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EGW-NewsFinal Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche
Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche
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Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche

Chapter 5 is where Final Fantasy Resonance stops being a chase after crystals and starts explaining what the crystals were for. The party goes looking for a city that may not exist, finds out that most of what it believed about the remaining crystals was deliberately false, and spends the back half of the chapter inside somebody else's memory.

Scars of Time Quest Overview

Chapter 5 runs from the Enterprise leaving Zoldaad to the party landing outside Gronoa. The Zoldaad revolution and the fight with Lazarov are in Final Fantasy Resonance Walkthrough: Chapter 4 Part 2.

Chapter
Chapter 5: Scars of Time
Starting location
Zoldaad Imperial Capital, then the Enterprise
Main objectives
Find Mysidia, clear the Nameless Ruins, enter Fina's psyche
Bosses
Snowfield Monster, Iron Giant, Liquid Flame, Tellus
Party member added
Sakura
Permanent buffs
None in this chapter
Ends with
The Enterprise grounded by miasma outside Gronoa

Four things in this chapter block progress and none of them are a locked door. Finding the concealed city, beating both guardians in the Nameless Ruins, clearing the possessed books so the Arcane Library's teleporter works, and understanding why the first trip into Fina's psyche cannot open every route.

Several of those look like ordinary exploration problems and are not. The magic detector gives readings that lead nowhere, the Nameless Ruins stay sealed regardless of how thoroughly you search them, and the library's upper floor cannot be reached at all until the books are dealt with. Later on, reaching Fina's inner world turns out not to be enough on its own, and the party has to come back to reality and borrow somebody else's memories before it can go any further. The chapter list sits in the Final Fantasy Resonance Walkthrough: All Chapters hub.

How to Find Mysidia With the Magic Detector

Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche 1

With Chapter 4 closed, the party gathers on the Enterprise to work out where to search next.

Mysidia is believed to hold the Ice Crystal, and nobody is sure where it is. Some accounts describe a city that vanished a long time ago, others suggest it cut itself off from the outside world on purpose. Neither version comes with coordinates.

Emperor Shera supplies the answer. He has Lid and Evan install a device aboard the Enterprise that detects concentrations of powerful magic, equipment originally developed under Emperor Sozhe and now turned toward protecting what is left of the crystals rather than mass-producing weapons.

Leave the Zoldaad Imperial Capital and board the Enterprise from the world map. Enter the airship and sit through the conversation explaining how the detector works before flying anywhere, because the search does not formally begin until it ends.

Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche 2

Then fly the Enterprise across the world map and watch what the detector does.

It reacts to powerful magic wherever it finds it, which means a strong reading is not proof that you have found the city. Several of them lead somewhere else entirely, and chasing each one in turn is the slowest possible way to do this.

Mysidia sits in the southern ocean, toward the lower-center of the world map. Reaching that area is the whole requirement. There is no island entrance to locate, no puzzle to solve once you arrive and no second step after the detector reacts. The hidden area reveals itself and the party goes straight in.

Mysidia's defenders stop the group on arrival and start asking who they are and how they got here. Sakura steps in before that conversation turns into anything worse, which is the party's introduction to her.

Meet Sakura and the Sunioo Medicine Delivery

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Sakura introduces herself as someone tied closely to Mysidia's founding, which does not match how she looks.

She appears young and claims to have lived for centuries, and she knows considerably more about the Sworn Six than she volunteers in that first conversation. Most of Chapter 5 is her releasing information at the pace she chooses.

She invites the party back to her residence to talk about the crystal they came for.

Mysidia is split across several areas joined by teleport stones, and she specifically recommends using them rather than walking between districts. The city is built to be crossed that way, and you will be crossing it several times before the chapter is over.

Follow the city route to her house. Rain asks directly about the crystal hidden in Mysidia, and Sakura tells him he will not find the Ice Crystal here. The conversation gets interrupted before she explains why, which is deliberate on the game's part.

What interrupts it is a messenger with an emergency. A monster has blocked the route to the Village of Sunioo, and a delivery of medicine that the village's sick residents need cannot get through.

Rain agrees to deal with it before anyone asks him to.

Sakura questions whether a village emergency is worth the time when the Sworn Six may already be closing on the crystal. That exchange is part of the story rather than a choice, and answering it does not send the chapter down a different route.

Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche 4

The potions Sunioo needs are stored in a building in northern Mysidia, and you need Sakura with you rather than heading straight for the village.

The facility's staff object to outsiders being let in until she explains that Rain's group has agreed to make the delivery. Finish the conversation inside to collect the medicine.

These are a specific story item intended for the villagers. It is not a crafting step and not a shopping step, so buying ordinary Potions or stockpiling healing items does nothing toward it.

Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche 5

The route to Sunioo runs through snowfields, with the Snowfield Monster sitting on it.

The fight has one thing worth watching, and the dialogue flags it clearly if you are reading rather than mashing through.

Partway through the encounter a party member gets swallowed, and the rest of the group reacts by pushing for a rescue rather than treating it as ordinary damage. Deal with the affected character instead of carrying on trading hits as though the board has not changed.

With the route clear, carry on into Sunioo and hand over the potions.

The villagers confirm how badly they needed the medicine, and Rain adds that the monster blocking the snowfields is no longer a problem either. That closes the village's emergency outright rather than leaving it as a side thread.

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Afterward, Sakura asks Rain the same question again, now that the detour is finished. Why spend the time on a village when the crystals are the thing at risk.

His answer is that protecting the world and protecting the people living in it are the same job, and it is the answer she was waiting for. She accepts it and joins the party, then finally tells him where the crystal actually is. It is hidden in an old castle southwest of Sunioo.

How to Beat Iron Giant and Liquid Flame in the Nameless Ruins

Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche 7

The old castle is the Nameless Ruins, and a voice stops the party at the entrance. It will not open the route until two guardians are dealt with, and the objective tracker makes that explicit with a counter sitting at zero out of two.

Both guardians occupy rooms near where the voice first speaks, so there is no long search and no hidden third objective. Start from that room and work outward.

Iron Giant is the closer of the two, sitting in a room near where the voice first challenges the party. It is weak to Lightning, so thunder magic is the obvious damage source.

The more important detail is the other half of its profile. It resists physical attacks and can counter them, which means repeating normal attacks into it is actively worse than doing nothing. Lead with magic and keep physical damage to whatever is unavoidable.

Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche 8

Liquid Flame sits to the left of the Iron Giant's room. It is weak to Water and Ice and absorbs Fire, which is the trap. Any Fire attack heals it, so strip Fire out of the rotation before starting, including anything a Vision contributes automatically.

With both down, the voice acknowledges that the party is strong enough and opens the route deeper into the ruins. Nothing else is required and nothing in the ruins opens early, so clearing the pair is the only way through.

The Light Crystal Reveal and Why Fina Splits

Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche 9

At the heart of the ruins, Sakura explains what Mysidia has actually been guarding, and it is not what anyone came for.

Here is what she reveals about the crystals:

  • The Ice Crystal was destroyed long ago, despite everything the party has been told about it
  • The Lightning Crystal was also destroyed long ago, which removes the Kingdom of Pharm from the board
  • Mysidia concealed the Light Crystal and let the outside world believe the Ice Crystal was hidden here instead

Sakura spread that false information herself, specifically to keep attention away from the crystal that survived. Everything the party was told in Olderion about where the remaining crystals were was built on a story she planted.

What it leaves is a much smaller board. The remaining threat comes down to two crystals rather than four, the Light Crystal here in Mysidia and the Dark Crystal somewhere else entirely.

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The party does not get time to process it. Lux and Tellus arrive, and their appearance forces a second personality out of Fina's body in front of everyone.

That is the explanation for everything strange about her since the Dirnado dock. The Fina who has travelled with the party and Archwitch Fina have been sharing one body the entire time.

Archwitch Fina comes back at full power for the first time since the Water Shrine, and immediately runs into a problem she cannot solve with it.

She can no longer sense the other Fina at all. The connection that let the two of them share a body is gone, and without help, the Fina the party has been travelling with may simply stop existing.

Sakura has a lead. The Arcane Library holds a magic tome capable of putting someone inside another person's psyche, which is the only way to go looking for her. Head back to Mysidia.

How to Clear All Five Possessed Books in the Arcane Library

Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche 11

The tome Sakura wants is kept in the Forbidden Text Wing on the library's upper floor, and the only way up is a teleportation device that has stopped working.

The Arcane Library itself holds an enormous collection of magical texts, and the tome Sakura wants is a specific one capable of putting a person inside another person's mind.

The cause of the broken teleporter is monsters living inside several of the library's books, interfering with the system from the inside. The staff asks the party to clear them out, and the upper floor stays inaccessible until that is done.

Five books are possessed. Examining one brings up a short description and a prompt asking whether you want to Open the book or Put it back. Opening it starts the fight.

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The five titles to look for as you work through the library:

  • The Art of Death, a forbidden spell devised by a black mage obsessed with life
  • The Song of Stone, a maiden who falls in love with a demon and is turned to stone
  • Grimoire Esoterica, a tome intended for a mage who has proven their worth
  • The Demesne of the Dead, a requiem for the dead who still roam the living world
  • For Whom the Giant Weeps, a gentle giant overcome by anguish and rage

After each fight the party reports how many haunted books are left, and the counter runs down from five to zero. There is no map marker on them, so keep examining books across the library until the counter bottoms out.

Once the final monster is down, Sakura confirms the teleportation device is working again.

Use it to reach the Forbidden Text Wing. The tome itself is also inhabited, so there is a sixth fight waiting the moment you open it. Beat that one and the book is yours.

Unlike the five downstairs, this one is the object of the quest rather than an obstacle in front of it. Its magic is what allows the party to enter another person's psyche at all.

Return to Sakura to finish the preparations for entering Archwitch Fina's inner world.

Entering Fina's Psyche and Why the Gate Stays Locked

Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche 13

The tome drops the party into a world built out of Archwitch Fina's memories, and it looks nothing like a dungeon. What it recreates is a piece of Palladia, the world Sakura and Archwitch Fina came from, during a war fought roughly seven centuries ago between Aldore and Hess.

Sakura's position is that understanding that past is the only route to the missing Fina, which makes the first visit less a dungeon run than a guided tour.

Follow the available path, speak to the people encountered inside the memory, and work through the scenes connected to the old conflict rather than looking for a shortcut past them. Along the way the party meets people tied to the Eight Sages of Hess and sees what Archwitch Fina's own role in the war actually was. Those encounters are what change the state of the inner world, which is the mechanic the chapter is built on.

Eventually the route reaches a gate that will not open.

Learning more about the past removes one of its seals, and Rain can sense the missing Fina on the other side of it. A second seal stays in place, and a separate route nearby is blocked by a cliff.

The thing to understand here is that the gate runs on memories rather than keys. There is no switch to find and nothing in the inner world that opens it. Archwitch Fina's own memories cannot rebuild the missing piece of the past, which means the answer is outside her head.

Leave the psyche and speak to Sakura in the real world. She has the piece that is missing.

The Tower of Mysidia and Sakura's Memories

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Sakura can supply what is missing, because she was there. Doing it requires the Tower of Mysidia, west of the current area.

Travel to the tower and climb toward the summit. There are encounters on the way up but no puzzle attached to the climb itself, so keep moving until Sakura reaches the floor where the tower's magical equipment is still functional.

At the top she explains what the tower was built for. It was designed to bind the magic of several mages together, and although nobody uses it for that anymore, the same equipment can share memories between people. She prepares the magic tome and asks Archwitch Fina to cooperate with the transfer.

Once the sequence finishes, go back into Archwitch Fina's psyche.

Nothing physical has changed. No key was added and no door was unlocked. What changed is which parts of the inner world can be reconstructed, because Sakura's memories are now part of the material it is built from.

The Sworn Eight, Umbra's Camp and the Final Gate

Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche 15

On the second visit, head straight back to the area the cliff was blocking. The route across it exists now, and the newly accessible ground is where the chapter's real revelations sit.

The party runs into a much younger Umbra, fighting as part of the Aldore and Hess conflict and not recognising Rain or anyone travelling with him, since from his side of the memory they are strangers who appeared in the middle of a war.

Follow the encounter through and continue along the route toward the Hessian military positions.

The first surprise comes quickly. The organisation known today as the Sworn Six had eight members back then.

After fighting alongside Umbra, continue to the Aldorian base. He lays out his plan for ending the war and gives the party permission to come with him, which puts them inside the camp of the original Sworn Eight.

Talk to everyone available before moving on. The conversations in this camp carry more backstory than any other optional dialogue in the chapter, including where the swords Rain and Lasswell carry came from, what the relationship between Sakura and Lux actually is, and why individual members joined the war in the first place.

Umbra is in his tent. Speaking to him advances the story, and his plan turns out to be sealing the opposing sages temporarily so that negotiations over Hess's independence can happen at all.

There is a reason to take your time here beyond completionism. Most of what the first four chapters left unexplained about Rain's sword, about Lasswell's, and about why Lux behaves the way he does toward Sakura gets answered in these conversations rather than in any cutscene.

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Finish the camp sequence and return to the sealed gate.

The physical locks are gone and the gate still refuses to open, which is the point. The obstacle now is that Archwitch Fina does not want to remember the final battle against her former allies. Continue the conversation with Rain, who asks her to face it so the party can reach the Fina they are looking for. Once she agrees, the gate opens and the route to the final battlefield becomes available. There is nothing else to collect.

Beyond the gate, the memory plays out the decisive battle between Aldore and Hess. Work through the encounters tied to the war until Rain reaches the Fina he has been looking for.

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The conversations during that confrontation cover why each side is fighting and what each of them thinks it is protecting, and the memory also lays out the plan to seal the Eight Sages of Hess inside crystals as a supposedly temporary step toward peace. That plan is the origin of every crystal the party has watched the Sworn Six destroy.

The memory does not end cleanly. The ground starts shaking and a vast section of Palladia is transported away, which is the moment that explains why a seven-hundred-year-old conflict is still unresolved.

Back in the present, the result is better than anyone expected. Both Finas now exist separately. The missing Fina was recovered without Archwitch Fina having to disappear to do it.

How to Beat Tellus and Finish Chapter 5

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The reunion is not the end of the chapter.

Sakura confirms the thing the game has been circling since Chapter 3. Umbra is Raegen, Rain's father, which explains Rain's connection to Palladia and every strange moment involving his father in the earlier chapters.

Lux and Tellus then confront the party. Tellus is not there for the crystals. He wants to settle an old challenge with Archwitch Fina, who fought on the opposing side of the same war, and his insistence turns into a fight.

Tellus is beaten the ordinary way, with the full party, and the battle continues until he acknowledges the result rather than ending on a health bar reaching zero at a scripted moment.

It is tied entirely to his sense of honour and an unfinished contest from seven centuries ago. There is no arena elsewhere on the map where this challenge can be taken instead, and no way to talk him out of it.

What the confrontation makes clear is that the Sworn Six have not let go of their desire for revenge against Aldore, whatever Umbra's original intentions were seven centuries ago. Seeing his younger self plan a negotiated peace does not change what the organisation became.

Following the fight, return with Sakura and the others to Mysidia.

Return to Sakura's residence in Mysidia afterward. The conversation there fills in why the Sworn Six have been destroying crystals at all: those crystals were seals, created as part of the old conflict between Aldore and Hess.

Sakura then names the next destination. The Dark Crystal is in Gronoa, west of Dirnado.

Board the Enterprise and head there.

As the airship approaches, the surroundings go unusually dark. Sakura identifies the cause as miasma, which is dangerous to breathe and makes flying any deeper into the region unsafe for everyone aboard. The group lands short of the destination and continues on foot, which is where the next chapter picks up.

Gronoa, the Bog of No Return and the trials of Sanctissimus Shrine are covered in Final Fantasy Resonance Walkthrough: Chapter 6.

Common Mistakes to Avoid in Chapter 5

Final Fantasy Resonance Chapter 5 Walkthrough: Mysidia, the Arcane Library and Fina's Psyche 19

Chasing every detector reading. The device reacts to powerful magic generally, not to Mysidia specifically. The city is in the southern ocean toward the lower-center of the map, and flying to that area is the entire requirement.

Using Fire on Liquid Flame. It absorbs Fire and heals from it. Check what your Visions are contributing automatically before starting the fight, not after the health bar goes up.

Grinding physical attacks into the Iron Giant. It resists them and counters them, so the damage is poor and the retaliation is not.

Buying Potions for the Sunioo delivery. The special potions are a story item collected in northern Mysidia with Sakura present. Shop stock has nothing to do with it.

Stopping at four books in the Arcane Library. All five possessed books have to be cleared before the teleporter works, and the counter is the only thing tracking it.

Searching the psyche for a key to the gate. The gate responds to memories, not items. The first visit removes one seal and the rest comes from the Tower of Mysidia, not from anything inside the inner world.

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Rushing the Sworn Eight camp. The optional conversations there explain the origins of Rain's and Lasswell's swords and the history between Sakura and Lux, and none of it is repeated later.

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