Abyss

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  • The deep record realms of the Nightmare contain dungeons filled with extremely powerful foes.
  • Can only be entered during a certain time each month.
  • There are twelve Nightmare Records in all, and each month a new one becomes available.
  • If you can’t complete a Nightmare dungeon during the time it\’s available, you can try again the next time it is open.

Entrance Requirements

  • Complete the North Mines classic dungeon in the FF VI realm to unlock the Nightmare dungeon.

The Nightmare

As Dr. Mog continued his research into the vanishing records, he stumbled upon a tome that spoke of vast ruins deep underground, known as the Nightmare.

The Nightmare contains twelve powerful records, but like the records in the paintings in the Royal Archives, these too have begun to fade.

According to Dr. Mog, if all twelve Nightmare Records can be restored, it will be a vital step toward uncovering the truth behind the event that led to the record crisis.

Ultima

Arutema

Ultima is a 6★ Black Magic that will be made available to craft.
To craft it, you will need: 10x Black Crystals, 6x Non-elemental Crystals, 6x Fire Crystals, 1x Ultima Record.

6★ Accessory

What you see is the Bolt Armlet. It is one of the rewards in this special “event”.

It gives major resistance to lightning damage.

Other Notable Rewards

Soul of a Hero, MC Lode, MC2 Lode


In this series there will a total of five dungeons, the four that you see above, plus a fifth one which will be covered shortly.

These four dungeons have their own respective realms, so take advantage of Realm Synergy! You can also take them down in any order that you prefer.

Arutema Buster

Clearing the four dungeons will unlock the final Nightmare dungeon.

The following heroes get a Nightmare Shift bonus in the final dungeon, Ultima Buster (Nightmare).
(Record Synergies will not trigger.)

Nightmare Shifted heroes get stat and equipment bonuses, and earn extra experience points.



 

(VI) Phantom Train

Difficulty: 100

Part 1 Stamina 20, Rounds 1
Rewards: First Time / Completion / Mastery】

  • Hero’s Soul, Greater Non-Elemental Orb x5
  • 30000 Gil
  • Major Black Orb x1, Greater Fire Orb x5
Target Score

  1. Defeat Phantom Train without being KO’d.
  2. Exploit Phantom Train’s weakness to fire attacks.
  3. Exploit Phantom Train’s weakness to lightning attacks.
Phantom Train
HP
~150000
Elements
WEAK Fire / Lightning / Holy
ABSORB Bio
RESIST
NULL
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities
None
Abilities
Attack: Deal physical damage to one target.
Acid Rain: Deal moderate water damage and Sap all targets.
Saintly Beam: Deal moderate holy damage to all targets.
Diabolic Whistle: Poison, Confuse, Slow, Blind, and Doom all targets.
Wheel: Deal physical damage to one target.
Strategy
Start with mitigation (SG/SS2) and go all out with fire/lightning/holy moves like spells and spellblades. Phantom Train is an Undead so you can use Curaga/Curaja to deal decent holy damage to it. You may want to bring Esuna because Diabolic Whistle is something you have to worry about.


Recommended abilities: fire/lightning/holy, Esuna
Recommended RW: SG/SS2

 

 

 

(X) Spherimorph

Difficulty: 110

Part 1 Stamina 30, Rounds 1
Rewards: First Time / Completion / Mastery】

  • Memory Crystal Shard, Major Black Orb x2
  • 45000 Gil
  • Greater Black Orb x5, Major Fire Orb x2
Target Score

  1. Defeat Spherimorph without being KO’d.
  2. Exploit Spherimorph’s weakness to lightning attacks.
  3. Exploit Spherimorph’s weakness to ice attacks.
Spherimorph
HP
~149300
Elements
* Spherimorph changes elemental weakness each time you hit it with an element it is weak to.

WEAK* Fire / Ice / Water / Lightning
ABSORB Everything else
RESIST
NULL
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities
None
Abilities
► Lightning-weak

Attack: Deal physical damage to one target.
Press: Deal heavy damage to all targets, proportional to their HP.
Watera: Deal water damage to all targets.
Water (Counter): Deal water damage to one target.
Water (Counter): Deal water damage to all targets.

► Water-weak

Attack: Deal physical damage to one target.
Press: Deal heavy damage to all targets, proportional to their HP.
Thundara: Deal lightning damage to all targets.
Thunder (Counter): Deal lightning damage to one target.
Thunder (Counter): Deal lightning damage to all targets.

► Fire-weak

Attack: Deal physical damage to one target.
Press: Deal heavy damage to all targets, proportional to their HP.
Blizzara: Deal ice damage to all targets.
Blizzard (Counter): Deal ice damage to one target.
Blizzard (Counter): Deal ice damage to all targets.

► Ice-weak

Attack: Deal physical damage to one target.
Press: Deal heavy damage to all targets, proportional to their HP.
Fira: Deal fire damage to all targets.
Fire (Counter): Deal fire damage to one target.
Fire  (Counter): Deal fire damage to all targets.

Strategy
  • When Spherimorph is hit with an element it’s currently vulnerable to, it uses its Elemental Shift ability to randomly change its vulnerability to lightning, water, fire, or ice.
  • Spherimorph counterattacks with the opposite element of its new weakness.

Once you find its weakness, use a non-elemental attack (preferably Magic Breakdown and/or Full Break) to reveal its new weakness through its counterattack. To master you need to fulfill all the target scores. Also, Press cannot be mitigated, so be ready to heal a significant amount of damage. Make sure you keep Shellga and SG/SS2 up as well.


Recommended abilities: Magic Breakdown, Full Break, Shellga
Recommended RW: SG/SS2, Boon

 

 

 

(XIII) Dreadnought

Difficulty: 120

Part 1 Stamina 40, Rounds 1
Rewards: First Time / Completion / Mastery】

  • Memory Crystal II Shard, Major Fire Orb x2
  • 60000 Gil
  • Major Non-Elemental Orb x1, Black Crystal x1
Target Score

  1. Defeat Dreadnought without being KO’d.
  2. Afflict Dreadnought with Blind.
  3. Afflict Dreadnought with Slow.
Dreadnought
HP
~236200
Elements
None
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities
Normal: Silence / Blind / Slow
Steam Clean: None
Abilities
► Normal

Wrecking Ball: Deal heavy physical damage to one target.
Wrecking Ball: Deal heavy physical damage to all targets.
Flame Spreader: Deal heavy fire damage to all targets.
Pulverize: Remove debuffs from one target.

► Steam Clean

Steam Clean: Deal physical damage to one target.

Strategy
  • In its Normal form, Dreadnought periodically checks itself for debuffs. If it has any debuffs, it enters Steam Clean form.
  • In its Steam Clean form, Dreadnought uses Steam Clean to remove any debuffs.
  • Dreadnought returns to its Normal form after a certain number of turns.

Use attacks that inflict debuffs to trigger its cleaning mode, then start hammering him with your hardest hitting moves while he’s busy steam cleaning. Unlike the previous versions of Dreadnought that we have fought, this one’s immune to Paralyze.


Recommended abilities: Blindaga, Slowga/Dual Delay, Breakdowns.
Recommended RW: SG/SS2

 

 

 

(V) Liquid Flame

Difficulty: 130

Part 1 Stamina 50, Rounds 1
Rewards: First Time / Completion / Mastery】

  • Heaven Thunder Bracelet, Major Non-Elemental Orb x3
  • 75000 Gil
  • Major Black Orb x4, Black Crystal x1
Target Score

  1. Defeat Liquid Flame without being KO’d.
  2. Exploit Liquid Flame’s (Human Form) weakness to ice attacks.
  3. Exploit Liquid Flame’s (Tornado Form) weakness to ice attacks.
Liquid Flame
HP
~199500
Elements
► Human/Tornado

WEAK Ice
ABSORB Fire / Wind
RESIST
NULL Water / Poison

► Hand

WEAK
ABSORB Fire / Wind
RESIST
NULL Everything else
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities
None
Abilities
► Human Form

Attack: Deal physical damage to one target.
Rush: Deal physical damage to one target.
Blaze: Deal heavy damage to all targets, proportional to their HP.
Blaze (Counter): Deal heavy damage to all targets, proportional to their HP. (trigger: physical attacks)

► Hand Form

Attack: Deal physical damage to one target.
Ray: Deal physical damage and Paralyze one target.
Firaga (Counter): Deal heavy fire damage to one target. (trigger: physical attacks)

► Tornado Form

Fira: Deal moderate fire damage to one target.

Strategy
Refrain from using physical attacks as it will counterattack (except in Tornado Form), use magic attacks or resort to Retaliate + Draw Fire. Be patient and wait for him to switch forms to fulfill target scores.


Recommended abilities: Draw Fire + Retaliate, Magic Breakdown, Shellga
Recommended RW: SG/SS2, Boon

 

 

 

(Nightmare) Ultima Buster

Difficulty: ? ? ?

Part 1 Stamina 1, Rounds 1
Rewards: First Time / Completion / Mastery】

  • Memory of Ultima, Black Crystal x1
  • 1500 Gil
  • Non-Elemental Crystal x2, Fire Crystal x2
Target Score

  1. Hit Mana Sphere with fire attacks.
  2. Hit Mana Sphere with water attacks.
  3. Hit Mana Sphere with non-elemental attacks.
Ultima Buster
HP
~190000
Elements
None
Break Resistance
Power NULL
Armor NULL
Magic NULL
Mental NULL
Debuff Vulnerabilities
None
Abilities
► Phase 1

Fire/Blizzard/Thunder: Deal fire/ice/lightning damage to one target.
Fire/Blizzard/Thunder: Deal fire/ice/lightning damage to all targets.
Meteor: Deal massive non-elemental damage to all targets.
Death (Counter): KO one target (trigger: physical attacks)

► Phase 2

Fira/Blizzara/Thundara: Deal moderate fire/ice/lightning damage to one target.
Nigh Laser: Deal special physical damage to all targets.
Flare Star: Deal heavy fire damage to all targets.
Nightmare Ultima (0): Deal non-elemental damage to all targets, ignores RES.
Nightmare Ultima (1): Deal moderate non-elemental damage to all targets, ignores RES.
Nightmare Ultima (2): Deal heavy non-elemental damage to all targets, ignores RES.
Nightmare Ultima (3): Deal very heavy non-elemental damage to all targets, ignores RES.
Nightmare Ultima (4): Deal massive non-elemental damage to all targets, ignores RES.
Death (Counter): KO one target (trigger: any attack)

► Phase 3

Nightmare Firaja: Deal heavy fire damage to one target, ignores RES & buffs.
Nightmare Blizzaja: Deal heavy ice damage to one target, ignores RES & buffs.
Nightmare Thundaja: Deal heavy lightning damage to one target, ignores RES & buffs.
Southern Cross: Deal heavy fire damage to one target, ignores RES.
Death (Counter): KO one target (trigger: physical attacks)

► Mana Sphere

Depending on what element abilties (including Spellblades as well) you use on Mana Sphere, it will react as follows:

Fire Deal damage to Ultima Buster equal to 10x the amount of damage Mana Sphere received.
Ice Heal your party
Lightning Deal damage to Ultima Buster equal to 10x the amount of damage Mana Sphere received.
Earth Mana Sphere nullifies Earth
Wind Does nothing.
Water Heal your party
Holy Mana Sphere takes heavy damage, deal reduced damage to Ultima Buster.
Dark Mana Sphere takes heavy damage, deal reduced damage to Ultima Buster.
Poison Does nothing.
Non-Ele Mana Sphere takes heavy damage, deal reduced damage to Ultima Buster.
Strategy
 This fight is split into three main phases.

PHASE 1

In this phase Ultima Buster is not very threatening, but he can still hurt so put up a mitigation where necessary. Phase 2 starts after dealing ~35000 damage to Ultima Buster.

PHASE 2

In this phase, a Mana Sphere will appear. At the same time, Ultima Buster gains Reflect. Phase 3 begins when Mana Sphere is destroyed or when Ultima Buster gains 4 charges of “energy”, this will be discussed shortly.

  • Mana Sphere’s Counter mechanics:

As mentioned in the Abilities section above, Mana Sphere will react depending on what element abilties you use on it. You’re going to have to utilize the mechanics of the Mana Sphere to win this fight.

Only fire and lightning elements will cause Mana Sphere to deal massive damage to Ultima Buster. Do note, however, that you still need to hit it with water and non-elemental attacks for the target score.

  • Mana Sphere, and Nightmare Ultima:

There is also another important thing to note in phase 2. Every turn (or few turns?), Mana Sphere will grant Ultima Buster one charge of “energy” (this is represented by a ‘sparkling light’ on Ultima Buster). When Phase 2 ends (when Mana Sphere is destroyed or when Ultima Buster has gained 4 charges of “energy”), Ultima Buster will cast Nightmare Ultima which ignores RES, and its potency is increased for every ‘sparkling light’ it had when Phase 2 ended. Generally you want to aim for 2 ‘sparkling lights’ when Phase 3 starts so you don’t get screwed over by Abyss Ultima, with mitigation up maybe you can tank a 3-charge Nightmare Ultima, but you definitely do not want a 4-charge one.

Choosing your optimal strategy: (i) Phase 2 Kill, or (ii) Phase 3 Kill

Now this is where you choose between the two main strategies. A huge deciding factor is by how great your gear is and how honed your fire and lightning spells are.

(i) Phase 2 Kill:

If you have the fire/lightning hones you can aim to defeat Ultima Buster in Phase 2, which is highly recommended. One mandatory requirement is to have a Hastega Soul Break, whether yours or a friend’s. The reason is you want to kill Ultima Buster in Phase 2 before he gets charged 4 times. You basically use your water and non-ele spells once just for the target score, and then you go all out with fire/lightning spells. You should be able to end the fight by the third charge. You can also bring summons, but do note that Ultima Buster will counter your attacks with Death, so beware. (though this can be Reflected)

One interesting thing to note is that you can actually make use of multihit elemental Soul Breaks which will cause Mana Sphere to inflict multiple hits on Ultima Buster. Watch Video #5 below.

Also, watch the Bonus Video which features keytsang mastering Ultima Buster with a team of naked ninjas! (note that it requires a mandatory Carbuncle + Aerith’s Reraise SSB)

(ii) Phase 3 Kill:

If you don’t have great hones/gear, you can choose the slower and “safer” route. You try to deal as much damage as you can to Ultima Buster via the Mana Sphere with fire/lightning moves. At the same time, you hit it with holy/dark/non-ele attacks so that Mana Sphere dies quickly. Try to kill the Mana Sphere after the 2nd charge. On average you’ll take about ~1600-1800 damage from Nightmare Ultima. (a 3-charge or 4-charge Nightmare Ultima can potentially be lethal)

TLDR: I recommend ending the fight in Phase 2, hone your fire and lightning spells well! You do not want to see Phase 3!

PHASE 3

Assuming you went for the Phase 3 Kill strat, you will have to see the third and most dangerous phase. In this phase, Ultima Buster’s attacks ignore buffs and RES, so his magic will most likely one-shot anyone. This is where Aerith’s SSB comes in handy. Aerith’s SSB heals your party and grants each one Auto Life (or Reraise). Make sure you use it before Phase 3 starts. If you don’t have access to Aerith’s SSB, a great alternative is the Phoenix summon.

That should cover most of the things you need to know about this fight.


Video #1https://www.youtube.com/watch?v=SFvpm0C3PCk
Video #2https://www.youtube.com/watch?v=xRBT1rTrMEQ
Video #3https://www.youtube.com/watch?v=KilwAlPWdwM
Video #4https://www.youtube.com/watch?v=rpjzrmNn03s
Video #5https://www.youtube.com/watch?v=EA7TnWsu0Do (Super fast kill with Lightning’s SSB and Lulu’s SB)
Video #6https://www.youtube.com/watch?v=LdwWbO92DqE
Bonus Videohttps://www.youtube.com/watch?v=f8OysAE4FKY (naked ninja team)


 

Recommended abilities: Shellga, as many fire/lightning attacks.
Recommended RW: Anything that has Hastega, SG/SS2, Aerith’s SSB

 

 



written by /u/fattybomchacha aka flip

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