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World of Final Fantasy eGuide
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Contents

  • The Mechanics of Grymoire
    • Introduction
    • Control Mechanics
    • Menu Mechanics
    • Personal Mechanics
    • Adventure Mechanics
    • Battle Mechanics
  • Post-Ending Content
    • Introduction
    • EX Dungeons Tips
    • EX Dungeon A
    • EX Dungeon B
    • EX Dungeon C
    • EX Dungeon Z
  • Main Story Walkthrough
    • Prologue: Meet the Mirage Keepers
    • Chapter 1: Land of the Lilikin
    • Chapter 2: Foretold by Prophecy
    • Chapter 3: Old Acquaintances
    • Chapter 4: A Legendary Warrior
    • Chapter 5: The Champion Who Saved Grymoire
    • Chapter 6: Solace from the Ice
    • Chapter 7: The Thane and the Knave
    • Chapter 8: Buccaneer Blues
    • Chapter 9: The Low Seas
    • Chapter 10: Too Warm a Welcome
    • Chapter 11: Crimson and Azure
    • Chapter 12: Ribbit Jiggle Panic
    • Chapter 13: Castle in the Desert
    • Chapter 14: Lost Powers
    • Chapter 15: The Mako Reactor and the Black Mages
    • Chapter 16: Clash on Big Bridge
    • Chapter 17: Naught but Nightmares
    • Chapter 18: The Fell Spell and the Quacho Queen
    • Chapter 19: The Other Nine Wood Hills
    • Chapter 20: The Crimson Prophecy’s End
    • Chapter 21: Chaos in Grymoire
    • Castle Exnine
    • Postscript: Turn Those Corners Up
    • Hunt for the Black Fox
    • The Final Battle
  • Miniventures & The Coliseum
    • Introduction
    • Town Subquests
    • Intervention Quests at the Girl’s Tearoom
    • Battles at the Coliseum
    • Coliseum Battles: First Team Wave
    • Coliseum Battles: Second Team Wave
    • Coliseum Battles: Mirage Bouts
  • Mirage Manual
    • Introduction
    • Imprismable Mirages Part 1
    • Imprismable Mirages Part 2
    • Imprismable Mirages Part 3
    • Imprismable Mirages Part 4
    • Imprismable Mirages Part 5
    • Unique Mirages
    • Unimprismable Mirages
  • Encyclopedia
    • Abilities
    • Items
    • The Chocolatte Mart
    • Trophies
  • Introduction: Forever Fantasy
    • Foreword
    • Your Quirky Cast of Characters

World of Final Fantasy Guide › Main Story Walkthrough

Chapter 4: A Legendary Warrior

Reynn and Lann return to Cornelia just in the nick of time. The aggressive Bahamutian Federation forces have set up camp nearby, threatening a total invasion of Cornelia. Lann, being a surprisingly adept tactician, suggests a preemptive attack on the camp as the optimal course of defense. Princess Sarah hesitates, but she’s eventually convinced and puts her faith in the Mirage Keepers.

To the Watchplains

After speaking with Princess Sarah, make your way down Cornelia, toward the exit to the Cornelia Region hub. Before you leave town, a cutscene triggers with the Cornelian Brigade Captain, who informs the protagonists that he and his troops will join the fray when the time is right.

Save your progress at the Save Crystal at the bottom of the town steps, then enter the Cornelia Region hub. As soon as you enter the hub, you can see the Bahamutian encampment in the distance to the northwest. Enter the camp to join the battle between the two armies.

Action Checklist

1. Enter the Watchplains

2. Climb the Bahamutian encampment, defeating goblins and helping Cornelian troops

3. Defeat the Bahamutian Commander

4. (Optional) Imprism a black chocochick

Directly east of your starting point is a chest with three eye drops inside. Grab them, then talk to the Cornelian soldier just north of the gate for a tip on the blindness affliction that some of the goblins may inflict on you. He also hands you complimentary eye drops.

Continue and make your way north until you get to the midsection of the area. In the peninsula to the west here, there’s a treasure chest containing Girl’s Diary, Entry 1. This is just one part of a large series of entries detailing past events. You can read it by selecting it in the Key Items section of the Items menu.

Proceed to the northwest portion of the map. As you advance toward the bridge, approach the goblin hovering over a wounded Cornelian soldier to begin an encounter. Reynn states that the goblins’ keeper is close, judging by the chains linking them, so these goblins can’t be imprisoned just yet. Defeat the goblins, and speak to the soldier before crossing the bridge to receive three potions. Before climbing the staircase, open the treasure chest in the small nook located slightly southeast and obtain two ethers.

Now, cross the bridge and proceed to the next area of the Watchplains. There are two paths here. Take the path north past the wooden fences first, and keep following it until you’re interrupted by an encounter with a couple of goblins bullying a Cornelian soldier. Slay the goblins, then talk to the guard for a reward of three potions. Then, in a small alcove to the northeast, open a treasure chest to obtain a valuable Cure seed. If this is your first ability seed, a text tutorial displays, providing pertinent information. Place the seed in a Blank Space on one of your favorite Mirage’s Mirage Boards to gain access to a handy heal!

Return to the entrance of the area, and take the main path up the stairs. When you reach another Cornelian guard on a central platform, there’s a Treasure Trove in the nearby straw hut if you have a strolling Mirage with you.

Proceed to the next floor of the area. It looks like the Brigade Captain is having trouble with a group of goblins here. This encounter involves more types of goblins, including a red captain and goblin guard. Defeat them, and the Brigade Captain warns you of the Bahamutian leader confrontation up ahead.

Up another set of stairs is a group of guards fenced in with a goblin. You can’t interact with them in any way, but you can loop around behind the enclosure to open a treasure chest containing three eye drops around the back before you enter the next area.

In this area, begin heading east until you reach a path heading north. Inside this path is a hidden treasure chest containing two phoenix down. Pick them up, then climb the southeast stairs overlooking the battle zone. Proceed to the next platform, where you can help another guard on the field. Defeat the enemies and talk to the guard for a reward: an ether. Continue north, then take the stairs to the west up to a Save Crystal. There’s a boss battle soon, so now is a good time to save your game here.

Southwest of the Save Crystal through an opening in a fence, there’s a treasure chest holding three potions. Grab these before facing off with the boss in the middle of the platform.

As you approach the north half of this platform, a cutscene triggers between Princess Sarah and a giant goblin. The situation looks dire until a mysterious source of energy surges from the twins’ arms, awakening a dormant power within the Brigade Captain.

After Princess Sarah’s exposition on Mediums and Champions, the giant goblin and its keeper interrupt the party with a boss encounter.

Boss Battle: Giant Goblin and Bahamutian Commander

This boss duo doesn’t have any particular weaknesses or strengths, but they both possess strong physical attacks. You should be around level 6-8 around this point, and it’s recommended that you have access to the Protect ability, accessible from the copper gnome Mirage Board.

Taking out the Bahamutian Commander first makes the fight a bit easier since he has fewer hit points and the ability to cast Cure. Keep your health up with potions that you’ve collected along the way, and you’ll eventually be victorious.

Final Fantasy Origin—Warrior of Light

Although the Warrior of Light is represented by a singular Cornelian captain in World of Final Fantasy, the original Warrior of Light refers to the four player-created heroes from the original Final Fantasy. As in the original game, the Warriors of Light are prophesied to appear in Cornelia in order to rescue Princess Sarah from a dark knight known as Garland.

After you defeat the duo, a cryptic cutscene plays, introducing several characters involved in an ominous prophecy. Once the cutscene is over, a new text tutorial presents itself regarding combined abilities. Read this carefully. Combining abilities to create stronger ones is a powerful tool. For complete details of possible combined abilities, refer to the Abilities section in the Encyclopedia chapter of this guide.

Ability Combos in a Nutshell

The full list of unlockable abilities can be intimidating, but the gist of it all is this: including two or more instances of a similar effect generally produces a layered ability. Fire + Fire results in Fira, and Cure + Cure + Cura results in Curaga.

Physical attack combinations work a bit differently. Physical attacks are unlocked purely based on the Mirage type included in your stack and do not require any particular abilities unlocked from the Mirage. For instance, stacking a red captain on top of Lann’s Jiant stack unlocks the Cross Slash ability.

Now that you have defeated the goblin’s keeper (the Bahamutian Captain), you can now imprism the various goblins in the area. To see a list of Mirages, pause the game with the clickable touch pad button (the START button on PS Vita), then press . The Mirages Discovered list shows which Mirages you have either with you or in your Prism Case. Grayed-out ones are ones in the area that you’ve yet to imprism, so if you want to grab the goblin ones now, you can. Also, note that the list shows an empty slot for Mirages that you’ve yet to encounter.

There’s a hidden Mirage here in the Watchplains to be imprismed. You can do so now because you’ve cleared the area. Instead of taking the Exit Gate back to Nine Wood Hills, grab the two wobblestoppers in a chest behind a house to the northeast, then leave the area through the northwest exit.

This path takes you to a platform with a black chocochick idling in the field. Run up to it to force an encounter and imprism it. Its prismtunity condition is simple: just cast a healing spell or use a healing item on it. Do so by using the Classic battle menu type, and then pressing left on the D-pad after selecting the potion item or Cure ability.

It may take several prismtunities, so keep casting Cure on the black chocochick if necessary. The more you stack prismtunity conditions, the higher your imprism success rate becomes.

Once you’ve imprismed or defeated the rare chocobo, open the treasure chest behind it for a whopping ten ethers.

When you’re ready, return to Nine Wood Hills through the Exit Gate created for you after the giant goblin encounter. At this point, if you return to the North Promenade, a cutscene with a tonberry triggers, introducing you to the Coliseum. The Coliseum is an optional set of battles that are unlocked through main story progression. It’s a convenient way to find Mirages to imprism that eluded you during a main story mission. For details on specific arena battles and rewards, refer to the Battles at the Coliseum section of this guide. You can come back later to challenge yourself when you’re more prepared.

For now, take the Exit Gate from the Coliseum and return to Nine Wood Hills. Then, take the Gate in Sylver Park back to Cornelia, concluding the chapter. For extra credit, you can return to Cornelia and accept the Miniventure quest, “Who Watches the Watchplains?”, from a townsman at the base of the stairs near the Save Crystal.

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