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Chapter 8 Walkthrough - Beyond Hope - Final Fantasy Resonance Guide - IGN

The eighth and final chapter of Final Fantasy Resonance brings Rain and the others to the giant Crystal Tower in the middle of the ocean, manifested by

· 4,238 words· updated November 2, 2026 at 10:11 PM

The eighth and final chapter of Final Fantasy Resonance brings Rain and the others to the giant Crystal Tower in the middle of the ocean, manifested by Sol's machinations to open the gate and bring the world to ruin. You'll need to take the fight to him and Behemoth, and this is officially the endgame of the story, so you'll need to prepare for its biggest challenges.

Here's how to complete Chapter 8 of Final Fantasy Resonance, including all major objectives, boss encounters, and points of interest along the way.

Once you've returned to the airship, now is a good time to wrap up any side content you want to complete ahead of this chapter's final events. When you're ready to continue the main story, steer the airship in the direction of the giant crystal tower for a cutscene. As the airship approaches, Evan remarks that they can't get close to the top of the tower due to some kind of energy repelling them. Instead, they'll need to get as close as possible elsewhere within the tower. As Sakura and Rain are dropped off on an outer ledge of the tower, Sakura destroys a energy crystal barrier blocking a way inside. The rest of the group joins them and Raegen reminds them of what's at stake if the gate isn't closed soon. He says that in order to combat the gate's pull and its release of energy, he'll absorb that energy himself to at least displace it.

With their plan in motion, it's time to head inside. Save at the nearby Save Point and then go inside. After another brief cutscene, follow the path forward until you reach a fork. First go right to grab a Tablet Shard at the end of that route. Now go left and follow that route until you get to another fork. Run up the far-left route to branches into dead ends with both a Tablet Shard and a treasure coffer that contains a Pilebunker weapon (increases stagger power by 40% when using attacks of the target's elemental weakness) for Lid (seen above). Backtrack and take the right route now. Soon you'll see a narrower path that branches off to the north and leads down a ramp ahead. Take it to a hidden room that contains a Magic Pot (Lvl. 55 Pearly Pot) and a treasure coffer that contains an Apocalypse weapon (grants Protect for 3 turns upon staggering an enemy) for Rain. Backtrack to the main path and soon you'll get a cutscene. Fina again finds herself struggling to keep up, and Archwitch Fina tends to her. She surmises that she herself is drawing in energy from her younger self, and that if it continues, younger Fina will cease to exist. Despite this revelation, younger Fina says that what matters most to her is protecting her friends and helping them save the world. What happens after doesn't matter to her. Archwitch Fina looks on with empathy as her younger self runs off, and the scene ends. Continue going right and then briefly detour south for another treasure coffer (seen above). Open it to get 2 x Chef's Knife . Now head north and follow the path until you get to the next Save Point . Rest and save your progress, then use the teleport portal nearby to be taken to the next section and another cutscene. The group manages to catch up with Sol and Bahamut and they demand he stops. However, his warped conviction that all life mush perish holds, and he not only declares with pride that he'll be the one to do it, but that he'll show them how repugnant life truly is at the top of the tower.

In the meantime, he summons numerous monsters to hold them at bay, and the odds are definitely not in their favor. However, out of nowhere, multiple shots fly through and demolish most of the creatures for them. Both Alluvion and Lux come to meet them, much to the group's surprise.

Determined to help them stop Sol, they offer to help hold the line, and you'll then be pulled into a boss fight.

At the front of this pack is Dante, and he'll be flanked by two Specter enemies, whom you may have already encountered while running through the tower. Similar to other boss fights with minions, your first priority is to take them out first. They're weak to both Light and Ice magic, so make use of both to end them quickly.

Once only Dante is left, focus him down with both Light and Stone magic, his two weaknesses. His attacks are primarily physical ones that don't hit too hard at your current levels, so throw on Protega if you want while you work on staggering him. Once the mob is defeated, the following cutscene sees the group reunite with both Alluvion and Lux. Alluvion says that helping save the world from annihilation is part of her atonement, and Lux says she somewhat still finds the will to fight, despite having lost everything. With that, your group moves to press onward. Once you have control again, you'll see two paths marked by stairwells. Go up the left-side path first and follow it all the way to two treasure coffers. Open them to get 1 x Megalixir and a Laevateinn weapon (increases MP cost by 50% but increases damage by 100%) for Sakura.

Now backtrack and take the right-side stairs this time up to the path on that side. Follow it until you reach the next Save Point. Save your progress, then detour to the left for a treasure coffer nearby. Open it to get an Ancient Katana weapon for Lasswell. From there, keep heading left and through the exit ahead, which brings you to another ledge outside where another dark crystal barrier blocks the platform. Have Sakura destroy it and your airship will now be able to land at Crystal Tower - Middle Reach .

Tip: Now is a good time to replenish any valuable supplies before going forward, so take the opportunity to hop on your airship!

Now backtrack all the way to the previous Save Point and heal/save again before taking the north path. Soon you'll get a cutscene where the group catches up yet again to Sol and Behemoth. Sol and Rain argue about how humanity chooses to live, with Sol claiming that humans are selfish with only conflict as a means to live and progress. Rain rebuffs his words, saying that he would have never gotten this far if that were the case. Sol becomes exasperated and opts to have Behemoth put a stop to them. However, Lux and Alluvion step in to help. With that, get ready for a fierce battle.

The battle starts with Archwitch Fina saying that Behemoth is extremely resistant to all manner of attacks, be they physical or magic ones. This is a trait that ties directly into this fight's special mechanics, which involves scripted assistance from both Alluvion and Lux.

As the battle begins, your goal at this juncture is essentially to just survive while Alluvion and Lux prepare their attacks for Behemoth. However, in the meantime, while your attacks will only do 1 damage to its health, you'll still want to focus your efforts on its stagger meter, as that remains vulnerable. Behemoth is weak to both Light and Wind magic, so prioritize those elements for staggering. During this phase, also have Rain use Provoke to draw Behemoth's single-target attacks toward him, so that you don't have to exhaust MP and healing items on the entire group. Soon, Alluvion will use an attack that renders Behemoth vulnerable to magic attacks, so that's your cue to unleash your strongest Light and/or Wind attacks on it. Sometime later, Lux will attack Behemoth and that will make the beast vulnerable to physical attacks instead. So STOP attacking with straight magic attacks at that juncture and pivot to physical attacks (magic-imbued ones are fine, so Light/Wind accessories like Slyph's Tiara are great choices here). This flip-flop of magic and physical attacks will continue until both Alluvion and Lux attack at once, and this leaves Behemoth vulnerable to everything now. At that point, you can treat it like a normal fight and balance both types of attacks.

Be sure to watch out for Behemoth's strong magic attacks such as Flare (single-target), Thunderspark (single-target), Darkga (single-target), Burn to Ashes (party-wide), Chain Spark (party-wide), and Meteor (party-wide). Meanwhile, Stranglehold can inflict Paralysis on the target, which can spell trouble for your party if not mitigated or cleansed, so be mindful.

Once Behemoth is defeated, you'll get an emotional cutscene with both Alluvion and Lux, who both expended the last of the power from their armor. Nichol and Sakura tend to them, and the scene ends in a tragic farewell to the remaining members of the Sworn Six.

Raegen urges them to honor their sacrifice by pressing on, as Sol remains the biggest threat.

Once you have control again, double back down the stairs to save and heal up at the previous Save Point . Now press onward into the next area.

In the next section, you'll see platforms with what looks like impassable gaps. However, simply run forward and invisible paths will reveal themselves. If you feel comfortable contending with the random encounters (avg. Level 52) in this area, then feel free to explore all the possible paths for treasure coffers.

For instance, one on the far-right side (seen above) contains a Hastur Long Barrel weapon (Inflicts Deprotect on a random enemy at the start of battle) for Jake. Another coffer on the east of the room also has a Book of Eibon weapon for Nichol. Meanwhile, a coffer on the far-left side of the room has a Dragon Whisker weapon for Archwitch Fina.

To progress to the next area toward Sol, navigate the paths on the far-left side of the room until you reach the wide platform on the other side. Once there, run to the right until you get a cutscene.

An earthquake shakes the tower, catching the party off-guard. Sakura warns that it's an omen of things to come with the gate, so they need to hurry. As they do, Fina stumbles once more, her symptoms getting worse. Archwitch Fina stays behind with her and asks if she can hold up. Again, younger Fina assures that she can and that she's "content" with everything that's she's experienced up to this point.

However, as Archwitch Fina turns to go ahead, younger Fina collapses in sadness, revealing that she doesn't want to disappear. Archwitch Fina seemingly overhears her words from above, and the scene then ends.

Once you have control again, go up the next set of stairs and then all the way to the right to the exit. This brings you to another outdoor platform. Sakura will destroy the harmful crystal blocking it, and this opens the Upper Reach landing for your airship.

You may want to restock on some items after your encounter with Behemoth, so take the opportunity to do so. This section of the tower is also a great chance to level, if you feel like you're lagging a bit behind in that aspect.

Once you're ready to proceed, go up the next set of stairs to the Save Point ahead. Save, heal up if needed, and open the nearby treasure coffers for 1 x Magicite Cryst and a Faerie Bow weapon (grants Faith for 3 turns at the start of battle) for Fina.

WARNING: This is the point of no return in story progression. Make sure you're ready before stepping onto the white teleport portal.

Take the white teleport portal to your next destination. The following cutscene shows the group confront Sol once more, who seems surprised that you bested Behemoth. However, his resolve in bringing the world and all life on it to its knees remains unshaken, and he summons what looks a giant orb of dark energy, which he refers to as Chaotic Darkness . He calls it the "embodiment of the human mind and its desires", and it rises to the very peak of the tower.

However, to put a stop to it, you'll need to deal with Sol himself first. He morbidly welcomes the challenge, and the fight begins.

Sol will begin the fight by summoning Dark Bahamut as its minion. However, your goal here actually isn't to defeat it. Rather, it serves as an overpowered distraction, and you need to survive its Megaflare attack that comes in 3 turns. A countdown timer will begin, and the Dark Bahamut will cast Mighty Aura on itself, buffing its physical and magical attack power. Dispel it quickly to make its attacks more manageable in the meantime.

While it seems counterintuitive, be wary of casting buffs on your party . If you cast more than four different types of buffs across the group, Sol will respond with his Negation skill (every fourth action) that removes every buff you have. So choose wisely what you want to use ahead of Bahamut's Megaflare.

Once Bahamut expends its Megaflare attack, it will then vanish from the fight (for now), hence why you don't want to waste your turns on them. Focus all your offensive efforts on Sol, who is only weak to Dark magic, so Sakura and Archwitch Fina will shine here if you have them in your group. Otherwise, Visions who specialize in Dark magic can work as well. Sol's arsenal consists of almost all magic attacks, such as Blizzaga, Banishga, Aeroga, Flare, and Meteor. He'll also try to cripple your party at various junctures with debuffs like Deprotega and Deshellga while also occasionally buffing himself with those mitigations, so be sure to Dispel them.

Once Sol's health drops below 60%, he'll start incorporating his two biggest attacks. One is Ultima, which is a non-elemental magic attack that hits the entire party for massive damage. The other is Time Unwound, which gives Sol an extra move for two consecutive turns (unless he's staggered).

Once Sol is defeated here, you'll get another cutscene where the orb of Chaotic Darkness reveals a skeletal monstrosity, leaving the party almost frozen in fear and disbelief. For a moment, helplessness descends on the ground, and Archwitch Fina embraces Rain, saying, "this is the end, after all". However, Rain's resolve to save everyone in their world doesn't waver in the slightest.

With that, it's time to scale the remainder of the crystal tower to put an end to Sol's warped creation. You'll be transported onto a winding path that spirals up to the tower's peak. Along the way you may get pulled into random encounters with Metal Gigantuars (drop Remedies and you'll unlock the Priceless Experience trophy/achievement for defeating one).

Near the top of the spire you'll be safe from random encounters and there's a tunnel opening. Go inside and you'll find shop NPCs, a Moogle of Light, and a Save Point.

FINAL WARNING: Make the most of this rest stop and replenish any resources you need before going forward. There are NO other chances to rest or alter your party's setup once you reach the top, and this final section consists of multiple challenging bosses, so MAKE SURE YOU'RE READY BEFORE PROCEEDING.

As soon as your party reaches the top, they'll come face-to-face with the monstrosity that lies at the core of the Chaotic Darkness that Sol has summoned. With no other choice but to vanquish it to save the world from its wrath, they draw their weapons and the fight begins.

Tip: To contend with this boss's three different weaknesses (Wind, Stone, and Light), we highly recommend bringing Jake equipped with either Tidus or Clive and Sakura with the Onion Knight. Lid can help as a backup with Stone magic as well.

In this encounter, Chaotic Darkness consists of three main targets, and they must all be defeated one by one. They consist of the head (named Chaotic Darkness), a Left Hand, and a Right Hand. Each has its own stats, weaknesses, and movesets, meaning that each gets its own turn throughout the fight. This can make the start of the fight especially precarious, so start your party out with plenty of buffs before soldiering forward.

You want to focus down both Hands first, but in a specific order for a very specific reason.

Tip: Pay attention to which is Left and which is Right, as it's from the POV of the boss!

Start with the Left Hand , which is the one that doles out magic attacks such as Waterga, Firaga, Darkga, Chain Spark, Hell's Pillar, and Calamity. The hand is weak to Wind, so have your Wind users focus their efforts on this one. The reason you want to take this one out first is because it has the ability to resurrect the Right Hand.

Once the Left Hand is out of the equation, this will leave the boss unable to use its ultimate Ray of Apocalypse attack, as both Hands are required for it.

Now turn your focus to the Right Hand , which weak to Stone (or Earth), and primarily uses physical attacks such as Flatten (single-target), Rend (single-target), Rabid Claw (single-target; can inflict Confusion and/or Berserk), True Strike (single-target), Thwack (party-wide), Crushing Grasp (can inflict Paralysis), and Death Claw (drains 99% of target's HP and inflicts Paralysis).

Once both Hands are destroyed, focus your attacks on the body (Chaotic Darkness), which is weak to Light. Fina and Sakura are best for this section thanks to their Stagger-heavy skills, and the Warrior of Light is arguably the best Vision for Light damage.

Once the HP of the body falls below 60% it will gain a second move per turn, so beware. Its main attacks consist of Rib (single-target), Atomic Flare (single-target), Flare (single-target), Doom. Occasionally it will throw in devastating party-wide attacks such as Windstorm and Disaster, which can inflict a variety of status ailments (Ribbons are a lifesaver here).

Ensure your party stays topped off on health and MP (a trove of Ethers and Potions is a necessity for this section) throughout this encounter, and make the most of your staggers.

Once Chaotic Darkness is felled, you'll get a lengthy cutscene with the party as they initially celebrate their victory. However, something doesn't seem right and soon the party is dragged into pools of darkness beneath their feet, one by one. Just when it seems like all is lost, however, Rain manages to find his way to the others in the darkness, and they break free of it thanks to the prayers from loved ones around Lapis.

As they return to the peak of the tower, Chaotic Darkness seems to unravel and soon reveals its true form, an amalgamation of monsters that represent humanity's sins. Prepare yourself, as this is the next major step in the final conflict.

You're then throw headlong into the next battle.

This boss is comprised of several different mini bosses, each with its own stats, mechanics, and weaknesses. The initial cutscene shows your Visions come together to essentially "seal" three of the monsters within the glob, rendering them unable to fight (for now) while four others remain active.

Aside from the Keen of Fury which always unseals last, which of these mini-bosses start active reportedly depends on the Visions your entire roster has equipped (still unconfirmed which Vision seals which monster). During the fight, a new feature will unlock for your entire party roster called Last Resonance (located in the Skills menu). This is a special skill each character has that they can unleash at any time. However, the time to use it is when a monster's HP falls to 20-30% and it will react with a buff that boosts all its stats by 40% (indicated by a frowning face icon).

If you successfully use a character's Last Resonance skill in that window of opportunity, it will successfully inflict Death and defeat that monster. It will also immediately follow up with their respective Vision's Resonance attack, dealing even more damage to the remaining monsters. Once done, that character and their Vision will also be removed from the fight and replaced with a reserve party member (if there is one). As such, make sure that everyone in your roster has a Vision equipped for this stage .

Your goal here is to defeat each of the monsters at the right moment with your Last Resonances, down to the final ones which consist of The Keen of Fury and Chaotic Darkness itself. You want to destroy The Keen of Fury first, as if Chaotic Darkness falls below a certain percentage, it will absorb The Keen of Fury to replenish HP and buff itself. As your party will be dwindling by that point, make sure that everyone in your roster is well-equipped and self-reliant enough to stay alive through the end of this fight , otherwise you may find yourself with your hands tied and not enough staying power to fully defeat Chaotic Darkness.

Once the fight is over, you'll get another lengthy cutscene where Chaotic Darkness finally dissipates and the party rejoices as Raegen goes to take care of the gate in the sky. However, younger Fina sudden falls to her knees, her body threatening to fully fade away. Rain panics but Fina assures him that she has no regrets, as she was able to fight beside them to the end. With Sakura not sure what to do, Rain begs Archwitch Fina for help, which leaves her emotionally torn. Sir Raegen suddenly plummets back to the platform and says he's unable to close the gate because of one last obstacle. Sol hovers above them all, declaring that they won't interfere. A massive earthquake then shakes the land around them, and Sakura says the land is rising up towards the gate because there's no crystal to anchor it now. She laments that they're too late to stop it. However, Rain forbids them to give up, that they won't until the moment the land is truly gone. Archwitch Fina then claims that there is a way, and that is for her to go to the Earth Shrine to seal herself within a crystal. This time, however, she'll be the crystal itself rather than just sealed inside it. She also says that doing so will allow younger Fina to live on, as she won't require her energy anymore. Archwitch Fina bids them farewell and teleports to the Earth Shrine alone. She takes a moment to reminiscence about the past she spent exploring the land in spirit, particularly around Rain. She then undergoes the ritual to become a crystal, and the scene then pivots back to the crystal tower. The land stops shaking, leaving Sol in confusion while the group breathes relief. Younger Fina says she feels full of power now, and that she feels her "other me" watching over her.

Suddenly they realize the crystal tower is starting to collapse and they need to retreat back to the airship. As they flee, Fina uses her newfound power from her Archwitch self to clear debris in their path. Soon they make it back to the airship and make their escape. While pondering what comes next, they realize the land is still getting pulled in somehow. Sol's voice echoes in Rain's mind as his form appears on the deck of the airship, and he says that just as their light grows to overcome the darkness, the darkness will grow in turn to do the same. He asks if Rain wants to stop him and offers to settle things there and now, one on one.

Rain silently agrees and just as Lasswell asks him what's wrong, Rain says he's going to take care of it himself and leaps from the airship down to the remains of the crystal tower, where Sol is waiting.

The two finally go head-to-head to decide the world's fate.

This is somewhat of a scripted fight, but you still need to fight with the purpose of winning. This version of Sol is far weaker with only 13,500 HP but an abnormally high stagger gauge at 3,000. Your goal here isn't to stagger him into defeat, as you'll deplete his health much faster.

As expected, you're fighting solo as Rain here, so keep your own health and stats in mind. Sol is still weak to Dark magic, so if you have a Vision such as Shantotto, Sephiroth, or Cecil equipped to him, you can make things much easier with their attacks. However, Rain's fire-based arsenal can still work well enough. Once Rain's Limit Burst gauge fills quite quickly, use either of his Limit Bursts to end the fight.

With this final encounter, you'll then be treated to a lengthy sequence of cutscenes that concludes the story. No spoilers here, as you've more than earned this victory, so enjoy the ending!

Tip: After the story concludes, you'll gain access to the game's post-game content which consists of some new high-level content such as superbosses, Cave Masters, challenging dungeons, hidden Visions, the 12 Legendary Arms (a.k.a Weapons), The Champion League and the Grandshelt Colosseum (if you haven't taken a crack at that already).

There is no New Game Plus mode in Final Fantasy Resonance, so just go for that full completion!

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Tuesday, November 3, 2026

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