Master 100% checklist
- All four crystals awakened (Wind, Fire, Water, Earth)
- Garuda & Hein cleared with proper jobs
- Eureka legendaries you care about claimed
- Crystal Tower + World of Darkness cleared in one run
- Cloud of Darkness defeated
- Optional: Onion Knight endgame experiment documented for yourself
World of Darkness — steps
- After Crystal Tower, you arrive in the dark world without a shop or inn.
- Navigate the overworld-like darkness to the central fortress / crystal paths.
- Four optional dark crystal guardians may appear — defeat them for buffs/items that ease the final fight (worth the detour if HP allows).
- Heal with items constantly; conserve MP for the Cloud.
- Enter the final chamber only at full resources.
Cloud of Darkness
- Threat: Multi-target particle beams, heavy magic, party wipes if unchecked.
- Open: Haste physicals, Protect/Shell on party, then maximum damage every round.
- Heal: Devout/Sage never stops. Arise the turn someone dies.
- Damage: Ninja dual-wield legendaries, Summoner metrics, Flare-tier Black Magic, Dragoon Jump as filler.
- Items: Elixirs are free money now. Use them.
- PR may present a single decisive form compared to some remakes’ multi-phase gimmicks — still respect every AoE.
If you wipe, you redo Tower + Darkness. That is why Chapter 5 prep exists. Do not enter cute or curious.
Onion Knight
- Starts worthless; becomes monstrous at very high job levels with Onion gear.
- Not required for story clear on PR.
- If you want the classic flex: post-game mindset grind in high-level areas, then re-run with Onion gear from rare drops / Eureka adjacency.
- Details and tips also live on the Secrets page — but you can ignore Onions entirely and still 100% the story.
The light returns
Watch the ending. The floating continent and surface world are restored to balance. Jobs, crystals, and four nameless Warriors of the Light invented a template the series still uses.