Gaming

Go After Them or Rest Up in Final Fantasy Resonance: Which Choice to Pick

Rain's choice in the Dwarven Forge after Adrastea in Final Fantasy Resonance: both answers lead to the Wind Shrine, and only the inn heals your party.

Rain’s choice in the Dwarven Forge after Adrastea in Final Fantasy Resonance: both answers lead to the Wind Shrine, and only the inn heals your party.

Lid in the Dwarven Forge after the choice: Of course. That was originally the plan, anyway.

Once Adrastea is defeated aboard the runaway cargo train in Chapter 2 of Final Fantasy Resonance, the wreck leaves the party waking in the Dwarven Forge. Rain asks them to choose between two possible next steps, but the phrasing makes the decision sound more important than it is.

Quick answer: Pick either one. Both answers lead to the same objective, “Go to the Wind Shrine”. Choosing rest up does not heal the party, so use the Forge inn before you leave.

Your selection affects only a small amount of dialogue. Regardless of the response, Lid guides the party north-east to the Wind Shrine. The Forge also unlocks Verun’s side quest, Arise, Mechabo!, as soon as this scene ends.

Answer on screenWhat follows
“…go after them right away. We’ve got no time to lose.”The story moves on to “Go to the Wind Shrine”
“…rest up and prepare ourselves before going after them.”A short exchange with Lid, then the same objective, “Go to the Wind Shrine”

When the choice comes up

The choice comes up in the cutscenes right after the Adrastea fight under the Mobliz Shipyard. Rain says “We did it!” and Lasswell adds, “It looks like we lost it. Okay, Lid, you can slow us down now.” Lid has bad news: “I think the brakes aren’t working…” and then “Everyone, brace for impact!”

Lid on the runaway cargo train: Everyone, brace for impact!
Lid can’t stop the train.

The scene cuts to a lab, where Dr. Lazarov talks with Evan. “So those knights chased us all the way to Dirnado? They’re more of a pest than I anticipated.” he says, then adds, “No matter, they won’t be chasing us any longer. And I got to test out my new toys as well. Heh heh heh…”

Dr. Lazarov in his lab: So those knights chased us all the way to Dirnado?
Dr. Lazarov in his lab.

The group wakes in the Dwarven Forge. Rain says, “Well, we survived that…somehow.” Lid then asks, “Are we in the Dwarven Forge?”

Lid after the crash: Are we in the Dwarven Forge?
The party wakes up in the Dwarven Forge.

Lid explains, “You know, I’d heard about an old tunnel used to carry materials to Mobliz.” Lasswell asks “So what’s our next move?” and points out, “Because if the Sworn Six weren’t at that shipyard…” Rain finishes the thought: “They must be on their way to the Wind Shrine. We should…”

Rain: They must be on their way to the Wind Shrine. We should...
Rain works out where the Sworn Six went.

The two answers

Rain pauses to consider, “(…think carefully about our next move. All right, let’s……)” Then the game offers two options:

The choice box with go after them right away highlighted
The first answer: go after them right away.
  • “…go after them right away. We’ve got no time to lose.”
  • “…rest up and prepare ourselves before going after them.”
The choice box with rest up and prepare ourselves highlighted
The second answer: rest up and prepare.

What each answer does

After rest up, Rain says “Okay, if you say so.” and asks, “Can you get us to the shrine, Lid?”

Rain after picking rest up: Okay, if you say so.
Rain’s reply after picking rest up.

Lid answers “Of course. That was originally the plan, anyway.” and then “Follow me. We’ll be traveling northeast to get there.”

Lid: Follow me. We'll be traveling northeast to get there.
Lid leads the way north-east.

The game then shows “Quest Updated: Chapter 2 – Eternal Blue, Go to the Wind Shrine” and autosaves. That message tells you the scene is over.

Quest Updated in the Dwarven Forge: Chapter 2 - Eternal Blue, Go to the Wind Shrine, with Autosaving
The next objective: Go to the Wind Shrine.

Choosing to pursue them immediately still sets the same objective, and neither response awards an item or unlocks another route. Despite the option’s wording, resting here replenishes neither HP nor MP. Party members who were knocked out in the train battle remain down until you stay at the inn.


What to do before the Wind Shrine

The Forge inn is run by the innkeeper just north of the save circle. The innkeeper greets you with “Lali-ho! We’ve got human-sized beds, too! Come on in and rest a while, lali!” Choose Stay for 100 Gil to restore the whole party, including knocked-out members.

Dwarven Forge inn menu: Stay for 100 Gil
The Forge inn: Stay costs 100 Gil.

Save at the circle after you rest. Then check the top of the long north-south stairs, where Verun the blacksmith offers to repair Mechabo. This starts the side quest Arise, Mechabo!, which asks you to defeat two Ipoohs on the World Map near the Forge. The Dwarven Forge walkthrough covers the rest of the area.

To reach the Wind Shrine, leave the Forge by its north door. At the signpost north of it, take the right-hand arrow marked “→ Wind Shrine” and head north-east. The boss there, Aether, is weak to Ice and nullifies Wind, so set up Ice attacks before you go.

If you need to revisit the earlier part of the chapter, use the Mobliz Shipyard walkthrough or how to beat Adrastea. The game’s other dialogue picks are covered in the character choice answers, and the full story route is in the walkthrough.