Remember that you do NOT need to worry about completing this, if you are a newer player and don't have the hones/gear/chars leveled needed to clear, you can wait for the abyss dungeon to open up again next month and complete both this one and the next one then.
Event Start Date: August 23
Event End Date: September 6
All Information is taken from a mixture of Reddit/Spreadsheets/Kongbakpao Site.
Most, if not all info for the event (Commentary/Ultimate Abilities was directly copy/pasted from it, so all credit to the site for that especially!) comes from this site: https://www.reddit.com/r/FFRecordKee...ss_boss_guide/
Notable Rewards
6 star Accessory
1x Soul of Hero
1x Memory Crystal
1x Memory Crystal II
1x Northern Cross Memory Crystal
Northern Cross
- 6 Star Celerity ability
- 2 hit (2.00 per hit) Single Target Non-Elemental PHY and Causes Stun (30%) and Stop (30%)
Relics
Spoiler: show
Dungeon Bosses
Gargoyles (FF5)
HP: ~97,464 each
Target Score:
- Defeat Gargoyles without being KO'd.
- Afflict a Gargoyle with Stop.
- Afflict a Gargoyle with Slow.
Weak: None
Null: Holy
Vulnerabilities: Poison Abilities, Slow Abilities, Stop Abilities, Blind Abilities, Sleep Abilities, Stun Abilities
Commentary
There are two Gargoyles. If either Gargoyle is dead, the other can use Stone Heart to revive it. If one of the Gargoyles is badly hurt, the other can use Fusion to fully heal it.
Draw Fire + Retaliate will nullify most of their damage, but may cause problems with killing them simultaneously.
TOTAL medals = 18 medals, meaning you can only lose a max of 3 medals to get Mastery.
Cerberus (FF8)
HP: ~201,712
Target Score:
- Defeat Cerberus without being KO'd.
- Dispel Cerberus's Triple Status.
- Afflict Cerberus with Stun.
Weak: None
Absorb: Lightning
Null: Wind
Vulnerabilities: Stun Abilities
Commentary
Cerberus randomly enters Triple state (shown by him raising his tail) after his turn. While in Triple state, he acts three times per turn. Triple state can be removed by casting Dispel or an equivalent ability on Cerberus.
Esuna is probably called for to deal with Silence, Blind, and Berserk. Load up on magical mitigation because his magical bark is far worse than his physical bite.
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.
Chekov, Staniv, Gorkii, and Shake (FF7)
HP: ~63,101 (Chekov), ~81,324 (Staniv), ~81,324 (Gorkii), ~69,593 (Shake)
Target Score:
- Defeat the Bosses without being KO'd.
- Afflict Gorkii with Slow.
- Afflict Shake with Slow.
Weak: Wind (Gorkii)
Null: Earth (Gorkii)
Vulnerabilities: Poison Abilities, Sap Abilities, Slow Abilities, and Stun Abilities
Commentary
Chekhov is the purple four-armed carrot in the lower right, Staniv is the grey guy with the ball and chain in the upper left, Gorkii is the purple gargoyle in the lower left, and Shake is the penguin in the upper right.
They're immune to Blind and Paralyze in this incarnation, so it's a little harder to cheese them. However, they're still pretty vulnerable to Draw Fire + Retaliate, so that's my suggested strategy. Kill Staniv first since he's the only one who can kill through the Draw Fire/Retaliate combo, with Chekhov coming next to negate the potential Paralyze on your Retaliator.
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.
Mandragoras (FF12)
HP: ~78,498 each
Target Score:
- Defeat the Bosses without being KO'd.
- Afflict Mandragora Prince with Slow.
- Afflict Alraune Prince with Stop.
Weak: Fire (Prince), Wind (King), Earth (Queen), Water (Captain), Ice (Star)
Absorbs: None
Resists: None
Vulnerabilities: Slow Abilities, Stun Abilities, and Blind Abilities (Prince), Stop Abilities and Stun Abilities (King), Silence Abilities, Confuse Abilities, and Stun Abilities (Queen), Blind Abilities, Sap Abilities, and Stun Abilities (Captain), Slow Abilities, Sleep Abilities, Stun Abilities (Star)
Commentary
The Prince is light purple with a two-branched twig on top of its head. The King is dark purple with red eyes and a cone-shaped spike on top of its head. The Queen looks kinda like a mummy. The Captain has the Attack of the Killer Tomatoes head. The Star has the big gaping black holes for eyes and mouth. Each of the Mandragoras start the battle under the effect of Haste, which can be Dispelled.
Draw Fire + Retaliate is strongly recommended here to negate Headbutt and the annoying single target status attacks. Lure Magic + Reflect or Carbuncle might also be good to negate Pumpkin Star's status spells. Either way, you should focus on Pumpkin Star and Tomato Captain first, since they have crippling AOE status effect attacks (both Blind and Silence).
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.
Tonberry King (Abyss)
HP: ~65,898 (P1), ~65,898 (P2), ~161,228 (P3)
Target Score:
- Afflict a Tonberry with Stun.
- Afflict a Tonberry with Slow.
- Afflict a Tonberry with Stop.
Weak: None
Resists: None
Immunities: All Break Effects
Vulnerabilities: Slow Abilities, Paralyze Abilities, Stop Abilities, Stun Abilities (Tonberry P1), Slow Abilities, Stop Abilities, Stun Abilities (Tonberry P2), Stun Abilities (Tonberry King)
Abilities
Moveset (Tonberry, Phase 1):
Special: Knife (deal physical damage to one target, ignoring Retaliate and defense; damage is based on number of steps the Tonberry has taken)
While at the closest location: Stabbing Frenzy (deal physical damage four times to random targets, ignoring Retaliate and defense)
Moveset (Tonberries, Phase 2):
Special: Knife (deal physical damage to one target, ignoring Retaliate and defense; damage is based on number of steps the Tonberry has taken)
While at the closest location: Stabbing Frenzy (deal physical damage four times to random targets, ignoring Retaliate and defense)
While all three Tonberries are lined up vertically: Abyss Knife (deal physical damage to all targets, ignoring Retaliate and defense; damage is based on the number of steps the Tonberries have taken)
Moveset (Tonberry King):
60% chance: It's Sharp! (deal 1111 + 1111 per Tonberry the target has killed physical damage to one target, ignoring Retaliate)
40% chance: Junk (deal 150% ranged physical damage to all targets, ignoring Retaliate)
Commentary
The Tonberries and Tonberry King have very high resistance, so stick with physical attacks.
Phase 1: A single Tonberry advances towards you, one step/turn at a time, using Knife each turn. Each time it advances, its attacks grow more powerful. Stop it with your healer and you can probably kill it before Stop wears off (it only has 5 Mind so a decent healer will have an ~11 second Stop against them; Tyro-as-Healer will have a ~13 or higher second Stop). As soon as it dies, Phase 2 starts. If it reaches the party, it will use Stabbing Frenzy instead of Knife.
Phase 2: Three Tonberries spawn. Each Tonberry is standing at the start of a row of three colored circles, ordered red-white-blue. Each circle corresponds to a status effect the Tonberries are vulnerable to; the red one they start on is Stop, while the other two are presumed to be Slow and Stun respectively, but not known for sure at this point (also not terribly important). While a Tonberry is standing directly on one of the circles, the status effect corresponding to that circle has a +100% infliction rate against them. When a Tonberry takes an action, it will advance one step (one-half of a circle in distance) and increase its damage as in Phase 1. If a Tonberry takes a step and all three Tonberries are arranged in a straight vertical line, they will collectively use Abyss Knife on you, dealing a ton of unmitigatable damage (but not an instant-kill amount, you can screw up and survive if you're at full health). If any of them reach the party, they will start using Stabbing Frenzy instead of Knife.
Once the first three Tonberries die, a second set of three spawn in. This set has a different pattern of colored circles; the top one has white-blue-red, the center one has empty-white-empty, and the bottom one has empty-white-blue. In addition, the second set of Tonberries do not spawn all the way at the start of the line. The top one spawns on the blue circle, while the center and bottom ones spawn one step short of the white circle.
Halting Rumba has a 170% success rate against the first set of three Tonberries if it lands before they take their first turn. I very strongly suggest bringing a r2+ Halting Rumba and holding your dancer in reserve until you're sure Phase 2 is about to start to give you a leg up on Phase 2. Cast Halting Rumba while your last attack is about to land in Phase 1 and it'll land before the Phase 2 Tonberries get to take an action, Stopping them all for 8-9 seconds and giving you plenty of time to set up additional status effects and start AOEing them down. Having your healer Stop another one ensures that they will never all line up even once Halting Rumba fades. Either way, AOE down the first set.
Once your final attack on the first set is charging, start up another Halting Rumba and/or an AOE Stun SB (like Zack's fist, for example) so that it lands right after the second set of Tonberries spawn. Stop isn't guaranteed to land on these because none of them start on red circles, but it still has a 70% base success rate so you're almost certain to get at least one and most likely will hit two. AOE this set down as well, but before you kill them, make sure you have Protectga active on your party, because the Tonberry King is about to spawn and his attacks do not ignore defense.
One final note on Phase 2: Knife is not a ranged attack, so back row characters take half damage. This means you can save yourself a lot of damage by bringing characters with ranged weapons (Lightning with a gun, Tidus with a throwing weapon or blitzball, etc) and sticking them in back. This won't help in phase 3, but it helps a lot if you can't consistently keep the second set of Tonberries crowd controlled.
Phase 3: Tonberry King time. This is a very straightforward gimmick-less DPS race. Tonberry King will either use It's Sharp! (which deals damage in an Everybody's Grudge fashion, based on the number of Tonberries the target killed, so don't have just one person covering your AOE duties) or Junk (which deals a couple thousand ranged AOE damage through Protect with no wall). Which attack you would rather he not spam depends mostly on whether you brought Wall or not. He IS vulnerable to Stun, but not Slow or Stop, so I recommend saving Dismissals and at least one Stun SB (if you have one) for this phase to buy you some time, as he is quite fast (550 speed isn't as fast as most Ultimate/+ bosses, but it's still fast enough to outpace a Hasted party by a significant margin).
Overall, this is probably the easiest Abyss because it is the least gimmicky. The only gimmick in the fight at all is in Phase 2, and you can more or less ignore it with Halting Rumba since its success rate is so high to start with. A standard physical beatdown team should do fine in this fight, although of course Celerity 5 characters are preferred since they have synergy here.
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.
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