SHOPPING GUIDE
FINAL FANTASY XIII
Version 1.0
By
AZorro007
The purpose of this guide is to provide the Final Fantasy XIII Player with
accurate information upon which to base informed "purchase" or "otherwise
acquire" decisions about useful goods sold by thirteen Vendors.
Although acquisition strategy elements may be inferred from the discussion
that follows, it is not the purpose or intent of this guide to suggest
strategies for game play. How to use the information provided has been left as
an exercise in logic for the reader of this guide.
The guide provides complete story-time-line information on the appearance and
contents of the 13 stores that appear as Key Items in the Final Fantasy XIII
game. Additionally, it addresses the time-line availability of alternate
sources for each of the goods sold by the Vendors. Also, it presents a time
line of potential sources of Gil for purchase of goods from the Vendors.
As suggested by the "annotated" TABLE OF CONTENTS index, Vendor and Vendor
goods information is contained in the first four sections of the guide. The
fifth section addresses means for acquiring Gil to make purchases.
The first two Sections of the presented material are intended to be as
"spoiler free" as possible. One result is that there is a certain amount of
residual ambiguity in the presentation of the second Section. The third
Section (which may contain spoilers) is offered to resolve the ambiguity. The
fourth Section (which probably contains spoilers) is intended to identify
acquisition specifics of Vendor goods by means other than Vendor purchase.
The fifth (and final) Section contains specifics and time-line detail on
sources of Gil. Given the level of detail provided, it is fairly certain that
at least some readers will find that this is not a "spoiler free" Section.
A feature of the Final Fantasy XIII game is the existence of an
Upgrade/Dismantle Process. Many Vendor goods can be used with impact in this
process during game play. The Player "purchase" or "otherwise acquire"
decision will determine the nature and extent of use for such goods. Thus
although details of the Upgrade/Dismantle Process will be left to other
writings that specifically address its workings, necessarily elements of the
process will be "exposed" during the discussion of this guide.
During game play, available Vendors are accessed by querying any [Save]
station using [X], selecting [Shop] from the command list that appears and
then selecting the Vendor of interest from the store list that appears.
Convenient access to specific Vendor information in this document may be had
by making use of "find feature" of your personal computer (Use Ctrl + F to
activate the find feature for a Microsoft Windows-based system). Use the Table
of Contents and/or the "Index List of Contents" titles or "designator keys" to
move the text display to the merchandise detail coverage of interest.
For example, for convenient access to the information prepared for a specific
Vendor, move to the "Index List of Contents", select the corresponding
"designator key" and copy it into the "Find" box. When thus has been done,
four appearances of the "designator key" will be found. There will be one
appearance for each of the four Vendor information Sections of this guide.
The material of this presentation is based upon facts gathered by play of the
original U.S Version of Final Fantasy XIII game (put on sale on March 9, 2010)
on the Model CECHE01 PlayStation 3 gaming console using Version 3.61
PlayStation 3 software.
The material of this guide is copyright 2012 by Robert E. Fricks (email:
zorro007@pacbell.net). Final Fantasy XIII is copyright 2009 and 2010 by Square
Enix Co., Ltd. with all rights reserved. This guide has been prepared for
exclusive posting on www.GameFAQs.com solely for the support of web site
users. Reproduction of single copies of this guide for personal use is
permitted. All other uses, particularly those for financial gain or commercial
purpose, are not authorized.
TABLE OF CONTENTS
[A] INDEX LIST OF VENDORS - A display of Vendor "Titles" in the order of their
appearance in the Final Fantasy XIII story-line progression.
[B] MERCHANDISE AVAILABILITY DETAIL - A tabular display for each Vendor that
describes store openings and provides an annotated listing of goods for sale.
[C] STORY-LINE NOTES - Comments on game progression as it relates to the
appearance, evolution and use of merchandise sold in the various Vendors.
[D] ALTERNATE SOURCES - Identification of principal alternate sources for
store merchandise in terms of their character and story-line availability.
[E] SOURCES OF GIL - Selected facts as an introductory overview of means for
collecting Gil in amounts needed to be able to purchase Vendor goods.
[A] INDEX LIST OF VENDORS
[*01*] UNICORN MART: The Item Store that appears in Chapter 1
[*02*] B&W OUTFITTERS: An Accessories Store that appears in Chapter 2
[*03*] UP IN ARMS: A basic Weapons Store that appears in Chapter 3
[*04*] LENORA'S GARAGE: An Inorganic Component Store that appears in Chapter 4
[*05*] MAGICAL MOMENTS: An Accessories Store that appears in Chapter 5
[*06*] CREATURE COMFORTS: An Organic Components Store that appears in Chapter 5
[*07*] PLAUTUS'S WORKSHOP: A specialty Weapons Store that appears in Chapter 7
[*08*] THE MOTHERLODE: A Transformation Element Store appearing in Chapter 8
[*09*] MOOGLEWORKS: An Accessories Store that appears in Chapter 10
[*10*] R&D DEPOT: A special Components Store that may be opened in Chapter 11
[*11*] GILGAMESH,Inc.: A unique Weapons Store that may be opened in Chapter 11
[*12*] SANCTUM LABS: A special Accessories Store that appears in Chapter 12
[*13*] EDEN PHARMACEUTICALS: A special Items Store that appears in Chapter 12
[B] MERCHANDISE AVAILABILITY DETAIL
Merchandise entries under each Vendor are listed in the order they are
displayed when the Vendor is selected by using [Shop] at a [Save] Station.
In the tables, "First Availability" refers to the point in the game at which
the listed merchandise first becomes available for purchase from the Vendor
under consideration. That the same good may have become available "earlier"
from an alternate source is not a consideration of the tabular presentation.
Merchandise prices provided are given in terms of "Gil" - the currency used in
the Final Fantasy XIII game.
Accessories and Weapons all appear at a "Lv. 1" designated capability in the
Main Menu Vendor listings of the Final Fantasy XIII game. For simplicity of
presentation, the "Lv. 1" designator has been omitted in the lists that follow.
All such accessories and weapons are candidates for "upgrading" or
"dismantling" using the associated process active during game play. Consult one
of the available Final Fantasy XIII Upgrading and/or Dismantling guides for
application details about the process.
[*01*] UNICORN MART
Access to this facility is granted as part of the initialization sequence that
occurs as a part of the game introduction at the start of Chapter 1.
As can be seen in the list, the initial two-item inventory set expands five
times over the event progression of several Chapters in the game.
------------------------------------------------------------------------------
| UNICORN MART |
| "your health is our business" |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Item | Cost | Usage | First Availability |
------------------------------------------------------------------------------|
Potion 50 Restores Hit Points After Chapter 1 Start
Antidote 100 Removes Poison Start of Chapter 5
Holy Water 100 Removes Curse Start of Chapter 7
Painkiller 100 Removes Pain Start of Chapter 9
Foul Liquid 100 Removes Daze Start of Chapter 10
Mallet 100 Removes Fog Start of Chapter 9
Wax 100 Removes Imperil Start of Chapter 11
Phoenix Down 1000 Revives Ally After Chapter 1 Start
[*02*] B&W OUTFITTERS
Access to this Vendor is granted as a "spoil" of the first battle in Chapter 2.
As shown in the table, the initial single-item inventory is expanded on eight
separate occasions as the story line progresses.
------------------------------------------------------------------------------
| B&W OUTFITTERS |
| "gear to protect" |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Accessory | Cost | Usage | First Availability |
------------------------------------------------------------------------------|
Iron Bangle 500 Hit Points +50 After Chapter 2 Start
Silver Bangle 800 Hit Points +100 After Chapter 4 Start
Tungsten Bangle 1500 Hit Points +150 Start of Chapter 5
Titanium Bangle 3600 Hit Points +200 Start of Chapter 9
Gold Bangle 9000 Hit Points +250 Start of Chapter 10
Mythril Bangle 15000 Hit Points +300 Start of Chapter 11
Power Wristband 1000 Strength +20 After Chapter 3 Start
Brawler's Wristband 3000 Strength +50 Start of Chapter 9
Warrior's Wristband 10000 Strength +100 Partway through Chapter 11
Magician's Mark 1000 Magic +20 After Chapter 3 Start
Shaman's Mark 3000 Magic +50 Start of Chapter 9
Sorcerer's Mark 10000 Magic +100 Partway through Chapter 11
Black Belt 4500 Resist Physical +10% After Chapter 4 Start
General's Belt 12000 Resist Physical +15% Start of Chapter 10
Rune Bracelet 4500 Resist Magic +10% After Chapter 4 Start
Witch's Bracelet 12000 Resist Magic +15% Start of Chapter 10
Giant's Glove 3000 Resist Debrave +30% Start of Chapter 11
Glass Buckle 3000 Resist Defaith +30% Start of Chapter 11
Metal Armband 3000 Resist Deprotect +30% Start of Chapter 5
Serenity Sachet 3000 Resist Deshell +30% Start of Chapter 5
Glass Orb 3000 Resist Slow +30% Start of Chapter 9
Star Pendant 3000 Resist Poison +30% Start of Chapter 7
Pearl Necklace 3000 Resist Imperil +30% Start of Chapter 11
Warding Talisman 3000 Resist Curse +30% Start of Chapter 11
Pain Dampener 3000 Resist Pain +30% Start of Chapter 10
White Cape 3000 Resist Fog +30% Start of Chapter 10
Rainbow Anklet 3000 Resist Daze +30% Start of Chapter 11
Cherub's Crown 3000 Resist Death +30% Partway through Chapter 11
[*03*] UP IN ARMS
The Up in Arms electronic pass is granted to the Player a "spoil" of battle
during the controlled series of events that conclude Chapter 3. As full Player
control of events is not returned until the start of Chapter 4, first use of
this Vendor is delayed until Chapter 4.
The initial inventory set containing a single, basic, weapon for each active
character is augmented through major additions twice as the game progresses.
------------------------------------------------------------------------------
| UP IN ARMS |
| "classic pieces to cutting-edge upgrades" |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Weapon | Cost | Usage | First Availability |
------------------------------------------------------------------------------|
Blazefire Saber 2000 Lightning After Chapter 4 Start
Edged Carbine 4600 Lightning Start of Chapter 6
Gladius 7100 Lightning Partway through Chapter 11
Vega 42s 2000 Sazh After Chapter 4 Start
Deneb Dueliers 3900 Sazh Start of Chapter 6
Wild Bear 1800 Snow After Chapter 4 Start
Power Circle 4500 Snow Start of Chapter 6
Ninurta 2800 Hope After Chapter 4 Start
Hawkeye 4400 Hope Start of Chapter 6
Binding Rod 2500 Vanille After Chapter 4 Start
Pearlwing Staff 2300 Vanille Start of Chapter 6
Rod of Thorns 3000 Vanille Partway through Chapter 11
Bladed Lance 4500 Fang Partway through Chapter 11
Partisan 6600 Fang Partway through Chapter 11
[*04*] LENORA'S GARAGE
The electronic pass that allows access to this Vendor appears as a "spoil" of
an unavoidable story-line battle that occurs partway through Chapter 4.
Automatic additions to the initial inventory appear three times during
subsequent game play.
------------------------------------------------------------------------------
| LENORA'S GARAGE |
| scrap parts at bargain prices |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Component | Gil Cost | First Availability |
------------------------------------------------------------------------------|
Polymer Emulsion 200 Partway through Chapter 4
Ferroelectric Film 460 Partway through Chapter 4
Insulated Cabling 280 Partway through Chapter 4
Ceramic Armor 660 Start of Chapter 7
Passive Detector 840 Start of Chapter 7
Liquid Crystal Lens 320 Start of Chapter 9
Epicyclic Gear 320 Start of Chapter 9
Radial Bearing 320 Partway through Chapter 11
Superconductor 840 Partway through Chapter 11
Bomb Fragment 430 Start of Chapter 7
Fiber-optic Cable 840 Partway through Chapter 11
Ring Joint 840 Start of Chapter 9
Crankshaft 840 Start of Chapter 9
Perfect Conductor 1600 Partway through Chapter 11
Piezoelectric element 840 Partway through Chapter 11
Turbojet 840 Start of Chapter 7
Paraffin Oil 320 Partway through Chapter 4
Amplifier 520 Partway through Chapter 11
Silicone Oil 660 Partway through Chapter 11
[*05*] MAGICAL MOMENTS
The electronic pass for access of this Vendor appears as a "spoil" of a story-
line battle that occurs partway through Chapter 5.
The initial inventory list contains a single Amulet. Four expansions bring the
total accessory set available for purchase to ten.
------------------------------------------------------------------------------
| MAGICAL MOMENTS |
| heirloom quality protection charms |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Accessory | Cost | Usage | First Availability |
------------------------------------------------------------------------------|
Guardian Amulet 5000 Critical Protect Start of Chapter 8
Auric Amulet 5000 Critical Shell Partway through Chapter 5
Watchman's Amulet 5000 Critical Veil Start of Chapter 6
Hero's Amulet 5000 Critical Bravery Start of Chapter 10
Saint's Amulet 5000 Critical Faith Start of Chapter 10
Zealot's Amulet 5000 Critical Vigilance Start of Chapter 11
Flamebane Brooch 3000 Critical Barfire Start of Chapter 11
Frostbane Brooch 3000 Critical Barfrost Start of Chapter 11
Sparkbane Brooch 3000 Critical Barthunder Start of Chapter 11
Aquabane Brooch 3000 Critical Barwater Start of Chapter 11
[*06*] CREATURE COMFORTS
The electronic pass for use to access the goods sold by this Vendor appears as
a "spoil" of the final story-line battle that occurs at the end of Chapter 5.
The initial five-organic-component inventory receives three additions as the
game is played to achieve a total organic-component set of twenty.
------------------------------------------------------------------------------
| CREATURE COMFORTS |
| "scientific specimens, bushmeat, and organic materials" |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Component | Cost | First Availability |
------------------------------------------------------------------------------|
Wicked Fang 80 End of Chapter 5
Thickened Hide 80 End of Chapter 5
Enigmatic Fluid 80 End of Chapter 5
Sturdy Bone 80 End of Chapter 5
Scaled Wing 80 End of Chapter 5
Fragrant Oil 80 Start of Chapter 8
Barbed Tail 80 Start of Chapter 8
Bestial Claw 80 Start of Chapter 8
Vibrant Ooze 80 Start of Chapter 8
Iron Shell 80 Start of Chapter 8
Monstrous Fang 150 Start of Chapter 10
Smooth Hide 150 Start of Chapter 10
Mysterious Fluid 150 Start of Chapter 10
Otherworldly Bone 150 Start of Chapter 10
Abominable Wing 150 Start of Chapter 10
Medicinal Oil 150 Start of Chapter 11
Diabolic Tail 150 Start of Chapter 11
Gargantuan Claw 150 Start of Chapter 11
Transparent Ooze 150 Start of Chapter 11
Armored Shell 150 Start of Chapter 11
[*07*] PLAUTUS'S WORKSHOP
The electronic pass for this Vendor appears as a "spoil" of the final story-
line battle that occurs at the end of Chapter 7. However, access to the Vendor
for goods purchase is not allowed until the start of Chapter 8.
The initial inventory of six weapons, one for each character, is augmented
three times during the rest of the game to produce three weapon purchase
opportunities in support of each.
------------------------------------------------------------------------------
| PLAUTUS'S WORKSHOP |
| "the finest in specialized weaponry" |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Weapon | Cost | Usage | First Availability |
------------------------------------------------------------------------------|
Axis Blade 15000 Lightning Start of Chapter 8
Lifesaber 20000 Lightning Start of Chapter 10
Lionheart 28000 Lightning After Chapter 12 Start
Spica Defenders 14500 Sazh Partway through Chapter 11
Anteres Deluxes 22000 Sazh Start of Chapter 13
Procyons 30000 Sazh Start of Chapter 8
Paladin 20000 Snow Start of Chapter 8
Rebel Heart 11000 Snow Start of Chapter 13
Umbra 32600 Snow Start of Chapter 10
Airwing 10000 Hope Start of Chapter 8
Otshirvani 28200 Hope Start of Chapter 13
Vidofnir 16900 Hope Partway through Chapter 11
Healer's Staff 19800 Vanille Start of Chapter 10
Mistilteinn 11000 Vanille After Chapter 12 Start
Belladonna Wand 31200 Vanille Start of Chapter 8
Punisher 31000 Fang Start of Chapter 13
Pandoran Spear 16200 Fang Partway through Chapter 11
Gae Bolg 13100 Fang Start of Chapter 8
[*08*] THE MOTHERLODE
This Vendor appears as a "spoil" of a story-line battle that occurs toward the
end of Chapter 8.
Three updates are used to complete the inventory list of items for sale by this
Vendor.
------------------------------------------------------------------------------
| THE MOTHERLODE |
| "mineralogical excellence" |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Component | Cost | First Availability |
------------------------------------------------------------------------------|
Millerite 3000 Partway through Chapter 8
Rhodochrosite 8000 Partway through Chapter 8
Cobaltite 17000 Partway through Chapter 8
Perovskite 30000 Start of Chapter 9
Uraninite 45000 Start of Chapter 9
Mnar Stone 60000 Start of Chapter 10
Scarletite 100000 Start of Chapter 11
[*09*] MOOGLEWORKS
This Vendor appears as a "spoil" of a story-line battle that occurs partway
through Chapter 10.
A single addition to the initial inventory completes the goods for sale list
for this Vendor.
------------------------------------------------------------------------------
| MOOGLEWORKS |
| "accessories the likes of which you've never imagined" |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Accessory | Cost | Usage | First Availability |
------------------------------------------------------------------------------|
Whistlewind Scarf 1000 ATB Segment Charge Partway through Chapter 10
Nimbletoe Boots 6000 Improved SEN Evasion Start of Chapter 11
Collector Catalog 100000 Item Scavenger Partway through Chapter 10
Speed Sash 10000 ATB Increase on Kill Start of Chapter 11
[*10*] R&D DEPOT
This Vendor is one of two in the game that are non-story-line acquisitions.
That is, this Vender is not presented to the Player during the "normal" story-
line progression of the game; the Player must choose to seek out and find the
source that "delivers" the Vendor to be able to access its merchandise.
The goods purchase options are fully developed upon receipt of the electronic
pass for this Vendor.
------------------------------------------------------------------------------
| R&D DEPOT |
| specialized weapons development items |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Component | Cost | First Availability |
------------------------------------------------------------------------------|
Green Needle 7000 Upon completion of Chapter 11 side quest
Particle Accelerator 10000 Upon completion of Chapter 11 side quest
Ultracompact Reactor 50000 Upon completion of Chapter 11 side quest
Adamantite 220000 Upon completion of Chapter 11 side quest
Dark Matter 840000 Upon completion of Chapter 11 side quest
Trapezohedron 2000000 Upon completion of Chapter 11 side quest
[*11*] GILGAMESH,Inc.
The capability for access of this store is at the option of the game Player.
That is, this facility is one of two in the game that are not automatically
awarded as a story-line Key Item Inventory entry.
All inventory items are available for purchase when access to this Vendor is
first obtained.
------------------------------------------------------------------------------
| GILGAMESH, Inc. |
| sophisticated weapons for qualified customers |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Weapon | Cost | Usage | First Availability |
------------------------------------------------------------------------------|
Organyx 280000 Lightning Complete Chapter 11 side quest
Hauteclaire 20000 Lightning Complete Chapter 11 side quest
Pleides Hi-Powers 22000 Sazh Complete Chapter 11 side quest
Aldebarans 263000 Sazh Complete Chapter 11 side quest
Rigels 19000 Sazh Complete Chapter 11 side quest
Sacrificial Circle 210000 Snow Complete Chapter 11 side quest
Feymark 25000 Snow Complete Chapter 11 side quest
Unsetting Sun 21000 Snow Complete Chapter 11 side quest
Malphas 198000 Hope Complete Chapter 11 side quest
Simurgh 21200 Hope Complete Chapter 11 side quest
Alicanto 18000 Hope Complete Chapter 11 side quest
Tigerclaw 300000 Vanille Complete Chapter 11 side quest
Heavenly Axis 24000 Vanille Complete Chapter 11 side quest
Shamanic Spear 23000 Fang Complete Chapter 11 side quest
Dragoon Lance 230000 Fang complete Chapter 11 side quest
Taming Pole 27000 Fang Complete Chapter 11 side quest
[*12*] SANCTUM LABS
This capability appears as a "spoil" of the story-line battle that occurs as
part of the opening sequence of events of Chapter 12.
The complete inventory of offered accessories is made available for purchase at
the point of Vendor acquisition in the game.
------------------------------------------------------------------------------
| SANCTUM LABS |
| "next-generation combat gear" |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Accessory | Cost | Usage | First Availability |
------------------------------------------------------------------------------|
Platinum Bangle 48000 Hit Points +400 After Chapter 12 Start
Royal Armlet 200000 Resist Phys & Magic +5% After Chapter 12 Start
Entite Ring 120000 Elemental Resist +10% After Chapter 12 Start
[*13*] EDEN PHARMACEUTICALS
This Vendor appears as a "spoils" product of the final story-line battle of
Chapter 12.
This Vendor appears with the full suite of inventory available for purchase.
------------------------------------------------------------------------------
| EDEN PHARMACEUTICALS |
| products of academic and industry-sponsored research |
| Merchandise Availability Index |
------------------------------------------------------------------------------|
| Item | Cost | Usage | First Availability |
------------------------------------------------------------------------------|
Librascope 10000 View enemy description Start of Chapter 13
Fortisol 12000 Augmented attack Start of Chapter 13
Aegisol 12000 Augmented defense Start of Chapter 13
Deceptisol 30000 Temporary invisibility Start of Chapter 13
[C] STORY-LINE NOTES
The notes presented add detail to the basic descriptive information provided in
the prior section.
These notes are provided separately so as to preserve the innocence of those
wanting to use the merchandise information for each store but not wishing to
know more than the absolute minimum of story-line information before proceeding
through the game.
It is felt that there are no major plot spoilers in the comments provided but
there will be a few "revealing" remarks made about the structure of the game.
GENERAL: The thirteen Chapters of the game define a time sequence of events to
have each address a separate segment of the total story line. The nature and
the content of the shops that appear evolve in reflection of the Chapter-by-
Chapter, story-line progression.
Most Chapters begin with a series of scenes that introduce characters and
present materials that develop the game story line. Some Chapters will require
Player involvement as the scenes occur by including a battle action for Player
address. The "First Availability" annotations "Start of Chapter" and "After
Chapter Start" have been included in the tables to distinguish between these
two chapter opening types. "Start of Chapter" has been used to designate events
that occur after a "scenes only" Chapter opening. "After Chapter Start" denotes
the fact that a "forced" battle must be completed as part of the Chapter
opening event sequence before the designated Vendor good becomes available.
A feature of the evolution is that additions to store contents may appear at
any time. Such updates will usually be announced to the Player by display of a
"New Merchandise Available" notification enclosed in a rectangular red box in
the upper left-hand corner of the game screen. Each announcement appears once
and only momentarily so the Player will have to be especially alert to see it.
The "First Availability" annotations entered into the Merchandise tables for
the Vendors have, in part, been used to compensate the fleeting nature of the
notifications by advising the reader, in general terms, when some of the "New
Merchandise Available" announcements occur. Additional information on inventory
appearances for each Vendor is provided in the notes that follow.
The presented notes also include an introductory discussion of the potential
availability of Vendor goods from alternate sources. Specifics on the available
alternate sources are presented in the next major text subdivision of this
document (Section D, Alternate Sources).
The reader is advised that the use of the Upgrade and/or Dismantling processes
can also produce units of some of the goods sold by the various Vendors.
However, discussion of those sources has been deemed to be outside the scope of
this guide.
[*01*] UNICORN MART: This facility becomes available during the initialization
sequence that occurs to begin Chapter 1 of the game. There is a two-part battle
with a mechanical monster that must be completed before this Vendor will become
available. After the battle, there is no "New Merchandise Available"
notification when this Vendor appears. Instead there is notification of a
tutorial with a choice provided that allows one to view or skip the tutorial.
Under "Gameplay Basics" in the Tutorial one will find an explanation of how
Vendors may be accessed. If the Datalog is viewed, the Unicorn Mart "electronic
pass" will appear in the Key Item List. After the tutorial, the Vendor will
appear (no availability notification is presented) but only when the [Shop]
command is selected at a [Save] station.
The merchandise offered by Unicorn Mart evolves in anticipation of the needs of
the typical Player in upcoming battles with fiends.
In Chapter 1, the only means available for replacing a character's depleted
health during battle is by using a potion. Also, should a character be overcome
in battle, the available means for returning that character to the battle is by
use of a Phoenix Down. Unicorn Mart provides means for compensating those
difficulties through the inventory items available for purchase.
In other Chapters, fiends will be encountered that use various status attacks
such as Poison, Curse, Pain, Daze, Fog and Imperil. For example, enemies
featuring the capability to inflict Poison status on a character first appear
in Chapter 5 and the "Antidote" entry for Unicorn Mart first appears at the
beginning of Chapter 5.
Thus, whenever a new item appears for sale at Unicorn Mart, anticipate meeting
fiends in battle with the corresponding status attacks in the Chapters
following the appearance.
Also anticipate having items sold by this Vendor available from alternate
sources. Usually recovered Treasure Sphere contents plus collected battle
spoils will be in sufficient quantity that purchases from this Vendor will not
be necessary.
[*02*] B&W OUTFITTERS: There is a battle with a mechanized panther as part of
the opening sequence for Chapter 2. One of the "spoils" received from this
battle will always be the B&W Outfitters "electronic pass" Key Item that allows
purchase of goods sold.
At any time B&W Outfitters offers only a basic set of accessories for the game.
Additional useful accessories can be acquired as the story line is pursued.
There are multiple additions to the B&W Outfitters inventory of goods for sale
as the game progresses. Additions normally occur at the start of a Chapter but
a "mid-Chapter" addition is seen in Chapter 11. The accessories with "First
Availability" of "Partway through Chapter 11" are received as play first enters
the Mah'habara Subterra. Take the northernmost "open" path out of the Archylte
Steppes to proceed to that area.
Most accessories are not listed as being for sale until after an exemplar has
been made available during normal story-line game play. Most accessories sold
by this store become available in limited quantity from treasure chests and/or
side quest completions as the story line proceeds. In a few cases accessories
may be obtained in quantity as spoils of battle from defeated fiends.
[*03*] UP IN ARMS: This Vendor appears as a "spoil" of the second-to-last
battle that occurs as a part of the last sequence of actions in Chapter 3.
After the electronic pass for Up in Arms access is received, there is a scene
change and a second end-of-chapter battle begins. Completion of the second
battle sees continuation of action without Player control of Vendor goods
through the start of Chapter 4.
Store inventory evolves in depth and scope as the game progresses. Initially
basic weapons assigned by the game at character initialization for the first
five playable characters are reflected by the weapon set displayed. Later,
alternative weapons for each of those characters are introduced as the Chapter
6 additions shown.
The final inventory addition occurs in Chapter 11 and adds the basic weapon for
the sixth playable character as well as weapons with alternate capability for
two of the six playable characters. Those weapons, annotated with "First
Availability" of "Partway through Chapter 11", are received as play first
enters the Mah'habara Subterra. (Take the northernmost "open" path out of the
Archylte Steppes to proceed to that area.)
Usually this store will not display a weapon as being for sale until after the
point in the game where an acquisition opportunity for that weapon has been
provided to the Player. In all cases, one unit of each of the listed weapons
will be supplied by the game as a "character initialization" item or as the
content of a Treasure Sphere available during game play.
[*04*] LENORA'S GARAGE: The electronic pass allowing use of this Vendor is
granted as a "spoil" at the end of a two-part, story-line battle against a
large mechanical monster approximately half-way through Chapter 4.
The initial inventory of components consisting of four items receives three
additions to achieve a total of nineteen as the game progresses. Additions to
inventory normally occur after the identical items have been made available for
collection as spoils of battle with encountered enemies.
All but five of the inorganic components sold by this Vendor can be obtained in
quantity as "rare" spoils of battle with various "mechanical" fiends. However,
the fiend producing any given inorganic component may not always be available
for battle when convenient.
[*05*] MAGICAL MOMENTS: The electronic pass for access of this Vendor appears
as a "spoil" of a story-line battle with a Feral Behemoth approximately three-
quarters of the way through Chapter 5.
Typically accessories are added to inventory only after one or more units have
otherwise been made available to the Player. In general, a few (1, 2 or 3) of
each of the listed accessories can be acquired from Treasure Spheres during
game play.
The adjective "Critical" used in the "Usage" column refers to the fact that the
capability indicated for the accessory only becomes active when the Hit Points
of a character having the accessory equipped are reduced to their critical
point level or less - and that only once per particular battle.
[*06*] CREATURE COMFORTS: Access to this Vendor becomes available immediately
after the final story-line battle that occurs at the end of Chapter 5. Upon
conclusion of the battle, restored Player control allows movement forward to a
[Save] Station and use of the organic components available from this Vendor.
Most of the components sold by this Vendor can be obtained in quantity as
"rare" spoils of battle with various fiends. However, the fiend producing any
given organic component may not always be available for battle when convenient.
Customarily, a component will not appear in inventory until after opportunity
to collect units through battle with fiends that drop the component has been
presented by the game.
[*07*] PLAUTUS'S WORKSHOP: This Vendor appears as a "spoil" of a final story-
line battle that is inserted into an automatic sequence of scenes that define
the end of Chapter 7. Upon completion of the unavoidable battle, additional
scenes bring Chapter 7 to a conclusion and the story line moves on to begin
Chapter 8. Chapter 8 sees restored Player control and allowed use of a [Save]
Station to purchase the weapons then available from this Vendor.
Each weapon available from this Vendor exhibits a "Special" element that
expands the battle-arena capability set over those of the basic weapons offered
by the Up in Arms Vendor. These include individual features to extend physical
attack power, expand magical attack options and increase defensive strengths.
Note that, most of the time, the weapon will not appear for sale in this store
until after the Treasure Sphere containing the weapon has been made available
for access by the Player. In every case one unit of each weapon sold can be
found in a Treasure Sphere during the game.
[*08*] THE MOTHERLODE: This Vendor appears as a "spoil" of the first of two
story-line battles that occur at the end of a very short Chapter 8.
The initial inventory list receives three updates as the game progresses to
realize the final set of seven items available for sale. Each of the items for
sale is a "Transformation Element" of the type needed to transform weapons
and/or accessories to their alternate forms as part of the Upgrade Process that
can be used by the Player to improve their basic capabilities.
Goods availability from alternate sources for the inventory items varies.
"Inexhaustible" sources appear for the first two items before the Vendor
appears. Alternate sources for the rest of the goods sold only appear after
their appearance in the Vendor inventory list.
[*09*] MOOGLEWORKS: This Vendor appears as a "spoil" of a major story-line
battle that occurs two-thirds of the way through Chapter 10.
Two of the inventory goods become available upon appearance of this Vendor. The
next (final) two inventory items appear in Chapter 11.
All goods displayed by this Vendor may be acquired in Chapter 11 either as
Treasure Sphere contents or as products received from completed optional and/or
story-line actions.
[*10*] R&D DEPOT: This Vendor can only be acquired as the "First Time"
Completion Bonus for finishing an "optional" Mission 7 side quest first
available in the Chapter 11 action area of Final Fantasy XIII. Completion can
be as Chapter 11 is first traveled or upon later return to the action area.
All inventory items are immediately available for purchase when the electronic
pass for this Vendor is received.
Goods sold by this Vendor have special application in the Upgrade process that
can be applied to increase Weapon and Accessory capabilities.
Given dismantling sources are not to be considered; only three of the sold
goods can be obtained in quantity from alternate sources.
[*11*] GILGAMESH,Inc.: To obtain access, one must complete the Mission 46 side
quest first available as one proceeds along the story line of Chapter 11. The
Gilgamesh, Inc. Vendor access interface appears as the First Time Completion
Bonus for successful execution of the repeatable Mission 46 side quest.
The side quest need not be completed at the first opportunity. As additional
game progression takes place, there will be later opportunity to return to the
Chapter 11 action arena to complete the side quest and thus acquire Gilgamesh,
Inc.
This Vendor appears with its full complement of goods in place.
The weapons available from this Vendor are generally more powerful than those
sold by other Vendors. However the increase in power comes at the price of the
weapon also having some sort of disadvantageous characteristic that the Player
must deal with during battle.
At least one unit of each of the weapons sold by this Vendor can be obtained
from a Treasure Sphere or a "battle spoils" alternate source.
[*12*] SANCTUM LABS: The opening sequence of events of Chapter 12 begins with a
series of scenes interrupted by a battle demanding Player participation. Upon
conclusion of the unavoidable battle and completion of additional scenes, game
control is given to the Player with a [Save] Station available to use for
access to the "special" accessories sold by this Vendor.
This Vendor appears with a complete inventory set available for immediate
purchase. The accessories offered are, in a vague sense, advanced versions of
certain accessories sold in other stores found in the game.
A minimum of two units of each of the listed accessories are available by
completing various actions during game play. For the first two of the listed
items, four units will be available from alternate sources. Additional units,
if desired, require purchase from this store.
[*13*] EDEN PHARMACEUTICALS: The battle granting the electronic pass for this
Vendor begins activities to conclude Chapter 12. First access to the goods sold
is immediate after the battle ends and just before a possible Chapter 13 start.
The four items sold by this store provide the Player with means for execution
of effective battle strategy against stronger opponents.
This Vendor appears so late in the game that it seems likely that the aware
Player will have found satisfactory alternate means to collect any needed
Shroud items sold by this Vendor and/or to execute the Librascope function.
[D] ALTERNATE SOURCES
Most goods that can be obtained by purchase at the listed Vendors have
alternative sources which allow the Player to obtain them at no Gil cost. A
presentation of such alternate sources is the subject of this document section.
Addressed source types include game Initialization actions, Treasure Spheres,
battle spoils and side quest "rewards". "Dismantling" actions that produce
goods of interest are not considered by the presentation.
The following presentation conventions are used by the tabulations that follow.
Each entry consists of the name of the good under consideration followed by a
brief description of the location of the source. Where necessary, the location
description is augmented by a parenthetical expression to add detail.
If the source of a good is through Initialization, the word "Initialization"
appears in the location description of the corresponding Tabular entry.
Next consider the possible tabular entries for a Treasure Sphere.
A Treasure Sphere containing a single good has a basic description (e.g.,
Potion - Chapter 1 - Aerorail Trussway 13-E). If the Treasure Sphere contains
more than one good, the number of goods contained in the Treasure Sphere is
added to the basic description as a numeric indicator enclosed in parentheses
(e.g., Potion - Chapter 1 - Aerorail Trussway 12-E (two)).
Battle spoils entries are similar.
If a battle can be repeated after a [Save] action that collects the spoils
received, the tabular entry has the form of a basic description followed by the
"name" of the enemy that must be defeated to receive the good under
consideration (e.g., Potion - Chapter 3 - Encased in Crystal (PSICOM Tracker)).
As "repeatable" battles may be fought over and over, no numeric indicator is
included as a part of the parenthetical description supplement. As many goods
as desired can be acquired by fighting the battle repeatedly.
If a battle can not be repeated after a [Save] action that collects the spoils
received, a tabular entry will appear only if the outcome of the battle is
always the same. For such battles, the entry has the same form as the
"repeatable" battle description but with a numeric indicator included as a part
of the parenthetical description supplement (e.g., Potion - Chapter 1 -
Aerorail Trussway 6-W (Beta Behemoth - five)). Observe that "not repeatable"
battles with spoils governed solely by chance are not sources displayed by the
tabular listings.
Chapter 11 side quest reward alternate sources (64 Missions, repair of Bhakti
the robot, Chocobo Treasure Hunt) can be significant. They will be identified
in the presentation. The same basic entry types will be used for their display
with the parenthetical description supplement suitably modified to include
specific indicators for those sources.
That alternate sources are available is only part of the story. The timing
associated with that availability is also a significant factor for
consideration.
Ten of the thirteen Final Fantasy XIII Chapters are "one time" events. That is,
once the Chapter has been completed, return to play through its activities
another time is not permitted in the game. Two of the remaining three Chapters
are "partly" repeatable while the remaining Chapter is "totally" repeatable.
Within that structure, organization within the Chapters also impacts alternate
source availability. Each Chapter can be considered to be composed of multiple
"segments" with a segment defined by a "boundary" at its beginning and a second
"boundary" at its end. "Boundaries" customarily occur near a [Save] Station
location or when a story-line "cut scene" event occurs.
Source availability may be impacted by internal restrictions in a Chapter. A
Chapter may be open end-to-end with all "segments" repeatable or, one or more
"segments" may be non-repeatable in the end-to-end sense to establish separate
"compartments" of play within a Chapter.
Chapters 1, 2, 4, 7, 9 are "compartmented" and may be played only once each
game. Usually sources lying within these Chapters must be addressed when play
is in the associated compartment for they quite likely will not be available
otherwise.
Chapters 3, 5, 6, 8 and 10 are open "end-to-end"; there are no internal
barriers to restrict travel for play between the chapter starting point and the
"end-of-chapter" battle sequence. These chapters, once completed may not be
played over but, until completed, free access to all alternate sources is
always possible.
Chapters 11, 12 and 13 have "special" structures.
Chapter 11 is unique within Final Fantasy XIII. It is without internal story-
line barriers of the types just described and its parts may be visited as many
times as desired. Thus, once its "puzzles" have been solved, all alternate
sources there will always be available.
"Replayable" Chapter 12 is divided into two "compartments". The initial segment
of the Chapter is a one-time-only compartment separated from the several
segments that define the open "end-to-end" remainder of the Chapter. The open
"end-to-end" part of Chapter 12 may be re entered for replay at Player choice
after an initial "story-line-completion" Chapter 12 play through.
Chapter 13 has "creatively presented" segments and multiple compartments. Some
internal segments are "interconnected" and can be played multiple times during
the story-line progression of the Chapter upon Player choice. Upon completion
of story-line actions in Chapter 13, replay access remains available but is
limited to two "important" segments of the Chapter 13 story-line pathway only.
[*01*] UNICORN MART
Goods available from this Vendor seem less important as the game progresses.
Equivalent capability can be realized by use of accessories that become
available and through exercise of magical techniques gained through character
development.
The complete inventory for Unicorn Mart features seven items.
Three item types can only be acquired by purchase from this Vendor. The other
four item types can be found in limited quantity in Treasure Spheres. Two of
these four can be obtained in "unlimited" quantity as spoils received in
repeatable battles.
Remember that the non-repeatable battles of Chapter 1 involving PSICOM Warden,
PSICOM Enforcer, and PSICOM Aerial Sniper enemies may yield Potions and/or
Phoenix Down items as spoils in limited quantity but their unpredictable
appearance has produced the decision to omit them from the list display.
Potion - Chapter 1 - Aerorail Trussway 13-E (Manasvin Warmech - six)
Chapter 1 - Aerorail Trussway 13-E (Initialization - ten)
Chapter 1 - Aerorail Trussway 13-E
Chapter 1 - Aerorail Trussway 12-E (two)
Chapter 1 - Aerorail Trussway 11-E (PSICOM Warden - one)
Chapter 1 - Aerorail Trussway 6-W (Beta Behemoth - five)
Chapter 2 - Sacrarium (four)
Chapter 2 - House of Stairs (two)
Chapter 2 - House of Stairs (two)
Chapter 2 - Anima's Throne (five)
Chapter 3 - Amid Timebound Waves (PSICOM Enforcer)
Chapter 3 - Amid Timebound Waves (PSICOM Warden)
Chapter 3 - Encased in Crystal (PSICOM Tracker)
Chapter 3 - The Frozen Falls (PSICOM Tracker)
Chapter 3 - The Frozen Falls (PSICOM Ranger)
Chapter 3 - Gates of Antiquity (PSICOM Ranger)
Chapter 3 - A City No Longer (three)
Chapter 3 - A City No Longer (PSICOM Tracker)
Chapter 3 - A City No Longer (PSICOM Ranger)
Chapter 4 - Scavenger's Trail (Corps Regular)
Chapter 4 - Scavenger's Trail (Corps Gunner)
Chapter 4 - Scavenger's Trail (PSICOM Ranger)
Chapter 4 - Scavenger's Trail (PSICOM Tracker)
Chapter 5 - Bioweapons Maintenance (Corps Watchman)
Chapter 5 - Bioweapons Maintenance (Corps Marksman)
Chapter 8 - The Mall (Corps Gunner)
Antidote - Chapter 5 - Canopy Wardwalks (three)
Chapter 5 - Research Corridor (Alpha Behemoth - four)
Chapter 5 - Bioweapons Maintenance (six)
Holy Water - Chapter 7 - The Metrostile (three)
Chapter 7 - Nutriculture Complex (four)
Chapter 7 - Western Promenade (four)
Pain Killer - No units available from considered alternate sources.
Foul Liquid - No units available from considered alternate sources.
Mallet - No units available from considered alternate sources.
Phoenix Down - Chapter 2 - Ambulatory
Chapter 3 - Amid Timebound Waves
Chapter 3 - Amid Timebound Waves (PSICOM Enforcer)
Chapter 3 - Amid Timebound Waves (PSICOM Warden)
Chapter 3 - Encased in Crystal (PSICOM Tracker)
Chapter 3 - The Frozen Falls (PSICOM Tracker)
Chapter 3 - The Frozen Falls (PSICOM Ranger)
Chapter 3 - Gates of Antiquity (PSICOM Ranger)
Chapter 3 - A City No Longer (PSICOM Tracker)
Chapter 3 - A City No Longer (PSICOM Ranger)
Chapter 3 - Echoes of the Past
Chapter 4 - Munitions Necropolis
Chapter 4 - Scavenger's Trail (Corps Regular)
Chapter 4 - Scavenger's Trail (Corps Gunner)
Chapter 4 - Scavenger's Trail (PSICOM Ranger)
Chapter 4 - Scavenger's Trail (PSICOM Tracker)
Chapter 4 - Scavenger's Trail
Chapter 4 - Scrap Processing
Chapter 4 - Scrap Processing
Chapter 5 - Bioweapons Maintenance (Corps Watchman)
Chapter 5 - Bioweapons Maintenance (Corps Marksman)
Chapter 7 - The Metrostile (Corps Pacifex)
Chapter 7 - The Metrostile (Corps Tranquifex)
Chapter 7 - Nutriculture Complex
Chapter 7 - The Agora (Corps Tranquifex)
Chapter 7 - The Agora (PSICOM Bombardier)
Chapter 7 - Pedestrian Terraces (Corps Pacifex)
Chapter 7 - Pedestrian Terraces (PSICOM Scavenger)
Chapter 7 - Pedestrian Terraces (PSICOM Predator)
Chapter 7 - Pedestrian Terraces (PSICOM Bombardier)
Chapter 7 - Central Arcade (Corps Pacifex)
Chapter 7 - Central Arcade (Corps Tranquifex)
Chapter 7 - Central Arcade (PSICOM Aerial Sniper)
Chapter 7 - Rivera Towers (PSICOM Aerial Sniper)
Chapter 7 - Western Promenade (Corps Pacifex)
Chapter 7 - Western Promenade (Corps Tranquifex)
Chapter 7 - Western Promenade (PSICOM Scavenger)
Chapter 7 - Western Promenade (PSICOM Bombardier)
Chapter 7 - Felix Heights (Corps Pacifex)
Chapter 7 - Felix Heights (PSICOM Scavenger)
Chapter 7 - Felix Heights (PSICOM Bombardier)
Chapter 7 - Estheim Residence
Chapter 7 - Estheim Residence (PSICOM Scavenger)
Chapter 7 - Estheim Residence (PSICOM Predator)
Chapter 7 - Estheim Residence (PSICOM Bombardier)
Chapter 8 - Park Square
Chapter 8 - The Mall (Corps Gunner)
Chapter 9 - Primary Engine Bay
[*02*] B&W OUTFITTERS
Goods available from this Vendor are used to augment character offensive and
defensive capabilities. As can be seen from the sources listing, at least one
copy of all but two of the goods can be obtained from alternate sources.
Additionally, other goods of the same or similar types with additional
capability will be found as the game is played.
Twenty-eight accessory unit types comprise the inventory of goods available
from this Vendor.
The first six accessory types, if equipped, increase the maximum Hit Point
statistic for a character. A feature of this set is that the capability
increase grows larger as one moves down the list.
The second six accessory types, if equipped, increase the physical and magical
offensive power for a character. Capability increase within each three element
accessory class is a characteristic as one scans down the list.
The following four accessories augment the physical and magical defensive
capability for a character when equipped. The second entry for each of the two
accessory types has improved capability over that exhibited by the first.
The final twelve accessories, when equipped, provide augmented defensive
capability against various specific types of enemy "status" attacks.
Iron Bangle - Chapter 1 - Aerorail Trussway 12-E
Chapter 1 - Aerorail Trussway 6-W
Chapter 2 - Sacrarium
Silver Bangle - Chapter 3 - Amid Timebound Waves
Chapter 3 - Echoes of the Past
(Garuda Interceptor - one)
Tungsten Bangle - Chapter 5 - Bioweapons Maintenance
(Aster Protoflorian - one)
Chapter 7 - Felix Heights
Titanium Bangle - No units available from considered alternate sources.
Gold Bangle - Chapter 9 - Bridge Access
Mythril Bangle - Chapter 11 - Yaschas Massif, The Pass of Paddra
Power Wristband - Chapter 2 - Ambulatory
Brawler's Wristband - Chapter 7 - Estheim Residence
Chapter 11 - Archylte Steppe, Western Benchland,
Mission 12 (Geiseric)
Warrior's Wristband - Chapter 11 - Taejin's Tower, Second Tier, Mission 23
Magician's Mark - Chapter 3 - Amid Timebound Waves
Shaman's Mark - Chapter 7 - Rivera Towers
Chapter 11 - Faultwarrens, Titan's Throne, Mission 47
(Raktavija)
Chapter 11 - Archylte Steppe, Central Expanse, Mission 62
(Raktavija)
Sorcerer's Mark - Chapter 11 - Yaschas Massif, Tsubaddran Basin, Mission 5
Chapter 11 - Mah'habara, Twilit Cavern, Mission 18
Black Belt - Chapter 4 - Another Man's Treasure
Chapter 7 - Felix Heights
Chapter 11 - Archylte Steppe, Western Benchland,
Mission 12 (Geiseric)
General's Belt - Chapter 11 - Faultwarrens, Nereid Path, Mission 44
Rune Bracelet - Chapter 9 - Bridge Access (two)
Chapter 11 - Vallis Media, Atzilut's Tears
Chapter 11 - Yaschas Massif, Ascendant Scarp
Chapter 11 - Faultwarrens, Titan's Throne, Mission 47
(Raktavija)
Chapter 11 - Archylte Steppe, Central Expanse, Mission 62
(Raktavija)
Witch's Bracelet - Chapter 11 - Archylte Steppe, Haerii Archaeopolis
Chapter 11 - Faultwarrens Primeval Crossroads, Mission 35
Chapter 11 - Faultwarrens, Salamandrine Path, Mission 42
Giant's Glove - Chapter 11 - Oerba, Village Proper, Mission 28
Glass Buckle - Chapter 11 - Archylte Steppe Western Benchland Mission 32
Metal Armband - Chapter 4 - Munitions Necropolis
Chapter 6 - Rain-spotted Vale
Chapter 10 - Inner Conduit
Chapter 11 - Taejin's Tower, Third Tier (two)
Chapter 11 - Mah'habara, An Asylum from Light (two)
Serenity Sachet - No units available from considered alternate sources.
Glass Orb - Chapter 11 - Taejin's Tower, fourth Tier (two)
Chapter 11 - Yaschas Massif, Tsumitran Basin
Star Pendant - Chapter 5 - Field Trial Range S
Chapter 8 - Chocobo Corral
Chapter 11 - Faultwarrens, A Dance of Light, Mission 37
Pearl Necklace - Chapter 11 - Yaschas Massif, Ascendant Scarp, Mission 4
Warding Talisman - Chapter 7 - Nutriculture Complex
Chapter 11 - The Faultwarrens, The Gaian Path
Pain Dampener - Chapter 9 - Rotary Shaft
Chapter 9 - Bridge Access
White Cape - Chapter 9 - Rotary Shaft
Chapter 11 - Archylte Steppe, Eastern Tors, Mission 33
Rainbow Anklet - Chapter 10 - Lower Traverse
Chapter 11 - Taejin's Tower, Fourth Tier (two)
Chapter 11 - Mah'habara, An Asylum from Light
Cherub's Crown - Chapter 13 - The Tesseracts
[*03*] UP IN ARMS
This Vendor is an "arms" dealer. Weapons sold appear to show a characteristic
of "Strength Emphasis", "Magic Emphasis" or "Balanced Attack Emphasis".
One unit of each of the goods sold can be obtained from an alternate source as
the game is played. Five of the goods are "presented" to the Player as each
playable character enters the game. A single unit of each of the other nine can
be found in Treasure Spheres. Thus, for complete coverage of this Vendor's
inventory, all that needs to be done is to be observant during play so that no
Treasure Sphere contents are missed.
Unless a Treasure Sphere is missed, there would appear to be little need for
making any purchase from this Vendor.
Blazefire Saber - Chapter 1 - Aerorail Trussway 13-E (Initialization)
Edged Carbine - Chapter 5 - Field Trial Range N
Gladius - Chapter 2 - Ambulatory
Vega 42s - Chapter 1 - Aerorail Trussway 13-E (Initialization)
Deneb Dueliers - Chapter 3 - Encased in Crystal
Wild Bear - Chapter 1 - Aerorail Trussway 5-W (Initialization)
Power Circle - Chapter 1 - Aerorail Trussway 3-N
Ninurta - Chapter 4 - Another Man's Treasure
Hawkeye - Chapter 5 - Research Corridor
Binding Rod - Chapter 2 - Sacrarium (Initialization)
Pearlwing Staff - Chapter 3 - The Waters Stilled
Rod of Thorns - Chapter 11 - Archylte Steppe, Central Expanse
Bladed Lance - Chapter 7 - Western Promenade (Initialization)
Partisan - Chapter 11 - Vallis Media, Fingers of Stone
[*04*] LENORA'S GARAGE
This Vendor is one of four that have goods for sale in support of the Final
Fantasy XIII Upgrade Process. The goods offered are subset of the totality of
possible "inorganic" good types that can be collected in the game.
The role of the "inorganic" components offered is to allow the Player to
accumulate "Experience Points" as necessary to upgrade accessories and weapons.
As shown by the sources list, four of the nineteen components are only
available by purchase. The other offered components can be collected from
alternate sources shown (although source access is usually restricted to be
within certain action areas traveled during play).
Fourteen of the listed goods can be acquired as "rare" drops in battles from
the fiend sources indicated in the list. Starting with Chapter 10, component
collection from battle spoils sources may be improved by use of a "Catalog"
accessory.
A decision to purchase from this Vendor may involve recognition of funds
availability, complexity of collection action alternatives, consideration of
the use of alternative components, and needed timing of upgrade actions.
Polymer Emulsion - Chapter 2 - Ambulatory (Myrmidon)
Ferroelectric Film - Chapter 3 - Forgotten Commons (Crusader)
Chapter 3 - A City No Longer (one)
Insulated Cabling - Chapter 3 - The Frozen Falls (three)
Chapter 3 - The Frozen Falls (Ciconia Velocycle)
Chapter 7 - Pedestrian Terraces (four)
Ceramic Armor - Chapter 4 - Scavenger's Trail (Uhlan)
Passive Detector - Chapter 4 - Wrack and Ruin (Pulsework Soldier)
Chapter 4 - Another Man's Treasure (Pulsework Soldier)
Chapter 4 - Devastated Dreams (Pulsework Soldier)
Chapter 4 - Scrap Processing (Pulsework Soldier)
Liquid Crystal Lens - No units available from considered alternate sources.
Epicyclic Gear - No units available from considered alternate sources.
Radial Bearing - Chapter 10 - Vestibular Hold (Pulsework Knight)
Chapter 10 - Central Conflux (Pulsework Knight)
Chapter 10 - The Synthrona (Pulsework Knight)
Chapter 10 - Basement Conflux (Pulsework Knight)
Superconductor - Chapter 7 - Western Promenade (Orion)
Chapter 8 - The Mall (Orion)
Chapter 8 - The Clock Tower (Orion)
Chapter 11 - Archylte Steppe, Northern Highplain,
Mission 10 (four)
Bomb Fragment - Chapter 4 - Scrap Processing (Bomb)
Fiber-optic Cable - Chapter 4 - Scavenger's Trail (three)
Chapter 7 - The Metrostile (three)
Chapter 7 - The Metrostile (Falco Velocycle)
Chapter 7 - Rivera Towers (Falco Velocycle)
Ring Joint - No units available from considered alternate sources.
Crankshaft - No units available from considered alternate sources.
Perfect Conductor - Chapter 9 - Crew Corridors (Viking)
Chapter 9 - Rotary Shaft (Viking)
Chapter 9 - Rotary Shaft
Chapter 9 - Starboard Weather Deck (Viking)
Chapter 9 - Starboard Weather Deck
Chapter 9 - Bridge Access
Chapter 11 - Mah'habara, Dusktide Grotto (three)
Chapter 11 - Mah'habara, An Asylum from Light (three)
Chapter 11 - Mah'habara, Abandoned Dig (four)
Chapter 11 - Archylte Steppe, Northern Highplain,
Mission 17 (three)
Chapter 11 - Archlyte Steppe, Haerii Archaeopolis,
Mission 31 (three)
Chapter 12 - Expressway (five)
Chapter 13 - The Tesseracts (four)
Piezoelectric element - Chapter 11 - Archylte Steppe, Northern Highplain,
Mission 17 (four for every replay)
Chapter 11 - Mah'habara, Twilit Cavern, Mission 18
(four for every replay)
Turbojet - Chapter 5 - Environmental Regulation (Feral Behemoth)
Chapter 5 - Bioweapons Maintenance (Milvus Velocycle)
Paraffin Oil - Chapter 3 - Encased in Crystal (Watchdrone)
Chapter 3 - The Frozen Falls (two)
Chapter 3 - The Frozen Falls (Watchdrone)
Chapter 3 - Gates of Antiquity (Watchdrone)
Chapter 4 - Wrack and Ruin (Watchdrone)
Chapter 4 - Another Man's Treasure (Watchdrone)
Amplifier - Chapter 10 - Transept (Berserker)
Chapter 10 - Vaults (Berserker)
Chapter 11 - Taejin's Tower (Tyrant)
Chapter 11 - Faultwarrens, Titan's Throne, Mission 49
(Tyrant)
Chapter 12 - Siren Park (Tyrant)
Silicone Oil - Chapter 9 - External Berths (four)
Chapter 9 - External Berths (Deckdrone)
Chapter 9 - Starboard Weather Deck (Deckdrone)
[*05*] MAGICAL MOMENTS
The wares offered by this Vendor offer improved defensive capability against
specific types of attack that is conditioned upon a character's Hit Point level
being at its critical level or lower.
Units of each of the ten accessories offered for sale are available from one or
more Treasure Spheres. Treasure Spheres containing units of the accessories
become accessible to game play no later than the time of their appearance in
the store inventory. Thus the Player has the opportunity to "test" each
capability before committing to a purchase if desired.
Guardian Amulet - Chapter 7 - Western Promenade
Chapter 8 - The Clock Tower
Auric Amulet - Chapter 4 - Scrap Processing
Chapter 10 - Inner Conduit
Watchman's Amulet - Chapter 5 - Environmental Regulation
Chapter 11 - Yaschas Massif, Tsumitran Basin
Hero's Amulet - Chapter 10 - Vestibular Hold
Saint's Amulet - Chapter 10 - Lower Traverse
Chapter 11 - Mah'habara, Twilit Cavern (two)
Zealot's Amulet - Chapter 11 - The Faultwarrens, Via Lunae
Chapter 11 - Faultwarrens, Via Solis, Mission 40
Chapter 11 - Faultwarrens, Titan's Throne, Mission 51
(Attacus)
Flamebane Brooch - Chapter 11 - Oerba, Rust-eaten Bridge
Frostbane Brooch - Chapter 11 - Taejin's Tower, The Cloven Spire (two)
Sparkbane Brooch - Chapter 11 - Taejin's Tower, Ground Tier
Aquabane Brooch - Chapter 11 - Sulyya Springs, Subterranean Lake
[*06*] CREATURE COMFORTS
This Vendor is one of four that have goods for sale in support of the Final
Fantasy XIII Upgrade Process. The goods offered are subset of the totality of
possible "organic" good types that can be collected in the game.
The primary role of the "organic" components offered is to allow the Player to
maximize the effect of "inorganic" components used accumulate "Experience
Points" as necessary to upgrade accessories and weapons. Use of "organic"
components prior to use of "inorganic" components can make the "inorganic"
component "Experience Point" contribution up to three times that of the base
value. The "organic" components used also act to add to the Experience Point
accumulation needed to improve the capability of equipment via the Upgrade
Process.
As shown by the sources list, two of the twenty components are available in
quantity only by purchase. The other offered components can be collected from
alternate sources shown (although source access is usually restricted to be
within certain action areas traveled during play).
Eighteen of the listed goods can be acquired as "rare" drops in battles from
the fiend sources indicated in the list. Starting with Chapter 10, the player
will have the option of improving component collection from battle spoils
sources by making use of a "Catalog" accessory.
A decision to purchase from this Vendor may involve recognition of funds
availability, complexity of collection action alternatives, consideration of
the use of alternative components, and needed timing of upgrade actions.
Wicked Fang - Chapter 2 - Sacrarium (Pantheron)
Chapter 2 - Ambulatory (Pantheron)
Chapter 3 - Amid Timebound Waves (Pantheron)
Chapter 3 - Encased in Crystal (Pantheron)
Chapter 3 - Encased in Crystal (seven)
Chapter 3 - A City No Longer (Pantheron)
Chapter 4 - Wrack and Ruin (Pantheron)
Chapter 4 - Wrack and Ruin (Thexteron)
Chapter 4 - Another Man's Treasure (Thexteron)
Chapter 5 - Ecological Research (Thexteron)
Chapter 5 - Canopy Wardwalks (Thexteron)
Chapter 5 - Research Corridor (Thexteron)
Chapter 5 - Bioweapons Research Site D (Silver Lobo)
Chapter 5 - Field Trial Range S (Silver Lobo)
Chapter 5 - Field Trial Range N (Silver Lobo)
Chapter 5 - Bioweapons Maintenance (Silver Lobo)
Thickened Hide - Chapter 2 - Sacrarium (Zwerg Scandroid)
Chapter 2 - Ambulatory (Zwerg Scandroid)
Chapter 4 - Scavenger's Trail (twenty - possible minigame
outcome)
Chapter 4 - Scrap Processing (Gremlin)
Chapter 6 - Sun-dappled Trail (Gremlin)
Chapter 6 - A Shimmering Sky (Gremlin)
Chapter 6 - Rain-spotted Vale (Gremlin)
Chapter 6 - Rain-spotted Vale (Garchimacera)
Enigmatic Fluid - Chapter 3 - Amid Timebound Waves (Breshan Bass)
Chapter 3 - A Silent Maelstrom (Breshan Bass)
Chapter 3 - Encased in Crystal (Breshan Bass)
Chapter 3 - Encased in Crystal (Bloodfang Bass)
Chapter 3 - Encased in Crystal (six)
Chapter 11 - Sulyya Springs, Subterranean Lake (ten)
Sturdy Bone - Chapter 4 - Munitions Necropolis (Incubus)
Chapter 4 - Munitions Necropolis (Succubus)
Chapter 4 - Devastated Dreams (Incubus)
Chapter 4 - Devastated Dreams (Succubus)
Chapter 10 - High Conflux (Skata'ne)
Chapter 10 - High Conflux (Stikini)
Chapter 10 - The Synthrona (Stikini)
Chapter 10 - Hypogeum (Skata'ne)
Chapter 10 - Hypogeum (Stikini)
Chapter 10 - Substratal Conflux (Skata'ne)
Chapter 10 - Substratal Conflux (Stikini)
Scaled Wing - Chapter 6 - A Shimmering Sky (ten)
Chapter 6 - Rain-spotted Vale (Wyvern)
Chapter 11 - Yaschas Massif, Tsumitran Basin (Svarog)
Chapter 11 - Yaschas Massif, Ascendant Scarp (Svarog)
Fragrant Oil - Chapter 5 - Ecological Research (Frag Leech)
Chapter 5 - Canopy Wardwalks (Frag Leech)
Chapter 5 - Research Corridor (Frag Leech)
Chapter 5 - Bioweapons Research Site D (Crawler)
Chapter 5 - Field Trial Range N (Crawler)
Chapter 5 - Environmental Regulation (Crawler)
Chapter 10 - Lower Traverse (Noctilucale)
Barbed Tail - Chapter 5 - Canopy Wardwalks (Vespid)
Chapter 5 - Research Corridor (Vespid)
Chapter 5 - Field Trial Range N (Barbed Specter)
Chapter 5 - Environmental Regulation (Barbed Specter)
Chapter 5 - Environmental Regulation (eight)
Chapter 9 - Rotary Shaft (Vespid Soldier)
Chapter 9 - Primary Engine Bay (Vespid Soldier)
Chapter 9 - Starboard Weather Deck (Vespid Soldier)
Chapter 9 - Starboard Weather Deck (thirteen)
Bestial Claw - Chapter 3 - Gates of Antiquity (Alpha Behemoth)
Chapter 5 - Canopy Wardwalks (Alpha Behemoth)
Chapter 5 - Research Corridor (Alpha Behemoth)
Chapter 7 - Western Promenade (Lodestar Behemoth)
Chapter 7 - Felix Heights (Lodestar Behemoth)
Chapter 10 - Inner Conduit (Greater Behemoth)
Chapter 10 - Basement Conflux (Greater Behemoth)
Chapter 10 - Hypogeum (Greater Behemoth)
Vibrant Ooze - Chapter 4 - Scrap Processing (six)
Chapter 6 - The Old Growth (Flandragora)
Chapter 6 - Sun-dappled Trail (Flandragora)
Chapter 6 - Rain-spotted Vale (Flandragora)
Chapter 7 - Nutriculture Complex (Flanitor)
Chapter 9 - Cargo Access (Flanitor)
Chapter 9 - Cargo Access (Flanborg)
Chapter 9 - Primary Engine Bay (Flanitor)
Chapter 9 - Primary Engine Bay (Flanborg)
Chapter 10 - Lower Traverse (Phosphoric Ooze)
Chapter 10 - Central Conflux (Phosphoric Ooze)
Chapter 11 - Yaschas Massif, Ascendant Scarp (Hybrid Flora)
Chapter 11 - Yaschas Massif, The Deepgap (Hybrid Flora)
Chapter 11 - Yaschas Massif, Pass of Paddra (Hybrid Flora)
Iron Shell - Chapter 4 - Scrap Processing (eight)
Chapter 6 - A Shimmering Sky (Scalebeast)
Chapter 6 - A Shimmering Sky (fifteen)
Chapter 6 - Rain-spotted Vale (Scalebeast)
Chapter 7 - Nutriculture Complex (Lucidon)
Chapter 9 - Rotary Shaft (Thermadon)
Chapter 9 - Primary Engine Bay (Thermadon)
Chapter 9 - Starboard Weather Deck (Thermadon)
Chapter 9 - Bridge Access (Thermadon)
Monstrous Fang - Chapter 11 - Archylte Steppe, Central Expanse (Gorgonopsid)
Chapter 11 - Archylte Steppe, Eastern Tors (Gorgonopsid)
Chapter 11 - Archylte Steppe, Eastern Tors (Megistotherian)
Chapter 11 - Archylte Steppe, Northern Highplain
(Gorgonopsid)
Chapter 11 - Archylte Steppe, Northern Highplain
(Megistotherian)
Chapter 11 - Archylte Steppe, Northern Highplain (eleven)
Chapter 11 - Archylte Steppe, Western Benchland
(Gorgonopsid)
Chapter 11 - Archylte Steppe, Northern Highplain
(Megistotherian)
Chapter 11 - Yaschas Massif, Tsubaddran Highlands
(Gorgonopsid)
Chapter 11 - Yaschas Massif, Tsumitran Basin (Gorgonopsid)
Smooth Hide - Chapter 8 - The Mall (Zwerg Metrodroid)
Chapter 8 - The Clock Tower (Zwerg Metrodroid)
Chapter 10 - Inner Conduit (Imp)
Chapter 10 - Basement Conflux (Imp)
Chapter 11 - Archylte Steppe, Central Expanse (Rangda)
Chapter 11 - Archylte Steppe, Eastern Tors (Rangda)
Chapter 11 - Archylte Steppe, Western Benchland (Rangda)
Chapter 11 - Archylte Steppe, Western Benchland (Leyak)
Chapter 11 - Archylte Steppe, Western Benchland (eight)
Chapter 11 - Yaschas Massif, Tsubaddran Highlands (Leyak)
Chapter 11 - Yaschas Massif, Tsumitran Basin (Rangda)
Chapter 11 - Yaschas Massif, Tsumitran Basin (Leyak)
Chapter 11 - Yaschas Massif, Pass of Paddra (Rangda)
Chapter 11 - Yaschas Massif, Pass of Paddra (Leyak)
Mysterious Fluid - Chapter 6 - The Old Growth (Hedge Frog)
Chapter 6 - The Old Growth (eight)
Chapter 6 - Rain-spotted Vale (Hedge Frog)
Chapter 6 - Rain-spotted Vale (Mud Frog)
Otherworldly Bone - Chapter 10 - Hypogeum (two)
Abominable Wing - Chapter 7 - Rivera Towers (Ushumgal Subjugator - one)
Chapter 7 - Rivera Towers (Ushumgal Subjugator - nine)
Chapter 11 - Archylte Steppe, Central Expanse (Amphisbaena)
Chapter 11 - Archylte Steppe, Western Benchland
(Amphisbaena)
Chapter 11 - Archylte Steppe, Eastern Tors (Amphisbaena)
Chapter 11 - Taejin's Tower, The Palisades (Amphisbaena)
Chapter 11 - Taejin's Tower, The Cloven Spire (Amphisbaena)
Chapter 12 - Expressway (Amphisbaena)
Medicinal Oil - Chapter 10 - Lower Traverse (ten)
Diabolic Tail - Chapter 11 - Archylte Steppe, Aggra's Pasture (Triffid)
Chapter 11 - Archylte Steppe, Eastern Tors (seven)
Chapter 11 - Yaschas Massif, Tsubaddran Highlands (Triffid)
Chapter 11 - Yaschas Massif, Tsubaddran Highlands (nine)
Chapter 11 - Yaschas Massif, Tsumitran Basin (Triffid)
Chapter 11 - Yaschas Massif, Ascendant Scarp (Triffid)
Chapter 11 - Yaschas Massif, Pass of Paddra (Triffid)
Gargantuan Claw - Chapter 10 - Inner Conduit (seven)
Chapter 11 - Archylte Steppe, Central Expanse
(Behemoth King)
Chapter 11 - Archylte Steppe, Northern Highplain
(Behemoth King)
Chapter 11 - Yaschas Massif, Tsumitran Basin
(Behemoth King)
Chapter 12 - Expressway (Behemoth King)
Transparent Ooze - Chapter 11 - Archylte Steppe, Central Expanse (Flan)
Chapter 11 - Vallis Media, Fingers of Stone (Flan)
Chapter 11 - Archylte Steppe, Central Expanse (Dire Flan)
Chapter 11 - Archylte Steppe, Arid Strath (Dire Flan)
Chapter 11 - Vallis Media, Fingers of Stone (Dire Flan)
Armored Shell - Chapter 11 - Archylte Steppe, Central Expanse (Navidon)
Chapter 11 - Archylte Steppe, Eastern Tors (Navidon)
[*07*] PLAUTUS'S WORKSHOP
One unit of each of the eighteen weapons sold by this Vendor can be obtained at
no charge as the game is played.
One of the weapons is "presented" to the Player as a playable character enters
the game. A single unit of each of the other seventeen weapons can be found in
Treasure Spheres. Thus, for complete coverage of this Vendor's inventory, all
that needs to be done is to be observant during play so that no Treasure Sphere
contents are missed.
Therefore, if a Player searches each area passed through carefully as the game
is played, there may not be any need for making a purchase from this Vendor.
Axis Blade - Chapter 7 - Western Promenade
Lifesaber - Chapter 9 - Crew Corridors
Lionheart - Chapter 12 - Gran Prix Circuit
Spica Defenders - Chapter 8 - The Mall
Anteres Deluxes - Chapter 12 - Leviathan Plaza
Procyons - Chapter 6 - Sun-dappled Trail
Paladin - Chapter 7 - Pedestrian Terraces
Rebel Heart - Chapter 12 - Expressway
Umbra - Chapter 9 - Bridge Access
Airwing - Chapter 1 - Skybridge No. 103 (Initialization)
Otshirvani - Chapter 12 - Expressway
Vidofnir - Chapter 7 - Western Promenade
Healer's Staff - Chapter 8 - The Clock Tower
Mistilteinn - Chapter 12 - Edenhall Grand Foyer
Belladonna Wand - Chapter 6 - Sun-dappled Trail
Punisher - Chapter 12 - Ramuh Interchange
Pandoran Spear - Chapter 9 - Crew Corridors
Gae Bolg - Chapter 7 - Western Promenade
[*08*] THE MOTHERLODE
This Vendor is the "always available" source for seven of the ten
Transformation Elements used by the Finally Fantasy XIII Upgrade Process. The
remaining three Transformation Elements can be acquired from the R&D Depot
Vendor, or, in two instances, from alternate sources.
It is perhaps fortunate that at least a few of all of the goods sold can be
obtained at no cost by other means. Treasure Spheres and side quest activities
can provide limited quantities of each of the elements displayed. Five of the
Seven Elements can be obtained in quantity as "rare" "Spoils" from battles with
fiends. The game provides 7 Uraninite and 5 Mnar Stone components at "no cost".
Units of the first two Transformation Elements can be acquired as battle spoils
before they become available for purchase from this Vendor. Battle spoil units
for the remaining three Elements having that alternative as a source do not
become available until after the corresponding inventory entries appear.
Careful planning and a little bit of collection perseverance when the
opportunity to collect an "unlimited" number of Transformation Elements when
the opportunity presents itself may significantly impact the necessity for
purchases to be made from this Vendor.
Generally, the decision to purchase will likely involve recognition of the
number and type of goods available in a Player's inventory, the amount of funds
that may become available, the feasibility of Element collection from battle
and/or side quest actions, and the required timing of needed upgrade actions.
Millerite - Chapter 3 - A City No Longer
Chapter 3 - A City No Longer (PSICOM Executioner)
Chapter 9 - External Berths
Chapter 11 - Archylte Steppe, Western Benchland
Chapter 11 - Yaschas Massif, Tsumitran Basin
Chapter 11 - Yaschas Massif, Ascendant Scarp (two)
Chapter 11 - Archylte Steppe (Chocobo Treasure Hunt)
Chapter 13 - The Tesseracts
Rhodochrosite - Chapter 7 - Pedestrian Terraces (PSICOM Warlord)
Chapter 9 - Rotary Shaft
Chapter 11 - Yaschas Massif, The Paddraean Archaeopolis
Chapter 11 - Archylte Steppe (Chocobo Treasure Hunt)
Chapter 11 - Archylte Steppe, Central Expanse, Mission 9
Chapter 11 - Archylte Steppe, Font of Namva, Mission 16
Chapter 11 - Taejin's Tower, The Palisades, Mission 20
Chapter 11 - Yaschas Massif, Ascendant Scarp, Mission 56
Chapter 13 - The Tesseracts
Cobaltite - Chapter 9 - Bridge Access (PSICOM Reaver)
Chapter 11 - Archylte Steppe (Chocobo Treasure Hunt)
Chapter 11 - Archylte Steppe, Central Expanse, Mission 2
Chapter 11 - Archylte Steppe, Northern Highplain, Mission 13
Chapter 11 - Sulyya Springs, Subterranean Lake, Mission 19
Chapter 11 - Taejin's Tower, fifth Tier, Mission 25
Perovskite - Chapter 11 - Oerba, Village Proper
Chapter 11 - Mah'habara, Abandoned Dig
Chapter 13 - The Tesseracts (Sanctum Templar)
Uraninite - Chapter 7 - Estheim Residence (Havoc Skytank - one)
Chapter 11 - Sulyya Springs, Subterranean Lake
Chapter 11 - Taejin's Tower, The Palisades, Mission 29
Chapter 11 - Mah'habara, Abandoned Dig, Mission 30
Chapter 11 - Faultwarrens, A Dance of Shadow, Mission 36
Chapter 11 - Vallis Media, Atzilut's Tears, Mission 57
Chapter 13 - The Tesseracts
Mnar Stone - Chapter 11 - Archylte Steppe, Central Expanse (two)
Chapter 11 - Sulyya Springs, Subterranean Lake
Chapter 11 - Faultwarrens, Titan's Throne, Mission 47
Chapter 11 - Taejin's Tower, The Cloven Spire, Mission 60
Scarletite - Chapter 11 - Archylte Steppe, Central Expanse
Chapter 11 - Archylte Steppe, Central Expanse (Adamanchelid)
Chapter 11 - Archylte Steppe, Northern Highplain (Adamanchelid)
Chapter 11 - Archlyte Steppe, Eastern Tors (Adamanchelid)
Chapter 11 - Archylte Steppe, Eastern Tors, Mission 33
(Adamanchelid)
Chapter 11 - Faultwarrens, Titan's Throne, Mission 50
Chapter 12 - Ramuh Interchange (Adamanchelid)
Chapter 12 - Edenhall (Sacrifice)
Chapter 13 - The Tesseracts (Sacrifice)
Chapter 13 - The Tesseracts
[*09*] MOOGLEWORKS
Goods sold by this Vendor comprise four "specialty" accessories. Three have
capabilities that support more efficient execution of battle actions. One, the
third listed, can be used to improve the quantity of spoils received as a
result of battle completions.
Depending upon how a Player chooses to play the game, there may or may not be
any need to make purchases from this Vendor. As shown by the sources display,
all accessory types will become available from alternate sources in Chapter 11.
A unit of the first of the four accessories offered appears in Chapter 9;
before it appears in the shop inventory in Chapter 10. Thus the Player has an
opportunity to try out that accessory before a purchase decision is made. The
third listed unit appears in inventory in Chapter 10 but comes with a rather
high price tag. The remaining two units do not appear in inventory until
Chapter 11 when alternate sources for all units are available.
Whistlewind Scarf - Chapter 9 - Starboard Weather Deck
Chapter 11 - Yaschas Massif, The Paddraean Archaeopolis
Chapter 11 - Yaschas Massif, Tsubaddran Basin, Mission 5
(Edimmu)
Chapter 11 - Taejin's Tower, Sixth Tier, Mission 26
(Penanggaian)
Nimbletoe Boots - Chapter 11 - Yaschas Massif, Tsubaddran Basin, Mission 5
(Edimmu)
Chapter 11 - Taejin's Tower, Sixth Tier, Mission 26
(Penanggaian)
Collector Catalog - Chapter 11 - Taejin's Tower, Seventh Tier
Chapter 11 - Archylte Steppe, Haerii Archaeopolis
Chapter 11 - Vallis Media, Atzilut's Tears, Mission 8
Speed Sash - Chapter 11 - Archylte Steppe, Eastern Tors
Chapter 11 - Taejin's Tower, second Tier, Mission 21
Chapter 11 - Faultwarrens, Sylphid Path, Mission 43
Chapter 11 - Mah'habara, The Earthworks, Mission 58
[*10*] R&D DEPOT
This Vendor is the "always available" source for six "high quality" components
useful in the Final Fantasy XIII Upgrade Process.
The first inventory entry is for an "organic" component useful for producing
the Experience Point "Bonus" state during equipment upgrades. The next two
inventory entries are for "inorganic" components that add significant numbers
of Experience Points during efforts to improve equipment capability. The final
three inventory items are Transformation Elements used to convert equipment of
one type to another as the Upgrade Process is executed.
One Transformation Element is only available by purchase from this Vendor; also
the single "organic" component and one of the two "inorganic" components sold
are available in quantity only by purchase. The other inventory items have
alternate sources.
Additionally, for the inventory items that are not a Transformation Element,
alternate "organic" and "inorganic" components can be collected from many
different fiends and applied to accomplish the same ends as the components sold
by this Vendor. Examples include the use of "Chocobo Plume" organic components
in place of the "Green Needle" inventory item and the use of the "Bomb Core"
inorganic component as a replacement for the "Particle Accelerator".
Acquiring units identical to those sold from alternate sources can be difficult
and time consuming. Purchase of inventory items from this Vendor will require
significant amounts of Gil. A review of such factors will be involved in making
a decision to purchase or collect replacement goods as substitutes for use.
Green Needle - No units available from considered alternate sources.
Particle Accelerator - Chapter 11 - Mah'habara, Dusktide Grotto
Chapter 11 - Mah'habara, An Asylum from Light (two)
Chapter 11 - Mah'habara, Abandoned Dig (two)
Chapter 11 - Taejin's Tower, second tier,
Mission 22 (three)
Chapter 11 - Taejin's Tower, The Palisades, Mission 29
(Juggernaut)
Chapter 11 - Faultwarrens, Titan's Throne,
Mission 49 (seven)
Chapter 11 - Oerba, Village Proper, Mission 61
(Juggernaut)
Chapter 12 - Expressway (The Proudclad - one)
Chapter 12 - Siren Park (six)
Chapter 12 - Leviathan Plaza (Juggernaut)
Chapter 12 - Leviathan Plaza (six)
Chapter 13 - The Tesseracts (two)
Ultracompact Reactor - Chapter 11 - Oerba, Dilapidated Dwelling (Bhakti - two)
Adamantite - No units available from considered alternate sources.
Dark Matter - Chapter 11 - Archlyte Steppe, Central Expanse
(Shaolong Gui)
Chapter 11 - Archylte Steppe, Eastern Tors
(Shaolong Gui)
Chapter 11 - Archylte steppe, Northern Highplain
(Shaolong Gui)
Trapezohedron - Chapter 11 - Archlyte Steppe, Central Expanse
(Adamantoise)
Chapter 11 - Archlyte Steppe, Central Expanse
(Adamantoise)
Chapter 11 - Archylte Steppe, Eastern Tors,
(Adamantortoise)
Chapter 11 - Archylte Steppe, Eastern Tors, Mission 63
(Adamantortoise)
Chapter 12 - Leviathan Plaza (Adamantoise)
[*11*] GILGAMESH,Inc.
This Vendor offers sixteen different weapons as goods for sale. Ten of the
weapons can be found in Treasure spheres as the game is played. Six of the
weapons can be obtained as battle spoils from some "inexhaustible" source.
A Player would be wise to be thorough in the exploration of areas containing
Treasure Spheres as the game progresses. One could expend a significant amount
of Gil purchasing weapons from this Vendor to replace those not collected as
Treasure Sphere contents.
On the other hand, the weapons to be found in Treasure Spheres are "cheap" when
their purchase price is compared to the prices of the more expensive weapons
that are available from this Vendor. It is perhaps fortunate that alternate
sources also exist for each of the expensive weapons offered by this Vendor.
A capable, determined player can choose to obtain at least one unit of all
weapons sold by this Vendor from alternate sources.
Organyx - Chapter 11 - Faultwarrens, Titan's Throne, Mission 49
(Tyrant)
Hauteclaire - Chapter 11 - Mah'habara, Maw of the Abyss
Pleides Hi-Powers - Chapter 11 - Oerba, Deserted Schoolhouse
Aldebarans - Chapter 11 - Faultwarrens, Titan's Throne, Mission 48
(Verdelet)
Rigels - Chapter 10 - Hibernatorium
Sacrificial Circle - Chapter 11 - Faultwarrens, Titan's Throne, Mission 50
(Humbaba)
Feymark - Chapter 10 - The Synthrona
Unsetting Sun - Chapter 11 - Taejin's Tower, Sixth Tier
Malphas - Chapter 11 - Faultwarrens, Titan's Throne, Mission 47
(Raktavija)
Simurgh - Chapter 11 - Taejin's Tower, Third Tier
Alicanto - Chapter 10 - Inner Conduit
Tigerclaw - Chapter 11 - Faultwarrens, Titan's Throne, Mission 45
(Neochu)
Heavenly Axis - Chapter 11 - Oerba, Village Proper
Shamanic Spear - Chapter 13 - The Tesseracts
Dragoon Lance - Chapter 11 - Faultwarrens, Titan's Throne, Mission 46
(Zirnitra)
Taming Pole - Chapter 11 - Oerba, Rust-eaten Bridge
[*12*] SANCTUM LABS
This Vendor sells three "High Capability" accessories that can be used to
improve the defensive characteristics of a Player's battle party.
Fortunately, limited quantities of each are available from alternate sources.
This allows a Player to evaluate their usefulness prior to making a decision to
commit a significant amount of Gil to buy additional units of any of them.
Platinum Bangle - Chapter 11 - Archylte Steppe, Northern Highplain (two)
Chapter 11 - Mah'habara, Maw of the Abyss
Chapter 11 - Archylte Steppe, Aggra's Pasture
Chapter 11 - Yaschas Massif, Tsubaddran Highlands, Mission 3
Royal Armlet - Chapter 9 - Cargo Access
Chapter 11 - Archylte Steppe, Western Benchland, Mission 12
Chapter 11 - Oerba, Village Proper, Mission 61
Chapter 12 - Edenhall (Proudclad - one)
Entite Ring - Chapter 9 - Bridge (Barthandelus - one)
Chapter 11 - Archylte Steppe (Chocobo Treasure Hunt - one)
[*13*] EDEN PHARMACEUTICALS
This Vendor sells goods that relate to the execution of most efficient possible
battle strategies.
It is not clear that purchase of goods from this Vendor is necessary as all
capabilities offered by purchase of goods sold by this store can be otherwise
acquired.
Use of the Libra Technique available by exercise of battle menu options during
a battle can be used as substitute for using a Librascope. The use of the Libra
Technique during a battle will reveal the same enemy information produced by
pre-battle use of a Librascope. Also, there is a "Kill: Libra" accessory that,
if equipped, causes a piece of information about an enemy to be revealed each
time it is defeated. Therefore, over multiple battles with the same enemy, it
can cause execution of the Libra function.
With patience and persistence, Shrouds of all types (Aegisol, Deceptisol and
Fortisol) can be collected as "occasional" battle spoils at almost any point in
the game. Consult any posted guide covering "Shroud Collection" for details.
Librascope - Chapter 3 - Encased in Crystal
Chapter 3 - Echoes of the Past (two)
Chapter 4 - Wrack and Ruin
Chapter 4 - Devastated Dreams
Chapter 4 - Scavenger's Trail
Chapter 6 - A Shimmering Sky
Chapter 7 - The Metrostile
Chapter 9 - Bridge Access
Chapter 11 - Archylte Steppe, Western Benchland (five)
Chapter 11 - Taejin's Tower, Sixth Tier
Chapter 11 - Oerba, Village Proper
Chapter 12 - Siren Park
Chapter 13 - The Tesseracts
Fortisol - Chapter 2 - Appears as an occasional battle spoil in this and all
subsequent chapters
Chapter 2 - Sacrarium (Pantheron)
Chapter 2 - Sacrarium
Chapter 4 - Scrap Processing
Chapter 7 - Pedestrian Terraces
Aegisol - Chapter 4 - Appears as an occasional battle spoil in this and all
subsequent chapters
Chapter 13 - The Tesseracts (two)
Deceptisol - Chapter 2 - Appears as an occasional battle spoil in this and all
subsequent chapters
Chapter 2 - Sacrarium (Pantheron)
Chapter 2 - Sacrarium (Zwerg Scandroid)
Chapter 7 - Rivera Towers
Chapter 11 - Oerba, Dilapidated Dwelling (Bhakti - ten)
[E] SOURCES OF GIL
There are two sources for the Gil needed to purchase goods from the Final
Fantasy XIII Vendors: a total of 51,503 Gil can be recovered as the contents of
Treasure Spheres to be found scattered about throughout the game; Gil may be
also obtained by selling goods collected during the course of game play.
This document section has as it purpose the presentation of a selection of
useful sources of Gil for Player consideration. It will present a complete list
of the locations of the Treasure Sphere sources and the amount of Gil to be
found in each. It will provide per item selling prices and location information
for Vendor and Non Vendor goods sources (Treasure Spheres, single unit recovery
actions and "inexhaustible" suppliers) chosen by the author as being of
potential use to those interested in collecting "significant" amounts of Gil.
The Gil sources list is intended to present a "starter" set of collection
opportunities. Components may be sold for Gil or used in the upgrade process.
Acquired equipment may be sold or upgraded and sold at a higher price.
(When selling equipment, it will be wise to be sure that one unit of each
equipment type is always available to the Datalog inventory file.) The typical
Player will likely wish to consider such options together with other actions to
develop a Gil collection strategy suitable to a preferred style of play.
Excess components contained in inventory can be sold for Gil. Indeed, since the
maximum number of units that may be accumulated in inventory at one time is 99,
the Player may wish to review component inventory levels upon occasion to make
sales necessary to be sure those component accumulations remain under their
maximum limit (so as to accumulate Gil from opportunities that otherwise would
be lost). Generally, there seems to be little advantage to be gained by selling
components. There is no known situation where it is possible to accumulate
additional Gil by sale of components to purchase other components for resale.
Sale of one component to purchase other components to produce a more efficient
equipment upgrade process seems not to be a particularly useful option.
The source location description conventions introduced in Section [D] apply to
the slightly modified version of the prior source location list entries that
follow. Remember that a "plain" location description is used to denote a
Treasure Sphere recovery opportunity. A location description including a non-
numeric parenthetical descriptor indicates an "unlimited" source with access
gained by completing the action denoted by the parenthetical expression.
Treasure Spheres
Chapter 1 - 50 Gil - Aerorail Trussway 11-E
50 Gil - Aerorail Trussway 5-W
100 Gil - Aerorail Trussway 6-W
Chapter 2 - 30 Gil - Sacrarium
100 Gil - Oblatorium
Chapter 3 - 200 Gil - The Waters Stilled
50 Gil - Amid Timebound Waves
240 Gil - Encased in Crystal
50 Gil - The Frozen Falls
30 Gil - The Mirrored Morass
600 Gil - Gates of Antiquity
Chapter 4 - 300 Gil - Scavenger's Trail (amount depends on minigame outcome)
300 Gil - Scrap Processing
Chapter 5 - 1500 Gil - Environmental Regulation
Chapter 6 - None
Chapter 7 - 2000 Gil - Rivera Towers
Chapter 8 - None
Chapter 9 - 300 Gil - Starboard Weather Deck
3600 Gil - Bridge Access
Chapter 10 - 600 Gil - High Conflux
Chapter 11 - 2615 Gil - The Archylte Steppe, Western Benchland
4721 Gil - Taejin's Tower, Ground Tier
1827 Gil - Yaschas Massif, The Ascendant Scarp
Chapter 12 - 9240 Gil - Gran Prix Circuit
15000 Gil - Expressway
Chapter 13 - 3000 Gil - The Tesseracts
5000 Gil - The Tesseracts
Vendor Goods
(Refer to Vendor inventory sources listings for location information)
Fortisol - 500 Gil - There is a unique opportunity to rapidly accumulate
units of this shroud as battle "spoils" from an
encounter with a "lone" Pantheron that is the first
user-controlled battle opportunity of Chapter 2. On
the average, one shroud will be received about every
other battle.
Deceptisol - 500 Gil - Enemy battle groups consisting of two Pantheron or
three Zwerg Scandroid that are "close" to the "lone"
Pantheon battle site provide a unique opportunity to
rapidly collect units of this shroud at a frequency
of about one shroud per every two battle completions
Phoenix Down - 500 Gil - Sale of Phoenix Down could be used to produce
"significant" amounts of Gil in the early game.
Millerite - 1000 Gil - Provides an early game opportunity for collection of
Gil needed during play of Chapter 3.
Rhodochrosite - 2000 Gil - A potential source of needed Gil that can be
exercised during Chapter 7 play. Another
inexhaustible source of Rhodochrosite appears in
Chapter 11.
Cobaltite - 3000 Gil - Can be sold for Gil at the end of Chapter 9.
Replacement units can be obtained from an
inexhaustible supplier available in Chapter 11.
Perovskite - 4000 Gil - Possible source of Gil during Chapter 13 game play.
Particle - 5000 Gil - Multiple inexhaustible sources for this component
Accelerator will be found in Chapter 11 and Chapter 12.
Scarletite - 7000 Gil - Potential source of Gil during Chapter 11 game play.
Multiple inexhaustible sources appear in Chapter 11.
Inexhaustible sources available in Chapters 12 & 13.
Non Vendor Goods
Chapter 7
Credit Chip - 500 Gil - The Metrostile (Corps Pacifex)
The Metrostile (Corps Tranquifex)
The Agora (Corps Tranquifex)
Pedestrian Terraces (Corps Pacifex)
Pedestrian Terraces (PSICOM Warlord)
Central Arcade (Corps Pacifex)
Central Arcade (Corps Tranquifex)
Western Promenade (Corps Pacifex)
Western Promenade (Corps Tranquifex)
Felix Heights (Corps Pacifex)
Incentive Chip - 2500 Gil - The Agora (PSICOM Bombardier)
Pedestrian Terraces (PSICOM Scavenger)
Pedestrian Terraces (PSICOM Predator)
Pedestrian Terraces (PSICOM Bombardier)
Central Arcade (PSICOM Aerial Sniper)
Rivera Towers (PSICOM Aerial Sniper)
Western Promenade (two)
Western Promenade (PSICOM Scavenger)
Western Promenade (PSICOM Bombardier)
Felix Heights (PSICOM Scavenger)
Felix Heights (PSICOM Bombardier)
Estheim Residence (PSICOM Scavenger)
Estheim Residence (PSICOM Predator)
Estheim Residence (PSICOM Bombardier)
Chapter 9
Credit Chip - 500 Gil - External Berths (PSICOM Dragoon)
Crew Corridors (PSICOM Infiltrator)
Crew Corridors (PSICOM Raider)
Crew Corridors (PSICOM Huntress)
Rotary Shaft (PSICOM Infiltrator)
Rotary Shaft (PSICOM Raider)
Rotary Shaft (PSICOM Huntress)
Starboard Weather Deck (PSICOM Dragoon)
Bridge Access (PSICOM Infiltrator)
Bridge Access (PSICOM Destroyer)
Bridge Access (PSICOM Huntress)
Bridge Access (PSICOM Dragoon)
Bridge Access (PSICOM Ranger)
Bridge Access (PSICOM Reaver)
Incentive Chip - 2500 Gil - External Berths (PSICOM Dragoon)
External Berths (three)
Crew Corridors (PSICOM Infiltrator)
Crew Corridors (PSICOM Raider)
Crew Corridors (PSICOM Huntress)
Rotary Shaft (PSICOM Infiltrator)
Rotary Shaft (PSICOM Raider)
Rotary Shaft (PSICOM Huntress)
Starboard Weather Deck (PSICOM Dragoon)
Bridge Access (PSICOM Infiltrator)
Bridge Access (PSICOM Destroyer)
Bridge Access (PSICOM Huntress)
Bridge Access (PSICOM Dragoon)
Bridge Access (PSICOM Ranger)
Chapter 10
Tetradic Tiara - 40000 Gil - Mezzanine (Cid Raines)
Lv. 1
Chapter 11
Moonblossom - 6000 Gil - Taejin's Tower, Fifth Tier, Mission 24
Seed (one for every replay)
Faultwarrens, Via Stellarium, Mission 39
(two for every replay)
Faultwarrens, Titan's Throne, Mission 45
(eight for every replay)
Cactuar Doll - 12000 Gil - Archylte Steppe, Eastern Tors
Archylte Steppe (Any Cactuar)
Faultwarrens, The Nereid Path
Gold Dust - 15000 Gil - Archylte Steppe (Chocobo Treasure Hunt)
Archylte Steppe, Central Expanse (Adamanchelid)
Archylte Steppe, Northern Highplain (Adamanchelid)
Archylte Steppe, Eastern Tors (Adamanchelid)
Faultwarrens, A Dance of Shadow
Archylte Steppe, Eastern Tors, Mission 33,
(Adamanchelid)
Tetradic Crown - 15000 Gil - Archylte Steppe Chocobo Treasure Hunt - one)
Lv. 1 Yaschas Massif, Paddran Archaeopolis, Mission 7
(Bituitus)
Taejin's Tower, Ground Tier, Mission 24
(Mithridates)
Moogle Puppet - 18000 Gil - Archylte Steppe (Chocobo Treasure Hunt)
Mah'habara, An Asylum from Light
Oerba, Deserted Schoolhouse
Tonberry - 28500 Gil - Faultwarrens, Gaian Path, Mission 41
Figurine (one for every replay)
Plush Chocobo - 35000 Gil - Archylte Steppe (Chocobo Treasure Hunt)
Tetradic Tiara - 40000 Gil - Archylte Steppe (Chocobo Treasure Hunt - one)
Lv. 1 Taejin's Tower, The Cloven Spire (Dahaka - one)
Yaschas Massif, Paddran Archaeopolis, Mission 7
(Bituitus)
Taejin's Tower, Ground Tier, Mission 24
(Mithridates)
Gold Nugget - 60000 Gil - Archylte Steppe, Northern Highplain
Archylte Steppe, Northern Highplain
Archylte Steppe (Chocobo Treasure Hunt)
Archylte Steppe, Eastern Tors, Mission 63
(one for every replay)
Archlyte Steppe, Central Expanse (Shaolong Gui)
Archylte Steppe, Eastern Tors (Shaolong Gui)
Archylte steppe, Northern Highplain (Shaolong Gui)
Platinum Ingot - 150000 Gil - Archylte Steppe, Eastern Tors (Adamantortoise)
Archlyte Steppe, Eastern Tors (Adamantoise)
Oerba, Dilapidated Dwelling (Bhakti - three)
Archlyte Steppe, Eastern Tors, Mission 63
(Adamantortoise)
Archylte Steppe, Eastern Tors (Long Gui)
Archylte Steppe, Central Expanse (Adamantoise)
Chapter 12
Credit Chip - 500 Gil - The Skywalk (Corps Defender)
The Skywalk (Corps Steward)
The Skywalk (Sanctum Archangel)
The Skywalk (Sanctum Seraph)
Expressway (Corps Defender)
Expressway (Corps Steward)
Expressway (Sanctum Archangel)
Siren Park (Sanctum Seraph)
Siren Park (Sanctum Archangel)
Siren Park (Sanctum Inquisitrix)
Leviathan Plaza (Sanctum Archangel)
Leviathan Plaza (Sanctum Celebrant)
Edenhall (Sanctum Archangel)
Edenhall (Sanctum Inquisitrix)
Incentive Chip - 2500 Gil - The Skywalk (Corps Defender)
The Skywalk (Corps Steward)
The Skywalk (Sanctum Archangel)
The Skywalk (Sanctum Seraph)
Expressway (Corps Defender)
Expressway (Corps Steward)
Expressway (Sanctum Archangel)
Siren Park (Sanctum Seraph)
Siren Park (Sanctum Archangel
Leviathan Plaza (Sanctum Archangel)
Leviathan Plaza (Sanctum Celebrant)
Edenhall (Sanctum Archangel)
Perfume - 12500 Gil - Siren Park (Sanctum Inquisitrix)
Edenhall (Sanctum Inquisitrix)
Edenhall (Sacrifice)
Gold Dust - 15000 Gil - Ramuh Interchange (Adamanchelid)
Plush Chocobo - 35000 Gil - Leviathan Plaza
Platinum Ingot - 150000 Gil - Leviathan Plaza (Adamantoise)
Chapter 13
Credit Chip - 500 Gil - The Tesseracts (Sanctum Templar)
Perfume - 12500 Gil - The Tesseracts (Sacrifice)