an Ether chest, the Old Town save point and the soldier beside it, and the Water Dragon (two lost attempts and a win on the third; the defeat screen, the result screen and the growth screen were read in game), the story scenes after it and the objective 'Go to Lake Dorr'; plus Lid's Level Up screen at Lv.23, the Equipment & Abilities screens and Vision pickers for Rain, Fina and Lid, and the skill texts of Lid and Fina. Then, still on October 26 (party Lv.23-24): the Lake Dorr route (the Cave of Waters crystal chamber scene, the ladder shaft and its Tablet Shard, the world-map walk to Lake Dorr and its area card, Recommended Level 23), Leviathan (Lv.23; lost once with it near 30% HP, won on the second attempt after Retry; the result screen was read in game), the scenes after it and the growth screen, then Olderion again (Lid's scene, the quest-log summary and the inn) and the long Archwitch Fina story sequence. We skipped most of that sequence's text and rely on the quest-log summary for the twist, and we saw no playable battle in it. Last came the new goal 'Go to Waterfall Way', Archwitch Fina's Party screen at Lv.24 and the in-game texts of eight of her skills. We then played Waterfall Way to the Altar on October 26: the route and its two Tablet Shards, the Altar scene, the entrance link, four fights including Destroyer (Lv.24), Olderion's item and weapon prices, the Level 2 Limit Burst tutorial and more of Archwitch Fina's skill texts. We stopped before Warden's Cape. The Olderion inn price, its save point and the gondola Sailor's destinations were also noted. For the route we also glanced at text guides (RPG Site, Game8) that agree with the chest contents; they are not our evidence.Reported ·
Chapter 2 (Eternal Blue): Go to Dilmagia, the machinopolis – MQ | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video 1nJCTHqYRck, uploaded October 22, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 0:02 (world map of Dirnado, the Continent of Wind; HUD 'Chapter 2 - Eternal Blue', objective 'Go to Dilmagia, the machinopolis') and 1:12 (Lasswell plans to stock up before the journey).Walkthrough ·
Chapter 2 (Eternal Blue): Gather information in Dilmagia – Main Quest | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video VSP6BJ9ybXI, uploaded October 22, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 0:02–1:02 (objective 'Gather information in Dilmagia') and 2:02 (a Quest Updated banner: 'Find Lid at the shipyard').Walkthrough ·
Chapter 2 (Eternal Blue): Find Lid at the shipyard – Main Quest | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video VejdPI6pUu0, uploaded October 22, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 0:02 (objective 'Find Lid at the shipyard'), 3:32 (Lid points the way to the Wind Shrine over Mt. Thunderclap) and 4:07 (objective 'Cross over Mt. Thunderclap').Walkthrough ·
Chapter 2 (Eternal Blue): Cross over Mt. Thunderclap pt. 1 – MQ | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video RFNk5KxpjNU, uploaded October 22, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 0:02 (objective 'Cross over Mt. Thunderclap'), 1:02–2:40 (Lid offers to show the party an easy, nearly monster-free route for 1,000 gil; the party is told it doesn't have enough gil and to come back with more) and 2:50 (main menu showing 798 gil, Rain Lv.15).Walkthrough ·
Chapter 2 (Eternal Blue): Cross over Mt. Thunderclap pt. 3 – MQ | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video 3JDReH37Auo, uploaded October 23, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 1:02–5:00 (a long fight with a yellow, electric creature; a 'Charging electricity!' banner at 4:28; the creature's name label wasn't legible in the frames we checked) and 5:32 (Lid: there's now a path straight to the Wind Shrine).Walkthrough ·
Chapter 2 (Eternal Blue): Cross over Mt. Thunderclap pt. 4 – MQ | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video sAcCaSxScnU, uploaded October 23, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 0:02 (Sub Quests log: 'Elven Maven', Silvia seeking traces of elves turns to the Dwarven Forge) and 0:22 (Lid: the dwarves make airship parts only they can make).Walkthrough ·
Chapter 2 (Eternal Blue): Visit Borin at the Dwarven Forge – MQ | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video dtkaBz3lreI, uploaded October 23, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 0:02 (objective 'Visit Borin at the Dwarven Forge'), 4:07 (Borin offers to waive the cost of the airship parts) and 4:49 (quest log goal 'Defeat the monster at the forge').Walkthrough ·
Chapter 2 (Eternal Blue): Defeat the monster at the forge – Main Quest | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video qn7bx4OCU0E, uploaded October 23, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 0:02 (objective 'Defeat the monster at the forge'), 0:45–4:15 (battle with a large red, fanged fire monster, no name label in the frames checked; a robed figure with a staff fights on the party's side from about 1:40), 4:50–5:05 (smaller fire enemies; cards 'Great Bomb B' and 'Great Bomb C', Lv.14, with the label 'Lv.14 Great Bomb') and 5:18 (Growth screen: Rain Lv.18).Walkthrough ·
Chapter 2 (Eternal Blue): Report back to Borin – Main Quest | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video u6ah_-zVybM, uploaded October 23, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 0:02 (objective 'Report back to Borin'), 0:42 (a dwarf says the kidnapper is putting Borin to work at the Mobliz Shipyard), 1:02 (Rain suspects the Sworn Six) and 1:22 (world map pointing to Mobliz Shipyard).Walkthrough ·
Chapter 2 (Eternal Blue): Escape before time runs out pt. 2 – MQ | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video lpCzJBXO2po, uploaded October 23, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 0:30–3:30 (countdown 12:03 to 10:00, no time's-up state shown; 9:53 on the Growth screen at 3:42), 3:00 (Display Unit Info card 'Epimetheus', Lv.16, type Machina, and target label 'Lv.16 Epimetheus' on the mech), 5:23 (Evan orders 'Get them'), 8:40–10:03 (a second fight against a mech; at 9:10 its Display Unit Info card reads 'Adrastea', Lv.16, type Machina, HP 13950/25000; the robed figure is on the party's side), 12:03 (Dr. Lazarov) and 14:03 (Quest Updated: 'Go to the Wind Shrine').Walkthrough ·
Chapter 2 (Eternal Blue): Go to the Wind Shrine – Main Quest | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video QouxO4IMEZc, uploaded October 23, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 0:03 (objective 'Go to the Wind Shrine'), 1:03–2:03 (Aether is introduced as the Veritas of the Heavens, one of the Sworn Six of Paladia) and 2:30 (objective 'Go deeper into the Wind Shrine').Walkthrough ·
Chapter 2 (Eternal Blue): Go deeper into the Wind Shrine – Main Quest | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video rnuqOX16lQs, uploaded October 23, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: 0:03 (objective 'Go deeper into the Wind Shrine'), 9:45 and 10:28 (Display Unit Info card 'Aether', Lv.18, type Humanoid, HP 23006/34000 and 20107/34000; at zoom the affinity row shows a gold Weak badge on the Ice icon and a null badge on the Wind icon, and seven status-resistance icons we couldn't identify), 11:27–11:31 (a Gravity cast, then a '[Counter] Magic Counter' banner; whose counter isn't shown), 13:25 (Level Up), 17:32 (Rain: the Invincible headed towards Olderion) and 18:28 (world-map objective 'Go to Dilmagia, the machinopolis'; Rain, Lasswell and Fina Lv.22 and Lid Lv.21 on the main menu at 18:31).Walkthrough ·
Chapter 2 (Eternal Blue): Go to Dilmagia, the machinopolis – MQ | Final Fantasy Resonance PS5 ↗Community-reported (video), not a Kingy play test. Video RyQm0s1ULpE, uploaded October 24, 2026, one of the uploader's per-objective Chapter 2 videos (PS5). Frames checked October 24: despite its title this video covers the chapter's end: 0:03 (objective 'Go to Dilmagia, the machinopolis' with a Proceed prompt), 1:12 (objective 'Talk to Lid'), 5:52 ('Lid's Magic increased by 3!'), 7:02 (Fina sees smoke from the back of the ship), 11:42 (on a sandy shore, Rain: they're alive thanks to Lid's piloting), 12:52 (world map: 'Chapter 3 - Wardens of the Aquapolis', 'Go to Olderion, the aquapolis') and 13:05 (Quests menu with Chapter 2 - Eternal Blue complete; the Chapter 3 summary says Lid's airship made an emergency landing on the continent of Olderion).Walkthrough ·
Enemies: story bosses (NiaMeowDB) ↗Community-reported (datamine), not a Kingy play test and not affiliated with Square Enix. Enemy pages built from the game's files (/db/final-fantasy-resonance/enemies/<name>-<id>); no game version stated; its reuse page allows individual facts with credit. Checked October 25, 2026, one page per boss: Adrastea (407: Lv.16, 25,000 HP, Machina, weak to Thunder and Water, readies a special skill when its stagger gauge is reduced); Aether (409: Lv.18, 34,000 HP; 2063: Lv.46, 200,000 HP; weak to Ice, immune to Wind, summons minions); Water Dragon (2012: Lv.21, 24,000 HP, weak to Thunder, Water halved, Double Action); Leviathan (459: Lv.23, 40,000 HP, weak to Thunder, Water halved, weakened when the Orbs of Light are defeated, enraged if the battle drags on); Alluvion (411: Lv.26, 48,000 HP; 2065: Lv.48, 210,000 HP, First Strike; weak to Thunder, immune to Water, its special skill grows with each prism core, counters when KO'd); Ignis (413: Lv.27, 56,000 HP; 2064: Lv.47, 205,000 HP; weak to Water, Fire halved, enraged when attacked, rage intensifies when hit with its weakness); Emperor of Zoldaad (426: Lv.30, 52,000 HP, weak to Water, summons praetorians, Poison attacks); Lazarov (415: Lv.30, 45,000 HP, weak to Earth, summons experiments, Sleep attacks); No. 999 (2031: only a Lv.32 entry, 24,000 HP, weak to Wind); Slagworm (305: Lv.33, 90,000 HP, weak to Wind, immune to Earth, swallows a target); Liquid Flame (439: Lv.34, 78,000 HP, weak to Ice and Water, absorbs Fire, counters physical attacks, high physical defense); Tellus (421: Lv.39, 135,000 HP; 2066: Lv.49, 220,000 HP; weak to Wind, Earth halved, counterattacks when its rules of engagement are disobeyed); Archwitch Fina (416: Lv.38, 100,000 HP, weak to Water and Light, Dark halved, Paradise Lost strengthens Dark, full power at low HP); Lux (417: Lv.41, 125,000 HP, weak to Dark, Light halved, Blind attacks, dispels buffs, a powerful physical attack); Elfdrit (418: Lv.42, 120,000 HP, weak to Fire and Light, Dark halved, restores its stagger gauge, Poison, Sleep and Paralysis attacks); Archaeoaevis (448: Lv.40, weak to Wind, weakness changes, Double Action); Dad Bomb (446: Lv.40, 140,000 HP, weak to Fire, Ice halved, self-destructs at low HP, Double Action); Test Rider (160: Lv.40, weak to Earth and Light, switches between enraged and calm states); Yakhanati (250: Lv.40, weak to Wind and Dark, shifts between states that make physical or magic attacks ineffective); Arch Gargoyle (2058: Lv.40, weak to Wind and Light, revives the other Arch Gargoyle when alone); Dragon (443: Lv.42, weak to Thunder, a powerful breath when its countdown reaches zero); Gelidus (420: Lv.43, 200,000 HP, weak to Fire, Ice halved, Deprotega, behaviour changes when the whole party's physical defense is lowered); Umbra (2067: Lv.50, 260,000 HP, weak to Light, Dark halved, counters Light attacks, charges power when taking non-Light damage); Behemoth (422: Lv.52, 320,000 HP, weak to Wind and Light, Earth halved, extremely high physical and magic defense, Double Action); Sol (423: Lv.52, 210,000 HP, weak to Dark, the three traits on its Libra card); Left Hand (593: Lv.55, 60,000 HP, weak to Wind, resurrects when the Right Hand is defeated); Right Hand (594: Lv.55, 60,000 HP, weak to Earth); Chaotic Darkness (424: Lv.55, 180,000 HP, weak to Light, special skill with both hands present, counters when KO'd; 425 and 697: Lv.55, 320,000 HP, weak to Light, immune to Dark, 425 consuming The Keen of Fury to buff and heal at low HP); The Keen of Fury (690: Lv.53, 180,000 HP, weak to Earth, big attack and defense boosts at low HP). Not found: Prism Core, Wraith Praetorian, Byblos and the other four named foes of the last battle; a Lv.55 Sol entry (2068) lists 13,500 HP and isn't used. Pages: https://meowdb.com/db/final-fantasy-resonance/enemies/aether-409, https://meowdb.com/db/final-fantasy-resonance/enemies/mom-bomb-447, https://meowdb.com/db/final-fantasy-resonance/enemies/adrastea-407, https://meowdb.com/db/final-fantasy-resonance/enemies/water-dragon-2012, https://meowdb.com/db/final-fantasy-resonance/enemies/leviathan-459, https://meowdb.com/db/final-fantasy-resonance/enemies/alluvion-411, https://meowdb.com/db/final-fantasy-resonance/enemies/ignis-413, https://meowdb.com/db/final-fantasy-resonance/enemies/emperor-of-zoldaad-426, https://meowdb.com/db/final-fantasy-resonance/enemies/lazarov-415, https://meowdb.com/db/final-fantasy-resonance/enemies/no-999-2031, https://meowdb.com/db/final-fantasy-resonance/enemies/slagworm-305, https://meowdb.com/db/final-fantasy-resonance/enemies/liquid-flame-439, https://meowdb.com/db/final-fantasy-resonance/enemies/tellus-421, https://meowdb.com/db/final-fantasy-resonance/enemies/archwitch-fina-416, https://meowdb.com/db/final-fantasy-resonance/enemies/lux-417, https://meowdb.com/db/final-fantasy-resonance/enemies/elfdrit-418, https://meowdb.com/db/final-fantasy-resonance/enemies/archaeoaevis-448, https://meowdb.com/db/final-fantasy-resonance/enemies/dad-bomb-446, https://meowdb.com/db/final-fantasy-resonance/enemies/test-rider-160, https://meowdb.com/db/final-fantasy-resonance/enemies/yakhanati-250, https://meowdb.com/db/final-fantasy-resonance/enemies/arch-gargoyle-2058, https://meowdb.com/db/final-fantasy-resonance/enemies/dragon-443, https://meowdb.com/db/final-fantasy-resonance/enemies/gelidus-420, https://meowdb.com/db/final-fantasy-resonance/enemies/aether-2063, https://meowdb.com/db/final-fantasy-resonance/enemies/ignis-2064, https://meowdb.com/db/final-fantasy-resonance/enemies/alluvion-2065, https://meowdb.com/db/final-fantasy-resonance/enemies/tellus-2066, https://meowdb.com/db/final-fantasy-resonance/enemies/umbra-2067, https://meowdb.com/db/final-fantasy-resonance/enemies/behemoth-422, https://meowdb.com/db/final-fantasy-resonance/enemies/sol-423, https://meowdb.com/db/final-fantasy-resonance/enemies/left-hand-593, https://meowdb.com/db/final-fantasy-resonance/enemies/right-hand-594, https://meowdb.com/db/final-fantasy-resonance/enemies/chaotic-darkness-424, https://meowdb.com/db/final-fantasy-resonance/enemies/chaotic-darkness-425, https://meowdb.com/db/final-fantasy-resonance/enemies/chaotic-darkness-697, https://meowdb.com/db/final-fantasy-resonance/enemies/the-keen-of-fury-690.Reported ·
Final Fantasy Resonance Part 3 Chapter 2 Eternal Blue ↗Community-reported (video), not a Kingy play test. Video n9_2IIWXF0Y; upload date, platform and difficulty not read (the page text we fetched October 25 gave only the title). Moments we compared with our own play on October 25: about 31:28-35:00 (the creator pays Lid, then climbs the new ladder), 47:33-47:55 (the spot and lines of the Liquid Thunder event; the battle result there showed 1,570 gil and 49 MRP, with a Stagger Finish Bonus) and about 54:20-55:20 (the world map shows the objective 'Visit Borin at the Dwarven Forge', with Lid saying they will head there once past Mt. Thunderclap). Also compared with our play on October 25: about 98:35-98:55 (the spot that starts the Mom Bomb fight), about 1:58:35-1:58:45 (the Forge's back-exit corridor to the world map) and about 2:01:14-2:01:19 (the approach to the Noctis sanctum near the Mobliz Shipyard).Walkthrough ·
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