GameFAQs_ Final Fantasy Type-0 (PSP) FAQ_Walkthrough by Phillnanas

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guide for ff type 0 hd

Transcript of GameFAQs_ Final Fantasy Type-0 (PSP) FAQ_Walkthrough by Phillnanas

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Hosted by GameFAQs Return to Final Fantasy Type-0 (PSP) FAQs & Guides

Final Fantasy Type-0 FAQ/Walkthrough by PhillnanasVersion 1.8, Last Updated 2015-05-15

Table of Contents

1. Introduction - Guide Mechanics2. Copyright3. Allowed Sites4. Version History5. Special Thanks6. Controls7. Pause Menu8. Battle System9. Class Zero

1. Ace2. Deuce3. Trey4. Cater5. Cinque6. Sice7. Seven8. Eight9. Nine10. Jack11. Queen12. King13. Machina14. Rem

10. WALKTHROUGH11. Chapter 1: War - Three Hours that Changed The World

1. Mission 0:12. Chapter 2: Raise the Vermilion Banner

1. First Break - 6 Hours2. Mission 1: The Cadets' First Deployment3. Second Break - 12 Hours4. Mission 2: Operation Reconquista (RTS)5. Third Break Part 1 - 1 Day, 12 Hours6. Optional Dungeon: Corsi Cave7. Third Break Part 2 - 1 Day, 4 Hours8. Mission 3: The Capture of Togoreth Stronghold

13. Chapter 3: Weapons of Mass Destruction1. Fourth Break - 3 Days, 12 Hours2. Mission 4: The Infiltration of Iscah3. Fifth Break - 3 Days, 12 Hours4. Mission 5: The Infiltration of Iscah

14. Chapter 4: The Last Queen's Return to Oblivion1. Sixth Break - 12 Hours2. Mission 6: Escaping the Imperial Capital3. Seventh Break - 8 Hours

15. Chapter 5: The First Battle of Judecca1. Eighth Break - 4 Days, 12 Hours2. Optional Dungeon: Northern Corridor3. Mission 7: The Reclamation of Eibon (RTS)4. Ninth Break - 4 Days, 12 Hours5. Mission 8: The Battle of Judecca

16. Chapter 6: Terra Mortis - Khalia's Decision1. Mission 9: The Clash on Big Brige

17. Chapter 7: Fate of the Crystal - The Endless Battle1. Tenth Break - 7 Days, 12 Hours2. Mission 10: The Kingdom's Final Hours (RTS)

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3. Eleventh Break - 5 Days, 12 Hours4. Expert Trial: Operation Homecoming5. Optional Dungeon: Silent Key6. Mission 11: Capturing the Imperial Capital

18. Chapter 8: Verdict: Finis1. Mission 12: Invasion of the Rursus

19. RUBICUS1. Chocobo Breeding2. Phantoma3. Enemy Compendium

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Introduction - Guide Mechanics

Hello everyone, and welcome to a my new guide, Final Fantasy Type-0 HD. Type-0 was originally called Final FantasyAgito XIII. It is part of the Fabula Nova Crystallis: Final Fantasy series; this is the same series as Final Fantasy XIII and, atthe time, Final Fantasy: Versus XIII (now known as Final Fantasy XV). It came out on the PSP on October 27, 2011, butonly in Japan. That version is NOT what this guide covers (though it could possibly still be used for it). Instead, this guidecovers the March 17, 2015 HD release on the PS4/Xbox One. Note that I am writing this, playing the PS4 version.

The way I usually write my guides is I like to mention events and side-quests as they come along, and give you the besttimes to do them. Normally, I do not like making people jump all over my guide to find one deal or another. However, this ismy first "Formatted" guide, and links are available. Due to this, I will not implement everything within the Walkthrough, butinstead have words that link to an area, and then back from it if necessary. For example, there will be a link to the firstenemy you come across, an Imperial Soldier. The link will jump you to its stats in the Enemy Compendium; then, so youdon't have to find your way back, there will be another link below the stats that will jump you back to the area the originallink is in. Know that for Type-0, it does require multiple playthroughs in order to complete it all. Obviously, I will not rewritethe entire guide for that, but I will mention what changes should be made as you go along in your next playthrough(s).

What this guide includes: Please note, this is still a work in progress. Once finished, it will include all of this.

Full WalkthroughComplete Side-Quest and Dungeon CoverageOptimization of Free Time Tasks and EventsAll l'Cie Crystal Locations

Copyright

Final Fantasy Type-0 HD was developed by Square Enix, and is copyrighted in 2015. All rights reserved. The official guidewas used only to implement specific stats on enemies and Phantoma.

As you all already should know, please don't copy/repeat my text anywhere and claim it as yours. I played this gameinside and out, and put a lot of work into this for your enjoyment. If you would like to post this on your site, I'm pretty lenientwith that. Just let me know and I'll give the okay, just as long as you credit it and don't change the format/wording in anyway. Thanks!

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Allowed Sites

In this list are the sites that have asked for, and have been approved to use my guide. Know that GameFAQs is always thefirst place it is published. If you see this guide anywhere else, let me know at phillnanas [at] yahoo [dot] com.

GameFAQs.com

Version History

Version 1.0Submitted April 14, 2015Pre-Guide Information ImplementedWalkthrough: Chapter 1Walkthrough: Chapter 2Corsi Cave DungeonRubicus section started

Version 1.2Submitted April 19, 2015Pre-Guide: Trying a new character Ability layout (test on Ace)Walkthrough: Chapter 3More l'Cie Crystals implemented within the Walkthrough section

Version 1.5Submitted April 24, 2015Pre-Guid: Two more Ability layouts implementedWalkthrough: Chapter 4Walkthrough: Chapter 5More l'Cie Crystals implemented within the Walkthrough sectionNorthern Corridor Dungeon

Version 1.7Submitted May 6, 2015Walkthrough: Chapter 6Walkthrough: 80% Chapter 7More l'Cie Crystals implemented within the Walkthrough sectionSilent Key Dungeon - Obtain something very special

Version 1.8Walkthrough: Chapter 7 finishedWalkthrough: Chapter 8More l'Cie Crystals implemented within the Walkthrough section

Plans for next updateRubicus: All Crystal LocationsRubicus: All Dungeon Locations (with simple walkthroughs for now)

As always, let me know if you have any tips or tricks, and I will implement them with a thank you to your user name (or realname, what have you).

Special Thanks

Any corrections, tips, and tricks that I found appropriate have been implemented within the Walkthrough, with your namenext to it.

Kythlyn - Thank you for your support and upbeat email messages that helped keep me going.Franklin S. - Thank you for pointing out that Mutsuki's Task of defeating a Malboro actually appears after "Retreatfrom Roshana" first.Tyrlian - Thank you so much for helping point out how to easily obtain Mauve Phantoma in Chapter 7, 10th break.Xaros Xaros - Thank you for pointing out the issue with the 5th Break, and how they were a little off. That has not becorrected.

Controls

Please remember that I am playing the Playstation 4 version of this game, so control inputs will be labeled as sothroughout the walkthrough. It should be easy enough to match the corresponding controls on the Xbox One.

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Button Field Controls Menu ControlsLeft Analog Stick Moves Character N/ALt-Stick + Circle Dodge Roll N/ARight Analog Stick Moves Camera N/AR3 Resets View N/AL1 Draw / Sheathe Weapon; Cancel Charge Tab LeftR1 Lock On Tab RightR1 + Rt-Stick Change Target N/AL2 / R2 Change Target N/AD-Pad Show Subcommands Sub-Menu SelectionX Talk / Inspect; Command 1 SelectO Defense Command Go BackSquare Normal Attack; Harvest Phantoma N/ATriangle Command 2 Info Tab: Legend; Squad Tab: Extra InfoOptions Open Menu Close MenuTouch Pad SO N/A

Pause Menu

Pressing "Options" will open the Pause Menu. You will see tabs up top. Press L1 or R1 to toggle between the tabs.

Info

Pause - Pause the game. Caution: The game will still run in the background otherwise. If you need to dosomething during a battle, make sure to press this!Request - Check current request status.Expert Trial - Check current expert trial status.Map of Orience - Shows you the map you are in.Return to Title - Takes you back to the title screen. Caution: Make sure you have saved before doing this, else youwould lose all your progress since your previous save.

Items

Items - Manage item list.Use - Use item.Sort - Reorder list (auto or manual).Equip - Equip item for use during combat with D-Pad Up, Left, or Right.

Weapons - Manage weapon list.Confirm - Confirm list data.Sort - Reorder list (auto or manual).

Accessories - Manage accessory list.Confirm - Confirm list data.Sort - Reorder list (auto or manual).

Phantoma - Manage phantoma list.Confirm - Confirm list data.Sort - Reorder list (auto or manual).

Chocobos - Manage chocobo list.Confirm - Confirm list data.Sort - Reorder list (auto or manual).

Squad

Active - Check status of active members. Can change depending on current number of members in your party.Press Triangle to toggle between current equipment/attacks, to a full list of available abilities.Reserves - Organize reserve members. Can only check the status of each member in your reserves. Again, youcan press Triangle to toggle information for each character.

Preferences

Controls - Adjust control settings.Y-Axis - Adjust the camera's vertical movement.

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X-Axis - Adjust the camera's horizontal movement.Command Layout - Select a command layout. (Currently Type A). This is used for your commands duringbattle. Find what fits your style best.Lock On - Adjust targeting controls. (Currently Hold R1). I HIGHLY suggest you change this to Press R1.This way, you just need to press R1, and then let go.Subcommands - Adjust subcommand controls. (Currently Press D-Pad at any time). Find what fits yourstyle best.Reset - Restore default settings.

Options - Adjust various game settings.BGM - Adjust BGM volume (background music).Voice / SFX - Adjust voice and SFX volume (sound effects).Audio - Adjust the language spoken in-game (only via "Options" on the title screen).Text Speed - Adjust the speed at which text displays. (Currently Instant)Subtitles - Turn cutscene subtitles on or off. (Currently off)Names - Include character names with subtitles. (Currently on, but only shows if subtitles are on.)Backup from Akademeia - Select whether or not you receive backup from Akademeia on missions.(Suggest Refuse)Backup Confirmation - View and adjust the support settings at the start of missions. (Currently On)Backup Display - Change display settings for Support Personnel units. (Currently Silhouette)Reset - Restore default settings.

Brightness - Adjust the brightness level.Brightness - Adjust the brightness so the image on the right is barely visible. (Should have been done atstartup.)Reset - Restore default settings.

How to Play

(Basically the controls. Can come to this when you need a refresher.)

Save Point Menu (Relic Terminals)

Assignment - Adjust active squad. Set your active leader. This will also change the character model that runsaround.Reserves - Organize reserve members. Reorganize reserve members by selecting cadets with X, and then movethem around in your preferred order.Armament - Change equipment and abilities. Select a character to equip, and a list of available items appear. Youwill see arrows on the character stats. Up is good, down is bad. Try to find even ground.Promotion - Promote cadets and Eidolons. Can enhance abilities and stats. This is where upgrades are made byusing AP (Ability Points). Select a character, then their Abilities list appears. The cost of each ability is to the right. (Iwill let you know what is best to choose, but always go with passive abilities first.)Difficulty - Adjust the difficulty level.

Cadet - Easy. However, can miss out on special events and items. Hard to get 100% with this level.Officer - Normal. Best one to start out with. Difficult, but manageable.Agito - Enemy Level +30 - Best for your second playthrough. Enemy levels are only locked at +30, so youcan still grind and become stronger than them.

Save - Go to save screen to save. Best to have multiple files.Load - Go to load screen. Load a save file.

Battle System

Active and Reserve Members

The three characters who are on the field / screen are known as your Active Members (AM). Off screen, you will set upReserve Members (RM), which may become an AM when either a current AM falls, or you manually switch someone outby pressing D-Pad Up. Due to this, you will want to try and level all your characters evenly, so no one is too weak. You canswitch between AM's by pressing Left or Right on the D-Pad. What it does is change the playable AM. During this change,the new AM will put out a small shock wave around them, harming nearby enemies, and both the new and old AM's will beinvincible for only during that change animation.

If your non-controlled AM's get stuck behind a wall as you move around, they will warp to you. Also, during battle, thoseAM's will choose their own enemies to fight. This may come as an annoyance at first, but it is fine, as the damage they takeis halved, and their AG and MP are cut to a third. However, the character you currently control takes everything.

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You can press L1 to draw or sheathe your weapon. Having your weapon drawn will let you battle against enemies,obviously. However, sheathing your weapon can change your AM's movement speed (higher or lower), and it can helprefill your HP bar at a much faster rate when standing idly. Be cautious, as when sheathed, you take twice the amount ofdamage from enemies since you have no defense, and you could fall down, leaving you open for enemy attacks.

Combat

In a mission or dungeon, enemies will be set up in specific areas on the map. Battles will commence automatically whenyou are spotted by, or attack an enemy. (There is no battle screen transition like in many other Final Fantasy games.)

When you get to an enemy, press R1 to lock on. [I recommend you go into the menu > Preferences > Controls, andchange Lock On from Hold to Press.] While locked on, tilt the Right Stick left or right, or press L2 / R2 to switch targets. Tiltthe Right Stick down to target the closest enemy, or tilt it up to target fallen enemies or objects.

While you are moving, press O to dodge. This ability is CRUCIAL during combat. Tips on the internet even recommendusing this above a character's Wall or Block, as it does not deplete AG (Ability Gauge) or MP (Magic Points). The AG bar isthe yellow bar above your commands in the lower left-hand corner. Attacking enemies restores the AG bar.

Depending on who you are playing as, you will have ranged or melee attacks, or both. Ace is versatile, but great as aranged fighter. Pressing the square button is every character's normal attack. However, Type-0 is not about firing yourattacks every second; it is about strategizing and waiting for the opportune moment to strike.

When going up to something, you will notice a target mark appear on them: enemies, objects, and NPC's. Locking onto anenemy will have the camera follow that specific enemy. With the Intel ability, you will be able to see the health and statusof that enemy, along with the crucial Breaksight or Killsight.

Breaksights and Killsights

While locked onto an enemy, you will notice that the target changes colors at specific times during an enemy's animation.When it turns yellow, this is known as a Breaksight. If an AM's attack hits the enemy at just that time, it will deal a massiveamount of damage, based on a percentage of the enemy's HP.

Many other times, the target will turn red, signaling a Killsight. If your attack hits the enemy at this time, they will instantlydie. They are different for each enemy, and thus you must pay close attention to the enemy animations to learn when theBreaksight or Killsight is going to appear. Remember, you must also know the speed of your AM's attack as well, so youcan begin attacking on time. This is war, people. Learn to exploit your enemy weaknesses. Also remember, you MUST belocked on in order for Breaksights and Killsights to appear. Though you must wait and time just right, exploiting Killsightsactually helps shorten battles.

Harvesting the Dead

This is where Phantoma comes in. Phantoma is taken from most enemies after they are killed. The type of Phatomaharvested is greatly dependent on which character harvests it, what weapon they have equipped, what skills or magic wasused, or if the enemy was associated with a certain type of element. Say an enemy that has an ice-based power. If youdefeat that enemy with an ice-based attack, you will most likely obtain Blue Phantoma. (For more information about this,refer to the Phantoma section below the walkthrough.)

When you defeat an enemy, they will stay laying on the ground for a while longer, especially if you are still locked on.While locked on, the enemy will begin to float, and a red stream will generate between you and the enemy. At this time,press Square to harvest the Phantoma. It is used to enhance spells in the Altocrystarium, which become available inChapter 2.

Magic

There are offensive and defensive spells, both of which use MP. The MP bar is located in the lower left-hand side of thescreen. Some spells can be charged, while others are instant. If a spell does need to be charged, a light will move right.When it reaches the max, it may go into a higher level, ending in "-ra". The effects are stronger, but they also use more MP.

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Some spells can even go into a third level, ending in "-ga". You would then release the button to complete the cast.Remember that a character must first learn the higher-level spell before they can cast it!

You will notice a few spells with an abbreviation after their name. For an example, Ace has "Blizzard BOM" set to Trianglestarting off:

BOM (Bomb) Releases an explosion around the active character. Best against quick and small enemies.MIS (Missile) Fires a missile that chases after an enemy, then explodes on impact.RF (Rifle) Fires bullets straight ahead. Travels far, but has narrow range.ROK (Rocket) Lobs a grenade-like projectile that explodes on impact, damaging enemies in the surrounding area.SHG (Shotgun) Spreads forward over an area. Short travel distance, but is instant, and powerful against close enemies.Return to Mission 0:

Class Zero

Each of the 14 - yes, 14 - playable characters have their own stats and play styles. Some may have great stats, but aredifficult to maneuver, while others may have abysmal stats, but can easily get out of any situation. Below, I have listedeach character with small tips on how to play them, their beginning stats of the game, their mathematical basic attributes,how they rank from stats among the other characters, and finally all their abilities.

I will mention this again in the walkthrough, but know that even if you find a few that you love playing with, it is highlyrecommended that you have them all in your team, one way or another. This does not mean you have to play as thecharacter, but at least have them fight. The reason is that any character that is not part of the battle will not gain experiencepoints, and thus will not level up, and not gain those needed AP (Ability Points) used to unlock new abilities. Though itmay not seem important, there could be missions where you go through every character. You do start off with your initialpick, but if one falls during combat, your next reserve character comes in to take their place. You do NOT want to be stuckwith someone weak and useless. It's a task, sure, but it does pay off in the end.

Ace

Ranged, but versatile. One of the easier characters to play as.Keep your distance. Ace does not have great health or defense.Ace's cards are slow. You need to get use to the timing of their flight.Cards do not fly directly forward towards the enemy at first. You can stay behind cover at times, and still attack.

Starting Stats

Level: 6EXP: 7320AP: 4Accessories: Glacies Prima, Vol. I; Life ArmletWeapons: Playing CardsCommands: Cut Cards; Blizzard BOMDefense Command: Wall

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 8.4 meters per secondFlinch Resistance: 0Knockdown Resistance: x 0.92Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 12thMax MP: 8thAttack: 10thDefense: 12thFire Magic: 9th

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Ice Magic: 8thLightning Magic: 5thDefense Magic: 6th

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for AbilitiesName AP Level Prereq Ability Priority?

Intel Start Off Start Off N/A N/AQuick Reflexes Start Off Start Off N/A N/AFocus Start Off Start Off N/A N/ACut Cards Start Off Start Off N/A N/AAttack Hand 8AP Any Level None NoSupport Hand 6AP Any Level None NoLife Hand 4AP Any Level None NoSpirit Hand 6AP Any Level None #4Finishing Blow 3AP Any Level None NoMelee Attack 3AP Any Level Finishing Blow #1Melee Attack II 4AP Any Level Melee Attack #2Focus 4AP Any Level Melee Attack II #3Quick Draw 8AP Any Level Melee Attack II NoQuick Draw 10AP Any Level Quick Draw NoQuick Draw II 15AP Any Level Quick Draw NoQuick Draw III 30AP Level 39 Quick Draw II NoBlind Stud 8AP Level 10 None NoBlind Stud: Time Up 6AP Level 10 Blind Stud NoBlind Stud: AG Down 10AP Level 10 Blind Stud NoAccelerate 2AP Level 11 None #5Triple Slip 2AP Level 12 None #6Slipstream 3AP Level 12 Triple Slip #7Jackpot Shot 8AP Level 13 None #8Jackpot Shot: Crit Up 5AP Level 13 Jackpot Shot #9Jackpot Shot: Time Up 6AP Level 13 Jackpot Shot: Crit Up #10Jackpot Shot: AG Down 8AP Level 13 Jackpot Shot: Time Up #11Jackpot Triad 12AP Level 13 Jackpot Shot: AG Down NoJackpot Triad: AG Down 14AP Level 13 Jackpot Triad NoWild Card 6AP Level 14 None NoWild Card: Power Up 8AP Level 14 Wild Card NoWild Card: Crit Up 8AP Level 14 Wild Card NoWild Card: AG Down 8AP Level 14 Wild Card NoTwinspell 6AP Level 16 None NoUntouchable 5AP Level 19 None #12Return to Mission 0:

Deuce

Support character. Only take control of Deuce when in dire need of support that she is not automatically providing(if needed for healing purposes).Deuce can land multiple hits with her normal attack, and then take extra action such as offensive magic or meleeattacks, increasing her damage output.When Deuce plays her flute, she moves slow, so get to a safe distance before performing her normal attack.

Starting Stats

Level: 8EXP: 8182AP: 7

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Accessories: Ignis Primus, Vol. I; Bronze BangleWeapons: FluteCommands: Concerto; Fira RFDefense Command: Cura

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 6.0 meters per secondFlinch Resistance: 0Knockdown Resistance: x 0.92Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 14thMax MP: 2ndAttack: 13thDefense: 13thFire Magic: 2ndIce Magic: 11thLightning Magic: 13thDefense Magic: 2nd

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for AbilitiesName AP Level Prereq Ability Priority?

Intel Start Off Start Off N/A N/AMelee Attack Start Off Start Off N/A N/ATone Cluster Start Off Start Off N/A N/AConcerto Start Off Start Off N/A N/AFlinchproof Concerto 14AP Any Level None NoConcerto: AG Down 18AP Any Level None NoTriple Slip 3AP Level 13 None #1Slipstream 4AP Level 13 Triple Slip #2Twinspell 8AP Level 15 None NoAcoustic Amplifier 10AP Level 15 None #3Acoustic Amplifier II 18AP Level 15 Acoustic Amplifier #4Untouchable 8AP Level 20 None #5Hymn of Healing 6AP Level 23 None #6Flinchproof Hymn 4AP Level 23 Hymn of Healing #7Hymn of Healing: HP Up 6AP Level 23 Hymn of Healing #8Hymn of Healing: AG Down 6AP Level 23 Hymn of Healing #9Accelerate 4AP Level 25 None #10Dissonant Sonata 3AP Level 27 None NoFlinchproof Sonata 4AP Level 27 Flinchproof Sonata NoDissonant Sonata: Effect Up 2AP Level 27 Flinchproof Sonata NoDissonant Sonata: AG Down 4AP Level 27 Flinchproof Sonata NoMelee Attack II 8AP Level 27 None #11Quick Draw 8AP Level 27 Melee Attack II NoQuick Draw II 15AP Level 27 Quick Draw NoQuick Draw III 30AP Level 60 Quick Draw II NoCrescendo 3AP Level 28 None NoCrescendo Molto 4AP Level 28 Crescendo NoFermata 6AP Level 30 None NoRequiem of Ruin 4AP Level 39 None NoFlinchproof Requiem 4AP Level 39 Requiem of Ruin NoRequiem of Ruin: Power Up 6AP Level 39 Requiem of Ruin No

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Requiem of Ruin: AG Down 6AP Level 39 Requiem of Ruin NoConcerto ff 6AP Level 60 None NoConcerto ff: AG Down 4AP Level 60 Concerto ff No

Trey

Ranged, dealing heavy damage from afar.Best to keep dodging and charge your shots for damage.Always be moving, and keep a safe distance as you charge your shots. You can dodge, but will pause the charge(though not reset it).Great with Breaksight and Killsight.

Starting Stats

Level: 9EXP: 9834AP: 8Accessories: Cupric Ring; Bronze BangleWeapons: LongbowCommands: Raining Arrows; Blizzard BOMDefense Command: Wall

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 6.0 meters per secondFlinch Resistance: 0Knockdown Resistance: x 0.84Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 11thMax MP: 3rdAttack: 5thDefense: 7thFire Magic: 13thIce Magic: 3rdLightning Magic: 9thDefense Magic: 10th

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

Requirements for AbilitiesName AP Level Prereq Ability Priority?

Intel Start Off Start Off N/A N/ACharged Shot Start Off Start Off N/A N/ARaining Arrows Start Off Start Off N/A N/ARaining Arrows: Power Up 6AP Any Level None N/ARaining Arrows: AG Down 8AP Any Level None NoTriple Slip 1AP Any Level None NoSlipstream 6AP Any Level Triple Slip #1Firewall 2AP Any Level None #2Firewall: Power Up 5AP Any Level Firewall NoFirewall: Time Up 5AP Any Level Firewall #3Firewall: AG Down 6AP Any Level Firewall #4Charge Level-IV 2AP Level 11 None #5Charge Level-V 8AP Level 11 Charge Level-IV #6MAX Charge 12AP Level 11 Charge Level-V #7

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Quick Draw 18AP Level 11 MAX Charge #8Quick Draw II 8AP Level 11 Quick Draw #9Quick Draw III 48AP Level 50 Quick Draw II #10Dynamite Arrow 4AP Level 12 None NoDynamite Arrow: Power Up 6AP Level 12 Dynamite Arrow NoDynamite Arrow: AG Down 8AP Level 12 Dynamite Arrow NoBurst Delta 2AP Level 13 None NoGrand Delta 14AP Level 13 Burst Delta #11Accelerate 3AP Level 14 None NoHawkeye 1AP Level 14 None NoHawkeye: AG Down 6AP Level 14 Hawkeye NoFreezing Rain 2AP Level 15 None NoFreezing Rain: Time Up 10AP Level 15 Freezing Rain NoFreezing Rain: AG Down 12AP Level 15 Freezing Rain NoUntouchable 3AP Level 18 None NoConcentrate 1AP Level 19 None NoConcentrate: Effect Up 6AP Level 19 Concentrate NoConcentrate: Time Up 8AP Level 19 Concentrate NoTwinspell 4AP Level 20 None No

Cater

Ranged, and can cause status effects.Focus on charged shots to replenish AG.Cater can move and dodge while charging.Charged shots are slow, and enemies can void them, so fire either at close range, or while the enemy is distracted.Use Land Mine on an enemy coming in.

Starting Stats

Level: 9EXP: 10019AP: 8Accessories: Glacies Prima, Vol. I; Cupric RingWeapons: Magicite PistolCommands: Elementillery; Blizzard BOMDefense Command: Cure

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 10.5 meters per secondFlinch Resistance: 0Knockdown Resistance: x 0.92Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 13thMax MP: 6thAttack: 14thDefense: 10thFire Magic: 5thIce Magic: 8thLightning Magic: 6thDefense Magic: 9th

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

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Intel: Start offQuick Reflexes: Start offCharged Shot: Start offExplosive Shell: Start offElementillery: Start offDebuff Shot: 2AP, any levelDebuff Shot: Effect Up: 3AP, any levelDebuff Shot: AG Down: 4AP, any levelAccelerate: 2AP, level 10 - priorityStilling Shot: 2AP, level 10Stilling Shot: Time Up: 2AP, level 10Stilling Shot: AG Down: 5AP, level 10Triple Slip: 2AP, level 12 - prioritySlipstream: 3AP, level 12 - priorityViral Spray: 3AP, level 12Viral Spray: Time Up: 4AP, level 12Viral Spray: AG Down: 4AP, level 12Frost Shot: 8AP, level 13Frost Shot: Crit Up: 16AP, level 13Voltaic Shot: 8AP, level 13Voltaic Shot: Power Up: 16AP, level 13Hawkeye: 8AP, level 13Hawkeye: AG Down: 10AP, level 13Explosive Shell: Stun Up: 8AP, level 14 - priorityFlame Shot: Power Up: 16AP, level 15Twinspell: 4AP, level 19Land Mine: 6AP, level 20 - priorityLand Mine: Power Up: 8AP, level 20 - priorityLand Mine: AG Down: 12AP, level 20 - priorityBullet Boost: 8AP, level 25 - prioritySpeedy Charge: 12AP, level 25 - priorityUntouchable: 5AP, level 26 - priorityQuick Draw: 6AP, level 28Quick Draw II: 12AP, level 28Quick Draw III: 28AP, level 45

Cinque

Short range with slow attacks, but deals massive damage.Due to slow attacks, switch between one normal attack and then dodge.Only use charged attacks on stunned or distracted enemies.Cinque can take damage, but it can be hard to keep her HP up. Make sure to have a healer and stockpile ofpotions on hand in battle.

Starting Stats

Level: 8EXP: 8542AP: 7Accessories: Bronze Bangle; GauntletsWeapons: MaceCommands: Earthquake; Fire RFDefense Command: Cure

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 5.4 meters per secondFlinch Resistance: 0Knockdown Resistance: x 0.92Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 3rd

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Max MP: 9thAttack: 2ndDefense: 2ndFire Magic: 9thIce Magic: 11thLightning Magic: 10thDefense Magic: 5th

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

Intel: Start offEarthquake: Start offMagnitude 7.0: 3AP, any level - priorityMagnitude 10.0: 3AP, any level - priorityFlinchproof Quake: 5AP, any level - priorityFocus: 2AP, any level - priorityCharge II: 4AP, any level - priorityCharge III: 6AP, any level - priorityQuick Draw: 12AP, level 55Combo Cast: 30AP, level 55Quick Draw II: 30AP, level 55Quick Draw III: 42AP, level 72Untouchable: 5AP, level 9 - priorityWhirling Mace: 2AP, level 9Whirling Mace: Crit Up: 3AP, level 9Payback: 2AP, level 11Payback: Crit Up: 4AP, level 11Homerun Swing: 2AP, level 13Windup Boost: 2AP, level 13Windup Boost II: 3AP, level 13Homerun Swing: Crit Up: 5AP, level 13Gaia Pulse: 3AP, level 14 - priorityGaia Pulse: Effect Up: 5AP, level 14 - priorityTriple Slip: 2AP, level 15 - prioritySlipstream: 3AP, level 15 - priorityAccelerate: 2AP, level 16 - priorityCheerleader: 2AP, level 17Cheerleader: Effect Up: 3AP, level 17Cheerleader: AG Down: 5AP, level 17Mace Cyclone: 3AP, level 20Flinchproof Cyclone: 5AP, level 20Twinspell: 28AP, level 29

Sice

Short ranged, fast attacks. Absorbs malice from defeated enemies to increase power and abilities.Sice is difficult to master, but is versatile.Nagative Aura and its upgrades are very useful.

Starting Stats

Level: 10EXP: 11644AP: 10Accessories: Fulgur Primus, Vol. I; Cupric RingWeapons: ScytheCommands: Dark Nebula; Thunder SHGDefense Command: Cure

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 6.6 meters per second

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Flinch Resistance: 0Knockdown Resistance: x 0.92Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 6thMax MP: 10thAttack: 10thDefense: 5thFire Magic: 12thIce Magic: 10thLightning Magic: 3rdDefense Magic: 7th

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

Intel: Start offMobile Strike: Start offMoxie: Start offDark Nebula: Start offDark Nebula: +Stop: 3AP, any levelDark Nebula: AG Down: 5AP, any levelAccelerate: 2AP, any level - priorityCombo Bonus: 2AP, any levelDeath Maelstrom: 3AP, level 11Death Maelstrom: Power Up: 5AP, level 11Death Maelstrom: Time Up: 6AP, level 11Death Maelstrom: AG Down: 8AP, level 11Moxie: Power Up: 12AP, level 14 - priorityTriple Slip: 2AP, level 14 - prioritySlipstream: 3AP, level 14 - priorityUntouchable: 5AP, level 14 - priorityCombo Bonus II: 2AP, level 14 - Requires Combo BonusToxic Mist: 4AP, level 14Toxic Mist: AG Down: 5AP, level 14Black Hole: 6AP, level 14Black Hole: AG Down: 8AP, level 14Moxie: Power Up II: 14AP, level 22 - priorityNegative Aura: 5AP, level 22 - priorityNegative Aura: +Drain: 6AP, level 22 - priorityNegative Aura: AG Down: 8AP, level 22 - priorityCombo Bonus III: 6AP, level 22 - Requires Combo BonusQuick Draw: 10AP, level 22Quick Draw II: 15AP, level 22Quick Draw III: 30AP, level 58Tenacity: 18AP, level 28 - priorityAdvance Cast: 6AP, level 28Slip Cast: 8AP, level 28Grim Reaper: 10AP, level 28Twinspell: 5AP, level 20

Seven

Mid-ranged, and great with magic.Seven's attacks vary greatly with range, power, and bonus effects.Powerful attacks deplete AG, so best to switch between normal attacks and Foreflay.Remember to use Seven's Blizzard BOM attack, as her Ice magic is high.Use Snakebite to take out enemies with Killsight.

Starting Stats

Level: 9

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EXP: 10121AP: 8Accessories: Glacies Prima, Vol. I; GauntletsWeapons: WhipbladeCommands: Snakebite; Blizzard BOMDefense Command: Cura

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 5.4 meters per secondFlinch Resistance: 0Knockdown Resistance: x 0.92Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 7thMax MP: 7thAttack: 6thDefense: 8thFire Magic: 4thIce Magic: 2ndLightning Magic: 10thDefense Magic: 3rd

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

Intel: Start offForeflay: Start offWhirlwhip: Start offSnakebite: Start offLivewire: 3AP, any level - prioritySnakebite: AG Down: 5AP, any level - priorityElementalash: 4AP, level 10 - priorityFlamelash: Power Up: 12AP, level 10Frostlash: 4AP, level 10 - priorityFrostlash: Power Up: 12AP, level 10Thunderlash: 4AP, level 10 - priorityThumderlash: Power Up: 12AP, level 10Triple Slip: 4AP, level 15 - prioritySlipstream: 6AP, level 15 - priorityUntouchable: 8AP, level 15 - priorityDiving Strike: 2AP, level 15 - priorityDiving Strike: Power Up: 4AP, level 15Sadistic Spikes: 3AP, level 17 - prioritySadistic Spikes: Time Up: 6AP, level 17 - prioritySadistic Spikes: AG Down: 10AP, level 17 - priorityDrainslash: 4AP, level 19Drainslash: Power Up: 10AP, level 19Osmoselash: 6AP, level 24Osmoselash: Power Up: 12AP, level 24Foreflay II: 5AP, level 25 - priorityForeflay III: 6AP, level 25 - priorityWhirlwhip II: 6AP, level 25 - priorityWhirlwhip III: 8AP, level 25 - priorityInsult to Injury: 4AP, level 25 - priorityAccelerate: 4AP, level 28Twinspell: 5AP, level 28Quick Draw: 8AP, level 30Quick Draw II: 15AP, level 30Quick Draw III: 30AP, level 55

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Eight

Melee, hand-to-hand combat. Quick on his feet and hits hard.Focus on mastering all of Eight's stances: Swiftwind, Wildfire, and Quickbolt.

Starting Stats

Level: 9EXP: 9614AP: 8Accessories: Bronze Bangle; GauntletsWeapons: Brass KnucklesCommands: Swiftwind Stance; Blizzard BOMDefense Command: Block

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 10.5 meters per secondFlinch Resistance: 1Knockdown Resistance: x 0.92Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 4thMax MP: 11thAttack: 4thDefense: 4thFire Magic: 11thIce Magic: 5thLightning Magic: 7thDefense Magic: 12th

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

Intel: Start offSidestep: Start offBlind Strike: Start offSwiftwind Stance: Start offSwiftwind Stance: Power Up: 4AP, any levelSwiftwind Special: 2AP, any level - priorityRising Uppercut: 2AP, any level - priorityWildfire Stance: 2AP, any level - priorityWildfire Special: 2AP, any level - priorityWildfire Stance: Power Up: 4AP, any levelExplosive Fist: 4AP, any levelExplosive Fist: Power Up: 4AP, any levelFlinchproof Fist: 8AP, any levelLast Stand: 3AP, any levelLast Stand: AG Down: 5AP, any levelBackhand: 3AP, any level - priorityOne-Two Cast: 30AP, level 43Quick Draw II: 24AP, level 43Quick Draw III: 48AP, level 80Accelerate: 2AP, level 17 - priorityTriple Slip: 2AP, level 17 - prioritySlipstream: 3AP, level 17 - priorityUntouchable: 5AP, level 17 - priorityPhantom Rush: 3AP, level 17 - priorityPhantom Rush: AG Down: 5AP, level 17 - priorityLightspeed Jab: 6AP, level 17 - priorityLightspeed Swarm: 8AP, level 17 - priority

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Lightspeed Jab: Distance Up: 6AP, level 17 - priorityQuickbolt Stance: 2AP, level 17 - priorityQuickbolt Special: 2AP, level 17 - priorityQuickbolt Stance: Power Up: 4AP, level 17Sacrificial Slug: 10AP, level 30Quick Draw: 10AP, level 40Twinspell: 12AP, level 50

Nine

Mid-range melee. Best HP and defense, but low magic.Chain four normal attacks for a hard-hitting combo.Make good use of Nine's Jump ability, and White Knight.Try to keep Nine close to his enemies for better attacks and Killsights.

Starting Stats

Level: 6EXP: 7196AP: 4Accessories: Bronze Bangle; Life ArmletWeapons: LanceCommands: Jump; Fire RFDefense Command: Block

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 7.8 meters per secondFlinch Resistance: 0Knockdown Resistance: x 0.8Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 1stMax MP: 14thAttack: 7thDefense: 1stFire Magic: 8thIce Magic: 13thLightning Magic: 14thDefense Magic: 13th

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

Intel: Start offClean Sweep: Start offJump: Start offJump: Power Up: 4AP, any levelJump: Crit Up: 4AP, any level - priorityJump: AG Down: 5AP, any level - priorityAccelerate: 4AP, level 8 - priorityWhite Knight: 4AP, level 8 - priorityTriple Slip: 2AP, level 8 - prioritySlipstream: 3AP, level 8 - priorityUntouchable: 5AP, level 8 - priorityWhite Knight: AG Down: 5AP, level 8 - priorityTwinspell: 14AP, level 8Quick Draw: 12AP, level 8Whirling Lance: 4AP, level 13 - priorityWhirling Lance: AG Down: 6AP, level 13 - priorityPrimal Roar: 3AP, level 13

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Primal Roar: Time Up: 4AP, level 13Primal Roar: AG Down: 6AP, level 13Clean Sweep II: 4AP, level 13 - priorityClean Sweep III: 5AP, level 13 - priorityJavelin Throw: 4AP, level 13Javelin Throw: Crit Up: 6AP, level 13Mobile Strike: 6AP, level 13Laser Lance: 6AP, level 13Laser Lance: Power Up: 7AP, level 13High Jump: 8AP, level 13High Jump: Power Up: 8AP, level 13High Jump: Power Up II: 10AP, level 13Sweeping Cast: 22AP, level 13Quick Draw II: 18AP, level 13Quick Draw III: 32AP, level 46

Return to Mission 0:

Jack

Melee fighter. Heavy damage output, with abilities to increase damage.Though strong, Jack is quite slow, and it may be hard to get in a quick attack.Best to dodge while moving around enemies to increase his movement speed.After each normal attack, Jack is vulnerable to an incoming attack.Transience is a dangerous, but effective ability strike, rendering Jack with low AP, but massive amounts of damagein a large radius - a healer must be nearby.

Starting Stats

Level: 9EXP: 9417AP: 8Accessories: Bronze Bangle; Cupric RingWeapons: KatanaCommands: Reflex; Fire RFDefense Command: Block

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 2.1 meters per secondFlinch Resistance: 1Knockdown Resistance: x 0.8Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 9thMax MP: 12thAttack: 1stDefense: 11thFire Magic: 5thIce Magic: 14thLightning Magic: 8thDefense Magic: 11th

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

Intel: Start offNinja Slice: Start offFocus: Start offReflex: Start offReflex: Power Up: 4AP, any level

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Reflex: Crit Up: 6AP, any levelReflex: AG Down: 5AP, any levelTriple Slip: 4AP, any level - priorityCombo Bonus: 6AP, any level - priorityLightning Flash: 4AP, any level - priorityLightning Flash: Crit Up: 6AP, any levelLightning Flash: AG Down: 4AP, any levelSlipstream: 6AP, any level - priorityPiercing Gleam: 5AP, any level - priorityPiercing Gleam: Effect Up: 6AP, any levelPiercing Gleam: Power Up: 8AP, any levelPiercing Gleam: AG Down: 5AP, any levelFocus: Power Up: 4AP, any level - priorityDeliverance: 8AP, any level - priorityDeliverance: AG Down: 6AP, any levelTranquility: 6AP, any level - priorityTranquility: Power Up: 6AP, any levelTranquility: +Killsight: 8AP, any levelTranquility: AG Down: 6AP, any levelTransience: 5AP, any level - priorityTransience: Power Up: 6AP, any levelTransience: Power Up II: 8AP, any levelTransience: AG Down: 4AP, any levelQuick Draw: 12AP, any level - priorityTwinspell: 10AP, any levelQuick Draw II: 20AP, any level - priorityQuick Draw III: 38AP, any level - priorityUntouchable: 4AP, any level - priorityAccelerate: 7AP, any level - priority

Queen

Melee, and great as support.Use Queen to replenish the team's HP and MP.Divine Judgement is great for healing allies and damaging enemies.Use offensive magic and combine with Magic Martyr (use potions or cure spells).Speedrush helps Queen surprise a target, or dodge an attack.Go in and attack while you can, but don't worry about finishing a combo if an attacking is incoming - dodge whenyou can.

Starting Stats

Level: 7EXP: 7523AP: 5Accessories: Cupric Ring; Life ArmletWeapons: LongswordCommands: Divine Judgment; Thunder SHGDefense Command: Cure

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 7.8 meters per secondFlinch Resistance: 0Knockdown Resistance: x 0.92Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 8thMax MP: 5thAttack: 9thDefense: 6thFire Magic: 7th

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Ice Magic: 6thLightning Magic: 2ndDefense Magic: 4th

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

Intel: Start offBalestra Lunge: Start offRiposte Slash: Start offDivine Judgement: Start offDivine Judgement: Speed Up: 8AP, any levelDivine Judgement: Power Up: 2AP, any levelDivine Judgement: AG Down: 3AP, any levelDivine Judgement: HP Up: 3AP, any level - priorityTwinspell: 5AP, any level - priorityMagic Martyr: 2AP, any level - priorityMagic Martyr: Effect Up: 4AP, any level - priorityFlinchproof Martyr: 4AP, any level - priorityBalestra Lunge II: 4AP, level 11 - priorityAccelerate: 2AP, level 11 - priorityTriple Slip: 2AP, level 11 - prioritySlipstream: 3AP, level 11 - priorityUntouchable: 5AP, level 11 - prioritySpeedrush: 3AP, level 11 - prioritySpeedrush: AG Down: 4AP, level 11 - priorityRiposte Slash II: 6AP, level 11 - priorityQuick Draw: 6AP, level 11 - priorityFeint Spell: 6AP, level 11 - priorityQuick Draw II: 12AP, level 11 - priorityQuick Draw III: 28AP, level 31Mana Sphere: 8AP, level 27Mana Sphere: Power Up: 10AP, level 27Mana Sphere: AG Down: 12AP, level 27Mana Sphere: Crit Up: 12AP, level 27Gate of Destiny: 10AP, level 27Gate of Destiny: Power Up: 12AP, level 27Gate of Destiny: Crit Up: 14AP, level 27Justice Guard: 10AP, level 27Justice Guard: Power Up: 12AP, level 27Justice Guard: AG Down: 14AP, level 27

Return to Mission 0

King

Long-ranged, steady damage.King does better damage when he's closer, but can also take more damage.Best to stay back and use a normal attack, while looking for ways to implement his abilities.Don't worry about offensive magic, but instead go for defensive.Bad weather can hinder King's damage, on top of far range.King has to reload, but is vulnerable while doing so, so stay back to do it.

Starting Stats

Level: 10EXP: 11873AP: 10Accessories: Bronze Bangle; GauntletsWeapons: Twin RevolversCommands: Point-Blank Shot; Blizzard BOMDefense Command: Block

Basic Attributes

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Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 6.9 meters per secondFlinch Resistance: 1Knockdown Resistance: x 0.92Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 5thMax MP: 13thAttack: 10thDefense: 14thFire Magic: 14thIce Magic: 7thLightning Magic: 10thDefense Magic: 14th

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

Intel: Start offMarksmanship: Start offReload: Start offKick: Start offPoint-Blank Shot: Start offAccelerate: 2AP, any level - priorityCharge: 3AP, any levelCharge II: 4AP, level 11Charge III: 6AP, level 13Direct Shot: 3AP, level 11 - priorityEndless Waltz: 3AP, level 12Endless Waltz: AG Down: 6AP, level 19Triple Slip: 2AP, level 13 - prioritySlipstream: 3AP, level 16 - priorityMagazine Blast: 4AP, level 14 - priorityMagazine Blast: Power Up: 6AP, level 18 - priorityMagazine Blast: AG Down: 8AP, level 25 - priorityPoint-Blank Shot: Crit Up: 8AP, level 15Trigger Finger: 4AP, level 16 - priorityTrigger Finger: Power Up: 6AP, level 21 - priorityTrigger Finger: AG Down: 8AP, level 26 - priorityMultitask: 3AP, level 17 - priorityHi-Cap Magazine: 8AP, level 18 - priorityHi-Cap Magazine II: 14AP, level 27 - priorityHawkeye: 4AP, level 20 - priorityHawkeye: AG Down: 8AP, level 24 - priorityPoint-Blank Shot: AG Down: 8AP, level 22Untouchable: 5AP, level 24 - priorityTwinspell: 6AP, level 28Iron Will: 8AP, level 29Iron Will: Time Up: 10AP, level 33Iron Will: AG Down: 12AP, level 45Quick Draw: 16AP, level 80Quick Draw II: 16AP, level 80Quick Draw III: 30AP, level 90

Machina

Melee, with great stats all around - versatile.Not very graceful, but can take and give a beating.Machina can usually only attack one enemy at a time, and it is usually only the enemy facing directly in front of him,so make sure to lock on.Considering equipping Machina with a healing ability before a mission as well.Remember to use long range as well, such as offensive magic.

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Use Machina's stun abilities when you can.

Starting Stats

Level: 10EXP: 11198AP: 10Accessories: Fulgur Primus, Vol. I; Bronze BangleWeapons: Bolt RapiersCommands: Cyclone Drive; Thunder SHGDefense Command: Cure

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 6.6 meters per secondFlinch Resistance: 1Knockdown Resistance: x 0.84Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 2ndMax MP: 4thAttack: 3rdDefense: 3rdFire Magic: 2ndIce Magic: 4thLightning Magic: 3rdDefense Magic: 7th

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

Intel: Start offCyclon Drive: Start offCyclone Drive: Power Up: 3AP, any level - priorityAccelerate: 2AP, any level - priorityTriple Slip: 2AP, any level - prioritySlipstream: 3AP, any level - priorityUntouchable: 5AP, any level - priorityCyclone Drive: Power Up II: 4AP, any level - priorityStunning Slash: 16AP, any levelStunning Slash: Effect Up: 6AP, any levelStunning Slash: AG Down: 8AP, any levelGuardian Blades: 4AP, any levelGuardian Blades: AG Down: 6AP, any levelSiphon Sword: 16AP, any level - prioritySiphon Sword: Power Up: 6AP, any level - prioritySiphon Sword: AG Down: 8AP, any level - priorityDark Side: 5AP, any level - priorityDark Side: Crit Up: 8AP, any level - priorityDark Side: Targets Up: 10AP, any level - priorityCombo Bonus: 3AP, any level - priorityTwinspell: 5AP, any levelFinishing Cast: 8AP, any levelCombo Cast: 8AP, any levelQuick Draw II: 15AP, any levelQuick Draw III: 30AP, any levelFinishing Blow: 5AP, any level - priorityFinishing Blow: Crit Up: 6AP, any levelCyclone Drive: AG Down: 8AP, any levelAwakening: 4AP, any level - priorityAwakening: Power Up: 6AP, any level - priority

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Flinshproof Awakening: 4AP, any level - priorityAwakening: AG Down: 8AP, any level - priority

Rem

Fast-speed melee, and one of the best magic users.Versatile fighter, depending on what you equip Rem with.Offensive magic will hurt enemies, but it will also hurt Rem's MP.Rem can perform a finishing move after each normal attack, which is best to do.Undying Wish provides Reraise to nearby members to fall in combat, and is great to use with Eidolons, so youdon't have to lose a party member.

Starting Stats

Level: 9EXP: 9377AP: 8Accessories: Cupric Ring; GauntletsWeapons: DaggersCommands: Fira RF; Thundara SHGDefense Command: Curaga

Basic Attributes

Movement Speed--Weapon Stowed: 7.8 meters per secondMovement Speed--Weapon Drawn: 7.8 meters per secondFlinch Resistance: 0Knockdown Resistance: x 0.92Knockback Resistance: x 1.0

Class Zero Rank*

Max HP: 10thMax MP: 1stAttack: 8thDefense: 9thFire Magic: 1stIce Magic: 1stLightning Magic: 1stDefense Magic: 1st

*There are 14 characters to play as. This is their ranks among all 14, without stat-boosting equipment.

Requirements for Abilities

Intel: Start offTwinspell: Star offManalchemy: 3AP, any level - priorityManalchemy: AG Down: 8AP, any levelGuarded Finish: 4AP, any level - priorityQuick Draw: 8AP, level 17 - priorityTriple Slip: 3AP, level 11 - prioritySlipstream: 4AP, level 11 - priorityUntouchable: 5AP, level 11 - prioritySiphon Sphere: 3AP, level 14 - prioritySiphon Sphere: Range Up: 4AP, level 14 - prioritySiphon Sphere: Time Up: 6AP, level 14 - prioritySiphon Delta: 6AP, level 14 - prioritySiphon Delta: Power Up: 8AP, level 14Siphon Delta: AG Down: 8AP, level 14 - priorityUndying Wish: 3AP, level 15 - priorityUndying Wish: AG Down: 6AP, level 15 - priorityStrong Finish: 6AP, level 19 - priorityFinishing Cast: 8AP, level 21 - priorityCombo Cast: 8AP, level 24

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Seraphim Strike: 6AP, level 25Seraphim Strike: Power Up: 8AP, level 25Seraphim Strike: Speed Up: 10AP, level 25Seraphim Strike: AG Down: 8AP, level 25Accelerate: 3AP, level 27 - priorityReflex Cast: 18AP, level 28 - priorityQuick Draw II: 12AP, level 28 - priorityQuick Draw III: 26AP, level 28 - priorityDagger Boomerang: 8AP, level 29Dagger Boomerang: AG Down: 8AP, level 29Flying Daggers: 8AP, level 45Flying Daggers: Power Up: 10AP, level 45

WALKTHROUGH

Chapter 1: War - Three Hours that Changed The World

Mission 0:

Required for S-RankTime 08:00Phantoma 40Casualties 0

Items FoundPotionKnowing TagX-Potion or Hi-PotionKnowing TagElixir or EtherPotion or Turbo EtherFortified Ration or Hi-PotionYou will start off the game playing as Ace, with Queen and Nine fighting along with you. Each one is equipped with a LifeArmlet, which grants the Reraise status, so if one falls during battle, they will come back in about 10 seconds.

You are also equipped with 5 Potions to start. If you are in need of a quick heal, you can press Down on the D-Pad to usea Potion. When you get more normal items, you can go into the menu by pressing Options, go to the Items tab, then thesub-Items tab, and finally to Equip. Here you can choose which item you want to set as your equipped item. You will see"SET" next to it.

You can also check the menu to see what everyone is equipped with, or you can read it up in my Class Zero section,within their Starting Stats segment: Ace, Nine, Queen. Remember, under their stats segment will be another link leadingback to the top of this section, so you don't have to try and find your place again.

THE VERMILION BIRD GATE - Area 1

Take your first steps towards the gate that will automatically open for you. You will also come across your first battle withan Imperial Trooper. Their Killsight (explained in the Battle System) is when they are just about to attack by either aimingtheir rifle, or performing a melee attack. Take him down. As you move towards the first set of stairs, two more appear frombehind barricades. Remember to dodge as often as possible until you can time an attack for a Breaksight or Killsight.Continue on to the next set of stairs with green trimmed hedges on either side. Two more guards will appear. Take themout, and continue into the hedge area.

You will receive a notice window stating that one enemy is the CO (Commanding Officer). Once the CO is defeated, theweaker enemies will begin to run away. If you manage to catch up to a targeted weaker enemy and press X, they willsurrender, giving you some item in return. If they manage to escape by reaching an exit area, however, they are gone for

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good.

The CO is named Sergeant Major Blaise, and is a RPG-155 Gunner. He attacks with a rocket launcher, but don't worry; heis very slow to attack, and you will know when he attacks by the animation of him kneeling down on one knee. He will onlyhave a Breaksight available at first, but helps deal great damage. His Breaksight occurs as he is standing back up. Whenhis health is low enough, it will turn into a Killsight.

If the Imperial Trooper is still around, try to catch up to him and make him surrender before he escapes (it's okay if youdon't). Either way, stand on the blue glowing Recovery Portal. These recover your AM's HP, MP, and AG, and can only beused once.

Before continuing through the doors, go up the stairs to your right. At the top will be a small sparkle, resembling an itemthat can be picked up. Let the target mark appear on it, and you will notice the X command turns to "Pick Up." Pick up the[Potion].

THE TERRACE SQUARE - Area 2

There are three enemies to take out. A window will pop up, talking about magic, which you can use if you want withTriangle. (More info about magic is in the Battle Tutorial just above.) After all three are out, an Unidentified Target appearsin the sky. It can take no damage from you, so just dodge all its attacks. It will go away eventually.

After, go up the staircase on the right. In the grassy area you pass by to the next staircase will be another glowing item,[Knowing Tag]. At the top level, you can use another Recovery Portal, and then go up to the red glowing switch to the rightof the door. A yellow arrow appears over it, so press x to Push. Go inside.

TASUKI BRIDGE - Area 3

On the bridge, first grab the [X-Potion 50% / Hi-Potion 50%] by the barricade right in front of you, then head across. Youwill be going against six Imperial Troopers. Two on the bridge, and four on the sides that are out of range for meleeattacks. Use Ace to take them out while dodging all the shots being fired at you. At the exit is another Recovery Portal. Youwill automatically be taken to the next area.

RUBRUM SQUARE - Area 4

Do not worry about the imposing creature in front of you. This is a safe zone. There will be yet another Recovery Portal infront of you, however, there is also now a Relic Terminal, used to save, reorganize your squad, and check your status. Iwill not get into the terminal commands right now, as there is not much you can do (nor should do). For now, just save yourgame.

Facing North (notice the N on your radar in the top, right-hand corner), you will see a blocked doorway. From there, headEast around the edge of the Square and you will come across two dead people. One of them has an item, [Knowing Tag].Continue heading East down the large staircase.

AIRSHIP LANDING - Area 5

As the window shows, you can stand still and hold O to take a defensive stance that depletes AG. I personally do not seethe point in this, so just dodge roll around like normal, and take down all the Imperial Troopers as you make your way tothe switch on the raised Eastern platform. This raises a large central platform, allowing to cross over to the Magitek Armorthat has been firing rockets at you this entire time. Its name is Nymurod, piloted by CO Second Lieutenant Ernest.

First, go ahead and take out the four Imperial Troopers that attack. Once gone, make sure you are still Ace, and keep yourdistance. If you are close to Nymurod, it will use machine guns while you are standing in front of it. If you are standing to itsside, it will jump and turn in the air to face you. There is no Breaksight with this pattern.

Instead, as I mentioned, keep your distance so it can continue firing rockets. The Breaksight only appears right before itfirst the rockets. You will know when this happens when it lowers itself to the ground and pauses for a second. Fire Ace's

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cards at this time, and as it starts to lean back to fire is when the Breaksight should appear, which is also when the cardsshould make contact, give or take.

You will notice it has a few HP bars, with each one colored differently. As you take down its health, one bar will start todeplete, showing the next bar's color underneath. Yellow is the second, and blue is the third. Once blue is out, Nymurod isout. Walk to the lift to be taken up automatically.

IMPERIAL FLAGSHIP - Area 6

As you go up, two Imperial Troopers will jump onto the lift with you. Take them out quickly. Remember, if you let themmelee attack, their Killsight is right as they're about to strike down.

After, go forward into the cargo room and take out three more Imperial Troopers. You will see Barricades that they arehiding behind, which can be destroyed. Do so if you like (you can use Ace's Blizzard BOM to quickly take them out), or justgo after the enemies. Once they are out, go around and through the next Recovery Portal, and into the next lift.

MAIN DECK - Area 7

There are four more troopers ahead. Two behind Barricades, one farther on, and one to the left. However, there is also aRPG-155 Gunner on the ledge to your top right. Go ahead and run forward to between the two Barricades, and useBlizzard BOM to take out the Barricades and the two troopers. Run forward so the containers create a wall between youand the Gunner, and take out the third trooper, then turn around and take out the fourth. Finally, focus on the Gunner.(Really, you can do this in whatever style you like, but I found this the easiest for me.)

Take the left path to the north side of the room. A new CO will come in, accompanied by two Imperial Troopers, and aRPG-155 Gunner. The CO is named Second Lieutenant Vandamme, who is a Supersoldier. If the CO is still standing atthe top--not trying to attack you--then go ahead and take out all the easier enemies first.

Vandamme is a little bit of a pain. He will lob grenades at you a lot of the time, or he will fire his assault rifle. If you try toattack him, he could also dodge roll out of the way. If you get too close, he'll quickly try and perform a melee attack. Youneed to learn when his Breaksights are, in order to take him down quickly. They tend to appear right after he throws agrenade, and as he is getting up from a knockdown. Again, just be patient, dodge roll, and you'll take him down in no time.If there are still any troopers left, go to them, press X, and you'll get an item (usually a type of Ration).

After everyone is taken care of, the door to the north opens, revealing the ship's core. Approach it and press X to PlaceMagicite (a bomb). Now you are on a timer in a way. Fire will be slowly approaching you from the Northern side, where thecore is. You must quickly make your way back to the Southern part of the room, going through a Recovery Portal.However, when you get there, another CO appears, named Major Xulian, who is piloting a Warrior.

Thankfully the Warrior is not too bad. It has a charging attack if you get close to it. You can stay as Ace, or, considering it'selemental resistance to Lightning, you can switch to Queen and use her Thunder SHG to quickly take it down. ItsBreaksight is almost right after it does a charge. Once it is down, the lift door will, so head towards it.

AIRSHIP LANDING - Area 5 (Return)

From where you start, immediately turn around, facing East. Climb across the rubble heading North. Near the end, you'llcome across another item, [Elixer 50% / Ether 50%]. Turn back around and continue towards your destination.

RUBRUM SQUARE - Area 4 (Return)

Caution: Your Life Armlets have shattered, and Reraise is no longer in effect. This means that if you die, you die.

Go directly forward for another Recovery Portal, and to the Relic Terminal to save. Facing the terminal, look just right of it,and at the edge of the large pool of blood is another item, [Potion 87.5% / Turbo Ether 12.5%]. Continue North throughthe newly-opened door.

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FOUNTAIN COURTYARD - Area 8

In the center area are two more Nymurods. Dodge the rockets and time your Breaksights to take them both down quickly.Before heading off, go to the top of the stairs at the Northern end for another item, [Fortified Ration 50% / Hi-Potion 50%].If you managed to obtain a Fortified Ration (from here, or from a surrendered enemy), go ahead and use one beforeheading West to your destination. Fortified Rations restores 50% health and gives the Aura buff for a short time.

ARENA - Area 9

EIDOLON TUTORIALEidolons can only be accessed after they are unlocked throughout the game. They can also gain experience after theydefeat an enemy, which, just like Class Zero, can level them up and grand them AP so they can be upgraded. A bigissue with Eidolons is that the summoning character is sacrificed. The Reraise ability can bring them back, but it willstill put a count in the casualties on your mission's Report Card. They can be summoned multiple times throughout asingle mission, however, they only have a limited amount of time on the battlefield, unless they are defeated. You donot have to control an Eidolon once it is summoned; you can switch to an AM, and the Eidolon will follow and attackjust like the other AM's. This is especially needed for Vulcan and Ogre, as they cannot be player-controlled. Finally,they cannot be summoned at any time, as they area must be large enough for them to fit in.

Your current Eidolon is Odin. Know that he can only be summoned during certain events in the game, such as, well,now. You can control him just like any other character, and a window will first pop up, explaining his actions:

Moonright Blade: Broad sliceZantetsuken: Death Slash (hold button to charge)Cavalier Charge: Forward Thrust

Prance: Quick Sidestep

Boss: Dainsleif

Dainsleif is a little slow in movement, so it should not be too hard to outrun it as Odin. Just remember that if Odin dies, thegame is over. The best way to defeat Dainsleif is to charge Odin's Zantetsuken ability. While holding X, a percentageappears over Odin's head. Wait until it reaches 100%, and then go in for the attack by releasing the button. One hit is all itshould take to take it down....

There is a second part to it, however. You must now go up against Dainsleif as Class Zero, however the party haschanged to Ace, Jack, and Seven. I suggest switching to Jack, as he does hit hard, and has a fast dodge. Stay close to theboss's head, and attack as soon as you see the Breaksight. You may have noticed with Odin, but there will be some greenbeams appearing on you. These are the boss's satellite attacks. As soon as you see one, dodge out of its way. Keep goinguntil you receive the mission's final Victory!

Mission 0: Report Card

The requirements for an S-Ranking were mentioned at the beginning of the mission, but I will mention them here again:

Required for S-RankTime 08:00Phantoma 40Casualties 0You will receive your Mission Grade, and a Mission Bounty of a certain amount of GIL, the game's currency. Know that youcan replay a mission from the Title Menu to better you score.

You will receive Special Bounties from how you performed during the mission, such as aquiring new magic spells, newitems, and new equipment.

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FOUNTAIN COURTYARD - Aftermath

Talk to wounded cadets if you like, and either walk through the northern door, or wait for the scene to begin to finishChapter 1.

Chapter 2: Raise the Vermilion Banner

Everything you did in Mission 0 was to take back Akademeia, a school to train cadets. This is now your school, and whereyou will start in Chapter 2.

First Break - 6 Hours

Head North towards the fountain. When you get close, a cadet named Aki will call you over and instruct you to go toClassroom Zero. You can press Options to see where the yellow bird mark is on your map. We will check out the rest of theschool later. For now, follow the mark inside to the Entrance, then at the junction, make a left and head through the nextdoor. You'll be in the Hallway, where "Mother" Dr. Al-Rashia will talk to you. After, continue on through the next door toenter Classroom Zero.

Inside, head to the front of the classroom for a scene. After, go and talk to the flying creature by the desk with a yellow "?"above its head (this creature is called a Moogle). His name -- forced upon him, of course -- is Moglin. For the moment, hehas nothing to offer, except asking you go to the cemetery through the door close by.

Before you head out, speak to the girl named Aria with the INFO icon above her. She will sell you items throughout thegame, but for now, all she has are Potions and Ethers. Go ahead and purchase several more Potions from her if you like.After, head through the doors and into the Back Garden area. Follow the singular path to the metal gate, and press yourAction button upon it.

After the cutscene, the gate will now have a question mark upon it. Pressing your Action button will have it notify you thatyou need either Machina or Rem as your Active Member (AM). Head back into Classroom Zero and talk to Moglin again tolearn how you can spend your free time between missions. He will explain that when you are between missions, he mayhave lessons for you, that you WILL want to attend. They are just short, quick cutscenes with no input on your part, butyou'll receive an awesome reward at the end, such as HP (Hit Points), MP (Magic Points), EXP (Experience Points), ormagic power for everyone. There is an hour countdown in the bottom right corner of the screen, currently labeled "6h", butwill normally be 12h. Certain events during your free time will make this timer reduce. Accepting to talk with people with agreen "!" over their heads will reward you with an item, and sometimes a cutscene. However, this will take the hours downby two with each conversation. (Two-hour conversations... oy.) Moglin's classes are also two-hour Events. (That's morereasonable.) Other Tasks may require you to leave the school, and then return, which can reduce SIX hours. The bestorder of Events is to take all of Moglin's classes first, then take Tasks that let you stay within the school, such asconversations with good rewards, and then finally Tasks that have you leave. (Don't worry, I'll write what I recommend todo in that order.) Finally, these Tasks and Events are also where second playthroughs come in, as you will not be able tocomplete everything within your first. Remember, I will also let you know what extras to do in your second playthrough atthe end of the Walkthrough section.

One of the mini-quests from Moglin is to explore the entire campus, so we'll be doing that now. Along the way, we cantackle every Event, as there are three exactly (2h x 3 Events = 6h), which will be perfect for our first free time. If you look atyour map within the menu, you will see the school rooms and areas. To hit two birds with one stone, I will list where to go(really, you should not need my help for this, except to make sure you have hit all the rooms), along with a smalldescription of what each area is. Head back to the Hallway.

Hallway

This houses the Relic Terminal, used for assigning your Active Member (the model used to run around the map),rearranging your Reserves, changing out your characters' armaments (equipment), Promoting (upgrading) yourcharacters' abilities and stats, changing your game's difficulty (I recommend not doing this during a playthrough), and your

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normal Save and Load. Later on, you will be able to enter another area from here as well, but is not necessary at themoment. Though you may be tempted to upgrade your abilities right now, go ahead and hold off until later (I will mentionwhen), because you really do not have many AP, and so you won't get far. Continue on to the Entrance.

Entrance

The foyer area of the main school building. You will notice small portals on the sides that leads to other classrooms, butyou are not authorized to visit them--only your own, Classroom Zero. In the center is the Great Portal that leads to otherfloors of the building, along with other areas outside. To the North is a twin staircase. When you get to the center, Aki willstop you again, and tell you about how to get around the school. After, turn right and head outside through the doubledoors (side with all the windows).

Fountain Courtyard

Starting outside, obviously you have already visited this location from the start of the chapter. The Fountain Courtyard isthe central area that connects the Main Gate, Entrance (school building), Arena, and Airship Landing. In the center is afountain with a Vermilion Bird statue. From here, head along the Eastern path.

Airship Landing

All you have to do is step foot inside the area for it to count. You cannot do much in the Airship Landing area for now,except talk to a person or two. This is where airships are docked, and a private contractor, hired by the administration withthe "?" above their head, looks after them. They will not allow you to freely take an airship (for now). There is another RelicTerminal here. After, go ahead and head back to the Fountain Courtyard. Make a left to the Main Gate.

Main Gate

This is the area that leads to the World Map. You can just run through the red screens at any time. There is a Class NinthCadet with an "INFO" icon above his head that you can only talk to for the moment. A Dominion Tribune currently blocksthe door leading outside. Finally, there is yet another Relic Terminal. When you are done, head back inside the school, asthe Arena is closed off at this moment, and does not count for the mini-quest anyway. At the Entrance, head towards theback and up either stairway, and through the doorway.

Central Command

This is the briefing room where senior commanders gather. This is the location that you can come to in order to skip overyour excess hours and go straight into the next story mission. This is not recommended, unless you are the type that justwants to get through the game, and do not care about finding everything in the game. (If you wanted to skip ahead, speakwith Tachinami in the back of the room.) You will also learn about Support Personnell (SP) and Support Personnel Points(SPP).

Support Personnel and Points

Before you begin any Mission, you will be asked if you want to allow SP during. SP are support NPCs that will replaceyour own characters temporarily during a mission. The longer they are on active, and the more enemies they help youdefeat, the more points you will receive, as long as they don't die. When they leave, their points will be added to your SPPwallet. However, DO NOT use SP during your first time through a Mission, as your characters that are replaced will notreceive EXP to level up, thus also cutting off their AP. There will be a way to use them though, which is by redoingMissions later on from the Title Screen.

After, head back out to the Entrance, then make a left through the doors, opposite the Hallway to your classroom.

Crystarium

This is the massive library that contains the RUBICUS, the game's information go-to. There is also another room

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connected to the Crystarium, but it will not be unlocked until later (and is not currently required for the mini-quest). You cantake a look at the Rubicus if you'd like, but then head back out to the Entrance, and to the Great Portal. Standing within theportal, press X and choose the Sorcery room.

Sorcery

This is the area dedicated to researching magic, and houses Dr. Al-Rashia's Office ("Mother"), along with the CrystalRoom, which you cannot access, except for cutscenes. Here, you will notice a man, Grandsorcerer, with an INFO icon. Hewill explain special orders to you.

SPECIAL ORDERS TUTORIALSpecial Orders (SOs) are differing challenges that you will recieve when on missions. You will see an envelope iconappear at the top of the screen. In order to open them, you must press the Touch Pad on your PS4 controller (or theView button on the XBox One) to see what the order is. The information will come up in the center of screen, providinga short description of the order, a Time Limit, and a possible Effect upon your AM's that will help you complete theorder.

Before accepting SOs, you must think of if you can actually complete it or not, because there are concequences. If youfail and SO, your AM will die, adding to the Casualty count. However, if you complete the order, you will get anadditional reward at the end of the mission, and sometimes an item immediately after. SOs must be completed withinthe area they are accepted in. I'll let you know what is best, or how to easily complete them.

Go ahead and allow SOs. After, talk to Mother, which will take out 2 hours. You will receive a Hi-Potion. Then, after that, goback to the Great Portal in the Entrance area, and then head to the Armory.

Armory

Here, you can purchase new equipment for your characters. I currently recommend against purchasing anythingexpensive at this point. Head back to the portal, and then head to the Ready Room.

Ready Room

This is the cafeteria, where students tend to gather. There is not much to do here, either. Portal > Lounge.

Lounge

This is another area for students to just hange out and, well, lounge around. Nothing here, so back to the portal, then headto the Terrace.

Terrace

This is another area for students to hang out. However, if you are not playing as Machina or Rem, you will see them on thebalcony area, with a green "!" over Machina. Go ahead and talk to him, taking out another 2 hours, and receiving anotherHi-Potion. After, go back to the portal, then to the Chocobo Ranch.

Chocobo Ranch

As soon as you land, you will receive a message from Moglin, letting you know that you have succeeded in exploring whatAkademeia has to offer. You will receive a X-Potion!

Talk to the girl, O'bane with the "?" above her head. Choose if you want to learn about Chocobo Breeding, among otherthings. You will be given ten male, and ten female chocobos, along with 3 bundles of Gysahl Greens. (Click the link to betaken down to the Rubicus section about breeding chocobos if you would like. It is a short section, but it needed to be

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separated for those who want to just read about it.) You can talk to her again to learn more about breeding chocobos. Atthe back of the farm area will be a large flat area where you can learn how to ride a chocobo from Tsubasa with the "INFO"icon. The control inputs are simple enough, but actually turning and controlling the chocobo is a little awkward. (It's theway they implemented the mechanics.) At the moment, you cannot breed anything, so I'll come back to it when you can.When you are done, head back to the Entrance, and then back to the Hallway that leads to your classroom.

Back at the Hallway, go to the Relic Terminal, and switch to either Machina or Rem as the Active Member (remember, it'sunder Assignment). After, head back to the Cemetery that you could not enter before with anyone else. A scene will play,but is also considered an Event, taking out the last 2 hours, and giving you an X-Potion. Mission time! Head back toClassroom Zero and talk to Kurasame.

Mission 1: The Cadets' First Deployment

Head back to the Main Gate area and save at the Relic Terminal by the back door where Moglin awaits. At this time, goahead and upgrade (Promotion from the Relic Terminal) any Abilities you can with all your characters. I set each characterwith "priority" abilities in their character sections above, if you would like to know what to aim for first. Normally I would notguide you to which abilities to choose, as we will all level up differently, and have different amounts of AP. However, I willonly on this account, as we should all have about the same stats. Even if you have AP left over for another ability, I suggestsave it to build up for another priority ability later on. Also know that you may see some abilities that are not in the prioritylist from the character sections, but are still needed to reach other priority abilities.

Character Suggested PriorityAce Finishing Blow; Melee Attack; Melee Attack IIDeuce N/ATrey Triple Slip; SlipstreamCater N/ACinque Focus; Charge IISice AccelerateSeven Livewire; Snakebite: AG DownEight Swiftwind Special; Rising Uppercut; Wildfire Stance; Wildfire SpecialNine Jump: Crit Up; Jump: AG DownJack Reflex: Power UpQueen Divine Judgement: HP Up; Twinspell; Magic MartyrKing AccelerateMachina Cyclone Drive: Power Up; Accelerate; Triple Slip; SlipstreamRem Manalchemy; Guarded FinishSpeaking to Moglin, he will tell you that only those who participate in combat will receive EXP, and also, it is best to quit aMission instead of getting a "Game Over." The reason is that experience will stay with you, instead of you losing it all. Youcan then retry again with those possible higher stats! Due to all this, remember that you need to use all your characters onthe field--not necessarily play as them, but at least have them take part of battles. Those who are in Reserve will notreceive EXP, but make sure everyone levels evenly. Also keep in mind that Reserves come in when an Active Memberfalls, or when you press Up on the D-Pad. When you lose all cadets (AMs and Reserves), you will get a "Game Over."

Taken from the game's notification window: "Certain Squad formations grant active members Primed status at the start ofmissions. These cadets receive Aura and Trance status and take less damage. Aborting the mission will send the squadback to Akademeia and allow them to keep all EXP earned. If all members die in battle, they will lose all EXP and restartfrom the last save point. All HP and MP will be restored after each battle int he world of Orience. Immediately return toAkademeia at any time by accessing the field menu."

If you want to change your Active Member, do so not at the Relic Terminal, and in the Reserves, move the two you want tobe in your fighting party to just under the Active. Go to the door and accept to leave Akademeia. You will now be in theWorld Map, and random battles can occur here. If you do not want these battles, you can press Square + X to call up yourchocobo menu. You can choose one and run to your destination without worry. You can also go back to the Main Gate ofthe school and change out your Active Members if you'd like.

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You can work at leveling up your characters if you need by grinding, like in many other Final Fantasy games. However,there are many opportunities to level them up by other means, such as normal missions, side-quests, and classes. Due tothis, I will try to NOT have you grind as much as possible. If you do come across random battles, however, there are somethings you really need to know....

WORLD MAP and RANDOM BATTLE TUTORIALFirst off, you CANNOT run away from random encounters, which marks a first for the series. You must defeat all theenemies for the battle to end. (Just wanted to make this loud and clear.)

If you travel on the World Map long enough, you may notice the weather changing from time to time automatically.Certain weather conditions only happen in certain areas as well. These conditions can have a negative effect on yourparty in and out of battle. Some accessories will cancel out these effects, except for King's ranged attacks. Somerandom encounter enemies also change, depending on the conditions. Here is another table of weather and itsimpact on your party:

Weather FireAttack

IceAttack

LightningAttack

WaterAttack

EarthAttack

WindAttack

King'sGunAttack

Lock-OnDistances Other

Normal x1.00 x1.00 x1.00 x1.00 x1.00 x1.00 x1.00 40m N/AFog x0.50 x1.13 x1.00 x1.50 x1.00 x0.25 x1.00 10m N/ASnowStorm x0.06 x1.50 x0.25 x0.25 x1.00 x1.50 Decreases 10m HP falls 3.75 every second,

except when you are standing stillSnow x0.25 x1.13 x0.50 x0.50 x1.00 x1.00 Decreases 40m N/ASandstorm x1.00 x0.25 x0.13 x0.13 x1.00 x2.00 x1.00 10m N/AHeatWave x1.50 x0.06 x1.00 x0.06 x1.00 x0.50 x1.00 40m HP falls 2.8 every second, except

when you are doing nothingHeavyRain x0.13 x0.50 x1.50 x3.98 x1.00 x0.13 Decreases 10m N/A

Rain x0.25 x1.00 x1.13 x2.00 x1.00 x0.25 Decreases 40m N/ANow, when you begin a random battle, there can be times when you will see a red or blue explosion effect on thescreen, which denotes a First Strike (for your party) or Ambush (for the enemy) respectively. If you happen to obtain aFirst Strike, the AM you are playing as will either obtain a positive status effect, or a Killsight will automatically appearon an enemy. If you fall upon an Ambush, you could obtain a negative status effect, or the enemy will be in Ragemode.

When you defeat an enemy (this is also true for Missions as well), you will obtain EXP immediately, and yourcharacter(s) may level up. After all the enemies on screen are defeated, one of two things will happen: You will eitherbe taken back to the World Map, or something called a Continuous Battle will occur. This happens when moreenemies are close by you, and you can choose to fight them, or retreat. Fighting them has its advantages, though.Your party and their stats will stay the same, as well as the types of enemies, however those enemies' levels will behigher. Like any high-level enemy, if you defeat them, you gain even more EXP, and if you got their Killsights down, itwill make it much easier. Just remember to keep an eye on all your AMs (reminder, Active Members on the field), as ifone falls, they stay down until the Continuous Battles end. They can go up to five battles in a row, and once you aredone, you will be taken back to the World Map.

For this area, you may come across enemies that you fought during Mission: 0. However, you may also come across somenew enemies as well, such as: Aqua Flan, Hundlegs, Evil Eye, and Bomb. If you happen to have any squad members fallduring battle, know that they will be revived when you: return to Akademeia, enter a town, or start a mission.

Let's finally start the Mission by entering the town of McTighe (the yellow mark on your radar, and the first thing you seewhen you leave the school).

Required for S-RankTime 06:00

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Phantoma 48Casualties 0

Items FoundFortified Ration or Combat RationKnowing TagStrength Serum or Medical KitKnowing TagFortified Ration or Combat RationMedical Kit or Fortified RationWhen you select "Yes" to begin the Mission, your Party screen will appear. This is where you can select party members toparticipate in the mission. Before you go selecting just anyone, keep in mind that certain configurations work better thanothers. To start, you will notice some character bars are colored yellow. These are random. What this means is that if youselect any of those characters (3 max) as your first AMs going into the Mission, they will receive Primed status. Primedstatus is a buff that gives those characters Aura and Trance, meaning they will do double physical and magical damage.

Second, remember that it is always recommended to bring in a healer and ranged attacker into the group. The thirdperson would probably do well to be a melee fighter, but that is up to you. If anyone's HP is falling dangerously low, andyour healer cannot keep up, switch to that character by pressing D-Pad Left or Right, and then (with the Potions as yourquick-access item), press D-Pad Down to do a quick heal.

Third, you may want to bring lower-level characters into the Mission to start off with, however I actually recommend againstthis. If it is your first time going through a Mission, always start off with your best characters (with the yellow bars ifpossible). You will have plenty of time between Missions to use your low-levels to perform Tasks and other Events, andyou can also use them to replay a Mission from the Title Screen as well.

After you are done selecting your AMs, select everyone else for RMs (Reserve Members). This can almomst be in anyorder, but make sure you want the characters you want in your party at the top of the list, under your AMs. You will then beasked if you want to change any equipment, which at this point, is also not necessary. They will then ask you to select yourAMs. I had Deuce, Cater, Queen, Machina, and Rem with the yellow bars, so I have Cater as my first for ranged, Rem formy support, and Queen for melee.

Finally, you will be asked if you would like SP Support. Remember, these are random backups that will replace your owncharacters, so at this time, Refuse!

MCTIGHE MIDTOWN - Area 1

Another window will pop up, letting you know about Abort Mission from the field menu, which I have explained before.Again, you will lose all items, phantoma, and SPP obtained throughout the Mission, but you will retain all EXP and AP.Still, better than a game over.

Also, you will be receiving SOs throughout the Mission. You can try to complete them all if you'd like, but only a few willhave some good rewards. I suggest getting rid of the enemies first, then pressing the Touch Pad to read the SO (there isan envelope in the top-left corner) for the area, and accepting it. When you enter a new area, the SO will cancel out, butany buff you gain from it will stay intact for a short time.

As soon as you start, you will see three Imperial Troopers run away. Take them down, then before head off straight ahead,turn right and go down a narrow road leading South. At the dead end will be a [Fortified Ration 50% / Combat Ration50%]. Continue on.

MCTIGHE MIDTOWN - Area 2

Take down the next three Imperial Troopers, and then make a right, heading East.

MCTIGHE MIDTOWN - Area 3

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Take down all the targets in the area, and then go to the fallen cadet in the Southeast corner to obtain a [Knowing Tag].Continue North.

MCTIGHE MIDTOWN - Area 4

There will be a CO in this area, with a couple of Troopers as well. You will also receive an SO saying to survive theambush. Accept it before battling them, and then just focus on the CO. Remember, with the CO gone, the battle is won,even if lackies are still alive. You will receive an Elixir for completing it.

At the end, make the forced right, and head South down another narrow road to a dead end for a [Strength Serum 50% /Medical Kit 50%]. Now head back two areas to Area 2. When you get there, turn right to head North.

IMPERIAL LINE - Area 5

You will receive a SO that has you crush the enemy defense point with a frontal attack. (You may have one that requiresyou to land 10 hits. You can accept or decline this one.) You are given 5 minutes, and the Haste effect for 15 seconds. Ifyou accept this, you will receive another item at the end of the Mission, and as usual, if you fail, you will risk death of yourplayable character. You can always decline.

SO: Performance Evaluation Switch to someone who has Blizzard BOM. When you head around the corner, ignoreMoglin's advice and turn right to go up the staircase to the barricades. Destroy them, then the Troopers behind, and thenthe next set of barricades/Troopers behind them. You can use Blizzard BOM's to take out both sets. However, after you aredone, there will be two Autoturrets next to each other at the top. Dodge and quickly take them down with Killsights or moreBlizzard BOMs. Once done, make a left at the top of the stairs and at the ledge behind some crates is a third Autoturret.When that is gone, a Supersoldier CO will come out with a couple of lackies. Focus on the CO, and once he is down, youtake the reward.

Whether you take the SO or not, make sure you are at the bottom of the stairs where you first turned the corner. ContinueWest.

MCTIGHE MIDTOWN - Area 6

Take down the Trooper in front of you and continue West. (There will be another Trooper at the top of the ramp to yourright.) At the end, turn left and there will be a (possibly hard-to-see) item, [Fortified Ration 50% / Combat Ration 50%].

Go back to Area 5: If you took down the barricades go ahead and head back up the stairs, then make a right. If you did not,you can head up the ramp in Area 6 and run through the backside, heading East. Either way, continue East to the nextarea.

MCTIGHE MIDTOWN - Area 7

There are four Troopers, two of which are on the elevated path across the way. Use your ranged character to take themout. There is also a Recovery Portal here as well. Continue North.

MCTIGHE MIDTOWN - Area 8

Here, there are a constant barrage of Snipers--take one out, another will replace it. Focus on the CO in the middle. Oncehe is down, head West.

DEMOLISHED SQUARE - Area 9

This is a Safe Zone. From where you entered, go around hugging the left wall. You will come to a [Medical Kit 50% /Fortified Ration 50%]. Continue West.

IMPERIAL COMMAND - Area 10

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This is the "boss" area, which is a CO in a Nymurod. When you get in, an SO will appear, which is simple enough.

SO: Performance Evaluation

You must destroy the fuel take. You have 5 minutes to do so, and will have 15 seconds of the Edure stat. Make sure youare targeting Major Massena, and then switch your targets until you see the fuel tank selected. The tank is located on theground behind Nymurod. Also, if you do not blow it up, but still take down Nymurod, you will not receive any benefits, butyou will also not suffer a casualty because....

This Nymurod is just like the one you fought back in Mission: 0, with the only difference being a lot more health, and anendless supply of Troopers attacking you. There is no new strategy to this. Remember to keep your distance so Nymurodis forced to fire its rockets, which is when its Breaksight will appear. Use Troopers to obtain Phantoma and regain MPwhen needed.

Mission 1: Report Card

Required for S-RankTime 06:00Phantoma 48Casualties 0When you are done seeing what you have received, you will be placed back out on the World Map, outside of McTighe.The logo banner above it will be yours, the Vermilion Bird. Congratulations! Before heading back to Akademeia however,go back into McTighe. You can see everything is back to normal. Head forward up either of the ramps to the man sittingdown on the upper platform.

Mayor's Speech

Start heading clockwise (or counter) and hug the walls, but don't leave the square. Some doors will have a yellow arrowappear above them. Press the Action button to call a townsfolk out. Along the way, speak to all the groups of peoplestanding about, and they'll make their way to the mayor as well. When everyone is gathered, the mayor will finally standup. Go back and talk to him. You will receive the l'Cie Mizu'a's Crystal.

After, head back to Akademeia through the only exit. Don't worry, you won't have to go through all the areas again. Oncein, you will notice that you will not be able to leave again until your next Mission becomes active.

Second Break - 12 Hours

Moglin will state you have more free time, and that he has some lectures to give. Remember the importance of lectures,first! There are also more Tasks now than you have time for, which is where second, and sometimes third playthroughscome into, well, play. Again, I will give an order of Tasks from most important.

Location Who to See Description Reward Note

ClassroomZero Moglin FHGT-100:

Principles of Combat2,000EXP

After you are done with the classes, you can check if anyonehas gained a level at the Relic Terminal to promote theirabilities.

ClassroomZero Moglin

DFMG-100:Introduction toDefense Magic

DefenseMagic+2

N/A

Terrace Machina/Rem Cutscene Mega-Potion You must have more than 6 hours left

Armory Kazusa Cutscene Ether You must have 6 hours or lessArmory Kazusa Cutscene^ Ether You must have 6 hours or less

Terrace Emina Cutscene^^ Hi-Potion You must have 6 hours or less

^Kazusa opens up his laboratory on the left side of the Crystarium room.^^Emina will require gifts, made notable by the Sorcery Researcher in the Sorcery room. You will have to find a giftmerchant in Orience, buy the gift, and give it to Emina. You will get rewards in return. Emina only appears on the

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Terrace if there is 6 or less hours left in the day.

Well, that did not seem like we did much at all, right? Trust me though, as these were the most important ones. I will alsolist the others just below of what you can do on your next playthroughs. These will also be listed at the end of theWalkthrough, in the subsequent playthrough section.

Location Who to See Reward NoteMain Gate Enra Hi-Potion N/AFountain Courtyard Celestia (white hair) Turbo Ether N/AFountain Courtyard Azuma (purple hair) Elixir N/AAirship Landing Dominion Citizen Hi-Potion N/AEntrance Class Eighth Moogle Mega-Potion N/ACrystarium Machina/Ace Turbo Ether N/AArmory King Ether N/AReady Room Carla Pretty Pelt N/ATerrace Tokito Hi-Potion You must have 6 hours or lessTerrace Class Third Moogle Mega-Potion N/APlease also keep in mind that First Class Moogle--the one flying around the doors outside to the Entrance--will giverewards based on how much time you have spent playing the game. This does carry over to your next playthrough(s).

Hours Reward10h Magic: Avoid30h Ribbon50h Growth Egg70h Regal Crown100h Warlock's Headdress200h Soul of Thamasa500h Super RibbonOnce all is done, it's Mission time again! Head back to Classroom Zero. This one is a little different, in that is it optional. Weare going to do it of course, as being lazy will result in no rewards. It is regional occupation campaign, which is basically aReal-Time Strategy (RTS) campaign: You must take over the opponent's areas before they take over yours. Whether youdo it or not, all occupation campaigns can be replayed from the Missions menu.

You will be given three options: Join Sortie, Skip Sortie, and Cancel. "Cancel" takes you out of the conversation, andallows you to make additional preperations if you would like. "Skip Sortie" skips this Mission (though Kurasame would sayyou are lazy, and plus you will miss out on all the experience). "Join Sortie" is basically accepting the Mission (do thisone).

Purchase more Potions if you would like (I like to try and keep 20 at least). You must head back to the Main Gate. Stop bythe Relic Terminal and go to Armaments. Check and make sure all your characters have the best equipments. It is notentirely necessary for an RTS Mission, but I wanted to bring this up before I... well, before I forget (I'm only human). Save,and then head out.

A few steps out, you will be asked if you want to begin the Mission. Accept it.

Mission 2: Operation Reconquista (RTS)

Required for S-RankTime 20:00Objectives 9Casualties 0RTS Missions have interesting situations. For this one in particular, if you win, you occupy Corsi, but if you fail, you loseMcTighe and receive a game over.

Set up your party members (make sure the three you want to use for battle are the top three in the list), change their

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equipment if desired, and set one ranged AM who has one or two spells, as spells do work on the World Map. RTS battlesare also different. They take place on the World Map itself--they don't switch to a different battle screen with three AMs. I'llexplain as we go along. (You can also select "Yes" to show a tutorial for the mission.)

RTS MISSION TUTORIALOn your screen, you will notice the names of all the nearby locations for towns and Domains. An emblem will be to theleft of the names, signifying which opposing force occupies those locations. At this moment, the enemy has all butMcTighe. We need to fix that. Below each name is a health bar, like you would see on an enemy. Once that bar isdown, the location's occupation turns forces. Below that you may see either a shield icon, a heart icon, or both. Ashield means the base is strengthening its defenses and rallying its troops. A heart means the stronghold is juststrengthening its defenses. Above the names, you will see badge icons. Red is ours, and green is the enemy. Theseconnect with the same icons you see in the upper left-hand corner, also with the emblems. We want to make thosebadges red all the way through.

Controls: You can press D-Pad Left or Right to swap your views, and the Touch Pad to display a theater map, andview enemy information. You can run around the World Map like you normally would, but this is also where chocoboscome into play. At the moment, we only have normal chocobos, which is fine for the first one, but if you continue to domore down the road, it would be best to breed and upgrade them. Again, go to Chocobo Breeding for moreinformation on how to obtain the best ones. I'll explain what to do with the Chocobos below.

Domain 1

First, do as Moglin says and help our troops take over Domain 1. Press Square + X to call up your chocobo selectionscreen, and select whichever one (male or female, doesn't matter). You will notice new Commands appears in the bottomright of your screen. Square is for the Chocobo Kick. Use this to quickly take out the opposing Infantry. It takes them out inone hit, and allows your troops to inch in closer. If the Infantry attack you, however, it will take down your chocobo and youare back on foot. You can call up another if you like, however, or use your own attacks to help take them down.

When you get to Domain 1, the shield icon will appear, meaning they are fortifying their location. You must direct yourtroops to attack the enemy bases on the defensive to prevent them from regrouping. Basically, just keep an eye on them tomake sure things are not going sour. Your troops will start to circle the Domain and attack it. They are the only ones whocan, not you, so let them take it over. Your emblem, the Vermilion Bird will appear once Domain 1 is under your control.You can stand by your own Domain or Stronghold to recover MP.

Autoturret

Moglin will give you a notice, saying that Domain 1 is under attack by an Autoturret. From the town, head Southeast andinto the forrest. You will see the level 14 Autoturret. Destroy it yourself to complete his special mission. This will also allowyou to have direct control of Domain 1. It will now have a new "call" icon, and when you press X, you can issue commands.Instruct Blace Units to attack Aqvi, because Blaze Units are great for taking over towns, while Spark Units are best fordestroying machines.

Aqvi

You can use a chocobo again, or attack the enemy troops yourself, or do nothing at all, and let your troops, which are nowcoming from McTighe and Domain 1, to attack. Once the town's shield is down, go up to it and press X to initiate aninvasion. As always on your first time through anything, refuse SP Support.

Aqvi - Southern Square

You are on a 5 minute timer, so be quick and don't linger around.

This is just like the Missions we've done before, but a lot shorter. You will be able to use the normal three AMs. Defeat thethree Troopers attacking your classmates to open the door to the North, then head through. (Remember, if you accept the

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SO, and make it to a different area before the timer is done, you still take the effect without worry of a casualty.)

Aqvi - Southern Avenue

This is where the CO target, Major Herriot, is located. There are also Imperial Troopers and a Nymurod. Focus on the COfirst and take him down before the timer reaches 0. It should be easy enough, but then you are given another Mission tocollect 5 Phantoma. Defeat the Troopers that come in and harvest Phantoma from their newly rotting corpses! ... Once youhave 5, you will complete this part of the Mission, and be taken back out to the World Map.

You can press Triangle + O to ask Moglin for strategies and tips on what to do next.

Domain 2

Corsi has two badge icons, indicating the units they produce are stronger, and will take a little more to defeat. For now,use Aqvi AND Domain 1 Blaze Units to take over Domain 2. Leave them be for that.

Corsi

Corsi will be pulling a counterattack on McTighe with Warriors! You may be on your own for this one. This is where havinga ranged fighter comes in handy. Quickly go to McTighe and take out any circling Warriors by attacking once, and dodginga few times. Remember, if you run low on health, press D-Pad down to use the instant Potion, if you still have it set to that.Continue fighting them off, battling your way towards Corsi. Once you have control of Domain 2, the Warrior units will stop,and an all-out attack will go towards Corsi. Allow your troops to take down the shield defense, and then invade! Again,refuse SP Support.

Corsi - Main Street

Ahead will be some Imperial Troopers and a Supersoldier behind some barricades. Take them all out with either BlizzardBOM, or normal attacks, and continue on.

Corsi - Angular Alley

You will deal with two Snipers on balconies (one on each side), three Imperial Troopers in the center of the alley, and twoShock Troopers, which can only be attacked from behind, or while their shield is lifted from their own attacks. All otherattacks on them are blocked. You need to defeat all the enemies on the ground in order to continue forward.

Corsi - Town Square

This is the last part of the entire RTS Mission. CO Lieutenant Hamiliton is controlling a Magitek Armor, with boosted healthand damage. The key is to always try and stay behind him. He is fast, and will try to ram you, which will hurt. Remember tododge or run around as much as possible, only staying in one place to attack. His Breaksight is right after he performs aram, so wait until he does so, dodge out of the way, then get close and attack at the Breaksight. Once you defeat him, youcan quickly go up to any remaining Troopers and make them surrender an item if possible.

Mission 2: Report Card

Required for S-RankTime 20:00Objectives 9Casualties 0Like last time, before you head back, go into Corsi. On the left side of the road in the center area will be an a l'CieKayahara's Crystal. At the back is a person facing away from you. Talk to them and you will see they area Phantomistshopkeep. You can buy and sell Phantoma. If you have any "White Phantoma," go ahead and sell all you have of it, as itdoes not have any usage in the game. They are only 10 Gil each to sell, but something is better than nothing.

CORSI PHANTOMIST

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Item PriceRed Phantoma 1000Blue Phantoma 1000Yellow Phantoma 1000Now, from the actual shopkeep with the icon over her head, buy a Sexy Swimsuit, and keep it stowed away in yourinventory for now. (Trust me.)

CORSI MERCHANTItem Price

"'Til Finis Comes, With You" 1000Rose Bouquet 1000Hydrangea Bouquet 1000Sexy Swimsuit 1500Ruby Necklace 2000After, head to Aqvi. In the back area will be their merchant, where you can purchase a Teleport Stone. This item canteleport you out of any location while not on a Mission. Good to have one if you get in a bind.

AQVI MERCHANTItem Price

Ignis Primus, Vol. I 800Glacies Prima, Vol. I 800Fulgur Primus, Vol. I 800Aegis Prima, Vol, I 800Teleport Stone 2000Now you can head back to Akademeia.

Third Break Part 1 - 1 Day, 12 Hours

Now we can finally get some things done. This break opens up Tasks, which could allow you to leave the school andcome back in order to complete them. Doing so, however, causes six (6) hours to pass by, so you cannot leave if you haveless than six hours left. On the other hand, Tasks do not elapse time, so we will do these first. You will see some peoplewith a "TASK" icon above their head for them. Also, you can finally start breeding chocobos, and the Arena area is open!First and foremost, head to Classroom Zero. In the Hallway, Mother will stop you and tell you about the Altocrystarium,which is used to upgrade your spells using the Phantoma you have collected. Before heading there, go into ClassroomZero and to Moglin. Once again, I will list what Tasks and Events should be done in what order. I will also put a "^" marknext to ones that have additional information below the table, like I did the first time. Keep in mind that even though youhave more time, there are still more Tasks and Events than you have time for. Due to this, and the rewards, we are goingto focus more on the Tasks than the Events.

Type Location Who to See Description Reward NoteLecture Classroom Zero Moglin MAGC-100: Principles of Magic Magic Power +1 N/ALecture Classroom Zero Moglin FRMG-100: Introduction to Fire Magic Fire Magic +1 N/ALecture Classroom Zero Moglin ICMG-100: Introduction to Ice Magic Ice Magic +1 N/ALecture Classroom Zero Moglin LTMG-100: Introduction to Lightning Magic Lightning Magic +1 N/AOther Altocrystarium Panel Upgrade Spells^ Thunder RF Takes no time away

^ The first time you use the Altocrystarium, you will receive the Thunder RF, a mid-range spell.

ALTOCRYSTARIUM TUTORIALThe Altocrystarium is located from the portal in the Hallway area in Akademeia. Run up and press the Action button atthe MENU icon. Here, you can enhance spells. Know that you can also enhance spells at the Relic Terminals aroundOrience. New magic can be unlocked if you meet certain conditions as well.

In the menu screen, You will see tabs for Fire, Ice, Lightning, Defense, and Unique. Like the Pause menu, pressing L1

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/ R1 changes tabs. Within each tab's screen, you will see what spells you have available to possibly upgrade. Knowthat only the spells you currently possess--can be from any character--can be seen, as unlocking more spells will addmore to the list. Let's choose "Cure" under Defensefor an example case.

Go ahead and press your Action button to select Cure, as the information will be on the next screen anyway. The top-left box has the name of the spell, MP Cost, Prereq (tab name), and Magic Power level(s). For Cure, the charactermust have a Defense Magic Power of 50. When Cure is upgraded to Cura, they must have a Defense Magic Power of60 in order to use it, and 70 for Curaga. Below that is the Effects window, which is the description of the spell. Belowthat is Moglin's help window for explanations on the properties you have highlighted. In the top-right corner lists thePhantoma cost. Whichever property you have highlighted below will list what kind of Phantoma is required to enhanceit. For our Cure spell, the Recovery property requires 11 Green Phantoma in order to enhance it. Below that window isthe list of all the properties the spell contains. For Cure, we have Recovery, MP Cost, and Cast Time. You can chooseany one and Moglin will let you know what the enhancement will contain.

Warning: is that annoyingly when you upgrade, say, either Recovery or Cast Time, it will lower the MP Cost propertylevel. For Cure, it is currenly Level 52, but it will be lowered when something is enhanced. This means that the actualMP Cost you see in the upper left-hand corner will increase. Putting Phantoma into the MP Cost property itself cancounter it, but it will randomly lower the level of another property. (It's odd, I know.) Hopefully you have plenty of GreenPhantoma in Stock (if not, you can just go to another spell where you do have enough), so for this, go ahead andchoose Recovery. For me, it shows Recovery's level increasing by 5, but the MP Cost decreasing by 2. If you don't likethat, you can actually press Triangle (Y on Xbox One) to try and get different increases and decreases. You can do thisas many times as you want, until you see something you like. Personally, I had 1 Ivory Phantoma in my stock, and itsuggested using it, along with the 11 Green, to enhance Recovery by 10 levels, with no drawback to MP Cost; this iscalled an "EX Upgrade." Your decision.

Tips: When all is done, take a look at your other spells and see which ones you would like to enhance as well. Youcan only have up to 99 Phantoma each at a time, so there is no reason to stockpile, unless you are saving to upgradea different spell. Do save your Pearl Phantoma until much later in the game, even your 2nd playthrough if desired.They give a nice boost, sure, but are way more effective later on, when you are working at maxing out your spells. Ialso suggest working on Thunder BOM (once you receive it from Moglin's Lesson in Chapter 3), Fire RF (if enhancingnow, make sure you have 1 Red Phantoma left), and any Ice spell. Most enemies are mechanical in the game, soThunder BOM takes them out in a snap. Cure, you will want to try and max out all levels as soon as possible. Finally, Isuggest that you focus a little more on enhancing the Power property levels for your spells, then MP Cost, and thenCast Time. If there are others, you can work them in after.

Type Location Who toSee Description Reward Note

Other ChocoboRanch Hishow BreedChocobos^^

WarChocobo

Takes no time away, but 6 hours must pass for an egg tohatch

^^ I've already lead you to information about breeding chocobos before (again, it's in the Rubicus section of thisguide). Now, we finally get to do it. Speaking to Aki in the Entrance area will let you know about it as well. Go up toHishow with the "INFO" icon. Choose "Yes" that you want to breed, and then choose your Sire chocobo (male), andDam chocobo (female). Next, choose "Gysahl Greens" for the Feed. It will give you the hatch prediction of a WarChocobo. Choose "Yes" to breed. The Dam will lay some eggs, but 6 Hours must pass before they hatch, so we'llleave them be for now.

Type Location Who to See Description Reward Note

Task Sorcery SorceryResearcher Give 1 Red Phantoma Ferric

Ring N/A

Task ReadyRoom Tokito Give Tokito the Sexy

Swimsuit I had you buy

FulgurPrimus,Vol. II

Purchased from Corsi merchant; If you purchased itwhen I told you to do so, you can turn it in now

Task FountainCourtyard Enra Have Rem meet Enra Phoenix

Down Must be as Rem

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Task Main Gate LogisticsOfficer

Give 3 Potions Ether N/A

Task Lounge AdministrationOfficial Give 100 SPP^^^ Megalixir Read the section below!

After you accept the Task, go to a Relic Terminal and save. After, go into your Main menu and Return to Title. Know thatthis does not decrease your Free Time hours.

REPLAYING MISSIONS TUTORIALFrom the Title Screen, you will see an options titled "Missions." Select it, and then choose a save file to load. A list ofMissions you have completed within the game's story will be here. You can select any one you like in order to try andbetter your Report Card for that Mission, such as obtaining an S-Rank, and earning that needed SPP. You will alsokeep the EXP and items you obtain during your replay Missions.

Try to replay Missions as much as you can to better your score, and level up your characters without much grinding.You will also obtain better rewards at the end when you raise your ranking as well, along with being able to gothrough the story a little easier, since your characters will gain levels.

Remember, allowing Support Personnel (SP) into your Mission, they will replace your own characters for a little bit, oruntil they are defeated. When they defeat enemies, and when they are just there with you, they will accrue SPP, whichin this case, we need 100 of.

At this point, we only have two Missions, one of which is an RTS that will not have much SP integrated. Instead,choose "The Cadets' First Deployment." You can then choose which difficulty you would like to play it on, allowing youto obtain an S-Rank for each one. For now, we can just stay with Officer.

You will notice SP come in and out at random times throughout the Mission. They are higher levels than any of yourcharacters, and are good fighters. By the end of the Mission, I managed to accrue 667 SPP, which is more thanenough for the Task. If you want to replay it again, go for it, and I suggest it.

IF you would like, keep replaying the Mission until your characters are level 15, maybe even close to level 20. It is notnecessary, but it will make the next section a bit easier to handle. You do not have to keep accepting SPs if you do notwant to. Once you are done replaying a mission, you can exit out of the Mission screen, and reload your normal game,seeing all the items and EXP you have gained.

Remember, when you get back to the game, go to Louge to turn in 100 SPP to the Administration Official.

Arena

Real quick, I want to bring to your attention that the Arena is now open as well! This is the area that the first boss battletook place. There are two things you can do at the Arena. When you enter, a Relic Terminal will be to your left, which isimportant. In front of you are two Dominion Tribunes. The lady on the left deals with Combat Simulations, which has yourcurrent AM battle against waves of Imperial Troopers and Supersoliders. You gain EXP and Phantoma from this until youfall, or quit out. That's all fine and good, but the man on the right is a little more important. He does the Secret Training. Ifyou are at the school, and about to turn off your system, use the Relic Terminal to change your AM to one who is at thelowest level. Talk to the man, and initial the training. You will then be asked to save, and finally forced to return to the TitleScreen, where you can turn off your system, and possibly replay Missions as well.

Secret training grants the AM you put in EXP only while the system is off. It starts with a minimum of 2 real-world hours.Every 2 hours will count like your AM defeated a high-level enemy, gaining EXP. The maximum this can go on for is 24hours, and then nothing more happens. When you turn the game back on, you will see windows pop up, explaining whatenemies were defeated, and how much EXP was gained from each one. On the last one, it will give how many levels andAP your AM has gained! Hey, it's great to do this before you go to bed.

Type LocationWho to See Description Reward Note

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Task McTighe Amane Defeat three Lesser Coeurls Silver Bracelet Found in Corsi CaveNow we will finally be able to leave the school, so head to the Main Gate. Stop by the Relic Terminal, and set up a partythat you either want to work on leveling, or that you feel is strong. Next, go to Promotion and upgrade any abilities you canby their priorities I have listed in the character sections. (Personally, when I have to do something like this [and since I'mnot able to link back and forth for this situation], I find it easiest to open a second tab/browser window and have a secondguide up and running, so I can look at two sections at once.) Save once done, then exit Akademeia.

The trek we have may be a little far, but not by much. You can use a chocobo, but I actually suggest going on foot to getthe random encounters. This way your characters can level up just that much more. In fact, if you would like, go ahead andgrind a little if you need to around McTighe. Work on playing as each character so you can get a feel for how they all work,and their abilities. After a chain battle, if many had fallen, simply enter McTighe to heal everyone back up freely, withoutpenalty. You do not lose hours if you enter outside towns--only when you re-enter Akademeia. Do try to get them all tolevel 15 at least, if you can, as we will be going up against level 22 monsters on average.

Inside McTighe, accept the Task for Amane, and if you did any grinding, upgrade any abilities you can, and mostimportantly arrange your AMs and RMs to have a good, strong team to start. Do not put 'all your best characters as the firstAMs, since if they fall during battle, you will be stuck with nothing but your least favorite. Try to mix them up if you can.Next, make your way towards the town of Corsi, Northwest of McTighe. Face East on the World Map, and you will see anopening in the forest. Go through the opening to the cliff wall on the other side. You will see a dark spot in the wall thatlooks like a cave opening....

Optional Dungeon: Corsi Cave

Items FoundRubrum AnalectsKnowing TagMimmet Greens or Curiel Greens or AmuletCrystal Ball or Megalixir or Circlet

CORSI CAVE - Area 1

We will be coming here again later on in the game as well, so get a good feel for the place. We will also work on gettingitems for three other Tasks, along with the three Lesser Coeurl that need to be defeated. As soon as you walk in, you willsee a girl sitting down on the left, with a frog jumping around her. Her name is Akane, who has... boyfriend issues. Wecannot actually do much with her, but we do need to talk to her whenever we find her in other caves as well. Beforeheading further in, go directly across from the girl to the other side, and you will see a brown chest. Get the [RubrumAnalects], used later for a Task in Chapter 3! Now head further in.

NAMELESS TUNNEL - Area 2

You will come up against multiple Lesser Coeurl. This is where we will complete the requirement for the current activeTask. It may seem like an wave after wave, but the waves do end. Know that you do not need to beat them all in order tocontinue--and in order to get the items for the last two Tasks, we do need to continue.

UNKNOWN PATH - Area 3

You will be up against more Lesser Coeurl, and a Bomb. After you defeat them, the same type of group will reappear.Again, you do not need to beat them in order to progress, but I still highly suggest you do. After you defeat bombs, makesure you harvest Phantoma from them, in order to obtain any dropped items as well. Coeurl, we need a Pretty Pelt, andfrom Bombs, we need a Fire Shard. (Know that you can find Bombs in random encounters within Rubrum as well.)

TRIDENTINE TUNNEL - Area 4

Take out all the Lesser Coeurl first. Once you receive the Victory title, look towards the edge where the water is, in the

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center area. You will find a [Knowing Tag]. There are two exits, so we'll take the Eastern one first.

UNSPOKEN PATH - Area 5

There are only more Lesser Coeurl and Bombs here. Take them out if you wish, and continue East.

FORGOTTEN WATERFALL - Area 6

there will be a Lesser Coeurl CO, accompanied by a few normal Lesser Coeurl. Let your party focus on the normal ones,while you focus on the CO. There is no different strategy here, except for it has more health. After they are gone, head tothe Eastern edge and open the chest for [Mimmet Greens 37.5% / Two Mimmet Greens 37.5% / Two Curiel Greens12.5% / Amulet 12.5%]. After, head back to the Tridentine Tunnel (don't worry, the enemies you defeated will notreappear), and then make a left going North.

WINDING WALK - Area 7

More Lesser Coeurls and Bombs. Take them all out and continue West.

COEURL'S DEN - Area 8

This is the last area, with the dungeon boss, Coeurl. This is a neat little boss, though it can be annoying. Coeurl willteleport around the room slowly, but if you stay locked on, you can easily see where it is going. It can summon threeLesser Coeurl as well, which do not seem as strong as the ones you have fought in the cave, but make sure you focus onthe boss, and only attack the normal ones when they become annoying--do try to leave one or two alive when the boss isdefeated, so they can surrender. It also has a couple of lightning attacks as well. One is a small burst that goes out in acircle around the boss. The second is a ball of lightning that materializes in front of the boss and floats there for a moment,and if you run into it, it will explode. The Breaksight for this boss is only as soon as it stops teleporting, so time your attacksaccordingly. Make sure you also keep dodging around everywhere when you need to move. On the Western edge is achest with [Crystal Ball 50% / Megalixir 25% / Circlet 25%]. BEFORE leaving, however, check around to see if anyLesser Coeurls have surrendered. If so, go up them and press your Action button to obtain a Pretty Pelt. After, returnoutside.

Third Break Part 2 - 1 Day, 4 Hours

Check your inventory and make sure you do indeed have a Pretty Pelt, and also a Fire Shard in stock. if not, head back inand to Area 3 (and Area 7 if needed). Fight more Lesser Coeurls and Bombs until you receive those items. When you do,head back to McTighe and turn in the original Task.

Type LocationWho to See Description Reward NoteTask Aqvi Koki Give Koki a Fire Shard Ferric Ring Taken from Bombs in Corsi CaveHopefully you have the Fire Shard from a defeated Bomb. If not, head back to Corsi Cave and obtain one. As I justmentioned above, Bombs are found in Areas 3 and 7 (in reference to my room guide). Since we are also here, let us getanother Crystal (the first time I told you to come into the town was optional). In the back, you will see a little girl standing bythe first tree, named Nazuna. Talk to her twice. Three children will run up, so talk to any one of the three. After, talk toNazuna again, and she will run away. Now head towards the entrance, and you will see a Dominion Legionary. Select "Ofcourse I know her!" to receive a letter. Go back to Nazuna standing at the corner of the center building, and select "Yes" togive her the letter. In return, you will receive a l'Cie Yu'u's Crystal! Once you are done, head to the town of Corsi.

Type LocationWho to See Description Reward NoteTask Corsi Takano Defeat 10 Aqua Flans HP Enhancer Found in grassy areas in Rubrum RegionJust run around the flat grassy areas around Corsi until Aqua Flans show up. They usually come in two per battle, and ifyou are able to chain the battles, do so. After that Task is done and turned in, head back to Akademeia. You will now have10 hours left. (Last time, make sure you have a Pretty Pelt from the Lesser Coeurls in Corsi Cave.)

Type LocationWho to See Description Reward Note

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Task Armory Guildsman Give him 1 Pretty Pelt Iron Bangle Taken from Lesser Coeurls in Corsi CaveAfter you turn in the last Task, return to the Chocobo Ranch, and talk to Hishow again. Your eggs have hatched! -- Andhave turned into adults already. Say you want your chocobos now, and you should receive a random mixture of regularChocobos and War Chocobos! From them, you can breed two War Chocobos, or one War and one regular, feeding themboth Gysahl Greens, in order to obtain Assault Chocobos.

Now, you can choose to do what you like, until you have 6 hours or less remaining. You have two Tasks left, both of whichrequire you to leave the school. Considering time, You would really only be able to complete one, leaving the other foryour second playthrough. You also have Events waiting for you as well (the yellow "!"). Personally, I got two Events doneto reach my 6 hours exactly, and have planned on doing the two Tasks on the second playthrough. I will just list the Tasks /Events in order of how I completed them, and then list the remainders at the bottom.

Type Location Who to See Description Reward Note

Event ClassroomZeroMachina /Rem Cutscene Ether

Must beplaying asMachina orRem

Event Sorcery Dr. Al-Rashia Cutscene Hi-

Potion

Must beplaying asAce

Event Sorcery /Terrace

SorceryResearcher/ Emina

(You should have talked to Emina last break.) Talk to the SorceryResearcher nearest to Dr. Al-Rashia's door. After, go to the Terraceand talk to Emina.

EtherThis is partof mini-quest

Return to the Sorcery Researcher and learn about the Sheer spell. We cannot do anything else with the mini-quest at thistime, as we still need presents. We will leave this be until the next break.

Type Location Who to See Description Reward NoteEvent Kazusa's Lab Kazusa Cutscene Mega-Potion Go as AceAt this time, go ahead and head to Central Command, only if you earned a bit of SPP. Talk to Dominion Tribune with theINFO icon above his head. A shop will open up, and you will see normal items, and items earned from completing goalsand such throughout Missions, such as better character weapons and accessories. Instead of Gil, however, you tradeSPP. If you do not have enough for everything, that is fine. You can always replay Missions to earn more, or I suppose notworry about it at all. I do suggest going for the weapons first, and then accessories after.

Next, head back to the Chocobo Ranch, and your next batch of chocobos should have hatched by this time (start at 10hours, now 2 hours left; remember, it takes 6 hours for eggs to hatch). Depending on your batch, you can breed twoCombat Chocobos with Gysahl Greens to eventually make a Swiftwind Chocobo.

Type Location Who to See Description Reward NoteEvent Kazusa's Lab Kazusa Cutscene Mega-Ether Go as DeuceIf you did it in this order, you should have 0 hours left. As for the remainder:

Type Location Who to See Description Reward Note

Task CentralCommand Dominion Officer Defeat 2

VertigoGlacies Prima, Vol.II Found in the forests of Rubrum Region

Task Crystarium Class Ninth Cadet Defeat 1Striker Ignis Primus, Vol. II Magitek Armor that appear in randombattlesEvent Lounge Naghi Cutscene Ether N/AEvent Ready Room Koharu N/A Mega-Potion N/A

Event Ready Room DominionLegionary N/A Hi-Potion N/A

Event CentralCommand Sice N/A Ether N/A

Event Entrance Class Fifth Moogle N/A Hi-Potion N/A

Event FountainCourtyard Class First Moogle N/A Hi-Potion N/A

Event Airship Landing Class Tenth N/A Hi-Potion N/A

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MoogleSave and head to Classroom Zero! You will be shown a new icon of two swords, marking an World Map Mission icon,which I will call "Swords icon". Exit the school. Head into the town of Corsi to heal if needed, but mostly for the SHOP. Herewe can purchase the Presents needed for Emina's mini-quest. I know we could have purchased them before, but I wantedto wait until we had enough money, and also because I wanted us to do a couple of Kazusa Events. If you have enough,buy the Novel and the Blue Bouquet (nothing else will be accepted). Save if you like, arrange your party and equipment ifneeded (have a ranged character as your active leader), and then head out. This time, we will be continuing North ofCorsi, to the Togoreth Region.

LEVEL 99 MONSTERS & FREE CHOCOBOS TUTORIALThis is more of a warning, than it is a tutorial. Regions beyond Rubrum is land to very powerful monsters. You willeasily see them roam around the World Map. For Togoreth, you will see a monster called Tauricorn, which is level 99(along with all the others). Coming in contact with one of these monsters will surely take down your party very quickly.It does go for your leader, and will keep attacking until either the leader or monster falls. If you do accidentally comeinto contact with one, switch to an AM that is least vital to your group, but it is best to just stay away (for now). The bestway to keep away is to ride your own chocobo, as chocobos can outrun them, but your characters cannot.

Speaking of chocobos, close by these monsters, you may also see free-roaming chocobos. If you manage to collidewith one on the World Map, it will be captured and added to your inventory. Try to make this happen any time you seeone.

As soon as you enter the region, go ahead and call a normal chocobo to ride. The city of Togoreth is North by Northwest,through the clearing in the forest. You can use your chocobo to outrun the level 99 monsters, and to capture otherchocobos you come in contact with. Enter the city when you are ready.

Mission 3: The Capture of Togoreth Stronghold

Required for S-RankTime 25:00Phantoma 90Casualties 0

Items FoundPotion or Hi-PotionFortified Ration or Combat RationKnowing TagKnowing TagKnowing TagEther or Hi-PotionKnowing TagKnowing Tag or Mega-Potion or Hi-PotionKnowing TagKnowing TagHi-Potion or Strength SerumCombat Ration or Strength SerumPotion or Hi-PotionI am not going to lie, this mission is a little tough, but manageable. Set up your team, and refuse SP Support.

PERIMETER GATES - Area 1

When you arrive, walk up a little, and then battle two Militesi Coeurls and one Imperial Trooper. When you turn the corner,battle the same type of group. Look towards the collapsed archway next to the green crates, and pick up a [Potion 50% /Hi-Potion 50%]. Next, accept the SO (if you want) about defeating the Imperial Leader at the front gate using your active

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leader. When you turn the next corner, you will be faced with more Coeurls, Snipers, and a CO Supersoldier. Focus onlyon the CO. When you take him out, see if any Coeurls are still around and live to make them surrender Pretty Pelts. Beforeyou continue on, go back to where you found the first item, and then head directly West of that to in front of the othercollapsed archway. Pick up a [Fortified Ration 50% / Combat Ration 50%]. Now continue on.

CENTRAL STAIRWELL - Area 2

If you do the SO, make sure you have a ranged character as your active leader. The CO is to the top left on the ledge. Onthe ground level are two Nymurods and three Imperial Troopers. More Imperial Troopers will line the ledge above as well.From here, head West and go along the lower ledge.

WEST STAIRWELL - Area 3

If you are going for the main SO in this area, it will be a tad complicated, but the reward is worth it. When you reach thecenter area, a Channelgate will block the passages in and out of the area. While trapped, a one-hit-kill enemy called aGolem will appear, along with the SO order (decline other SOs if they appear).

SO: Endurance Test You cannot allow anyone to die for 1 minutes (another playthrough, I hade 30 seconds in anotherplaythrough), which may feel longer than it is. Do not attack the Golem! Normally it would be easy, as you just need to stayaway from it, however your other characters may attack if they get close enough. The best way to go about this is as soonas you start the SO, keep running to the Northern exit until you cannot go any further. Just wait there until 1 minute / 30seconds are up. Once it is, the forcefield will open, and you can leave. The reward at the end of the Mission will be a newmagic, Fire ROK-II.

Whether you did the SO or not, remember to avoid the Golem at all costs, and head to the Northern exit. You could attackthe Channelgate to destroy it, but the Golem will be attacking you as well, so I suggest just avoiding it for 30 seconds untilthe passage opens. Head out!

NORTH GATE - Area 4

If you do the SO, attack and defeat three Imperial Troopers first, and then go for the CO. After, head to then Southern exit.

SECOND LABORATORY - Area 5

This is a Safe Zone area. Straight ahead, pick up a [Knowing Tag]. Skip the Relic Terminal for now, and pick up a second[Knowing Tag]. Turn right and pick up another [Knowing Tag]. Make another right and pick up a [Ether 50% / Hi-Potion50%]. Next, step in the Recovery Portal if you need to, and then, visit the Relic Terminal if desired. Finally, follow thewaypoint to the Southeastern exit.

MATERIEL STORAGE - Area 6

If you took the SO, quickly head to the CO and take him out before the Dominion Legionary is defeated. In the corner of theroom, pick up another [Knowing Tag].

Inner Corridor - Area 7

If you do the SO, take out the two Imperial Troopers on the ground level right away, and then two Warriors will appear. It isbest to have a ranged attacker for this, so you won't get surrounded by them in the narrow corridor. Remember, you haveto wait for them to do their shoulder press attack, in which right after, their Breaksight / Killsight will appear--you must scorea Killsight on each Warrior. Either way, there are also two Imperial Troopers on the top ledges as well. Whatever you do,continue straight ahead.

SAMPLE DEPOSITORY - Area 8

Go to the lone girl, Koharu, who is standing in the middle of the room. You will be given a Summoning Permit to use your

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first Eidolon, Ifrit! However, if you are going for an S-Rank, do not use him, as it will sacrifice your active leader, causingone casuality. If you do not care about S-Ranks at this time, nor your active leader, wait until the next room to use him.Simply defeat all the Demonicorns (don't worry, they are not level 99) and Troopers that appear. Continue West.

DYNAMO ACCESS - Area 9

Don't even think about accepting the SO at this point, as you would have to actually defeat the Golem this time (wait untilyour second playthrough). If you summon Ifrit, do it at the top of the stairs and summon Meteor Strike on the Channelgate afew times, then go down and perform normal attacks to finish the device off. If you do not use Ifrit, just make sure to keepan eye on where the Golem is while you are attacking the Channelgate (easiest with a ranged attacker). Your party may,or may not fall at the hands of the Golem. You will notice items at each end of the upper ledges by the crates. In order totarget and pick them up, you must target the Golem first, and then press Right Stick up to target the items. You will receivea [Combat Ration 50% / Strength Serum 50%] and a [Combat Ration 50% / Medical Kit 50%]. Head to the Southwestexit after you destroy the Channelgate.

FIRST LABORATORY - Area 10

This is another safe zone, where you can now pick up a [Knowing Tag]. Make a right and pick up another [Knowing Tag].Hit the Recovery Portal if you need to. You will see an injured man sitting down. Talk to him, and answer either that the girlwho gave you the Permit from area 8 is dead or alive (choose alive, even though she is dead from the cutscene). If youanswer that she is alive, you will receive a [Knowing Tag], but if you answer she is dead, you will receive a [Mega-Potion50% / Hi-Potion 50%]. Go back to Area 9 and head North through the destroyed Channelgate.

CENTRAL DYNAMO - Area 11

This is a safe zone. In this neat little area, run forward to the dynamo and shut it off to disable the security system. Now youcan enter the interior of the city and not worry about Channelgates, nor Golems.. To your right will be a Recovery Portal,and to the left will be a Relic Terminal.

In the terminal, if you go to Promotions, you will notice a new selection, EIDOLONS, available. Ifrit will be in the list, andyou can upgrade his stats and abilities just like any character. He starts with 6AP, which you can put towards HP UP.Save, and exit back out.

DYNAMO ACCESS - Area 9 (Return)

Instead of a Golem, you will be up against Coeurls and Imperial Troopers. A Warrior CO will be in the Southeast corner ofthe room, which you need to defeat in order to progress. Know that a bit has changed since the shut down. The items youcould no pick up before are no longer available (remember these for the second playthrough if you want). If you go backinto Area 8, three Dominions will appear. Talk to the on the Eastern end to receive a [Hi-Potion]. Either way, from Area 9,head North.

STRONGHOLD CORE - Area 12

There will be some Troopers and Supersoldiers in here. Once you receive your Victory, you can head to the upper Easternwalkway by the rubble and pick up a [Hi-Potion 50% / Strength Serum 50%]. Then, on the Western walkway will be a[Combat Ration 50% / Strength Serum 50%]. After, head through the Southern exit.

CENTRAL STAIRWELL - Area 2 (Return)

This is now a safe zone. There is nothing to do here, but if you want to obtain some Ballistic Armor from a SO, head back toArea 1 and harvest 5 Phantoma from Imperial Troopers using your active leader within 2 minutes (easiest with a rangedattacker). Whether you do or not, head back West from Area 2.

WEST STAIRWELL - Area 3 (Return)

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You will be up against some Imperial Troopers, but also a Mid-sized Carrier. The Carrier will become a little annoying, asit will fly back a bit, and start strafing left and right as it fires. I found it easiest to use Trey's Raining Arrows to land anattack. Once done, you can run North, all the way back around, but there is absolutely no need, and just wastes time.Instead, head East and up the staircase.

WEST STAIRWELL - Area 13

The SO requires your active leader to defeat 3 Warriors in 1 minute, 30 seconds, to receive a Firewyrm Armlet. Take outthe three Troopers first, then head further for the Warriors. There will be about 5 that appear, one if which is a CO, thatmust be defeated before you can continue on.

SOUTH CONCOURSE - Area 14

You will be up against several Coeurls, a Mid-Sized Carrier, Supersoldiers, and a CO. You must take out the CO beforeyou can continue on. At the end will be a Recovery Portal.

EAST STAIRWELL - Area 15

To complete the SO, run past the Troopers at the beginning and run on to the opposite end for the Warrior CO, and moreTroopers. Defeat the CO, and then check if there are any Troopers around, or go back to check on the other Troopers, allwithin 2 minutes, to receive a U1-Shock Damper. Continue on.

NORTH STAIRWELL - Area 16

For the SO, you must defeat three enemies using your active leader in 1 minute to receive Metal Gloves. First take out theNymurod, as Commander Schmitz will put buffs on the other enemies until Nymurod is defeated. Once it is, Schmitz willrun off, so take out the other enemies to complete the SO, then head to the next area at the top of the stairs.

UPPER CORRIDOR - Area 17

This is a save zone. Use the Recovery Portal and prepare your characters. Have your active leader as a ranged attacker(not Trey) with Lightning magic. A boss is coming up soon, and this is your last chance to prepare. Set your othercharacters as a good healer, and anotherranged attacker. Save, and then continue on.

IMPERIAL COMMAND - Area 18

Take out Troopers and Supersoldiers as you move forward. In the Conference Room, take out the normal enemies first,then go after the CO. The CO does hit pretty hard, but tends to stay in one place. Easiest strategy I found is to have yourranged attack lock on, then stay on the opposite side of the table. Whe the CO fires his pistol, strafe either left or right (don'tchange during). As soon as he fires his bullet(s), his Breaksight will appear, so fire right away. Remember, he will fire oneshot at first, but when raged, he will fire several in a row. Repeat this process until he is taken down. Use a Potion if youneed to. When you are done, you can return to the bottom of the area where you first entered, and by the crates will be a[Potion 50% / Hi-Potion 50%]. After the voice is done speaking, a cutscene will automatically start.

OUTSKIRTS - Area 19

Boss: General Qator Bashtar

The boss moves faster than any of your characters, so that is why ranged attackers are best for this battle. As soon as hestops moving around, he will immediately perform an attack, which if timed right, can possibly be dodged. Even then, youstill may receive a hit. It really is best to just keep landing attack on him. If the Armor lowers, it will perform a shoulder pressattack, so dodge out of the way, but know that a Breaksight appears right after (just like Warriors). If you manage to hit thatBreaksight, the boss will fall for a moment, allowing you a safe moment to just go all out on attack.

Eventually it will start to rain, which decreases the effectivness of Fire attacks, but increase Lightning attacks, so at this

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time, use Lightning magic to really hit the boss hard. Remember, there is a Recovery Portal on the North side of the area.There are a few other Breaksight opportunities, but they may be too difficult to take advantage of. If your characters fall, justquickly switch them out, but make sure you are playing as a ranged attacker. After the boss falls to the ground two or threetimes, opening up Breaksights, you should be able to take him out.

Mission 3: Report Card

Required for S-RankTime 25:00Phantoma 90Casualties 0I would be surprised if you managed to get an S-Rank on your first try. Remember, once your characters are leveled upmuch more, you can always replay the mission from the Title Screen to attempt an S-Rank again. Completing the Missionwill also give you the Eidolon, Shiva! Know that you can only take one Eidolon on a Mission with you at a time, but eachone is powerful enough to not really trump the others. Also, if you took my advice and played as each character on theWorld Map to level up a bit, and practice their skills, you should hopefully have received new weapons for them,purchasable via SPP. Basically, everything you did between the last Mission and the end of this one will be rewarded, sohave patience and try to do as much as possible.

Chapter 3: Weapons of Mass Destruction

Fourth Break - 3 Days, 12 Hours

You will start out at the Main Gate of Akademeia. To your right will be a Dominion Legionary with a "?" icon, who will talkabout Datalink, a magitek communications system. It will link data from a target to HQ, but you must stay close to the target,or the link will be lost. I'll talk more about this later. For now, follow Moglin's Instructions and head to HQ (CentralCommand). Talk to Kurasame standing in the back with the "MAIN" icon. He grants you to freely use Eidolons (personally,if they did not cause a Casualty, this would be awesome), and Triad Maneuvers (now, these are awesome)!

TRIAD MANEUVERS TUTORIALThis is a great attack that uses all three of your AMs. First, you must make sure all three AMs are alive, and you have afull AG bar (remember, the yellow bar above your Command list). When all is good to go, lock on and get up close tothe enemy you want to attack. Press Triangle + O to have all three squad members unleash powerful attacks, uniqueto each character. This will deplete your AG, but you will not suffer a Casualty, and the enemy will either receive ahard blow, or fall from it! If you do it near the enemy, it will also freeze the enemy for a brief moment, allowing you getin some additional attacks if it is still alive.

You can either use the Triad Maneuver, or an Eidolon during Missions. Since the outcome of triad maneuvers arebetter, and especially if you are trying to go for an S-Ranking, I highly suggest using the Triad.

Alright, on to the Tasks and Events (and others)!

Type Location Who to See Description Reward NoteLecture Classroom Zero Moglin FGHT-101: Survey of Battle Basics 10,000 EXP N/ALecture Classroom Zero Moglin MAGC-101: Survey of Basic Magic Magic Power +1 N/ALecture Classroom Zero Moglin DFMG-101: Elementary Defense Magic I Defense Magic +2 N/ALecture Classroom Zero Moglin HPUP-100: Introduction to Health Max HP +20 N/AAfter the lectures, go ahead and talk to Aria (INFO icon), and restock on Potions if you need to, and purchase Remedies ifyou'd like. Make sure, however, that you have at least 3 Ethers in your stock. Next, go into your Main menu and look at thebottom right at the SPP to make sure you have at least 300SPP and 3 Green Phantoma. If not, then save, Return to Title,replay a Mission or two, get the SPP and Phantoma, and then come back.

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Type Location Who to See Description Reward Note

Task Hallway Dr. Al-Rashia Defeat 3 enemies usingFire RF

Magic Power+3 Do this at the Arena

Task CentralCommand Kurasame Land 10

Killsights/Breaksights 10,000 EXP Do this at the Arena

Task Crystarium Provost Retrieve the RubrumAnalects from Corsi Cave Wizard's Hat I had you get this in the entrance area of Corsi

Cave; the first item we retrieved

Task Sorcery SorceryResearcher Give 3 Green Phantoma Argentic Ring N/A

Task Lounge AdministrationOfficial Give 300SPP

FulgurSecundus,Vol. II

N/A

Task Main Gate LogisticsOfficer Give 3 Ethers 5 X-Potions N/A

At the Main Gate, you will also see another person with a "TRIAL" icon above their head. This is for the Expert Trials, whichshould not be attempted during our first playthrough. They work as normal Missions, but are extremely difficult, with high-level enemies. If you are nowhere near the enemy levels for a Trial (at least 5 levels), then just wait until your secondplaythrough. Due to this, one Tasks will also be skipped, as it requires you heading to the Trial location, which is onlyopened if the Trial is completed. If you are curious, there are two Trials at this time: "The Keziah Diversion", level 35; and"United Front", level 36. Don't waste your time during this playthrough.

Type Location Who toSee Description Reward Note

Other ChocoboRanch Hishow Take Chocobos & breed newones^

SwiftwindChocobo

6 game hours must pass tobreed

^ Combat Chocobo Sir + Combat Chocobo Dam + Mimett Greens = Swiftwind Chocobo.

Type Location Who toSee Description Reward Note

Task Armory Guildsman Return 3 jugs of TreeSap from CapparwiresShockShield

Must must return after you complete this; you cannot accept aoutside Task if you have another one currently in effect

When you reach the Fountain Courtyard, check the Class First Moogle by the Entrance doors and see if he has an "INFO"icon above his head. If he does, talk to him to receive an item based on the hours you have played. Next, since you havereceived some EXP, stop by the Relic Terminal at the Main Gate before you leave. Upgrade Abilities, check Armament,and the Altocrystarium, then leave. Make your way back to the Togoreth Region again (North of Corsi). You'll notice thatwhere the city was is now a huge crater in the ground. Capparwires are part of the random battles you will encounter inthe plances of Togoreth. Since we have the level 99 beasts roaming, you may want to stay near the border line that leadsback to Rubrum. If once spots you before you get into a battle, just run back to Rubrum Region, and then back again. Onceyou have 3 Tree Saps and the battle ends (check your inventory first), go into your Main menu and select Return toAkademeia. This way you will not have to walk all the way back! Turn in the Task.

Once this is done, we cannot technically complete anymore Tasks. Reasons being: Trials would need to be accepted inorder for areas and towns to be opened up early. In these areas / towns, outside Tasks can be accepted and completed.This cuts out two Tasks during this playthrough. Due to this, I want us to use the rest of the time to complete Events andgain smaller items to stock up our Inventory.

Type Location Who to See Description Reward Note

Event FountainCourtyard Orderly Talk GlassPendant Used to get an Accessory later in the game

Event Central Command Trey Listen Mega-Potion N/A

Event Central Command DominionLegionary Talk Hi-Potion Switch to Ace in the Hallway once done with

thisEvent Back Garden Bench (Object) Cutscene Elixir Need to play as Ace

Event Back Garden Cater Talk Ether Switch to Rem in the Hallway once done withthis

I should mention at this time as well that you may see, at some point, a text box appear with "The Wild Cactuar fled", or

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something to that nature. This is the one that Cater just talked to you about. This Cactuar randomly appears in the AirshipLanding, Terrace, Back Garden, or Chocobo Ranch areas. That Cactuar has a chance of dropping the l'Cie Yugino'sCrystal. This is random, and mine appeared in the Back Garden area in the grassy area right in front of the bench.

Type Location Who toSee Description Reward Note

Event Sorcery Dr. Al-Rashia

Cutscene(Sad) X-Ether (Happy) Need to play as Rem

Event Lounge Akagi Talk Hi-Potion On the upper platform

Event Lounge Carla Give 1000Gil N/A Part of a side quest

Event Armory Mutsuki Cutscene Mega-Remedy Part of a side quest. Mutsuki becomes a friend, so you alsoget an Elixir

Other ChocoboRanch Hishow Chocobos SwiftwindChocobos

You cannot upgrade further from here at this time, so do asyou please

Event Crystarium Quon Cutscene Ether or TurboEther Part of a side quest. Quon becomes a friend

Event Crystarium Tachibana Talk Hi-Potion N/AAt this time, you should have 12 hours left. There is just under enough Events to reach 6 hours (for Emina and Kazusa), sothe best method at this point is to save at the Main Gate, and go outside Akademia. Do whatever you wish: level up,explore, or just return back to the school to make 6 hours pass, to leave 6 hours left. Make sure you have the Novel andBlue Bouquet from Corsi, as Emina will not accept anything else.

Type Location Who toSee Description Reward Note

Event Terrace Emina Give a gift Mega-Ether

The gifts you purchased will be listed. Select one. You will be able tospy on Emina

Event Terrace Emina Give a gift Mega-Ether

The gifts you purchased will be listed. Select one. You will be able tospy on Emina

Event Crystarium Kazusa Cutscene Mega-Potion Go as Trey

0 hours, but for the remainder:

Type Location Who toSee Description Reward Note

Task CrystariumClassNinthCadet

Take one prisoner by defeated ImperialCOs in North Togoreth Region forests

BallisticShield

Must accept "United Front" Trial forNorth Togoreth Region to open

Task CentralCommand

DominionLegionary Defeat 6 Perkunas

Copy ofAegisVeritas

Must accept "United Front" Trial forNorth Togoreth Region to open

Event Main Gate Calls SixthMoogle Talk Hi-Potion N/A

Event AirshipLanding

ClassFourthMoogle

Talk Hi-Potion N/A

Trial Main Gate Dominion Complete "The Keziah Diversion", level35

OpensKeziah Do on second playthrough

Trial Main Gate Dominion Complete "United Front", level 36 Opens Mi-Go Do on second playthrough

There is still two Tasks left, but we can only complete one for now, which will be tackled in just a moment. When you'reready, head to Classroom Zero to begin your next Mission. Kurasame will provide you with the Protect spell and 3Magicite, which is actually used during the Mission, so don't worry about those. I suggest having one of your AMs to havethe Protect spell, but make sure someone has Cure as well.

When you get to the Fountain Courtyard, Moglin will mention that the Airship Landing has reopened! Head there. Stop bythe Relic Terminal in the Landing and set yourself up as desired. Save, and then talk to the Airship Attendant with the"INFO" icon above her head. You can only travel to areas that are under Dominion control, however. If needed, talk to her

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again, and select Mi-Go for 150 Gil. When you land, enter the town. Know that you could not enter this town previouslyunless accepting the "United Front" Trial. Stop by the closest SHOP real quick and purchase the Compact Mirror, Tea Set,and Perfume Set (nothing else will be accepted). The further SHOP sells accessories and Greens for your chocobobreeding.

Before anything else, go to the four men talking to one another in the corner of town. Each one will ask you a questionabout how to fit in and attract women. Answer each with these answers:

Just be casual with her.With a friendly "Heya!"Smart colors, like a suave navyGet a wild and sexy tan.

You will notice each one changes according to the answers you give them. After, talk to the guys you helped, and one willgive you the l'Cie Yuka's Crystal!

Type Location Who toSee Description Reward Note

Task Mi-Go Moto Defeat 10Hundlegs

Aegis Tertia,Vol. II

Must be the Hundlegs found in the Togoreth Region, South ofwhere you are

Head South through the forest (you can ride a chocobo if you have one to spare, or just fight your way through. If on foot,you may come across a Thunder Bomb (Perkunas version) in the plains, and the Zobaione version of the Aqua Flan in theforest. You'll come into the Region from the Northern side, where you'll see another town, Keziah, that is under your rule.Before the airship flight, this was under the enemy's rule, and could not be accessed unless you completed "The KeziahDiversion" Trial. For now, just roam the plains and defeat 10 Hundlegs, then return to Mi-Go and turn in the Task. After,come back and enter Keziah.

As soon as you enter, you'll see a lone Dominion Quaestor standing. To your right will be the Relic Terminal and a SHOPto buy new accessories and Gysahl Greens. Offer to help the Quaestor, then talk to her again to see where the first lettergoes. You have to deliver them one at a time. If you want to try to figure them out on your own, go for it. If not, highlight thebox below:

SPOILER! Highlight to View

"Cressida" lives to the left from where you entered, in the corner double doors."Iona" lives at the first single door to the right of where you entered."Anna-Lena" lives up the ramp, then the second door on your left."Kycilia" lives up the ramp, to the right, then all the way at the end."Thalassa" lives up the ramp, then the first door on your right."Kakia" lives to the right from where you entered, at the second door."Cycoco" lives up the ramp, then the last door on your left."Madeline" lives to the right from where you entered, last doube doors in the corner."Marga" lives up the ramp, then the first door to your left."scribble-R-O-scribble-A." Right... First off, head right from where you entered and talk to the male Dominion Citizen inthe back corner. He will give you the name "Dorothea." Head up the ramp, to the right, and to the first white post youcome upon on your right with the arrow.

As a reward, you will receive the l'Cie Lazuline's Crystal! You will notice a man with the TASK icon, but we cannotcomplete it at this time. The level 31 dungeon we need to enter, the Northern Corridor, is currently blocked off. We'll leavethis be for now, and come back to it later. Save and then leave.

Let's get to that Mission. First, make sure your characters are at least level 17, as that is the level for the upcoming Mission.If not, either grind, or replay Missions until they all are--higher levels are always better, of course. Outside of Keziah, goahead and hop on a chocobo, as we will be traveling a ways and possibly passing large monsters. Follow the yellowarrow on your radar across the bridge, and continue until you enter Iscah Region. Go to the first town you come across,Iscah, to begin the Mission.

Mission 4: The Infiltration of Iscah

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Required for S-RankTime 15:00Phantoma 90Casualties 0

Items FoundPotion or Hi-PotionPotion or EtherFortified Ration or Combat RationKnowing TagKnowing TagSullied RingFortified Ration or Medical KitWith the new Triad Maneuver available, you will be able to choose your Squad Command during Mission setup, beingeither the Traid Maneuver, or an Eidolon. As I stated, if you are going for an S-Rank, you do not want to use an Eidolon.However, obtaining an S-Rank your first time through a Mission is not common at all, though not impossible. Eidolons maybe cool to use, but I still suggest the Triad Maneuver. With equipment, I recommend that none of your characters have Fireas their magic ability. For your AMs, go ahead and choose strong characters. Remember, use your good characters forMissions (not all at once though, incase they fall during the Mission), and save your weaker ones for the Free Times ifdesired.

ISCAH AQUEDUCT UG-91 - Area 1

The entire Mission will be shrouded in Fog, making visibility difficult, especially during battles, so pay attention to mydirections. In this first area, there is nothing to do. If you talk to the Dominion Legionaries, they'll let you know that due tothe Fog, you will not be able to target enemies from as far as you normally would, and Fire Magic potency is decreased.Continue North.

ISCAH AQUEDUCT UG-92 - Area 2

Head West and go up to the Valve. Turn it to lower the water level in the room. Across the way, take out the 3 Evil Eyes.Remember, you cannot target them from your normal distance, so get up close and attack, but don't stand around in onearea, especially if you see their Stop attack appear under you in the white light. Continue to the next exit North.

ISCAH AQUEDUCT UG-93 - Area 3

This room has more Evil Eyes, and a couple of Flame Flans as well. Remember, physical attacks hardly damage Flans,but magic attacks and Breaksights hurt. At the T-junction, head East.

EASTERN DYNAMO - Area 4

As you head up the stairs, a few Ankhegs will attack. They are easy enough to take down (a model of the Hundlegs), butthe can cause Poison, so be careful. At the gears, set the Magicite. Before heading back, face away from the gears, thenhead other Eastern stairs to pick up a [Potion 50% / Hi-Potion 50%]. Go back to Area 3, then continue West.

ISCAH AQUEDUCT UG-94 - Area 5

Take out the Evil Eyes, and since we cannot continue down the stairs, make a left and head out the Southern exit.

ISCAH EQUEDUCT UG-95 - Area 6

As you make your way up, defeat all the enemies. At the end on your left will be a second Valve, so turn it to lower thewater. As you head back, make a left to the Western exit.

SOUTHERN DYNAMO - Area 7

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Defeat the one Evil Eye as you head up, and set the second Magicite at the gears. As you head back down, 3 more EvilEyes will attack, so quickly take them out, then head back to Area 6, and then make a left to the Northern exit into Area 5.

ISCAH AQUEDUCT UG-94 - Area 5 (Return)

The water is now lowered here, but more enemies have appeared as well. Fight your way through to the Northern exit.

ISCAH AQUEDUCT UG-96 - Area 8

If you do the SO, you cannot use Magic for one minute, which should be easy enough. Your reward at the end of theMission will be an Ignis Tertius, Vol. I. As you follow the paths, make a right at the first junction, then a left at the second.Follow the turn South, and at this dead end will be a [Potion 50% / Ether 50%]. Head back North a tad, and head all theway East, following the S-bend to the Eastern exit.

ISCAH AQUEDUCT UG-97 - Area 9

Fight your way through the L-shaped corridor to the Northern exit.

NORTHERN DYNAMO - Area 10

Take out the 3 Flame Flans as you head up, and set the last Magicite at the third set of gears. Head back to Area 8 andhead West, then take the Northern exit.

ISCAH AQUEDUCT UG-139 - Area 11

This is a save zone. Heal up, then save at the Terminal. Know that this is the only Terminal in the Mission, and we stillhave a bit to do, so make sure your party is as desired. Also, to help you do a couple of SOs in a bit, make sure you onlyhave one ranged character, and one character (can be the same) with a Lightning magic attack. Continue North onceyou're upgraded and whatnot.

ISCAH AQUEDUCT UG-142 - Area 12

This area starts a 25-minute timer, so you must be quick in each area until you reach the next objective, which is severalareas away. Don't worry too much about SOs that require you to wait a certain amount of minutes--as always, you canaccept to gain the buff, but you don't have to complete them. In this area are now Imperial Troopers and Shock Troopers,so quickly take them out, and continue North. As soon as you are about to head out, another Imperial Trooper attacks.Continue North.

ISCAH AQUEDUCT UG-143 - Area 13

Take out the Shock Troopers and Flame Flan, and then turn the Valve to lower the water. As the water lowers, Ankhegswill appear one after the other, so quickly take them out before they can poison you. After you defeat them and the FlamFlans below, head up the Western stairs and to the end of the platform for a [Fortified Ration 50% / Combat Ration 50%].Head back down and to the Northwest exit.

ISCAH AQUEDUCT UG-144 - Area 14

Take your time through this narrow area, and defeat each Flam Flan as you come across them, for 3 total. Exit South.

ISCAH AQUEDUCT UG-145 - Area 15

This is a big empty area with some normal enemies, but also a Diceratops. Step in front of it, but then immediately roll outof the way once you see it about to lunge at you to expose its Breaksight. After the area is clear of enemies, head to theSouthwest corner, just around the broken staircase, and there will be a couple of dead people. The one closest to thestairs carries a [Knowing Tag]. Continue back to Area 13, then through the Southeast exit, which is on the lower level.

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ISCAH AQUEDUCT UG-146 - Area 16

There is a lot of rubble blocking the way, so as you enter, head East, then North, then West, then North, then East again.As you make your way around, defeat a couple of Flame Flans, and then some Supersoliders and RPG-155 Gunners.They need to be defeated in order for you to continue on. By the exit, continue South to pick up a [Knowing Tag]. Exit East.

ISCAH AQUEDUCT UG-147 - Area 17

This area is also narrow. Fight your way through Imperial Troopers and Coeurls.

ISCAH AQUEDUCT UG-148 - Area 18

Another narrow corridor. Fight your way through Imperial soldiers and a new flying machine enemy, Martinet.

ISCAH AQUEDUCT UG-149 - Area 19

Defeat the Imperial Troopers, and use the Recovery Portal as you go by. There will be an Imperial Trooper CO, who mustbe defeated in order to progress. Continue to the Eastern exit.

ISCAH AQUEDUCT UG-151 - Area 20

Be careful in the narrow corridor. There are more enemies, but a new Imperial soldier called the Heavy Gunner will bewaiting. He has a minigun, but only fires in short bursts. He should also be easy enough to take down, but don't let him hityou.

ISCAH AQUEDUCT UG-26 - Area 21

The SO requires you, the active leader, to search the fallen for personal effects within 2 minutes. There is an item in theroom, but you need to take out the enemies first--which you need to do before you can exit, anyway. After they are down,head to the Southeast area of the room, and along the Southern wall will be a [Sullied Ring]. Continue up the stairs at tothe Northwest exit.

ISCAH AQUEDUCT UG-27 - Area 22

Another narrow corridor. Defeat the Martinets with your ranged attacker, and continue on through the Western exit.

ISCAH AQUEDUCT UG-28 - Area 23

This corridor has a new enemy, Panjandrum. They are basically flying fuel tanks. Use your ranged attack to destroy themfrom afar, as once they are defeated they will explode, harming anyone nearby. There are also Coeurls and Supersoldiersin this area. Exit North.

AQUEDUCT EXIT - Area 24

Almost there! There are some Imperial soldiers here, with Corporal Helmutt, a RPG-155 Gunner CO, who must bedefeated to continue on. When you enter, make a left and defeat the enemies. At the dead end on the stairs leading intothe water will be a [Fortified Ration 50% / Medical Kit 50%]. Continue back East, then North, taking out the CO. ExitNorth.

DOWNTOWN ISCAH - Area 25

This is a save zone, and we are finally above ground. Make sure to step into the Recovery Portal, then be ready for theboss fight in the next area. Exit North.

IMPERIAL COMMAND - Area 26

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You will have 2 SOs that you can easily complete. For the first one, make sure you are the only ranged attacker, and runaround taking out all the Imperial Troopers set up on the balconies around the town square within 2 minutes for a PhoenixPinion. The second come when the CO in the Colossus comes in. You must use a Lightning attack, which is the enemy'sweakness, in 5 minutes to get a Megalixir. (I managed to take out the CO boss with two Lightning attacks.)

Mission 4: Report Card

Required for S-RankTime 15:00Phantoma 90Casualties 0You will receive the Golem Eidolon as a Mission reward! This is the same kind of Golem you were up against in theprevious Mission.

Before heading anywhere, head back into Iscah. To your right will be a Relic Terminal. Walking around will be a DominionLegionary who has a SHOP, which sells accessories and armor. More importatly is Mayor Aoba with a TASK.

Type Location Who toSee Description Reward Note

Task Iscah MayorAoba

Defeat 2 Imperial Commanders in IscahRegion

SentinelEmblem

Found in random battles on theplains

Outside, you may come across Electric Flans during battles. Also, as soon as you exit Iscah, you will notice a slow-movingnormal chocobo just to the North, that you can easily capture by running up and colliding with it. A plus with this, is thatevery time you enter and exit Iscah, a new one will appear, making it easy for you to stock up on normal chocobos (again,good for riding around the World Map).

Once you meet the requirements, turn the Task in, but don't leave Iscah just yet. Go to the back of town toward Atra, theman in the big suit of armor. Select "Yes" to listen to his plea. Those l'Cie Crystals we have found can be delivered to him,and he'll tell us more about what's inside. Each time you speak to him--if you have a Crystal--he'll reveal what is inside,and will also let you know how many you have turned in. There are 43 total in the game, and you should 5 or 6 by now,depending on if you managed to pick up Yugino's that the Cactuar dropped in Akademeia yet. Finally, look in yourinventory and make sure you have at least 5 Light Feathers from Iscah Region monsters. If not, go out and get some.When done, open up your Main menu, and select Return to Akademeia to start your Free Time.

Fifth Break - 3 Days, 12 Hours

As stated, the next Mission is level 22, so when we are done, make sure your characters are around that level, or above.Also, make sure you have at least 500SPP, 10 Elixirs, 5 Light Feathers, and 1 Purple Phantoma. As for the recommendedorder of your Free Time session, I will intertwine Tasks and Events together now [This will possibly be an update later onfor previous Free Times]. Remember, do not accept something outside of what I list. I mean, you can, but you most likelywill not have time for other things.

Type Location Who to See Description Reward Note

Lecture ClassroomZero MoglinDFMG-102:Elementary DefenseMagic II

Magic: Esuna N/A

Lecture ClassroomZero MoglinFRMG-101:Elementary FireMagic I

Magic: FireBOM N/A

Lecture ClassroomZero MoglinICMG-101:Elementary Ice MagicI

Magic: BlizzardRF N/A

Lecture ClassroomZero MoglinLTMG-101:Elementary LightningMagic I

Magic: ThunderBOM

Focus on upgrading this one most in theLightning section in the Altocrystarium

Event BackGarden

Bench(Object) Cutscene Phoenix Pinion Must be as Ace

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Event BackGarden Nine Talk Mega-Potion N/A

Other ChocoboRanch Hishow Breed what you need Chocobos 6 game hours must pass

Task Main Gate Commissar Give 10 Elixirs 5 Megalixirs N/AEvent Main Gate Asato Talk Hi-Potion N/A

Event FountainCourtyard Nadeshiko Talk Ether N/A

Task CentralCommand Commandant Defeat 15 ImperialTroopers Protector Ring Do in the Arena

Event CentralCommand Queen Cutscene X-Potion N/A

Other ChocoboRanch Hishow Breed what you need Chocobos 6 game hours must pass

Task Sorcery SorceryResearcher

Give 1 PurplePhantoma

UnlockVermilion BirdSquadCommand

Hold down Triangle + O with all three AMs onthe field to summon the Bird for additionalassistance

Event Sorcery Quon Stand Watch... Ether Only available if you talked to Quon previously

Task Armory Guildsman Give 5 Light Feathers Shock Shield Should have them already, but are frommonsters in the Iscah Region

Event Armory Cinque Talk X-Potion Starts Ryid's sub-event

Task ReadyRoom Enra Have Rem deliver a

Potion Cyrstal Shard Must be as Rem

Event ReadyRoom Jack Talk Mega-Potion N/A

Other ChocoboRanch Hishow Breed what you need Chocobos 6 game hours must pass

Task Lounge AdministrationOfficial Give 500SPP Auric Ring Replay Missions if you need SPP

Event LoungeClassSeventhMoogle

Talk Ether N/A

Event Terrace Machina /Rem Cutscene Hi-Potion Must be as either Machina or Rem

Other ChocoboRanch Hishow Breed what you need Chocobos 6 game hours must pass

Task Crystarium Class NinthCadet

Take 3 prisoners bydefeating COs first inrandom battles

Flak JacketFound in Iscah Region. Best to use a Chocoboto cross, but up to you. While out, buy morechocobo Greens if you'd like

Other ChocoboRanch Hishow Breed what you need Chocobos 6 game hours must pass

Event Kazusa'sLab Kazusa Cutscene Random Item Go as Cater (Thank you Xaros Xaros for

pointing the missplacement of this Event)You should have 12 hours left, but at this point, there is not much to do. There are two new Trials: "Expelling the Imperial,"level 36, and "The Clash in the Caverns," level 37. There is also a Task in the town of Rokol, which is currently underenemy control, and only available if you complete "Expelling the Imperial." As stated before, save the trials for the secondplaythrough, and in turn, the Task as well. Along with this, you may or may not have seen another event, Carla, in theReady Room. She was the girl we gave 1000 Gil to in the previous Free Time session. She would only appear there if youtalked to her on your second break, set within Chapter 2. It is okay if she is not, as for one, it would throw off the timing ofthis Free Time, and she does not have anything to offer or ask for at this point either.

For now, just exit and enter the school once to make 6 hours pass. Of course, if you want to do something while outside,go for it. Make sure you have more presents to give Emina. Also, remember that your characters need to be very close tolevel 22, if not above, for the next Mission.

Type Location Who to See Description Reward NoteEmina / The gifts you purchased will be listed. Select one. You will be able to

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Event Terrace /Sorcery

SorceryResearcher

Give a gift /Get Sheera

Mega-Ether

spy on Emina. After this, return to the Sorcery Researcher, and he willtransform Sheer into Sheera

Event Terrace /Sorcery

Emina /SorceryResearcher

Give a gift Mega-Ether

The gifts you purchased will be listed. Select one. You will be able tospy on Emina.

Event Terrace /Sorcery

Emina /SorceryResearcher

Give a gift Mega-Ether

The gifts you purchased will be listed. Select one. You will be able tospy on Emina.

0 hours, but as for the remainders:

Type Location Who toSee Description Reward Note

Task Rokol Rokol Defeat 6 Evil Eyes in Iscah Region MP Enhancer Do on your second playthrough

Event ReadyRoom Carla Cutscene X-Ether Need to have interacted with Carlatwice before

Trial Main Gate Dominion Complete "Expelling the Imperial",level 36Opens IscahRegion Do on your second playthrough

Trial Main Gate Dominion Complete "The Clash in theCaverns", level 37 N/A Do on your second playthrough

Accept the Mission in Classroom Zero, then head to the Airship Landing. First off, top by the Relic Terminal, set up yourparty and equipment, and then check for any Ability upgrades you can do. You will also notice, if you completed the Taskof giving 1 Purple Phantoma, that the Vermilion Bird option is also there. If you had managed to obtain a Crystal Shardthroughout the game, you can use those items to "enhance the ultimate spell, Vermilion Birld." Save, then pay 100 Gil tobe taken to the Iscah Region. The town we will be heading to is Rokol, which is now under our rule (before the Mission,during our Free Time, it was under enemy rule). Now, I know the town is a short ways away, but I still suggest riding achocobo there, as a level 99 enemy roams right by it. Rokol is the center town, as marked by the destination dot on yourradar.

Go to the SHOP in the back corner first. The man sells Weapons for all your characters, along with status-preventingaccessories. I highly suggest you purchas the Weapons you can, but before you do, make sure you don't already havesomething stronger by going to Equip, and then checking your current character weapons. (For my personal example,Ace's Arcane Deck looks nice, but going into Equip and checking my Stock decks, I saw I had the Lustrous Deck. TheLustrous Deck has an attack of 10 only, where as the Arcane Deck has an attack of 9, but raises his max MP by 10%. It is apersonal preference with this, dependant of how much I use magic with Ace, which is not much. I also have a FeatheredCap in my Stock, so I just kept his Lustrous Deck, and equipped him with the Cap.) You can also wait on Seven's weaponas well, as we will be receiving a better one soon enough. If you do not have enough money to purchase better weaponsfor everyone, then you can either sell lesser quality equipment and items, or replay some Missions. If you don't want to gothat far, then ones you may have purchased via SPP at HQ will possibly have an attack power of 8 anyway, so you canskip those for now. Seriously, it will help.

The first SHOP on the right will be a lady selling 5 presents, so purchase the Potted Plant, Cameo Ornament, and theMusic Box (nothing else will be accepted). In the back corner will be a male Dominion Citizen, so loves being the center ofsecrets, so to speak. He asks you to go around town and try to get people to "casually" let something slip. Talk to eachLegionary, and the Quaestor near the entrance, and then return. You will receive the l'Cie Maona's Crystal as a reward!Once done, save, prepare for the Mission, and then talk to the solider in the Magitek Armor to begin.

Mission 5: The Infiltration of Iscah

Required for S-RankTime 30:00Phantoma 50Casualties 1

Items FoundInsect Fluid or Flan Ooze or Hard Scales or Support SerumInsect Fluid or Flan Ooze or Hard Scales or Elixir

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Insect Fluid or Flan Ooze or Hard Scales or Support SerumCombat Ration or Power CoreSupport Serum or Strength SerumWhite Tiger Ale or Combat RationCombat Ration or Power CoreFortified Ration or Combat Ration or Strength SerumPower CoreYou can tell by the S-Rank that this is going to be a pretty tough Mission, but as always, focus on achieving S-Ranks whenyou replay a Mission, and just get used to how they work on your first time through.

Azurr Region

You first start out on the World Map in the Azurr Region, and riding Magitek Armor. You can head directly towards the goalto the North, or you can roam around, finding items that look like treasure chests. Know that the Armor has limited fuel, butthere are four fuel tanks scattered around the area as well to replinish it by one minute, collective. As stated by the game, ifyou run out of fuel, you will have to start over. It's not too difficult, though, since if you collect all the fuel tanks, you'll haveover 5 minutes to collect items, which in my playthrough, I only found three. Once done, head North across the bridge tothe Magitek Armor Facility.

You'll then be able to set up your party. Everything is normal, however you should also now have the squad command,Vermilion Bird to choose from. I still suggest sticking with the Triad Maneuver, but it's your choice.

STEALTH MISSION TIPSThis Mission is mostly stealth. There will be Panjamdrums that scan the area around them, and Nomads that flyaround, also searching. It is not too difficult, but if you get caught, then the entire area searching specifically for you,and you'll have battles to contend with. You can just run around the Panjamdrums search rings, but try to stay behindthe Nomads. You can destroy the Nomad, but it needs to be done in one hit, which is best used by either Trey's MaxCharge ability, or Jack's normal melee attack. If you do not defeat it in one hit, the room will be alerted. If the room inalerted, Panjamdrums activate, and waves of enemies come after you. This lasts until either the alarm turns off, or youleave the area.

Also know that the waterways can be a bit confusing to navigate, so pay close attention to my cardinal directions,accompanied by your radar compass.

MATERIEL DEPOT - Area 1

You will want to accept the SO in this room that has you sneak into the R&D facility undetected within 10 minutes. You aregiven 30 seconds of Haste, and will receive the Blizzard ROK magic as a reward.

There are no items in this area, so wait until the flying Nomad appears, then turns away from you to go down the corridor.Follow behind it, making sure to go around the red ring of the Panjamdrum. Stay behind the Nomad as it turns the corner,and then at the next corner, make a right. Stay to the right-hand side to avoid the Panjamdrums, until the explosion occurs.Head back past the two Pnajamdrums, and the gate to your right will open. Go to the ladder and press your Action buttonto get to the next area quickly.

WATERWAY SECTOR UG-1 - Area 2

Be verycareful here, as there may be a Marduk sleeping. If you wake it up, it will take down all your characters veryquickly, so don't even bother with the SO. This Marduk can also be in other rooms as well, so be caution, but quick. Thenormal enemies here will also have an unlimited spawn, so just focus on quickly getting out by heading West, and thenNorth to the Northwestern exit.

WATERWAY SECTOR UG-3 - Area 3

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Fight your way to the end and exit either way West.

WATERWAY SECTOR UG-2 - Area 4

If you see the Marduk (I did here), just run past it and continue on before any of your other AMs do something stupid (it'spossible). Continue North.

WATERWAY SECTOR UG-5 - Area 5

Around the corner will be a Flam Flan, but also a treasure chest. Since the Flame Flan respawns, press D-Pad Up to lockonto the chest and open it to obtain a [Insect Fluid 50% / Flan Ooze 39.1% / Hard Scales 6.3% / Support Serum 4.6%].Head back to Area 2, and head up the Northeast passage this time.

WATERWAY SECTOR UG-3 - Area 3 (Return)

Head up, and at the end, make a right to head East.

WATERWAY SECTOR UG-4 - Area 6

Make a right and at the end will be another chest with a [Insect Fluit 50% / Flan Ooze 39.1% / Hard Scales 6.3% / Elixir4.6%]. Head back to Area 3, and then exit out North.

WATERWAY SECTOR UG-6 - Area 7

Make a right and to the next area.

WATERWAY SECTOR UG-7 - Area 8

Make another right and exit South.

WATERWAY SECTOR UG-4 - Area 6 (Return)

At the end will be a chest with a [Insect Fluid 50% / Flan Ooze 39.1% / Hard Scales 6.3% / Support Serum 4.6%]. Headback two areas to Area 7, but continue to the Western exit.

WATERWAY SECTOR UG-5 - Area 5 (Return)

On the Northern side now, continue West, and then make a right near the end for the Northern exit.

CONTROL ROOM - Area 9

This is a save zone. Use the Recovery Portal and the Relic Terminal to save. Continue North.

WAREHOUSE RD-1 - Area 10

Taking the SO, you would have to reach the Senson Calibration Lab undetected within 5 minutes to win a Phoenix Down.Since we just saved, go ahead and accept it. The Lab is directly West of where you start, and if you enter any other area,you'll lose the SO / reward. At the junction, head left, then make another left, and then a right and another right betweenthe Panjamdrums to reach the lab. Be quick so you can also easily avoid the Nomad as well.

SENSOR CALIBRATION LAB - Area 11

You will want to try and complete the SO for this area, which is securing the lab before the researchers can sound thealarm within 3 minutes to receive Sleipner Tail, which is one of Seven's Weapons, and slightly better than the one sold atthe SHOP in Rokol. The best way to do this is to find where the alarm is located. You should have received the Invisibletrait when you accepted the SO, so head into the room and the alarm is on the ground level, centered where the screen is

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at on the wall; it has a red light blinking on top. Stand right in front of it and try to destroy it in one hit. The reason why Ihave you stand in front, is that if you become visible again, the researchers will try to head towards the alarm, but thenwhen they get close your active leader, they'll run away. You must take out all the researchers until you obtain an ID Card,but make sure you destroy the alarm first, just to be safe. After, go to the computer marked on the radar and use the IDCard. This will complete the SO as well, so head back to the previous area.

Know that if the alarm sounds, several Imperial soldiers will enter to try and take you down, which can be an annoyance.

WAREHOUSE RD-1 - Area 10 (Return)

Head back between the two Panjamdrums, then make a left and another left to head North. At the junction, turn left again,and you'll see a lone Panjamdrum slightly in front of a ramp heading down. Stick to the Northern wall to try and bypass theenemy, and quickly head down the ramp to the next area.

WAREHOUSE RD-2 - Area 12

For the SO, we must reach the Armory Development Lab undetected within 5 minutes to receive an Elixir. The Lab isdirectly East, which is basically head up, making a right, go to the end, then another right (heading South) to find the door.This should be easy enough to do, by just sticking to the inner walls to avoid the enemies.

ARMOR DEVELOPMENT LAB - Area 13

The SO in here is just like the one before, which is destroying the alarm befor the researchers can trigger it. The roomlayout is roughly the same, but the alarm is just below the windows in the inner room. The best way to get there is to headEast (make a left), and then go down the stairs to the right, then make another right and race to the alarm in the corner asquick as possible. If the researchers still gang up on you, use an area attack such as Blizzard BOM, or something similar.Head back one area.

WAREHOUSE RD-2 - Area 12 (Return)

If you want a couple more items which are in this room, you will need to set off the alarm. Head to the open room, thenmake a left, passing by the Panjamdrum. At the next Panjamdrum, make a right. The one further on cannot be snuck by, sothe alarm will sound, alerting a few Panjamdrums to your location, and possibly the Nomad. Just dodge-roll out of the wayuntil you are not being attacked anymore, even if the alarm is still sound. In the Northwest corner of the room will be a[Combation Ration 50% / Power Core 50%] and a [Support Serum 50% / Strength Serum 50%]. After, head all the wayto the Eastern wall, and then South. At the end, make a left to the next area.

WAREHOUSE RD-3 - Area 14

The same kind of SO, giving you 5 minutes to reach the Parameter Stabilization Lab undetected to receive an Elixir. HeadNorth to the wall of crates. (By the way, you may have noticed rows of red beams stretch across an area as triangularobjects passed by. You can just wait until the objects finish passing, and then the beams will turn off, allowing you to passthrough, instead of going around.) Do a quick zig zag to continue heading North, and then a right and left--careful of thePanjamdrum--to reach the Lab door.

PARAMETER STABILIZATION LAB - Area 15

Be vary wary of accepting this SO, as the alarm location is right by the computer, along with a couple of researchers. Thereward is a Phoenix Pinion, so it is your choice if you want to accept it or not. You would need a fast, ranged character,preferrably with a BOM magic to quickly make their way and defeat all the researchers, along with the alarm. Take the leftpath, then down the stairs and go around the table, taking out the two researchers along the way. Destroy the alarm andthe remaining researchers. Go to the computer after, to complete the SO.

SPOILER! Highlight to View

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... Or if you do not want to risk death, but still want to try for the item, do not accept the SO yet, and just try to defeat theresearchers and alarm first. After everyone is down and the alarm is destroyed, accept the SO. After, make your way to thecomputer and the SO will show as Complete.

After, head back to the previous area.

WAREHOUSE RD-3 - Area 14 (Return)

If you want a couple more items, and don't mind setting off another alarm, follow behind the Nomad to the Northwesterncorner. Go through another Panjamdrum and defeat what comes to you. In this little corner will be a [White Tiger Ale 50%/ Combat Ration 50%] and a [Combat Ration 50% / Power Core 50%].

From here, you can head directly South, making a right at the end to enter back into Area 12. Then, make an immediateright to go back into Area 10.

WAREHOUSE RD-1 - Area 10 (Return 2)

Wait for the Nomad to pass, then follow behind it as it heads South. Once clear, go to the center doors on the Southernwall with the two green lights on either side to enter the next area.

PERIMETER - Area 16

This is a safe zone. Use the Recovery Portal and save at the Relic Terminal. The rest of the Mission will be a bit moretough, as the alarms will sound no matter what, meaning it has gone from stealth to action. Exit at the top of the stairs.

CORRIDOR - Area 17

The SO in here requires you to score a Killsight on the CO with your active leader within 5 minutes. You do want to try andget this one, as the reward is the Thorn Bow weapon for Trey. With the alarms sounding, you must take out the CO in orderto continue on. If you fail, you can just reload the game and try again. After, continue North.

TRANSPORT ROUTE MA-1 - Area 18

As soon as you enter, a Warrior will be ready to greet you in a narrow corridor. Lock on and quickly dodge-roll out of theway to expose its Killsight and take it down. Do not accept the SO just yet. Instead, wait until the passage behind youopens up, as you cannot continue through the barricade forward. On the catwalk, there will be 3 Supersoldiers comingtowards you, one of which is a CO. Take all of them out, or at least the CO, and obtain extra items from the prisoners, andthen accept the SO once everything is clear. The SO is to break through the imperial defenses without taking damagewithin 5 minutes to receive Silver Gloves. All you need to do is head towards the catwalk's exit to the North to complete theSO. Easy.

ARSENAL 61 - Area 19

You must defeat all the soldiers in order to continue on. The SO is to land a Killsight strike on a Shock Trooper within 5minutes to obtain an Elixir. Once done, head through the new opening and go South and down into the more open area.Fight your way through several more soldiers and exit North.

ARSENAL 68 - Area 20

The SO is to take down 7 (seven) enemies with your active leader within 5 minutes to receive the Fulgur Secundus, Vol. II.You need to take down the soldiers to continue on anyway, so might as well go for it, as it is easy enough, and there areplenty of soldiers. Just follow the rooms South and take out the CO to continue on. Remember to look for any left oversoldiers who has surrendered items. Exit South.

CONTROL ROOM 21 - Area 21

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This is another safe zone. Heal up, make your weakest character as your active leader (if you want), and save. ContinueSouth.

TRANSPORT ROUTE MA-2 - Area 22

As for the SO, you just need to harvest 3 Phantoma within 5 minutes to receive a Glacies Secunda, Vol. II. Do this beforeyou cross the bridge, because this area is why you are allowed 1 Casualty. When you begin crossing the bridge, a WhiteTiger l'Cie shows up and kill off your active leader. This is why the character should be weak. However, you can also use aPhoenix Pinion (you should have at least one by now) on your active leader, which will bring him/her back after the attack.Exit South.

ARSENAL 71 - Area 23

For the SO, your active leader must take down 4 Shock Troopers within 5 minutes to receive an Ignis Secundus, Vol. II.Take out all the enemies in the beginning area to lower the wall and continue on into the larger area. When everyone isdown, head to the Northeast corner and down the ramp. Take out the CO and enemies in the room, and then in theNortheastern corner will be a [Fortified Ration 50% / Combat Ration 25% / Strength Serum 25%]. Exit South.

ARSENAL 105 - Area 24

Switch to your ranged attack and take out the Martines. For the SO, you must take down 3 within 5 minutes to receive anAuric Ring. Go to the upper level, and then make a right down the first ramp. At the end will be a [Power Core]. Continueon and around, take out the Heavy Gunner, and then Exit South.

SENTINEL HANGAR - Area 25

This is a last save zone. Heal up, and then make sure your active leader is a ranged one that is not Trey, since his bow isnot good on moving targets--prefferably Cater and her head-seeking bullets. Save, and then continue South.

SENTINEL HANGAR - Area 26

[Ugh, this area.] You do want to try and go for this SO, but it is extremely hard to accomplish (thus why you should havesaved, so you can reload just in case). You must suppress the Colossus sortie within 5 minutes to receive the Magnatiweapon for King. As soon as you enter, take out the Colossus that automatically activates, and then immediately look tothe Northwest corner, and you will see a pilot making his way West, so quickly shoot him down before he reaches the nextColossus. The Southwest corner is the next pilot, and then Lieutenant Enriquez comes from the Southeast corner. Eachone should have a Killsight.

After, a CO comes in, accompanied by several Troopers who are Raged. The second SO requires you to score 3 Killsightswithin 5 minutes to receive a Medical Kit. This is annoying, because everyone hits pretty hard do the their Rage status,and the CO has his hard-hitting pistol. Get the SO out of the way, and then try to just focus on the CO, using a BOM spell ifyou have it to take out any Trooper that team up on you. As long as the CO is alive, Troopers will come in nonstop. (Iactually lost a few characters during this time.)

After they are done with, you will still be in the same room, but a Recovery Portal and Relic Terminal will now appear. Asodd as this may sound, set your AMs to have only one ranged attacker... and that's it. Do not allow anyone else in, as theywill possibly die in one hit. Save one last time, and then continue South.

HANGAR 9 - Area 27

Accept the SO, which (even though you're only a party of one) is to destroy the Brionca as quickly as possibly within 5minutes to receive the Eidolon, Rubicante.

Boss: Brionac

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You can easily tell when the boss will attack, but not where it will attack. The annoying issue is that it is pretty much a one-hit-kill situation, thus why I had you only bring your ranged attacker. Here are its attacks, and the best ways to avoid them:

Brionac pulls its arm back and swings it down. it will do a sweep across the area.Stand at the entrance and wait for the sweep to pass by. As soon as the sweep is done, a Breaksightappears.

Brionac spins its electrified arms and throws Magitek Armor at you.Again, stand at the entrance and lock on to aim at the Armor. If they have a Killsight on them, they will bethrown back at Brionac.

Brionac lifts its left arm and slams it down.Go to the entrance again, and attack immediately after for the Breaksight.

After each attack, however, go back out to lure Brionac to perform one of the above attacks, else it has a third attack that,well, attacks the entrance. When you see either of the two begin, go back to the entrance and do what you have to do. Theentrance attack is when Brionac pulls its arm back and eletrifies it. Just step out and to the side. Moglin will help you knowwhat to do at times as well. After all is done, you're taken to the next area.

ENGINE ROOM - Area 28

Boss: Nimbus

For this second... boss... you cannot defeat it during your first playthrough, so just wait it out, or let it kill your party off(obviously not suggested if you're going for an S-Rank). To wait it out, you still have to avoid Nimbus's attacks.

Nimbus appears outside the area, near the green lights. He sets out beams of light in random areas that appearbelow you, and kills you in one hit. You will always know where he appears be keeping an eye on your radar. Hewill show up as the circular icon.

When the circle appears below you, simply dodge left or right to avoid it.Nimbus will appear low to the ground. He will attack with the same light beam he used to kill off your character onthe bridge.

From where he appears, move away and to the side quickly by dodge-rolling.Nimbus will appear low again and spin the light beams around him quickly.

Same as before, dodge-roll out of the way and to the side.

Eventually he will be called away, so let that happen, and the Mission will finally end.

Mission 5: Report Card

Required for S-RankTime 30:00Phantoma 50Casualties 1You will obtain the Fire ROK spell from completing this Mission. This is also the end of the chapter! Chapter 4 will be a littledifferent.

Chapter 4: The Last Queen's Return to Oblivion

Sixth Break - 12 Hours

This time, we are in the Militesi capital city of Ingram. The next Mission is level 23. First off, there are two Tasks that cannotbe completed during your first playthrough, which are:

Type Location Who toSee Description Reward Note

Task District0714 Clemente Max onecharacter's ATK

DraconicGemstone The max ATK is 255. Do on your second or third playthrough

Task District0714

LadyCelestia

Invite other cadetsto join Class Zero

AkatokiAmethyst

Complete Naghi, Carla, Quon, Mutsuki, and Ryid's sub-events inthe first playthrough. Do on your second or third playthrough

See what I mean? There are also no Expert Trials, so all we have are Events. There is nothing really of importance with

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them, except to decide what items you really want to obtain for your inventory. Know I will be listing all the Events, but youcan choose which one you would like (6 total) until the time runs out. In the room you start out in, we have:

Type Location Who to See Description Reward NoteEvent VIP Suite Rem Cutscene Elixir N/AEvent VIP Suite Sice Cutscene Hi-Potion N/AEvent VIP Suite Trey Cutscene X-Potion N/AWhether you decide to do those or not, talk to the Imperial Quaestor and tell him you do want to go outside. Save at theRelic Terminal if you'd like, and then walk forward. Moglin will inform you that he and Aria will grant their support to helpyou in your current location. Moglin provides Simulated Battles, and will allow you to skip to the next Mission. If yourcharacters are not at least level 23 by now, then replay some Missions (don't do the Simulated Battles) to level up quickly.In fact, I almost recommend it, as this is a short chapter anyway, and you can also regain some SPP if you need it.Remember to upgrade Abilities as well if you can. Aria has an Event, but will also provide her little shop. If you are low onitems, I suggest looking through it.

Type Location Who to See Description Reward NoteEvent Hotel Armada Aria Cutscene Hi-Potion (Well... that was unexpected)After speaking with her, you will also receive Aria's Amulet, which is an Accessory that prevents Burn, Freeze, and Shock.Once that is all good and done, feel free to explore the rest of the Districts. The other INFO icon is Tokito, who sellsweapons and accessories, but the ones you have now should all be better than what he provides. As I stated, the eventsyou choose are up to you, since none are detrimental, and only provide items. Here are the rest:

Type Location Who to See Description Reward NoteEvent District 0709 Piett Cutscene Hi-Potion N/AEvent District 0709 Imperial Trooper Talk Ether N/AEvent District 0709 Imperial Trooper Talk Hi-Potion N/AEvent District 0711 Jack Cutscene Hi-Potion N/AEvent District 0711 Cater Cutscene Hi-Potion N/AEvent District 0711 Imperial Trooper Talk Ether N/AEvent District 0714 Imperial Trooper Talk Hi-Potion N/AEvent District 0714 Eight Talk Mega-Potion N/AWhen you done roaming around a little, and you have 0 hours left, return to Hotel Armada. After the scene, finish upanything you need to, save, and then head for the MAIN icon on the Imperial Quaestor at the front doors. Choosing "Yes"will start the next Mission.

Mission 6: Escaping the Imperial Capital

(Poor girl.)

Required for S-RankTime 25:00Phantoma 90Casualties 0

Items FoundGuest RegisterGuest RegisterArmy NotebookArmy NotebookArmy NotebookRailway MapRailway MapRailway MapFormation ChartFormation Chart

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Formation ChartFormation ChartHP EnhancerCombat Ration or First Aid KitHi-PotionSupport SerumSupport SerumSupport SerumSupport SerumSupport SerumSupply SlipSupply SlipDrill ManualDrill Manual

GRAND FOYER - Area 1

Fight your way through the Imperial soldiers down the staight forward path. Once you defeat the last one, a SO will appear.Accepting it has you procure two hotel Guest Registers within 2 minutes to receive an Elixir. Fight some more soldiers asyou go up the staircase, and then down on the other side. Once down, turn left, and on the desk will be a [GuestRegister], and then just a litte further down on the desk, another [Guest Register], which completes the SO. ContinueNorth.

HOTEL ENTRANCE - Area 2

It made me wonder why they already provided a save zone. My guess is that some players may not have realized whatthey were getting into, and so may not have saved before the Mission. Either way, use the Recovery Portal, make sure youhave a ranged character as your active leader (seems to be the norm in this game), and save. Continue North.

HOTEL ARMADA - Area 3

Only a ranged character can take out the soldiers on top of the trucks. Know that it will be snowing, so visibility will be a taddifficult. Fight your way North, taking out the soldiers. For the SO, you must take out the CO (a Shock Trooper) with youractive leader within 2 minutes to receive a Vitality Apparatus. Continue North

DISTRICT 0709 - Area 4

For the SO, simply harvest 3 Phantoma within 2 minutes to receive an Elixir. Don't worry about the CO, who is actuallyPiett, one of the soldiers who had an Event during your last Free Time. After you defeat all the normal soldiers, Piett willrun to the next exit, so follow him North.

DISTRICT 0711 - Area 5

You will want to go for the SO in this one, which is taking down the Mid-Sized Carrier (ranger character) using your activeleader within 5 minutes, to receive the Blizzard ROK-II spell. Should be easy enough. After, some Troopers will show up,with a Supersoldier CO named Second Lieutentant Davis. After they are out, continue North.

DISTRICT 0714 - Area 6

Two Colossus attack here, which are easier to take out with your melee fighter. With this, the SO asks for you to score 3Breaksights on the Colossus's within 4 minutes to receive the Rune Rapiers weapon for Machina. One Colossus willappear at the start of the area, which must be taken down to continue on, and then a CO will appear in another Colossus,named Captain Frost. Once he is down, you can continue on underground, which is down the ramp to the East.

DISTRICT 0720 - Area 7

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Another save zone. Replenish and save, then continue on North.

DISTRICT 0722 - Area 8

A train will roll up, and more soliders will attack. Fight your way up, and then a CO will appear, who must be defeated inorder to continue on North.

DISTRICT 0723 - Area 9

The SO requires you to collect 3 items (Army Notebooks) within 4 minutes to receive an Elixir. Fight your way through, andknow there is a Colossus CO you must defeat to exit. For the first Notebook, take the left path, take down the normalColossus, and then make a left into the nook. In the Southeast corner of this open section will be an [Army Notebook].After, head back South and then take the right (middle) path going North up the ramp. As soon as you pass the cratesjutting out on your left, look to the left in the corner created by more crates (before the steel bridge on the left), and youshould see another [Army Notebook]. Continue North down the ramp, then turn right and head South down the otherramp (Eastern wall). Go to the very end, and on the left on top of some brown-ish boxes will be the third [Army Notebook].Exit North.

DISTRICT 0724 - Area 10

This area is also a little different. The SO requires to monitor Supersoldier Akkad. Accept it, and wait for 1 minutes whileavoiding Akkad's attacks to receive the Platinum Piccolo weapon for Deuce. Akkad is slow, but do not try to fight him, asthe SO requires you to only observe. When he gets close, just run around him and to the other side of the room. Keep thisup until the timer runs out, and then exit out North.

DISTRICT 0725 - Area 11

Surprise! Akkad will continue following you into this area, so stay away. For the SO, destroy the normal enemies first toharvest 3 Phantoma within 2 minutes to receive a Phoenix Down. After, go after the CO to continue on North.

DISTRICT 0726 - Area 12

Akkad will follow you here as well. Be careful about accept the SO, as you need to score one Killsight on an ImperialTrooper to receieve an Elixir. There are not many, so make sure you wait out your attack for the sight, while also avoidingAkkad and taking down a Colossus if you'd like. Exit North.

DISTRICT 0727 - Area 13

Akkad will be there again. You will see a CO run right past you, going back to the area you just came out from. Take outthe Imperial soldiers first, and then follow the yellow arrow on your radar. Go to the panel on your left with the yellow arrowabove it and press your Action button. You'll need a keycard, so you'll have to head back to the previous area for the CO.Dodge-roll past Akkad and exit back South.

DISTRICT 0726 - Area 12 (Return)

The SO requires you to defeat the CO (Colossus) with your active leader within 5 minutes to receive a Megalixir. After,another SO will appear requiring you to strike Akkad with 3 magic spells within 5 minutes for a Phoenix Pinion. It is yourchoice if you would like to do so or not. If your current leader runs out of MP, either switch to another AM who still has MPfor their magic spell, or quickly go into your Item menu and use an Ether. Remember, the game still runs while you are inthe Menu, unless you hit "Pause". There is another SO that appears that requires you to score 3 Breaksights, but since weare not worrying about defeating him this time, just continue South.

DISTRICT 0728 - Area 14

Take out the CO first to collect the Gate Key, and then accept the SO. It requires you to collect three items within 4 minutes

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to receive the Stormwyrm Armlet. Go back to the start of the area to make the directions easier to follow. Take the right,lower path. Zigzag your way North and then South. As you're heading south, look left and just before the small ramp down,you will be able to pick up a [Railway Map] on the brown-ish boxes. Continue, make a left, and at the junction, make a leftto head North again up the small ramp. When you reach the next set of brown-ish boxes directly ahead before the platformramps down again, you will see another [Railway Map]. Go back South to the junction, and then head East, and make aleft up the large ramp along the wall. Make a left heading West, and looking right, you'll see the last [Railway Map] onsome more brown-ish boxes. Pick it up to complete the SO, then exit back South. Go back two areas.

DISTRICT 0727 - Area 13 (Return)

Now you can interact with the panel with the Gate Key in hand. A gate will open right next to the panel, so go on throughWest.

DISTRICT 0729 - Area 15

This is another safe zone. Heal up and save, then continue West.

DISTRICT 0730 - Area 16

Be quick! You have 3 minutes to catch the train before it departs. The SO requires you to obtain 3 more items within 2minutes to receive the Rune Daggers weapon for Rem. Take out the two Troopers first, then head West. In front on somegreen-ish boxes will be a [Formation Chart]. Quickly turn the corner, as Akkad will burst through the vent-like wall. Downthe ramp, go around the single crate directly in front of you, and on the green-ish boxes will be another [Formation Chart].After, you will be at a junction, so head right (South) and follow the path to the end. A Supersoldier CO will be there, whomust be defeated first. After, head back to the junction and head North. When you turn right, go forward and behind thesingle crate on your left, again on the green-ish boxes, will be another [Formation Chart]. That should complete the SO,but if you'd like, go just past the ramps lead to the top of the train and behind the next single crate on your right. On somemore boxes will be a fourth [Formation Chart]. After, head up the ramps and to the end.

TIGER LINER 703A - Area 17

Another safe zone... for now. Heal and save again. Head down the ramp.

TIGER LINER 703A - Area 18

Same name, different area. Another train will appear with some Imperial Troopers and Airborne Troopers. Use yourranged character to take them out, then continue to the end. Press the Action button to put the bridge down. At the junction,turn right to head South. At the dead end will be a [HP Enhancer]. Head back North, passing the junction. Accept the SOto take down 3 Imperial Troopers with your active leader within 2 minutes, to receive an Icewyrm Armlet. Continue North tothe next bridge you must put down. Do not defeat the last two enemies just yet. Run past them to the very edge on theNorthern side to pick up a [Combat Ration 50% / First Aid Kit 50%]. After, defeat the remaining enemies to be taken intothe next area.

STATION 3348 - Area 19

My word. Another safe zone. Do you usual, and then continue East.

DISTRICT 3348 - Area 20

Defeat the Imperial Troopers as you make you way up the stairs. When Moglin says to continue on, the shield will bedown, allowing you to keep going. A little ways North, two trucks will come in and unload three Troopers. An SO willappear as well, so accept it. You must score Killsights on two Troopers within 2 minutes to receive a Firewyrm Armlet. Afterthe three are down, the gate will come down, but another Trooper and a CO will appear. You must take out the CO tocontinue on North.

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DISTRICT 3349 - Area 21

Take out the Troopers and Coeurls. When you reach the Western gate, it will close, and a CO named Captail Haley(Airborne Tooper) will appear. He will have a flamethrower that can inflict Burn on your characters, so be careful. You musttake the CO out, who will also drop a MPV-42 Truck Key for the truck you had just passed. Go back to the truck to unlock it,and inside will be a [Support Serum]. Now continue West.

DISTRICT 3350 - Area 22

You will be pursued by a new enemy this time called Vajra, which is a Magitek Armor that looks like a scorpion. (Veryreminescent of the first boss in FF7, don't you think?) As the ranged character, fire non-stop at Vajra. When it gets close,dodge-roll under its body to the backside and continue shooting away. Once enough of its HP has been drained, it willclimb back onto the buildings. An SO will appear, that requires you to avoid taking damage for 1 minute to receive theArgentic Ring. Accept it, and then head back to the beginning of the area, around the corner and out of site from Vajra.Wait it out, and then head back around and dodge the rockets as you make your way North. Go behind the truck at thebarricade and let one of Vajra's missiles destroy it. Go forward and let it happen again at the next truck. Another SO willappear, but you can deal with that in a replay or your second playthrough. The second destroyed truck will reveal anopening to your right, so exit East.

A-13 BUILDING - Area 23

As your ranged character, fire at Vajra until it climbs up. Dodge-roll non-stop to avoid the missiles until Vajra finally leaves.Continue East.

A-13 BUILDING 1F - Area 24

Safe zone. Do your thing. Exit South, up the stairs.

A-13 BUILDING 2F - Area 25

A new enemy called a Snow Giant will appear and attack. Fire at it from afar, and then dodge-roll past once it gets close,and continue. The SO requires you to land two Breaksights on the enemy within 2 minutes to receive a Gold Bracelet. TheBreaksight appears when the Snow Giant performs a swing attack with its fist. Right after the attack, it will slip and fall onits side for the quick Breaksight (almost comical, really). After its taken care off, you will notice two exits. Take the onealong the hall's wall (not the one at the end).

A-13 BUILDING BASEMENT - Area 26

Take out all the Bat Eyess as you wind your way around for the shield to drop. When you get to the junction just past theshield, head left and pick up a [Support Serum]. After, head East to the end, and exit South.

UNDERGROUND STOREROOM - Area 27

The SO requires you to kill both Snow Giants in the room within 1 minute, 30 seconds to receive the Thunder ROK-II spell.Since you have such short time, wait until the first one is almost defeated, accept the SO, and then take them both out fast.There are 3 items in the area. The Northeast corner has a [Support Serum], the Southeast corner has another [SupportSerum], and the Southwest corner has a third [Support Serum]. Now head back to Aare 25, and this time take the exit atthe end of the hallway.

SUPPLY ROUTE - Area 28

In the first room, take out the Evil Eyes. Accept the SO, which requires to you to collect 2 items within 4 minutes to receivethe Rune Saber weapon for Queen. In the first room, look to the North side of the room, and you'll see white boxes stackedto your right. On the floor between the first and second rows will be the well-hidden [Supply Slip]. Continue East and

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follow the hallway. Take out a few more Evil Eyes, and when you go down the first ramp and make a right, you'll see somemore white boxes in front of you, before the next ramp. Look behind them and you will find the second well-hidden[Supply Slip]. Continue forward and follow the... claw marks around the corner. That creature is in the next area....

ELEVATOR LOBBY - Area 29

This is a Behemoth, which has always been a pretty strong creature in any Final Fantasy game. Plus, you are in a smallarea. Always try to stay behind it. When it raises its tail, dodge back as it will do a spin attack in its general area. An SO willappear, having you score two Breaksights within 2 minutes to receive an Ignis Tertius, Vol. I. One Breaksight appears afterit does its second claw swipe attack--it will swipe twice, then twice again, and then the quick Breaksight. A secondBreaksight appears when it is just about to lunge at you. I recommend just dodging this one and not taking the damage.

After it is down, Piett will finally show his face. He is Raged, and moves quickly, but is just like a Supersoldier. Take himout to continue on North.

A-13 BUILDING ROOFTOP - Area 30

Safe zone. Do what you need. Go along the Northwest catwalk and exit South, down the stairs.

EMERGENCY STAIRS - Area 31

Continue heading down. Accept the SO to harvest 3 Phantoma within 2 minutes to receive an Aegis Secunda, Vol. II. Takeout the soldiers that attack. In the windows further on will be two more soldiers. However, once you apprach the shield,Vajra will appear on the roof you are also on. Quickly dodge back and take cover behind the further crates. After it shootsits burst of missiles, jump out and attack, then go back behind. Do this a few times and Vajra will jump onto the buildingsides and run off. A few yards down, it will come back to attack. The SO comes back, requiring you to attack until Vajraretreats within 7 minutes to receive an Elixir. Go ahead and do this, but if for some reason 7 minutes is almost up, andVajra still has not retrated, you can continue down the stairs to cancel the SO (highly doubtful). Go down the stairs to thestreet level, take out the soldiers, and then exit South.

DISTRICT 3352 - Area 32

Defeat the two Supersoldiers first in order to continue West. An SO will appear, having you use a fuel tank to damage anenemy within 1 minute to receive a U1-Shock Damper. Two Colossus (Colossi?) attack. With the fuel tank on target, lureone over to it and then fire to complete the SO. Take out both Colossus, and keep in mind the Recovery Portal if you needit. Accept the second SO, which requires you to find 2 items within 3 minutes to receive an Elixir. The CO would havedropped a MPV-B32 Truck Key, so use it on the back of both trucks in the center of the area and collect the [Drill Manual]from the North one, and andother [Drill Manual] from the Southern one. Exit West.

DISTRICT 3360 - Area 33

This is the last safe zone. The next area is the boss. Heal, upgrade, whatever you need. Have a ranged character as youractive leader. Save. Exit North.

DISTRICT 3361 - Area 34

BOSS: Vajra

Vajra has the same moves you have faced throughout the Mission. The only difference is that it moves more quickly, andattacks more frequently. It is a little annoying, but the best, and quickest way to defeat it is by hitting its Breaksight. Thisoccurs when Vajra comes up to you, and then lifts its front legs to perform a frontal attack. Right after the attack, theBreaksight appears for a second. Another good (probably better) Breaksight is when Vajra crawls up the wall and attemptsto heal itself. Attack it a couple of times to knock it down. When down, hit it non-stop. When Vajra jumps back, be ready tododge-roll around to avoid the missiles. The SO has you intercept and repel two of Vajra's missile attacks. This is for themissle that is Vajra's tail "stinger." Eventually, Vajra will shoot that stinger out, and you can target it and destroy it.

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Personally, she did not do this enough before I defeated her.

Mission 6: Report Card

Required for S-RankTime 25:00Phantoma 90Casualties 0You will receive the Thunder ROK magic spell, along with anything else you managed to gather.

Seventh Break - 8 Hours

(And then there were 13...) You'll notice this is an extremely short break. Right behind you is a Relic Terminal to save.Eight will ask if you want to rest until morning, but don't. Moglin will ask if you want to leave the camp, but again, don't do itjust yet (it'll make 6 hours pass if you return, leaving only 1 Event). Let's take care of the Events, which are just enough tomake the hours pass:

Type Location Who to See Description Reward NoteEvent Abandoned House Cinque Cutscene Turbo Ether N/AEvent Abandoned House Cater Cutscene Mega-Potion N/AEvent Abandoned House Deuce Cutscene Hi-Potion N/AEvent Abandoned House Queen Cutscene Mega-Potion N/A(Alright, back to 14.) Before heading out, turn around and go past the Terminal on the porch. You will find the l'CieAnshar's Crystal! Save again, set up your party, and then head on out to Old Lorica.

Know that you cannot ride chocobos at this time, since it could draw too much attention, as you are still in enemy territory.Due to this, you will encounter random battles. Some enctounters may include a couple of Troopers with a Colossus, or aBomb, Flame Flan, and Diceratops. Follow the yellow arrow on your radar to the East. Your destination is the airship in theJubanla Region. Run straight up to the airship, but know you can still encounter random battles (Troopers and COs). Alsonote that if the screen is "wavey," then that means you are in a Heat Wave weather condition. This means that your healthwill deteriorate from your AM at a rate of 2.8 every second. To restore health, just stand still for a moment. You willautomatically be taken to Rubrum once close enough.

Chapter 5: The First Battle of Judecca

Things are getting tense, it seems. The next Mission is level 23, but you should be more than okay for this, especially afterthe first Lecture. As always, the best way to level up is to replay Missions from the Title menu.

Eighth Break - 4 Days, 12 Hours

Type Location Who to See Description Reward NoteLecture Classroom Zero Moglin FGHT-201: Applied Intro to Battle Basics 40,000 EXP N/ALecture Classroom Zero Moglin MAGC-201: Applied Intro to Basic Magic Magic Power +1 N/ALecture Classroom Zero Moglin HPUP-101: Fundamentals of Health I HP +50 N/ALecture Classroom Zero Moglin MPUP-101: Fundamentals of Magic Enhancement I MP +10 N/AYou will notice the INFO icon over a new girl, simply known as "Orderly." She still sells the same items, however. If youwant, check the Equip selection to see if you received any weapons from SOs that are better than the ones you currentlypossess, if you have not done so already. After, you can keep the old weapons (if you're that type), or sell them for someextra Gil. Up to you.

Type Location Who to See Description Reward NoteEvent Back Garden Cinque Talk Mega-Potion Switch to Machina after thisOther Chocobo Ranch Hishow Breed what you need Chocobos 6 game hours must passEvent Central Command Cadetmaster Cutscene Elixir Must be as Machina

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Task Central Command Dominion Officer Defeat 6 Bombs 5 X-Potions Must be done in Jubanla RegionIf your characters are at least level 26, go to the airship landing, upgrade Abilities, fly to Mi-Go (150 Gil), get on a chocobo,and head West to the Norther Corridor (tunnel in the Mountains that was closed off earlier in the game). The enemies inthis optional dungeon are around level 31. If your characters are below 26, then replay a Mission or two to bring them upto par.

Optional Dungeon: Northern Corridor

Items FoundKnowing TagMegalixir or Shock ArmorPotion or Mega-Potion or Phoenix PinionWe are going to use this to get from the North Togoreth Region to the Jubanla Region. This is also a great way for yourcharacters to level up. Also keep in mind that with "dungeons" like this one, you can re-enter after you exit, and theenemies and items that were in chests will respawn.

NORTHERN CORRIDOR: Rubrum Entrance

6 Bombs will attack, but in packs of two at a time. No, these do not count for the Task. Continue North.

NORTHERN CORRIDOR: Trident Junction

You will be up against waves of Aqua Flans and Bombs, where there are usually always two of each on the field at a time.Keep fighting them until you receive that Victory. On the Eastern side of the path, you can pick up a [Knowing Tag]. Beforeheading up, exit West instead.

NORTHERN CORRIDOR: Cascade Corridor

In here will be 3 huge Lavaballs at level 32. Try to use Blizzard on them if you can. If not, then just keep attacking themuntil they are either defeated, or they explode. If they start to explode--seen as a rapid shaking of their body--quickly backaway, else it could take away half of your health. After they're gone, go to the North side of the room and open the chest fora [Megalixir 75% / Shock Armor 25%]. Go back to the previous area, and make a left to exit North.

NORTHERN CORRIDOR: Stalagmite Tunnel

A lot more Bombs and Aqua Flans to contend with. Like before, they will come in ways, but have a little more on the battlefield. Remember to keep dodging around, and attack a few times, taking advantage of those Killsights every time. After youreceive a Victory, go to the chest on the Eastern side of the path and open it for a [Potion 90.6% / Mega-Potion 6.3% /Phoenix Pinion 3.1%]. Continue West.

NORTHERN CORRIDOR: Lorica Entrance

3 groups of 3 Thunder Bombs will greet you here, one after the other. Fight them if you'd like, and then exit West to theJubanla Region.

Back outside in the Jubanla Region is where you must defeat the 6 Bombs for the task. Be careful of the Heat Waveconditions again. The battles with the Bombs may also include Flame Flans and Dark Eyes. It's a tad annoying, as thesebattles don't see to pop up very often (at least for me, they didn't), and there is only one Bomb within each battle, so if youmanage to get a chain battle, go for it, but focus on the Bombs first in each one. Also be careful as some enemies caninflict Burn and Poision status effects. You may also come across an Inferno in battle, which like an over-sized Flame Flan.Remember, if you are unsure of how many you have defeated, go into your Main menu, look under Request in the Info tab,and you will see the Quota in the top-right corner.

Don't leave just yet. From where you exited the Norther Corridor, cross the bridge, and then just after, make a right andfollow along the land's edge. You will see an item sparkle on the ground. Pick it up to obtain the l'Cie Ziusudra's Crystal!

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Keep in mind that the Jubanla Region houses Fleetfoot Chocobos, used for further breeding. However, they will notappear just yet. Finally, make sure you have at least 7 Cyan Phantoma, 1 Phoenix Down, 800 SPP (wait until you get backto save, and then replay a Mission of you do not), and 7 Fire Shards. After you are done, go into your menu and selectReturn to Akademeia and turn in the Task. You should have 3 Days, 6 Hours left.

Type Location Who to See Description Reward Note

Other ChocoboRanch Hishow Breed what you need Chocobos Must wait 6 game hours

Event Crystarium Quon Cutscene Ether N/A

Other FountainCourtyardClass FirstMoogle

Praise for the hoursyou've played A good item Only if the moogle has an INFO icon over

its head

Event AirshipLanding Ryid Talk Ether Big guy on the left

Event AirshipLanding Ryo Talk Elixir Guy with a book

Task Main Gate LogisticsOfficer Give 1 Phoenix Down Mythril Gloves Should have 1 in stock

Other ChocoboRanch Hishow Breed what you need Chocobos Must wait 6 game hours

Event Terrace Orderly Talk Mega-Potion /Rubicus Entry Only appears with more than 6 hours left

Task Sorcery SorceryResearcher Give 7 Cyan Phantoma Crystal Shard Used to enhance Vermilion Bird

Task Sorcery Dr. Al-Rashia Defeat 30 enemies withBlizzard BOM 12 Jeweled Rings Do in the Arena. Keep 1 Jeweled Ring for

a Task in Chapter 7

Task Armory Guildsman Give 7 Fire Shards ThunderboltArmlet

Should already have, but are from Bombsin the Rubrum Region

Event ReadyRoomClass TwelfthMoogle Talk Hi-Potion N/A

Event ReadyRoom Enra Talk Ether N/A

Other ChocoboRanch Hishow Breed what you need Chocobos Must wait 6 game hours

You should have 2 Days, 6 hours left at this point. Since there are 6 hours left in the day, Emina will appear on theTerrace, but we do not have any presents for her at this point, though will soon enough, so she will have to be left alone fornow. However, we have another person who only appears when there are 2 - 6 hours left in the day as well:

Type Location Who to See Description Reward NoteEvent Kazusa's Lab Kazusa Cutscene Random Item Go as CinqueEvent Kazusa's Lab Kazusa Cutscene Random Item Go as SiceEvent Kazusa's Lab Kazusa Cutscene Random Item Go as SevenTask Lounge Administration Official Give 800 SPP 3 Megalixirs Replay Missions if neededEvent Lounge Deuce Talk Mega-Potion N/AExit the school, then return to make time pass.

Type Location Who to See Description Reward NoteEvent Kazusa's Lab Kazusa Cutscene Random Item Go as EightEvent Kazusa's Lab Kazusa Cutscene Random Item Go as NineAfter this, you will have 12 Hours left. If we had done a few extra events in past Free Times, then we would have a littlemore to do this time, but it is okay, as we can always save it for the Second Playthrough. For now, exit the school again,and return to make hours pass.

Type Location Who to See Description Reward NoteEvent Kazusa's Lab Kazusa Cutscene Random Item Go as JackEvent Kazusa's Lab Kazusa Cutscene Random Item Go as QueenEvent Kazusa's Lab Kazusa Cutscene Random Item Go as King0 hours, but for the remainder:

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Type Location Who toSee Description Reward Note

Event ReadyRoom Carla Cutscene Hi-Potion

Had to complete all previous events. Will do in SecondPlaythrough

Event Terrace Emina N/A N/A We will collect more presents soon

Task FountainCourtyard Enra

Use Rem to get an S-Rank in "Covering theCadets" Trial

GoldBangle Second Playthrough

Task Crystarium Naghi Find proof of Cactuar BallisticShield

Part of a mini-quest. Second Playthrough. When you see theCactuar run off in the school, look along its path to possiblypick up a Cactuar Blossom

Trial Main Gate Dominion Complete "Coveringthe Cadets", level 38

TakecontrolofMeroe

Do on your second playthrough

Alright, Mission time! Go back to Classroom Zero, and learn we have another RTS on our hand. Choose whether youwould like to do it (Join) or not (Skip). Head to the Main Gate and the Relic Terminal. Set your AM as Trey, and make surehis charged shot ability is fully upgraded to MAX Charge, which if you followed my priority list, should have already beenset. Set up the rest of your part, equipment, upgrades, and then Save. Head outside.

Run or ride past McTighe, then turn right (East). Follow the yellow arrow on your radar, passing Aqvi, and cross the bridgeEast to the Eibon Region.

Mission 7: The Reclamation of Eibon (RTS)

Required for S-RankTime 25:00Phantoma 11Casualties 0You must occupy Eibon to win, but if you lose Dominion Main Camp, you fail (game over). Remember, you can pressTriangle + O for Mogvice. We do have a bit to do here, so let's get to it. Remember, this is easiest as Trey with his MaxCharge to take out enemy troops in one hit, or just about.

Domains 1 and 2

As Moglin states, we need to occupy Domains 1 and 2 first. The Main Camp will already have Blaze Units headingtowards Domain 1, so lets head that way first. Head forward and follow the Units towards the enemy. Lock on and take outthe enemy units from a distance with, you guessed it, a Max Charge shot. Keep this going until your Units take control ofDomain 1. Notice that Domain 2 will also be attacking your Units as well, so make sure to keep them held back untilDomain 1 is yours.

After, Domain 1 and the Main Camp will start to attack Domain 2 across the bridge.

Defend the Dominion Main Camp

Domains 3 and 4 will begin attacking the Main Camp. You must protect it for 1 minute and 30 seconds. Let your Units dealwith the more simple enemies from Domain 3, and focus the majority of your attention on Domain 4's forces, as when youare about halfway through, a Colossus troop will appear from 4 as well. A Max Charge will still take them out in one shot,but they will easily decimate your Units. When there is space, take a quick peek at your Units attacking Domain 3's tomake sure they are still doing okay. Assist if needed. After the timer reaches 0, you will have control now over the MainCamp.

Neutralize the Energy Wall at Toguagh

Toguagh's wall regenerates fast, so go to the Main Camp Blaze Units to Domain 3 first. Help them reach it, and then headback to the Main Camp. After Domain 3 is taken control of, you can now send the Blaze Units to Toguagh. Head there aswell, but stay on the bridge. You will notice Colonel Faith guarding the town in Magitek Armor. When you get close, he'll

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start heading toward Domain 2. Attack with everything you have, even if he takes back control of Domain 2. He'll then startheading to Domain 1 to try and take it over as well, so continue your assault on him until he reaches his yellow health bar.Once he flees, you'll have direct control over Domains 1 and 2. Send all Units to Toguagh. Once that wall is down, go up tothe town, press your Action button, and confirm to take over.

Toguagh

Refuse SP Support as usual.

Toguagh - Southern Square

This is a safe zone, but nothing to do here. Head North.

Toguagh - Main Street

Take out only the initial soldier. When you see more appear from the Northern side, ignore them (endless waves) and exitWest.

Toguagh - Central Square

You have 3 minutes to take down Colonel Faith, so focus all your attention on him, ignoring the soldiers around you. Youshould just be able to aim and shoot while running side to side. Take care of those Breaksights, which appear just after anattack, and once his health reaches 0... he'll run off. However, now you need to quickly make your way back to theSouthern Square (first area), and to the Southeast exit.

Toguagh - Back Alley

Focus your attention on the CO. I suggest switching to another character, as he could take you down quickly (don't loseTrey--but if you do, make sure you have another ranged fighter as your active leader out on the World Map). Once he isout, you'll have Toguagh, and be taken back to the World Map.

Neutralize the Energy Wall at Eibon

We cannot head here just yet, as we need to control the other areas first. Use Blaze Units from Toguagh and Domain 2 todistract Eibon. Domain 3 is sending Blaze Units to Domain 4. Have Domain 1 and Main Camp send Spark Units toDomain 5. After, help take over Domains 4 first, and then Domain 5. Once 5 is captured, everyone will head towardsEibon, as should you.

As soon as the wall drops, Colonel Faith will appear once again. Help Enra fight Faith until he heads into Eibon, so followhim in!

Eibon

Refuse SP Support again.

Eibon - West Stairs

Take out the initial group of soldiers. Faith will appear once more. He'll have the same moves and Breaksights, so bringhis health to 0 while your other AMs take care of the other soldiers. Once his health is down, he'll take off... again. ExitSouth.

Eibon - South Corridor

Take out the initial group of soldiers. Further down a Prometheus will appear, which is just like a Warrior, but a bit stronger.Exit East.

Eibon - East Corridor

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Fight your way past two Prometheuses and several Warriors. Exit North.

Eibon - Main Stairs

Fight more Warriors as you make your way up the stairs. Exit South.

Eibon - Command Center

Take out soldiers as you make your way to the conference room. CO Lieutenant Colonel Berkeley will be another one witha strong pistol attack, so use the same strategy as before when you were in the same situation. Lock on from the other sideof the table with your ranged attacker, move side to side, and then as soon as he fires a shot, fire back to hit his Breaksight.Once he is down, the Mission is won!

Mission 7: Report Card

Required for S-RankTime 25:00Phantoma 11Casualties 0You will receive the Blizzard SHG spell.

After, you can do some Chocobo gathering nearby, but head back to Toguagh, just South of Eibon. Go up to the SHOP onthe left, and you'll see more presents! Purchase the Ornamental Plant, Luconia Doll, Wooden Coeurl, and the CrystalChandelier. Yes, these are very expensive now. First, check your inventory sale items, and see if you can sell any whiskey(blue bottle icons), which tend to have very high resale value. For example, I had 1 Black Tiger, which sold for 5000 Gil,and two White Tigers, which sold for 1000 each. Power Cores also sell for 1000 each as well. Also, if need be, replay aMission or two to obtain more money, then return. Next, ignore the Task and head to the gathering of people. Go to theman sitting down on the right hand side with the little boy standing to his right. You'll find he's nearsighted, but wants to bepart of a sketching contest, and asks for you to describe the monument to him:

It's hexagonal.About thirty feet.Granite gray.

Talk to him one last time to receive the l'Cie Kanna's Crystal! Do not worry about the Task in this playthrough (or at leastat this time), as it requires your characters to be around level 51. If you want, capture more chocobos outside, and / or justReturn to Akademeia.

Ninth Break - 4 Days, 12 Hours

Machina has left the party again. The next Mission will be level 29, so after your Free Time, check your stats and do whatyou gotta do to make sure your characters are around there. Make sure you have 3 Mega-Potions, 10 Sepia Phantoma,1000 SPP, and 10,000 Gil.

Type Location Who to See Description Reward Note

Lecture ClassroomZero Moglin FRMG-102: ElementaryFire Magic II Fire Magic +1 N/A

Lecture ClassroomZero Moglin ICMG-102: ElementaryIce Magic II Ice Magic +1 N/A

Lecture ClassroomZero Moglin LTMG-102: ElementaryLightning Magic II

LightningMagic +1 N/A

Lecture ClassroomZero MoglinDFMG-201:Intermediate DefenseMagic I

DefenseMagic +2 N/A

Event Cemetery Gate (object) Cutscene PhoenixPinion

N/A

Chocobo

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Other Ranch Hishow Breed what you need Chocobos Must wait 6 game hours

Event Terrace Emina Give a gift Mega-Ether Must have 6 or less hours in the dayEvent Terrace Kurasame Cutscene X-Potion Must have more than six hours in the day

Task CentralCommand

DominionOfficer Defeat 1 Striker 10 Elixirs Found in the Eibon Region forests

Event Terrace Emina Give a gift Mega-Ether Must have 6 or less hours in the dayEvent Terrace Emina Give a gift Mega-Ether Must have 6 or less hours in the day

Task Terrace Kurasame Land 20Breaksights/Killsights Shock Shield Do in the Arena

Event FountainCourtyard Yano Talk Hi-Potion By the Arena entrance

Event FountainCourtyard

DominionLegionary Talk Ether By the Main Gate entrance

Event Main Gate Caetuna Cutscene X-Potion N/A

Task Main Gate LogisticOfficer Give 3 Mega-Potions Platinum

Gloves Should already have

Event Terrace Emina Give a gift Mega-Ether Must have 6 or less hours in the day. Shouldbe the last give you can give for now

Event AirshipLanding Orderly Talk

Mega-Potion/Relicentry

Bottom of the stairs

Event Airshiplanding Mutsuki Talk Hi-Potion Part of a mini-quest

Task Sorcery SorceryResearcher

Give 10 SepiaPhantoma Crystal Shard Should already have

Event ReadyRoom Orderly Talk

X-Potion/Relicentry

Behind you

Task Lounge AdministrationOfficial Give 1000 SPP 5 Phoenix

Downs To your right

Event Lounge Carla Give 10,000 Gil N/A It's worth it....

Event CentralCommand

Class Secondmoogle Talk Hi-Potion Switch to Rem after

Event Crystarium Hiiragi Talk Ether To your left

Event Kazusa'sLab Kazusa Cutscene Random Item Go as Rem

Evemt Kazusa'sLab kazusa Cutscene Random Item Go as Ace again

At this point, you should have 12 Hours left. Everything else available is above our ability to acomplish at this time (if youwant to attempt the level 38 trial, go for it, but I'm not going to put that here). You can do what you'd like until the nextMission, but I would like you to check your character stats. See if most of your characters are at 29, or very close to. If not,replay some Missions until they are, and hopefully by this time, you received the Grown Egg from the Class First Moogle atthe entry doors in the Fountain Courtyard for playing 50 hours [could just be me, since I pause a lot to write things down].The Growth egg doubls the EXP you receive, but only for the character equipped with it. Remember, if you don't want to goin and out of the school twice, you can always go to Central Command and ask to begin the next Mission now, which willturn the time to Mission Day.

0 Hours left, so I will go ahead and list what is left for us in the Second Playthrough:

Type Location Who to See Description Reward Note

Event AirshipLanding Ryo Talk Elixir Only appears if you did not see him in the previousFree Time

Task FountainCourtyard Tokito Give 1 Diamond Ore Good-Luck

CharmFound in level 55 Bethnel Caverns. SecondPlaythrough

Task Crystarium Class NinthCadet

Take 3 Prisoners bydefeated COs

ProtectorRing

Battles found in the Meroe Region forests. Mustcomplete the Trial first. Second Playthrough

Task ArmoryArmory

Give 2 Beast FleshGold Defeat monsters in Bethnel Caverns. Second

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Guildmaster Bangle Playthrough

Task Toguagh Issei Defeat Dracoknight DiamondShield Found on the Innsmouth Coast. Second Playthrough

Trial Main Gate Dominion Complete "Covering theCadets", level 38

Takecontrol ofMeroe

These play out like a normal Mission, but tougher

Trial Main Gate Dominion Complete "ColonelFaith's Revolt", level 41

DefeatColonelFaith

Do on your second playthrough

When it's Mission Day, go to the Airship Landing this time. After the scene, talk to the Dominion Tribune to begin. You willrealize that you are going to need to split your characters into two groups for this Mission and the next, however you willbe given a chance to switch them out after this first one. Either way, you will not have as many characters, so pick yourworst three characters for the Big Bridge. The remaining ten will be for this Mission. As always, make sure you have aranged character, because you'll be fighting flying monsters.

Mission 8: The Battle of Judecca

Required for S-RankTime (Eidolon not used) 35:00Time (Eidolon used) 22:00Phantoma 64Casualties 0

Items FoundKnowing TagFerrum MedicaHi-PotionHi-Potion or EtherKnowing TagAes Medica or Ferrum MedicaKnowing TagKnowing TagKnowing TagKnowing TagWyvern FemurKingdom HelmetKingdom ArmorFerrum Medica or Aes MedicaAs you can see, there are two S-Rank possibilities for this one, depending on if a certain Eidolon is used at the end or not.

AXIMO DECK - Area 1

(That... was an awesome scene.) We'll have a lot to do in this small area. The SO requires you to take down 15 Wingvernswithin 1 minute, 30 seconds to recieve the Killer Knuckles weapon for Eight. Quickly get to the autocannon to your rightand start firing away at the incoming dragons for one minute. Only shoot at the ones who have a light texture on them (notthe dark ones far off). They will appear nearly in front of you, and not near the propeller. After this is done, a dragon COnamed Zuiun will come in on the deck, along with a SO. The SO requires you to score a Killsight on Zuiun within 2 minutesto receive an Elixir. Use your ranged AM to take him out, as he does fly around the deck a lot.

Next, you need to get back on the autocannon with another SO. The SO requires you to take down 20 Wingverns within 1minute, 30 seconds to receive an Auric Ring. Go ahead and accept, as the attack will be a bit more constant this timearound. After, a Five-Star Dragon appears, which you cannot take down, so you must continue firing at it to simply ward itoff. The SO here requires you to avoid all attacks within 1 minute to receive Regal Armor. This is easy, as you can see theincoming attack from the Dragon--when it fire, get off the autoturret by pressing O and dodge out of the way, then returnand continue firing. When you hear the dragon is going to attak the ship directly, it will end the battle.

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CRASH SITE - Area 2

This is a safe zone. Turn around and pick up the [Knowing Tag]. Continue North through the Recovery Portal, and savethe Terminal if you'd like. Just after the Terminal, on the ground, pick up a [Ferrum Medica]. Exit North.

FROZEN TRAIL - Area 3

There will be Creme Brulees here (not the desert, sadly), which are stronger Flame Flans; Pyronades, which are strongerBombs, and a Dracoknight, which is an annoying little bugger who likes to hop around everywhere. The SO requires youto take down 1 Creme Brulee with magic within 1 minute to receive a Megalixir. Head North, and then East to exit.

FROZEN TRAIL 2 - Area 4

The SO requires you to land Killsights on two Dracoknights within 2 minutes to receive a Draco Medica. After you rid thearea of normal enemies, a dragon CO, Seiku, will appear and fly around. Use your ranged character to shoot from afar.When it attacks, dodge out of the way a bit, as the attacks spreads out, covering a small area. If you manage to land aBreaksight, it will knock Seiku to the ground, allowing you to attack more, possibly finishing it off. Exit North.

FROZEN TRAIL 3 - Area 5

You need to defeat more Dracoknights and Pyronades, but a Snowsquatch is also in the room, which is more difficult thanthe Snow Giant you battled before, though is roughly the same in attacks, and any new ones are easy to dodge.. Aftereverything is defeated, begin heading towards the exit, but before you get there, look East (right), and you will see anarrow ice ledge jutting out. At the tip, pick up a [Hi-Potion]. Exit North.

FROZEN TRAIL 4 - Area 6

The SO here requires you to dake down Mikazuchi using your active leader within 4 minutes to receive Ifrit's Vulcan Form(live long, and prosper). Mikazuchi has strong elemental attacks that form around him, which makes it difficult for meleeattackers. It is best to attack as much as you can, and then when you see Mika start to strike, dodge around, as somespells will follow you. Once done, continue on, trying to land a Breaksight. If you get hurt, remember to use a quick Potion.After, exit East.

DOMINION HQ PRO TEM - Area 7

Defeat the drago CO, Ginga. Once down, your own cadets will take the area over. It become a safe area, where you canpick up a couple of items. Start at the most Northern area where there are creates and cadets, head South. To your right,you will see a stack of crates with a [Hi-Potion 50% / Ether 50%]. On the other side, talk to the cadet laying on the groundtrying to be healed by another cadet. After, target the hurt cadet's hand to pick up a [Knowing Tag]. Exit South by using theladder.

DOMINION HQ PRO TEM 2 - Area 8

This is another safe zone, which houses the Recovery Portal and Relic Terminal.

YUGUMO APPROACH - Area 9

You will face normal enemies, along with Petrifeyes. After everything is defeated in the initial area, head back to whereyou entered the area from the North. Facing South, go to the first collapse in the center of the ice path. From the crack inthis small collapse that is facing North, go just a step past it and look down into the collapse. An well-hidden [Aes Medica50% / Ferrum Medica 50%] will be there. Exit East.

YUGUMO APPROACH 2 - Area 10

Take down another dragon CO as you head South. Run through the Recovery Portal, and then exit South.

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GLACIAL PLAIN - Area 11

Take out all the enemies in the area first, and then accept the SO after. (We know how it can be difficult to target an itemwith enemies nearby.) There will be a Behemash here, along with other normal enemies. After, accept the SO, whichrequires you to retrieve a lost article from the airship wreckage within 1 minutes to receive a Phoenix Down. There will bea [Knowing Tag] to the left around the flames near the Southern exit. Exit South.

YUGUMO CRASH SITE - Area 12

This is a safe area. Turn around and pick up the [Knowing Tag] on the ground. Do what you need. I suggest getting aheavy-hitter in you party if not already. Press the Action buttion on the stacked crates to continue South.

THE YUGUMO - Area 13

A timer will appear, meaning cadets will fall if you do not reach them in time. Take out the enemies quickly, accept the SO(find an item in 1 minutes to receive a Phoenix Down), and get the item on the left side of the path just past the Westernexit. After, exit West.

CENTRAL STATION - Area 14

This is where your heavy-hitter comes into play. Quickly run to the Flyvern and attack it a few times to make it fly to anotherarea. This is where things get a little different. The Flyvern will fly to a random area, so just read the specified area yourFlyvern flies to. Defeat the marked enemies first on you radar, then quickly make your way to your next area, as a newtimer begins. As always, follow the arrow on your map. (I will list them in the order I had to go to.) If you do the SO, whichrequires you to find another article from the airship wreckage within 1 minute to recieve a Megalixir, head to the flamingwreckage on the Southeastern side of the area to pick up a [Knowing Tag].

SOUTHERN STATION - Area 15

From the Southern exit in Area 14 (or from the Southern exit in the Western Station). Run up and attack the Flyvern non-stop until it flies off again (know that if it attacks, the cadet is dead). After, take care of the Demonicorn to fully save thecadet. You will receive an Ether for saving the cadet. Continue on to your next area by following the arrow.

WESTERN STATION - Area 16

From the Northwestern exit in Area 14 (or from the Northern exit in the Southern Station). Attack the Flyvern again until itflies off, and then defeat the Snowsquatch. The cadet will give you a Mega-Potion. Continue on.

EASTERN STATION - Area 17

From the Eastern exit in Area 14. Head directly for the Flyvern again and hit until it leaves, then take care of the smallerenemies that are not too difficult.

After, you need to head back to Area 11, so follow the arrows on your radar to reach it, saving and healing again along theway. The next area may be easier (for the SO) if you have a direct ranged attacker, such as Cater or King.

GLACIAL PLAIN - Area 11 (Return)

The SO requires you to stop Sanzashi using your active leader without taking down his Flyvern within 2 minutes, toreceive the Reaper's Scythe weapon for Sice. He will be flying around the area, attacking your party (of course). Lock on,and make sure the target reads Sanzashi. Try attacking with your ranged attacker, but if you notice the hits are hurting theFlyvern as well, then wait until they land, and then attack Sanzashi. A Breaksight will appear when a fireball chargedattack happens. You will also be slowly dragged towards the Flyvern's mouth, so attack, run back, attack, run back. If youmanage to defeat Sanzashi, you will get an Aes Medica from the surrendered Flyvern. Head North.

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DRACOBALTIAN DREADNOUGHT - Area 10 (Return)

This is now a safe zone, with a different name. Heal, SAVE, and head North.

FIRST DECK - Area 18

Ugh, Dracobaltian. Anytime you see them, keep dodging, and never stand still. Dodge, attack, repeat. They can kill you inone hit. They can also jump, hurting you drastically, and dig underground, appearing elswhere. Also, they will try to shootslim at you, sticking you to one place without being able to move and allowing them to attack. The only plus is that they areweak, and can go down quickly after a couple of hits. For the SO, it requires you to investigate the interior (pick up an item)within 3 minutes to receive a U1-Shock Damper. As you follow the path, you'll notice a ledge to your left, going Northwest.At the beginning of it is a [Wyvern Femur]. Continue fighting your way around and exit Southeast.

SECOND DECK - Area 19

This SO also requires you to find an item within 3 minutes to receive an Elixir. Fight your way around again, and on thesecond ledge facing Northeast will be a [Kingdom Helmet]. Exit Southeast.

THIRD DECK - Area 20

Same type of SO to receive a Plated Armor, and the item is on the only ledge in the area. Fight your way around and exitSouth.

BOTTOM DECK - Area 21

Head around, and then you'll be on a nice elevator ride... with two waves of Dracobaltians. The elevator will stop with thefirst wave, so quickly take them out. The elevator will then drop, and parts of the floor will fall away. Take out the second,smaller wave, using magic if you want, and then exit North.

DOMINION HQ PRO TEM 2 - Area 8 (Return)

This is a safe zone, so heal and save. Exit North.

DOMINION HQ PRO TEM - Area 7 (Return)

The Five-Star Dragon will be attacking cadets up ahead, so quickly make your way towards it. When you get up to it, it willfly away, so follow Naghi North.

CRYSTALLINE CLOUDFIELD - Area 22

Immediately holster your weapon (L1) and accept the SO. It requires you to not engage any enemies for 1 minutes toreceive the Blizzard MIS-II. Make your way up the winding path, and you should be invisible from the SO, so don't worryabout attacks. Make sure the minute is up before you exit North. (You may have to hold down O and dodge-roll aroundnon-stop until the minute is up, because Invisibility will not last as long.)

ARK MOORAGE - Area 23

Accept the SO, which requires you to take down 5 Dracobaltians using your active leader within 4 minutes, to receive theMagicite Prime weapon for Cater. Take down all the rest of the enemies in the area as well, which will bring in a RecoveryPortal and Relic Terminal, turning it into a safe zone. Heal and set your active leader to be the fastest moving. SAVE, andwhen you are ready, go to the Waypoint.

CIMMERIAN ICEFIELD - Area 24

BOSS: Shinryu Celestia

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You will not win with your normal characters on your first playthrough, plain and simple. Well, let me not entirelypessimistic. There is a chance on your first playthrough if you are amazing at dodging and getting all the Breaksights in,but it will take a long, long time. If you want to risk it, the first SO requires that you avoid taking damage for 2 minutes toreceive a Crystal Ball. Do not bother with the second SO this time around either, as it requires you to slay Shinryu Celestiausing your active leader within 5 minutes to receive the Venom Bow for Trey. To actually win with your normal party, youwould need to fight the creature again on your second or third playthrough. Shinryu Celestia (SC) will attack with a volleyof fire and lightning balls. Run to one side of the field, and when the attacks start, dodge-roll / run to the other with SC insight at all times. The second attack is when SC will slam to the ground (Breaksight!) and slowly make its way across thefield. Simply run or dodge-roll out of its way. The outer field is dark, and you cannot lock onto SC when its too far back, soyou will just have to keep following her eyes to see where she will land and attack again. If SC flies around for a fewseconds, then you know the volley attack will come next.

You will actually need to let all your character fall, including your reserves. After they are wiped out, an Eidolon willappear. Attack with its normal attack, and then land a Breaksight once the health is low enough. Once SC is knocked over,hold down X to charge up the Flare attack until it reads Tera Flare. Let go and let the battle be won.

Mission 8: Report Card

Required for S-RankTime (Eidolon not used) 35:00Time (Eidolon used) 22:00Phantoma 64Casualties 0You will receive the Fire MIS spell if you got help from the Eidolon.

Chapter 6: Terra Mortis - Khalia's Decision

This is the smallest chapter in the game, as it only homes one Mission, and nothing else. You'll have the three charactersyou chose for this one. Go through the camp and to the cliffside. Here, you can talk to Moglin for Simulated Battles, theOrderly for supplies, or Tachibana for weak items that you really should not need by this point. You can upgrade and saveat the Relic Terminal if you'd like. When you are ready, talk to Kurasame. He will allow you to bring back 5 characters fromJudecca, so choose good ones, except for Rem as her abilities will not work due to a Crystal Jammer set up. This Missionis level 32.

Mission 9: The Clash on Big Brige

Required for S-RankTime 25:00Phantoma 108Casualties 0

Items FoundMega-Potion or Hi-PotionHi-Potion or EtherHi-Potion or EtherMega-Potion or Hi-PotionKnowing TagKnowing TagFirst Aid Kit or Strength SerumCombat Ration or Strength SerumFirst Aid KitKeycardKeycardKeycardFirst Aid Kit or Strength Serum

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Combat Ration or Strength SerumFirst Aid Kit or Strength SerumKeycardKeycardFirst Aid Kit or Strength SerumSupport Serum or Strength SerumKnowing TagCombat Ration or Strength SerumKeycardKnowing TagKnowing Tag

LAST LINE - Area 1

The SO requires you to avoid enemy fire for 1 minute to receie an Elixir, so when you accept it, just wait in place until it'sdone. After, make your way down the next ramp and when you turn right, you'll see three crates with a [Mega-Potion 75% /Hi-Potion 25%] in front of them. Go down the next couple of ramps, and when you're heading South, look at the next largerstack of crates in the corner. In front will be a [Hi-Potion 50% / Ether 50%]. Exit West.

SECOND LINE - Area 2

Have your ranged attacker take down the flying CO in Magitek Armor. Once down, you can continue West.

FIRST LINE - Area 3

The SO is an endurance test, where you can allow no casualties for 2 minutes to recieve the Fire MIS-II spell. You have towait 1 minute and 30 seconds before support is available. Colossus enemies will be attacking the First Line, so hold themoff as best as you can until the time is up. Once it is, perform airstrikes to take out the remaining enemies. For that, youneed to hold down X to charge the strike, and move the target over a Colossus. Know that your active leader cannot moveduring this time either, so be quick. Once the charge is full, let go of X to take down a Colossus in one hit. Use theRecovery Portal if needed, and then at the tent in the center area next to the Portal, look at the Northern side of it to find a[Mega-Potion 75% / Hi-Potion 25%]. Exit West.

BORDER PLAINS - Area 4

This is a safe area. As you head forward, look to the left at the fallen tower that landed on a cadet. Take his [Knowing Tag].Use the next Recovery Portal and Relic Terminal if needed, then keep going. At the top of the ramp directly ahead, go tothe fallen cadet by the railing and pick up his [Knowing Tag]. Exit Northwest.

FORMER ENCAMPMENT - Area 5

The SO requires you to land Killsights on 4 Imperial Troopers within 1 minutes to obtain an Elixir. After, take out theWarrior CO. Before heading up the ramp that the CO started out on, look South, and in the corner pass the pile of junk willbe a [First Aid Kit 50% / Strength Serum 50%]. Continue West.

EAST BANK - Area 6

Ignore all random SOs that pop up for now. Your first order is to defeat all the marked enemies on your radar (includes 1Nymurod). Once done, it will open the bridge, and another SO will appear. Accept the one that says to take down 3Warriors using your active leader within 1 minute, 30 seconds, to receive the Black Widow weapon for Jack. Warriors willappear once the bridge is down, along with a Warrior CO, so take out the normal ones first and the CO last for the SO.After, go North of the bridge and make a right. At the dead end will be a [First Aid Kit]. Back at the beginning of the bridge,you'll notice a yellow arrow appear over the door, but we need a Keycard for it, so keep it in mind. Continue over thebridge West.

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BIG BRIDGE - Area 7

Take down all the marked enemies on your radar to lower the center part of the bridge. More enemies will appear, so takethem down as well. After they are done, accept the SO that requires you to take down 2 Colossi using your active leaderwithin 2 minutes, to receive the Thunder MIS-II spell. The last part of the bridge will drop, and 2 Colossi will appear (thereyou go), along with a Trooper CO. Ignore the CO for now, and focus on defeating the Colossi with simple attack andBreaksghts (no AOE attacks). Once down, take down the CO and the area will turn into a safe zone. Heal and save, thencontinue West.

EAST BANK - Area 6 (Return)

For me, King was the easiest to use in this situation. They will be alone, and you will need to take advantage ofBreaksights as best as you can. An SO will appear after you defeat the first 3 Colossi. It will require you to score 5Killsights on enemies within 2 minutes to receive the Topaz Shield. Imperial soldiers will appear and attack in waves. Getthe SO done, and eventually a CO will come in. Keep in mind that there are 2 Recovery Portals in the area. After, you canchoose to change your party again, but know that whoever you used during this fight will not be available for a short time.

WEST BANK - Area 8

Accepting the SO, you must take down the CO, Major Ernst, within 1 minute to receive an Elixir. Stay to his side, as hisguns hurt pretty bad. It will stay in one location and just spin around, so it's not too difficult to hit, but your other AMs mayfall or become injured, so keep an eye on them as well. The Breaksight appears after his volley of missiles. If you want,wait to accept the SO until he is almost defeated, to make it easier. After he is down, you can set up your party again, thistime with the single character you used from the previous area, and Rem. The area now has a Recovery Portal and RelicTerminal, so do what you need.

FORTIFIED AREA - Area 9

The So requires you to destroy 1 Helldiver using your active leader within 1 minute to receive a Blaze Armlet. Use yourranged attacker to take it down, with Breaksights appears after it attacks. Once all the marked enemies are down, asshown on the radar as usual, continue South.

FORTIFIED AREA 2 - Area 10

The SO requires you to get Killsights on 3 Shock Troopers within 1 minute to receive an Elixir. Do as you wish, and knowthat the Troopers and Nymurod on the Southern side can only be hit with a ranged character--though are not necessary todefeat in order to continue East.

AIRBASE M-680 - Area 11

Wait on the SO. Avoid the Helldivers until the 2 minutes are up. Once they are, accept the SO, which requires you to takedown a Helldiver with a support strike within 1 minutes, to receive the Fulgur Tertius, Vol. II. Like before, hold down X tocharge the strike, then take out an enemy. After everyone is defeated, do not go North yet. Instead, take the Southern exit.

AIRBASE M-680 2 - Area 12

Defeat all the initial enemies to draw out the CO. Wait until the SO comes in, which is to defeat the CO using your activeleader within 1 minutes, 30 seconds, to receive the Knight's Lance weapon for Nine. If a Helldiver is still around andsurrendered, get a DEF Enhancer from it. After, head back to Area 11, then take the Northern exit.

FIELD ARTILLERY STATION - Area 13

This is a safe zone. Heal, do what you need, and save. If you managed to receive any new weapons lately, see if they arebetter than what your characters currently have. Remember, even if the ATK is less than what is currently equipped, it

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could inflice a status defect on the enemy. Save, and then continue West.

HEAVY ARTILLERY DEPOT - Area 14

The SO requires you to destroy 3 Colossi using your active leader within 2 minutes to receive a Phoenix Pinion. There arefour in the area, so take them down, and then the CO will appear. Use your ranged character to stay behind cover, andthen pop out to attack the CO when available, as the CO can harm you pretty badly. As soon as he is down, thingshappen, and you'll have 8 minutes to get out of base! Quickly head back to Area 13.

FIELD ARTILLERY STATION - Area 13 (Return)

It is no longer a safe zone. The SO, if you even want to attempt it (probably don't), requires you to score a Killsight on 2Shock Troopers within 1 minutes to receive an Elixir. Make your way East, and just before the exit, on the grassy incline,pick up a [Keycard]. Exit East.

AIRBASE M-680 - Area 11 (Return)

First, from where you entered Area 11, make a left before going down the ramp. In the center of the area will be another[Keycard]. Then go up the ramp just ahead and all the way to the end to pick up another [Keycard]. Go back and downthe ramp into the main area. The SO requires you to score Killsights on 2 enemies within 1 minutes to receive an Elixir. Ifyou want more items, then get through the SO quickly, and try not to worry about defeating too many enemies, as you'llhave to run around everywhere. After, you'll see a white building with a black door on the Western side. Use a Keycard toopen the door and pick up a [First Aid Kit 50% / Strength Serum 50%]. If you have more than 5 minutes remaining headSouth, back into Area 12. If not, head East, back into Area 10.

AIRBASE M-680 2 - Area 12 (Return)

Head up two ramps, and down 1. Ahead on your left will be another storage room building. Use another Keycard to pickup a [Combat Ration 50% / Strength Serum 50%]. Go down the last ramp and make a left. Ahead is another storageroom with a [Combat Ration 50% / First Aid Kit 50%]. When you head back, a group of enemies will appear at theentrance to the area. Don't even bother with them and just dodge-roll past them to the exit, as we are cutting it close. InArea 11, take the Eastern exit.

FORTIFIED AREA 2 - Area 10 (Return)

Wait for the SO to appear, which is to asquisition a Keycard within 1 minutes to receive a Megalixir... In sight on your leftwill be the [Keycard]. When you turn right to head North, you see a group of enemies coming towards you. However, onyour right (facing East) behind the stack of crates will be another [Keycard]. Pick it up quickly if you can, take down theenemies as you move forward, and on your left further up will be another storage room with a [First Aid Kit 50% / SupportSerum 50%]. Exit North.

FORTIFIED AREA - Area 9 (Return)

Wait for the SO, which is retrieveing a Knowing Tag within 1 minute to receive a Glacies Tertia, Vol. II... Straight ahead bythe downed Dominion Legionary will be a [Knowing Tag]. From there, turn left and you will see another storage room witha [Support Serum 50% / Strength Serum 50%]. Head North form head and turn left. You will see another [Keycard] inthe corner, and a storage room with a [Combat Ration 50% / Strength Serum 50%]. Go east around the fence and pickup a [Knowing Tag], then South to pick up another [Knowing Tag]. Two Colossi enter the area from the South, but don'tworry about them and quickly exit East.

WEST BANK - Area 8 (Return)

This is a safe area. The timer will also stop at this point as well. Heal set up your party for the tough boss fight ahead, andsave. Exit East.

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BIG BRIDGE - Area 7 (Return)

BOSS: Gilgamesh

Like the last one, you may not not win on your first playthrough, but it is more possible. You can just let him take down yourentire party to "win" the Mission. If you do want to try, stay as your ranged character and don't get close. Again, I found theeasiest ranged attacker for me is King, as long as you keep an eye on his bullets, so you're not stuck trying to reload whenhe attacks. He'll spin around with his swords out, and then slam them down (Breaksight!). He'll do this twice. If you're farenough away, he may pause for a moment, and then run towards you (Breaksight!). When you land a Breaksight, do notattack until he knees down completely, then more Breaksights will appear, and you will be able to quickly dwindle downhis health. If you can do this several times, you'll win!

Mission 9: Report Card

Required for S-RankTime 25:00Phantoma 108Casualties 0You will receive the Odin Eidolon, and the Orderly in Classroom Zero will start selling Hi-Potions. Also, another amazingcutscene will happen, both awesome and saddening....

Chapter 7: Fate of the Crystal - The Endless Battle

Tenth Break - 7 Days, 12 Hours

Two more chapters left. We finally have some more Free Time available, this time being 7 Days, 12 Hours. The nextMission is level 34. Machina is also back in your party, and possibly at the lowest level, so have him do secret training ifyou plan on leaving your game for a while (or whatever way you'd like to go about it). Also know that by the end, you willstill have quite a bit of time left over, because several Events and Tasks are not easily available until the secondplaythrough. Make sure you have 3 Mega-Remedies, 15 Mauve Phantoma, 1 Jeweled Ring, 1500 SPP, and 100,000Gil....

Type Location Who toSee Description Reward Note

Lecture ClassroomZero Moglin FGHT-301: Advanced Battle Basics 100,000 EXP You'll have new classscenes

Lecture ClassroomZero Moglin MAGC-301: Topics in Basic Magic Magic Power+1 N/A

Lecture ClassroomZero Moglin HPUP-102: Fundamentals of Health II Max HP +50 N/A

Lecture ClassroomZero Moglin MPUP-102: Fundamentals of MagicEnhancement II Max MP +20 N/A

As stated just above at the end of the last chapter, the Orderly will not be selling Hi-Potions for 800 Gil each. If you stillhave the normal Potion as your quick item, you can now safely switch it over to the Hi-Potion, as things will only gettougher.

Type Location Who to See Description Reward Note

Event Cemetery Gate(Object) Cutscene Phoenix

Pinion N/A

Event Back Garden Machina Talk Mega-Potion N/A

Task ClassroomZero Tonberry

Land 30Killsights /Breaksights

ShockArmor Do in the Arena

Event ClassroomZero Rem / Trey Cutscene PhoenixPinion (Okay, he's getting weird)

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Event Altocrystarium Queen Talk Mega-Potion

(... Creepy)

Other ChocoboRanch Hishow Breed whatyou need Chocobos 6 game hours must pass

Other FountainCourtyardClass FirstMoogle

Reward fortime played

RewardItem Only if there is an INFO icon

Event Main Gate Yamato Talk Elixir N/A

Task Main Gate LogisticsOfficer

Give 3Mega-Remedies

10 X-Potions

If you do not have enough, you can purchase them for 400 SPPeach at the SPP Post in Central Command

Event AirshipLanding Izumo Talk Elixir N/A

Event Crystarium Class NinthMoogle Talk X-Potion N/A

Task Sorcery SorceryResearcher

Give 15MauvePhantoma

ThunderMIS

(Thank you to Tyrlian: If you do not have 15 Mauve Phantoma,he found that you can quickly harvest them from randomencounters in the Old Lorica section. Wait until you do the Taskfrom Central Command just below)

Task Sorcery QuonGive 1JeweledRing

DominionHelmet

Recieved from Mother's Task in Chapter 5's first Free Time. Partof a mini-quest

Event CentralCommand Shijima Talk Elixir N/A

Task CentralCommand

DominionOfficer

Defeat 10Ankhegs

3Megalixirs Only the ones in Old Lorica Region

Fly to Iscah (100 Gil). We're going to do a couple of things first before completing the Task. Enter the city, Iscah, and makea left. (Originally, if you remember, the city was in ruins. It was where we turned in the Crystals we've been finding a whileback. In Chapter 7, it is finally rebuilt.) Go ahead, just past the staircase, and you'll see Mayor Aoba standing in front of achest, with a boy next to it. Talk to the Mayor twice, and the kid will steal the contents of the chest. Chase after him up thestairs and follow him until he stops. Talk to the kid once, and then return to talk to the Mayor. Let the search begin! (That'sthe choice, by the way.) Now return back to the kid. Tell him to "Give him back what you stole!" The kid, of course, droppedit while running, so return back to the Mayor. The Mayor will let you know about a gemstone collector in the city. Theperson is the same we went to for the Crystals. Instead of going back up, continue down the road to the big doors, and thebig guy, Altra, will be standing in front of them. Ask to have the jewel back, and he'll tell you a golden monster stole it. AChocobo, obviously After, you can turn in what Crystals you have in your possession to Altra. Go back up the stairs, makea right, and go to the end where a Dominion Legionary and his golden monster stand. Talk to the legionary and ask totake a look, and then confirm with "doo or die!" Ew... Return the Jewel of Iscah to the Mayor, and recieve the l'CieShamhat's Crystal, which you can turn into Altra now as well if you'd like! Save, and then leave Iscah.

From here, head West into the Meroe Region. The towns here are under your control now (previously under enemycontrol). Go to the town on top of the hill to your right, called Meroe. Before anything, go to the junction and make a right,heading East. At the end, turn right again and in the corner will be the l'Cie Suzusu's Crystal! Easy enough. Skip theMeroe Task (level 55) until your second playthrough. Instead, go to the SHOP with the blond-haired lady, who sells morepresents for Emina. Purchase the expensive Fancy Tapestry, Quill Pen, Jewelry Box, and Famous Painting. (ReplayMissions if needed to gain more Gil.) The other SHOP girl sells accessories, Teleport Stones, and Krakka Greens. Saveand exit Meroe. Stay on the upper plateau though, and head directly West. At the edge, you should see two itemssparkling on the grass. One will be a l'Cie Caetuna's Crystal, and the other will be Commander Kurasame's Tag, which isalso used for a Task back at Akademeia. (I made this a spoiler line for those who are trying to read ahead, before theyknow what happens.).

Next, we're going to have a little ways to travel to get to the Old Lorica Region. We could just go through the BethnelCaverns, but you would have several areas to run through with level 55 enemies roaming around.... Hop on a chocoboand head back East two regions, and then North one. Head back through the Norther Corridor to get to the JubanlaRegion. On your chocobo, ride West into the Old Lorica Region. Here is where you must defeat 10 Ankhegs in randombattles. While you're doing that, or once done, head to the Western side of the huge blast site. I would suggest hopping onanother chocobo if your previous one fled, in order to get past the level 99 monsters. As you are hugging the crater edge,

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you will see an item on the ground, which is the l'Cie Qun'mi's Crysta, which you can pick up while on a chocobo. If youstill need to defeat Ankhegs, and you have a level 99 monster chasing you non-stop, then just go back into the JubanlaRegion, and then return to reset them. After all is done, Return to Akademeia and turn in the Task. You should have 5Days, 6 Hours left.

Type Location Who to See Description Reward NoteOther Chocobo Ranch Hishow Breed what you need Chocobos 6 game hours must passEvent Terrace Emina Give a gift Mega-Ether Must have 6 or less hours in the day[Ugh... Ok. To all those that have been following the Free Time Events throughout my guide, please know that by this time--I have been working it as I have been playing it--I have come to realize that a very important mini-quest has not beenbrough into fruition, that is required for these other mini-quests. In other words, if you want to finish Emina's quest, andKurasame's quest, Naghi's quest would have need to be completed by this time. However, It is still totally okay to do itduring your second playthrough. Money may have been used to buy presents, but the second time you come through--atthis time--read the Second Playthrough section. If you are looking how to get through areas and chapters, then let's keepgoing....]

Type Location Who to See Description Reward NoteTask Lounge Cadetmaster Give 1500 SPP 5 Phoenix Pinions Replay Missions if needed (quickets with latest Mission)

WARNINGIf you missed any other Events with Carla (following my guide, we have, which we'll tackle on the secondplaythrough), then do NOT do this next event with Carla. The reward later on will only be 11,000 GIL. If we got all otherside events (difficult during a single playthrough, with everything else going on), then we would have recieved222,000 GIL!

Type Location Who toSee Description Reward Note

Event Lounge Carla Give100,000 Gil N/A

Replay Missions if needed (Most likely will need to replay Missions. Thisis good though, as you can gain SPP and character levels. Just keep thatgoal in your mind, and know you get closer to it with every one. I suggestthe Battle of Judecca, and try to defeat the final boss with yourcharacters, instead of the Eidolon. Whichever character lands the finalblow will receive an amazing weapon. For example, I defeated it oncewith Trey, and received the Venom Bow, which increases Attack by 38and may inflict Poison. If you get impatient, remember that you canalways set a character to do Secret Training, turn the system off, andcome back later.) [For those following my updates, this is the reason whyit took so long to do another update.]

Other ChocoboRanch Hishow Breed whatyou need Chocobos 6 game hours must pass

Event Terrace Tokito Talk X-Potion Must have more than 6 hours in the daySo now we have reached an... odd point in the Free Time break. Some Events require either a previous Event that couldnot have been done during this playthrough (the Events and Tasks for Naghi), or require you to be a higher level (45+) forTasks, and Trials that open up more Tasks. Due to this situation, we are going to have to skip out on what I will show justbelow, and save it for the second playthrough. For now, go to the Command Center and request to skip ahead to theMission. If you want to attempt anything below, then you are more than welcome to, obviously. [On my second enitreplaythrough draft of this guide, I will try to better incorporate Naghi in.]

0 hours, but for the remainder...

Type Location Who toSee Description Reward Note

Event Hallway Naghi Cutscene N/A Must have done all other Naghi Events

Event Central Seven CutsceneBOMMagic After Mutsuki's request

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Command Power+10

Event Kazusa'sLab Kazusa Cutscene Ether Must have obtained an Eyeball Specimen from Naghi

Event Terrace Emina Cutscene N/a Must have turned in the Eyeball Specimen to Kazusa from Naghi

Task Crystarium Naghi

ObtainKurasame'sKnowingTag

X-Potion Found West of Bethnel Caverns on grass. Appears after givingEyeball Specimen to Kazusa from Naghi

Task Armory RyidObtainLoricanDiary

CrystalGloves

From Mi-Go, you must travel West, through the Northern Corridor.Continue West into Lorica Region, and still West of the Blast Site.You will find the Black Tortoise Crevasse dungeon (level 72). Onceyou exit the dungeon, you must enter the Ultima Ground Zerodungeon (level 72). The diary is at the second junction location

Task Armory Mutsuki Obtain 1Dark Matter

DiamondRing

Dropped by Malboros in Roshana Province. At this time, you mustcomplete the "Retreat from Roshana" Trial (level 45) first (Thank youFranklin S. for correcting the Trial

Task Armory GuildsmanObtain 10TurtleShells

DiamondGloves Dropped by Adamantoise in Innsmouth Coast

Trial Main Gate DominionTribune

Complete"OperationStickyFingers"level 46

OpensCetmeearly

Second Playthrough

Trial Main Gate DominionTribune

Complete"TheRetreatefromRoshana"level 45

OpensRoshanaProvinceearly

Second Playthrough

Task Azurr OkitaDefeate 8FloatingEyes

GoldBangle,MPV-B2TrunkKey

Found in Azurr. At this time, you must complete the "Climatic Clash atAzurr" Trial first

If this seems a little confusing at first, don't worry about it at this time. For now, just head to Classroom Zero to begin thenext RTS Mission! As always, you can Join it, or Skip it and miss out on the rewards. Join to continue. Run to the AirshipLanding, and you will see two new destinations appear. First, fly to Cetme for 500 GIL. You will land in the Cetme Distric,so enter the town of Cetme just ahead. The SHOP will sell weapons and accessories that may be better than what youhave, but do not by any of them! Skip the Task for now, and head up the flight of stairs. Go around the corner and talk tothe first guard in surrender. He'll babble on for a moment, but then give you a Talisman (Accessory that increases max MPby 20% and all Magic by 8). If you talk to the little boy running around, he'll ask for 300 GIL, but do not give it to him (helies). Go up the next flight of stairs, and at the top, you will find the l'Cie Ehm's Crystal! Now you can go to the Task. Knowthat the monsters here can inflict Silence, and that the weather will make your health slowly decrease as you run around,even in battles--stand still to regenerate.

Type LocationWho to See Description Reward NoteTask Cetme Yatsude Defeat 20 Imperial Troopers Quake Killer Found anywhere in Cetme District.After turning it in, head back out and to the North, you will see a large crevasse in the ground. Go to the Western tip andyou will find the l'Cie Theo's Crystal! Go into your Main menu and Return to Akademeia (or you can just head East, butpass Akademeia). Head back to the Airship Landing, and this time head to the other new location, Roshana for 1,200 GIL.You will land in the in the Roshana Province, so head into town.

First, go straight ahead, and take the last turn going up to your right. At the top, turn right again.

Type Location Who toSee Description Reward Note

Defeat 15 Gold Found on the plains in Roshana Province. Continue reading

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Task Roshana Subaru Mandragoras Anklet below

As you battle Mandragoras, head West (CAUTION: The hard enemies in this area are Malboros, so stay away, as they arelevel 50. If you happen to come into battle with on, you can either let your party die for it to flee, or try and defeat it bystaying behind it to avoid it's breath attack, and dodging the poison bubbles. You receive Dark Matter as a reward.). Ridearound the single mountain, and follow the shorline North towards the tip. When you get near the tip, you will find the l'CieTenebra's Crystal! There are also Lesser Loporos joining the battles now as well. Once you reach the Task's goal, turn itback in. After, head down the ramp and talk to the Dominion Quaestor (lady with white hair and glasses). Head down themain path and take the first right going up the next ramp. At the top, make another right and talk to the DominionLegionary. Where he was standing, pick up the l'Cie Augusta's Crystal! The shop at the end of the path sells much betterweapons and accessories than the one in Cente. Do what you like, but leave after.

You will see another town to the North, so head there and enter Rama. Run forward.

Type Location Who toSee Description Reward Note

Task Rama Yukisato Defeate 2MarduksCrystalShard

Forest of Roshana Province. They are tough, and can cause Poison. Bepatient, and know it's Breaksight appears right after it does this "wave"movement in the air

Once it is turned back in, talk to the other person (I believe they are just little people, and not kids) standing in front of thegate. With the gate down now, go forward and talk to the next person straight ahead, standing in front of the next gate(these people love their protection). The person will ask for the countersign, which you do not know yet. Go back to nearthe entrance where the Relic Terminal is located. Next to it will be another girl who, in a way, gives a hint for the gate.Know that you are only given two chances, and if you get it wrong both times, you must exit, and then reenter the town totry again. The hint I got was, "She has resigned herself to life as her beau's mistress, but I have too much pride and self-respect to ever allow myself to settle for second-best."

SPOILER! Highlight to ViewThe answer is found quite clearly within the hint. Think of the number written out: "... second-best." This means the answer isthe second one on the list at the gate. Remember, yours could be different. If you get the one reading: "My niece took thirdplace ... away number one," that is the hint for the third answer. To finish it off: "First in his class," means the first answer.

Once you feel that you know the answer, go back to the gate and choose the selection. Beyond the gate are a couple ofpeople. The furthest one sells Phantoma at 2000 GIL a pop, so buy if you want, but mainly, go back outside. We are goingto repeat this process 4 more times: Enter the town, talk to the person by the Relic Terminal to get the hint, lower the firstgate again, give the answer correctly at the second gate, exit the town, and repeat. Once you have given the correctanswer five times in a row, the Eastern gate will open. In the center of the path on the second line after the gate will be thel'Cie Caelan's Crystal! After you are done, Save and exit.

Follow the coastline West, and then North until you reach the Rilochy Province to begin the Mission!

Mission 10: The Kingdom's Final Hours (RTS)

Required for S-RankTime 35:00Mission 9Casualties 0You can select all of your party members to take part in this Mission, but remember to always have Trey be the ActiveMember, and I also suggest having another ranged character be the next in reserve, as there will be flying enemiesthroughout. To win, you must occupy Rilochy. To fail, you lose the Dominion Main Camp (and the game).

Domain 2

Before taking down Shakara's energy wall, we need more support, as an Atmosvern dragon guards the area. Start off byhelping the Main Camp take over Domain 2. Once there, the Atmosvern will come to attack, so you need to dodge itsfireball attacks and bring its health down to the yellow bar in order to force it away. Once it leaves, continue helping your

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Units take over Domain 2.

Take down the Energy Wall around Shakara

Now follow your Units and help them take over Shakara. As soon as the wall is down, enter Shakara. Refuse SP Support.

Shakara - Trat Gardens

This is the only area. You must take down a Dualistag and Red Demonicorn first. The scene will then change to bring inCommander Tonogiri, who is a Dracoknight. He has Hast on himself, and thus is very fast, which is not good for Trey.Instead, switch to another party member in order to more easily land a hit. Know that he does hit hard, and has a lot ofhealth, so dodge around until you see an opportunity. He'll have the save movements, but just a lot quicker, so keepattacking until he's down. Once he is, quickly switch back to Trey before you are taken back to the World Map. AnotherMission is to collect Tonogiri's Phantoma, so do it.

The Path to Rilochy

Next you will need to take down the energy wall at Rilochy, but once more, we need assistance. Have Shakara's Unitsattack Domain 3. However, immediately go back to Domain 1, as Atmosvern will begin attacking it as well. Attack until itflies away, and then go back and help take over Domain 3 quickly. The Atmosvern will land between Domain 2 and 4,destroying your Units before they can get to Domain 4, and allowing the enemy to try and take over Domain 2. Once yourtroops do reach Domain 3 though, the Atmosvern will begin to defend it. This time, you must defeat it, as it will stay therefor the remainder of the period. After the Atmosvern is down, Domain 4 will soon be taken over from your Domain 2 Units.After Domains 2, 3, and 4 are conquered, head to Rilochy and wait for the energy wall to fall. Enter.

Rilochy - Town of Rilochy

Switch to someone other than Trey, since there are Darcoknights. Just make your way North, and take the last (second)right, then a left to exit Northeast.

Rilochy - Main Street

There are a lot of flying enemies here, along with Cryonades and an Ironfist Giant, which are just different versions ofenemies you've faced before. You must take them down in order to continue East.

Rilochy - Town Square

Defeat the 2 Wingverns first, and then the Diepvern. As you battle the Diepverns, more Wingverns join in pairs of 2, whichcan make this difficult. Just focus on taking the Diepvern down first, and remember to dodge-roll as you move around. Allenemies must be cleared before you receive a Victory. Know that if you take too long to defeat a Wingvern, another onewill show up. Try to get their Breaksight as they are flying around the edge in order to make them fall to their doom.

Storm Mahamayuri

Get on a chocobo. Ignore the Flyverns. Follow the narrow path all the way. Enter the waypoint to finish!

Mission 10: Report Card

Required for S-RankTime 35:00Mission 9Casualties 0You should receive the Growth Egg (double EXP for one character)!

Eleventh Break - 5 Days, 12 Hours

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The next Mission is level 36. With how much I had you do on the last break, you should be okay with going along with thisone, but either way, you'll gain more EXP throughout this Free Break. Know that this is your last Free Time session beforethe end of the game, as the Missions will move from one to the other. For this break, you will need 1 Ivory Phantoma, 2000SPP, 5 Megalixirs.

Type Location Who to See Description Reward Note

Lecture ClassroomZero MoglinDFMG-202:IntermediateDefense Magic II

DefenseMagic +2 N/A

Lecture ClassroomZero MoglinFRMG-201:Intermediate FireMagic I

FireMagic +2 N/A

Lecture ClassroomZero MoglinICMG-201:Intermediate IceMagic I

Ice Magic+2 N/A

Lecture ClassroomZero MoglinLTMG-201:IntermediateLightning Magic I

LightningMagic +2 N/A

Event Cemetery Gate(Object) Cutscene Megalixir N/A

Event BackGarden Ace Talk Mega-

Potion Cannot be as Ace

Event ClassroomZero Deuce Cutscene X-Potion Cannot be as Deuce

Event ClassroomZero Tonberry ... Talk? Ether N/A

Event Hallway Quon Cutscene MagicPower +5

Must have completed all of Quon's previous Events. QuonYobatz joins Class Zero as SP Support for now on

Other ChocoboRanch Hishow Breed what you

need Chocobos Must wait 6 game-hours

Task Sorcery SorceryResearcher

Give 1 IvoryPhantoma

CrystalShard N/A

Event ArmoryClassEleventhMoogle

Talk Mega-Ether N/A

Event ReadyRoom Carla Reap the

rewards11,000 or222,000

11,000 is if you follow this walkthrough (first draft), or222,000 if you did everything in this walkthrough, alongwith additional Events for Carla (second draft)

Event Lounge Seven Talk Mega-Potion Cannot be as Seven

Task Lounge Cadetmaster Give 2000 SPP CrystalBall Replay Missions if needed with SP Support

Event AirshipLanding Hiruhata Talk Mega-

Ether N/A

Task Main Gate LogisticsOfficer Give 5 Megalixirs StalwartRing Should already have

Trial(Gasp!) Main Gate

DominionTribune

Complete"OperationHomecoming,"level 37

Readbelow Read below

Alright, our first Trial! There are two reason why I am doing this now. The first is to show how Expert Trials work (really, likea normal Mission, but tougher), but mostly to obtain a couple of extremely special objects. After you accept "OperatioHomecoming," go to the Airship Landing and upgrade all that you can with your characters. After, fly to Cetme for 500 GIL.You will see a yellow arrow on your radar, point to the West Nesher District. Start by going South to the mountain range,and then following West. You will see a cave entrance, but it leads directly into the District (no dungeon). From here, followthe arrow directly to the city of Bazz.

Expert Trial: Operation Homecoming

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Required for S-RankTime 3:00Phantoma 11-14Casualties 0

Items FoundWhite Tiger or Strength Serum or Combat RationYou can only select 4 (four) character for this Trial. Choose your best. Know you will be on a timer throughout, so actquickly.

BAZZ BOULEVARD - Area 1

You will be up against several Supersoldiers and RPG-155 Gunners. After they are down, follow the road (and yellowarrow) until you see the Colossus CO. It should not be hard to take him down. Once he is, you will receive the truck keythat will open all 3 trucks in the area. Inside each, you can receive any of the items listed in the "Items Found" table above.Continue West.

CUL-DE-SAC - Area 2

Take out some more MA and soldiers, and that... is it. Seriously. That's all. Nothing else. You can go now. Thank you. Bye.

Expert Trial: Operation Homecoming Report Card

Required for S-RankTime 3:00Phantoma 11-14Casualties 0Beating it on Officer difficulty will get you the Glacies Essentia. If you managed to get an S-Rank, you hav a 37.5% chanceof obtaining an Aegis Codex, 25% Megalixir, 25% Auric Ring, and a 12.5% Mythril Ring.

Save, but know that we are not done. Go into the now-controlled Bazz, and for the first playthrough ignore everyone here(except for the Task). There is a mini quest within the town, but there is one item we do not have yet to complete it (aDiamond Ring), that we will be able to obtain more easily on the second playthrough. If you do by chance have it, then byall means, complete it, by first talking to the first guy on the left and offering to help find four guys. It's simple, but I'll explainmore below in the Second Playthrough section. First, go down the stairs and look into the first alcove by the stairway, andyou will see on the ground, the l'Cie Jogge's Crystal!

Type LocationWho to See Description Reward NoteTask Bazz Sakuya Defeate 1 Iron Giant Growth Egg Found in the Silent KeySet up your best party, then leave town, get on a chocobo, and head South into the Veill Desolands. Once there, keepgoing South, avoiding all the Behemoths, and into the Silent Key dungeon, which is level 44, but it must be done (becauseI say).

Optional Dungeon: Silent Key

Items FoundFrostshield Cloak or Platinum Bracelet or Bulletproof VestFlameshield Cloak or Auric Ring or Mythril RingSparkshield Cloak or Platinum Gloves or Warrior RingVoyage LogUnusual Artifact and Lost Tome'Cie Satori's CrystalCompleteing this dungeon will grant us a "highly" usefull object... (Wink wink, nudge nudge). There are also Iron Giantsabout, which you do need to defeat at least one for the Task. However, we are going to be defeating multiple to get theobject. These guys are annoying, in that when you get their health almost all the way down, they will cast an invincibility

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spell, and so the only way to fully take them down, is to perform a Killsight. Killsights will only appear right after they dotheir boomerang sword attack, after a jump attacks, or a swing attack. Remember, if they are moving quickly, they mayattack a few times in a row before the Breaksight appears. Their huge sword swings can also cover almost the entire room,and one hit can take your health down by half, if not more. Also, when you get their health start at the blue bar, they willspeed up their movement and attacks. You need to be patient and get those Breaksights.

SILENT KEY: Silent Key

Thankfully there is a Relic Terminal right at the beginning, so save. Remember, after you defeat a Giant, or if you arefeeling unsure about things, you can always come back and save at any time. Make sure you have Hi-Potions as your setItem. I also suggest having a fast meleecharacter as your active leader (I like Eight, personally). Finally, as odd as this maysound, I actually suggest just having your melee character as the only party member (press the Options button to confirmonly 1 AM). The reason is that if you have any other party memebers, they can easily fall at the hands of an Iron Giant.Follow the path North.

SILENT KEY: Rear Concourse

There is nothing in this room either, thankfully. Instead of following the arrow, make a left and head West.

SILENT KEY: First Control Room

You will face one Iron Giant here. The rest of your party may most likely perish if they are with you, but again, you must bepatient. Use a Hi-Potion if you get hit. Once it is down, exit West.

SILENT KEY: First Dynamo

Go to the console and press your Action button to active... something. (This is going to be nice.) Look on the floor at theNorthern side of the room, and you will find a [Frostshield Cloak 50% / Platinum Bracelet 25% / Bulletproof Vest 25].Head back to rooms into the Rear Concourse, and then exit North.

SILENT KEY: Central Concourse

Ignore the Iron Giant for now, and head East.

SILENT KEY: Second Control Room

You must take down another Iron Giant in here, so use your best tactics, and you'll notice they get a little easier as you goalong. Once down, exit East.

SILENT KEY: Second Dynamo

Press the switch again, and then go to the Northern side of the room to find a [Flameshield Cloak 50% / Auric Ring 25% /Mythril Ring 25%]. Head back to the Central Concourse, defeat the third Iron Giant guarding the way, and then exit North.

SILENT KEY: Front Concourse

Nothing here, so exit West.

SILENT KEY: Third Control Room

There is a Red Giant, which is just like an Iron Giant. However, this one has Regen status, so its health will slowlyregenerate, meaning you must be quicker to take it down. By this time, though, it should be easier to know exactly whenthe Breaksights come. (Remember, you can always go back and save if you do not feel comfortable.) After, exit West.

SILENT KEY: Third Dynamo

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Flip the third switch, and then just South on the floor will be a [Sparkshield Cloak 50% / Platinum Gloves 25% / WarriorRing 25%]. Go back to the Front Conrourse and exit North.

SILENT KEY: Bridge Access

2 Iron Giants. Fun. However, if you have not noticed yet, Iron Giants will only activate if they are attacked. The first one yousee will be guarding an item behind it, but you should be able to just walk right past it, target the item, and pick up the[Voyage Log]. Now yes, they both need to be defeated to continue on, so just focus on attacking the first one and taking itdown, then exit East.

SILENT KEY: Fourth Control Room

Another Red Giant with Regen, so again, be quick and try to get every Breaksight. Exit East.

SILENT KEY: Fourth Dynamo

Hit the switch and get the [Lost Tome] from it. In front of the switch at the other wall is an [Unusual Artifact]. Go back tothe Bridge Access and take out the final Red Giant. From there, exit North.

SILENT KEY: Setzer Flightdeck

(For those who have no idea what is going on, I think it should be pretty obvious by now.) Go down the ramp and pick upthe [l'Cie Satori's Crystal]! Go up to the panel and activate your new ship! Know that once you activate it, you cannot goback to any of the areas before, thus if you missed an item, you'll have to either reload (if you want) or wait until your nextplaythrough.

Ship ControlsLt-Stick SteerTriangle BoostL1 BreakR1 Lock onSquare FireO LandWhat is funny about this, is that the game makes no mention of an airship you can gain. You will see airborne enemies inthe sky. Lock on to them and take them down. As the game states, "The amount of gil you earn increases with eachsuccessive takedown." The gil timer on the top left will slowly increase, but if you take too long to down another enemy, oryou get hit, or collide with an enemy, it will restart, and you'll receive the amount of gil from your encounters. The gil on thebottom left is the total amount from all encounters combined. The best method I found was to just keep the airship flyingnormally, and only breaking when trying to get a cluster that you're about to fly over, or boosting if you need to quicklyhead towards another cluster of enemies. Hold down R1 to lock on to multiple enemies, then Square to fire. If the target isblue, it will take two hits to bring them down (meaning you will have to let go of R1, and then press it down again to targetagain and fire), but if it is red, it will only take one hit.

When you're done having fun, fly back to Bazz and turn in the Task. When you are now on the World Map, you will see anew icon above the chocobo one, for your Setzer airship, which is activated by Triangle + O. Now it's time to go aroundand gathering what we missed, or could not obtain before, such as more Crystals.

The Gathering of Crystals

Make sure you have at least 20 Hi-Potions in stock, and 1000 Gil for later on. Start by flying to the Rilochy Province. EnterShakara, which is now opened from completing the last Mission. Take the first ramp up to your left.

Type Location Who toSee Description Reward Note

Defeate 10 BlazeFound in the Rilochy Province. You will most likely come into a cluster of

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Task Shakara Ametsuchi Bombs Armlet different types of Bombs (thunder, ice, etc.). They must be the originalBombs

After you turn the Task back in (to get it out of the way, really), talk to the Citizen looking out over the railing, closest to thegate on the same platform as the Citizen who gave you the task. Answer with "Oh, that sound interesting." She will say afact about her son, and then stop. Repeat the process with the same answer every time, until she talks about a gemstone.After that, find the female Citizen walking around who looks slightly older with a hair bun. She says she found a gemstoneand sold it to someone. Next, go up the ramp furthest from the entrance, on your right. Talk to the Citizen closest to theledge (not the gate). Give her (it's so hard to tell if these people are male or female) 20 Hi-Potions in exchange for the l'CieAnatidus's Crystal! Save and head back out.

Head Northwest to Rilochy (same area). Go forward and take the Task.

Type LocationWhotoSee

Description Reward Note

Task Rilochy Akari Defeate 10Flame FlansMythrilGloves

Found in the Rilochy Province. You will most likely come into a cluster ofdifferent types of Flans (electric, ice, etc.). They must be the Flame versions

Once it's turned back in, go to the back of the line, and wait for about five second. The gate will automatically drop, and youwill be able to enter Rilochy. Go all the way forward and talk to the Citizen in front of the large door. She will ask for ablessing donation for the crystal. Give 100 gil, leave the town, and then repeat the process. Do this 10 times to give 1000gil. Once you have done that, the Citizen will grant you the l'Cie Daphnia's Crystal! (I love how true they word this....)

Once it is obtained, exit the town, and then turn the camera directly South, to the little part of land that juts out. You shouldjust see a glowing item. Pick up the l'Cie Argenia's Crystal! Now, go North to the big wall and enter Mahamayuri. You'llrecognize this path, so follow it all the way to the end. In the middle of the bath, right before the energy wall will be the l'CieVesta's Crystal! Next, fly to the Berith Desert (West). When you get there, you will see that it juts out into three differentareas on the Southern side. Go to the end of the Southeastern section (be careful, as enemies are in the 52-level range),and you will find the l'Cie Siduri's Crystal!

For the next one, you must fly West to the Northern Valley area. You will see large pits that cover the ground. In the shorter,single pit on the Western edge, go to the Southern part (chocobo to get past the enemy), and you will find the l'Cie Enlil'sCrystal! If the enemy is not chasing you, get back in your ship and fly Southeast to the Iscah Region. Get on a chocobo toavoid the enemies, and go to the center of the "ruins" area. Look South, and to your right will be a structure with a large flatsurface (basically, the Southwestern structure in the center of the area). Go around the Western side of this structure andyou will see a ramp. Follow the ramp North and then East to get up top. This one is a bit hard to spot, but it will be mostly tothe Western side of the structure, but not at the edge. Keep clicking R1 until you lock on, and pick up the l'Cie Rino'i'sCrystal!

Now fly Southwest to the West Nesher District. Once there, go to the Northwest edge of the coast. See how the mountainsform in and out in this wave pattern onto the flat land? In the third part where it goes in (from the ocean), go directly South,and you will see, in the snow, the l'Cie Rhiane's Crystal! Next, head East to the Eibon area. Go to the most Northern tip ofland in the area, out of the forest. In the small patch of grassland, you will find the l'Cie Kiyosaki's Crystal! For the lastarea at this time, we are going to head to the Innsmouth Region, just South of Eibon. (Just so you know, you may find ablue Evasive Chocobo roaming around the grassy area for better breeding. Also in the area, you will find level 99 Flans,called Megamarinas. Normally you would stay away from these monsters, but by this time, you should know how aBreaksight works on a Flan, and these ones have the same attack patterns. You should be able to easily take one downand possibly earn a Pearl Phantoma, but save before you try.)

There are two Crystals here, so first off, fly to the large island in the Southeastern corner of the map, which is a sandy area.Know that you can also ride a Chocobo there as well, as long as you ride in the shallow waters (lighter areas of waterbetween islands). Go to the Northern tip of this island, and in the center area, a little South from the water, and East of therock wall will be the l'Cie Aarmad's Crystal! This next one can be a bit dangerous, and you can save it for your secondplaythrough if you would like to. If you want to attempt it, make sure you save first. In the same big sandy island, you'll seea stretch of land jut out West in the Northern part. At the end of this land will be a small area called the Innsmouth Coast.Be careful, as once you enter, you will be stuck in there will a level 50-something enemy. You must defeat this enemy in

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order to leave the Coast. The reason to enter is that sometimes a chest will wash up. One chest could contain the l'CieAnshar's Crystal! Odds are not very low at this point, but it is still possible if you are patient.

There are still more Crystals left in the game, but are recommended to be obtained during your second, or even thirdplaythrough, or just untili later on in this playthrough. The reasons are that some places will either be open later, or are notopen due to a Trial needing to be accomplished first in order to open up the area. Other Crystals can only be obtained inhigh-level dungeons, ranging from levels 55 to 128.

At this time, if you would like, try and capture some Evasive Chocobos from the Innsmouth Region. They do not appearoften, and the best way to see if one shows up, is to enter on foot (or ride) from the Eibon Region, and if one appears onthe World Map, capture it! If not, then go back to the Eibon Region, and then immediately back to the Innsmouth Region.To easily identify the Evasive Chocobo as soon as you enter the region, look directly ahead (normally appears in thedistance), but if not, look at your radar. The Innsmouth Region always has 3 level 99 enemies, so that will be 3 dots. If younotice a 4th dot, then there is your chocobo (it is very rare when the appear, but they do appear). If you want to obtain theMaster Chocobo, you need Evasive Chocobos in order to breed Sneaky or Stealth Chocobos, which in turn breed NinjaChocobos. Ninja Chocobos breed Master Chocobos. For the greens, Mimett Greens are found randomly in Corsi Cave,area 6 (Forgotten Waterfall), and used to breed Evasive + Evasive to get either Sneaky or Stealth (or more Evasive)chocobos. Reagan Greens and Sylkis Greens are found in a random treasure in the Innsmouth Coast (the dangerousarea we were just at with the level 50-something enemies). If you do not feel comfortable battling enemy after enemy tohopefully obtain a Green, you can wait to obtain them for your second playthrough. (There are other areas that thesesGreens are located, but are out of your level at this point, such as the Valley of Monsters Dungeon, Area 5.)

Basically, at this point in the game, the safest way to go about things is to capture several male and female EvasiveChocobos. Get several Mimett Greens from Corsi Cave (remember, you can just run in, take the item, run out, and do itagain, as the enemies should be a pushover by this time). Breed Evasives with Mimett Greens to get Sneaky Chocobos.From there, breed Sneaky Chocobos with more Mimett Greens to get Stealth Chocobos. After this, you would need SylkisGreens for Steaths to breed Ninja Chocobos, and then more Sylkis for Ninjas to breed the final Master Chocobos.

Keep in mind that this is your last Free Time in the game. The remaining will force you from one Mission to another, untilthe end. If you want to do anything else, go for it. Now, with everything done that we can do at this point in the gameoutside, let's head back to Akademeia and finish up Chapter 7. There are 2 days, 10 hours left (if you followed me).

Type Location Who to See Description Reward Note

Other FountainCourtyardClass FirstMoogle Talk Item for the hours

played Must have the INFO icon above his head first

Task Crystarium Provost Give him the LostTome Gold Anklet Item picked up in the Silent Key, where we

got the airshipBreed some Chocobos if you'd like. Though we have nothing else to do, remember you can also exit the school, and thenreturn to make 6 hours pass. To go off this, if you want to try and attempt anything below, go for it.

For the remainder:

Type Location Who to See Description Reward Note

Event ReadyRoom Carla Cutscene SublimationRing

Only appears after doing all of Carla's Tasks andEvents

Event Kazusa'sLab Kazusa Cutscene RandomItem

If you wanted to see any more scenes. We'll do theending in the second playthrough

Event Terrace Emina Give a gift RandomItem

If you still need to finish this one, try for it. Theending for this walkthrough will be in the secondplaythrough (for the first draft)

Task Crystarium Class NinthCadet

Take 10 prisoners bydefeating COs inrandom battles

BallisticShield

Must complete "Colonel Faith's Last Stand" Trialfirst, to end the East Nesher Region

Task CentralCommand

ChancellorChival VI

Reach Commander SPRank

Can wearFormalAttire

Must have 50,000+ SPP. Do on second or thirdplaythrough

Task Central Commandant Defeat 6 Sand Worms Diamond These are level 52 monsters found in the Berith

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Command Bangle Desert

Task Armory ArmoryGuildmaster

Give 1 DarksoulSwarm

Soul ofThamasa Found in the Agito Tower, level 99

Task Amiter Otokusa Defeat 99 LesserLopros

GrandBangle

Must be done in the Dragon Sanctuary. Secondplaythrough

Trial Main Gate DominionTribune

Complete "The AmiterResistance", level 51

UnlockAmiter Second playthrough

Trial Main Gate DominionTribune

Complete "Protectingthe Defector", level 49 N/A Second playthrough

The other Trials have already been mentioned previously. When you are done, talk to the Commandant in CentralCommand to get to Mission Day. For your party, make sure you have a ranged attacker, but not Trey, as he is not goodwith fast-moving targets. After, talk to Chancellor Chival VI in Central Command. Next, head to Moglin in Classroom Zeroto get your next update. Now head to the Airship Landing... and Machina will leave the party again (he's a brat). We alsofind out what happened to Aria... Talk to the Dominion Tribune to finally begin the Mission. Remember, have a goodranged character as your active leader, but not Trey. Cater is good in this one (without her Magicite Pistols), but King is aswell. If you can, equip your party with a lightning-type magic attack, a fire-type magic attack, and an ice-type magic attack.

Mission 11: Capturing the Imperial Capital

Required for S-RankTime 1:00Phantoma 0Casualties 0As you can see, this is a small Mission. In fact, it only includes a boss battle, and several SOs. Do not worry about the S-Rank (you shouldn't on your first time through anyway), as some SOs have a large timer that we need to be a part of.

BOSS: General Qator Bashtar

Same as the first time you battled against him long ago. He will move quickly around the area, and is stronger than beforefor obvious reasons. When he stops, he'll perform an attack, which can be dodged by rolling left or right. His Breaksightsappear often, but have a short time limit, so just keep firing at him, and eventually an attack will land. When you do land aBreaksight, he will fall to the ground, and several more Breaksights will appear, so unload on him, until he gets back up.You only need to do this two or three times to fully bring him down. As for the SOs, they could appear in any order, and gofor the ones you think you can get, but the main one would be to refrain from using magic for 5 minutes. Know that youcould take the boss down in under 5 minutes, so you'll most likely will just have to dogde and not attack for a while.

SO 1: Land a Lightning-type attack under 15 seconds with your active leader, to receive a Thunderbolt Armlet. SO 2:Refrain from using magic for 5 minutes, to receive the Wildfire Spear weapon for Nine (Cater's Magicite Pistol counts asmagic, so switch to another character if needed). SO 3: Land 30 attacks under 5 minutes using your active leader, toreceive a Ribbon. SO 4: Land a Fire-type attack in under 15 seconds using your active leader, to receive a Blaze Armlet.SO 5: Land an Ice-type attack in under 15 seconds using your active leader, to receive an Arctic Armlet.

Mission 11: Report Card

Required for S-RankTime 1:00Phantoma 0Casualties 0Finishing the Mission will get you the Fire BOM-II spell.

You'll be put back on the World Map. You can enter Azurr now, but there is nothing to do there except shop for a fewAccessories and save. There would normally be a Crystal at the Southwest corner of the bridge where you started from,but at this time, it is also not available. Basically, the game wants you to hop onto a chocobo (or run) back to Akademeia.You cannot fly and explore, and you cannot warp there either. Just follow the yellow arrow on your radar.

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Chapter 8: Verdict: Finis

Items Found10 Knowing TagsWell, this is a major change. Rem has also left the party as well. You start off at the Main Gate. This is not a Mission, butthere are still items to find. Immediately to your right will be a [Knowing Tag]. Go forward and pick up another [KnowingTag]. A little more forward, and you'll find a third [Knowing Tag]. When you reach the Fountain Courtyard, just run awayfrom the Rursan Reaver, as he cannot die at this point. Annoying pictures will appear every now and then, so keepdodging until the chapter's title comes up. Back at the beginning of the area, pick up a [Knowing Tag] and another[Knowing Tag] right after it. At the junction, take a left and pick up another [Knowing Tag]. Go along the Northern side atthe bottom of the stairs for another [Knowing Tag]. Now head East to the Airship Landing. As you go along, there will be a[Knowing Tag] between a couple of people. On the platform towards the right person will be another [Knowing Tag].Head back to the Fountain Courtyard, and then North into the Entrance. Know you cannot head back out once you do.Straight ahead will be a [Knowing Tag]. To your right towards the Crystarium will be the final [Knowing Tag].

Now head to Classroom Zero. After the cutscene, run forward for another cutscene. After, turn around and talk to Sice foran Event. It is a cutscene, and you will receive an X-Ether for it (I will not bother with making a table). In the Hallway, save ifyou'd like, and then head to Central Command. In here, upgrade if you would like, or save your money. Talk to the SorceryResearcher near the back with the ? above her head. She'll tell you that the only way to destroy the Rursus's are to harvesttheir Phantoma, else they will get back up. Next, talk to Naghi in the back with the MAIN icon. You can talk to the ClassSixth Cadet with the other ? above his head to learn that the only way to "defeat" a Rursus is to strike when their guard isdown.

At the Entrance, talk to the Dominion Tribune with the MAIN icon, then back to Naghi in Central Command. Now headback to Classroom Zero and talk to Queen. After the cutscene, see if you can upgrade any spells at this time, and thenhead back out. Save again if you want, and then go to the Entrance. Head to the front doors for a cutscene. This is the finalpart of the game, and you would not be able to use Eidolons, nor the Vermilion Bird, and you will no longer automaticallyrecover HP, or even return. Before talking to her again, go around to the Crystarium, Central Command, and ClassroomZero to handle all the Events available. (One will be from an Orderly, who can't remember who she was waiting for, andthen another entry will be in the Rubicus...) After, prepare each character. Make sure each one has a magic or elementalattack, and a normal attack that does not involve an element. This will come in play throughout the final Mission. Oncedone, SAVE, and then talk to Celestia at the Entrance again to take off....

Mission 12: Invasion of the Rursus

Required for S-RankTime 45:00Phantoma 68Casualties 23-24

Items FoundCinnabar PhantomaCinnabar PhantomaMega-EtherMegalixirViolet PhantomaCinnabar PhantomaCinnabar PhantomaIvory Phantomal'Cie Rem's Crystall'Cie Machina's Crystal

SHRINE OF CORONATION - Area 1

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This is a save zone. There are no longer SOs, but instead "Cid's Crucible" (CC) orders. They must be completed in orderto carry on to the next area. Given that, they cannot be declined, and will be automatically accepted after some time. Likethe SOs, your active leader will die if you do not manage to complete it. However -- this was quite interesting to me as well-- your characters will be revived if they all fall in battle, so you will not get a Game Over at any point during this Mission. Ifyou fall in an area, your character will start back at the entrance of the area, with that area reset as well. That does notmean to be careless, though.

After the conversation, you must select two parties of three memebers, and the rest will remain Reserves. Select your firstthree (I suggest having Ace as the leader), and then your second three. You can head either way, so for the first party, we'llhead West.

HALL OF TRANSGRESSION (First Party) - Area 2

Your first CC is to eliminate all enemies within 10 minutes. You will face a Rursan Reaver here, which you must takedown. Keep firing at it, and some shots will throw it off for just a moment. They do not have much health, but remember thatyou must extract its Phantoma in order to fully defeat it. If you leave it there, it will get back up with full health. They can beeasy enough to dodge, but know that sometimes they can mark you with a Killsight, and possibly land a one-hit kill on yourcharacters. Continue on, and you will be auto-switched to the other party. With them, and back in the first Area, headthrough the East door.

HALL OF TRANSGRESSION (Second Party) - Area 3

The CC is to endure the onslaught until 2 minutes and 13 seconds runs out. You will be against 3 Rursan Reavers at atime. After you deafeat one (harvest!), another will show up. Keep going until the timer runs out. After, go to the door to beswitched back to the other party.

CLOISTER OF ADUMBRATION (First Party) - Area 4

This is a save zone. Ahead on your left will be a [Cinnabar Phantoma]. Continue on.

CLOISTER OF REVELATION (First Party) - Area 5

For the CC, you must make it through the portal twice without getting hurt, within 10 minutes. It is best to just dodge theentire way, and is easiest with Ace or Eight's Phantom Rush ability. If you get hit, you will be teleported back to the start totry again. Every other pass will have Hundlegs enter the area as well. Every time, however, cubes will pop up and firebullets at you, which can be difficult to avoid. It is best to try and roll in a zig-zag pattern.

CHAMBER OF FATE (First Party) - Area 6

This is a safe area. The controls are a little odd, but just head forward.

CLOISTER OF INSPIRATION (First Party) - Area 7

This is a safe zone. In here, just make a left to the big red area. You will be switched to your other party.

CLOISTER OF ADUMBRATION (Second Party) - Area 8

Ahead on your right will be a [Cinnabar Phantoma]. Continue on.

CLOISTER OF REVELATION (Second Party) - Area 9

For the CC, you must take out all the enemies within 10 minutes. The enemy is a Rursan Reaver again, but it's not assimple. You must circle around the room first and take out the Cubes (to make things easier), along with hitting, in order tolight, the Candles of Expiation. When all four are lit, you can finally attack the Rursan Reaver. After he is down, you canfinally continue. (Note that if you try to continue without defeating the enemy, you will be teleported back to the beginning

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of the area with Mandragoras and ground Cubes spawning.)

CHAMBER OF FATE (Second Party) - Area 10

Another safe zone. Continue forward.

CLOISTER OF INSPIRATION (Second Party) - Area 7 (Return)

You must take down an Iron Giant first, before you may continue on. We fought them in the Setzer airship. Once he isdown, head North.

CHAMBER OF ALL - Area 11

Surprise! This game has two endings. The bad ending is the first choice, and the good ending is the "mortal" choice. If youdo the first choice, you'll be taken to a new chapter, called "The Chapter of Darkness," and will see the alternate ending.After, you would need to reload and go through this again to choose the second choice, and continue fighting.

After choosing the second choice, use the Relic terminal if you want to change anything, and save. Exit North.

CLOISTER OF PREMONITION - Area 12

The CC requires you to harvest 7 Phantoma within 10 minutes. As we go along, just defeat enemies and harvest. Thisarea may seem a little confusing at first, but just follow my directions, and we'll get through. There is a more direct route tothe exit, but we're going to pick up a couple of items first.

When you begin, accept the CC and head North. Second room, take out enemy 1, then exit East. Third room, take outenemy 2, then exit North. Fourth room, open the chest for a [Mega-Ether], then exit West. Fifth room, Take out enemy 3,then exit East. Back in the second room, exit East again. Back in the third room, exit West this time. Sixth room, take outenemy 4, then exit East. Seventh room, take out enemy 5, then exit North. Eigth room, take out enemy 6, then exit West.Ninth room, open the chest for a [Megalixir], then exit North. Tenth room, take out enemy 7 (completes the CC), then exitEast. Eleventh room, take out the enemy, then exit South. Back in the seventh room, head North again. Back in the eigthroom, head South this time. In the final room, take out the two enemies, then step in the teleporter.

CLOISTER OF ADUMBRATION - Area 13

Save area. Could technically be a return, but a lot of these areas have the same name, yet are different in ways. You mustseparate your characters again into two parties. You will notice that any fallen characters are brought back, and everyoneis completely healed. Things get a little more complicated now, however. We'll have the first party be a normal party, andyour second party should be well attuned with magic. After choosing, have the first party exit West (right).

CLOISTER OF EXHIBITION (First Party) - Area 14

The CC is to eliminate all enemies within 6 minutes. You'll notice the enemies turn invisible as soon as they appear, butshould still be easy enough. You should first face off against two Ice Flans, then two Zabaiones and a Rursan Reaver, andthen another set of two Zabaiones and a Rursan Reaver. Be very careful as you progress through. Panes on the floor willturn red. If you are standing on one when this happens, you will receive 200+ worth of HP damage. Make sure you haveeither Hi-Potions or X-Potions to the quick item set, just in case.

You will switch to the second party, back in Area 13, so head East (left).

CLOISTER OF MANIFESTATION (Second Party) - Area 15

The CC requires you to eliminate all enemies without using physical attacks. If you want, set up an Ether as your quickitem for this room. If you have Ace, use his Focus attack; Deuce, Tone Cluster; Cater, Explosive Shell; Queen, Third strikeor normal attack, or second strike and projectiles from Riposte Slash; and King, Multitask. Know that this accounts only for

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your active leader. The other AM's can attack all they want.

When you reach the junction, turn right (South). Next junction, keep heading East, and take the turn South again to theend. Open the chest for a [Violet Phantoma]. Note: I have heard that floor panels move up and down, revealing newpaths, and taking away others (such as the one to the Phantoma), but I have not realized this during my playthrough.Please confirm. You will switch to the other party.

CLOISTER OF REVELATION (First Party) - Area 16

Safe area. Look to your right and you will find a [Cinnabar Phantoma]. Continue South.

AMPHITHEATER (First Party) - Area 17

The CC is to destroy the pillars to discern the flame's position within 10 minutes. What this means is that you have to figureout how to make the exit appear. The outer wall rotates counterclockwise, and will stop once four pillars have beendestroyed, and everything is lined up so you can exit South. As you take out enemies, or dodge them, destroy 3 of the 4pillars. After the third is out, look towards the glowing symbol at the end of the path. When the outer wall lines upappropriately, two flames will appear beside the symbol. As soon as those flames are lit, take out the last pillar. Exit South.

Know that if you do not time it correctly, Diceratops may appear. Also, if you take too long, pillars will reappear.

CHAMBER OF FATE (First Party) - Area 18

Safe area. Continue forward.

CLOISTER OF INSPIRATION (First Party) - Area 19

Go forward and turn South. You will switch to the other party.

CLOISTER OF REVELATION (Secont Party) - Area 20

Turn left and pick up the [Cinnabar Phantoma]. Continue South.

AMPHITHEATER (Second Party) - Area 21

The CC requires you to eliminate all enemies without using magic within 10 minutes. Take out the Thunder Bombs, or letthem explode. After taking out the first Rursan Reaver, two more will appear, so take them out as well.

This next part is going to be a little hard to explain. Just know that we need to make our way to the chest along the Westwall first, and then the door to the South. There are four different groups of rotating platforms. The large outer ring, the firstset of mini platform, the inner ring, and the second set of mini platforms. When you are standing on any group, they will notrotate. You also cannot walk onto a rotating group either. What you want to do is stand on the first mini platform, and let theinner ring rotate until it is at the Eastern edge (you will notice the platforms stop on one side, then the other, and then thenext platform). Step onto the inner ring at this time, and then allow the outer mini platforms to rotate where one lines upwith the Western edge of the same platform you are standing on. On the mini, allow the outer ring's Eastern side to line up,then step onto that, and make your way to the West platform to pick up an [Ivory Phantoma]. Now go back to the outermini platform, making sure it's lined up with the chest's platform. Next, make sure the inner ring's Northern edge is lined upto mini. Step onto the inner ring and walk to the Southern edge. Wait until an outer mini lines up with the Southern, andthen step on it. Now wait until the outer ring's Northern edge lines up with the mini you are on, and you should be able tomake your way to the Southern door from there. (When I have time, I promise I will make a diagram if this was extremelyconfusing to you.)

CHAMBER OF FATE (Second Party) - Area 22

Continue forward.

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CLOISTER OF INSPIRATION (Second Party - Area 19 (Return)

This time, you must take down a Behemoth. You've fought them before, so there is nothing new here. After, exit South.

CHAMBER OF LIFE - Area 23

Another safe area with a Relic Terminal. Work out your party if needed, save, and continue South.

CLOISTER OF INSTRUCTION - Area 24

You will need to defeat a Rursan Reaver. As soon as you land the Killsight, it will transform into a much tougher RursanReaver, that is more powerful, and faster. If it produces red wings, be careful, as it will fly around quickly, and swing itssword in all directions for a while. You still need to harvest it once it is down, and then you will be taken out of the area.

PORTAL OF DESTRUCTION - Area 25

This is another safe area with a Relic Terminal. Again, make sure you have a good, strong party, and save again. You willsee four portals with flames on them. Each one will take you to an area with a strong enemy that must be defeated. Once itis, you will be taken back here, and the flames above that portal will go out, keeping you from entering it again. After allfour are out, a new way will open up. Start by heading to the Southeastern portal with the blue flames.

CHAPEL OF DESTRUCTION (Southeast) - Area 26

The CC requires you to take out all enemies without dying, within 10 minutes. You must be quick, as your party will beinflicted with Poison, slowly draining away your health. You will have to take down four stronger Rursan Reavers as yougo along, so only focus on one at a time, and make sure to dodge a lot. You will start off facing one, then a second, andthen two at the same time. Continue on by following the yellow arrow as always.

CHAPEL OF DESTRUCTION (Southeast) - Area 27

In this small arena, you must take out several Dracobaltians, which should not be too difficult, espeically with a rangedcharacter. Just fire at one, and once it starts its "dodge dance", switch to another one to fire at. This helps keep them awayand focused on dodging, than trying to attack. After eveything is down and harvested, you will be taken back to Area 25.

Save, then head to the Southwest portal (red).

CHAPEL OF DESTRUCTION (Southwest) - Area 28

The CC requires you to deliver the pitiful souls within 15 minutes. You will see cadets running around everywhere, andtwo Rursan Reavers chasing after them. You must take out the Rursan Reavers before all the cadets fall. Use magic if youwant to speed things up, but it should not be too hard on Officer difficulty. If you are playing on a higher difficulty, then youwill want to use magic to quickly take them down, as they can, in turn, quickly take down the cadets.

CHAPEL OF DESTRUCTION (Southwest) - Area 29

You must take down Dominion Legionaries and a Golem Eidolon here. Take out the Legionaries first to get rid of the smallfry, then focus on the Golem. It has a bit of health, but can easily be dwindled down. You will be teleported back to Area25.

Save (make sure you have a ranged active leader), then head to the Northwest portal (yellow).

CHAPEL OF DESTRUCTION (Northwest) - Area 30

The CC requires you to eliminate unseen foes within 10 minutes. There are three strong invisible Rursan Reavers. Youwill fight one first, and then two together. Keep your distance, as it will be difficult to know when they will attack. If you landa Breaksight, like all the others, they will form the red wings, but will be visible during that time. Be patient, and dodge.

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CHAPEL OF DESTRUCTION (Northwest) - Area 31

Still as your ranged attacker, you must take down two flying MAs. Always attack to hopefully land a Breaksight. They do nothave much health, so should not be too difficult, but as always, focus on one, and then the other. You will be teleportedback to Area 25.

Save. I actually suggest changing your party to just one ranged character, as the next enemy is just easier to take downthat way. Head through the Northeast portal (purple).

CHAPEL OF DESTRUCTION (Northeast) - Area 32

This is just one area for this portal. Above, cannon fire will rain down for airships. If you are hit, you will be thrown back andknocked down, but it doesn't take much health away. Your target is "Unidentified" Gilgamesh, and has the same attacks aswhen you faught him before. Remember to get his attention by attacking him. When he comes towards you, dodge hisattack, then try to land a Breaksight. Remember that if you do, do not hit him after that, and wait for him to kneel. When thenext Breaksights appear, then start attacking again. (If you attack right away, the second Breaksights may not appear.)Once he is out, you will be teleported back to Area 25.

The black orb will be destroyed, and a teleportation light will appear in its place. Save, and make sure you have only onefast character as your party (no other AMs, and Ace is best). Step into the light.

SPIRAL OF REBIRTH - Area 33

The CC requires you to reach the top without falling in, within 10 minutes. The liquid below you will slowly rise, and it is notwater. If you are engulfed in blood, you will fail. As you go up, Cubes will be firing at you, so that's why it is best to have afast charcter to dodge and ignore them. Spiral up and up, and when you reach the top, a message will say you Failed, andyour party will perish. However, you will be brough into...

SANCTUARY OF DESCENSION - Area 34

Safe area. You will arise back here, but hurt. The party will move slowly, so dodging to move quickly is best. When youreach the crystal on the left, a cutscene will play... After, walk back up and another cutscene will play. Finally, look at itsbase. Pick up the [l'Cie Rem's Crystal] and the [l'Cie Machina's Crystal], the last items of the game (during thisplaythrough, anyway). Exit West.

SANCTUARY OF DESCENSION - Area 35

Still a safe area. Save. Stumble forward to your final destination....

CONSECRATED GROUND - Area 36

BOSS: The Rursan Arbiter

The game's last boss, it will take up two phases. The first phase requires your entire party to be wiped out, because theyare still hurt, and very weak. Just let it happen.

The second phase is more interesting. Do not worry about death. You will fight the boss one character at a time. Each willfall, and you must call in another character. Your characters are very powerful now. The pattern is to land a Breaksight,harvest a Phantoma, character falls, call in another character, and repeat. Use your best characters first, and go down toyour worst towards the end, as the boss becomes weaker with every harvest. The final, 12th harvest will take down theboss once and for all. The Breaksights come when his "face" comes down. Dodge the attack, then quickly land theBreaksight. Target him again, and harvest. The final character will have to hit his Breaksight several more times before hisKillsight appears, but by this point, it will be so simple.

After he is down, sit back, relax, and maybe cry a little as you watch the final cutscenes. Keep watching after the credits fora little more.

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CONGRATULATIONS!

MISSION 12: Report Card

Required for S-RankTime 45:00Phantoma 68Casualties 23-24For Officer difficulty, you will unlock the Platinum Gloves in the Armory Inventory, 3 Auric Hourglasses, a new difficutly levelcalled "Finis", "Chapter of Truth" record unlocked in the Rubicus, and "Rise from the Ashesh" also unlocked in theRubicus.

TO BE CONTINUED: On further updates, Second Playthrough tips, remaining Dungeons, remaining Crystals, finishing theRubicus (enemy intel, etc.), and finish upgrading the character stats. Thank you all so much for following!

RUBICUS

Return to First Break - 6 Hours: Crystarium

Chocobo Breeding

Chocobos come by the handful around the land of Orience. However, if you want better, more rare chocobos, you willneed to breed them. Your results will come from the type of chocobos you breed, along with the type of greens you feedthem. There are sixteen (16) different chocobos and nine (9) different types of greens. You will always start with youraverage chocobo, which are the types you are given the first time you visit the Chocobo Ranch at Akademia. There are nodifferences between males and females, however you do need one of each in order to breed for, well, obvious reasons.(Kwey!)

The main differences between chocobo types will only be noticed during RTS (real time strategy) missions. They all havetheir strenghts and weaknesses, and must be chosen carefully, depending on what you want to do. Fleetfoot Chocobosare quick on their feet, and can get you from one place to another quickly, but are not good for actual battle. Otherwise,Assault Chocobos are great for battle, and will greatly hurt any enemy in its path (again, only during RTS missions). YouCAN switch between chocobos during missions, so always try to have a good supply on hand. (Where they are kept, I willnever know.)

Type Description How to Breed Greens to Feed*

Chocobo Average chocobo found inOrience Chocobo + Chocobo None

WarChocobo Has decent defense Chocobo + Chocobo Gysahl Greens

CombatChocobo Has decent offense War Chocobo + Chocobo; War Chocobo + War

Chocobo Gysahl Greens for both

AssaultChocobo Has strong offense Combat Chocobo + Combat Chocobo Gysahl Greens

SwiftwindChocobo

Has extremely strongoffense Combat Chocobo + Combat Chocobo Mimett Greens

FleetfootChocobo

Is decently fast; lowdefense Found in Jubanla Region None

TurboChocobo

Is extremely fast; lostdefense

Chocobo + Fleetfoot Chocobo; Fleetfoot Chocobo+ Fleetfoot Chocobo Pahsana Greens for both

SonicChocobo Is fast and sturdy Turbo Chocobo + Turbo Chocobo Gysahl Greens

SupersonicChocobo

Is extremely fast andsturdy Sonic Chocobo + Sonic Chocobo Mimett Greens

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SidesteppingChocobo

Has low defense; candodge attacks

Supersonic Chocobo + Supersonic Chocobo;Found in Berith Desert

Mimett Greens

EvasiveChocobo

Has low defense; candodge almost all attacks Found in Innsmouth Region None

SneakyChocobo

Sturdy and can dodgeattacks

Evasive Chocobo + Evasive Chocobo; EvasiveChocobo + Combat Chocobo Mimett Greens for both

StealthChocobo

Sturdy; can dodge attacks;decent offense

Evasive Chocobo + Evasive Chocobo; SneakyChocobo + Sneaky Chocobo

Reagan Greens for first;Mimett Greens for second

KnightChocobo

Strong offense, strongdefense

Supersonic Chocobo + Swiftwind Chocobo;Swiftwind Chocobo + Swiftwind Chocobo

Reagan Greens for first;Sylkis Greens for second

NinjaChocobo

Fast; powerful; can dodgeattacks

Stealth Chocobo + Stealth Chocobo; StealthChocobo + Swiftwind Chocobo Sylkis Greens for both

MasterChocobo

Has the best all-aroundstats

Ninja Chocobo + Ninja Chocobo; KnightChocobo + Ninja Chocobo Sylkis Greens for both

You will notice that to get the Master Chocobo, you will need either two Ninjas, or one Ninja and one Knight--either way,you need an Ninja in there somewhere. To build up to the Ninja, you need either two Stealth or one Stealth and oneSwiftwind. Choose whichever path you like, but personally I like to just take the more direct route. Build what you canwhen you first start, so you can have something under your belt, but once you reach the Innsmouth Region within theWalkthrough section, try your best to capture some males and females, making sure you have Reagan Greens and SylkisGreens in your inventory. This way, you can create Stealth from Evasive (hopefully male and female), and then make twoNinjas from them, and then to the Master. Again, it is up to you, and remember that your Master can still fall as well.

Greens DescriptionGysahl Greens Increases the chances of hatching a different type of chocoboKrakka Greens Greatly increase the chances of hatching a different type of chocoboTantal Greens Make a chocobo chickling take after its fatherPahsana Greens Make a chocobo chickling take after its motherCuriel Greens Increase the number of chocobos hatchedMimett Greens Increase the chances of hatching a good chocoboReagan Greens Greatly increase the chances of hatching a good chocoboSylkis Greens Maximize the chances of hatching a good chocoboGyzahl Greens Increase the chances of hatching a whole flock of chocobosReturn to First Break - 6 Hours: Chocobo Ranch Return to Mission 2: Operation Reconquista (RTS)

Phantoma

Phantoma is obtained from fallen enemies. It is used to upgrade spells in the Altocrystarium, available after your first freetime in Chapter 2. Remember, to obtain Phantoma, you must be locked on to a fallen enemy, and a read stream willconnect between you and the enemy. Press Square to extract the Phantoma; depending on how the enemy was takendown will also change what kind of Phantoma can be taken. Also, depending on the Phantoma type, you will also regainsome MP. Red, Blue (except Argent), and Yellow will recover 8MP; Green will recover 12MP; and Purple will recover30MP. A second way you can obtain Phantoma is by purchasing it.

Phantoma Types

Red Phantoma

Name Effect/Usage How to Get PurchasePrice

SellPrice

Red General fire magic; Fire RF and Thunder RFenhancement

Harvested from defeated enemeis;Shops: Corsi, Toguagh 1000 100

Magenta General fire magic; Fire RF, Thunder RF, and Meteorenhancement

Harvested from defeated enemies;Shops: Rama, Rilochy 2000 200

Cerise General fire magic; Fire RF/RF-II, Thunder RF, ThunderSHG-II, and Meteor enhancement

Harvested from defeated enemies;Shops: Valley of Monsters 3000 300

Rouge General fire magic; Fire RF/RF-II, Thunder RF, ThunderSHG-II, and Meteor enhancement Harvested from defeated enemies N/A 500

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Cinnabar General fire magic; Fire RF-II, and MeteorenhancementHarvested from defeated enemies;Mission: 8-1 (on floor) N/A 800

Blue Phantoma

Name Effect/Usage How to Get PurchasePrice

SellPrice

Blue General ice magic; Death enhancement Harvested from defeated enemies;Shops: Corsi, Toguagh 1000 100

Cyan General ice magic; Blizzard BOM/BOM-II, ThunderBOM/BOM-II, and Death enhancement

Harvested from defeated enemies;Shops: Rama, Rilochy 2000 200

Smalt General ice magic; Blizzard BOM/BOM-II, ThunderBOM/BOM-II, and Death enhancement

Harvested from defeated enemies;Shops: Valley of Monsters 3000 300

Cobalt General ice magic; Blizzard BOM/BOM-II, ThunderBOM/BOM-II, and Death enhancement Harvested from defeated enemies N/A 500

Cerulean General ice magic; Blizzard BOM-II, Thunder BOM-II,and Death enhancement Harvested from defeated enemies N/A 800

Yellow Phantoma

Name Effect/Usage How to Get PurchasePrice

SellPrice

Yellow General lightning magic enhancement Harvested from defeated enemies;Shops: Corsi, Toguagh 1000 100

Sepia General lightning magic enhancement Harvested from defeated enemies;Shops: Rama, Rilochy 2000 200

Jasmine General lightning magic; Fire SHG/SHG-II, BlizzardSHG/SHG-II, and Tornado enhancementHarvested from defeated enemies;Shops: Valley of Monsters 3000 300

Topaz General lightning magic; Fire SHG-II, Blizzard SHG-II,and Tornado enhancement Harvested from defeated enemies N/A 500

Golden General lightning magic; Blizzard SHG-II, and Tornadoenhancement Harvested from defeated enemies N/A 800

Green Phantoma

Name Effect/Usage How to Get PurchasePrice

SellPrice

Green Defensive magic enhancements Harvested from defeated enemies;Shops: Toguagh 1000 100

Verdant General defensive magic (excluding Holy)enhancementsHarvested from defeated enemies;Shops: Rilochy 2000 200

Ivy General defensive magic; Ultima, and Bioenhancement

Harvested from defeated enemies;Shops: Valley of Monsters 3000 300

Jade Defensive magic (Cure, Protect, Invisible, Esuna,Holy), Ultima, and Bio enhancements Harvested from defeated enemies N/A 500

Celadon Devensive magic (Invisible, Holy), Ultima, and Bioenhancements Harvested from defeated enemies N/A 800

Purple Phantoma

Name Effect/Usage How to Get PurchasePrice

SellPrice

Purple Death, Protest, and Raise enhancements Harvested from defeatedenemies; Shops: Toguagh 5000 500

Mauve Special magic (Death, Meteor, Quake, Tornado, Aloud),MIS type, Protect, and Raise enhancements Harvested from defeated enemies N/A 1000

Lavender General special magic, MIS type, Protect, and Holyenhancements Harvested from defeated enemies N/A 1500

Violet General special magic, MIS type, Invisible, and Holyenhancements

Harvested from defeatedenemies; Mission: 8-1 (on floor) N/A 3000

Indigo General special magic, MIS-II type, Invisible, and Holyenhancements Harvested from defeated enemies N/A 4800

White Phantoma

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Name Effect/Usage How to Get PurchasePrice

SellPrice

White None Harvested from defeated enemies N/A 10

Ivory Greater boosts when used with other Phantomaduring enhancements

Harvested from defeated enemies;Mission: 8-1 (on floor) N/A 500

Pearl None Harvested from defeated enemies;Mission: 8-1 (on floor) N/A 1000

(Special)Argent None Harvested from Tonogiri (Mission 7-1) N/A 100

Above are just the different types of Phantoma you will come across in your travels. The way you obtain them is somethingentirely different.

Phantoma Drop Rates

With my abbreviations, NE = Normal Enemy; HE = High (level) Enemy; FE = Fire Enemy; IE = Ice Enemy; LE = LightningEnemy; AE = Arena Enemy; and ES = Endless Spawn. These abbreviations are set within the Enemy Compendiumsection below.

The "Finishing Blow" comes from the last kind of hit you deliver to an enemy that causes them to fall, and the others areself-explanatory.

NE1

Finishing Blow Phantoma ProbabilityAny other way White 64.6%Any other way Red 11.8%Any other way Blue 11.8%Any other way Yellow 11.8%Killsight Green 52.9%Killsight Red 15.7%Killsight Blue 15.7%Killsight Yellow 15.7%Fire-Based Red 78.4%Fire-Based Green 9.8%Fire-Based Purple 9.8%Fire-Based Magenta 2.0%Ice-Based Blue 78.4%Ice-Based Green 9.8%Ice-Based Purple 9.8%Ice-Based Cyan 2.0%Lightning-Based Yellow 78.4%Lightning-Based Green 9.8%Lightning-Based Purple 9.8%Lightning-Based Sepia 2.0%

NE2

Finishing Blow Phantoma ProbabilityAny other way White 64.6%Any other way Magenta 11.8%Any other way Cyan 11.8%Any other way Sepia 11.8%Killsight Verdant 52.9%Killsight Magenta 15.7%Killsight Cyan 15.7%

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Killsight Sepia 15.7%Fire-Based Magenta 78.4%Fire-Based Verdant 9.8%Fire-Based Mauve 9.8%Fire-Based Cerise 2.0%Ice-Based Cyan 78.4%Ice-Based Verdant 9.8%Ice-Based Mauve 9.8%Ice-Based Smalt 2.0%Lightning-Based Sepia 78.4%Lightning-Based Verdant 9.8%Lightning-Based Mauve 9.8%Lightning-Based Jasmine 2.0%

NE3

Finishing Blow Phantoma ProbabilityAny other way White 64.6%Any other way Cerise 11.8%Any other way Smalt 11.8%Any other way Jasmine 11.8%Killsight Ivy 52.9%Killsight Cerise 15.7%Killsight Smalt 15.7%Killsight Jasmine 15.7%Fire-Based Cerise 78.4%Fire-Based Ivy 9.8%Fire-Based Lavender 9.8%Fire-Based Cobalt 2.0%Ice-Based Jasmine 78.4%Ice-Based Ivy 9.8%Ice-Based Lavender 9.8%Ice-Based Cobalt 2.0%Lightning-Based Jasmine 78.4%Lightning-Based Ivy 9.8%Lightning-Based Lavender 9.8%Lightning-Based Topaz 2.0%

NE4

Finishing Blow Phantoma ProbabilityAny other way White 64.6%Any other way Rogue 11.8%Any other way Cobalt 11.8%Any other way Topaz 11.8%Killsight Jade 52.9%Killsight Rouge 15.7%Killsight Cobalt 15.7%Killsight Topaz 15.7%Fire-Based Rouge 78.4%Fire-Based Jade 9.8%Fire-Based Violet 9.8%Fire-Based Cinnabar 2.0%Ice-Based Cobalt 78.4%Ice-Based Jade 9.8%

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Ice-Based Violet 9.8%Ice-Based Cerulean 2.0%Lightning-Based Topaz 78.4%Lightning-Based Jade 9.8%Lightning-Based Violet 9.8%Lightning-Based Cerulean 2.0%

NE5

Finishing Blow Phantoma ProbabilityAny other way White 64.6%Any other way Cinnabar 11.8%Any other way Cerulean 11.8%Any other way Golden 11.8%Killsight Celadon 52.9%Killsight Cinnabar 15.7%Killsight Cerulean 15.7%Killsight Golden 15.7%Fire-Based Cinnabar 78.5%Fire-Based Celadon 7.8%Fire-Based Indigo 7.8%Fire-Based Ivory 5.9%Ice-Based Cerulean 78.5%Ice-Based Celadon 7.8%Ice-Based Indigo 7.8%Ice-Based Ivory 5.9%Lightning-Based Golden 78.5%Lightning-Based Celadon 7.8%Lightning-Based Indigo 7.8%Lightning-Based Ivory 5.9%

HE1

Finishing Blow Phantoma ProbabilityAny other way Green 52.9%Any other way Red 15.7%Any other way Blue 15.7%Any other way Yellow 15.7%Killsight Magenta 29.4%Killsight Cyan 29.4%Killsight Sepia 29.4%Killsight Ivory 11.8%Fire-Based Magenta 78.4%Fire-Based Purple 13.7%Fire-Based Green 5.9%Fire-Based Ivory 2.0%Ice-Based Cyan 78.4%Ice-Based Purple 13.7%Ice-Based Green 5.9%Ice-Based Ivory 2.0%Lightning-Based Sepia 76.5%Lightning-Based Purple 13.7%Lightning-Based Green 5.9%Lightning-Based Ivory 2.0%

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HE2

Finishing Blow Phantoma ProbabilityAny other way Verdant 52.9%Any other way Magenta 15.7%Any other way Cyan 15.7%Any other way Sepia 15.7%Killsight Cerise 29.4%Killsight Smalt 29.4%Killsight Jasmine 29.4%Killsight Ivory 11.8%Fire-Based Cerise 78.4%Fire-Based Mauve 13.7%Fire-Based Verdant 5.9%Fire-Based Ivory 2.0%Ice-Based Smalt 78.4%Ice-Based Mauve 13.7%Ice-Based Verdant 5.9%Ice-Based Ivory 2.0%Lightning-Based Jasmine 76.5%Lightning-Based Mauve 13.7%Lightning-Based Verdant 5.9%Lightning-Based Ivory 2.0%

HE3

Finishing Blow Phantoma ProbabilityAny other way Ivy 52.9%Any other way Cerise 15.7%Any other way Smalt 15.7%Any other way Jasmine 15.7%Killsight Rouge 29.4%Killsight Cobalt 29.4%Killsight Topaz 29.4%Killsight Ivory 11.8%Fire-Based Rouge 78.5%Fire-Based Lavender 13.7%Fire-Based Ivy 5.9%Fire-Based Ivory 2.0%Ice-Based Cobalt 78.5%Ice-Based Lavender 13.7%Ice-Based Ivy 5.9%Ice-Based Ivory 2.0%Lightning-Based Topaz 76.5%Lightning-Based Lavender 13.7%Lightning-Based Ivy 5.9%Lightning-Based Ivory 2.0%

HE4

Finishing Blow Phantoma ProbabilityAny other way Jade 52.9%Any other way Rouge 15.7%Any other way Cobalt 15.7%Any other way Topaz 15.7%

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Killsight Cinnabar 29.4%Killsight Cerulean 29.4%Killsight Golden 29.4%Killsight Ivory 11.8%Fire-Based Cinnabar 78.5%Fire-Based Violet 13.7%Fire-Based Celadon 5.9%Fire-Based Ivory 2.0%Ice-Based Cerulean 78.5%Ice-Based Violet 13.7%Ice-Based Celadon 5.9%Ice-Based Ivory 2.0%Lightning-Based Golden 76.5%Lightning-Based Violet 13.7%Lightning-Based Celadon 5.9%Lightning-Based Ivory 2.0%

FE1

Finishing Blow Phantoma ProbabilityAny other way Red 90.2%Any other way Yellow 4.7%Any other way Green 4.7%Any other way Ivory 0.4%Killsight Magenta 78.4%Killsight Green 9.8%Killsight Purple 9.8%Killsight Ivory 2.0%

FE2

Finishing Blow Phantoma ProbabilityAny other way Magenta 90.2%Any other way Sepia 4.7%Any other way Verdant 4.7%Any other way Ivory 0.4%Killsight Cerise 78.4%Killsight Verdant 9.8%Killsight Mauve 9.8%Killsight Ivory 2.0%

FE3

Finishing Blow Phantoma ProbabilityAny other way Cerise 90.2%Any other way Jasmine 4.7%Any other way Ivy 4.7%Any other way Ivory 0.4%Killsight Rouge 78.4%Killsight Ivy 9.8%Killsight Lavender 9.8%Killsight Ivory 2.0%

FE4

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Finishing Blow Phantoma ProbabilityAny other way Rouge 90.2%Any other way Topaz 4.7%Any other way Jade 4.7%Any other way Ivory 0.4%Killsight Cinnabar 78.4%Killsight Jade 9.8%Killsight Violet 9.8%Killsight Ivory 2.0%

IE1

Finishing Blow Phantoma ProbabilityAny other way Blue 90.2%Any other way Red 4.7%Any other way Green 4.7%Any other way Ivory 0.4%Killsight Cyan 78.4%Killsight Green 9.8%Killsight Purple 9.8%Killsight Ivory 2.0%

IE2

Finishing Blow Phantoma ProbabilityAny other way Cyan 90.2%Any other way Magenta 4.7%Any other way Verdant 4.7%Any other way Ivory 0.4%Killsight Smalt 78.4%Killsight Verdant 9.8%Killsight Mauve 9.8%Killsight Ivory 2.0%

IE3

Finishing Blow Phantoma ProbabilityAny other way Smalt 90.2%Any other way Cerise 4.7%Any other way Ivy 4.7%Any other way Ivory 0.4%Killsight Cobalt 78.4%Killsight Ivy 9.8%Killsight Lavender 9.8%Killsight Ivory 2.0%

IE4

Finishing Blow Phantoma ProbabilityAny other way Cobalt 90.2%Any other way Rouge 4.7%Any other way Jade 4.7%Any other way Ivory 0.4%Killsight Cerulean 78.4%Killsight Jade 9.8%

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Killsight Violet 9.8%Killsight Ivory 2.0%

LE1

Finishing Blow Phantoma ProbabilityAny other way Yellow 90.2%Any other way Blue 4.7%Any other way Green 4.7%Any other way Ivory 0.4%Killsight Sepia 78.4%Killsight Green 9.8%Killsight Purple 9.8%Killsight Ivory 2.0%

LE2

Finishing Blow Phantoma ProbabilityAny other way Sepia 90.2%Any other way Cyan 4.7%Any other way Verdant 4.7%Any other way Ivory 0.4%Killsight Jasmine 78.4%Killsight Verdant 9.8%Killsight Mauve 9.8%Killsight Ivory 2.0%

LE3

Finishing Blow Phantoma ProbabilityAny other way Jasmine 90.2%Any other way Smalt 4.7%Any other way Ivy 4.7%Any other way Ivory 0.4%Killsight Topaz 78.4%Killsight Ivy 9.8%Killsight Lavander 9.8%Killsight Ivory 2.0%

LE4

Finishing Blow Phantoma ProbabilityAny other way Topaz 90.2%Any other way Cobalt 4.7%Any other way Jade 4.7%Any other way Ivory 0.4%Killsight Golden 78.4%Killsight Jade 9.8%Killsight Violet 9.8%Killsight Ivory 2.0%

AE1

Finishing Blow Phantoma ProbabilityAny other way White 100%

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Killsight White 52.9%Killsight Green 47.1%Fire-Based White 52.9%Fire-Based Red 47.1%Ice-Based White 62.9%Ice-Based Blue 47.1%Lightning-Based White 52.9%Lightning-Based Yellow 47.1%

AE2

Finishing Blow Phantoma ProbabilityAny other way White 100%Killsight White 52.9%Killsight Verdant 47.1%Fire-Based White 52.9%Fire-Based Magenta 47.1%Ice-Based White 62.9%Ice-Based Cyan 47.1%Lightning-Based White 52.9%Lightning-Based Sepia 47.1%

AE3

Finishing Blow Phantoma ProbabilityAny other way White 100%Killsight White 52.9%Killsight Ivy 47.1%Fire-Based White 52.9%Fire-Based Cerise 47.1%Ice-Based White 62.9%Ice-Based Smalt 47.1%Lightning-Based White 52.9%Lightning-Based Jasmine 47.1%

ES

Finishing Blow Phantoma ProbabilityAny other way White 98.0%Any other way Green 2.0%Killsight White 98.0%Killsight Purple 2.0%Fire-Based White 98.0%Fire-Based Red 2.0%Ice-Based White 98.0%Ice-Based Blue 2.0%Lightning-Based White 98.0%Lightning-Based Yellow 2.0%

Enemy Compendium

There are 81 different types of enemies in Type-0, counting bosses. On top of this, some enemies have different varientswith differing stats. I will list all those enemies here, and under each enemy stat, I will have a link that will take you back towhere you were in the guide. For those who do not know what I mean, within the Walkthrough portion of the guide, I linkedeach enemy the first time they appear, to the Enemy Compendium section here.

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The in-game Rubicus has enemies categorized in a certain order, and that is how I will list them here as well.

Imperial Trooper

Basic Information

Enemy Type Best Locations BaseHP ATK MGK DEF MGKDEF

BaseEXP Rage Mode

Imperial Trooper Militesi Controlled Areas; Mission 1-1 240 75 N/A 10 10 6 Aura, Haste

Straggler Dominion of Rubrum (after Rubrum takesback control) 240 50 N/A 10 10 6 Aura, Haste

Imperial Trooper(Leader) Mission 3-2; Mission 4-1 1,000 75 N/A 10 10 6 Aura, Haste,

EndurePhysical Resistances

Enemy type Ballistic Impact Piercing CleavingImperial Trooper x0.8 x1.0 x1.0 x1.0Straggler x1.0 x1.0 x1.0 x1.0Imperial Trooper (Leader) x0.8 x1.0 x1.0 x1.0Elemental Resistances

Enemy Type Fire Ice LightningWater Earth WindImperial Trooper x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Straggler x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Imperial Trooper (Leader) x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Status Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunImperial Trooper 0 0 0 0 0 0 0Straggler 0 0 0 0 0 0 0Imperial Trooper (Leader) 0 0 0 0 0 0 0Effect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenImperial Trooper 1 0-1 (When Leader) Damage = 28% 0 0 0Straggler 1 0-1 (When Leader) Damage = 28% 0 0 0Imperial Trooper (Leader) 1 0-1 (When Leader) Damage = 28% 0 30 2Phantoma Harvest

Enemy Type Level 1 - 23 Level 24 - 25 Level 53+Imperial Trooper NE1 NE2 NE3Straggler NE1 NE2 NE3Imperial Trooper (Leader) NE1 NE2 NE3Return to Mission 0: THE VERMILION BIRD GATE - Area 1

Supersoldier

Basic Information

Enemy Type Best Locations BaseHP ATK MGK DEF MGK

DEFBaseEXP Rage Mode

Supersoldier Mission 2-2; Mission 2-3 450 90 N/A 36 10 17 Aura, Haste,Endure

ImperialCommander

Militesi Controlled Areas; Mission1-1 700 90 N/A 36 10 22 Aura, Haste,

Endure

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ImperialCommander

Expert Trial 3-C; Expert Trial 7-G 3,400 27 N/A 14 2 22 Aura, Haste,Endure

Colonel Buchanan Expert Trial 5-A 850 90 N/A 36 10 22 Aura, Haste,Endure

Piett Mission 4-1 800 135 N/A 36 60 24 Aura, Haste,Endure

Physical Resistances

Enemy type Ballistic Impact Piercing CleavingSupersoldier x1.0 x1.0 x1.0 x1.0Imperial Commander x1.0 x1.0 x1.0 x1.0Imperial Commander x1.0 x1.0 x1.0 x1.0Colonel Buchanan x1.0 x1.0 x1.0 x1.0Piett x1.0 x1.0 x1.0 x1.0Elemental Resistances

Enemy Type Fire Ice LightningWater Earth WindSupersoldier x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Imperial Commander x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Imperial Commander x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Colonel Buchanan x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Piett x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Status Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunSupersoldier 20 20 20 20 20 20 20Imperial Commander 20 20 20 20 20 20 20Imperial Commander 60 60 60 60 60 60 60Colonel Buchanan Immune Immune Immune Immune Immune Immune ImmunePiett Immune Immune Immune Immune Immune Immune ImmuneEffect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenSupersoldier 1 0-3 (When Leader) Damage = 28% 20 60 1Imperial Commander 1 0-3 (When Leader) Damage = 28% 20 100 3Imperial Commander 1 0-3 (When Leader) Damage = 28% 60 100 3Colonel Buchanan 1 0-3 (When Leader) Damage = 28% Immune 100 3Piett 1 0-3 (When Leader) Damage = 28% Immune 100 3Phantoma Harvest

Enemy Type Level 1 - 23 Level 24 - 25 Level 53+Supersoldier NE1 NE2 NE3Imperial Commander HE1 HE2 HE3Imperial Commander HE1 HE2 HE3Colonel Buchanan HE1 HE2 HE3Piett HE1 HE2 HE3Return to Mission 0: MAIN DECK - Area 7

Imperial Officer

Basic Information

Enemy Type Best Locations Base HP ATK MGK DEFMGK DEF Base EXP Rage ModeImperial Officer Mission 2-2; Mission 3-2 600 80 N/A 32 10 13 Aura, Haste, EndureImperial Officer Mission 2-3; Expert Trial 3-C 5000 100 N/A 32 30 21 Aura, Haste, Endure

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Physical Resistances

Enemy type Ballistic Impact Piercing CleavingImperial Officer x0.8 x1.0 x1.0 x1.0Imperial Officer x0.6 x1.0 x1.0 x1.0Elemental Resistances

Enemy Type Fire Ice LightningWater Earth WindImperial Officer x1.5 x0.8 x0.8 x0.8 x0.8 x0.8Imperial Officer x1.15 x0.6 x0.6 x0.6 x0.6 x0.6Status Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunImperial Officer 0 0 0 0 0 0 0Imperial Officer 0 0 0 0 0 0 0Effect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenImperial Officer 1 0-2 Damage = 28% 0 120 2Imperial Officer 1 0-2 Damage = 28% 0 120 2Phantoma Harvest

Enemy Type Level 1 - 23 Level 24 - 25 Level 53+Imperial Officer HE1 HE2 HE3Imperial Officer HE1 HE2 HE3Return to

Heavy Gunner

Basic Information

Enemy Type Best Locations Base HP ATK MGK DEFMGK DEF Base EXP Rage ModeHeavy Gunner Mission 3-1; Mission 3-2 150 40 N/A 40 50 16 Aura, Haste, EndureSecond Lieutenant Mauritz Mission 6-Crimson 600 40 N/A 40 50 19 Aura, Haste, EndurePhysical Resistances

Enemy type Ballistic Impact Piercing CleavingHeavy Gunner x0.8 x1.0 x1.0 x1.0Second Lieutenant Mauritz x0.3 x1.0 x1.0 x1.0Elemental Resistances

Enemy Type Fire Ice LightningWater Earth WindHeavy Gunner x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Second Lieutenant Mauritz x2.0 x0.6 x0.6 x0.6 x0.6 x0.6Status Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunHeavy Gunner 20 20 20 20 20 20 20Second Lieutenant Mauritz 20 20 20 20 20 20 20Effect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenHeavy Gunner 1 0-2 (When Leader) Damage = 28% 20 0 1Second Lieutenant Mauritz 1 0-2 (When Leader) Damage = 28% 20 40 1Phantoma Harvest

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Enemy Type Level 1 - 23 Level 24 - 25 Level 53+Heavy Gunner NE1 NE2 NE3Second Lieutenant Mauritz HE1 HE2 HE3Return to

RPG-155 Gunner

Basic Information

Enemy Type Best Locations BaseHP ATK MGK DEF MGKDEF

BaseEXP Rage Mode

RPG-155 Gunner Dominion of Rubrum (under Militesi control);Mission 3-1 120 27 N/A 28 10 9 Aura, Haste,

Endure

Straggler Dominion of Rubrum (after Rubrum takesback control) 120 36 N/A 72 10 9 Aura, Haste,

EndureRPG-155 Gunner(Leader) Mission 1-1; Mission 3-1 750 30 C

N/A 28 10 13 Aura, Haste,Endure

Physical Resistances

Enemy type Ballistic Impact Piercing CleavingRPG-155 Gunner x0.8 x1.0 x1.0 x1.0Straggler x0.3 x0.3 x0.3 x0.3RPG-155 Gunner (Leader) x0.8 x1.0 x1.0 x1.0Elemental Resistances

Enemy Type Fire Ice LightningWater Earth WindRPG-155 Gunner x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Straggler x0.3 x0.3 x0.3 x0.3 x0.3 x0.3RPG-155 Gunner (Leader) x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Status Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunRPG-155 Gunner 0 0 0 0 0 0 0Straggler 50 50 50 50 50 50 50RPG-155 Gunner (Leader) 0 0 0 0 0 0 0Effect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenRPG-155 Gunner 1 0-1 (When Leader) Damage = 28% 0 0 0Straggler 1 0-1 (When Leader) Damage = 28% 50 0 0RPG-155 Gunner (Leader) 1 0-1 (When Leader) Damage = 28% 0 0 0Phantoma Harvest

Enemy Type Level 1 - 23 Level 24 - 25 Level 53+PRG-155 Gunner NE1 NE2 NE3Straggler NE1 NE2 NE3RPG-155 Gunner (Leader) HE1 HE2 HE3Return to Mission 0: THE VERMILION BIRD GATE - Area 1

Shock Trooper

Basic Information

Enemy Type Best Locations Base HP ATK MGK DEFMGK DEF Base EXP Rage ModeShock Trooper Mission 2-2; Mission 3-1 200 60 N/A 28 10 15 Aura, Haste, Endure

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Shock Trooper (Leader) Mission 3-1; Mission 3-2 700 60 N/A 28 10 15 Aura, Haste, EndurePhysical Resistances

Enemy type Ballistic Impact Piercing CleavingShock Trooper x1.0 x1.0 x1.0 x1.0Shock Trooper (Leader) x1.0 x1.0 x1.0 x1.0Elemental Resistances

Enemy Type Fire Ice LightningWater Earth WindShock Trooper x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Shock Trooper (Leader) x2.0 x1.0 x1.0 x1.0 x1.0 x1.0Status Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunShock Trooper 0 0 0 0 0 0 0Shock Trooper (Leader) 0 0 0 0 0 0 0Effect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenShock Trooper 1 0-2 (When Leader) Damage = 28% 0 0 1Shock Trooper (Leader) 1 0-2 (When Leader) Damage = 28% 0 0 1Phantoma Harvest

Enemy Type Level 1 - 23 Level 24 - 25 Level 53+Shock Trooper NE1 NE2 NE3Shock Trooper (Leader) HE1 HE2 HE3Return to

Sniper

Basic Information

Enemy Type Best Locations Base HP ATK MGK DEFMGK DEF Base EXP Rage ModeSniper Mission 3-Crimson 1 50 N/A 46 10 18 N/APhysical Resistances

Enemy type Ballistic Impact Piercing CleavingSniper N/A N/A N/A N/AElemental Resistances

Enemy Type Fire Ice LightningWater Earth WindSniper N/A N/A N/A N/A N/A N/AStatus Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunSniper N/A N/A N/A N/A N/A N/A N/AEffect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenSniper N/A N/A N/A N/A N/A N/APhantoma Harvest

Enemy Type Level 1 - 23 Level 24 - 25 Level 53+Sniper N/A N/A N/AReturn to

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Freak

Basic Information

Enemy Type Best Locations Base HP ATK MGK DEFMGK DEF Base EXP Rage ModeSupersoldier Akkad Mission 4-1 20,000 300 N/A 250 300 42 N/AFreak Blast Site; Expert Trial 7-8 8,000 150 N/A 50 300 55 N/AFreak Mission 7-Crimson 1,800 40 N/A 30 300 38 N/APhysical Resistances

Enemy type Ballistic Impact Piercing CleavingSupersoldier Akkad x0.3 x1.0 x1.0 x1.0Freak x0.3 x1.0 x1.0 x1.0Freak x0.3 x1.3 x1.3 x1.3Elemental Resistances

Enemy Type Fire Ice Lightning Water Earth WindSupersoldier Akkad Immune Immune Immune Immune Immune ImmuneFreak Immune Immune Immune Immune Immune ImmuneFreak Immune Immune Immune Immune Immune ImmuneStatus Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunSupersoldier Akkad 200 200 200 200 200 50 ImmuneFreak 200 200 200 200 200 50 ImmuneFreak 100 100 100 100 100 50 ImmuneEffect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenSupersoldier Akkad Immune Immune Damage = 1-6% 200 Immune ImmuneFreak Immune Immune Damage = 1-6% 200 Immune ImmuneFreak Immune Immune Damage = 1-6% 100 Immune ImmunePhantoma Harvest

Enemy Type Level 1 - 50 Level 51 - 80 Level 81+Supersoldier Akkad NE1 NE2 NE3Freak HE1 HE2 HE3Freak NE1 NE2 NE3Return to

Militesi Coeurl

Basic Information

Enemy Type Best Locations Base HP ATK MGK DEFMGK DEF Base EXP Rage ModeMilitesi Coeurl Mission 2-3; Mission 3-1 120 100 N/A 60 0 7 Aura, Haste, EndurePhysical Resistances

Enemy type Ballistic Impact Piercing CleavingMilitesi Coeurl x0.3 x1.0 x1.0 x1.0Elemental Resistances

Enemy Type Fire Ice LightningWater Earth WindMilitesi Coeurl x1.5 x0.7 x0.7 x0.7 x0.7 x0.7Status Resistances

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Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunMilitesi Coeurl 0 0 0 0 0 0 0Effect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenMilitesi Coeurl 1 0 (When Leader) Damage = 19% 0 0 0Phantoma Harvest

Enemy Type Level 1 - 23 Level 24 - 25 Level 53+Militesi Coeurl NE1 NE2 NE3Return to

Airborne Trooper

Basic Information

Enemy Type Best Locations Base HP ATK MGK DEFMGK DEF Base EXP Rage ModeAirborne Trooper Mission 4-1; Mission 6-1 1,200 40 N/A 40 30 14 Aura, Haste, EndureAirborne Trooper (Leader) Mission 4-1; Mission 6-1 1,900 40 N/A 40 30 18 Aura, Haste, EndurePhysical Resistances

Enemy type Ballistic Impact Piercing CleavingAirborne Trooper x0.75 x1.0 x1.0 x1.0Airborne Trooper (Leader) x0.75 x1.0 x1.0 x1.0Elemental Resistances

Enemy Type Fire Ice LightningWater Earth WindAirborne Trooper x1.0 x1.0 x1.5 x1.0 x1.0 x1.0Airborne Trooper (Leader) x1.0 x1.0 x1.5 x1.0 x1.0 x1.0Status Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunAirborne Trooper 0 0 0 Immune 0 0 0Airborne Trooper (Leader) 30 30 0 Immune 30 20 30Effect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death Zantetsuken

Airborne Trooper 0.4 2-3 (Any way except Endless Spawn) Damage =28% 0 0 1

Airborne Trooper(Leader) 0.4 2-3 (Any way except Endless Spawn) Damage =

28% 30 50 4

Phantoma Harvest

Enemy Type Level 1 - 23 Level 24 - 25 Level 53+Airborne Trooper NE1 NE2 NE3Airborne Trooper (Leader) HE1 HE2 HE3Return to

Nymurod

Basic Information

Enemy Type Best Locations Base HP ATK MGK DEFMGK DEF Base EXP Rage ModeNymurod Mission 1-1; Mission 2-2 1,000 36 N/A 72 10 10 Aura, Haste, EndureNymurod (Leader) Mission 1-1; Mission 2-2 3,800 36 N/A 72 10 13 Aura, Haste, Endure

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Physical Resistances

Enemy type Ballistic Impact Piercing CleavingNymurod x0.8 x1.0 x1.0 x1.0Nymurod (Leader) x0.8 x1.0 x1.0 x1.0Elemental Resistances

Enemy Type Fire Ice LightningWater Earth WindNymurod x1.0 x1.0 x1.5 x1.0 x1.0 x1.0Nymurod (Leader) x1.0 x1.0 x1.5 x1.0 x1.0 x1.0Status Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunNymurod 0 0 0 Immune 50 50 ImmuneNymurod (Leader) 0 0 0 Immune 50 50 ImmuneEffect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenNymurod 0.2 5 Damage = 28% 50 0 1Nymurod (Leader) 0.2 5 Damage = 28% 50 50 4Phantoma Harvest

Enemy Type Level 1 - 23 Level 24 - 25 Level 53+Nymurod NE1 NE2 NE3Nymurod (Leader) HE1 HE2 HE3Return to Mission 0: AIRSHIP LANDING - Area 5

Striker

Basic Information

Enemy Type Best Locations BaseHP ATK MGK DEF MGK

DEFBaseEXP Rage Mode

Striker Dominion of Rubrum (After Rubrum takes itback) 600 55 N/A 40 20 17 Aura, Haste,

EndureStriker(Leader) Mission 2-3; Mission 6-1 1,950 65 N/A 40 20 23 Aura, Haste,

EndurePhysical Resistances

Enemy type Ballistic Impact Piercing CleavingStriker x0.7 x1.0 x1.0 x1.0Striker (Leader) x0.7 x1.0 x1.0 x1.0Elemental Resistances

Enemy Type Fire Ice LightningWater Earth WindStriker x1.0 x1.0 x1.5 x1.0 x1.0 x1.0Striker (Leader) x1.0 x1.0 x1.5 x1.0 x1.0 x1.0Status Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunStriker 0 0 0 Immune 0 0 0Striker (Leader) 0 0 0 Immune 0 0 0Effect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenStriker 0.5 2 (When Leader) Damage = 28% 0 0 2

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Striker (Leader) 0.5 2 (When Leader) Damage = 28% 0 50 4Phantoma Harvest

Enemy Type Level 1 - 23 Level 24 - 25 Level 53+Striker NE1 NE2 NE3Striker (Leader) HE1 HE2 HE3Return to

Warrior

Basic Information

Enemy Type Best Locations BaseHP ATK MGK DEF MGK

DEFBaseEXP Rage Mode

Warrior Militesi Controlled Areas;Mission 2-3 800 65 N/A 40 20 16 Aura, Haste,

Endure

Warrior (Leader) Mission 1-1; Mission 2-3 1,500 75 N/A 40 20 24 Aura, Haste,Endure

Second LieutenantAchman Mission 2-Crimson 500 65 C

N/A 40 20 16 Aura, Haste,Endure

Physical Resistances

Enemy type Ballistic Impact Piercing CleavingWarrior x0.7 x1.0 x1.0 x1.0Warrior (Leader) x0.7 x1.0 x1.0 x1.0Second Lieutenant Achman x0.7 x1.0 x1.0 x1.0Elemental Resistances

Enemy Type Fire Ice LightningWater Earth WindWarrior x1.0 x1.0 x1.5 x1.0 x1.0 x1.0Warrior (Leader) x1.0 x1.0 x1.5 x1.0 x1.0 x1.0Second Lieutenant Achman x1.0 x1.0 x1.5 x1.0 x1.0 x1.0Status Resistances

Enemy Type Burn Freeze Shock Poison Stop DEF Reduction StunWarrior 0 0 0 Immune 0 0 0Warrior (Leader) 0 0 0 Immune 0 0 0Second Lieutenant Achman 0 0 0 Immune 0 0 0Effect Resistances

Enemy Type Knockback Flinch Breaksight Killsight Death ZantetsukenWarrior 0.5 2 (When Leader) Damage = 28% 0 0 2Warrior (Leader) 0.5 2 (When Leader) Damage = 28% 0 50 4Second Lieutenant Achman 0.5 2 (When Leader) Damage = 28% 0 80 15Phantoma Harvest

Enemy Type Level 1 - 23 Level 24 - 25 Level 53+Warrior NE1 NE2 NE3Warrior (Leader) HE1 HE2 HE3Second Lieutenant Achman HE2 HE3 HE4Return to Mission 0: MAIN DECK - Area 7

Dainsleif

Basic Information

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Hosted by GameFAQs Return to Final Fantasy Type-0 (PSP) FAQs & Guides

Best Locations Base HP ATK MGK DEFMGK DEF Base EXP Rage ModeMission 1-1 4,500 60 N/A 100 30 50 Aura, EndurePhysical Resistances

Ballistic Impact Piercing Cleavingx1.0 x1.0 x1.0 x1.0Elemental Resistances

Fire Ice LightningWater Earth Windx1.0 x1.0 x1.5 x1.0 x1.0 x1.0Status Resistances

Burn Freeze Shock Poison Stop DEF Reduction StunImmune Immune Immune Immune Immune 50 ImmuneEffect Resistances

Knockback Flinch Breaksight Killsight Death ZantetsukenImmune 5 Damage = 9-13% Immune Immune 3Phantoma Harvest

Level 1 - 23 Level 24 - 25 Level 53+N/A N/A N/AReturn to Mission 0: ARENA - Area 9