Speedrun Guide
Speedrun Guide
Speedrun Guide
Written by LewdDolphin
Last Updated Sunday, October 15, 2017
Final Fantasy XIII Any% Notes
If you would rather have an editable document instead of a mere PDF, you can find that
document here: http://tinyurl.com/ff13speedrunguide
If you are viewing this on a computer, you can click the text below to jump to its corresponding
section!
Preliminaries ................................................................................................................................ 3
Tips for Success ........................................................................................................................ 8
Chapter 1 ................................................................................................................................... 11
Chapter 2 ................................................................................................................................... 16
Chapter 3 ................................................................................................................................... 23
Chapter 4 ................................................................................................................................... 31
Chapter 5 ................................................................................................................................... 46
Chapter 6 ................................................................................................................................... 54
Chapter 7 ................................................................................................................................... 59
Chapter 8 ................................................................................................................................... 71
Chapter 9 ................................................................................................................................... 76
Chapter 10 ................................................................................................................................. 93
Chapter 11 ................................................................................................................................. 99
Chapter 12 ............................................................................................................................... 126
Chapter 13 ............................................................................................................................... 140
Appendix ................................................................................................................................... 158
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Final Fantasy XIII Any% Notes Preliminaries 1/5
Preliminaries
This short section is meant as a quick reference for the rest of the guide.
Here is some Common Jargon that will be used frequently throughout the guide:
ATB Refresh: A paradigm shift that instantly refills everyone’s ATB gauges. The first
paradigm shift is an ATB refresh; after that, the next ATB refresh will occur with the first
paradigm shift you make after 12 seconds have passed (think of it as a 12-second
cooldown).
Camera trick: While dodging, aim the camera toward the ground. This tends to disrupt
general enemy behavior.
Canceling a ready animation: An ATB refresh that is timed for just after an ally does an
attack, so that they resume with their refreshed string of abilities after the ATB refresh
instead of doing time-wasting activities such as twirling their sword (Lightning) or
flexing their arms (Snow).
Deceptisol canceling: Activate a Deceptisol, run past some number of dodges, exit the
battle zone of the last dodge, run back in to that dodge and hit one of the enemies, and
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Final Fantasy XIII Any% Notes Preliminaries 2/5
immediately Retry the fight. This gives you back the Deceptisol and gets you past the
dodges without difficulties.
Partial string: Press Triangle either while inputting commands or waiting for your ATB
bar to fill to execute a partial string of actions.
Repeat: In battle, hover over Abilities and hold Right. Abilities than changes to Repeat,
which Repeats your previously manually inputted chain of abilities. Repeat only repeats
the abilities selected in the current role, so you can Repeat RAV abilities after having
shifted in and out of COM (even if you also manually inputted COM abilities in the
interim) if you need to.
o Sometimes you might wonder why I want you to use partial strings when you
have enough ATB for more. Generally the reason is it is slower to do otherwise.
For instance, when executing a full string of Attacks on a single target, the final
attack is a “finisher” and has a different, generally slower, animation than the rest.
For Sazh and Lightning, that final attack frequently is not worth doing in terms of
time spent doing it, so I will direct you to use less than a full bar of Attacks when
relevant.
Stagger cancel: A stagger that is timed to interrupt the target’s current action. There are
several places where this is at the very least helpful, and sometimes even very powerful.
(The best example is the Manasvin Warmech fight in chapter 3, where stagger canceling
Crystal Rain stops that attack from killing you.)
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Final Fantasy XIII Any% Notes Preliminaries 3/5
part. I will try to highlight the few dodges where camera tricking
definitively works, but feel free to camera trick every dodge you want to.
Fights will be described assuming you only have the minimum number of shrouds, but
most fights after chapter 1 has a set chance of dropping a shroud. These bonus shrouds
should be utilized for maximum time-gain. Please read the Appendix for possibly good
places to use these bonus shrouds, as well as updated battle descriptions for fights using
those shrouds.
While sometimes I might write up boss fights as though it were a routine, in many cases
you must react to various situations that arise, such as an unexpected party member death,
or a premature ending of stagger. This is why you must practice all boss fights diligently,
instead of running the route blindly.
I will describe distinguished things such as battles and menus via tables. Here is how they will be
setup:
Menu
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Final Fantasy XIII Any% Notes Preliminaries 4/5
Overview: A short description of what you are basically trying to accomplish in this menu,
and maybe why you are making these changes.
Bullets describe the sequence of actions you will take in the menu.
Unlike battle strategies, most menu actions are routine, so follow this very closely!
When setting up paradigms, the following convention will be used:
o [COM] – This is the first role to select when setting up a new paradigm. This
choice is actually important—it minimizes the inputs necessary to arrive at the
desired paradigm.
o (COM) – Change whatever the role was here to the displayed one here. If there
are no square brackets, it does not matter the order that you do these, but do
make the square bracket role first.
o COM – Make no change to the role here. Feel free to double-check that your
roles are indeed correct, but if you follow my notes exactly there should be
nothing to correct.
o ← set default – Press Square to make this paradigm the default paradigm.
o ← default – The paradigm here is already the default paradigm. Feel free to
double-check that this paradigm is indeed default, but if you follow my notes
exactly there should be nothing to change.
Shop
Overview: The items you are buying in this shop. Also includes the gil necessary to afford this
shop, and whether it is possible to be short.
The first bullet usually contains the item(s) you will be selling first. Technically, you
have to enter a shop first before you can sell anything, but it is easier to distinguish
sold items from purchased items if I do it this way. You should go to the first shop
below this bullet to sell these items.
Subsequent bullets will lead with the name of the shop to go to, and what to buy from
that shop.
It might happen that you are short on gil in a given shop; if so, watch out for alternate
purchases.
Upgrade
Overview: The equipment getting upgraded, and their goal levels.
The leading bullet references either Weapons or Accessories, the two main categories
of equipment.
o The next bullet in is the name of the equipment to upgrade, and its level or
equipped status if that is necessary to distinguish it from others in the list.
Finally, these bullets describe the sequence of components to use when
upgrading the equipment.
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Final Fantasy XIII Any% Notes Preliminaries 5/5
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Final Fantasy XIII Any% Notes Tips for Success 1/3
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Final Fantasy XIII Any% Notes Tips for Success 2/3
I’d recommend breaking it up into three segments or so. The goal here is just to see how
the boss fights fit within the flow of each chapter.
Run groups of chapters. These mini-runs will start building up your stamina as you
prepare for your first full run. Take note of the fact that I have yet to mention practicing
dodges to this point; that is because dodges are best learned through tons of personal
experience as to their nuances. You will grow to hate various groups of enemies for their
insanely difficult dodges, but in the end you will understand best how to dodge each
encounter, and which ones are best dodged via a Deceptisol.
Do your first run. It’s at this point that you can start contemplating your first run, as a
sort-of super group of chapters. Since it is a first run, you should be relaxed; you will
make mistakes, you will die repeatedly, you will mess up a menu here or there, and you
will not world record, but that’s okay! You have a lot of time to “git gud.”
Right after finishing a run, make a list of the things that went well, and the things
that did not go so well. This will help inform you as to where you should focus your
practicing efforts before your next run. If you performed better on a boss than you had
expected, that’s great! If you failed a dodge because a monster did something you never
saw him do before, you should go and practice that dodge several times more, so that you
can know what to do when they do that thing in future runs.
In general, don’t get flustered mid-run when bad things happen. It is almost
impossible to have a truly perfect run; at some point, something bad is going to happen. It
is my opinion that focusing on that bad thing mid-run will hamper the rest of your run.
Obviously, if something went wrong that requires you to fix it, you will need to figure out
the proper fix (which is very tough when you are inexperienced, to be sure), but focusing
on why that bad thing happened, and whether it is an indicator of your performance, or
thinking the game hates you or something ridiculous, is what leads to negative thoughts
that distract you from being able to properly focus on the speedrun, and will lead to more
mistakes later.
Reference other runners’ PB videos. You can do this whenever, but I recommend you
do more than just merely watch one person perform a speedrun. If you are wondering
how a specific dodge works, watch different runners get past that dodge (but make sure
that runner is running on the same platform as you), and compare and contrast their
methods. If you wonder how a specific fight looks when executed properly, watch that
particular fight over several runners and runs. Be more engaged with the videos than a
mere viewer.
Ask questions. A lot of FF13 runners are friendly and helpful when it comes to learning
this run! Don’t hesitate to ask questions as you learn. Furthermore, feel free to join the
FF13 Discord server, so you have a central place in which you can ask for guidance—the
invite link is https://discord.gg/0ysmzR388Af6Ci0v (you must have Discord installed in
order to be able to join the server).
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Final Fantasy XIII Any% Notes Tips for Success 3/3
Have fun! People speedrun for various reasons, but at the end of the day this is a video
game, and games are meant to be played for entertainment. If you ever feel stressed,
depressed, angry, or otherwise negative as the result of learning and running this
speedgame, you should reevaluate what importance this speedrun has to you, and whether
there is a better game to run that would make you feel more positive.
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Final Fantasy XIII Any% Notes Chapter 1 1/5
Chapter 1
Skip 2 cutscenes.
Skip 1 cutscene.
Mash X to get through the primer. When you have control, immediately aim the camera at the
ground to manipulate the next enemy spawn, and run forward. (This will be referred to as
camera trick from this point forward.) Right before the first dodge, there is an additional prompt
to mash through.
Dodge 3 encounters.
Skip 1 cutscene.
Dodge 3 encounters.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 1 2/5
● Auto-battle Pantheron.
● Execute a single Attack against PSICOM Warden.
● Auto-battle Pantheron (Sazh should be killing the Warden).
● Auto-battle until victory.
10% chance of a Phoenix Down.
Skip 1 cutscene.
Skip 1 cutscene.
Run forward.
Skip 1 cutscene.
Skip 2 cutscenes.
Skip 1 cutscene.
Dodge 2 encounters.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 1 3/5
The next dodge is referred to as the “legendary” or “impossible” dodge. The idea is to run right
in front of the first soldier, left around the first Pantheron, and right around the second
Pantheron. However, the hallway is too narrow, the enemies too fast, and Snow’s hitbox too
wide for this dodge to be reliable. In the very likely event you get caught:
Dodge 2 encounters.
Skip 1 cutscene.
Dodge 2 encounters (start camera-tricking during the first dodge).
Skip 1 cutscene.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 1 4/5
Skip 1 cutscene.
Battle: Myrmidon
Overview: Myrmidon likes to evade attacks when he’s attacking, so time your attacks to
prevent misses on your end. The target Myrmidon selects will die unless either you throw a
Potion or he changes targets; since you can’t rely on the latter, throw a Potion at an opportune
moment.
● Execute Auto-battle at 1.5 ATB.
● Auto-battle.
● Use one Attack.
● Execute Auto-battle at 1.5 ATB.
● Auto-battle.
○ This all is to prevent Lightning’s swipes from missing, as well as prevent
Lightning’s interruption if she is the initial target.
● Throw a Potion.
● Basically, Auto-battle until victory.
○ When Myrmidon staggers, try to time Lightning’s attacks to prevent
Myrmidon’s target from getting interrupted.
25% chance of a Polymer Emulsion.
Skip 4 cutscenes.
Start camera tricking immediately. Pick up the Power Circle in front of you.
Menu
Overview: Give Snow the better Strength weapon.
● Equipment
○ Snow
■ Optimize: Offensive (Power Circle).
This next dodge is difficult. Try to weave between the Pantherons and make a break for the other
side (cutting left/right to avoid their swipes as necessary). The PSICOM Aerial Recons move
faster than Snow and will thus beat him in a race, but the immediate camera trick should help
make sure all three of them are far from the platform by the time they see you. If you get caught:
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Final Fantasy XIII Any% Notes Chapter 1 5/5
● Throw Hand Grenades at whichever PSICOM Aerial Recon would hit the most things,
until one target is left.
○ Be wary of interruptions!
○ Switch targets after every Hand Grenade in order to try to spread Gadot’s
damage.
● Keep using Hand Grenades, unless you are certain you can kill within two Attacks.
27.1% chance of at least one Phoenix Down.
Skip 1 cutscene.
Skip 2 cutscenes.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 2 1/7
Chapter 2
Skip 2 cutscenes.
Battle: Pantheron
Overview: Two Attacks twice.
● Attack x2.
● Repeat.
Skip 1 cutscene.
From this point forward, all fights (with a few choice exceptions) have a chance of dropping a
shroud. Shroud drop rates are the highest in this chapter, so we are going to take the opportunity
to farm a few. These notes will assume that you will have 2 Deceptisols and 2 Fortisols after
you are done shroud farming. However, up to two more Deceptisols (for a total of 4 Deceptisols)
may be grabbed for the sake of easier preemptive strikes in Chapter 11, and one more Fortisol
(for a total of 3 Fortisols) may be grabbed for the sake of an easier Barthandelus (2) fight in
Chapter 11. Any additional drops will be bonuses. Check the Bonus Shroud section at the end of
these notes for information on good places to utilize bonus shrouds.
Run to the left past the Pantheron and fight the 3 Zwerg Scandroids to the left.
Don’t pick up the chest (it contains 3 Potions). Run back past the Pantheron and descend the
stairs opposite from where you started. Mash X to get through the primer prompt, and fight the 3
Zwerg Scandroids in front of you.
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Final Fantasy XIII Any% Notes Chapter 2 2/7
Don’t pick up the chest (it contains an Iron Bangle). Run to the right over the debris.
Dodge 1 encounter.
Skip 2 cutscenes.
Battle: Pantheron x2
Overview: Throw Hand Grenades, and if there is one Pantheron left, Auto-battle to win.
● Throw three Hand Grenades.
● If a Pantheron survives, use Auto-battle to win.
12% chance of a Fortisol.
Skip 2 cutscenes.
Mash X to get through the primer prompt, and immediately start camera tricking.
Dodge 2 encounters. (The first group of Pantherons you run past are well past the battle zone
they belong to, thanks to camera tricking.)
Skip the left Zwerg Scandroid x4 group IF the following are all true:
You desire only two Deceptisols;
You already have two Deceptisols;
You got at least one Phoenix Down drop from a Chapter 1 fight.
Otherwise, fight it.
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Final Fantasy XIII Any% Notes Chapter 2 3/7
If you fought those Zwerg Scandroids, grab the previously guarded Phoenix Down.
Dodge 1 encounter.
Dodge 1 encounter.
Skip 2 cutscenes.
Again as Snow, run forward and fight the enemies in front of you.
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Final Fantasy XIII Any% Notes Chapter 2 4/7
Skip 1 cutscenes
Menu
Overview: Set the battle speed to slow to best farm the shroud in the upcoming fight.
● Settings
○ Battle Speed: Slow
Skip 2 cutscenes.
Dodge 1 encounter.
Turn right and fight the four Zwerg Scandroids at the top of the stairs. Make sure they see you
(i.e., don’t get a preemptive strike).
Menu
Overview: Set the battle speed back to normal.
● Settings
○ Battle Speed: Normal
Dodge 2 encounters.
Skip 1 cutscene.
Battle: Ghoul x3
Overview: Throw Hand Grenades unless it’s appropriate to Auto-battle to kill a single Ghoul.
● Throw three Hand Grenades, trying to make sure they each hit as many Ghouls as
possible.
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Final Fantasy XIII Any% Notes Chapter 2 5/7
Skip 2 cutscenes.
Run for the left two Ghouls guarding a chest and fight them. Try for a preemptive strike by
avoiding their field of vision.
Battle: Ghoul x2
Overview: Blitz if it would hit more than one thing; Attack x2 otherwise.
● Simply Blitz if both are close, and Attack x2 (Auto-battle) otherwise.
12% chance of a Fortisol.
Open the previously guarded Power Wristband chest, and access the menu.
Menu
Overview: Give Lightning the maximum Strength she can get, to both help with future fights
and also to make any necessary 0-star fights easier.
● Equipment
○ Lightning
● Optimize: Offensive (Gladius & Power Wristband).
Run back and run up the stairs past the Ghoul, ignoring all encounters until you reach the Ghast.
Dodge 4 encounters.
Try to dodge the Ghast. It is easiest if he merely walks to the side, in which case you can run past
him. If he walks forward and attacks, try to run past him while his arm is up. Be aware can either
attack slowly or quickly. If you get caught by him, fight him:
Battle: Ghast
Overview: Damage him a little bit with five Attacks, and then do nothing except heal until 56
seconds have passed, to get 0 stars.
● Auto-battle twice.
● Execute a single Attack.
● Wait 56 seconds before finishing the fight.
○ Throw a Potion if either Lightning or Sazh drop to 80 or fewer HP.
96% chance of a Deceptisol.
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Final Fantasy XIII Any% Notes Chapter 2 6/7
After running through the door, you’ll be in the Ghoul Hallway. The next five Ghouls drop these
shrouds:
1. Fortisol
2. Deceptisol
3. Deceptisol
4. Fortisol
5. Deceptisol
This is your last opportunity to viably farm Fortisols and Deceptisols. Again, these notes assume
2 Deceptisols and 2 Fortisols (but you may want up to 4 Deceptisols for easier Chapter 11
preemptive strikes, as noted earlier). If you are missing something (usually a Deceptisol), fight
an appropriate Ghoul (make sure you don’t get a preemptive strike):
Battle: Ghoul
Overview: Do nothing until 33 seconds have passed, and then end the fight.
● Wait 33 seconds before attacking.
○ If Sazh doesn’t get hit, there’s a visual cue: Attack when the chain gauge passes
the decimal point in 106.5%.
96% chance of a Deceptisol/Fortisol.
When you’re done farming shrouds, run past the remaining Ghouls.
Dodge 1 encounter.
Run onto the elevator. Use a Fortisol and run forward when at the top.
Skip 3 cutscenes.
Dodge 3 encounters.
Skip 1 cutscene.
Battle: Anima
Overview: Get Sazh and Snow to kill the Right Manipulator (on the left), and have Lightning
use Blitz on Anima to eventually kill the Left Manipulator (on the right). Potion as necessary,
and focus on Anima proper when both manipulators are dead.
● Select Blitz and hover over the Right Manipulator (to the left).
○ After Snow and Sazh start attacking, execute the Blitz on Anima.
● Wait for Anima to swipe before Blitzing Anima again.
○ Her swipes are counter-attacks.
● When the Left Manipulator (to the right) is dead, select Auto-battle and hover over the
Right Manipulator.
○ After either Snow or Sazh start attacking, execute on Anima.
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Final Fantasy XIII Any% Notes Chapter 2 7/7
Skip 2 cutscenes.
Skip 3 cutscenes.
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Final Fantasy XIII Any% Notes Chapter 3 1/8
Chapter 3
Skip 1 cutscene.
Battle: Ghast x3
Overview: Blitz when it would hit more than one thing; Attacks when it would hit only one
thing.
● [1] Relentless Assault (COM/RAV/RAV)
○ Skip the tutorial, and immediately Auto-battle a Ghast that is not the default
target.
○ Use Blitz on whichever Ghast would ensure both are hit, and finish with Attack
x2.
8% chance of a Deceptisol.
Skip 1 cutscene.
Run forward.
Skip 3 cutscenes.
Mash X through the first informational box, and then press Down to select Skip the tutorial.
Run to the save point in front of you and access it.
Shop
Overview: Buy a Magician’s Mark.
Goal: 1,000 gil. This is guaranteed since you have at least one Phoenix Down and one Credit
Chip to sell.
Sell
o Items
Phoenix Down x2 (if you have only one Phoenix Down, sell x1)
o (If you had only one Phoenix Down) Components
Credit Chip x1
B&W Outfitters
o Magician’s Mark
Menu
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Final Fantasy XIII Any% Notes Chapter 3 2/8
Overview: Setup paradigms for the next two fights, do some small leveling, and equip Vanille
and Sazh for the next two chapters. Replace Snow’s weapon with his initial one so that we can
sell the Power Circle later.
● Paradigms
Ltng Snow Vnll
(RAV) RAV RAV
COM SEN MED
[COM] COM RAV ← set default
[COM] COM RAV
● Crystarium
○ Lightning
■ Commando
● Next node (Strength: +4).
○ Snow
■ Commando
● Both side nodes (Strength: +18 & HP: +70).
● Equipment
○ Vanille
■ Optimize: Balanced (Binding Rod & Magician’s Mark).
○ Sazh
■ Optimize: Balanced (Vega 42s & Doctor’s Code).
○ Snow
■ Optimize: Balanced (Wild Bear).
Dodge 1 encounter.
Skip 1 cutscene.
Skip 1 cutscene.
Dodge 2 encounters.
When Snow starts talking (approximately around the center of the bridge), turn around and run
back the way you came. (This triggers the cutscene earlier, for some unknown reason.)
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Final Fantasy XIII Any% Notes Chapter 3 3/8
Skip 1 cutscene.
Dodge 2 encounters.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 3 4/8
Skip 1 cutscene.
Menu
Overview: Re-setup paradigms, now that Sazh has replaced Snow.
● Paradigms
Ltng Vnll Sazh
COM RAV RAV ← default
COM MED RAV
[RAV] RAV RAV
[RAV] RAV RAV
[COM] RAV RAV
Dodge 1 encounter.
Dodge 2 encounters.
Skip 1 cutscene.
Dodge 1 encounter.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 3 5/8
Skip 1 cutscene.
Dodge 1 encounter.
Dodge 2 encounters.
Cancel the Deceptisol on the back of the previous soldiers. Then, run up the crystal mountain,
turning left at each fork. During the final jump, activate a Deceptisol.
Dodge 1 encounter.
Skip 1 cutscene.
Dodge 1 encounter.
Cancel the Deceptisol on opposite side of the last enemy group (the three Watchdrones).
Dodge 2 encounters.
At the top, run down the stairs to the right instead of jumping down.
Dodge 2 encounters.
Use the shortcut up the stairs (the shortcut’s path does not appear on the mini-map).
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 3 6/8
Dodge 2 encounters.
Grab the Phoenix Down to the right and the 2 Librascopes to your left before running up the
final staircase.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 3 7/8
○ (STAGGER)
○ Repeat until victory, with ATB refreshes between [1] and [5].
8% chance of a Fortisol.
Skip 1 cutscene.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 3 8/8
Skip 5 cutscenes.
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Final Fantasy XIII Any% Notes Chapter 4 1/15
Chapter 4
Skip 2 cutscenes.
Battle: Pantheron x4
Overview: Blitz one of them, then three Attacks to hopefully kill the rest.
● [1] Relentless Assault (COM/RAV/RAV)
○ Blitz Pantheron C
○ Attack x3 Pantheron A
6% chance of a Fortisol.
Skip 1 cutscene.
Run forward to trigger the bridge collapse. (This is a good opportunity to check your shrouds for
the “invisible” Fortisol drop from the pre-Shiva fight!)
Skip 3 cutscenes.
Dodge 1 encounter.
Dodge 2 encounters.
Dodge 1 encounter.
Skip 4 cutscenes.
Menu
Overview: Setup to optimize the next fight.
● Paradigms
Sazh Vnll
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Final Fantasy XIII Any% Notes Chapter 4 2/15
RAV RAV
SYN SAB
RAV MED
RAV [SAB] ← set default
[RAV] RAV
● Crystarium
○ Vanille
■ Ravager
● Water.
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Final Fantasy XIII Any% Notes Chapter 4 3/15
Skip 1 cutscene.
Dodge 2 encounters.
Skip 1 cutscene.
Dodge 1 encounter.
Skip 3 cutscenes.
Jump up the platforms and run into the back of the nearby Pulsework Soldier for a preemptive
strike. (If you fail to get the preemptive strike, Retry and try again.)
Dodge 2 encounters.
Skip 1 cutscene.
Dodge 6 encounters.
Skip 1 cutscene.
Menu
Overview: Sets up for the birds fight and Dreadnought.
● Paradigms
Sazh Ltng Vnll
RAV COM RAV
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Final Fantasy XIII Any% Notes Chapter 4 4/15
Dodge 2 encounters.
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Final Fantasy XIII Any% Notes Chapter 4 5/15
Skip 1 cutscene.
Dodge 3 encounters.
Skip 1 cutscene.
Battle: Dreadnought
Overview: This is another two-part fight. In the first part, use Libra (its revealed intel carries
over onto the second part), get Bravery on Lightning, and get Deprotect and Deshell on
Dreadnought. Throw a Potion at some point after Dreadnought’s third attack, and use
Relentless Assault after he is staggered.
In the second part, the listed pattern describes a possible way to stagger cancel Wrecking Ball.
Meanwhile, get Bravery on Lightning, Faith on Vanille, and Deprotect and Deshell on
Dreadnought. Throw a Potion before Wrecking Ball, in case you fail to stagger cancel it. If
Wrecking Ball does go off, it has a small chance of hitting twice, which will kill; if that
happens, Retry (this puts you back at the start of the first fight). After the stagger, use
Relentless Assault for Lightning’s sake, and prioritize all ATB refreshes to cancel her ready
animation. This stagger is very tight; you might not be able to kill by stagger’s end without
sufficient practice.
● [4] Smart Bomb (RAV/RAV/SAB)
○ Libra.
○ After Dreadnought’s attack, Auto-chain.
○ Shift after Lightning’s third spell.
● [6] Tri-disaster (RAV/RAV/RAV)
○ Shift after Lightning’s third spell.
● [2] Bully (SYN/COM/SAB)
○ Auto-support. (This puts Bravery on Lightning.)
○ Shift immediately.
● If Dreadnought is lacking either Deprotect or Deshell:
○ [4] Smart Bomb (RAV/RAV/SAB)
■ Auto-chain.
■ Shift after Lightning’s third spell in her second string.
● Else:
○ [6] Tri-disaster (RAV/RAV/RAV)
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Final Fantasy XIII Any% Notes Chapter 4 6/15
■ Auto-chain.
■ Shift after Lightning’s third spell in her second string.
● [5] Tri-disaster (RAV/RAV/RAV)
○ Auto-chain.
○ Potion.
○ If Dreadnought is not staggered yet, stagger before shifting.
○ (STAGGER)
● [1] Relentless Assault (RAV/COM/RAV)
○ Auto-chain.
○ ATB refresh between [1] and [3] until victory.
○ Mash Start.
○ Auto-chain.
● [6] Tri-disaster (RAV/RAV/RAV)
○ Shift after Lightning’s third spell.
● [2] Bully (SYN/COM/SAB)
○ Auto-support. (This puts Bravery on Lightning.)
○ Faith Vanille.
● [4] Smart Bomb (RAV/RAV/SAB)
○ Auto-chain two spells.
○ Shift after Lightning’s third spell.
● [5] Tri-disaster (RAV/RAV/RAV)
○ Auto-chain.
○ Potion.
○ Auto-chain.
○ When Dreadnought is about to use Wrecking Ball, shift.
● [6] Tri-disaster (RAV/RAV/RAV)
○ (STAGGER)
○ Immediately shift.
● [1] Relentless Assault (RAV/COM/RAV)
○ Auto-chain two rounds.
○ Shift after Lightning’s third Attack in her second string.
● [2] Bully (SYN/COM/SAB)
○ Shift after Vanille starts casting Deshell.
● [1] Relentless Assault (RAV/COM/RAV)
○ Auto-chain.
○ ATB refresh between [1] and [3] until victory.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 4 7/15
Menu
Overview: Remove Sazh’s Doctor’s Code so that Lightning can get it for Odin later. Replace
Hope’s weapon with a cheaper one and give him HP.
● Equipment
○ Hope
■ Equip
● Weapon → Ninurta.
● Accessory → Silver Bangle.
○ Sazh
■ Remove
● Doctor’s Code.
Run forward.
Skip 2 cutscenes.
Skip 3 cutscenes.
As you approach the turn, hug the left wall to assist with the next dodge.
Dodge 3 encounters.
Skip 1 cutscene.
37
Final Fantasy XIII Any% Notes Chapter 4 8/15
Overview: Blitz if it will hit more than one thing; Attacks if it will not hit more than one
thing.
● [1] Slash & Burn (COM/RAV)
○ Attack-Blitz PSICOM Tracker A.
■ Cancel the Blitz if he is backing up.
○ Repeat PSICOM Tracker B.
○ Blitz to hit both until victory.
6% chance of an Aegisol.
19% chance of at least one Phoenix Down.
In the Pulse Armament Minigame, try to hit at least 25 Pulsework Soldiers; this gives you 20
Thickened Hides at the end. Do this by:
● Count the number of Soldiers you hit in the first group;
● Hit all 9 in the second group (if you miss one, be wary);
● Hit enough in the third group to have hit 8 between the first and third;
● Hit all 8 in the final group.
(If you fail, you’ll get 12 Sturdy Bones, which isn’t immediately terrible, but you might not be
able to get the Blazefire Saber to x2.)
Skip 1 cutscene.
Dodge 4 encounters.
(If you want, there is a Phoenix Down just up from the soldiers in the third dodge. It takes 7
seconds to grab, but if you want to be safe on money in the Chapter 6 shop, this is an item to
grab.)
Menu
Overview: Setup for Odin. Replace Lightning’s weapon with her cheaper initial one, and the
Doctor’s Code for use against Odin.
● Paradigms
Ltng Hope
COM RAV
COM SYN ← set default
MED MED
RAV RAV
[RAV] RAV
● Equipment
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Final Fantasy XIII Any% Notes Chapter 4 9/15
○ Lightning
■ Equip
● Weapon → Blazefire Saber.
● Accessory → Doctor’s Code.
Shop
Overview: Buy 49 Polymer Emulsions and 11 Potions.
Goal: 10,350 gil. This is guaranteed just by selling the three weapons listed.
Sell
o Weapons
Power Circle.
Airwing.
Gladius.
Buy
o Lenora’s Garage
Polymer Emulsion (up to) x49.
o Unicorn Mart
Potion x11.
Upgrade
Overview: Upgrade the Blazefire Saber to Lv. 13.
Upgrade
o Weapons
Blazefire Saber
Thickened Hide x(all) (Lv. 2; x1.75/x2).
If not x2:
o Cie’th Tear x(all).
o If still not x2, Tear of Frustration x(all).
o If still not x2, whatever organics are left, until x2.
Polymer Emulsion x49 (Lv. 13).
Skip 1 cutscene.
Battle: Odin
Overview: Get Protect while trying to manipulate Lightning’s actions to put distance between
her and Hope. Depending on who Odin targets, either chain and keep Hope alive, or throw
Potions to avoid Lightning getting launched. Remember to press Square to finish the fight.
● [2] Supersoldier (COM/SYN)
○ Attack x2.
39
Final Fantasy XIII Any% Notes Chapter 4 10/15
○ Repeat.
○ Shift to prevent Lightning’s backflip.
● [4] Dualcasting (RAV/RAV)
○ Potion.
○ Auto-chain.
○ Potion.
○ Water-Thunder-Water.
● [5] Dualcasting (RAV/RAV)
○ If Odin is targeting Lightning:
■ Prepare a Potion, and throw if Odin uses Seismic Strike or Skyward
Swing.
■ Chain only when Odin is using Ullr’s Shield.
○ If Odin is targeting Hope:
■ The pattern is:
● Chain
● Potion
● Chain
● ATB refresh
■ If Odin loses chain, use Ruins in [1] to regain it.
● Press Square when gestalt is filled to win.
● Press Select to skip the gestalt animation.
Skip 1 cutscene.
Run backwards. (This triggers the cutscene earlier, for some reason.)
Skip 1 cutscene.
40
Final Fantasy XIII Any% Notes Chapter 4 11/15
Skip 1 cutscene.
Skip 2 cutscenes.
Menu
Overview: Sets up for all four fights in this section.
● Paradigms
Sazh Vnll
COM RAV
SYN SAB ← set default
COM (SAB)
RAV RAV
[RAV] (SAB)
[COM] RAV
● Equipment
○ Sazh
■ Optimize
● Balanced (Vega 42s & Power Wristband).
Dodge 2 encounters.
Skip 1 cutscene.
Dodge 2 encounters (head up the right platform at the start of the second dodge).
41
Final Fantasy XIII Any% Notes Chapter 4 12/15
Dodge 4 encounters (head to the near right opening in the fourth dodge).
Grab the Phoenix Down. Then jump up the nearby platforms and get a preemptive strike on the
enemies there. (If you fail to get the preemptive strike, Retry and run into the back of the
Pulsework Soldier to the left.)
Skip 1 cutscene.
Run counter-clockwise to the next group. Get a preemptive strike by waiting until both Soldiers
are facing away and running into the nearest one. (If you fail, Retry and try again.)
42
Final Fantasy XIII Any% Notes Chapter 4 13/15
■ If Vanille staggers the other Soldier with her second cast, execute the
entire string; after Vanille starts casting, switch targets and Auto-battle
Pulsework Soldier A.
○ Auto-battle a Deprotected Pulsework Soldier until both are Deprotected.
● [1] Slash & Burn (COM/RAV)
○ Auto-battle until victory, with ATB refreshes between [1] and [6].
6% chance of an Aegisol.
Activate the nearby keypad.
Skip 1 cutscene.
Continue running counterclockwise to the next group. Get a preemptive strike by waiting until
both enemies are facing away from Sazh and running into the nearest one. (If you fail, Retry and
try again.)
Skip 1 cutscene.
43
Final Fantasy XIII Any% Notes Chapter 4 14/15
Continue counterclockwise. Try to get a preemptive strike on the two Bombs. This is tricky, so
use the appropriate strategy:
Skip 2 cutscenes.
Menu
Overview: Remove Sazh and Vanille’s accessories so that Lightning and Hope can use them
in the next chapter.
Equipment
o Sazh
Remove
Power Wristband.
o Vanille
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Final Fantasy XIII Any% Notes Chapter 4 15/15
Remove
Magician’s Mark.
Dodge 1 encounter.
Turn right at the fork and pick up the Fortisol. Activate a Deceptisol before the next dodge.
Dodge 1 encounter.
Cancel the Deceptisol on the back of the Bombs. Then run forward, grabbing the 300 gil chest to
the right.
Skip 1 cutscene.
Skip 4 cutscenes.
Run to Lebreau in the bar to the far right, speak to her, and mash X to get through her (one)
dialogue. Then run to the pier.
Skip 2 cutscenes.
45
Final Fantasy XIII Any% Notes Chapter 5 1/8
Chapter 5
Skip 1 cutscene.
Menu
Overview: Sets up for all fights in this chapter before Aster Protoflorian. Pay attention to
whether Hope can afford Water or not; if the latter, you will have to pick it up before the first
Feral Behemoth fight.
● Paradigms
Hope Ltng
RAV COM ← default
(MED) (COM)
SYN (RAV)
RAV RAV
RAV [RAV]
[RAV] COM
● Crystarium
○ Hope
■ Ravager
● Water.
○ If you can’t afford Water, remember to grab it before
Feral Behemoth.
○ Lightning
■ Commando
● Backtrack two nodes and grab Lifesiphon out of ring.
■ Ravager
● Aquastrike.
● Equipment
○ Lightning
■ Optimize
● Balanced (Blazefire Saber, Power Wristband).
Dodge 3 encounters.
Skip 1 cutscene.
Dodge 6 encounters.
46
Final Fantasy XIII Any% Notes Chapter 5 2/8
Skip 1 cutscene.
Dodge 4 encounters.
Dodge 2 encounters.
Skip 1 cutscene.
Skip 1 cutscene.
Dodge 1 encounter.
47
Final Fantasy XIII Any% Notes Chapter 5 3/8
Dodge 3 encounters.
Try to get a preemptive strike on the Crawlers. It should be easy, but if you fail, just fight.
Battle: Crawler x4
Overview: Use Fira, but wait for Lightning to run forward before doing so, otherwise
Lightning’s AI will focus on single-target Attacks instead of multi-target Blitzes. If you did
not get a preemptive strike, use Fire-Fira instead (and don’t wait for Lightning), and ATB
refresh.
● [1] Slash & Burn (RAV/COM)
○ Ready Fira. Execute when Lightning starts attacking.
■ If a Crawler jumps forward, that one might survive, in which case Auto-
chain until victory.
1% chance of an Aegisol.
Dodge 1 encounter.
Skip 1 cutscene.
48
Final Fantasy XIII Any% Notes Chapter 5 4/8
Skip 1 cutscene.
Run forward.
Skip 3 cutscenes.
Dodge 1 encounter.
Skip 3 cutscenes.
Dodge 3 encounters.
49
Final Fantasy XIII Any% Notes Chapter 5 5/8
Dodge 2 encounters.
Dodge 1 encounter.
Skip 1 cutscene.
Activate a Deceptisol.
Dodge 3 encounters.
Grab the Ethersol to the right. Then, cancel the Deceptisol on the encounter in front of you.
After the cancel, fight the same encounter.
50
Final Fantasy XIII Any% Notes Chapter 5 6/8
1% chance of an Aegisol.
Menu
Overview: Get setup for Aster Protoflorian, giving Lightning the Doctor’s Code and teaching
her Fire for a possible Exoproofing.
● Crystarium
○ Lightning
■ Ravager
● Fire.
■ Commando
● Magic: +6 out of ring.
● Equipment
○ Hope
■ Equip
● Accessory: Magician’s Mark.
○ Lightning
● Accessory: Doctor’s Code.
Activate a Fortisol.
Skip 1 cutscene.
You will need to utilize Zantetsuken to be able to kill Protoflorian before stagger’s end. In this
fight, Zantetsuken will instant-kill at 999.9% chain if Protoflorian has 42,291 HP or fewer; this
is roughly 1/3rd his max HP, or visually when the green bar ends just to the left of the second T
in TARGET. Zantetsuken will still be able to kill at lower chain, but you will need even fewer
HP to do so. Regardless, the goal is to both chain high enough and do enough damage to
51
Final Fantasy XIII Any% Notes Chapter 5 7/8
Protoflorian so that Zantetsuken will kill. If you are struggling to do enough damage, Hope
tends to do more damage than Odin pre-gestalt, so try summoning slightly later if needed.
● [1] Slash & Burn (COM/RAV)
○ Ruin x4.
● [3] Archmage (RAV/SYN)
○ Libra.
○ Fire-Thunder-Fire-Thunder.
● [1] Slash & Burn (COM/RAV)
○ (Efflorescence)
○ Potion.
○ Repeat.
● [4] Dualcasting (RAV/RAV)
○ Repeat while paying attention to targets:
○ If the first target is Lightning:
■ Continue while waiting for the second target.
■ If the second target is Lightning:
● Make sure Lightning is distanced from Hope; if not, Potion.
● Potion after the seed burst attack.
■ If the second target is Hope:
● Potion.
● Potion after the seed burst attack.
○ If the first target is Hope:
■ Potion.
■ If the second target is Lightning:
● Potion.
● Potion after the seed burst attack.
■ If the second target is Hope:
● Make sure Lightning is distanced from Hope; if not, Potion.
● Potion after the seed burst attack.
○ ATB refresh whenever convenient.
● [5] Dualcasting (RAV/RAV)
○ If he uses any attack after the first seed burst, Potion.
● Pay attention to his Exoproofing type.
● (Exoproofing: Fire)
○ Water-Thunder-Water-Thunder.
○ Repeat with [4] and [5] until chain is around 180%.
○ [2] War & Peace (COM/MED)
■ Repeat until the next Exoproofing.
■ Potion if both Lightning and Hope are low on HP.
● (Exoproofing: Ice) or (Exoproofing: Lightning) or (Exoproofing: Water)
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Final Fantasy XIII Any% Notes Chapter 5 8/8
Skip 1 cutscene.
Run forward.
Skip 1 cutscene.
Skip 3 cutscenes.
53
Final Fantasy XIII Any% Notes Chapter 6 1/5
Chapter 6
Skip 1 cutscene.
Dodge 2 encounters.
Dodge 4 encounters.
Grab the Belladonna Wand in front of you and go to the save point.
Shop
Overview: Buy 72 Sturdy Bones and 84 Polymer Emulsions.
Goal: 22,560 gil. It is possible to be short. If so, you will underupgrade the Vega 42s.
Sell
o Weapons
Belladonna Wand.
o Accessories
Auric Amulet.
o Components
Everything except:
Sturdy Bones (if any; pay attention to the number you have).
Turbojets (if any).
o Items
Some number of Phoenix Downs.
Sell however many Phoenix Downs are necessary to reach the
goal gil. If you do not have enough Phoenix Downs, that is okay;
just sell them all. If in doubt (or just lazy), sell them all.
If you are still worried about meeting the goal gil, sell as many
Turbojets as you want/have.
Buy
o Creature Comforts
Sturdy Bone (up to) x72.
o Lenora’s Garage
Polymer Emulsion x84 (or however many you can afford).
Upgrade
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Final Fantasy XIII Any% Notes Chapter 6 2/5
Overview: Upgrade the Power Wristband to max and the Vega 42s to lv20.
Upgrade
o Accessories
Power Wristband
Sturdy Bone x36 (Lv. 2; x3).
Polymer Emulsion x17 (*).
o Weapons
Vega 42s
Sturdy Bone x18 (Lv. 2; x2).
Sturdy Bone x18 (Lv. 3; x3).
Polymer Emulsion x(all) (Lv. 19/20).
Dodge 5 encounters.
Dodge 1 encounter.
Menu
Overview: Setup for the Enki & Enlil fight.
● Paradigms
Vnll Sazh
RAV COM
(SAB) COM
SAB SYN ← set default
RAV RAV
[SAB] (RAV)
[SAB] COM
● Crystarium
○ Vanille
■ Saboteur
● Poison.
■ Ravager
● Fire out of ring.
○ Sazh
■ Synergist
● Enwater.
55
Final Fantasy XIII Any% Notes Chapter 6 3/5
■ Ravager
● Next node (HP: +30).
● Equipment
○ Vanille
■ Equip
● Accessory: Doctor’s Code.
○ Sazh
● Accessory: Power Wristband.
Backtrack.
Dodge 1 encounter.
Skip 3 cutscenes.
Dodge 1 encounter.
Dodge 1 encounter.
Turn left.
Dodge 4 encounters.
Skip 1 cutscene.
Skip 3 cutscenes.
Run forward.
Skip 1 cutscene.
56
Final Fantasy XIII Any% Notes Chapter 6 4/5
Dodge 1 encounter.
Dodge 3 encounters.
Dodge 5 encounters.
Skip 1 cutscene.
57
Final Fantasy XIII Any% Notes Chapter 6 5/5
Skip 1 cutscene.
Menu
Overview: Remove accessories for the next chapter. Don’t forget this menu!
Equipment
o Vanille
Remove
Doctor’s Code.
o Sazh
Remove
Power Wristband.
Skip 1 cutscene.
58
Final Fantasy XIII Any% Notes Chapter 7 1/12
Chapter 7
Skip 3 cutscenes.
Dodge 5 encounters.
Skip 1 cutscene.
Activate the elevator switch (the resulting cutscene is not skippable), and run onto the elevator.
Dodge 2 encounters.
Skip 1 cutscene.
Dodge 1 encounter.
Run onto the elevator as it goes in. (However, if you fail a couple dodges, you might miss it; in
this case, activate the switch to the right beforehand.)
Dodge 1 encounter.
Skip 1 cutscene.
Dodge 1 encounter.
Skip 1 cutscene.
Dodge 1 encounter.
Wait for the elevator to arrive and board it. (If it seems like activating the switch would be faster,
go ahead and activate it.)
Skip 3 cutscenes.
Battle: Corps Pacifex x2 & Corps Tranquifex x2 & Orion & PSICOM Predator x2
Overview: Follow the steps outlined below. The steps differ based on which platform you are
on (console vs. PC).
● The strat varies depending on whether you are on console or on PC.
○ If you are on console (PS3 buttons given):
■ Up+X.
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Final Fantasy XIII Any% Notes Chapter 7 2/12
■ Circle.
■ Up+X until the chain is at least 200%.
■ Triangle.
■ If not dead, Auto-battle.
○ If you are on PC (360 controller buttons given):
■ Right+A
■ Loop three times:
● Up+A
● Down+A
● B
■ Y
■ If not dead, Auto-battle.
43.2% chance of at least one Phoenix Down.
34.4% chance of at least one Credit Chip.
25% chance of a Superconductor.
19% chance of at least one Incentive Chip.
Skip 1 cutscene.
Dodge 1 encounter.
Dodge 2 encounters.
Dodge 2 encounters.
Skip 4 cutscenes.
Dodge 3 encounters.
Skip 2 cutscenes.
Dodge 1 encounter.
Jump up to the left. Run to the end and grab the 2 Incentive Chips in the dead-end. Then
backtrack a bit and jump through the opening to the left.
Dodge 1 encounter.
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Final Fantasy XIII Any% Notes Chapter 7 3/12
Dodge 1 encounter.
Dodge 2 encounters.
Skip 1 cutscene.
Dodge 3 encounters.
Skip 2 cutscenes.
Run forward.
Skip 1 cutscene.
Dodge 1 encounter.
Dodge 1 encounter.
Jump up and grab the 3 Thrust Bearings in front of you. Turn right and grab the Vidofnir at the
end. Turn around and run right. Activate a Deceptisol just after entering the next battle zone.
Dodge 2 encounters.
Turn around and cancel the Deceptisol on the bike. After the Retry, run forward and activate a
Deceptisol at the corner.
Dodge 2 encounters.
Shop
Overview: Buy 21 Potions, 17 Turbojets, 72 Sturdy Bones, and a Power Wristband.
Goal: 22,720 gil. This is guaranteed.
Sell
o Weapons
Vidofnir.
o Accessories
Riptide Ring.
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Final Fantasy XIII Any% Notes Chapter 7 4/12
Fulmen Ring.
Warding Talisman.
Guardian Amulet.
o Components
Incentive Chip x(all).
Buy
o Unicorn Mart
Potion x21.
o Lenora’s Garage
Turbojet x17.
o Creature Comforts
Sturdy Bone x72.
o B&W Outfitters
Power Wristband.
Upgrade
Overview: Upgrade the Wild Bear to Lv21 and the Magician’s Mark to max.
Upgrade
o Weapons
Wild Bear
Sturdy Bone x36 (Lv. 3; x3).
Turbojet x16 (Lv. 21).
o Accessories
Magician’s Mark
Sturdy Bone x36 (Lv. 2; x3).
Thrust Bearing x3 (Lv. 5).
Turbojet x1 (*).
Menu
Overview: Set up for the first Ushumgal Subjugator fight.
● Paradigms
Snow Hope
COM RAV ← default
COM MED
SEN MED
SEN SYN
[RAV] RAV
[RAV] RAV
● Crystarium
○ Snow
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Final Fantasy XIII Any% Notes Chapter 7 5/12
■ Commando
● Adrenaline out of ring.
● Strength: +10 before the Role Level.
● Equipment
○ Snow
■ Accessory: Power Wristband Lv. 1.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 7 6/12
Skip 2 cutscenes.
Skip 3 cutscenes.
Dodge 2 encounters.
Dodge 2 encounters.
Skip 1 cutscene.
If you are on console, start camera tricking immediately after the cutscene skip.
Dodge 1 encounter.
Dodge 1 encounter.
Skip 2 cutscenes.
If you activated a Deceptisol for the last dodge, cancel it on the front of the next encounter. In
any case, hug the right wall.
Dodge 2 encounters.
Now hug the left wall. For the next dodge, the area on the very left between the pillars is not
actually a part of the battle zone; use it to your advantage to run past the behemoth and soldier.
Dodge 1 encounter.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 7 7/12
Skip 1 cutscene.
Menu
Overview: Sets up for the real Ushumgal Subjugator fight and the first two Hope’s house
fights.
○ Paradigms
■ Move the first paradigm to the last slot.
Fang Ltng Hope
[COM] COM RAV
COM RAV (RAV)
(SAB) (RAV) RAV
SEN (RAV) (RAV)
SAB (RAV) SYN ← set default
COM RAV RAV
○ Crystarium
■ Fang
● Commando
○ Adrenaline.
● Saboteur
○ HP: +20 right before the Accessory out of ring.
■ Lightning
● Ravager
○ Magic: +10 out of ring.
○ Thundara.
■ Hope
● Ravager
○ Fearsiphon out of ring.
○ Thundara.
● Synergist
○ Accessory out of ring.
○ Next node (HP: +10).
○ Equipment
■ Fang
● Equip
○ Accessory: Power Wristband *.
■ Hope
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Final Fantasy XIII Any% Notes Chapter 7 8/12
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 7 9/12
○ Auto-defend.
○ Potion.
○ If Fang’s HP is green, Provoke x3.
■ Otherwise, Potion.
○ Shift after stagger.
○ (STAGGER)
● [2] Relentless Assault (COM/RAV/RAV)
○ Follow the same pattern as above ([2] → [6] → [2] ( → [1] if needed)) to kill.
Skip 1 cutscene.
If you are short on Phoenix Downs, grab the Phoenix Down to the left of the top of the staircase.
Skip 2 cutscenes.
Skip 3 cutscenes.
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Final Fantasy XIII Any% Notes Chapter 7 10/12
Fight the mob to the right. (If you rotate your camera, it’s the mob to the left of the door; in fact,
it’s the mob guarding the door.)
Run to the dead-end on the side of the previous mob and grab the Brawler’s Wristband. Do not
dart into the hallway to the side, or else the previous mob will respawn.
Menu
Overview: Optimize Strength on Lightning for the upcoming Havoc Skytank fight.
● Paradigms
Ltng Fang Hope
COM COM RAV
RAV COM RAV
(COM) (COM) RAV
(COM) (COM) (MED)
(COM) (COM) SYN ← set default
(COM) COM (MED)
● Crystarium
○ Lightning
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Final Fantasy XIII Any% Notes Chapter 7 11/12
■ Medic
● Accessory out of ring.
■ Commando
● Three nodes (end on HP: +25).
● Equipment
○ Lightning
■ Equip
● Magician’s Mark * → Brawler’s Wristband Lv. 1.
○ Fang
● Power Wristband * → Magician’s Mark *.
○ Lightning
● Accessory → Power Wristband *.
Skip 2 cutscenes.
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Final Fantasy XIII Any% Notes Chapter 7 12/12
■ Auto-chain.
○ [1] Aggression (COM/COM/RAV)
■ (STAGGER).
■ Repeat.
● Be wary of when Main Cannon will strike; execute early if it is
about to hit, to avoid interruption.
■ Repeat with ATB refreshes between [1] and [3] until victory.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 8 1/5
Chapter 8
Skip 1 cutscene.
Skip 1 cutscene.
Skip 3 cutscenes.
Skip 1 cutscene.
Skip 1 cutscene.
Run forward.
Skip 1 cutscene.
Run forward.
Skip 1 cutscene.
Mash X to get through the Flight of the Chocobo prompt. Run forward and examine the chocobo
chick in the middle of the sheep.
Skip 1 cutscene.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 8 2/5
The chocobo chick is in the left side of the structure in front of you.
Skip 1 cutscene.
Run right while rotating the camera right, and examine the chocobo chick in the middle of the
group of chocobos.
Skip 1 cutscene.
Menu
Overview: Sets up for the fights in this chapter. Sazh’s Blitz and Enfrost are absolutely
essential for fast fights in this chapter. (Note: This menu can really be done anywhere before
the first fight of the chapter; I just like doing it here to listen to the music.)
Paradigms
Sazh Vnll
COM RAV ← default
COM (MED)
SYN SAB
RAV RAV
RAV SAB
COM SAB
Crystarium
o Sazh
Commando
Blitz.
Synergist
Accessory out of ring.
Enfrost.
Ravager
Two nodes (up to Strength: +7).
o Vanille
Ravager
Out of ring grabs:
o Thunder.
o Overwhelm.
o Fira.
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Final Fantasy XIII Any% Notes Chapter 8 3/5
Role level 2.
Saboteur
Quake out of ring.
Role level 2.
Medic
Until out (stop on Magic: +3).
Equipment
o Sazh
Equip
Accessory: Doctor’s Code Lv. 1.
Accessory: Shield Talisman Lv. 1.
o Vanille
Tungsten Bangle Lv. 1.
Skip 1 cutscene.
Dodge 3 encounters.
Dodge 2 encounters.
Skip 1 cutscene.
73
Final Fantasy XIII Any% Notes Chapter 8 4/5
Overview: Buff Sazh with Bravery and Enfrost for the best damage modifiers. Then alternate
between Divide & Conquer and Undermine for chaining, duration building, and Potion throws
while waiting for Vanille to land Deprotect. Once Deprotected, focus more on Blitzes and
Potion throws while waiting for Poison to land. With all debuffs landed, Blitz as much as you
can.
● [1] Slash & Burn (COM/RAV)
○ Blitz.
● [3] Tide Turner (SYN/SAB)
○ Bravery.
○ Enfrost.
● [6] Divide & Conquer (COM/SAB)
○ Repeat.
○ Shift after Vanille’s third spell.
● [5] Undermine (RAV/SAB)
○ Auto-chain.
○ Shift after Vanille’s third spell.
● [6] Divide & Conquer (COM/SAB)
○ Potion.
○ Repeat.
○ Shift after Vanille’s third spell.
● While Deprotect is not inflicted:
○ Follow the above [5] and [6] pattern until Deprotect is inflicted.
● Post-stagger, while Poison is not inflicted:
○ [1] Slash & Burn (COM/RAV)
■ Repeat.
■ Shift after Vanille finishes.
○ [6] Divide & Conquer (COM/SAB)
■ Potion.
■ Shift after Vanille’s third spell.
○ Follow this pattern until Poison is inflicted.
● Post-stagger, when both Deprotect and Poison are inflicted:
○ [1] Slash & Burn (COM/RAV)
■ Repeat.
■ Shift after Vanille finishes.
○ [2] War & Peace (COM/MED)
■ Repeat twice.
○ Follow this pattern until victory.
Skip 2 cutscene.
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Final Fantasy XIII Any% Notes Chapter 8 5/5
Run forward.
Skip 1 cutscene.
Battle: Brynhildr
Overview: Get Enfrost on Sazh. Then use Attack-Blitz for the remainder of the fight. The
preceding Attack is to get the maximum chain boost on Blitz due to conditional modifiers.
Sazh is the biggest contributor to gestalt in this fight. Battle times will vary based on how
Brynhildr positions herself; if she remains close to Sazh, more of Blitz’s bullets will hit, and
gestalt will get a bigger boost.
● [1] Slash & Burn (COM/RAV)
○ Immediately shift.
● [3] Tide Turner (SYN/SAB)
○ Enfrost Sazh.
■ Be wary of interruptions.
● [1] Slash & Burn (COM/RAV)
○ Attack-Blitz (in that order).
● [2] War & Peace (COM/MED)
○ Repeat.
● Keep shifting between [1] and [2] until gestalt maxes.
○ If things get hairy, throw a Potion.
● Press Square when gestalt is filled to win.
● Press Select to skip the gestalt animation.
Skip 2 cutscenes.
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Final Fantasy XIII Any% Notes Chapter 9 1/17
Chapter 9
Skip 2 cutscenes.
Talk to Rygdea.
Are you ready to depart? Yes (press Down).
Skip 5 cutscenes.
Skip 1 cutscene.
Menu
Overview: Setup for the next immediate fight, but also for Kalavinka
Paradigms
o Move the first paradigm to the fourth slot.
Ltng Hope Fang
(RAV) SYN SAB
(RAV) RAV (SAB)
(RAV) (RAV) SEN
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Final Fantasy XIII Any% Notes Chapter 9 2/17
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Final Fantasy XIII Any% Notes Chapter 9 3/17
Skip 1 cutscene.
Skip 1 cutscene.
Jump onto the lift. When it stops, jump off and run forward, then turn left and run outside.
Skip 1 cutscene.
Dodge 2 encounters.
Dodge 3 encounters.
Skip 5 cutscenes.
Grab the Lifesaber in the far left corner, and then continue forward.
Dodge 2 encounters.
If you know you are short on gil (or otherwise wish to be safe) grab the Ember Ring in the far
right corner.
Dodge 7 encounters.
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Final Fantasy XIII Any% Notes Chapter 9 4/17
Grab the Pandoran Spear on the right after the last dodge.
Skip 2 cutscenes.
Menu
Overview: Sets up for the immediate fight and the one in the next Sazh/Vanille section as
well.
Paradigms
o Swap the first and third paradigms.
Sazh Vnll
SYN SAB ← set default
COM MED
COM RAV
RAV RAV
[RAV] (SAB)
[COM] (SAB)
Crystarium
o Sazh
Synergist
Next node (Haste).
Ravager
Aero and Overwhelm out of ring.
Equipment
o Sazh
Doctor’s Code → Power Wristband Lv. 1.
Attempt to get a preemptive strike on the next encounter by running into a flan when his back is
turned. If you fail to get the preemptive strike, do not bother retrying.
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Final Fantasy XIII Any% Notes Chapter 9 5/17
Dodge 1 encounter.
Turn right.
Dodge 1 encounter.
Skip 2 cutscenes.
As Lightning, run through the door in front of you and touch the save point.
Shop
Overview: Purchase components to upgrade the Brawler’s Wristband, and a Doctor’s Code if
a Fortisol for Barthandelus (1) is needed. Unless you are short on gil, you can also purchase a
Shaman’s Mark and buy some Painkillers and Mallets for a later fight.
Goal: 35,030 gil. This is not guaranteed, but is likely. If you received at least two Incentive
Chips, you should be able to afford this. If you are short, postpone the part of the menu below
the bolded note until after Kalavinka Striker.
Sell
o Weapons
Spica Defenders.
Lifesaber.
Pandoran Spear.
o Accessories
Star Pendant.
If obtained, Ember Ring.
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Final Fantasy XIII Any% Notes Chapter 9 6/17
o Components
Everything except:
Abominable Wings.
Superconductors (if any).
Uraninite.
Vibrant Oozes (if any).
Buy
o Lenora’s Garage
Crankshaft x32.
o Creature Comforts
If you have a bonus Fortisol:
Vibrant Ooze (up to) x25.
If you do not have a bonus Fortisol:
Vibrant Ooze (up to) x35.
o IF YOU ARE SHORT ON GIL, STOP HERE.
o B&W Outfitters
Shaman’s Mark.
o Unicorn Mart
Potion x31.
Painkiller x4.
Mallet x4.
Upgrade
Overview: Upgrade the Brawler’s Wristband and catalyze it into a Warrior’s Wristband. If
you are in need of a Fortisol for Barthandelus (1), upgrade and dismantle the open Doctor’s
Code.
Upgrade
o Accessories
Brawler’s Wristband
Vibrant Ooze x25 (x2).
Abominable Wing x9 (x3).
Crankshaft x32 (*).
Uraninite (Warrior’s Wristband Lv. 8).
If you need a Fortisol for Barthandelus (1):
Doctor’s Code
o Vibrant Ooze x10 (*).
If you need a Fortisol for Barthandelus (1):
o Dismantle
Doctor’s Code (Fortisol, Aegisol, Ethersol, Elixir).
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Final Fantasy XIII Any% Notes Chapter 9 7/17
Run counterclockwise around the outside ring toward the destination marker.
Dodge 2 encounters.
Skip 2 cutscenes.
Dodge 1 encounter.
Grab the Phoenix Down on the left side of the area in front of you, and then run down the ramp
to the right of the chest.
Dodge 1 encounter (lure the Thermadon out and run past when he backs to the side).
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 9 8/17
Either throw a Potion to prevent Sazh’s launch or keep the
targeted person alive;
Or Repeat to maintain chain duration.
o Repeat until Deprotect is inflicted (ATB refresh with [4] if necessary).
[4] Dualcasting (RAV/RAV)
o Repeat until staggered.
[2] War & Peace (COM/MED)
o Wait for Thermadon to come close, and then Repeat.
[3] Slash & Burn (COM/RAV)
o Repeat until victory.
1.25% chance of an Aegisol.
Skip 2 cutscenes.
Run past all encounters toward the destination marker, camera tricking the entire way.
Dodge 9 encounters.
Skip 1 encounter.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 9 9/17
Hellstorm Bolt towards Fang. After Hellstorm Bolt, proceed like in the previous fight, but be
wary of your party’s HP.
[1] Guerilla (RAV/SYN/SAB)
o Potion.
o If Lightning is targeted by Kalavinka Striker:
Auto-chain two spells.
Potion.
Auto-chain two spells.
Potion.
o If Hope is the target:
Auto-chain.
Potion.
Auto-chain.
o If Fang is the target:
Auto-chain twice.
Potion.
[2] Smart Bomb (RAV/RAV/SAB) or [4] Relentless Assault (RAV/RAV/COM)
o Use [2] if still waiting on Slow and Curse’s infliction; use [4] if done debuffing.
o In total, Auto-chain twice. Potion if necessary.
[3] Mystic Tower (RAV/RAV/SEN)
o Auto-chain until Hellstorm Bolt starts.
o During Hellstorm Bolt:
Cast whatever spells are already queued.
Time a Potion throw for just after the attack goes off.
[2] Smart Bomb (RAV/RAV/SAB) or [4] Relentless Assault (RAV/RAV/COM)
o Use [2] if still waiting on Slow and Curse’s infliction; use [4] if done debuffing.
o Auto-chain until stagger.
o Auto-chain once more (try to COM-buffer the last two spells).
[5] Aggression (COM/RAV/COM)
o Auto-battle, with ATB refreshes with [6] until victory. Potion if necessary.
1.25% chance of an Aegisol.
Skip 3 cutscenes.
Mash X to get through the Battle Team Formation prompt. If you could not afford the Shaman’s
Mark earlier, go to the shop and sell the Blessed Talisman. Then purchase everything you could
not buy in the previous shop.
Menu
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Final Fantasy XIII Any% Notes Chapter 9 10/17
Overview: Sets up for the bridge fights overall, and paradigms and equipment for
Barthandelus as well. Note that this is the first time you can change your party (though not the
leader)!
Paradigms
o Battle Team
Swap Hope with Sazh (2 ↔ 5).
Swap Fang with Snow (3 ↔ 4).
o
Ltng Sazh Snow
COM SYN (COM) ← default
(RAV) RAV RAV
(COM) SYN SEN
[RAV] (RAV) (RAV)
COM [COM] COM
COM [COM] COM
Crystarium
o Lightning
Commando
Quake out of ring.
o Snow
Commando
Role level 2.
Sentinel
Backtrack to Fringeward on stage 1.
Continue to next node (Strength: +5).
Ravager
Water & Aquastrike out of ring.
Three nodes after role level 2 (end on Strength: +3).
Equipment
o Fang
Unequip all accessories.
o Lightning
Magician’s Mark → Warrior’s Wristband.
o Sazh
Power Wristband → Magician’s Mark.
Shield Talisman → Shaman’s Mark.
o Snow
Power Wristband *.
Activate the bridge in front of you. Run down and fight the encounter there.
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Final Fantasy XIII Any% Notes Chapter 9 11/17
Activate the bridge to the left. Run across and grab the Librascope on the next platform. Then,
activate the bridge to your right and fight the next encounter.
Activate the bridge in front and grab the 3600 gil in the chest on the next platform. Then, activate
the bridge to your right and fight the next encounter.
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Final Fantasy XIII Any% Notes Chapter 9 12/17
Activate the bridge to the left and fight the next encounter.
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Final Fantasy XIII Any% Notes Chapter 9 13/17
Menu
Overview: Spend some crystarium points to develop the characters from now through the first
couple fights of Chapter 11.
Crystarium
o Sazh
Synergist
Enfire.
Commando
Quake out of ring.
Finish at HP: +10 at the end of the current ring.
o Snow
Ravager
Overwhelm out of ring.
o Fang
Commando
Backtrack one node to HP: +20 out of ring.
Next node (HP: +20).
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Final Fantasy XIII Any% Notes Chapter 9 14/17
Saboteur.
Backtrack one node to HP: +30 out of ring.
Next node (HP: +40).
o Vanille
Saboteur
Accessory out of ring.
Medic
Until out (should progress three rings, finishing at HP: +10 at
the end of the third ring).
Run down and grab the Ethersol to the right of the save point. Then activate a Fortisol before
running into the destination.
Skip 1 cutscene.
Each head has a unique element they are weak to, which we can exploit via Enspells.
Commandos in Cerberus target three different targets, therefore we want a different Enspell
for each person. This can be accomplished by manipulating the characters’ targets—have
Lightning hover over Right Pauldron before throwing the Librascope, and the three characters
will be targeting different heads and will get different Enspells. Once that is accomplished, use
Cerberus to kill two of the heads. With two heads left, you will need to reset Lightning and
Snow’s Enspells, so use Strike Team to that end. When one head is left, try to manipulate
Snow to target the same head as Lightning by tricking him via hovering over Barthandelus
briefly.
When all heads are dead, Barthandelus’s resistances drop and you can finally focus on him.
Chain in Tri-disaster. His first attack is Thanatosian Smile which you can survive from full
health, but throw a Potion during it so your characters do not die to his next immediate attack.
In general, alternate actions with Potions while you work on chaining. Use Quake at some
point to maximize his chain duration, and subsequently his stagger duration. Keep chaining
after stagger until the chain percentage is roughly 650-700%, and then use Cerberus. Now, the
focus is to keep him stun-locked by alternating attacks between Lightning and Snow. It is
tricky to accomplish this, but if done correctly you should be able to kill before a second
Thanatosian Smile and subsequent Destrudo. Bear in mind it is difficult to get Barthandelus to
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Final Fantasy XIII Any% Notes Chapter 9 15/17
stop doing attacks once he has already started, so once you have found a stun-lock opening
you should try your best to keep him stun-locked.
If Destrudo does go off, you will have to proceed based on his HP. If he does not have much
HP left, just stick in Cerberus and kill. If he has a significant amount, shift to Tri-disaster and
restagger, and attempt to stun-lock him again. If you are using Tri-disaster, go back to single-
target spells for maximum chaining efficiency. Destrudo is weakened the more you reduce
Barthandelus’s HP, so keep attacking him; do make sure everyone’s HP is topped off so your
party can survive the attack, however.
Use Potions liberally in this fight. Using them after every string of commands is
acceptable.
[1] Strike Team (COM/SYN/COM)
o Use Auto-battle to hover over Right Pauldron (DO NOT SELECT!).
o Librascope.
o Auto-battle three Attacks on Right Pauldron.
o Input Attack x4 but cancel after the third Attack.
o Repeat the full four Attacks.
o (Note: Sometimes Sazh derps with buffing and will not apply the right
Enspells. In this situation, continue Repeating three Attacks until everyone has
Enspells.)
[6] Cerberus (COM/COM/COM)
o Repeat three Attacks.
o Potion.
o Repeat three Attacks.
o Potion.
o Repeat four Attacks.
[5] Cerberus (COM/COM/COM)
o Repeat three Attacks until Right Pauldron (Lightning’s target) dies.
[1] Strike Team (COM/SYN/COM)
o Potion.
o When Lightning has Enwater, Repeat three Attacks on Right Ailette.
o Repeat three Attacks repeatedly until Right Ailette is dead.
Try to time Right Ailette’s death when Snow is attacking, to help with
timing the next bit.
o Hover over Barthandelus until Snow starts attacking the Left Pauldron, at
which point Repeat three Attacks on Left Pauldron.
o If Left Pauldron is not dead, kill it. (You can have Snow do this by hovering
over Barthandelus again.)
o Potion while Barthandelus’s head is up in the air.
[2] Tri-disaster (RAV/RAV/RAV)
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Final Fantasy XIII Any% Notes Chapter 9 16/17
o Fire-Thunder-Fire-Thunder.
Note: Barthandelus resets his chain gauge when he finishes with his
head-raising animation, so try to time your spells, or better yet your shift
to Tri-disaster, so that you do not lose your Ravagers’ chain due to this.
o Quake.
o Repeat.
o Potion.
o Repeat.
[4] Tri-disaster (RAV/RAV/RAV)
o Thundara x2.
o Potion.
o Repeat and Potion until chain is around 650-700%.
If you are seeing Thanatosian Smile before you can shift, you are
chaining too slow.
[5] Cerberus (COM/COM/COM)
o Ready Repeat (Attack x4) and execute in time so that there is nearly no gap
between Snow’s fourth Attack and Lightning’s first Attack.
If Sazh is Ruining, you can delay a little bit; the goal is to keep
Barthandelus stun-locked.
o Repeat in constant alternation with Snow until victory.
If you are comfortable, ATB refresh with [6] while canceling Snow’s
ready animation.
If Barthandelus uses Destrudo and thereby resets his chain:
o If HP is low:
Continue Repeating (Attack x4) and ATB refreshes between [5] and [6]
until victory.
o If HP is higher:
[2] Tri-disaster (RAV/RAV/RAV)
Fire-Thunder-Fire-Thunder.
Potion if HP is not maxed.
Repeat.
Potion if HP is not maxed.
Repeat with ATB refreshes with [4] until staggered.
[5] Cerberus (COM/COM/COM)
Repeat, in alternation with Snow and with Potions and ATB
refreshes with [6], until victory.
1.25% chance of an Aegisol.
Skip 2 cutscenes.
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Final Fantasy XIII Any% Notes Chapter 9 17/17
92
Final Fantasy XIII Any% Notes Chapter 10 1/6
Chapter 10
Skip 1 cutscene.
Skip 1 cutscene.
Menu
Overview: Bring Sazh back into the party, and set up paradigms for this chapter. The
mnemonic for this menu is “RAV RAV RAV RAV RAV sen RAV RAV RAV RAV.”
Paradigms
o Battle Team
Swap Vanille with Sazh (3 ↔ 5).
o
Ltng Snow Sazh
(RAV) SEN SYN ← default
(RAV) RAV RAV
(RAV) SEN (RAV)
[RAV] (SEN) (RAV)
[RAV] (RAV) SYN
COM COM [RAV]
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 10 2/6
Skip 1 cutscene.
Run toward the destination marker. Dodging all the enemies. There are a lot.
Dodge 8 encounters.
In the giant room, instead of running forward toward the birds in front of you, run along the wall
to your left and continue around the room counter-clockwise. Enter the door at the end and run
straight forward.
Skip 1 cutscene.
Dodge 2 encounters.
Dodge 5 encounters.
Grab the Alicanto to your right. Then continue running down the stairs forward and left.
Dodge 1 encounter.
Jump up the platform to the left, and grab the Ethersol on the far side. Continue through the
hallway.
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Final Fantasy XIII Any% Notes Chapter 10 3/6
Skip 3 cutscenes.
95
Final Fantasy XIII Any% Notes Chapter 10 4/6
(There is a small chance Cid will Guard twice. In this situation, he will
Guard for the entirety of stagger, screwing up your fight. If this
happens, let me know for posterity purposes.)
[6] Aggression (COM/COM/RAV)
o Use Auto-battle after Snow’s fourth attack.
o Continue Auto-battling in this manner until victory.
Skip 1 cutscene.
Menu
Overview: Equip for the upcoming Eidolon fights. This menu is known as the “accessory
shuffle.”
Equipment
o Lightning
Unequip all accessories.
o Snow
Power Wristband * → Power Wristband Lv. 1.
o Sazh
Power Wristband *.
Warrior’s Wristband Lv. 8.
o Lightning
Magician’s Mark *.
Shaman’s Mark Lv. 1.
o Fang
Doctor’s Code.
Tetradic Crown.
o Vanille
Shield Talisman.
Soulfont Talisman.
o Hope
Blank → Tungsten Bangle.
Dodge the bombs by running counterclockwise when they land, trying to stay out of their way as
best as possible. Then run forward and continue into the big room. This time, run forward toward
the enemies in front of you.
Dodge 2 encounters.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 10 5/6
Dodge 2 encounters.
Dodge 4 encounters.
Activate the elevator. Prepare a Deceptisol and activate it when the red dots of the birds appear
on the mini-map. When at the bottom, run off the elevator to escape the battle zone, and then run
back in and cancel on the birds.
Dodge 1 encounter.
Dodge 3 encounters.
Skip 1 cutscene.
Dodge 2 encounters.
Skip 3 cutscenes.
Battle: Bahamut
Overview: Try to inflict Slow, and hopefully Curse as well, in Ruthless while Bahamut is not
attacking. Tank all of Bahamut’s attacks in Combat Clinic. When Slow is inflicted, use
Relentless Assault and Attack-Ruin-Attack instead. Throw Potions and Phoenix Downs as
needed; in particular, throw Potions to prevent Fang’s launch from Whirlwind, if you have
time.
[1] Relentless Assault (COM/RAV/RAV)
o Shift immediately (shifting during Doom cancels the long first paradigm shift
animation).
[5] Ruthless (SAB/COM/RAV)
o Auto-hinder (Slow-Curse-Slow).
[4] Combat Clinic (SEN/MED/MED)
o If Bahamut starts with two physicals:
Time a Potion throw to prevent Fang’s launch from Whirlwind (his
third attack).
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Final Fantasy XIII Any% Notes Chapter 10 6/6
Auto-cover (Provoke x3) (to prevent launch from Inferno, his possible
fourth attack).
o Otherwise:
Try to throw a Potion, but usually Fang will be launched.
While Slow is not inflicted:
o Repeat the above [5] and [4] steps until Slow is inflicted.
Bahamut will be attacking too fast for full SAB strings, especially if
Fang gets launched in [4], so remember to always go to [4] for
Bahamut’s attacks.
After Slow is inflicted:
o [1] Relentless Assault (COM/RAV/RAV)
Attack-Ruin-Attack.
Throw a Potion if needed and if you have time.
Repeat until Gestalt, tanking in [4] as necessary.
Press Square when gestalt is filled to win.
Press Select to skip the gestalt animation.
Skip 1 cutscene.
Run forward.
Skip 3 cutscenes.
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Final Fantasy XIII Any% Notes Chapter 11 1/27
Chapter 11
Skip 4 cutscenes.
Dodge 7 encounters.
Skip 2 cutscenes.
Battle: Alexander
Overview: This is a long but repetitive fight. The first immediate goal is to get Fang to run
forward and away from Lightning and Hope, and then to force her to stay that far away. Work
on getting Protect on your three party members across two attacking segments. Get it on Hope
in the first segment, and then on Lightning and Fang in the second segment. When Alexander
is not attacking, you will chain in Relentless Assault for two rounds in Lofty Challenge
segments, one round otherwise. While Alexander is attacking, chain with Hope in Entourage.
You will have to maintain distance between Fang and Hope via paradigm shift manipulation
(shifting into Protection and then Entourage to force Fang to twirl her lance instead of backing
up).
[1] Entourage (RAV/MED/SEN)
o Shift immediately to cancel the long first paradigm shift animation.
[6] Relentless Assault (RAV/RAV/COM)
o Shift when Fang has ran forward “enough.”
If Fang jumps mid-air, you shifted too late!
[1] Entourage (RAV/MED/SEN)
o Shift after Fang provokes.
[2] Protection (SYN/MED/SEN)
o Protect Hope.
[6] Relentless Assault (RAV/RAV/COM)
o Thunder-Water-Thunder.
If Fang jumps mid-air:
o [1] Entourage (RAV/MED/SEN)
Shift after Fang provokes.
[2] Protection (SYN/MED/SEN)
o Repeat Lightning.
o Repeat Fang.
Repeat the following until Gestalt:
o [6] Relentless Assault (RAV/RAV/COM)
Repeat.
If Lofty Challenge:
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Final Fantasy XIII Any% Notes Chapter 11 2/27
Skip 3 cutscenes.
Mash X to get through the Cie'th Stones and Missions primers. You are now in the Archylte
Steppe.
Menu
Overview: Change your leader ASAP since Hope runs slower than the other characters. Then
change paradigms for the next fight against Behemoth King & Megistotherian.
Paradigms
o Battle Team
Switch Hope with Sazh (1 ↔ 4).
Switch Fang with Snow (3 ↔ 5).
Switch Lightning with Vanille (2 ↔ 6).
o
Sazh Vnll Snow
COM MED (COM)
COM (SAB) RAV
SYN MED (COM)
[COM] (SAB) COM
SYN [SAB] COM ← set default
[COM] RAV COM
Run across the large map toward the destination marker. Bear in mind that the path to the marker
requires you to run farther to the left than you might think, since a straight-line path hits a wall.
The final encounter before the Mah’habara tunnel is a Behemoth King and Megistotherian
fighting each other; fight them.
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Final Fantasy XIII Any% Notes Chapter 11 3/27
Overview: This extra fight is for its 6600 CP, affording Vanille her ATB segment before
Hecatoncheir, and Snow both his ATB segment and third accessory slot before Proudclad 1.
Cast Bravery and Enfire on Sazh for maximum damage output. Shift right when Vanille and
Snow start casting to ensure chain maintenance. Kill Megisotherian with three Blitzes. Shift to
Devastation to deal with the Behemoth King. Time your Blitzes so that Sazh does not miss,
and hope that Vanille inflicts Deprotect and/or Imperil for the slightly faster fight.
[5] Bully (SYN/SAB/COM)
o Bravery-Enfire Sazh.
o Shift after Vanille and Snow start casting.
[2] Ruthless (COM/SAB/RAV)
o Blitz-Blitz Megistotherian.
o Repeat a single Blitz (Megistotherian should die).
[4] Devastation (COM/SAB/COM)
o Ready Repeat and cast when Sazh will not miss (wait a bit after Vanille finishes
casting for the best timing).
o Repeat until victory.
0.3% chance of an Aegisol.
Skip 1 cutscene.
Skip 1 cutscene.
Dodge 1 encounter.
Dodge 2 encounters.
Dodge 1 encounter.
Skip 1 cutscene.
Shop
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Final Fantasy XIII Any% Notes Chapter 11 4/27
Overview: Purchase a lot of things and components for upgrading the newly purchased
Warrior’s Wristbands and Black Belt.
Goal: 103,680 gil. You can only not afford this if you had a severe lack of Chip drops in
chapter 9. If you are indeed short, postpone the part of the menu below the bolded note until
the Taejin’s shop; if you cannot afford the items above the listed note, either you forgot a chest
or messed up a previous shop. Regardless, let me know.
Sell
o Weapons
Alicanto.
Feymark.
Hauteclaire.
o Accessories
Entite Ring.
Blessed Talisman (if not sold in chapter 9 for backup gil).
o Components
Everything except:
Superconductors (if any).
Barbed Tails (if any).
Buy
o Lenora’s Garage
Superconductor (up to) x78.
o Creature Comforts
Barbed Tail (up to) x87.
o B&W Outfitters
Titanium Bangle (unless short on gil).
Warrior’s Wristband x2.
Black Belt.
o IF YOU ARE SHORT ON GIL, STOP HERE.
o Up in Arms
Pearlwing Staff.
o Unicorn Mart
Holy Water x4.
Foul Liquid x4.
Upgrade
Overview: Upgrade the two Warrior’s Wristband Lv. 1’s to *-level and the Black Belt to *-
level.
Upgrade
o Accessories
Warrior’s Wristband Lv. 1 (1)
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Final Fantasy XIII Any% Notes Chapter 11 5/27
Menu
Overview: Slightly adjust paradigms. The new default paradigm is for the next Rust Puddings
fight, but swapping the first two paradigms will result in Guerilla becoming the default
paradigm after Hecatoncheir. Spend the CP collected since late-chapter 9, and swap
accessories to focus on Strength for Sazh and Snow and defense for Vanille and Fang.
Paradigms
o Move the first paradigm to the second slot.
Sazh Vnll Snow
(SYN) SAB RAV
COM MED COM
SYN MED COM ← set default
COM SAB COM
SYN SAB COM
COM RAV COM
Crystarium
o Sazh
Commando
Jeopardize out of ring.
Role level 3 (end of current ring).
Two nodes after (finish on Strength: +7).
Ravager
Finish current ring (finish on Magic: +3).
o Vanille
Medic
Until out (finish on Strength: +4 on the end of the ring following
role level 3).
o Snow
Ravager
Finish on the Strength: +5 after the double HP: +80 on stage 7
(the ring after the current ring).
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Final Fantasy XIII Any% Notes Chapter 11 6/27
Sentinel
Accessory out of ring.
Role level 2 (end of current ring).
Challenge out of ring.
Equipment
o Lightning
Unequip.
o Hope
Unequip.
o Fang
Tungsten Bangle (or Silver Bangle if short on gil).
Black Belt *.
o Snow
Warrior’s Wristband *.
Warrior’s Wristband *.
o Vanille
Weapon → Pearlwing Staff (unless not purchased).
Titanium Bangle (or Tungsten Bangle if short on gil).
Doctor’s Code.
o Sazh
Power Wristband → Shield Talisman.
Dodge 3 encounters.
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Final Fantasy XIII Any% Notes Chapter 11 7/27
Menu
Overview: The main thing for this short menu is Vanille’s ATB segment. More HP on Sazh is
nice, though.
Crystarium
o Sazh
Commando
Next node (HP: +80).
Ravager
Thunder.
o Vanille
Medic
Next node (ATB gauge segment).
Saboteur
Next node (HP: +15).
Skip 1 cutscene.
Dodge 1 encounter (run up the ramp to the left).
You can jump up the ledge in front of you instead of running up the ramp to the right.
Dodge 2 encounters.
Grab the Saint’s Amulet x2 in the hallway after the lone Rust Pudding dodge.
Skip 1 cutscene.
Battle: Hecatoncheir
Overview: Shift instantly to Divide & Conquer to cancel the first long paradigm shift
animation. You will typically go back and forth between two rounds in Divide & Conquer and
two rounds in Stumbling Block, casting four debuffs in each round and possibly throwing a
Potion or casting a Renew between the rounds. It turns out reinflicting debuffs contributes
more to gestalt than chaining in Ravager, so stick to Saboteur for the entire fight. Regardless
of the timing, you should always be in Stumbling Block before Hecatoncheir starts attacking,
otherwise he might aim at Vanille. Use Divide & Conquer to maintain distance between Fang
and Vanille. Hecatoncheir typically executes 7 ATB of attacks (Quake counts as 3), but can
terminate early via Counter. Occasionally he will stop early without using Counter, but in
general you should keep track of his attacks and count to 7 so you know when to shift out of
Stumbling Block.
[1] Slash & Burn (COM/RAV)
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Final Fantasy XIII Any% Notes Chapter 11 8/27
Skip 1 cutscene.
Dodge 3 encounters.
Dodge 2 encounters.
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Final Fantasy XIII Any% Notes Chapter 11 9/27
Grab the Perfect Conductor x3 behind the stairs after the last dodge.
Dodge 2 encounters.
Examine debris
Skip 1 cutscene.
Skip 2 cutscenes.
Skip 3 cutscenes.
Dodge 2 encounters.
Skip 2 cutscenes.
Skip 1 cutscene.
You are now in Taejin’s Tower (technically just outside of it). Run forward.
Skip 1 cutscene.
Dodge 2 encounters.
Dodge 1 encounter.
If your Deceptisol was activated early, cancel it on the mob (Amphisbaena & Mànagarmr) in the
far left corner. If your Deceptisol was activated late, you can keep running forward and cancel it
on the mob (2 Mànagarmrs) before the door. If your Deceptisol was activated super late, you can
cancel it on the other side of the 2 Mànagarmrs.
Dodge 1 encounter.
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Final Fantasy XIII Any% Notes Chapter 11 10/27
Skip 1 cutscene.
Run into the elevator and activate it. Where would you like to go? Second tier.
(Unskippable cutscene.)
Skip 1 cutscene.
Mash X through the Menhirrim primer, and examine the statue in front of you. Accept Mission
21. Turn left and run toward the mission.
Dodge 2 encounters.
Run into Gelatitan’s back to get a preemptive strike. (One good tactic is to run into the battle
zone briefly to lure him closer to the stairs, exit and avoid getting touched by Gelatitan, and
running into his backside once he turns around.)
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 11 11/27
Menu
Overview: Change the leader and the default paradigm for the next fight.
Paradigms
o Battle Team
Switch Sazh with Vanille (1 ↔ 2).
o
Vnll Sazh Snow
SAB SYN RAV
MED COM COM
MED SYN COM
SAB COM COM
SAB SYN COM
RAV COM COM ← set default
Examine the statue in front of you. Accept Mission 22. Turn around and head back whence you
came.
Dodge 2 encounters.
Run into the far hallway and get a preemptive strike on the mission mob. (One good tactic is to
run along the left side—the two Cryptos will not see you—and run into the side of the Ambling
Bellows before it turns around.)
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Final Fantasy XIII Any% Notes Chapter 11 12/27
o Gestalt.
o Circle/B four times.
o Triangle/Y.
o If Ambling Bellows survives the finisher, Retry.
0.3% chance of a Deceptisol.
Skip 1 cutscene.
Menu
Overview: Reset the party leader and default paradigm to those used for the first mission.
Paradigms
o Battle Team
Switch Vanille with Sazh (1 ↔ 2).
o
Sazh Vnll Snow
SYN SAB RAV ← set default
COM MED COM
SYN MED COM
COM SAB COM
SYN SAB COM
COM RAV COM
Examine the statue in front of you. Accept Mission 23. Run into the hallway whence you came
and get a preemptive strike on Gurangatch. (He is rather blind, but make sure you run straight
into his backside.)
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Final Fantasy XIII Any% Notes Chapter 11 13/27
Skip 1 cutscene.
Skip 1 cutscene.
Dodge 1 encounter.
Dodge 2 encounters.
Skip 1 cutscene.
Mash X through the text. Then run to the destination marker and activate the elevator. Where
would you like to go? Fourth tier.
On the fourth tier, run to the destination marker and activate the second elevator. Where would
you like to go? Fifth tier.
On the fifth tier, examine the statue. Accept Mission 24. Then get a preemptive strike on
Mushussu. (Lure him and the Yakshinis to the right, next to the ramp back up to the elevator.
When he, or they, get close, exit the battle zone and run along its perimeter to the far wall; this
should force them to turn in your direction and back up into the side wall of the ramp. Run back
along the perimeter towards them (but do not reenter the battle zone!). When Mushussu turns
around, and the Yakshinis are not facing in your direction, run into Mushussu’s back. If
something sees you, get back out of the battle zone and try again.)
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Final Fantasy XIII Any% Notes Chapter 11 14/27
o Haste-Bravery Sazh.
[4] Devastation (COM/SAB/COM)
o Blitz-Blitz Mushussu.
o Try to shift after Snow’s fourth Attack (it can be hard to tell).
[2] Tireless Charge (COM/MED/COM)
o Repeat until victory.
Try to keep Mushussu interrupted, if possible.
0.3% chance of a Fortisol.
Skip 1 cutscene.
Menu
Overview: Change a paradigm for better use against Vetala. Then spend some CP on your
characters, mainly for Sazh’s Renew and overall HP. Replace Sazh’s Shielding Talisman with
the Soulfont Talisman for Vetala’s sake, and remove everything from Fang to sell them in the
next shop.
Paradigms
o
Sazh Vnll Snow
SYN SAB RAV ← default
COM MED COM
SYN MED COM
COM SAB COM
(RAV) SAB (RAV)
COM RAV COM
Crystarium
o Sazh
Ravager
Role level 2.
Continue to the node before role level 3 (Magic: +5).
Vanille
Saboteur
o Jinx out of ring.
Snow
Sentinel
o Push until out (finish on the first stage 8 node, HP:
+100).
Equipment
o Sazh
Shield Talisman → Soulfont Talisman.
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Final Fantasy XIII Any% Notes Chapter 11 15/27
o Fang
Unequip all accessories.
Run back into the elevator and activate it. Where would you like to go? Fourth tier.
Run to the other side of the tower and into the elevator in the other room.
Dodge 1 encounter.
Activate the elevator. Where would you like to go? Sixth tier.
Dodge 1 encounter.
Examine the statue. Accept Mission 25. Then run to the destination marker in the next room.
Dodge 3 encounters.
Skip 1 cutscene.
Mash X through the text. Then head towards the destination marker two rooms over.
Dodge 3 encounters.
Pick up the Unsetting Sun next to the stairs heading down. Then head down them and fight the
Vetala downstairs (do not bother trying to preempt him).
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Final Fantasy XIII Any% Notes Chapter 11 16/27
Skip 1 cutscene.
Menu
Overview: Set up paradigms for Dahaka that will also be briefly useful for Penanggalan.
Then, change leader to Vanille for Penanggalan.
Paradigms
o
Sazh Vnll Snow
SYN (RAV) (SEN)
COM (RAV) (RAV)
(RAV) (RAV) (SEN)
COM (RAV) COM ← set default
RAV SAB (SEN)
COM RAV COM
o Battle Team
Switch Sazh with Vanille (1 ↔ 2).
Pick up the Librascope to the left of the hallway entrance. Then run through the hallway and
examine the statue in the next room. Accept Mission 26. Backtrack upstairs and toward the room
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Final Fantasy XIII Any% Notes Chapter 11 17/27
with the last statue you examined. At some point, activate an Ethersol (the first one you should
have used thus far).
Dodge 3 encounters.
Get a preemptive strike on Penanggalan. (This is a tough one. Enter the battle zone near the
statue and run around the group counterclockwise. Hug the wall opposite the statue and around
the fallen debris. When you leave the battle zone, pay attention to where the bats are—if at least
one of them is not along the wall close to you, run counterclockwise around them again to try
again. Otherwise, run along the perimeter of the battle zone toward the statue (to get the birds to
face you and back into the wall, like with Mushussu), and then head back. Wait for their flapping
to slow; as they start moving away from the wall catch a Chonchon on its back. Do not try for
Penanggalan himself—Vanille is too short. For some aid, refer to this video:
https://www.youtube.com/watch?v=yy8VlZYdLRU (kudos to LeaveTheCoffee for this strategy
and the reference video).
(Alternatively, if you have a bonus Deceptisol, use a Deceptisol for an easy preempt.)
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 11 18/27
Now head back to where you had activated the mission, and head toward the destination marker.
Dodge 5 encounters.
Skip 1 cutscene.
Skip 1 cutscene.
Mash X to get through the text. Then run back inside (the room is different) and head into the
elevator (the same one used for Mission 24).
Dodge 1 encounter.
Activate the elevator. Where would you like to go? Fourth tier.
Run toward the elevator outside, but examine the save point before it.
Shop
Overview: Buy a Sorcerer’s Mark, a Warrior’s Wristband, and components to upgrade
through the next two chapters.
Goal: 91,320 gil (+800 gil if you still have two Doctor’s Codes). You will have way more
than enough. Enough to make up for being short in Mah’habara, if that were the case.
Sell
o Weapons
Binding Rod (do this later if you were short on gil in the Mah’habara
shop).
Simurgh.
Unsetting Sun.
o Accessories
Everything currently unequipped except:
Warrior’s Wristband Lv1.
Magician’s Mark *.
Black Belt *.
Any Doctor’s Codes.
o Components
Everything except:
Perfect Conductors.
Particle Accelerators.
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Final Fantasy XIII Any% Notes Chapter 11 19/27
Buy
o Lenora’s Garage
Superconductor x63.
o Creature Comforts
Sturdy Bone x72.
Barbed Tail x72.
Vibrant Ooze
x86 if you have one Doctor’s Code.
x96 if you have two Doctor’s Codes.
o B&W Outfitters
Warrior’s Wristband.
Sorcerer’s Mark.
o If you were short on gil in the Mah’habara shop:
Up in Arms
Pearlwing Staff.
Unicorn Mart
Holy Water x4.
Foul Liquid x4.
Menu
Overview: Switch locations of all three party members—obviously Sazh should be the leader,
but Snow in second position helps in the Dahaka fight. Then replace Sazh’s Soulfont Talisman
with a Warrior’s Wristband, and Vanille’s Doctor’s Code with a Sorcerer’s Mark.
Paradigms
o Battle Team
Switch Vanille with Sazh (1 ↔ 2).
Switch Vanille with Snow (2 ↔ 3).
Equipment
o Sazh
Soulfont Talisman → Warrior’s Wristband Lv. 1.
o Vanille
Doctor’s Code → Sorcerer’s Mark.
Upgrade
Overview: Upgrade the three main weapons to *-level, two Warrior’s Wristband Lv. 1’s to *-
level, and the remaining Doctor’s Code(s) to *-level. Then, dismantle the Doctor’s Code(s).
Upgrade
o Weapons
Vega 42s
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Final Fantasy XIII Any% Notes Chapter 11 20/27
Run into and activate the elevator. Where would you like to go? Sixth tier.
Head out (in the clockwise direction) and head toward the next elevator. Activate the Ethersol
while waiting for the next dodge.
Dodge 3 encounters.
Skip 2 cutscenes.
Battle: Dahaka
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Final Fantasy XIII Any% Notes Chapter 11 21/27
Overview: RAV-buffer a Blitz for chain duration. Then work on chaining, buffing, chaining
& debuffing, buffing, debuffing, and staggering, in that order. Dahaka has a rather low
resistance to Imperil and a rather high resistance to Deprotect, so sometimes it will take a
while for the latter to get inflicted. Foul Utterance will dispel buffs, so postpone buffing Snow
until after Dahaka uses it on him (though sometimes he just will not use it, or will use it late;
be prepared for these contingencies). You can get Sazh out of the way of Dahaka’s swipe by
using Flamestrikes; Vanille should hopefully be out of the way thanks to party order, but she
may still be hit. Stagger with Relentless Assault, but be careful Dahaka is not doing an attack
during or after the shift. Then use your Aggressions with ATB refreshes for victory.
[4] Aggression (COM/COM/RAV)
o Blitz, and RAV-buffer into:
[3] Mystic Tower (RAV/SEN/RAV)
o Flamestrike x4.
[1] Riot Shield (SYN/SEN/RAV)
o Auto-support (Haste) Sazh.
o Renew.
Do this first if Sazh or Vanille are red.
o Libra.
o Auto-support (Haste) Vanille.
[5] Matador (RAV/SEN/SAB)
o Repeat.
[1] Riot Shield (SYN/SEN/RAV)
o Bravery-Enspell Sazh.
o Repeat Snow.
Delay this if Dahaka is in the process of using Foul Utterance.
[5] Matador (RAV/SEN/SAB)
o Use your second Renew at any point when needed/useful.
o Repeat.
o Fire-Thunder-Fire-Thunder.
o If Vanille inflicts Deprotect early, use [3] Mystic Tower (RAV/SEN/RAV)
instead.
o When Deprotect is inflicted, Dahaka is almost staggered, and Dahaka is not
taking an action, shift.
[2] Relentless Assault (COM/RAV/RAV)
o Blitz-Blitz.
Your allies should stagger.
o Time your shift so that Snow does not jump up while Dahaka is falling.
[4]/[6] Aggression (COM/COM/RAV)
o Repeat with ATB refreshes until victory.
Try to cancel Snow’s ready animation whenever possible.
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Final Fantasy XIII Any% Notes Chapter 11 22/27
Skip 2 cutscenes.
Grab the Ethersol next to the auto-jump point, and then jump up towards the elevator toward
Oerba.
Menu
Overview: Get setup for Bart 2.
Paradigms
o
Sazh Snow Vnll
(COM) (COM) (MED)
(RAV) RAV RAV
RAV (RAV) (SAB)
COM COM RAV ← default
(SYN) (RAV) SAB
COM COM RAV
Crystarium
o Sazh
Ravager
Until out (end on Magic: +15).
o Snow
Sentinel
Until out (end on Strength: +18).
o Vanille
Medic
Two HP: +100 nodes out of ring.
Saboteur
First HP: +100 node out of ring.
If you have at least 6,000 CP, grab the next one as well.
Skip 2 cutscenes.
Just run through Oerba toward the destination marker, skipping everything. Be mindful of the
kids (Seekers) and their parents (Vampires).
Dodge 6 encounters.
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Final Fantasy XIII Any% Notes Chapter 11 23/27
Skip 1 cutscene.
Dodge 6 encounters.
At the Seeker bridge, lure them out to one side (I use the right side) to create on opening on the
other. Then activate a Deceptisol. To get past them with Sazh, run through when they tilt their
arms inward—this puts their hitbox in a favorable position.
Dodge 2 encounters.
Dodge 2 encounters.
Grab the Ethersol near the save point. Then, activate an Aegisol and an Ethersol before running
into the cutscene.
Skip 1 cutscene.
Start by buffering a Blitz into Guerilla. The buffer part does not actually matter, but the Blitz
adds good chain duration. Then buff Haste-Bravery on Sazh, Haste-Faith on Vanille, and
Bravery on Snow. Pay attention to how Barthandelus targets; if he focuses on a single
character, Renew when they are in red HP. Shift back to Smart Bomb and chain until both
Deprotect and Imperil are inflicted, at which point move to Tri-disaster. Throw a Librascope
when it is convenient, and Renew if you have not done so already (do not Renew twice).
Chain in Tri-disaster for a couple rounds post-stagger, and then do a quick round in Tireless
Charge to heal back up. Then use the Aggressions for damage dealing. If Dazega sticks, throw
a Foul Liquid. If a character is close to dying, use Tireless Charge. If someone dies, consider
Retrying. The goal is to push his HP past the threshold at which he will perform a head split.
The head split resets his chain gauge and starts the second phase of the fight.
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Final Fantasy XIII Any% Notes Chapter 11 24/27
Laughter’s hits go off before the Summon (but not so late that Snow or Vanille die—pay
attention to their HP!). Wait on Gestalt until he finally does Apoptosis—it is still coming—and
use finisher immediately, as before.
After the summon, proceed like before, except this time just rebuff Haste on Sazh and Vanille
instead of rebuffing everything. If he has not used Laughter yet, it will be coming eventually.
Throw an Elixir when several people are in yellow or if he is being aggressive on one
character. Your characters should be in green when Laughter starts in order to have the best
chances of survival. When you see Thanatosian Laughter’s text on screen, ready Renew (or
Elixir if you have not thrown one yet) and time it to go off during the initial attacks (do not
wait too long, otherwise Sazh will get interrupted); this will help keep people alive (and is
basically necessary). After Laughter, either throw a second (or first) Renew or let Vanille heal
if you were in Tireless Charge, and then continue working on taking him out. Be aggressive if
stagger is ending and he is not dead yet.
If the second stagger ends and he has not tried a second Apoptosis, you can stagger him in one
round of Tri-disaster if he still has Imperil. Re-stagger him and try to kill him before
Apoptosis. If it does go off, things get a lot more frustrating—you take more damage and are
more susceptible to debuffs, and have to work on re-debuffing him and possibly re-staggering
him—so Retry if you are inexperienced, or push on ahead and hope to get lucky.
You may use your second Elixir here if in dire emergency, but in doing so you will have to use
an alternate strategy for Orphan 1. You should use Painkillers on Sazh and Snow, and Mallets
on Vanille, if Pain or Fog get inflicted on them. You may throw Holy Waters if Curse gets
inflicted. (This is the last fight where Holy Waters and Foul Liquids will be used; Painkillers
and Mallets have a small chance of being necessary against Orphan 2.)
[4] Aggression (COM/COM/RAV)
o Blitz and shift immediately.
[5] Guerilla (SYN/RAV/SAB)
o Haste-Bravery Sazh.
o Haste-Faith Vanille.
o Bravery Snow.
o Renew at any point if things get hairy.
[3] Smart Bomb (RAV/RAV/SAB)
o Fire-Thunder-Fire-Thunder.
o Librascope.
o If you have not yet already, Renew when needed and convenient.
o Repeat until:
Stagger. Use Thunder-Aerora instead.
Deprotect and Imperil are inflicted. In this case, shift.
122
Final Fantasy XIII Any% Notes Chapter 11 25/27
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Final Fantasy XIII Any% Notes Chapter 11 26/27
Skip 1 cutscene.
Skip 1 cutscene.
Board the airship. Are you sure you want to go there now? Yes.
Skip 2 cutscenes.
124
Final Fantasy XIII Any% Notes Chapter 11 27/27
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Final Fantasy XIII Any% Notes Chapter 12 1/14
Chapter 12
Skip 2 cutscenes.
Skip 4 cutscenes.
When you regain control of Lightning, activate a Deceptisol and run forward through the small
maze.
Dodge 2 encounters.
Cancel the Deceptisol on the circling Bulwarker ahead (run counterclockwise to best intercept
him).
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Final Fantasy XIII Any% Notes Chapter 12 2/14
Dodge 1 encounter.
Skip 2 cutscenes.
Dodge 1 encounter.
Dodge 2 encounters. (If you fail the last dodge, you can still run past with a Deceptisol—despite
its appearance, you can run between the front Adamantheron and the fence. Alternatively, you
can try to run through without a Deceptisol and get lucky, but you will have to remember to
reactivate it for the next fight.)
Skip 1 cutscene.
Menu
Overview: Change the battle team and the default paradigm for the fight in front of you.
Paradigms
o Battle Team
Switch Lightning with Vanille (1 ↔ 3).
Switch Lightning with Sazh (3 ↔ 4).
o
Vnll Snow Sazh
MED SEN COM
RAV RAV COM ← set default
MED SEN SYN
(Be sure your Deceptisol is still active, or reactivated based on the last dodge, before the next
fight.)
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Final Fantasy XIII Any% Notes Chapter 12 3/14
Menu
Overview: Spend the boat-load of CP you have accumulated mostly from Bart2. Then setup
paradigms for the next few fights, and insert accessories into newly opened slots. Unlike most
other menus, you should level in the Crystarium before setting the paradigms, so that Vanille
has access to her new Commando role.
Crystarium
o Vanille
Commando
Ruin.
Medic
Accessory out of ring.
Saboteur
Grab the side HP: +100 node if you could not get it earlier.
Push four more nodes (finish on HP: +100).
o Snow
Sentinel
ATB segment.
Ravager
Accessory out of ring.
o Sazh
Ravager
Up through the node next to Cold Blood (HP: +100).
Paradigms
o Battle Team
Switch Vanille with Sazh (1 ↔ 3).
o
Sazh Snow Vnll
COM (COM) (COM)
COM (COM) (COM) ← default
SYN SEN (SAB)
[SYN] RAV (MED)
RAV RAV [MED]
RAV RAV [RAV]
Equipment
o Snow
Blank → Warrior’s Wristband *.
o Vanille
Blank → Magician’s Mark *.
T. Bangle → Black Belt *.
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Final Fantasy XIII Any% Notes Chapter 12 4/14
Skip 2 cutscenes.
Skip 1 cutscene.
Menu
Overview: Get Sazh’s Cold Blood. Invest a little bit into Snow’s Commando for some easy
HP.
Crystarium
o Sazh
Ravager
Cold Blood out of ring (the node to the side).
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Final Fantasy XIII Any% Notes Chapter 12 5/14
o Snow
Commando
Until out (end on Strength: +5).
Activate a Deceptisol just before you enter the battle zone of the next dodge.
Dodge 3 encounters.
Cancel the Deceptisol on the back of the previous dodge. Then continue forward, grabbing the
Rebel Heart to the right. When the Amphisbaena falls through the ceiling, activate a Deceptisol.
Dodge 4 encounters.
(Your Deceptisol will expire just after you leave the third battle zone. Do not bother canceling
it.)
(Sazh walking forward is a fake cutscene. There are several fake cutscenes in this chapter.)
Skip 1 cutscene.
RAV-buffer a Blitz and chain in Tri-disaster for one round. Then buff in Coordination while
Snow chains and Vanille heals. Chain in Tri-disaster for one more round, and RAV-buffer
another Blitz into Thaumaturgy. Carefully time a Cold Blood so that all of its bullets hit post-
stagger. Time an ATB refresh into Tri-disaster so that Sazh has full ATB when you regain
control of him; if this sounds contradictory, remember that ATB refreshing before an attack’s
ATB cost is spent will cause it to be spent from the refreshed string, and doing this with Cold
Blood will take all of your refreshed ATB away, so be careful. After you start the second Cold
Blood, shift into a Cerberus. After that, the rest of the fight is Blitzes with ATB refreshes and a
nicely timed Renew. If you fail to kill him before stagger ends, retry.
The most common issue new runners face is what I have outlined above: Losing your
refreshed ATB due to ATB refreshing too early. Another common issue is Cold Blooding too
early or too late; too early and you will lose chain percentage points due to pre-stagger Cold
Blood bullets having significantly less of a bonus; too late and your stagger will not last long
enough before you can kill him. If you are still struggling to kill him, double-check that you
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Final Fantasy XIII Any% Notes Chapter 12 6/14
equipped the right things to the right people, and check a good runner’s PB for their PC1 to
see what they are doing differently.
[2] Cerberus (COM/COM/COM)
o Blitz-Blitz, and RAV-buffer the first Blitz into:
[6] Tri-disaster (RAV/RAV/RAV)
o Fire-Thunder-Fire-Thunder.
[4] Coordination (SYN/RAV/MED)
o Haste-Bravery Snow.
o Repeat Sazh.
o Haste-Faith Vanille.
o Shift after Snow’s fifth strike.
[6] Tri-disaster (RAV/RAV/RAV)
o Repeat
o Shift after Snow’s fourth strike.
[1] Cerberus (COM/COM/COM)
o Repeat, and RAV-buffer the first Blitz into:
[5] Thaumaturgy (RAV/RAV/MED)
o Librascope.
o Ready Cold Blood, and cast when Snow is about to stagger.
The ideal timing is that Proudclad gets staggered just before the first
bullet hits.
o Shift after Sazh has started shooting.
[6] Tri-disaster (RAV/RAV/RAV)
o Shift immediately.
[5] Thaumaturgy (RAV/RAV/MED)
o Repeat, and shift when Sazh starts Cold Blood.
[1] Cerberus (COM/COM/COM)
o ATB refresh after Snow’s fifth Attack.
[2] Cerberus (COM/COM/COM)
o Repeat.
o Renew.
o Repeat. Shift when Sazh starts his second Blitz (you do not have to worry about
his ATB this time).
[1] Cerberus (COM/COM/COM)
o Repeat.
o Repeat a single Blitz.
o If Proudclad is still not dead, try to Auto-battle a single Attack and hope for the
best.
0.38% chance of a Deceptisol.
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Final Fantasy XIII Any% Notes Chapter 12 7/14
Skip 1 cutscene.
Menu
Overview: Change the leader to Snow and change the default paradigm to Tri-disaster.
Paradigms
o Battle Team
Switch Sazh with Snow (1 ↔ 2).
o
Snow Sazh Vnll
COM COM COM
COM COM COM
SEN SYN SAB
RAV SYN MED
RAV RAV MED
RAV RAV RAV ← set default
Run into the elevator and activate it. After approximately 34 seconds, it will have landed on the
bottom and you can exit it. Run forward.
Skip 1 cutscene.
Battle: Adamanchelid
Overview: Use Froststrike-Blizzard-Blizzard-Blizzard-Blizzard repeatedly; the reason to lead
with Froststrike is to get Snow into the air and dodge stomps. Use one before you stagger, and
several more until Adamanchelid is staggered. If Adamanchelid is using Quake (which he will
use after five stomps), you can use Blizzard x5 instead. Just make sure you gestalt before
Shiva’s SP is reduced to 0. After gestalt, use a Wheelie to get close to Adamanchelid.
Sometimes the bike will swerve to the side, which is bad and warrants a retry; a possible way
to prevent this is to time Wheelie so that Shiva hits Adamanchelid while its head is close to the
ground, but this is not guaranteed. If Shiva remains right below Adamanchelid’s head (or close
enough), use Spin Freezes until you are out of gestalt points, and then finish with Diamond
Dust. If Adamanchelid survives with a very small HP bar, finish him off with Froststrikes.
[6] Tri-disaster (RAV/RAV/RAV)
o Froststrike-Blizzard-Blizzard-Blizzard-Blizzard.
o Summon.
Time it so the stomp happens pre-stagger, if Adamanchelid is stomping.
o Repeat.
[5]/[6] Thaumaturgy/Tri-disaster (RAV/RAV/MED)/(RAV/RAV/RAV)
o Repeat until stagger, with ATB refreshes when relevant.
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Final Fantasy XIII Any% Notes Chapter 12 8/14
Skip 1 cutscene.
Grab the Punisher forward and to the right. Then head toward the destination marker.
Dodge 5 encounters.
Head toward the stairs on the left side and go down the ones closest to you.
Dodge 2 encounters.
Skip 1 cutscene.
At the fork, turn right. In the circular part, run clockwise around the outer path. Then work your
way toward the destination marker.
Dodge 3 encounters.
In front of you is a Vernal Harvester and Tyrant blocking the path. They will not react to your
leader’s presence, but they can still be moved if your partners bump into them. To accomplish
that, run to the left side of the Vernal Harvester (the Bulbasaur-looking one) just outside of the
battle zone. Wait for Sazh to approach you, and then backtrack across the battle zone to the other
side, finishing outside the battle zone. Sazh should hopefully push into the Vernal Harvester,
creating an opening. If the opening is not big enough, or if Sazh runs at you instead of inward,
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Final Fantasy XIII Any% Notes Chapter 12 9/14
keep running back and forth across the sides of the battle zone until either Sazh or Vanille
manage to create an opening (it can appear on either side of the Vernal Harvester or Tyrant, or
even in between them!). This is slightly tricky, but the method described is pretty consistent.
Skip 1 cutscene.
(The fancy camera movement is a fake cutscene.)
Dodge 4 encounters.
Run forward onto the glass floor. Grab the Particle Accelerator x6 on the left; grabbing this
item causes the Adamantoise to slam into the floor and destroys the item ball on the right. The
same happens if you grab the right item, and the left item is worth so much more to you.
Anyway, after grabbing the item, run backwards for a faster cutscene.
Skip 1 cutscene.
Dodge 3 encounters.
Skip 1 cutscene.
Run through the long hallway, grabbing the Mistilteinn in the middle of it. Then go through to
the end.
Skip 1 cutscene.
Dodge 4 encounters.
Run up the steps to the side and grab the Power Glove. Then backtrack and use the save point.
Upgrade
Overview: Upgrade the Power Glove and the Goddess’s Favor to * level. Then dismantle the
Goddess’s Favor and the resulting Ribbon. Use the newly obtained Scarletite to catalyze a
Warrior’s Wristband on Snow into another Power Glove.
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Final Fantasy XIII Any% Notes Chapter 12 10/14
Upgrade
o Accessories
Power Glove
Vibrant Ooze x36 (x3).
Particle Accelerator x6 (*).
Goddess’s Favor
Vibrant Ooze x4 (x1.25).
Perfect Conductor x2 (*).
Dismantle
o Accessories
Goddess’s Favor * (Scarletite, Perfume, Ribbon).
Ribbon Lv1 (Dusklight Dew x6).
Upgrade
o Accessories
Warrior’s Wristband * (equipped on Snow)
Scarletite (Power Glove Lv9)
Menu
Overview: Set up paradigms for PC2. Level everyone for general HP purposes. Give Snow
the most Strength possible, and Sazh the second most Strength possible.
Paradigms
o Battle Team
Switch Sazh with Snow (1 ↔ 2).
o
Sazh Snow Vnll
(RAV) COM COM
COM COM COM ← set default
(RAV) SEN (RAV)
(COM) (SEN) MED
RAV (COM) (RAV)
RAV RAV RAV
Crystarium
o Sazh
Commando
Until out (finish on HP: +70).
o Snow
Commando
Until out (finish on HP: +30 at the end of stage 7).
o Vanille
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Final Fantasy XIII Any% Notes Chapter 12 11/14
Medic
Until out (finish on Magic: +18).
Equipment
o Snow
Warrior’s Wristband * → Power Glove *.
o Sazh
Warrior’s Wristband Lv8 → Warrior’s Wristband *.
Dodge 3 encounters.
Activate an Ethersol, Fortisol, and Aegisol before finishing with the dodges.
Dodge 2 encounters.
Skip 1 cutscene.
Use Attack-Blitz and RAV-buffer the Blitz. Then, Libra and use Cold Blood. Time a shift to
Relentless Assault so that most of Snow’s Launches happen outside of Cold Blood (enemies in
general cannot be launched during Cold Blood), and use a second Cold Blood. Shift to
Aggression after Vanille finishes casting, and cast an Aero and shift to Cerberus. You will
alternate between Potioning (use Renew the first time) and three Attacks to keep PC2
launched. Stagger will end well before you are able to kill him.
As PC2 drops, use Attack-Attack-Blitz (time these attacks so that Sazh does not miss) and
RAV-buffer the Blitz into Mystic Tower. Auto-chain a single action, and react to what
Proudclad does—most of the time you will use Renew in response to Onearic Maelstrom, but
sometimes you can afford to lead with Cold Blood and stagger and launch him before he uses
Onearic Maelstrom. In the former, time your Renew so that Sazh does not get interrupted and
keeps his feet on the ground. If PC2 is not close to stagger, use Auto-chain for a couple more
actions, and then use Cold Blood; it is fine if only the first few bullets hit pre-stagger. Time a
shift to Relentless Assault like before so that Snow launches, and use a second Cold Blood.
Time a shift to Aggression like before when Vanille is done casting, and use a third Cold
Blood. Time a shift to Cerberus, and time Blitzes so that Sazh does not miss, and also so that
PC2 stays mid-air. If needed, shift to Aggression before stagger ends and use Cold Blood for a
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Final Fantasy XIII Any% Notes Chapter 12 12/14
stagger extend (stagger does not end while Cold Blood is ongoing, so Snow and Vanille can
continue doing damage).
If PC2 survives the second stagger, your best course of action is to kill him when he goes to
aerial phase. How you proceed to deal with him is dependent on how much HP he has; if he
has a lot, you will need to re-stagger and maybe even Cold Blood; if he has little, do not bother
re-staggering.
[2] Cerberus (COM/COM/COM)
o Attack-Blitz, and RAV-buffer the Blitz into:
[6] Tri-disaster (RAV/RAV/RAV)
o Libra.
o Cold Blood.
Time your shift in order to maximize the number of launchable
Launches Snow does in Relentless Assault.
[5] Relentless Assault (RAV/COM/RAV)
o Repeat.
o Shift after Vanille’s final attack.
[1] Aggression (RAV/COM/COM)
o Aero, and shift immediately.
[2] Cerberus (COM/COM/COM)
o If Proudclad hits the ground, you will have to coordinate your attacks in
conjunction with Snow and Vanille to maintain interruption until Snow can
launch again.
o Renew.
o Until stagger is close to ending:
Auto-battle three Attacks.
Time them in alternation with Vanille.
Potion. (Skip if everyone is at maximum HP.)
o Ready Attack-Attack-Blitz, and execute after stagger ends, timed so Sazh does
not Blitz.
RAV-buffer into:
[3] Mystic Tower (RAV/SEN/RAV)
o Auto-chain one spell.
o React accordingly:
Onearic Maelstrom
Renew in time to prevent Sazh from launching.
Auto-chain a couple spells.
Cold Blood.
Muon Blaster → Onearic Maelstrom
Renew in time to prevent Sazh from launching.
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Final Fantasy XIII Any% Notes Chapter 12 13/14
Cold Blood.
Muon Blaster → Muon Blaster
Cold Blood in time to prevent Sazh from getting interrupted.
Physical attacks are difficult to judge and react to, due to how fast they
are. It may be wise to treat two physical attacks as a Muon Blaster time-
wise, but too many physical attacks will result in Proudclad going to
aerial phase before you can stagger, and even a single physical attack
can offset your timing to the point of impacting stagger duration and the
chain gauge. Be careful.
o ATB refresh after Cold Blood starts and timed well to maximize the number of
launchable Launches.
[5] Relentless Assault (RAV/COM/RAV)
o Repeat.
o Shift after Vanille’s final attack.
[1] Aggression (RAV/COM/COM)
o Repeat.
o If Proudclad lands, ATB refresh after Snow’s fifth attack and cancel his ready
animation.
o If Proudclad is midair, time your ATB refresh so that Snow and Vanille finish
acting just after you regain control of Sazh.
[2] Cerberus (COM/COM/COM)
o Repeat/Auto-battle a single Attack.
o Blitz-Blitz.
o Repeat.
o If it is unlikely you will kill before stagger ends:
[1] Aggression (RAV/COM/COM)
Repeat and shift immediately.
[2] Cerberus (COM/COM/COM)
Hope for Snow and Vanille to kill before stagger ends.
If Proudclad survives:
o [4] Solidarity (COM/SEN/MED)
If Proudclad has not used Onearic Maelstrom yet, react to it as above.
Potion if low on health; Repeat otherwise.
React after Proudclad has shifted to aerial phase.
o If Proudclad is low on HP:
[2] Cerberus (COM/COM/COM)
Repeat until victory.
o Shift to Solidarity and recover if things get hairy.
o If Proudclad has more HP:
Blitz and RAV-buffer into:
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Final Fantasy XIII Any% Notes Chapter 12 14/14
Skip 1 cutscene.
Activate the door in front of you. Descend into the heart of Edenhall? Yes.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 13 1/18
Chapter 13
Run forward.
Skip 2 cutscenes.
Shop
Overview: Sell almost everything (except for the unequipped Warrior’s Wristband), and buy
shrouds for the next three fights and some dodges. Start with a single Deceptisol, so that it
appears first on your shroud list, and end with whatever Deceptisols you can afford.
Goal: 132,000 gil. This is pretty loose, but the item you would like to buy, a third Deceptisol,
costs 30,000 gil more, which you are only sometimes able to afford.
Sell
o Weapons
Everything currently unequipped.
o Accessories
Everything currently unequipped EXCEPT Warrior’s Wristband.
o Components
Literally everything.
Buy
o Eden Pharmaceuticals
Deceptisol x1.
Fortisol x3.
Aegisol x3.
Deceptisol x1-2 (make note of what you can afford).
Dodge 1 encounter.
Menu
Overview: Change the leader to Vanille and set up paradigms for the next two fights. Get
Vanille’s Curaja and dabble into stage 9 for some extra HP. Get Snow’s Commando role level,
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Final Fantasy XIII Any% Notes Chapter 13 2/18
and get Sazh’s accessory slot and Adrenaline in Commando. Then give Sazh your last
Strength accessory in the newly opened slot.
Paradigms
o Battle Team
Switch Sazh with Vanille (1 ↔ 3).
o
Vnll Snow Sazh
(MED) COM (COM)
(SAB) COM COM
(SAB) SEN (SYN)
(RAV) (RAV) COM
(SAB) (RAV) RAV ← set default
RAV RAV RAV
Crystarium
o Vanille
Medic
Magic: +18 and HP: +125 out of ring (adjacent to where you
start).
Curaja out of ring.
Role level 4.
Two nodes afterwards (end on HP: +80).
o Snow
Commando
Role level 4.
o Sazh
Commando
Both HP: +70 out of ring.
Adrenaline out of ring.
Accessory out of ring.
Equipment
o Sazh
Blank → Warrior’s Wristband Lv8.
Skip 1 cutscene.
Go back down the ramp, and counterclockwise around the main platform.
Dodge 1 encounter.
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Final Fantasy XIII Any% Notes Chapter 13 3/18
Head down the next ramp and examine the statue at the end.
Skip 1 cutscene.
Take the elevator in front of Vanille. Activate an Ethersol while the elevator is moving. Head
toward the destination marker, ignoring all side paths.
Dodge 3 encounters.
Skip 1 cutscene.
Dodge 1 encounter.
Take the next elevator down. At the fork, turn left. Activate a Deceptisol during the jump, and
keep heading toward the destination marker.
Dodge 3 encounters.
(Your Deceptisol will expire just after dodging the third encounter. Do not bother canceling it.)
Activate a Fortisol and an Aegisol (and an Ethersol if you have not already), and then examine
the statue.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 13 4/18
If you are slow on inputs, hover over Bandersnatch first via Auto-hinder
(do not actually use Auto-hinder) so that Snow and Sazh target
Bandersnatch.
o If Imperil did not inflict, Repeat and Summon.
[6] Tri-disaster (RAV/RAV/RAV)
o Summon if you have not done so already.
o Fira-Aerora Bandersnatch.
o Repeat until Jabberwocky takes an action (either physical or Breath of the
Beast), and press Square to gestalt.
o Circle (Force Blasters).
o Triangle (Gaian Salvo).
Retry if Bandersnatch is not dead, and chain more the next time.
o Fire-Thunder-Fire-Thunder-Fire (Jabberwocky).
o Shift after Snow’s fifth attack, and cancel his ready animation.
[5] Smart Bomb (SAB/RAV/RAV)
o If Jabberwocky targets Vanille or Sazh, either throw a Potion or use Renew to
avoid interruption.
If you are unable to react in time, do not bother with the recovery and
move on.
o Deprotect-Poison-Deprotect-Poison-Deprotect.
[6] Tri-disaster (RAV/RAV/RAV)
o (Vanille might get attacked during the paradigm shift, but that is okay.)
o Thunder-Aerora-Aero.
Make sure the Aerora either staggers or hits after stagger, in order to
launch Jabberwocky.
If Breath of the Beast (it is not stagger-cancelable), shift to [3]
Premeditation (SAB/SEN/SYN) and hope to survive.
[5] Smart Bomb (SAB/RAV/RAV)
o If Jabberwocky does not have Deprotect:
Repeat.
o Otherwise:
Poison x5.
[2] Devastation (SAB/COM/COM)
o Repeat as needed to maintain interruption until victory.
0.13% chance of an Aegisol.
Skip 1 cutscene.
Run forward.
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Final Fantasy XIII Any% Notes Chapter 13 5/18
Skip 1 cutscene.
Skip 1 cutscene.
Dodge 1 encounter.
Dodge 3 encounters. (To get past the Megrim Thresher in the third dodge, run between its legs.)
Cancel the Deceptisol on the back of the Megrim Thresher. (If you afforded 3 Deceptisols at the
start of this chapter, skip this cancel.)
Menu
Overview: Change the default paradigm for Wladislaus.
Paradigms
o
Vnll Snow Sazh
MED COM COM
SAB COM COM
SAB SEN SYN ← set default
RAV RAV COM
SAB RAV RAV
RAV RAV RAV
Skip 1 cutscene.
Battle: Wladislaus
Overview: Use Libra immediately so that Sazh can buff Enfire, and then work on inflicting
Deprotect. Before the first Mounting Contempt, use Devastation and be sure to use a Renew at
some point before he starts Mounting Contempt. Mounting Contempt has chances of esunaing
Deprotect, dispelling Snow’s buff, and inflicting Deprotect or Deshell (which will thankfully
only dispel Protect and Shell, respectively). Shift back to Premeditation to rebuff Enfire and
reinflict Deprotect, if necessary. After Mounting Contempt hits, shift to Tireless Charge this
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Final Fantasy XIII Any% Notes Chapter 13 6/18
time and heal Snow first, and then whoever Wladislaus targets. One ATB refresh with ready
animation cancels and Wladislaus “should” be dead… but issues will arise if Deprotect fails to
stick. So, hope to get lucky with Deprotect so that you do not have to deal with these issues.
[3] Premeditation (SAB/SEN/SYN)
o Libra.
o Deprotect x5.
o Shift after Sazh’s third Enfire.
[2] Devastation (SAB/COM/COM)
o If Deprotect is not yet inflicted, Repeat until Deprotect sticks.
o Renew.
o If Deprotect is still not inflicted, try to Repeat again (though it might not
matter).
o Ready Repeat, and cast after Deprotect is removed via Mounting Contempt.
If Deprotect is not removed, just shift.
[3] Premeditation (SAB/SEN/SYN)
o If Deprotect is not (re-)inflicted, Repeat.
o Shift after Mounting Contempt hits Snow.
[1] Tireless Charge (MED/COM/COM)
o Auto-heal. (It will target Snow for you.)
o Auto-heal after Wladislaus’s attack.
o Shift after Snow’s fifth attack to cancel his ready animation.
[2] Devastation (SAB/COM/COM)
o Snow and Sazh should kill before the second Mounting Contempt.
o If not, and Mounting Contempt goes off:
If Mounting Contempt targets Vanille, just retry.
[3] Premeditation (SAB/SEN/SYN)
If Deprotect was cured, Repeat.
Shift after Mounting Contempt’s attack.
[2] Devastation (SAB/COM/COM)
If Deprotect was not (re-)inflicted, Repeat.
[1] Tireless Charge (MED/COM/COM)
Heal as necessary.
If he Mounting Contempts a third time, you can repeat the above, but it
is probably a losing battle at that point, so you can just retry.
0.13% chance of an Aegisol.
Skip 1 cutscene.
Run forward.
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Final Fantasy XIII Any% Notes Chapter 13 7/18
Skip 1 cutscene.
Menu
Overview: Put Sazh back in the lead; he will be there for the remainder of the run. Change
two paradigms and reset your default for Tiamat. Do some leveling, the last for Snow and
Vanille, and then shift your Strength accessory priority from Snow to Sazh.
Paradigms
o Battle Team
Switch Vanille with Sazh (1 ↔ 3).
o
Sazh Snow Vnll
COM COM MED
COM COM (COM)
(RAV) (RAV) (MED)
COM RAV RAV ← set default
RAV RAV SAB
RAV RAV RAV
Crystarium
o Sazh
Commando
HP: +70 out of ring.
First node after role level 4 (HP: +90).
o Snow
Commando
Until out (end on Strength: +30).
o Vanille
Medic
Until out (end on HP: +200).
Equipment
o Snow
Unequip all Power Gloves.
o Sazh
Optimize: Offensive (Best Strength equipment).
o Snow
Optimize: Offensive (Second best Strength equipment).
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Final Fantasy XIII Any% Notes Chapter 13 8/18
Dodge 1 encounter.
Activate a Deceptisol during the first jump, a Fortisol during the second jump, and an Aegisol
during the last jump.
Skip 1 cutscene.
When Tiamat is airborne, he is immune to debuffs. Tail Hammer will launch everyone (except
Snow or Sazh if they are using physical attacks) and can inflict Imperil. Ice Grenades has a
“small” (debatable) chance of inflicting Slow. He can be stun-locked with physical attacks, but
cannot be interrupted pre-stagger. Cold Blood will be used pre-stagger to help maintain stun-
lock, to help prevent the bad attacks from happening. Use two Cold Bloods post-stagger, and
deal damage via Tireless Charge and Cerberus.
After the first stagger ends, Tiamat will drop to the ground. In ground mode, his attacks will
dispel two buffs for each character it hits, but he is no longer immune to debuffs. He can be
stun-locked like before, but Vigilance may be necessary to do so. Use Cold Blood like before,
but be wary of Pinpoint Beam—if he chains two in a row, the character he targets might die.
Start with Smart Bomb to work on debuffing. If you get a lucky Imperil, use Tri-disaster to
stagger quickly. In any case, use Cerberus to kill once he is staggered and Deprotect is
inflicted.
[4] Relentless Assault (COM/RAV/RAV)
o Attack-Attack-Blitz.
o Shift after Snow’s fourth strike (which should be timed so that Blitz is RAV-
buffered).
[6] Tri-disaster (RAV/RAV/RAV)
o Cold Blood.
o Libra.
o If Tail Hammer was used, use Auto-chain to make up for the lost chaining time.
o Repeat just before stagger, and shift after Sazh fires his first bullet.
[3] Thaumaturgy (RAV/RAV/MED)
o If Imperil was inflicted or a character is in yellow or worse health:
Repeat.
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Final Fantasy XIII Any% Notes Chapter 13 9/18
Skip 1 cutscene.
Menu
Overview: Final setup. Change the paradigms for the final time, and level Sazh for some extra
Strength and HP points.
Paradigms
o
Sazh Snow Vnll
COM COM MED
COM COM (RAV) ← set default
(SYN) (SEN) MED
(SYN) RAV RAV
SAB RAV RAV
RAV RAV RAV
Crystarium
o Sazh
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Final Fantasy XIII Any% Notes Chapter 13 10/18
Ravager
Next two Strength nodes.
First out of ring Strength node (Strength: +20).
Synergist
Role level 3.
Four more nodes (finish on Strength: +5).
Skip 1 cutscene.
Shop
Overview: Sell the Imperial Armlet, and buy 2 Librascopes, 1 Fortisol, and 1 Aegisol for the
final bosses.
Goal: 44,000 gil. You are absolutely guaranteed this, since the Imperial Armlet sells for
50,000 gil.
Sell
o Accessories
Imperial Armlet.
Buy
o Eden Pharmaceuticals
Librascope x2.
Fortisol x1.
Aegisol x1.
Skip 1 cutscene.
Skip 1 cutscene.
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Final Fantasy XIII Any% Notes Chapter 13 11/18
debuffs. There are contingencies for bad luck, but they result in varying degrees of lost time.
Therefore, get lucky!
Assuming Deprotect and Imperil are inflicted, tank Ultima in Protection. It is important that
you shift to Protection well before Ultima is cast; it must target Snow (as evidenced by where
the growing orb originates) for Snow’s Fringeward to trigger and reduce damage to Sazh and
Vanille. That being said, Ultima has a massive damage range and can do as little as 4% of its
maximum damage potential, so you can stand to get lucky. In any case, after Ultima hits shift
to Tri-disaster to stagger. Renew and Cold Blood, triggering an ATB refresh into Aggression.
At this point, you are racing to do as much damage as possible before he starts Thanatosian
Laughter. Unlike the previous Thanatosian attacks, this one does percentage-based damage, so
it looks a lot scarier than it actually is. Once Laughter finishes, try to finish him off with
Blitzes between Aggression and Tireless Charge to try to kill him before stagger ends.
If you fail, shift to Protection immediately and Renew in hopes of surviving the second
Ultima. Afterwards, either use Tri-disaster and stagger quickly, or just use Aggression or
Tireless Charge and try to stay alive.
[2] Aggression (COM/COM/RAV)
o Librascope.
Pay attention to its location so you can quickly pull it up in the next
fight.
o Blitz-Blitz and RAV-buffer immediately.
[5] Smart Bomb (RAV/RAV/SAB)
o Fire-Thunder-Fire-Thunder.
o Repeat.
o Repeat two spells if Imperil is not inflicted or was inflicted late.
o Shift no later than 200% chain (no Imperil) or 220% chain (Imperil).
[3] Protection (SYN/SEN/MED)
o Potion twice.
o If Imperil is not inflicted:
Potion a third time.
Shift after Ultima hits.
[5] Smart Bomb (RAV/RAV/SAB)
Throw Potions until Imperil inflicts.
o If Bart staggers, retry.
[1] Tireless Charge (COM/COM/MED)
Repeat until Bart is about to use Ultima.
o If Imperil was inflicted in one round, typically this means
three Repeats (six Blitzes).
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Final Fantasy XIII Any% Notes Chapter 13 12/18
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Final Fantasy XIII Any% Notes Chapter 13 13/18
Skip 1 cutscene.
The first segment of the fight is entirely predictable; issues only arise if you are slow on
inputs. Throw a Librascope and shift to Protection before Merciless Judgment. Auto-support
(Haste) Vanille, Haste-Vigilance Sazh, slap hits, Repeat Snow, shift to Tri-disaster. Fire-
Thunder-Fire-Thunder, Renew just before slap hits (fast inputs may be necessary), Repeat
three spells, shift to Malevolence. Bravery-Enspell Sazh, Renew just before slap hits (fast
inputs may be necessary), Repeat Snow, shift to Protection, shift to Tireless Charge. Blitz-
Blitz, shift to Smart Bomb. Throw a Potion, shift to Protection before Orphan’s next attack.
At this point, Orphan’s attacks will start varying in type and time, so react accordingly. Shift
to Protection after each attack to get Snow to re-provoke Orphan so that Requiem hits him and
not Sazh or Vanille. Use a Quake and throw Potions while waiting for Vanille to inflict
debuffs. Snow will stagger eventually, so use a Cold Blood at some point after that stagger.
When convenient, throw an Elixir as well. Once Vanille has inflicted Deprotect, Imperil, and
Poison, shift to Tireless Charge and Repeat Blitzes for the duration of stagger. Revive Vanille
if Progenitorial Wrath instant-kills her (she will always be the target—Wrath always targets a
Sentinel or Medic its first time used—and Wrath has a 50% chance of instant death); however,
if Orphan uses Merciless Judgment before you can revive her, do not bother.
After the second Merciless Judgment, RAV-buffer a single Blitz into Tri-disaster, and then use
a Renew (fast inputs are necessary for that Renew to go off before someone dies). Use Fire-
Thunder-Fire-Thunder once, and time a Summon so that Vanille’s and Snow’s actions are
finished (but not so late that Sazh dies). Then chain for two more rounds before going back to
Blitzing (the chain should be around 250%). If Orphan uses Progenitorial Wrath or Dies Irae,
retreat into gestalt and start stalling—use the cheapest ability repeatedly, but only when the
current summon point is about to expire; Poison is what is doing the bulk of the damage here,
doing 22,600 damage per second. Otherwise, stay in Commando roles and Blitz repeatedly.
When Brynhildr’s summon health is about to expire, you may opt to gestalt stall if you think it
wise; on the other hand, you can do more damage with Blitzes, even if Brynhildr leaves and
Snow and Vanille return. Stay in Tireless Charge if you opt for the latter.
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Final Fantasy XIII Any% Notes Chapter 13 14/18
This strategy does require an Elixir. If you have used both of your Elixirs in previous fights,
you should instead opt for the Elixirless strat, which can be found in the appendix. Also, note
that Merciless Judgment, like Bart3’s Thanatosian Laughter, does percentage-based damage
and can never kill you.
One final note: Debuff duration is basically one minute times the chain gauge at the time of
infliction. At 300% chain, a debuff will last three minutes. It is important to postpone Saboteur
use until the chain is around 300%, because otherwise your debuffs, especially Poison, will not
last the duration of the fight.
[2] Aggression (COM/COM/RAV)
o Librascope and shift immediately.
[3] Protection (SYN/SEN/MED)
o MERCILESS JUDGMENT
o Auto-support (Haste) Vanille.
o Haste-Vigilance Sazh.
o SLAP
o Repeat Snow.
Pay attention to how many Curajas Vanille does right here.
[6] Tri-disaster (RAV/RAV/RAV)
o If Vanille did one Curaja and Sazh has 1367 HP or less:
Potion.
Fire-Thunder-Fire-Thunder but cancel after one spell.
Renew. SLAP
Repeat three spells.
o Otherwise:
Fire-Thunder-Fire-Thunder.
Renew. SLAP
Repeat three spells (two spells if Renew went off after slap).
[4] Malevolence (SYN/RAV/RAV)
o Bravery-Enspell Sazh.
o Renew. SLAP
o Repeat Snow.
[3] Protection (SYN/SEN/MED)
o Shift after Orphan is provoked (it might be immediate).
[1] Tireless Charge (COM/COM/MED)
o Blitz-Blitz and RAV-buffer the first Blitz.
[5] Smart Bomb (RAV/RAV/SAB)
o Potion.
o Shift as Orphan attacks.
[3] Protection (SYN/SEN/MED)
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Final Fantasy XIII Any% Notes Chapter 13 15/18
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Final Fantasy XIII Any% Notes Chapter 13 16/18
o If Brynhildr’s summon health (not his gestalt bar) is about to expire and you are
feeling scared, feel free to jump to the gestalt stall section below.
o When Brynhildr is dismissed, shift to [1] Tireless Charge (COM/COM/MED)
if you are not there already, and stay there Repeating until victory.
Gestalt Stall:
o Press Square to go into gestalt.
o Wait a few seconds, and press Up+X/A (Chopper Spin).
o If the current summon point is odd, let it expire.
o When the current summon point is about to expire, press Up+X/A (Chopper
Spin).
o Repeat the previous action until there is 1 summon point left, and let it expire.
o If the fight is still not over, shift to [1] Tireless Charge (COM/COM/MED) if
you are not there already, and stay there Repeating until victory.
Aggressive Gestalt (a non-stall variant):
o Press Square to go into gestalt.
o Up+X/A (Chopper Spin).
o Circle (Spark Shower).
o Down+X/A (Caltrop Bomb) until out of summon points.
o Triangle/Y (Muspell Flame).
If Poison was inflicted at around 300% chain, just let the summon point
expire.
o If the fight is still not over, shift to [1] Tireless Charge (COM/COM/MED) if
you are not there already, and stay there Repeating until victory.
Skip 6 cutscenes.
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Final Fantasy XIII Any% Notes Chapter 13 17/18
of him. Just remember you have one Renew in case of bad pre-stagger aggression or post-
stagger Sazh aggro.
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Final Fantasy XIII Any% Notes Chapter 13 18/18
Stop the timer when you press the last button to get through the final results screen (the button
that dismisses “Crystarium Expanded!”).
(If you desire to check your in-game timer, skip 2 more cutscenes and save your game. You can
check your time on the Load Game screen. Bear in mind the in-game timer is pretty inaccurate—
whenever you retry a fight, it reverts to the time it was at before you started the fight. If your run
has 0 deaths, the timer is quite accurate; if your run has 10 deaths, the timer is quite inaccurate. It
might also count the time spent before selecting New Game, for some odd reason.)
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Appendix
Again, if you are viewing this on a computer, you can click the text below to jump to its
corresponding section!
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Role Bonuses
If you have not noticed by now, each role brings with it more than just a collection of abilities; it
brings a specific bonus effect granted to your party members (not just the person in that role).
The higher level the role is, the bigger the bonus granted to the party.
You could have easily gathered that from the in-game descriptions of the roles. However,
something you cannot gather as easily is the exact effect each bonus actually does. For that,
reference the following table:
This table represents the self bonus for each role—the bonus applied to the party member who is
actually in that role. As for what the numbers mean:
COM: The bonus to damage dealt. A Lv. 1 COM deals an extra 100% damage, i.e., does
x2 (double) damage.
RAV: The bonus to chain. A Lv. 1 RAV increases chain by an extra 1.0 point per action
(before chain and element resistance are accounted for).
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Final Fantasy XIII Any% Notes Appendix 3/40
SEN: The multiplier to damage taken. A Lv. 1 SEN takes 65% of the damage they would
normally have received.
SAB: The bonus to debuff infliction chances. A Lv. 1 SAB is 20% more likely to inflict a
debuff.
SYN: The bonus to buff duration. A Lv. 1 SYN will cast buffs that last 20% longer.
MED: The bonus to healing. A Lv. 1 MED will cast spells that regain 20% more HP.
In addition to the self bonus, each role provides an ally bonus to your accompanying party
members. The ally bonus table is as follows:
Each party member gets their self bonus as well as the ally bonus of each extra party member; no
one gets their own ally bonus. For example, suppose your party consists of Sazh/Snow/Vanille
and you are using the Aggression (COM/COM/RAV) paradigm, where Sazh is a Lv. 2 COM,
Snow is a Lv. 3 COM, and Vanille is a Lv. 2 RAV. Let us consider Sazh’s bonus. Sazh’s self
bonus is +110% damage, from his Lv. 2 COM. His ally bonuses are +10% damage and +0.1
chain, from Snow’s Lv. 3 COM and Vanille’s Lv. 2 RAV, respectively. The damage bonuses
add together, so in total Sazh’s actions deal 120% more damage (x2.2 damage total) and increase
chain by 0.1 points more (before chain and element resistances are accounted for).
It is important to note that the bonuses are only accounted for when the attacks actually hit. For
instance, suppose you start Sazh’s Cold Blood, a RAV ability, but you shift to a paradigm where
he is a COM mid-action. The bullets that hit the target before the paradigm shift get the RAV
role bonus, and thus increase chain slightly more; the bullets that hit the target after the paradigm
shift get the COM role bonus, and thus deal more damage. The latter bullets are an example of
COM-buffering.
In general, role-buffering is when an action started in one role finishes in another role, and
receives the benefits of the new role. The most classical example is COM-buffering Vanille’s
Death against Long Gui, but that is sadly not seen in the speedrun. Some notable examples from
the speedrun:
Chapter 5—Against both Feral Behemoths, one of Lightning’s Aquastrikes gets COM-
buffered for double damage. This is particularly nice because of Feral Behemoth’s Water
weakness, so that COM-buffered Aquastrike deals twice as much damage as her COM’s
Attack.
Chapter 7—Ushumgal Subjugator 2. Towards the end of both staggers, one of
Lightning’s Thundaras gets COM-buffered for slightly more than double damage—
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Final Fantasy XIII Any% Notes Appendix 4/40
Fang’s Lv. 2 COM provides Lightning an additional ally bonus, so that Thundara does
105% more damage (x2.05 damage).
Chapter 8—Midlight Reaper. Some of Sazh’s Blitzes get RAV-buffered for extra
chaining. Blitz is a particularly nice ability to RAV-buffer since the role bonus affects
each individual bullet, amplifying the bonus significantly.
Chapter 12—The Proudclads. Both fights feature some number of RAV-buffered Blitzes.
Damage Calculation
Understanding all the factors that goes into calculating damage is very useful in understanding
efficient gameplay in FF13.
Basically, damage is calculated as the product of the corresponding parameter (stat) and a variety
of multipliers:
Damage = Parameter × Damage Multiplier
× Status Multiplier
× Target-specific Multiplier
× Random Multiplier
Parameter: This is just the Strength stat or the Magic stat, depending on whether the attack
being used is physical or magical. In the rare instance of an attack being both physical and
magical (e.g., Orphan 1’s Dies Irae), one stat is still referenced, either Strength or Magic, for this
number.
Damage Multiplier: This is a specific number tied to the ability being used. For example:
Attack (non-Sazh characters) and RAV -strikes have a damage multiplier of 1.2.
Sazh’s Attack has a damage multiplier of 0.6 for each bullet.
Ruin and RAV single-target spells (e.g., Fire) has a damage multiplier of 1.
Blitz (non-Sazh characters) has a damage multiplier of 1.8.
Sazh’s Blitz has a damage multiplier of 0.7 for each bullet.
Ultima has a damage multiplier of 0.1 for its initial hit and 5 for its big hit.
Status Multiplier: This is the product of factors based on which buffs and debuffs are active on
the attacker and target. For example:
Bravery/Faith on the attacker provides a factor of 1.4 for physical/magical attacks,
respectively.
Deprotect on the target provides a factor of 1.89 for physical attacks, whereas Protect
provides a factor of 0.67. This is skipped if the attack does irreducible damage (e.g.,
Thanatosian Laughter).
Deshell on the target provides a factor of 1.89 for magical attacks, whereas Shell provides
a factor of 0.67. This is skipped if the attack does irreducible damage.
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Final Fantasy XIII Any% Notes Appendix 5/40
o If the attack is both physical and magical, these last two factors remain separate.
E.g., if you are attacked by a physical and magical attack, and you have Protect
and Deshell, 0.67 and 1.89 are both factors.
If the attack is elemental and the target has the correct Barspell, it provides a factor of
0.5.
Daze provides a factor of 2 while it is active.
Party-specific Multiplier: These factors are specific to party members and not enemies. This
gets skipped if calculating damage from enemies. For example:
The chain gauge provides a direct factor; e.g., a 500% chain provides a factor of 5.
The COM role bonus provides a factor based on the sum of the self and ally COM
bonuses.
If Adrenaline has been learned and the party member has at least 70% HP (green HP bar),
it provides a factor of 1.2.
Type resistance provides its own factor—Weak is 2, Normal is 1, Halved is 0.5, Resists is
0.1, Immune is 0, and Absorbs is -1.
If the attack is elemental, an elemental resistance factor is provided, analogous to type
resistance.
Enemy-specific Multiplier: These factors are specific to enemies and not player characters.
This gets skipped if calculating damage from players. Though I have titled this enemy-specific,
the factors are still based on the party members, just in a defensive manner. For example:
Sentinel damage reduction is calculated based on its own section below, and provides a
factor here.
If the party member has physical resistance (e.g., a Black Belt is equipped) and the attack
is physical, it provides a factor based on the physical resistance (e.g., 20% physical
resistance equates to a factor of 0.8, since 100 − 20 = 80%). This is skipped if the attack
does irreducible damage.
If the party member has magical resistance (e.g., a Rune Bracelet is equipped) and the
attack is magical, it provides a factor based on the magical resistance. This is skipped if
the attack does irreducible damage.
If the party member has damage resistance (e.g., a Royal Armlet is equipped), it provides
a factor based on the damage resistance. This is skipped if the attack does irreducible
damage.
Random Multiplier: This is a random factor calculated based on the attack’s Variance.
Variance is a percentage that is specific to each ability, and is the means of providing the damage
range for an attack. Variance will never increase the attack’s damage; it can only decrease it.
Therefore, the maximum Random Multiplier is always 1. The minimum Random Multiplier is
found by subtracting the Variance from 100%. For example:
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Final Fantasy XIII Any% Notes Appendix 6/40
Most physical attacks from your party have a Variance of 4%. The minimum Random
Multiplier for such attacks is thus 96%. Therefore, most party member physical attacks
always do between 96-100% of their damage potential.
Most magical attacks from your party have a Variance of 9%. Most party member
magical attacks always do between 91-100% of their damage potential.
Ultima has a Variance of 96%, the largest in the game. Ultima will always do between 4-
100% of its damage potential. This is why Bart3’s Ultima can sometimes be deadly and
sometimes be tame.
For an example that serves to demonstrate the power of these multipliers, let us consider
Snow/Sazh/Vanille in an Aggression (COM/COM/RAV) paradigm, where Snow is a Lv. 3
COM and Sazh is a Lv. 2 COM. Suppose Snow has 500 Strength and full health, and uses
Attack, an ability with damage multiplier 1.2 and variance 4%.
First, suppose Snow uses Attack on a target with 999.9% chain, but no other bells and whistles.
The calculation proceeds as follows:
Parameter = 500 (Strength)
Damage Multiplier = 1.2 (Attack)
Status Multiplier = 1 (No buffs or debuffs)
Party-specific Multiplier = 26.9973 (chain = 9.999, COM bonus = 2.25, Adrenaline =
1.2)
Random Multiplier = 0.96 at worst, 1 at best
Multipying these together, we see that Snow’s Attack does 15550 at worst and 16198 at best.
Second, suppose Snow uses Attack on a target with 200% chain, but this time he has Bravery
and Enfire, the target has Deprotect and Imperil, and the target is weak to fire (perhaps only
because of Imperil). The calculation proceeds as follows:
Parameter = 500 (Strength)
Damage Multiplier = 1.2 (Attack)
Status Multiplier = 2.646 (Bravery and Deprotect)
Party-specific Multiplier = 10.8 (chain = 2, COM bonus = 2.25, Adrenaline = 1.2, fire
weakness = 2)
Random Multiplier = 0.96 at worst, 1 at best
Multiplying these together, we see that Snow’s Attack does 16460 at worst and 17146 at best.
The second example, despite the chain gauge being significantly lower, still produces the slightly
better result. Of course, in the second example the chain gauge could still be increased to 999.9%
if desired, and would result in a significantly higher damage result. This proves that proper
utilization of buffs and debuffs can drastically increase your damage-dealing potential, and
thereby make fights faster!
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Increasing the chain gauge is obviously a good thing to do. Basically everything you can do
against an enemy increases their chain gauge. However, certain enemies are more susceptible to
chain increase than others. If you check an enemy’s intel screen, you will notice a statistic
labeled “Chain Resistance”; this stat determines how effective your efforts to chain against that
target will be. A higher Chain Resistance equates to more difficulty in raising that target’s chain.
A Chain Resistance of 0 means that chaining is completely unhindered. A Chain Resistance of
100 means that all non-conditional chaining is ineffective. To see how to chain against such
enemies, check the Conditional Modifiers section.
Another thing to note with regards to chaining, of particular interest to Ravagers: Elemental
spells vary in their effectiveness in chaining, based on the target’s resistance to that element. In
general, the more the target resists the element, the less effective that element is for chaining.
Unfortunately, it is not a one-to-one match when it comes to matching elemental resistance to
chaining effects.
If the target is Weak or Normal to the element, chaining is unaffected;
If the target Halves or Resists the element, chaining is halved;
If the target is Immune to or Absorbs the element, chaining is reduced to one quarter.
Recall that Imperil lowers the elemental resistances of the target to the next level. If you inflict
Imperil on a target that Halves all elements, thereby making that target Normal to all elements,
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Final Fantasy XIII Any% Notes Appendix 8/40
you have actually enabled yourself to chain twice as effectively as before! (For examples, see
Bart2 and Bart3). On the other hand, if you inflict Imperil on a target that is Normal to all
elements, thereby making that target Weak to all elements, you actually have not impacted your
chaining efforts significantly (technically, more conditional chain modifiers become active, but
your chaining is not directly doubled).
Myth: You have to stagger before you can deal damage to an enemy.
False. Outside of a few distinguished fights, you do not have to stagger to be able to deal damage
to an enemy. Sometimes you might not want to stagger at all, e.g., if the enemy has a high
stagger point, high chain resistance, but low HP—it is faster to kill this enemy without
staggering, and maybe without chaining either. For early-game examples of non-stagger killing,
check several Chapter 4 fights. For late-game examples, check Chapter 11 Rust Puddings and
Chapter 12 Behemoth King.
Now, a small note about chain duration. As noted previously, it is the amount of time before the
chain gauge expires. Basically every action against an enemy increases chain duration in addition
to the chain gauge. Chain duration is capped at 30 seconds.
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Final Fantasy XIII Any% Notes Appendix 9/40
Stagger duration is determined at the time of stagger and is based on chain duration. To be
precise, stagger duration is equal to twice the current chain duration, plus eight seconds (SD =
2*CD + 8). Unlike chain duration, stagger duration is capped at 45 seconds. If you do the math,
you can find that you can attain a maximum length stagger simply by staggering when the
enemy’s chain duration is 18.5 seconds or more. This is a rather loose condition—you have 11.5
seconds of leeway—so you should be able to have a maximum length stagger very easily once
you are aware of this fact.
Myth: Spend lots of time in COM pre-stagger in order to maintain the chain gauge and
maximize your stagger.
False. It is true that COM attacks add more to chain duration than RAV attacks (Attack/Ruin
add 3.33 seconds to chain duration, whereas Fire/Blitzzard/etc. add 0.9 seconds), but you
actually do not need much COM action in order to get a healthy chain duration. Four Attacks
give 13.33 seconds of chain duration, which is nearly half the maximum length; furthermore, if
you use RAV at that point, four RAV spells/strikes add 3.6 seconds to chain duration.
Depending on how many RAVs are acting, it is at least enough to chain for a while before
needing to re-stabilize; in fact, three RAVs with four or more ATB each are capable of
maintaining the chain gauge all by themselves (one round of actions from all three provide 10.8
seconds of chain duration). I would be remiss if I did not also point out that SAB actions also add
a healthy amount to chain duration (2.2 seconds per spell, an additional 8 seconds if the debuff is
inflicted) as well as adding a moderate amount to the chain gauge, so you should consider using
some SAB as a means of both stabilizing chain and chaining.
Myth: RAV speeds up the chain decay, whereas COM slows down/stabilizes the chain decay.
False. As noted above, chain duration is a set amount of time; its visualization as a gold bar over
a red bar gives the impression that it is a speed of decay, but that is just a side-effect. In the
previous paragraph I outlined how three RAVs can actually keep the chain gauge stabilized by
themselves, further busting this myth.
Each individual chain modifier will be listed here, separated by role. For each modifier, you get
the corresponding chain bonus if all conditions preceding it are met. For simplicity I will group
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Final Fantasy XIII Any% Notes Appendix 10/40
together similar conditions. Each modifier can stack, provided that each one’s conditions are
met.
All roles:
Condition 1 Condition 2 Bonus
Current attack different than
n/a +0.2
previous one
Current attack different than
Action targets weakness +0.7
previous one
Action targets weakness n/a +0.1
Though it is especially prevalent in the Ravager role, alternating attacks is a common condition.
Note that you can trigger all three of these at once if you alternate attacks and target an elemental
weakness, for a conditional chain bonus of +1.0.
COM role:
Condition 1 Condition 2 Bonus
Current attack different than
Current HP is between 30- +0.2
previous one
70% (yellow bar)
Target is staggered +0.3
Current HP is less than 30% n/a +0.3
(red bar) Target is staggered +0.9
Target is launched +0.3
Current attack different than
No other allies targeting this
previous one +0.5
target
Physical attack against a
+0.3
First command in string staggered target
Target has any buffs +0.1
Attack launched enemy n/a +0.1
These are mainly important for the Eidolon fights, where the amount that the chain is increased
affects the increase of the gestalt bar. Namely, Sazh’s Blitz in his Attack-Blitz while he is
Enfrosted grants a +1.0 from the All roles section, potentially a +0.2 or +0.3 depending on the
color of Sazh’s HP bar, and potentially a +0.5 if Vanille is KOed.
RAV role:
Condition 1 Condition 2 Bonus
Current HP is full +0.3
First command in string Action targets weakness and
+1.0
target is near stagger
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Final Fantasy XIII Any% Notes Appendix 11/40
There are quite a lot of individual modifiers, but it can be mostly summarized as: The more buffs
you have and the more debuffs the target has, the higher the conditional chain modifier will be.
Going back to the Cid fight with an Aegisol, note that the Aegisol grants 4 buffs (Protect, Shell,
Veil, Vigilance) on the party. The conditional chain modifier for 4 buffs (and alternating attacks)
is +0.5. This amounts to +1.5 per string of actions and +6.0 per ATB refresh in Mystic Tower, in
addition to the other applicable conditional chain modifiers. That boost is significant in the Cid
fight due to the amount of time needed in order to be able to stagger.
SEN role:
Condition 1 Condition 2 Bonus
HP is full +0.5
HP is between 30-70%
+1.0
Physical attack (yellow bar)
HP is less than 30% (red bar) +1.5
Character has buffs +0.5
I am just including this for completeness. It has no relevance to the speedrun. (It can only be
relevant if you SEN-buffer a physical attack, or use a counterattack, neither of which occurs in
the speedrun.)
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SAB role:
Condition 1 Condition 2 Bonus
Target has 0 debuffs +0.2
Target has 1 debuff +0.3
Target has 2 debuffs +0.4
Target has 3 debuffs +0.5
First command in string Target has 4 debuffs +0.8
Target has 5 debuffs +1.0
Target has 6 debuffs +1.5
Target has 7 debuffs +2.0
Target has 8 debuffs +2.5
This is similar to the RAV conditional chain modifiers, with the exception that only the first
action can be benefited, and only the number of debuffs is relevant. In the Hecatoncheir fight, the
first SAB spell in the string will be given a bonus between 0.2-0.5; the higher number is
obviously preferable, and can only be achieved when Hecatoncheir has Deprotect, Deshell, and
Imperil all inflicted.
Summons:
Condition Bonus
Target can be launched +0.5
Target is near stagger +0.5
Target is staggered +0.1
These only apply to an eidolon once it has been summoned, or during gestalt mode. These can
potentially trigger in a few fights, but the effect is not especially significant.
How the gestalt bar increases depends on which role you are in. The following table summarizes
how each role works in raising gestalt:
Role Action % Increase in Gestalt Bar
COM Raise chain Chain Increase × 4.5 × Summon Multiplier
RAV Raise chain Chain Increase × 0.9 × Summon Multiplier
SEN Receive Level
ATB Cost of Ability × ( ) × Summon Multiplier
damage 100
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Final Fantasy XIII Any% Notes Appendix 13/40
SAB Raise chain (Chain Increase × 0.6 + 1.5 × ATB Cost of Ability) × Summon Multi.
SYN Use ability 2 × Summon Multiplier
MED Use ability ATB Cost of Ability × 0.75 × Summon Multiplier
(Note: ATB Cost of Ability references the enemy action in the SEN role, and the leader action in
the SAB and MED roles. Also, these formulas are only used for the leader’s actions; ally party
members are calculated differently.)
Note that each of these formulas are impacted by the Summon Multiplier, unique to each
Eidolon:
Eidolon Summon Multiplier
Shiva 1
Odin 1.45
Brynhildr 0.6
Bahamut 1.4
Alexander 0.84
Hecatoncheir 0.9
With that now said, let’s analyze each Eidolon fight and determine the power of each action
made in the speedrun. The following numbers were obtained from particular videos, and can
vary to an extent based on conditional chain modifiers and rounding.
Shiva
o COM: Attack-Ruin-Attack to an empty chain adds 1.3% to the chain gauge,
which contributes 5.85% to the gestalt bar.
o RAV: Froststrike-Froststrike-Froststrike to a nonempty chain adds 10.3% to the
chain gauge, and contributes 9.27% to the gestalt bar.
o SEN: Being in this role when Wheel Grind or Pirouette hits contributes 18.31% to
the gestalt bar.
Odin
o COM: Attack-Attack to an empty chain adds 0.1% to the chain gauge, which
contributes 0.6525% to the gestalt bar. To a nonempty chain, it adds 0.2% to the
chain gauge, and contributes 1.305% to the gestalt bar.
o RAV: Water-Thunder-Water to an empty chain adds 5.2% to the chain gauge,
which contributes 6.786% to the gestalt bar. To a nonempty chain, it adds 7.9% to
the chain gauge, which contributes 10.3095% to the gestalt bar.
Brynhildr
o COM: Attack-Blitz, with Enfrost, adds 1.1% to the chain gauge per Blitz bullet
that hits, contributing 2.97% to the gestalt gauge per Blitz bullet that hits.
Bahamut
o COM: Attack-Ruin-Attack adds 1.3% to the chain gauge, which contributes
8.19% to the gestalt bar.
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Final Fantasy XIII Any% Notes Appendix 14/40
o SEN: Being in this role when Ignis hits, provided it is targeting Fang and not
Vanille or Lightning, contributes 4.15% to the gestalt bar. Other actions add
1.38% (provided Fang is, again, the target).
o SAB: Ignoring inflictions, Slow-Curse-Slow adds 2.8% to the chain gauge, which
adds 4.452% to the gestalt bar. Each successful infliction adds 1.3% to the chain
gauge, which contributes 3.192% to the gestalt bar.
Alexander
o RAV: Thunder-Water-Thunder adds 6.7% to the chain gauge, which contributes
5.0652% to the gestalt bar.
Hecatoncheir
o SAB: Ignoring inflictions, Deprotect-Deshell-Imperil-Deshell adds 2.5% to the
chain gauge, which contributes 2.7% to the gestalt bar. Each successful infliction
adds 0.7% to the chain gauge, which contributes 1.728% to the chain gauge.
As noted previously, ally party members contribute to the gestalt bar differently. For them, their
contribution is a straight multiplication of the chain gauge increase, independent of the role they
are in. Specifically, ally party members contribute Chain Increase × 0.6 × Summon Multiplier
to the gestalt bar. This means you should try to leave them in RAV roles for maximum benefit;
however, you are limited by the default paradigms the game gives you for Eidolon fights. If you
Retry, you should consider changing one or two paradigms to favor more RAV action from your
allies.
Resistance is a number between 0 and 100 relating to the enemy’s resistance to that particular
debuff. If the resistance value is 100, the target is immune to that debuff and you can never
inflict it. Otherwise, that debuff can potentially get inflicted. Be aware the game does not tell you
these numbers, but you can find them in multiple places online.
The chain bonus is, of course, the chain gauge of the target. If the target’s chain is at 300%, plug
in 3 for chain bonus. The SAB bonus can be found in the Role Bonus section above.
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Final Fantasy XIII Any% Notes Appendix 15/40
For example, suppose Vanille, a Lv. 3 SAB, is casting Poison on Orphan 1 at 300% chain.
Poison has a base skill % of 30%, so you plug in 0.3. Orphan 1’s Poison Resistance is 99. Chain
Bonus is 3, since the chain gauge is 300%. Vanille’s Lv. 3 SAB provides a 28% bonus to
debuffing, which equates to a multiplier of 1.28. Thus:
100 − 99
Chance = 0.3 ∗ ∗ 3 ∗ 1.28 = 0.01152 = 1.152%.
100
That Poison cast thus has a 1.152% chance of landing.
Now, here is where things get slightly more complicated: Unless the target happens to be
immune to the debuff, Resistance is actually variable! It varies in three situations:
The target lacks the debuff, you cast the debuff, and it fails to inflict. In this situation,
Resistance drops by 2 points. (This does not affect immunity to the debuff, and
Resistance cannot go below 0.)
The target has the debuff. Every 2 seconds, Resistance increases by 1 point. This cannot
exceed 99 points.
The target’s debuff has expired. Every 2 seconds, Resistance drops by 1 point. This
cannot go below the target’s original Resistance value.
So if we re-analyze our Orphan 1 situation above, suppose we cast Poison four times without
success. For the sake of simplicity, we shall assume the Chain Bonus is unaffected (although it
certainly would have gone up, even if Vanille is the only one targeting Orphan). Since Orphan
still lacks Poison, its Poison Resistance value drops by 2 points four times, finishing at 91. If we
then cast a fifth Poison, its chance of infliction becomes:
100 − 91
Chance = 0.3 ∗ ∗ 3 ∗ 1.28 = 0.10368 = 10.368%.
100
This Poison is nearly seven times as likely to be successfully inflicted! This example should help
serve to demonstrate the value in sticking with trying to get a debuff inflicted.
As a tangential addendum to this section: You might wonder how long debuffs last when
inflicted on a target. Each debuff has a base duration of 60 seconds. When inflicted, that duration
is multiplied by the chain gauge (for example, a chain of 200% would double the debuff’s
duration to 120 seconds). If a Saboteur with Jinx inflicts a debuff, the durations of all other
debuffs are increased by 5 seconds. In the speedrun, this is mainly relevant for Orphan 1—you
do not want Poison to expire too early, so it is important that the chain is at least 250-300%
before you consider using Saboteur. It is also relevant for Dahaka—early Saboteur action could
see an Imperil or a Deprotect that does not last the duration of the fight.
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Final Fantasy XIII Any% Notes Appendix 16/40
It is important to note the significance of a Sentinel in a paradigm deck. They do more than draw
enemy aggression toward themselves and reducing damage to themselves; they also reduce
damage to your allies through multiple means.
First, the Sentinel role bonus grants damage reduction to all party members. The effect is greatest
on the Sentinel, but allies enjoy a smaller damage reduction bonus as well. A Lv. 3 Sentinel is
featured in the last few chapters of the speedrun; recall that a Lv. 3 Sentinel takes only 60% of
damage dealt to them, and allies take 89% of damage as well. This happens regardless of any
other factors, just as long as the Sentinel is active in the paradigm. This is sometimes why it is a
good idea to shift to a defensive paradigm like Protection (SYN/SEN/MED) when a highly
telegraphed attack is about to hit your party.
Second, Sentinels employ a variety of passive abilities that can sometimes grant additional
damage reduction to either themselves or their allies. The most important one is Fringeward—if
the Sentinel has Fringeward and is the target of an attack that hits multiple people, the other party
members take 65% of the damage from that hit (this can be further reduced by Improved Ward,
which is not featured in the speedrun); note that all actions, including those that attack every
party member, still feature a primary target, so Fringeward is always useful. A secondary one is
Deathward—if the Sentinel has 30% or fewer HP (in other words, their HP bar is red), then they
take 75% damage from attacks until they can recover out of critical HP. Deathward is only seen
in the speedrun on Fang, and can be relevant against Bahamut and Alexander.
Thus far, we have not talked about the guard abilities that a Sentinel has. Guard abilities serve to
further reduce the damage dealt to the Sentinel while providing a bonus effect. The two main
guard abilities are Steelguard and Mediguard. Steelguard adds 20 percentage points to the
Sentinel’s self damage reduction bonus, and adds an additional 1-3 percentage points for each
attack the Sentinel takes. For example, a Lv. 3 Sentinel (60% damage taken) starts using
Steelguard (damage taken is now 60 − 20 = 40%). They take an attack, which adds 2
percentage points to the damage reduction (damage taken is now 40 − 2 = 38%). This
continues several times, until the Sentinel’s damage reduction is a full 100%; at this point, all
attacks on the Sentinel are successfully guarded. On the other hand, Mediguard adds 20
percentage points to the Sentinel’s self damage reduction bonus, and adds a Regen effect on the
Sentinel. In the above example, the Sentinel using Mediguard takes 40% damage while regaining
HP. The Sentinel AI prioritizes Mediguard usage when facing a single target, and Steelguard
usage when facing multiple targets.
There are two other guard abilities that are counterattack focused—Entrench and Vendetta. Both
of them add 10 (not 20) percentage points to the self damage reduction bonus, and involves a
counterattack after a string of Entrenches or Vendettas terminates. Since the damage reduction is
less than that of Steelguard and Mediguard, and since the counterattack damage is extremely
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negligible compared to optimized damage dealing, these two abilities should not be considered
for use. While Snow technically learns Entrench in the speedrun, that is due to it being on the
main ring of the Sentinel tree, and thus forcibly picked up; it is not utilized in the run.
Regardless, Sentinel AI does prioritize Entrench and Vendetta usage in fights where the enemy is
known not to employ powerful attacks (i.e., the Libra screen does not make a note of powerful
attacks).
With that all said, let us consider a specific speedrun example: Orphan 1 using a slap on the
party.
Ordinarily the slap would do somewhere between 1175-1367 damage to all party
members (for the sake of simplicity, let’s forget Vanille’s Black Belt for this example).
Suppose before the slap hits we shift to Protection (SYN/SEN/MED). Snow is a Lv. 3
Sentinel, and thus takes 60% of Slap’s damage; Snow’s damage range is thus 705-820.
Sazh and Vanille enjoy an 89% damage reduction from the ally Sentinel bonus, and thus
their damage range is 1046-1216.
The previous example actually assumed the slap was targeted on either Vanille or Sazh,
and so Fringeward did not trigger. If the slap targeted Snow, Fringeward would reduce
Vanille and Sazh’s damage by 65%; their damage range is thus 680-790. Snow remains
at 705-820, since he is unaffected by Fringeward.
Suppose Snow is Mediguarding when the slap hits. Then Snow’s damage reduction is
increased by 20 percentage points, so he actually takes 40% of Slap’s damage; Snow’s
damage range in this case is 470-546.
Thus, Sentinel actions can reduce Sazh and Vanille’s damage from 1175-1367 to 680-790, and
can reduce Snow’s damage from 1175-1367 to 470-546. Sentinels are pretty significant!
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particularly devastating debuff is inflicted. Generally Esuna will not be used until after (3) on the
list, but sometimes it gets used early.)
These actions do not get overridden mid-action. For instance, say you shift to Tireless Charge
(COM/COM/MED) when Snow is red, and Sazh and Vanille are yellow. Vanille will cast Cures
and/or Curasas on Snow based on (2), since a single person is red. If Sazh becomes red over the
course of the healing, Vanille will still finish her healing string. She will not heal Sazh according
to (1) or (2) until her ATB is refilled. This can be quite dangerous, especially if Sazh is the
leader, since Sazh would be left standing at red HP for quite some time.
Instead, it might be better to hesitate on shifting to Tireless Charge until after either Sazh or
Vanille turn red. That way, Vanille would cast Curas and/or Curajas based on (1). Of course, if
Snow is at risk of dying, you don’t really have a choice, but if you can wait a bit to see whether
HP totals change to your favor, you could potentially benefit from more efficient healing.
The incredibly inefficient healing at (5) (a single Cure?! Really?!) is a reason why you should
not stay in a MED paradigm for longer than necessary. While having full HP bars is a nice sight,
unless you can manually control the Medic and cast Curas yourself, it is not worth bothering for.
In general, burst healing (shifting to a MED paradigm briefly, when you know you can get Curas
and/or Curajas) is more effective in battles than prolonged healing (having a MED out for most
of the fight).
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Bonus Shrouds
It is very likely that, over the course of your run, you will accumulate some number of bonus
shrouds. A bonus shroud is an unexpected shroud dropped from some fight (outside of the ones
in Chapter 2 fought intentionally for the shrouds). The following table summarizes the chances
of having various numbers of bonus shrouds by the end of that chapter, assuming you finish
Chapter 2 with your desired number of shrouds:
It is to your benefit to use these shrouds, since in almost all situations they either save time or
make the fight safer. That being said, when it comes to optimal usage there is a certain priority
list that I recommend following. You do not have to follow this list, and in fact you should feel
free to experiment with bonus shrouds in fights not listed here; these are just suggestions.
You can also use this as a reference list for alternate strategies, in case you are struggling with a
particular fight and wish to farm an extra shroud in Chapter 2 to better your success rate against
that fight. (This does not hold true for Aegisols; since they can only be farmed in Chapter 4 with
a 48% drop rate at best, I do not recommend relying on them.)
Deceptisol
1. Chapter 11—Manually preempting Penanggalan (Mission 26).
2. Chapter 11—Manually preempting Mushussu (Mission 24).
3. Chapter 9—The fourth bridge fight (PSICOM Dragoon x4 & PSICOM Reaver).
4. Chapter 5—The bike fight before Aster Protoflorian (Corps Marksman x2 & Milvus
Velocycle).
5. Chapter 11—Manually preempting Gelatitan (Mission 21).
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Deceptisols
Chapter 11—Manually preempting Penanggalan (Mission 26). This saves you from having to
preempt him manually. Assuming you would have gotten the manual preempt on your first try,
this saves 16 seconds. However, potential repeated failures add XX seconds to the savings for
each failure. This is actually a shroud I recommend farming for!
Chapter 11—Manually preempting Mushussu (Mission 24). This saves you from having to
preempt him manually. Assuming you would have gotten the manual preempt on your first try,
this saves 14 seconds. However, potential repeated failures add XX seconds to the savings for
each failure.
Chapter 9—The fourth bridge fight (PSICOM Dragoon x4 & PSICOM Reaver). This
effectively instantly staggers the Dragoons, halving the time spent Blitzing them to death, and
saves you from having to chain the Reaver. This saves 45 seconds. Here is the write-up for the
fight:
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o Quake.
o Potion if the situation is dire.
o While at least one PSICOM Dragoon is alive:
Blitz-Blitz (Repeat if already queued). (If the Blitzes will not hit more
than one thing, use Attack x4 instead.)
Potion if Snow is at red HP.
o Shift when only PSICOM Reaver remains.
[5] Cerberus (COM/COM/COM)
o Auto-battle until victory.
68.4% chance of at least one Incentive Chip.
64.6% chance of at least one Credit Chip.
1.25% chance of a Deceptisol.
Chapter 5—The bike fight before Aster Protoflorian (Corps Marksman x2 & Milvus
Velocycle). This allows you to stagger the Marksmen early and skip having to chain the
Velocycle to stagger. You can then take out the Marksmen first, and then focus on the bike. This
makes Protect not necessary. Here is the write-up for the fight:
Chapter 11—Manually preempting Gelatitan (Mission 21). This saves you from having to
preempt him manually.
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Chapter 13—Fewer Deceptisols to have to purchase. Each bonus Deceptisol saves 30,000 gil.
This can potentially enable you to consolidate both Chapter 13 shops into the start of the chapter,
saving a small amount of time.
Fortisols
Chapter 11—Barthandelus 2. Using a Fortisol here is more for safety than time gain. Due to
the nature of the fight, it is difficult to tell how much time is saved if a Fortisol is used; however,
being able to focus on chaining earlier helps to get him staggered faster, which enables you to
use Vanille’s Medic earlier and keep your party leader alive more easily.
Since there is no need for a SYN paradigm, I recommend changing the paradigms to as follows
(with role changes assuming the setup from Dahaka):
Only two things change: (1) default paradigm is Smart Bomb; (2) Guerilla is replaced with a
second Smart Bomb. For the fight itself, instead of RAV-buffering a Blitz (since you are no
longer starting in a COM role), you will instead use Fire-Thunder-Fire-Thunder immediately
and utilize ATB refreshes between Smart Bomb until both Deprotect and Imperil are inflicted.
From that point forward, the fight resumes as normal; after gestalt finishes and you regain
control of your party, RAV-buffer a Blitz into Smart Bomb and proceed as if you had finished
re-buffing Haste on everyone. Basically, you are skipping the buffing part of the fight, since you
already have Haste, Bravery, and Faith via the Fortisol.
For completeness, the write-up for the Fortisol fight follows, but the only differences are listed
above:
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Then use the Aggressions for damage dealing. If Dazega sticks, throw a Foul Liquid. If a
character is close to dying, use Tireless Charge. If someone dies, consider Retrying. The goal
is to push his HP past the threshold at which he will perform a head split. The head split resets
his chain gauge and starts the second phase of the fight.
After the summon, proceed like before. If he has not used Laughter yet, it will be coming
eventually. Throw an Elixir when several people are in yellow or if he is being aggressive on
one character. Your characters should be in green when Laughter starts in order to have the
best chances of survival. When you see Thanatosian Laughter’s text on screen, ready Renew
(or Elixir if you have not thrown one yet) and time it to go off during the initial attacks (do not
wait too long, otherwise Sazh will get interrupted); this will help keep people alive (and is
basically necessary). After Laughter, either throw a second (or first) Renew or let Vanille heal
if you were in Tireless Charge, and then continue working on taking him out. Be aggressive if
stagger is ending and he is not dead yet.
If the second stagger ends and he has not tried a second Apoptosis, you can stagger him in one
round of Tri-disaster if he still has Imperil. Re-stagger him and try to kill him before
Apoptosis. If it does go off, things get a lot more frustrating—you take more damage and are
more susceptible to debuffs, and have to work on re-debuffing him and possibly re-staggering
him—so Retry if you are inexperienced, or push on ahead and hope to get lucky.
You may use your second Elixir here if in dire emergency, but in doing so you will have to use
an alternate strategy for Orphan 1.
[3] Smart Bomb (RAV/RAV/SAB)
o Fire-Thunder-Fire-Thunder.
o Shift after Snow’s fourth strike.
[5] Smart Bomb (RAV/RAV/SAB)
o Repeat.
o Librascope.
o Repeat, with ATB refreshes when appropriate, until:
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Final Fantasy XIII Any% Notes Appendix 24/40
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Final Fantasy XIII Any% Notes Appendix 25/40
Chapter 6—Enki & Enlil. Bravery on Sazh cuts down the number of Attacks he must do to kill
either creature. Haste obviously speeds up the ATB recovery rate of both characters, but be
mindful of the delay on ATB refreshes—two rounds of Sazh attacks with Haste is not 12 or more
seconds of time. It is therefore beneficial to avoid ATB refreshing when dealing damage post-
stagger, unless you are absolutely certain an ATB refresh will occur. Fortisol here saves roughly
20 seconds in ideal fights.
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For completeness, the write-up for the Fortisol fight follows, but there are only two minor
changes, both with regards to the aforementioned ATB refresh note.
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Chapter 12—The Proudclad 1. The clear use of Fortisol is you do not have to buff Haste,
Bravery, or Faith in this fight. This enables you to spend more time in Tri-disaster at the start of
the fight, and thereby stagger faster. Having those buffs early also gives you a slight boost in
chaining efficiency due to conditional chain modifiers (see the Overview of Advanced Game
Mechanics section below for clarification). Overall Fortisol saves roughly 15-17 seconds in ideal
fights.
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Chapter 7—Ushumgal Subjugator 1. Haste and Bravery on Snow makes him hit harder and
end the fight roughly 15 seconds faster.
Chapter 13—Fewer Fortisols to have to purchase. Each bonus Fortisol saves 12,000 gil. This
can potentially enable you to consolidate both Chapter 13 shops into the start of the chapter,
saving a small amount of time.
Aegisols
Chapter 10—Cid Raines. This is one of the few places where the bonus Aegisol actually makes
the fight slightly faster, by about 10 seconds. The reason why has to do with conditional chain
modifiers, which are detailed later in the Appendix. Basically, the more buffs a Ravager has
active on them, as well as the more debuffs the Ravager’s target has on it, the higher the
conditional chain bonus is to each Ravager ability. Conditional chain modifiers are special in that
they are unaffected by the target’s chain resistance; in a fight like Cid, whose chain resistance is
90, thereby reducing the chain boost of spells to 10%, conditional chain modifiers can become
very useful for staggering faster, thereby ending fights faster.
There is a nice side-effect of a faster stagger on Cid—you get to stagger him before his second
non-Offensive Shift. Ordinarily, if that shift is Defensive Shift, you have to waste precious
speedrun seconds waiting for him to shift out of it; with an Aegisol, you do not have to worry
about that random time loss, because you can easily stagger him before that shift happens.
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Chain in Mystic Tower for one round, and then stagger him in Tri-disaster. Shift to
Aggression, launch him, keep him juggled, and win.
[1] Riot Shield (RAV/SEN/SYN)
o Quake.
o Fire-Water-Fire-Water.
[3] Mystic Tower (RAV/SEN/RAV)
o Repeat twice.
o Shift after Sazh’s fourth spell in his second string.
[4] Mystic Tower (RAV/SEN/RAV)
o Repeat.
o Potion.
o If you know Cid’s next attack will be physical, Repeat once more while he
attacks Snow.
[5] Malevolence (RAV/RAV/SYN)
o Repeat.
o Repeat two spells.
[2] Tri-disaster (RAV/RAV/RAV)
o Repeat three times total.
o Throw Potions in between Repeats as needed.
o Shift when Cid is in Offensive Shift (canceling Snow’s ready animation if he is
currently attacking).
[3] Mystic Tower (RAV/SEN/RAV)
o Repeat.
o Delay the next shift if Cid is going to attack physically.
[2] Tri-disaster (RAV/RAV/RAV)
o Repeat until staggered.
o Shift after Snow’s fourth strike to cancel his ready animation.
[6] Aggression (COM/COM/RAV)
o Use Auto-battle after Snow’s fourth attack.
o Continue Auto-battling in this manner until victory.
Chapter 12—The Proudclad 1. Like Cid, PC1 has a chain resistance of 90, so conditional chain
modifiers help with staggering faster. However, be mindful that your chaining pattern has to
change slightly; if you follow the standard, non-Aegisol sequence of actions, you will stagger
him much too early, and you will not be able to kill him before stagger’s end.
What you have to do differently: After you finish buffing and shift back to Tri-disaster, Repeat
only the first two spells. Then, throw a Librascope, use Cold Blood, and shift to Thaumaturgy.
Due to the faster chaining, you do not need a RAV-buffered Blitz for chain duration. Proceed
with the rest as usual.
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RAV-buffer a Blitz and chain in Tri-disaster for one round. Then buff in Coordination while
Snow chains and Vanille heals. Shift back to Tri-disaster and cast two spells. Throw a
Librascope and start your first Cold Blood. Time an ATB refresh into Thaumaturgy so that
Sazh has full ATB when you regain control of him; if this sounds contradictory, remember that
ATB refreshing before an attack’s ATB cost is spent will cause it to be spent from the
refreshed string, and doing this with Cold Blood will take all of your refreshed ATB away, so
be careful. After you start the second Cold Blood, shift into a Cerberus. After that, the rest of
the fight is Blitzes with ATB refreshes and a nicely timed Renew. If you fail to kill him before
stagger ends, retry.
[2] Cerberus (COM/COM/COM)
o Blitz-Blitz, and RAV-buffer the first Blitz into:
[6] Tri-disaster (RAV/RAV/RAV)
o Fire-Thunder-Fire-Thunder.
[4] Coordination (SYN/RAV/MED)
o Haste-Bravery Snow.
o Repeat Sazh.
o Haste-Faith Vanille.
o Shift after Snow’s fifth strike.
[6] Tri-disaster (RAV/RAV/RAV)
o Repeat two spells (Fire-Thunder).
o Librascope.
o Cold Blood.
Shift after Sazh fires his first bullet.
[5] Thaumaturgy (RAV/RAV/MED)
o Repeat, and shift when Sazh starts Cold Blood.
[1] Cerberus (COM/COM/COM)
o ATB refresh after Snow’s fifth Attack.
[2] Cerberus (COM/COM/COM)
o Repeat.
o Renew.
o Repeat. Shift when Sazh starts his second Blitz (you do not have to worry about
his ATB this time).
[1] Cerberus (COM/COM/COM)
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Final Fantasy XIII Any% Notes Appendix 31/40
o Repeat.
o Repeat a single Blitz.
o If Proudclad is still not dead, try to Auto-battle a single Attack and hope for the
best.
Chapter 11—Hecatoncheir. Unlike the previous Aegisols, this one is purely for better defense
against Hecatoncheir’s attacks. Protect and Shell will reduce all of Hecatoncheir’s attacks by
33%, lessening the need to Potion as frequently and making the fight less risky. However, there
are no buff-based conditional chain modifiers for the Saboteur role, so the fight will not go
significantly faster. (It can indirectly be faster due to less Potioning and more gestalt-boosting,
however.)
Chapter 10—Bahamut. Like Hecatoncheir, this Aegisol is only for better defense. However,
since Lightning and Vanille do have Ravager action in this fight, they will receive the
conditional chain benefits of the Aegisol; this benefit is not as significant as that of Cid and PC1,
however.
Theoretically, you can modify the menu before Bahamut to not equip the Tetradic Crown on
Fang and the Shield and Soulfont Talismans on Vanille, but you still have to unequip Vanille’s
Bangle to put on Hope, and the time difference is semi-small.
Chapter 13—Fewer Aegisols to have to purchase. Each bonus Aegisol saves 12,000 gil. This
can potentially enable you to consolidate both Chapter 13 shops into the start of the chapter,
saving a small amount of time.
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Note: Do not use the Ethersol before this fight; you already have enough TP to summon.
After the fight, do the menu for Aster Protoflorian as normal. Then, when you are activating your
Fortisol, use your Ethersol as well. The Aster Protoflorian fight resumes as normal.
This requires you to use your Ethersol on Aster Protoflorian, thereby reducing your Ethersol
count by 1 for the remainder of the run. The best place to make it up is in Chapter 13 against
Bandersnatch & Jabberwocky. Before the fight, do not use one of your two Ethersols. In the
fight, you will still have 3 TP to summon (although rarely you will have to wait a short while for
that third TP to fully recharge), but you will later not have 2 TP to Renew, so you will have to
throw a Potion at that spot.
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Barthandelus 2 is certainly one of the most difficult fights in the speedrun, mostly due to the
randomness in which debuffs he inflicts. Here are a few possible things you can try to help
yourself a little bit.
If you tend to have issues killing him with the second stagger, and you get stuck facing an
Apoptosis that you do not have enough TP to Summon to avoid, the easiest solution is to throw
your second Elixir and Summon. This will require you to read up on the Elixirless Orphan 1
strategy outlined further below.
Another approach would be to save 3 TP after throwing an Elixir for Summon purposes. There
are a variety of ways of trying to make this work, some of them more dangerous than others. One
method suggested to me is to try holding off on your Elixir throw for as long as possible post-
Summon—the goal is to throw it just as Barthandelus starts using Thanatosian Laughter, thereby
giving you HP recovery as well as full TP. This is rather risky, and will require some extra MED
use while waiting for that Laughter to hit. Another approach might be to use only one Renew
after that Elixir throw, therefore saving that 3 TP. This is also risky, and you might be forced to
sit in Tireless Charge prematurely just to survive. In either scenario, the act of saving TP as a
precautionary tactic tends to make the second Apoptosis more inevitable.
In any case, if you find yourself in a situation where you are nearly dead and desperately need
that HP recovery, either forego the summon and just Renew, or (if you cannot afford Renew)
throw your second and last Elixir. This does force you to use Elixirless strats against Orphan 1,
but you would be able to get past Barthandelus 2 for now.
Your paradigm deck changes very slightly. In the menu before Behemoth King, here is how your
paradigms should be set up:
Sazh Snow Vnll
COM (COM) MED
COM (COM) (COM) ← default
SYN SEN (SAB)
[SYN] RAV (MED)
RAV RAV [MED]
RAV RAV [RAV]
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The only change is in the first paradigm, and is actually one fewer role change than usual (you
are leaving Vanille’s MED there alone).
For Proudclad, there are two main changes. First, there is no more need to RAV-buffer a second
Blitz; instead, you will use Quake to get chain duration. You will also use Libra instead of
throwing a Librascope. Second, since you no longer have Renew for survival, you will have to
use Tireless Charge and rely on Vanille’s healing. This loses out on Vanille’s Ruins, but you
gain Sazh’s Blitzes instead of mucking with Renew.
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Lastly, for presentation reasons, the paradigms before PC2 have to include an extra role change,
to account for the fact that Vanille is not already a COM in that paradigm.
Sazh Snow Vnll
(RAV) COM (COM)
COM COM COM ← set default
(RAV) SEN (RAV)
(COM) (SEN) MED
RAV (COM) (RAV)
RAV RAV RAV
If you do throw that second Elixir early, you are going to need to know how to take down
Orphan 1 without an Elixir. Thankfully, the Elixir only benefits the first half of the battle, so only
the first half has to change to fix the fight. You basically have to accomplish three things at once:
Buff the party;
Chain Orphan;
Keep the party healed.
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This is the same as the normal fight, but now Vanille is responsible for healing the party. For that
to be accomplished, you will need to utilize Tireless Charge and Protection more than you
normally would. Fitting healing in between chaining and buffing makes things quite a bit more
hectic, but the strategy listed below works rather well. You may wish to reference this video:
https://www.youtube.com/watch?v=OTD6g9-HeeY.
When you are finished buffing, Orphan should be at around 250% chain. Now you will focus
on chaining and inflicting debuffs in Smart Bomb, tanking all attacks in Protection and healing
if necessary. You might want to focus on throwing Potions instead of chaining, especially if
your HP is low (Sazh needs 1367 HP to be able to survive a slap outside of Protection). Once
Orphan is staggered, use Cold Blood once. You are hoping to see Deprotect, Imperil, and
Poison at some point early into the stagger; when you do, shift to Tireless Charge and Repeat
Blitzes for the duration of stagger. Revive Vanille if Progenitorial Wrath instant-kills her (she
will always be the target—Wrath always targets a Sentinel or Medic its first time used—and
Wrath has a 50% chance of instant death); however, if Orphan uses Merciless Judgment before
you can revive her, do not bother.
After the second Merciless Judgment, RAV-buffer a single Blitz into Tri-disaster, and then use
a Renew (fast inputs are necessary for that Renew to go off before someone dies). Use Fire-
Thunder-Fire-Thunder once, and time a Summon so that Vanille’s and Snow’s actions are
finished (but not so late that Sazh dies). Then chain for two more rounds before going back to
Blitzing (the chain should be around 250%). If Orphan uses Progenitorial Wrath or Dies Irae,
retreat into gestalt and start stalling—use the cheapest ability repeatedly, but only when the
current summon point is about to expire; Poison is what is doing the bulk of the damage here,
doing 22,600 damage per second. Otherwise, stay in Commando roles and Blitz repeatedly.
When Brynhildr’s summon health is about to expire, you may opt to gestalt stall if you think it
wise; on the other hand, you can do more damage with Blitzes, even if Brynhildr leaves and
Snow and Vanille return. Stay in Tireless Charge if you opt for the latter.
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Credits
In no particular order:
MrZwanzig. Not only did he help proofread this thing, but he has provided a lot of
insight into various strategies, even helping me out with improving a few fights.
KaWaiNL. He helped to proofread, and is not afraid to ask why things are done the way
they are, which helps with figuring out why things are done the way they are.
Tiornys. He is an excellent resource for all things FF13 (and other topics too!), and is a
great soundboard when trying to figure out improved tactics.
Destrian. Another excellent resource for FF13, despite never having speedran it, but also
good for helping me write more goodly and has better grammar.
xJakeDreamerx. He provided various tidbits for the appendix, and offered a lot of
suggestions on how to improve presentation of the Appendix material.
LeaveTheCoffee. He is very helpful on many fronts. He has used most of my speedrun
material for the past couple years, and always offers possible suggestions or tips for
improvements. He looked into the manual preempt on Mission 26, for better or worse.
And, of course, he helped with proofreading.
Leonis. He helped to proofread, but also provided a ton of moral support at times when I
needed it.
Shadowdeathfox. He provided an alternate Bart2 strategy.
Me. Come on, I wrote the thing! Give me some credit! Or a place in the credits!
You. Seriously. By having read this, you had to have opened this guide, and by having
decided to open this guide, you have already validated my decision to write this guide. I
hope you found it useful!
One final note: This guide was provided for free, in hopes of being useful to new runners and
potentially get more people to learn the speedrun. Regardless, if you found great value in this
guide and wish to compensate me, you can visit my Twitch channel
(https://www.twitch.tv/lewddolphin) and donate to me via the link found there. For the record,
you are under no obligation to do so! I would already be more than delighted if you found just
one useful thing in here, as it would prove this project was indeed worth it!
197