Gaming How-To

How to Beat Adrastea in Final Fantasy Resonance (Cargo Train Boss)

How to beat Adrastea in Final Fantasy Resonance: its Thunder and Water weakness, the Charge Wave Cannon warning before Wave Cannon, the plan that won, the retry and the Lightning Scroll II reward.

How to beat Adrastea in Final Fantasy Resonance: its Thunder and Water weakness, the Charge Wave Cannon warning before Wave Cannon, the plan that won, the retry and the Lightning Scroll II reward.

Rain's Limit Burst Infinity Drive against Adrastea

Adrastea is the huge armored machine that chases your party onto a runaway cargo train at the end of the Mobliz Shipyard escape in Chapter 2 (“Eternal Blue”) of Final Fantasy Resonance. It comes immediately after Epimetheus, with no save point between the two fights and no way to run.

Quick answer: Hit Adrastea’s Thunder weakness every turn with Rain’s Thundara and Lightning Scrolls, and summon Siren on turn one. When “Charge Wave Cannon” appears, heal the whole party before the Wave Cannon blast that follows.

Adrastea is level 16 with 25,000 HP and is weak to Thunder and Water. A win pays 1,013 EXP, 1,351 Gil, 23 MRP and a Lightning Scroll II. If your party goes down, Retry restarts the fight with everyone at full HP and MP.

FieldValue
Level16
HP25,000
Weak toThunder, Water
Resists / nullifies / absorbsNone
Trait“Readies a special skill when stagger gauge is reduced.”
StatusImmune to Poison, Confuse, Stone, Charm, Berserk, Death, Gravity; Blind, Sleep, Silence, Paralysis rarely land
Big attackWave Cannon (whole party), announced by Charge Wave Cannon
EscapeNot possible
DropLightning Scroll II
Battle Result1,013 EXP, 1,351 Gil, 23 MRP, Lightning Scroll II x1

Where you fight Adrastea

Once you beat Epimetheus, the party rides the elevator down to a cargo train waiting in the tunnel beneath the shipyard. Adrastea fires a beam through the tunnel that catches Mechabo (“Kwehhh!”), and the train starts gaining speed. Lasswell calls out “Actually, hold that thought! Speed it up!” before Rain settles it with “Looks like we have no choice but to fight back!”

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

The fight begins with whatever HP and MP your party has left over from Epimetheus. There is no chance to rest or save in between, so anything you spent on the earlier stretch of the Mobliz Shipyard escape stays spent.


Adrastea stats and weakness

Status effects are mostly a waste of turns. Adrastea is immune to Poison, Confuse, Stone, Charm, Berserk, Death and Gravity, and Blind, Sleep, Silence and Paralysis rarely land. Siren’s Sleep and Silence come back as “Resisted”, and the Confuse from Lid’s March of the Machines cannot land at all. Its big attack, Wave Cannon, hits every party member; in our fights it came only after a Charge Wave Cannon turn. Its other attacks each hit one party member: Machine Gun (175 to 200 damage), Atomic Ray (215), Missile (223 to 332) and Flame Thrower (168 to 245).


Charge Wave Cannon and Wave Cannon: the attack that wipes parties

Keep an eye on the turn-order bar at the top of the screen. When Adrastea’s icon shows a yellow “!” with a red aura, it is charging. On its next action, a “Charge Wave Cannon” banner appears. That turn is the charge itself and does no damage. “CHARGE COMPLETE!” follows, and then a “Wave Cannon” banner: that is the blast that hits your whole party.

Banner: Charge Wave Cannon, with Adrastea facing the party on the train
The Charge Wave Cannon banner: Adrastea is charging.

One Wave Cannon hit for 750, 586 and 543. Across our fights it did 538 to 863 to each party member and knocked Lid out twice.

Wave Cannon hits the party for 750, 586 and 543
Wave Cannon hits the whole party.

The fix is to heal everyone back up in the window between the Charge Wave Cannon banner and the Wave Cannon, not after. Lasswell’s Cura sits in his Leah’s Skills row and costs 18 MP; press Q to switch its target to All. A Mist Potion (“Restores 200 HP for all allies.”) does the same job without MP. If someone still drops, bring them back right away with a Phoenix Down (“Revives a KO’d ally with 25% HP.”).


How to beat Adrastea (the plan that won)

Start the fight by spending 50 MP for Fina’s Summon Esper > Siren (“Summon Siren, adorer of winds. Stays in battle for 3 turns.”).
Summon Esper menu with Siren selected: MP 50, Summon Siren, adorer of winds. Stays in battle for 3 turns.
Siren costs 50 MP and stays for 3 turns.

Siren appears on the field; in one of our fights her attack hit Adrastea for a total of 1,248. During that opening turn, Lasswell should cast Haste on himself; find it at the bottom of his Skills list. Apply Haste to Fina afterward.

Siren appears on the battlefield in the Adrastea fight
Siren joins the fight.
Every turn, Rain casts Thundara from Black Magic for 15 MP. It shows a “Weak” tag on Adrastea and hits for about 225; drop to Thunder once his MP runs low. Lid throws Lightning Scroll I, the last entry in Items, which also shows “Weak”. Fina uses Shining Arrow (5 MP) whenever she does not need to heal, and Lasswell attacks.
Keep the Thunder hits coming to fill Adrastea’s stagger gauge. Once it breaks, “STAGGERED” shows under its HP bar and your party gets bonus turns, so throw your strongest moves into that window.
Adrastea staggered on the cargo train with the party's command menu open
Adrastea staggered: bonus turns for the party.

The first stagger arrives after about two rounds and the second after about two more. A third came late in the fight.

Adrastea staggered a second time
The second stagger.
Fire Limit Bursts as each gauge fills; “Limit Bursts” appears above that character’s commands when it is ready. Lasswell’s Null Moon (“Deal non-elemental physical damage to an enemy. Target is more easily staggered for 3 turns.”) works best just before you push for a stagger.
Lasswell's Limit Burst Null Moon with its description in the Limit Bursts menu
Lasswell’s Null Moon makes the target easier to stagger.

Save Rain’s Infinity Drive (“Deal Fire physical damage to an enemy. Damage increases by 50% if target is staggered.”) for a stagger window. Fina’s Holy Ray (“Deal Light magic damage to all enemies. Power scales with sanctity.”) and Lid’s March of the Machines both add damage whenever they are up.

Adrastea staggered for the third time with a 213 total on screen
The third stagger.
Pick Hibernal Fury when a SELECT RESONANCE prompt appears on Fina’s action during stagger bonus turns. The prompt maps W to Hibernal Fury (“Deal Ice magic damage to random enemies 5 times”), A to Healing Wind and C to Cancel.
SELECT RESONANCE prompt with Hibernal Fury on W and Healing Wind on A
The Resonance prompt: W for Hibernal Fury.

Hibernal Fury hits hard here, with single hits reaching a 205 critical, and it landed our killing blow after the third stagger.

Hibernal Fury's ice attack on Adrastea
Hibernal Fury lands the final hit.
Review the turn bar each round and restore HP as soon as the Charge Wave Cannon banner shows, before Wave Cannon fires. Prioritize that recovery over attacking: this move can wipe out the party and undo a winning run.

If the party falls: Retry

A wipe brings up “The party has fallen…” with three options: Retry, Load and Return to Title.

The party has fallen... with Retry, Load and Return to Title
The defeat screen.

Select Retry to bring up “Retry this battle from the beginning?” The default selection is No; move the cursor to Yes. This starts Adrastea’s fight over with the full party at maximum HP and MP, giving you a stronger opening than the first attempt, which begins with whatever HP and MP Epimetheus left.

Prompt: Retry this battle from the beginning? Yes or No
Retry restarts the battle with full HP and MP.

Adrastea rewards

Battle Result: 1,013 EXP, 1,351 Gil, 23 MRP and Lightning Scroll II x1 (“Deals Lightning magic damage to a single enemy. Power increases and targets all enemies when thrown.”).

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.

In our win the EXP took Fina to level 17, where she learns Cura, and Lid to level 16, where she learns Stonera.

Level Up: Fina reaches level 17 and learns Cura
Fina learns Cura at level 17.

What happens after Adrastea

Rain shouts “We did it!” and Lasswell follows with “It looks like we lost it. Okay, Lid, you can slow us down now.” Lid replies “I think the brakes aren’t working…” and then “Everyone, brace for impact!”

Following the scene with Dr. Lazarov, the party comes to in the Dwarven Forge. Rain must choose whether to pursue them immediately or take time to recover. The Mobliz Shipyard walkthrough covers the route to this point, and the stagger guide explains how to break enemies. Consult the bosses list for the other fights, or follow the story in the complete Final Fantasy Resonance walkthrough.