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A City No Longer
Location
Lake Bresha
Save Points
1
Chapter
3
You can take the shortcut
Vanille
points out shortly after entering this
Map
to skip ahead, but you'll miss some CP opportunities and a nugget of
Millerite
.
Compare A City No Longer to other Maps
Treasure: Found in
A City No Longer
– 3 shown
Treasure
Details on exactly where to find this treasure
Notes
3
Potions
In an alcove to the left of the main path
Millerite
In plain sight on the long outer path
Ferroelectric Film
On the upper right path after the secret passage, guarded by PSICOM troops
Monsters: Found in
A City No Longer
– 4 shown
Unique monsters
are only encountered during one-time plot encounters;
mission monsters
appear only during missions; the
final bosses
make up the last set of encounters in the game;
eidolons
are special monsters that are not defeated through sheer martial prowess; note that multiple monsters may have the same name, especially in the case of multi-stage bosses
Name
The monster's type, as indicated by the in-game datalog
Type
The monster's subtype, as indicated by the in-game datalog
Subtype
The monster's starting and maximum hit points
HP
The monster's strength; a standard physical attack will deal approximately this amount of damage
Strength
The monster's magic power; a typical magic attack will deal approximately this amount of damage
Magic
The monster's level
Level
A monster's chain resistance indicates how quickly its chain meter fills up; a chain resistance of 70 is normal, and every 30 points modifies the chain bonus per hit by that same amount; thus, the chain meter of a monster with a chain resistance of 40 will increase at double speed (compared to 70), or triple speed with a chain resistance of 10; a chain resistance of 100 negates all chain modifiers, reducing each hit to a minimal change to the chain gauge; when a monster is staggered, its chain resistance is reduced to 0
Chain Resistance
When the monster's chain gauge reaches this point, it increases by 100% and they are considered staggered; staggered creatures have a chain resistance of zero; if a monster has no stagger point listed, it will nonetheless be staggered when its chain gauge reaches 999.0%
Stagger Point
A monster's stagger index is an adjusted value that gives a relative measure of how hard a monster is to stagger; this number is based on how many hits the monster's chain gauge would require to reach the stagger point with a chain resistance of 70; for instance, a monster with a chain resistance of 70 and a stagger point of 150.0% would have a stagger index of 50 (since the chain gauge starts at 100.0%), as would a monster with a chain resistance of 40 and a stagger point of 200.0% or a monster with a chain resistance of 85 and a stagger point of 125.0%; the stagger index of a monster with a chain resistance of 100 is an approximation due to the effects of having 100 chain resistance
Stagger Index
The amount of CP earned by defeating this monster
CP
The item you are most likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Common Drop
The chance that you will earn the monster's common drop after combat; this chance can be modified by certain accessories
Rate
The item you are less likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster
Rare Drop
The chance that you will earn the monster's rare drop after combat; this chance can be modified by certain accessories
Rate
The elements and status ailments that this monster is especially vulnerable to; the exact level of vulnerability is listed on the monster page
Weakness
The first chapter where you can encounter this monster
Chapter
Pantheron
Militarized Units
Razorclaws
375
15
-
22
0
103.0%
1
3
Chipped Fang
25%
Wicked Fang
5%
Fire
,
Ice
1
PSICOM Executioner
Soldiers
PSICOM Elites
4,050
70
1,167
30
90
130.0%
90
20
Credit Chip
25%
Millerite
2%
-
3
PSICOM Ranger
Soldiers
PSICOM Hunters
324
45
1
16
50
200.0%
60
7
Potion
10%
Phoenix Down
2%
-
3
PSICOM Tracker
Soldiers
PSICOM Shock Troops
1,296
64
210
16
50
200.0%
60
8
Potion
10%
Phoenix Down
2%
-
3
Items: Found in
A City No Longer
– 1 shown
Rare items
cannot be purchased, but may be dropped by monsters or gained by dismantling weapons or accessories
Name
Consumable items are used in combat, while shrouds are used while exploring
Type
The cost to purchase this item from a retail network, if it is available for sale
Price
The amount of gil you receive if you sell this item to a retail shop
Value
The status ailment this item cures during combat
Cure Status
The first chapter in which this item can be purchased or found
Chapter
Potion
Consumable
50 gil
25 gil
-
1
Components: Found in
A City No Longer
– 2 shown
Rare components
cannot be purchased, but may be dropped by monsters or found in other ways;
premium catalysts
are sold at exorbitant prices and are generally easier to find than buy;
money components
are not intended for use in upgrades, but rather to be sold in shops for a profit
Name
Organic components typically yield a small amount of experience, but always add to a weapon or accessory's multiplier bonus; mechanical components reduce the multiplier bonus but offer a large amount of experience for their cost; catalysts cannot be used for experience, but instead are used to upgrade mastered weapons or accessories to a new form
Type
This column shows the amount of experience gained by using one of this component; you can select which rank to view experience for, or use the average value across all ranks; the average value is not necessarily indicative of the best component for a given rank, but it is a solid guideline; base experience is the amount of experience a component yields when used on a weapon or accessory of the same rank as the component; this number is provided for reference, but should not be used as a comparison between components.
Avg.
Base
Rk 1
Rk 2
Rk 3
Rk 4
Rk 5
Rk 6
Rk 7
Rk 8
Rk 9
Rk 10
Rk 11
EXP
Each component has a rank which can modify its base experience value based on the rank of the weapon or accessory being upgraded; components yield bonus experience when used to upgrade lower-ranked items, but incur a heavy penalty when used to upgrade higher-ranked items
Rank
This column shows different effects of the multiplier bonus for this component; organic components have a positive bonus, while mechanical components have a penalty; whenever a weapon or accessory's total multiplier bonus reaches a certain level, its experience multiplier will change; you can select to see the number of components it will require to go from no bonus to any particular multiplier (×1.25, ×1.5, ×1.75, ×2, ×3); note that if any of these options are selected, mechanical components will have no value, since no number of them will increase your bonus; clicking the ◊ icon will allow you to sort by these values.
Mult. Bonus
# to ×1.25
# to ×1.5
# to ×1.75
# to ×2
# to ×3
◊
The cost to purchase this component from a retail network, if it is available for sale
Price
The amount of gil you receive if you sell this component to a retail shop; note that catalysts typically sell for a small fraction of their worth compared to other component types
Value
The ratio of experience gained to gil value of the component for the currently selected experience value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; this column is hidden when viewing base experience, because it is not an accurate measure; as a general rule, you want to buy mechanical components with as high an efficiency rating as possible; any mechanical component with an efficiency less than half of the highest purchaseable component should optimally be sold rather than used for experience; this value is of minimal importance for organic components
EXP/Gil
For organic components, this is the ratio of multiplier bonus to gil value; a grayed-out number in parenthesis represents the efficiency of a component you cannot buy from a retail network; as a general rule, you want to buy organic components with as high an efficiency rating as possible; any organic component with an efficiency less than half of the highest purchaseable component should probably be sold rather than used to increase a multiplier
Mult./Gil
The first chapter in which this component can be purchased or found
Chapter
Ferroelectric Film
Mechanical
109
4
−37
460 gil
230 gil
0.237
-
3
Millerite
Catalyst
-
2
-
3,000 gil
1,000 gil
-
-
3
Forgotten Commons
Echoes of the Past