Gaming Guide

Mobliz Shipyard Walkthrough in Final Fantasy Resonance (Route, Chests, Shards and Escape)

Every step through the Mobliz Shipyard in Final Fantasy Resonance: the lift order, the switch, all three Tablet Shards, the Citrine Pot, every chest and the 15-minute escape that ends in two back-to-back boss fights.

Every step through the Mobliz Shipyard in Final Fantasy Resonance: the lift order, the switch, all three Tablet Shards, the Citrine Pot, every chest and the 15-minute escape that ends in two back-to-back boss fights.

Rain at the switch on the upper floor of the Mobliz Shipyard west block

After Borin is taken from the Dwarven Forge, you head to the Mobliz Shipyard on Dirnado for the Chapter 2 (“Eternal Blue”) dungeon. The facility remains active, with security mechs, lifts and catwalks; Borin is on its roof beside an airship. Progress hinges on a single powered lift, and reaching the roof triggers a timed sequence, making your route order important.

Interactive map: Mobliz Shipyard map

Quick answer: Ride the west lift up, hit the switch that powers the east lift, then take the east lift up and work down to the boss save point and roof lift. Loot everything first, because Borin’s scene starts a 15-minute escape.

The escape finishes with two boss fights back to back, Epimetheus and then Adrastea, and there’s no save point between them.

WhatWhere
Save pointEntrance hall, top of the entry corridor
Tablet Shard 1Entrance hall, railed platform at the west end
West liftNorth-west room of the ground-floor hall
Switch (powers the east lift)Upper floor, west block, just past the west lift
Citrine PotUpper floor, caged room at the west block’s north end
Chocobo Down CharmChest at the north tip of that caged room
Tablet Shard 2Lower strip below the west block (ladder), south end
Protective OvercoatChest at the north end of the lower strip
East liftGround-floor hall, east side (works after the switch)
Tablet Shard 3Upper floor, east block, north-east room by a red container
Lightning Scroll I x2Below the north-east corner of the east block, a small room is accessible by a separate lift
Eye Drops x3Chest in the west nook beside the boss save point
Boss save pointMiddle level, top of the long corridor
Roof liftJust past the boss save point (warning message first)

How to get to the Mobliz Shipyard

The shipyard opens up once Borin has been taken from the Forge, and your objective reads “Save Borin at Mobliz Shipyard”. If you’re still inside the Forge, the Dwarven Forge walkthrough covers everything up to this point.

Leave the Dwarven Forge through its north door. That door only opens after Borin is kidnapped.
On the World Map, head north until you reach the signpost marked “← Mobliz Shipyard / → Wind Shrine”. The right-hand arrow leads to the Wind Shrine, which you visit later in the chapter, so ignore it for now.
The World Map signpost pointing left to Mobliz Shipyard and right to the Wind Shrine
The signpost north of the Dwarven Forge: left for the Mobliz Shipyard, right for the Wind Shrine.
From the sign, take the road down to the south-west. The shipyard is on a plateau, and the cliffs make a direct approach from the signpost impossible, so circle around.
Go west along the lower road, follow the loop uphill to the north, then take the upper road east to the entrance. Random encounters may occur on the route.
The World Map road looping west and up to the Mobliz Shipyard plateau
The road loops west and climbs to the shipyard plateau.

At the entrance, the door displays “Mobliz Shipyard, Recommended Level 16” with an “F Proceed” prompt. Press F to enter.

Mobliz Shipyard door on the World Map with Recommended Level 16 and the Proceed prompt
The shipyard door: Recommended Level 16.

Arrival and the entrance hall

Lid notices right away that the place is still running: “Why is this shipyard still running? It’s supposed to be abandoned.” The hall wall is lined with Cid portraits (“Those are portraits of every Cid over the years”). Then a Security Mech announces “MONSTER TARGETS IN SIGHT. COMMENCING EXTERMINATION.” and two Security Eyes attack.

Each Security Eye is level 14 with 260 HP and is weak to Thunder. They’re easy to stagger and use Blind attacks. The fight pays 42 EXP, 90 Gil and 8 MRP with a Stagger Finish Bonus, and the game autosaves after the scene.

Battle Result after the two Security Eyes: 42 EXP, 90 Gil and 8 MRP with a Stagger Finish Bonus
The two Security Eyes on arrival pay 42 EXP, 90 Gil and 8 MRP.

At the entry corridor’s upper end is the save point. The hall extends west, with the first Tablet Shard on a railed platform at its far end; use the “F Examine” prompt to collect it. From there, a short passage heads north into the large ground-floor hall.

Examine prompt for the Tablet Shard on the railed platform at the west end of the entrance hall
The first Tablet Shard, at the west end of the entrance hall.

Ground-floor hall and the west lift

A random battle can trigger in the passage before the hall. Once you’re inside, you’ll spot a lift on the east side with red lamps. It doesn’t work yet, so leave it.

Head north along the hall, then turn west to reach the room at its north-west end. You’ll find the west lift there.
Press the call switch to bring the lift down.
Get on the platform, then use F at the control panel along its east edge. F won’t activate anything from the platform’s center. The lift rises to the west block’s upper floor.

Upper floor, west block: the switch, the Citrine Pot and the Chocobo Down Charm

From the top of the lift, walk north, then east along the fence. Go north again and east through a gap.
Rain at the floor switch on the upper floor of the west block with the Examine prompt
The switch on the upper floor of the west block.
Head south to the switch on the floor and press F at the “F Examine” prompt. The camera pans to the east lift in the ground hall, and its lamps flip from red to green, which tells you it now has power.
The east lift in the ground-floor hall with its lamps turned green after the switch
The camera pans to the east lift: green lamps mean it has power.
Go north and east to the caged room at the north end of the block. The golden Citrine Pot sits on the floor there, and pressing F starts a fight with it.
The golden Citrine Pot on the floor of the caged room with a chest beyond it
The Citrine Pot in the caged room, with the Chocobo Down Charm chest beyond it.

Using an Ether on the pot ends the fight as a win. For the full strategy, check how to beat the Citrine Pot, and the rest of the game’s pots are in the Pot locations list.

Just past the pot, a chest at the room’s north tip holds the Chocobo Down Charm. Its description reads “Grants the ability to survive with 1 HP upon receiving damage exceeding HP once per battle.”

You obtained the following: Chocobo Down Charm x1
Chocobo Down Charm x1 from the chest at the room’s north tip.

The lower strip: second Tablet Shard and the Protective Overcoat

In the west block, a ladder around the middle descends to a narrow strip below.

Rain climbing down the ladder from the west block to the lower strip
The ladder down to the lower strip.

Use the “F Examine” prompt to pick up the second Tablet Shard at the strip’s southern end.

Examine prompt for the second Tablet Shard at the south end of the lower strip
The second Tablet Shard, at the south end of the lower strip.

A chest at the northern end contains the Protective Overcoat, which is body armor.

Rain at the open prompt of the chest at the north end of the lower strip
The Protective Overcoat chest at the north end of the strip.

Random battles can trigger here too. A group of 2 Pawns and 2 Iron Bats pays 134 EXP and 350 Gil, and Pawns can petrify, so have a cure ready.

There’s no way through from the strip’s end. Go back up the ladder, take the west lift down, then head east through the ground-floor hall.


East lift and the upper floor’s east block

The east lift now shows green lamps. Board it and press F on the panel along its east side, as you did with the other lift.

Examine prompt at the panel on the east side of the powered east lift
Press F at the panel on the lift’s east side.

At the top, follow the corridor south and east, then north up the long east corridor to the north-east room. The third Tablet Shard sits next to a red container behind an “F Examine” prompt.

Examine prompt for the third Tablet Shard beside a red container in the east block
The third Tablet Shard, by the red container in the north-east room.

That’s all three of the shipyard’s shards. The rest are covered in the Tablet Shard locations list.

One more chest, holding Lightning Scroll I x2, is in a small room below the east block’s north-east corner, reached by a separate small lift that needs its own switch at the block’s far north-east tip.

The fenced room beside the east lift is inaccessible at this point; it becomes available during the escape. When you’ve finished, descend the stairs on the long corridor’s west side to reach the middle level.


Middle level: Eye Drops and the boss save point

Walk west along the arm and north up the long corridor. The chest in the west nook next to the save point holds Eye Drops x3.

Rain at the Eye Drops chest in the west nook beside the boss save point
The Eye Drops x3 chest beside the boss save point.

Touch the save point at the top of the corridor and the game confirms “You can now return to the save point at the entrance.” That lets you teleport between the two. If the party is low, use a Tent or Ether here.

Message: You can now return to the save point at the entrance.
Touching the boss save point links it to the entrance save point.

Then save manually. If you’re not sure how, here’s how to save. Just past the save point, the game warns you: “A unique event will play beyond this point. Make sure to manually save your game before pressing on.” The roof lift is right behind that warning, and you press F at the panel on its east side to ride it.

Warning: A unique event will play beyond this point. Make sure to manually save your game before pressing on.
The warning just past the boss save point.

The roof: Borin and the 15-minute escape

The lift takes you up to the roof, where an airship is parked. Lasswell says “Haven’t seen an airship like this one before.” Lid knows it as the Invincible, “a very faithful replica”.

Borin is here. He explains that the Invincible “was dug up from the ground” and needs the “Heart of Babel” to fly. He also says the workers “are here ‘cuz they wanna be” and that the party has “been identified as trespassers”. You don’t get a choice in this scene.

His warning is blunt: “If you don’t make it out in 15 minutes, the whole security system will attack at once!” The objective switches to “Escape before time runs out”, a 15:00 countdown appears on the right of the screen, and the game autosaves.

The roof after Borin's scene with the Escape before time runs out objective, a 14:58 countdown and Autosaving
The countdown starts at 15:00 and the game autosaves.

Before taking the roof lift, collect all the chests and shards and deal with the pot. Once the countdown begins, detours aren’t practical, and you’ll have no save point before defeating both bosses.


Escape route in short

Take the roof lift down and head toward the east lift. Lid reports, “The power to the elevator’s been cut!”
Go into the fenced room near the east lift. Mechabo breaks it open (“Mechabo! Break open this fence!”), and inside is the lever room.
Read Borin’s memo, which tells you to add up the three numbers painted on the shipyard floor. Pull the lever labelled “16” and the power comes back (“There, it’s back online!”).
Rain: There, it's back online! beside the powered east lift
Lever 16 restores the power.
Descend on the east lift and head toward the entrance. Rain spots the threat: “Ack! Security mechs-lots of them!” Lid chooses to look for another route.
Rain in front of a row of security mechs: Ack! Security mechs-lots of them!
The entrance hall is full of security mechs.
Return to the ground-floor hall. Epimetheus attacks from the elevator there.

When the timer reaches zero, you’re captured and returned to the roof with a new 15 minutes. This won’t cause a Game Over. The Mobliz Shipyard escape guide covers the countdown and lever puzzle in detail.


Epimetheus and Adrastea

BossLevel / HPWeaknessRewards
Epimetheus16 / 3,645Thunder592 EXP, 708 Gil (+188 Overkill Bonus), 52 MRP (+13 Stagger Finish Bonus)
Adrastea16 / 25,000Thunder, Water1,013 EXP, 1,351 Gil, 23 MRP, Lightning Scroll II x1

Epimetheus comes with two Security Eyes, and you can’t escape the fight. The details are in how to beat Epimetheus.

Battle Result after Epimetheus: 592 EXP, 708 Gil plus 188 Overkill Bonus, 52 MRP plus 13 Stagger Finish Bonus
Epimetheus pays 592 EXP, 708 Gil (+188) and 52 MRP (+13).

Immediately after the victory, the party travels through the tunnel below aboard a cargo train, as the large machine Adrastea beams Mechabo.

Adrastea's beam lights up the tunnel as Mechabo cries Kwehhh
Adrastea’s beam hits Mechabo in the tunnel.

The battle with Adrastea begins on the train right away, without a save in between. See how to beat Adrastea for the strategy.

Battle Result after Adrastea: 1013 EXP, 1351 Gil, 23 MRP and Lightning Scroll II x1
Adrastea pays 1,013 EXP, 1,351 Gil, 23 MRP and a Lightning Scroll II.

After the shipyard

The train crashes, and the party wakes up in the Dwarven Forge, which an old tunnel connects to the shipyard. Rain then chooses between “…go after them right away. We’ve got no time to lose.” and “…rest up and prepare ourselves before going after them.” For more on this choice, see go after them or rest up. After it, the objective becomes “Go to the Wind Shrine”.

Rain's choice in the Dwarven Forge: go after them right away or rest up and prepare
The choice back in the Dwarven Forge.

Verun, the blacksmith, offers to fix Mechabo, beginning the side quest Arise, Mechabo! To see every room on one screen, use the interactive Mobliz Shipyard map. Continue Chapter 2 with the full walkthrough.