Prima Games eGuides Tales of Xillia 2 eGuide

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Tales of Xillia 2 eGuide 3 Walkthrough Walkthrough

CHAPTER 14: The Mission Complete 2

Dungeon

Underground Training Grounds (2)

Required Teammates

Ludger Jude or Milla Gaius Muzét

Inn Price

Elemental ore

Enemies Level

63–67

Cats

Boris

Enemies
Spirius Axe Beak

Type

HP 6741
Weak
Strong
Spirius Meniphto

Type

HP 6741
Weak

Strong

Spirius Gunner

Type

HP 5914
Weak

Strong

Spyrix Sentry 1.0+

Type

HP 12720
Weak

Strong

Escape Through the Underground Training Grounds

As soon as you step foot into the Underground Training Grounds, a forced battle occurs with several mechanized foes. These are the same enemies you will encounter in the rest of the training grounds. The “big guns” down here are the Spyrix Sentry 1.0+ which have a lot of HP and a huge turret. Not only will this foe fire a huge green laser, but the turret will spin around, covering the battlefield. Block the large beam and make sure to link up with a partner using the Act Together option. The goal is to pummel the robotic machines and interrupt them before they have a chance to fire their guns.

This area should be familiar from when you received training from Bisley. Just like before, use the terminal to activate the room lift.

The place is shut down and you can’t go anywhere unless you use the terminal at the top of the stairs. The obvious choice is Active Battle Training Mode, which will populate the four rooms with enemies that must be destroyed to unlock each subsequent section. However, if you checked in the DODA room and have the emergency code, you can use the Enter Code option to input the numbers that will make the machines self destruct. Not only do you not have to battle tons of robots, but you can still pick up the items they left behind when they are destroyed!

Fight your way from room to room (or just use the code) and when all the doors are unlocked, you can enter the caverns of the Underground Training Grounds. Ludger has come full circle, returning to the spot where this long journey began. The familiar Spirius Axe Beaks join the robot foes in this section and unfortunately the big green birds have no weaknesses.

It is tempting to make a quick escape to the northeast, but there are several great treasures to plunder (if you didn’t collect them before). Also, go to the lower sandy area and look for a small cave where you can find Boris with its valuable Item Quest collar.

The escape plan was great, but Rideaux and Ivar prevent your final departure.

Bonus Scene: Muzét (completed Muzét Episode 1)

Maybe I’ll kill him.

L1: Milla wouldn’t want that. (Muzét affinity +500 )

R1: That’s going too far Muzét. (Muzét affinity +300)

Boss Rideaux

Level 64–68
Iron Stance 100
HP 207690–219282
Weak

Strong

Drop Vitality Ring (100%)/Skill Tome: “Beyond Linking” LU (100%)
Steal

Boss Ivar

Level 63–67
Iron Stance 0
HP 84588–89376
Weak

Strong

Drop Win Stick (100%)/Psychic Ring (100%)
Steal

Engage your Foes in Order of Their HP

Spike Whip is a mystic arte that can be launched off of Infusion during the boss’s Over Limit. When your enemy is in Over Limit, use free run to flee.

The Phantom Edge attack can’t be blocked, and if you’re hit, Ivar will be able to get behind you for follow-up attacks. Link with Muzét and use her Support Warp ability to evade this and other artes like Tornado Drive.

Before you jump into battle, notice that you’re facing a large group of foes here, and any attempt at attacking the bosses directly could leave you surrounded. Instead, start by picking off the Spirius Agents and Spirius Female Agents.

Next, turn your attention to Ivar, and finally Rideaux. In this battle, it’s difficult to maintain a combo without enemy interruption. Both foes are weak to Wind, so use Lunar Reflection to launch a combo, and mix it up with attacks of various elements to head off any attempts at a counterattack.

Bonus Scene: Gaius (completion of Gaius Episode 2)