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10B: The Power Within

Final Fantasy XIII Walkthrough and Guide

by CMBF  

 
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10B: The Power Within


Ooze Battle

As the CS ends another confrontation begins - so be prepared to fight your way through the area and to ID the mobs we have yet to ID!  Before you follow the path down though, turn around and clear this upper deck of mobs first!  Once you have them well in hand, head down the stairs along the path to confront a Pulsework Knight and a Circuitron - the later being a new mob for us so be sure to ID it!

There are two Knights in the corner guarding a Treasure Sphere, so kill them and grab the Heroes Amulet from the Sphere.  Head up the stairs and around and take out the pair of bombs and the Knight, then head around and down to take out the trio of bombs and grab the 8 Bomb Shells from the Treasure Sphere.  Backtrack back on to the path and fight your way along to the save point and use it!

Ahead of you down the stairs is a pack of Noctilucale (Glowing Snail Thingy's) which are new to us, so make sure that you ID one, and then head towards the back of the area and the tunnel entrance on the far side (the deeper one) in which you will find a group of green glowing Phosphoric Ooze and some of the snails.  Make sure that you ID one of the Ooze as it is new to us, then grab the Saint's Amulet from the Treasure Sphere in the rear of the tunnel.

Now fight your way along the path (the tunnel to the left) to the end - there are two routes you can take, both of which use jump points.  The path continues to the left, but we want to take the right hand jump point first - so that we can backtrack into the other tunnel and grab the 10 vials of Medicinal Oil from the Sphere there.  Now we can backtrack to the split and take the left-hand jump point and follow the path.

You may have noticed that one of the Ooze we just fought was different than the others - it was in fact an Alchemic Ooze - so try to ID it - if you have been following the walkthrough you should now unlock the Trophy/Achievement "Loremaster" (Discern the full attributes of 100 enemies - which is worth 80 GP, a fairly hefty number for this game).  At the end of the tunnel is a jump point - follow it around to the split and cut to the right to grab the Rainbow Anklet from the Sphere there before you continue on and use the save point just ahead.

When you head through the door ahead you will find yourself facing two mobs we have not seen before - one called Skata'ne, the other called Stikini - bird-like creatures that have a sort of drunken boxing style to them.  These two are actually pretty nasty, with disabling and poisoning attacks and they can do a fair bit of damage if they both target the same member of your team - fair warning here mate, you will want to keep an eye on health bars.

The battle should not take too long - they can dish out some hurt but they have really poor defenses, so you should be able to take them down even if you have to switch to the medic deck the whole time!

Hit the nearby jump point to go down and fight another Skat, then follow the path for another double fight,  As you follow the ledge to the right you will note that there are two jump points here - the first takes you to the ledge below the one you are on and gives you access to the bridge from this side of the area.  The other one takes you down to a ledge on the other side, that leads to the far side of the area and the door that continues along the path, so in theory if you wanted to avoid the fight on the bridge you can take the second jump point to do that - but why would you want to avoid a fight?!

The fight on the bridge is with the pair of the birds and a bomb, and once you are done you can head through the nearby door and hit the save point mid-way down this hall.   If you check the Crystarium now you will get the notice that all of the jobs are now unlocked, and that you can learn new jobs simply by learning one of the abilities connected to a new job.  What that means in simple terms is that if you wanted to you could burn through your banked CP to level the new jobs...

At the moment Lightning's jobs are Commando, Ravager, and Medic, and they are all capped off at Level 3 Stage 7.  Getting another job to that cap will take an enormous amount of CP - getting all of the jobs to that cap level will take a Gi-normous about of CP!  Clearly that is not something we want to do at this moment - rather that is a task we should save until we are in a really good grinding spot where we can pull in major CP with minimal effort, so for now I plan to stick with the jobs that I have on my team members and worry about adding and capping new ones later.  I suggest that you do the same?

The next set of doors triggers a CS in which we discover some more large living war beasties that are in suspended mode... Until we step forward that is!  This mechanical monstrosity is called a Berserker and it is, as you no doubt suspect, something of a piece of work to fight and dangerous.  Lightning tells you that you can win if you stay focused - not bad advice really!

Obviously getting it staggered as quick as you can is the way to go, so you will want to use potions to spot-heal instead of shifting to Medic really often.  The fight took a little longer than I was expecting, and when the thing hit hard it hit very hard!

After you defeat both Berserkers hit the Treasure Sphere in the corner for its Rigel (one of Sazh's Weapons) and then go through the door nearby the sphere and activate the controls to lower the lift and use the save point just outside the lift at the bottom.

You are entering another train station platform - to the far right on the first track is a Treasure Sphere but before you empty it you need to kill the trio of Imp's here - and as these are new to us try to ID them as well!   The Sphere has an Auric Amulet in it, so go ahead and grab that.

On the other side there are some Imps and Phosphoric Ooze to kill before you head into the tunnel they were guarding and continue along the path.  As you follow the path you will encounter more Ooze and Imps, but these will not be a problem for you.  Ahead the track is blocked and you need to cross to the other side and double back, but first you have to defeat the Greater Behemoth here - you want to try to ID that one as well as it is new to us.

He hits pretty hard with that saw blade hand but you should be able to complete that fight by spot healing with potions.  You will face more Ooze and Imps before you jump down to another Treasure Sphere and grab the Alcanto from it (one of Hope's weapons). 

On the platform ahead are more of the snails - and mind their poison as it can take you down pretty quick if you are not paying attention.  Jump to the next platform to fight some snails and another Greater Behemoth.  That one did not seem as tough as the previous one to me fight-wise, in fact he went down pretty quick, and once you take him down you should grab the 7 Gargantuan Claws from the Treasure Sphere nearby. 

You can avoid the fights here entirely by simply taking the stairs down instead of jumping up to the platform if you want to, but you will miss out on the claws if you do that...  Now jump back down and take the stairs to the far platform, where you will fight another Greater Behemoth - maybe it is just me but didn't that one seem even weaker than the previous two?

Down at the next platform is yet another Greater Behemoth, but this one has some Imp buddies with him.  This fourth one was a little tougher - it actually healed itself nearly to full health when it was almost dead, something I did not notice the other BG's do...

At the end of this track are four more Imps guarding a Treasure Sphere - make quick work of  them and then grab the Metal Armband from the Sphere!  Snag the Ethersol from the Sphere on the platform beside the save point and then use the save point before you continue along the path and trigger a CS.

Snow recognizes a Sanctum Officer standing on the platform ahead - Cid Raines - and Lightning goes a little postal on him!  It turns out that Cid is also a L'Cie, and he fills you in on the 4-1-1 of the events and what amounts to your destiny.  It is not a pretty picture.  A big chunk of the plot gets revealed here, and we learn why things are the way that they are.  Cid's position on this is clear - he wants to see Cocoon fall because he wants to see the Maker returned to the world.  The phrase psychopath does not really do justice to Cid, you know what I mean?



 
 
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Comments for 10B: The Power Within

 
 
2 comments, latest first.
 
Sep 25th 2015 PotentialTalan
The birds you run into are similar to the ones we met way back now there is one with a 4 point throwing star thing or a angled plus on his back. That one is your leader so take him out first before the others since it can coordinate attacks then mop up.
ID #611422
Mar 21st 2013 Guest
"but we want to take the right hand jump point first - so that we can backtrack into the other tunnel and grab the 10 vials of Medicinal Oil from the Sphere there." at this spot, there is a good CP farming spot. just descend the jump point, then go back up, and they will have respawned. an easy 784 cp.
ID #265876
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