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Final Fantasy XIII Walkthrough: Chapter 6

by: Rob Kentworth ; edited by: Michael Hartman ; updated: 4/17/2012 • Leave a comment

This part of the walkthrough for Final Fantasy XIII details where to go and where the treasure orbs can be found during Chapter 5. Also, tips on how to beat Enki and Enlil are included.

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    Final Fantasy XIII: Chapter 6 - The Old Growth

    Walkthroughs for the other chapters can be found here:

    Chapter 1

    Chapter 2

    Chapter 3

    Chapter 4

    Chapter 5

    Chapter 7

    Chapter 8

    Chapter 9

    Chapter 10

    Chapter 11

    Chapter 12

    Chapter 13

    Chapter 6 walkthrough:

    Final Fantasy XIII: The Old Growth, start of chapter 6.  

    As soon as you gain control, save the game. Then level your characters up and move ahead following the mini-map directions. When you come to the first fork, go left off the beaten path. Open the orb for eight Vials of Mysterious Fluid. Then backtrack and follow the mini-map arrow. There's no need to equip the Belladonna Wand when you find it in an orb and when you do find it, save your game just ahead.

    Move on. The platform just after the Gremlin enemies with the Flandragoras has an orb you should open for a Procyons weapon for Sazh. It's an upgrade if you're using him mainly as a Commando. Then resume following the mini-map directions. When the path forks just ahead, go left off the beaten track for an orb containing a Doctor's Code accessory. Then resume heading towards the story marker.

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    Final Fantasy XIII: Chapter 6 - A Shimmering Sky

    Final Fantasy XIII: A view of the Shimmering Path and a Scale Beast.   After the cutscenes and reading the Primer on avoiding enemy encounters, save your game and head along the path. Keep in mind that you don't have to avoid the Scalebeasts and they can be defeated, but they're tough/take a while to kill. If you do decide to fight them, stagger them as quickly as possible and then debuff them with Vanilla's Saboteur role. Be wary of their Shocking Breath attack though. It can do some damage. Also, always try to get a pre-emptive strike.

    Where the first Scalebeast is, jump down to the left for an orb if you don't mind fighting one of them. The orb itself contains fifteen Iron Shells. If you did jump down, go north following the mini-map arrow.

    When you reach the story marker and watch the cutscene, you'll need to go to Sazh (indicated by the mini-map arrow) a short distance away. There's no fighting involved and another few cutscenes will play.

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    Final Fantasy XIII: Chapter 6 - Lake Shayra

    Final Fantasy XIII: Climate control orb.   After you regain control, move ahead and save your game. Then follow the path to come to a glowing orb, indicating as an object of interest. Read the Primer entry on it or if you skip it, it changes the weather and enemies in the area every time you use it. Keep it as it is and destroy the frog enemies. Then carry on and take the right most path heading north. Open the orb there for a Metal Armband. Then proceed along the path. When you come to the next area with a few large platforms and two of those weather changing orbs, clear out the enemies on the first platform first. Next, take the path to the left and change the weather so the Scalebeast and Gremlins are replaced by Flandragoras. Open the orb for an Aqua Ring. Move on and if you can, avoid the fight with the flying monster. It takes a while to kill, so it depends on how patient you are. Either way, use the weather change device where the flying beast was and move on. Save your game up ahead.

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    Final Fantasy XIII: Chapter 6 - Enki and Enlil

    Final Fantasy XIII: Enki and Enlil   After saving, move to the story marker and you'll enter into a boss battle against two enemies, called Enki and Enlil. They can both debuff you and you're best focusing on one here. When one has died, you can focus on the other. Also, they're both susceptible to Poison, so make sure you take advantage of that. They also have quite a few damaging moves, so you'll most likely need to make sure you have Vanilla using the Medic role a lot.

    Apart from what was just mentioned though, it'll be considerably easier to win the fight once one of them is defeated. You'll get two rings as a reward for beating them.

    After their defeat, all you need to do then is move to the next story marker, which will signal the end of the sixth chapter.

    Also, you may wish to check these articles out:

    Final Fantasy XIII: CP Grinding and Gil Farming

    Final Fantasy XIII Upgrade Guide

    A History of Final Fantasy

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