Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

06A: Sun-dappled Flight

Final Fantasy XIII Walkthrough and Guide

by CMBF  

 
Print page (no screenshots)   |   Print page



06A: Sun-dappled Flight


A strategic retreat

We now cut to a CS of Van and Sazh, who are in a beautiful woodlands area with lush green vegetation and colorful flowers - a virtual paradise compared to where the rest of the party is!  Van plays her role as the ditzy teenage girl to the hilt, claiming that the route she chose had nothing to do with knowing where she was and everything to do with the smell of the flowers.  While they are sniffing flowers a squad of airborne troops rips overhead, leaving them speculating about what has happened to the team.

Van suggests that they run away in the opposite direction, and Sazh speculates that heading in that direction will take them to Nautilus.  This signals the end of a chapter, and you unlock a new Trophy/Achievement: Instrument of Survival.

This is our first opportunity to apply the large bank of CP we have accumulated to our jobs for Van and Sazh, so we should do that now!  When we start they are at Level 1 for their jobs but not capped, and after you apply your CP, Van is now Level 2 Ravager, Saboteur, and Medic all of which are capped at Stage 4, with a large chunk of CP left over!    Sazh is Level 1 Commando capped at Stage 4, and Level 2 Ravager and Synergist capped at Stage 4, and has also unlocked an extra Accessory Slot.

Both of them have a healthy chunk of CP left over, which we will add to in the fights ahead, so all things considered the team is in pretty good condition and position, and we have a good handle on the game so far!  The early grinding that we did will help stave off repeating that for a while, which is nice.

We are playing as Van now, so go ahead and follow the path, making the first jump and moving to engage a new mob: Flandragora.  Ahead on the path is a group of Hedge Frogs, followed by some more Flandragora on the left fork of the split ahead.   Just past the Flandragora is a Treasure Sphere with half-a-dozen vials of Mysterious Fluid.  This branch is a dead end so head back to the main path and follow it around to a mixed fight with a Flandragora and some Hedge Frog sand then a group of four Hedge Frogs.  A solo Flandragora fight caps off this section of the path for an easy 32CP.

The next Treasure Sphere gives up a Beladonna Wand - which is one of Van's weapons - and you can now hit the nearby save point to preserve your progress!

A horde of Gremlins is your next fight - and if you have not fully ID'd them back in Chapter 4 now would be a good time to do that if you can...  Several groups of Flandragora wait for you in the next section, along with a Treasure Sphere containing a Procyons, which is one of Sahz's weapons!

Another pack of Gremlins waits ahead, and past them yet another pack on the fork to the left.  At the back of the split is a Sphere with a Doctor's Code - which should be a duplicate since we already have one of those!

At some point - and I am really not all that sure when that was - we picked up cards for two new shops, one called Magical Moments, and one called Creature Comforts - and the rest of the shops save for Lenora's Garage have new inventory added to them.  You might want to take a look to see what they have now - or not...



 
 
Need some help with this game? Or can you help others?
Click below to go to our questions page to see all the questions already asked and ask your own.
PS3 | Xbox 360

Comments for 06A: Sun-dappled Flight

 
 

No comments yet. Tell us what you think to be the first.


Table of Contents Close