Ffxiii 2 where is tezcatlipoca




















He was a real PAIN to find! There's one that makes it so you can either find more or less monsters, then there's one that makes it so that you find rare monsters like Tezcatlipoca more easily. I'll also add that whatever you get on the north-east platform only spawns ONCE in the map. So if he doesn't spawn, go out, close the gate, then redo it, it's the only way I found him twice in a row.

He is at the very top of the map. Go down the long set of steps on the right side of the last middle walkway. One side of this is the behemoth and on the other side of the walkway down the steps is Tezcatlipoca. I hope I described it right. It is right before you cross the block to get to the spot to toss moggle for the gold armlet. The very top right of the map at the bottom of the stairs User Info: legatorob. Sign up for free! Spawning tezcatlipoca? Hey do i need to close the gate again in academia af to spawn this dude?

This is the last monster i need to kill for my final fragment and really dont fancy closing gate if i dont need to. I hate this place! User Info: spiritualchaos.

Accepted Answer. Correct, close the gate and play again up to the part where you need to land on that particular platform. It spawns on the north-eastern platform of Academia AF and is the rare encounter on this spot. The platform can spawn Tezcatlipoca or Miquiztli and Xolotl ; only one group can be defeated until the player closes the Academia AF gate and starts again from the beginning.

Thus, every enemy in Academia AF cannot be captured in one run-through of the area. As Tezcatlipoca is the rarer encounter, the player can hop off the platform if they get the wrong set of enemies, causing them to vanish.

This process can be repeated until Tezcatlipoca spawns. Save before you fight him, because once the Monsters on that platform are gone, they never spawn again. Take it out quickly! There are only 3 Gigantaurs in the game, and you will always capture the first one you fight. Throw mog up at the tree on the ledge. This Monster is the Flowering Cactuar, but it changes its name to Cactrot when you capture it.

In the lower left area, there are 3 rectangular objects. The object on the left points towards an acolve. In that alcove, there is a treasure. Throw Mog on the ledge above that treasure. It may take many throws, as this Monster has a low Mog-Capture rate. You will only find him down by the water. Greeny is the best Medic in the game, seconded only by Flanitor. Silver Chocobo-: In the building Hope is in, throw Mog into the huge blue sphere.

Rangda Stand on the pier on the beach and throw Mog out into the sea. Leyak While riding that huge animal, throw Mog at the 2 flans on the side. Nanochu When you first jump over to the Clearwater Marshes, go to the left side of the trench. Cactuarama In the Dying World, look at your map. Cactuarina In the crater area, throw Mog up on any ledge. Look for the alcove that looks like a hand sticking out of the wall on the map , and follow the wall south to find the Monster in a hidden treasure sphere!

This selection allows you to take one Monster and infuse its abilities into another Monster. Although your Monsters can learn many abilities through natural leveling, most abilities cannot be acquired through Crystarium leveling; they are acquired by infusion from other Monsters.

The first Monster you select in the Infusion menu is the Monster who will be receiving abilities. The second Mosnter you select in the Infusion menu is the Monster who will be giving abilities. The second Monster will always be destroyed after the infusion is complete. This guide will explain how to control the transference of infused abilities.

The following list is the Rank-list of every Monster ability in the game. Each ability has a Rank, and learning these Ranks is essential to understanding how to control the movement of your abilities from one Monster to another.

Here is the list Rank Passive Ability. Augment Maintenance Extends the duration of offensive buffs. Chain Bonus Boost Boosts the chain bonus gained by attacking enemies. Defense Maintenance Extends the duration of defensive buffs. Feral Speed Increases the Feral Link gauge charge rate. Gilfinder Increases the sum of gil earned after a battle. Improved Debilitation -- Boosts the success rate of debilitation abiltiies.

Improved Debuffing Boosts the succees rate of debuffing abilities. Improved Cure Enhances the restorative effects of Cure spells. Improved Guard Enhances the effectiveness of Mediguard and Steelguard. Improved Counter Boosts the effectiveness of counterattack abilities. Item Collector Increases the odds of obtaining rare items after battle.

Item Scavenger Increases the odds of obtaining items after battle. Quick Stagger Allows instant Staggering of enemies close to their Stagger threshold. Stagger Maintenance Extends the duration for which enemies remain Staggered. Each Monster can have a maximum of 10 passive abilities. A higher ranked ability takes priority over a lower ranked ability.

When you are looking at your Monster's passive abilities, they will always be organized with the highest ranked abilities on top and the lowest ranked abilities on bottom.

If two or more abilities are of the same rank, they are arranged with the newest ability on top and the oldest on the bottom. The highest ranked abilities always take priority over the lower ranked abilities. If more than 10 abilities are present, the lowest ability on the list is removed so that only 10 remain. All passive abilities of the giving Monster will be transferred into the receiving Monster unless certain conditions apply.

The conditions involve Red Locks, Yellow Locks, or going over the 10 ability limit. Certain passive abilities are marked with a Red Lock [L].

Red Lock abilities can never be transferred under any circumstance- whatsoever. They are permanently stuck on the Monster that they are initially on and can never be removed. Red Locks can beneficial; this will be explained in the final section.

Certain passive abilities are marked with a Yellow Lock. Yellow Lock abilities must be created; they are never on a Monster by default. Yellow Locks give your abilities a higher rank on the Rank-list.

This prevents them from easily being removed, while you edit other abilities, by giving them a higher priority. ATB Advantage and First Strike are the only 'same type' abilities that do not look like 'same type' abilities. Although they are 'same type' abilities, nothing at all will happen. Trying to infused an ability of equal or lesser rank will result in the infused ability simply disappearing. If your Crystarium upgrade is lower than your ability, then nothing will change- the Crystarium grid will say "Higher ability already owned, no skill learned".

Role abilities are Role-specific abilities that can be infused into another Monster of the same Role. Before we get into the details, here is the list of all infusable Role abilities There are many, many Role abilities, these are just the ones that are transferable When you infuse a monster with another Monster of the same role, if the sacrificed Monster has infusable Role abilities, you will be prompted to select which Role abilities to want to transfer over. The number of abilities you can transfer over is equal to the current Stage of the sacrificed Monster's Crystarium development.

For example: If the sacrificed Monster has a Crystarium development at Stage 3, you will be able to transfer 3 Role abilities from it to your Monster. Every time you complete one trip through the Crystarium grid, you advance 1 "stage". The maximum Stage level for any Monster is 5, though some Monsters will remain at Stage 1 even at their maximum character level. You may chose to not inherit any Role abilities if you wish.

Sometimes it is better to not accept a Role ability, as having too many 'bad' Role abilities will result in a Monster that casts a ridiculous amount of abilities before it starts casting the ones that you want. Once you inherit a Role ability, it can never be removed, so chose wisely. There is no limit on how many Role abilities a Monster can learn.

You can chose to learn them all if you wish, though this, as mentioned, would not be the wisest of decisions. These are "Hidden Role abilities".

Each Role of Monster has 1 specific Hidden Role ability that it can learn. You learn these Hidden abilities by infusing 99 levels worth of Monsters in the opposite Role into your Monster. The 99 levels can be earned in any way you wish 20 level 5 Monsters, 5 level 20 Monsters, 99 level 1 Monsters, 1 level 99 Monster, etc. Here is the list of Hidden Role abilities and how to earn them



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