Gaming Guide

Final Fantasy Resonance Earth Shrine Walkthrough (Route, Save Points and Boss)

The full path from the entrance save point to the Crystal Chamber, plus how Rain and Lasswell beat Belmodar.

The full path from the entrance save point to the Crystal Chamber, plus how Rain and Lasswell beat Belmodar.

Rain on a ledge in the Earth Shrine hall facing the fog gap and the glowing doorway

The way through the Earth Shrine is not up the central stairs. You loop around the pedestal, drop to the lower floor, cross west under the start hall, and climb the west side to the second save point, where Belmodar waits outside the Crystal Chamber.

Interactive map: Earth Shrine map

Quick answer: From the pedestal, go east, down to the lower floor, west under the start hall, then up the west staircases and grassy ramp. Use Lasswell’s Dawn Frost and Rain’s Fire on Belmodar.


Before you go in

The Earth Shrine is part of the Chapter 1 quest “Investigate the Earth Shrine” in Final Fantasy Resonance. Walking in triggers an “Autosaving…” message, and the entrance room has a save point, shown as a glowing pink circle. Stand on it, press F, and pick Save progress (our save guide covers slots and autosave).

Rain beside the pink save point in the Earth Shrine entrance room
The entrance room save point, next to the two chests.

Grab the two chests in the same room before moving on: one holds a Potion and the other an Ether.

The party is Rain and Lasswell, who arrive at Lv.1 and reach Lv.3 from the random battles before the second save point (this route was played on Normal difficulty). The mini-map ring turns red right before a battle starts, which is the Encounter Sensor at work.

The shrine doesn’t provide its own dungeon map. Selecting Main Menu > Map displays only the world map for Kingdom of Grandshelt, so rely on the mini-map in the upper-right to find your way inside. Press Z to toggle the mini-map (all the keys are in our controls guide).


Earth Shrine route, step by step

The shrine is one tall hall stacked on several levels. The camera looks down from the south, so north is up the screen and west is left, matching the mini-map.

From the entrance room, enter the main hall. Take the staircase in the center north to the platform with the stone pedestal.
Rain in the Earth Shrine main hall below the central stairs
The main hall, with the central stairs leading north.
Ascend the middle staircase to reach the pedestal platform, then stop instead of continuing north. That route takes you to an upper platform facing a gap filled with fog; a bright yellow doorway is visible across it, but you cannot cross the gap.
Rain on the pedestal platform beside the stone pedestal
The pedestal platform at the top of the central stairs.
Walk around the north side of the pedestal. Head north-east, passing between the pedestal and the arched bridge.
Rain walking round the north side of the stone pedestal toward the north-east
Going round the north side of the pedestal.
Follow that path to a landing on the east side. You’ll know you’re in the right place by the glowing crystals.
Rain on the east landing of the Earth Shrine near glowing crystals
The east landing with its glowing crystals.
Descend two flights of stairs south from the east landing to reach the lower floor.
Rain at the top of the stairs leading south down to the lower floor
The stairs south from the east landing to the lower floor.
Walk west along the lower floor, through an arched underpass beneath the start hall. A crystal blocks the way, so go around it on its south side.
Rain on the lower floor passage under the start hall, next to a crystal
The lower floor passage running west under the start hall.
Keep moving west, then south-west. Stop at the foot of a long staircase.
Climb that long staircase heading north.
Rain at the foot of the long staircase heading north
Climbing the long staircase north.
Cross the landing to the east, pass the pillar, and then head north.
Rain on the landing past the pillar with crystals by the railing
The landing past the pillar, before heading north.
This leads to a landing beside a broken bridge. Head west from it onto the grassy ramp.
Rain on the broken bridge landing with crystals among the rubble
The broken bridge landing, just before the grassy ramp.
Walk north up the grassy ramp.
Rain walking north up the grassy ramp in the Earth Shrine
The grassy ramp north.
At the ramp’s upper end, turn to the east and continue.
Make your way north up the lengthy staircase.
Rain at the foot of the long staircase up to the second save point
The long staircase up to the second save point.
As you approach, Lasswell remarks “The Earth Crystal is just up ahead…” The second save point is located at the top of the stairs.
Lasswell saying the Earth Crystal is just up ahead at the foot of the final staircase
Lasswell’s line that marks the end of the route.

Second save point, Tent rest and Teleport

The save point at the top of the long staircase is just outside the Crystal Chamber, and Belmodar is waiting in front of the chamber entrance. Save and heal here before going any further.

Rain standing in the glowing pink save circle at the top of the stairs
The second save point outside the Crystal Chamber.

The menu at this point presents three choices:

  • Save progress saves the game.
  • Rest in a tent shows “Use a tent to fully restore HP and MP.” and asks you to confirm using one Tent. You need a Tent in your items.
  • Teleport moves you between this save point and the one at the entrance.

The first time you touch this save point, a tutorial explains: “Teleport can be used at certain save points. When used, you can instantaneously travel between a save point at a dungeon’s entrance and one at its deepest point.” It follows with “You can now return to the save point at the entrance.” From then on, you can go back to the entrance and return here without walking the route again.

Save Point menu with Save progress, Rest in a tent and Teleport rows
This save point adds a third row, Teleport.

Earth Shrine chests

The Earth Shrine contains eight chests in total. Two are in the entrance room beside the first save point, holding a Potion and an Ether; the remaining six are deeper inside.

Later in Chapter 1, the side quest Dream of an Idealist brings you back to the entrance: the squadron banner sits just west of the entrance save point, at the edge of the ledge. The Dream of an Idealist walkthrough covers that step and the rest of the quest.

ItemCountWhat it does
Potion1Restores 200 HP.
Ether1Restores 50 MP.
Potion3Restores 200 HP.
Phoenix Down1Revives a KO’d ally with 25% HP.
Flame Scroll I2Inflicts Fire magic damage on one enemy. Throwing it increases its power and extends its target to all enemies.
Nodachi1Weapon: Phys. Atk 21, Mag. Atk 20
Bulletproof Vest1Armor: Phys. Def 10
Gil400–

The shrine’s chests contain only two pieces of equipment, the Nodachi and the Bulletproof Vest, so check every side path before you go into the boss room.


Earth Shrine boss: Belmodar (Lv.4)

Target it and the info reads “Lv.4 Belmodar”.

Belmodar roaring in front of the glowing Crystal Chamber doorway
Belmodar waits in front of the Crystal Chamber.

Before the fight, Rain says “It looks like it’s got a really thick hide… Doesn’t look like my blade’ll go through.” Lasswell replies “Perhaps it’s weak to your fire magic?” That’s the hint. Fire appears as one of its affinities once you’ve hit it.

Rain saying Belmodar has a really thick hide before the boss fight
Rain’s line before the fight, which Lasswell answers with the Fire hint.
CharacterCommandCostJob
LasswellDawn Frost5 MPDrain stagger gauge
RainFire5 MPDamage

Belmodar uses Crush and Slam, both single-target hits: Slam did about 70 damage to Lasswell at Lv.3 and Crush did 113. Watch for its tell. Belmodar glows red, and its icon on the turn bar gets a red flare with a “!” before a Devastating Attack. The in-game tutorial notes that “Some enemies can unleash savage blows, which you can prevent by staggering them” and to “remember that you can always select Defend”.

Use Lasswell’s Dawn Frost each turn to wear down the stagger gauge with Ice physical damage. Once Belmodar is Staggered, its red attack is cancelled, and the round’s Bonus Phase gives you an extra action. Have Rain cast Fire every turn. Against a staggered Belmodar, one Fire deals 129 damage.

With both characters at Lv.3 and full HP after a Tent, this plan won the fight with no items used, even though a late Slam knocked Lasswell out and Rain finished Belmodar alone. Our full Belmodar boss guide covers its attacks and tells in more detail. The win pays EXP 121 and 301 Gil, and both Rain and Lasswell reach Lv.4.


After the Belmodar fight

A story scene plays inside the Crystal Chamber with an armoured figure shown only as “???”, after which Rain and Lasswell wake up. Two changes confirm the shrine is done. The Limit Burst row now appears in the battle command menu, and the quest objective switches to “Go to the town of Mitra” as Chapter 1, “Tailing the Truth”, continues.


After the shrine: Town of Mitra

Leave through the Earth Shrine’s exit and press F on “Proceed” to step out onto the Kingdom of Grandshelt world map. The game autosaves and brings up the “Map” tutorial. Press M to open the world map, which marks your current location and your destination.

Rain on the Kingdom of Grandshelt world map just outside the Earth Shrine
Leaving the Earth Shrine puts you on the Kingdom of Grandshelt world map.

The Town of Mitra is just south of the shrine. Follow the dirt path down from the shrine to the small town with a windmill beside the river. The name “Town of Mitra” appears on screen when you reach it, and pressing F on “Proceed” takes you inside. A short story scene plays as you arrive, with Rain saying “It’s been a while since we’ve been back home”, and your objective changes to “Go to Rain’s house”. Rain’s house is where you get your first two Visions, Tronn and Leah, and the guide on how to equip Visions covers that step.

Rain at the Town of Mitra on the world map with the F Proceed prompt
Press F on Proceed at the windmill town to enter Mitra.

Mitra item shop

The item shop is the house with a bag sign, east of the inn, which is the house with a bed sign. The Merchant inside asks “Is there anything in particular you’re looking for?” and offers you Buy and Sell.

Merchant in the Mitra item shop asking if there is anything in particular you are looking for
The Merchant at the Mitra item shop counter.
ItemPriceWhat it does
Potion100 Gil“Restores 200 HP.”
Phoenix Down200 Gil“Revives a KO’d ally with 25% HP.”
Antidote Herb100 Gil“Cures Poison.”
Smoke Bomb300 Gil“Allows the party to flee from escapable battles.”

The Smoke Bomb row shows “Remaining: 3”, so the shop holds only three of them.

Mitra item shop Buy list with Potion, Phoenix Down, Antidote Herb and Smoke Bomb
The item shop Buy list, with Smoke Bomb limited to three.

Mitra weapon and armor shop

Find the weapon and armor shop in the crossed-swords-marked house, north of the item shop and beside the blue-roofed house. Inside, the left counter handles weapons and the middle one armor; a smith works at the forge on the right. From the Buy list, press R to bring up Compare Equipment.

Inside the Mitra weapon and armor shop with the weapon counter, armor counter and the smith at the forge
The weapon counter (left), armor counter (middle) and the smith at the forge.
ItemCounterPriceStatsWho can equip it
Bronze SwordWeapons350 GilPhys. Atk 28, Mag. Atk 13Rain (Lasswell cannot equip it)
UchigatanaWeapons350 GilPhys. Atk 24, Mag. Atk 17Lasswell (Rain cannot equip it)
Bronze ChestplateArmor300 GilPhys. Def 24, Mag. Def 22Rain and Lasswell
TunicArmor200 GilPhys. Def 16, Mag. Def 18Rain and Lasswell

Against the gear Rain and Lasswell wear when they arrive, the shop’s comparison shows the Bronze Chestplate adding +19 Phys. Def and +19 Mag. Def on each of them, and the Tunic adding +11 and +15.

Mitra armor counter Buy list with Bronze Chestplate at 300 Gil and Tunic at 200 Gil
The Mitra armor counter, with the Bronze Chestplate compared against current gear.

The Bronze Sword adds +7 Phys. Atk and +4 Mag. Atk on Rain, and the Uchigatana adds +8 and +5 on Lasswell. On this Normal-difficulty route the party reaches Mitra with 1,990 Gil, and a Bronze Sword, an Uchigatana and two Bronze Chestplates come to 1,300 Gil in total.

Mitra weapon counter Buy list with Bronze Sword and Uchigatana at 350 Gil each
The Mitra weapon counter: Bronze Sword for Rain, Uchigatana for Lasswell.

Chapter 1 weapons and armor compared

The table below sets out the Chapter 1 weapons and armor with their stats, including Rain and Lasswell’s starting gear, the stock at Mitra’s weapon and armor shop, and rewards from chests in the Earth Shrine and Grandshelt Castle.

ItemTypeWherePricePhys. AtkMag. AtkPhys. DefMag. DefSpeed
Crimson SaberWeaponRain’s starting weapon–219–––
Bronze SwordWeapon (Rain)Mitra shop350 Gil2813–––
UchigatanaWeapon (Lasswell)Mitra shop350 Gil2417–––
NodachiWeaponEarth Shrine chest–2120–––
Leather ArmorArmorStarting armor–––53–
Bulletproof VestArmorEarth Shrine chest–––10––
TunicArmorMitra shop200 Gil––16185
Bronze ChestplateArmorMitra shop300 Gil––2422–
Black GarbArmorGrandshelt Castle chest (after Hell’s Rider)–––26238

Among the Chapter 1 weapons, Rain’s Bronze Sword leads in Phys. Atk with 28, versus 21 for his Crimson Saber. Lasswell’s Uchigatana provides 24 Phys. Atk and 17 Mag. Atk, while the Nodachi tops these weapons in Mag. Atk at 20. For armor, the Bronze Chestplate is the best Mitra purchase for both characters, with 24 / 22; the Tunic has 16 / 18 and adds +5 Speed, while the free Bulletproof Vest has 10 Phys. Def. After Hell’s Rider falls, Black Garb from the castle improves on it with 26 / 23 and +8 Speed.

Mitra to Grandshelt: take the upper road at the first fork

After Rain’s house and your first Visions, check the quest log: it shows “Chapter 1 – Tailing the Truth” and gives “Go to Grandshelt Castle” as the goal; the castle marker is south on the world map. Leave Mitra for the world map and travel east along the road from town. Beyond town, you’ll reach a fork: one route angles up and right, while the other runs low beside the river.

Rain at the fork in the road just east of the Town of Mitra on the Kingdom of Grandshelt world map, with the rope bridge on the right
Just east of Mitra the road forks: the upper branch heads up and right toward the rope bridge.

Choose the higher path. It crosses the grass eastward above the river and reaches the post at the wooden rope bridge’s western end.

Rain walking east on the upper road above the river toward the rope bridge
The upper road runs east above the river.
Rain at the west end post of the rope bridge east of Mitra
The upper road ends at the rope bridge’s west end post.

The bridge deck angles down toward the south-east, and moving right alone will push you against its rails. Instead, press down and right together (S and D on a keyboard) in short taps. This keeps your character within the rails across the span; at the south-east exit, you step directly onto the forest road leading south to Grandshelt Castle.

Rain on the forest road just south of the rope bridge's south-east end
Off the bridge’s south-east end and onto the forest road south.

Avoid the lower route: it tracks the river beneath the bridge and ends at a fenced grassy shelf next to the bridge’s opposite end. Though it may seem to offer a crossing, fencing blocks the shelf on all sides, and it has no link to the forest road. Should you reach it, return to the junction and use the upper road.

Rain on the lower road beside the river below the rope bridge
The lower branch follows the river under the bridge and goes nowhere.

Leave the bridge and follow the forest road south, passing a signpost. It curves west and finishes at the mountain’s base, seemingly blocked. Continue west, then northwest (up and left on screen), tracing the mountain’s side; the route carries on behind it.

Rain where the forest road south of the rope bridge ends at the foot of a mountain
The forest road stops at the foot of a mountain; the way on continues behind it to the north-west.

Beyond the mountain, the path opens onto a ridge where two roads descend south. Avoid the road on the right, which ends at a cliff ledge. From the ridge crest, cross the grass westward to connect with the road on the left.

Rain on the ridge behind the mountain with two roads running south and a small wooden bridge below
Two roads run south from the ridge; take the left one.

Take the left-hand road south until you reach a second wooden bridge, smaller than the rope bridge. From this spot you can see the burning capital off to the west.

Rain at the second wooden bridge with the burning capital visible to the west
The second wooden bridge, with the burning capital to the west.

Cross the bridge, then stay on the road until you reach the capital. When you arrive, the screen shows “Grandshelt, the Royal Capital” with “Recommended Level 5”; press F on “Proceed” to enter. The game autosaves on entry. The capital’s System Menu has no Save row, but there is a save point at the foot of the castle steps, on the left: step onto the pink glow and press F, then choose Save progress.

Grandshelt, the Royal Capital on the world map with Recommended Level 5 and the F Proceed prompt
Grandshelt, the Royal Capital: press F on Proceed to enter.
SAVE POINT menu with Save progress open at the pink save point at the foot of the Grandshelt Castle steps
The save point at the foot of the castle steps, on the left.

Once inside, fire blocks the grand staircase. The way past it, both chests on the way and the save point before the boss are in our Grandshelt Castle walkthrough.