Gaming Guide

Wind Shrine Walkthrough in Final Fantasy Resonance (Route, Chests, Shards and Aether)

Wind Shrine walkthrough for Final Fantasy Resonance: the route up the lifts, every chest and Tablet Shard, why you can't escape battles inside, the Viridian Pot and Aether's stats.

Wind Shrine walkthrough for Final Fantasy Resonance: the route up the lifts, every chest and Tablet Shard, why you can’t escape battles inside, the Viridian Pot and Aether’s stats.

The party in the Wind Shrine entrance hall below the great staircase

The Wind Shrine is the Chapter 2 (“Eternal Blue”) dungeon on Dirnado in Final Fantasy Resonance. You reach it from the Dwarven Forge under the objective “Go to the Wind Shrine”, after the Mobliz Shipyard and the train crash. The shrine is a tall ruined tower built around one big shaft. Its floors sit at different heights, and lifts and moving platforms connect them.

Quick answer: Use the lifts and moving platforms to climb to the top floor, save at the boss save point, then ride the last lift up to Aether. Battles here can’t be escaped, so pack Ethers, Phoenix Downs and Tents.

The shrine’s door shows Recommended Level 18. Inside you’ll find four chests holding a Magicite Shard, a Mist Hi-Potion, the Armor of Gales and the Tsukiyo no Tachi, plus three Tablet Shards and an optional Viridian Pot. There is no choice to make inside, and nothing here is time-limited. The chests, shards and pot are all still there after Aether. For every other chest in the game, see the chest locations page.

WhatWhere
Save pointEntrance hall, a little right of where you arrive
Tablet Shard 1North end of the entrance hall, behind the north-east pillar (call Lift A down first)
Lift ANorth end of the entrance hall; call switch on the pedestal by the pit
Magicite ShardChest on a dead-end strip at the foot of a ladder, off the walkway at Lift C’s lowest stop
Mist Hi-PotionChest on the small island at the top of Lift C (dead end)
Armor of GalesChest in a nook off the east walkway, near the moving platform into the lift ring
Tablet Shard 2East walkway, near Lift G
Tsukiyo no TachiChest on the small island at the top of Lift G (dead end)
Tablet Shard 3Lift ring around Lift D, north-west side
Viridian PotPot room off the top floor (optional, very strong)
Boss save pointTop floor, along the long corridor north
AetherTop of the last lift at the north end of the top floor

How to get to the Wind Shrine

Leave the Dwarven Forge by its north door. The Dwarven Forge walkthrough covers everything up to this point.
On the World Map, head north to the signpost reading “← Mobliz Shipyard / → Wind Shrine” and follow the right-hand arrow. The shrine lies to the north-east, and Lid says as much: “We’ll be traveling northeast to get there.” Ignore the Mt. Thunderclap doors east of the sign.
If you’ve finished the side quest “Arise, Mechabo!”, the World Map controls list “R Mount Chocobo”. Press R to ride, and the prompt switches to “R Dismount Chocobo”. More on mounts is in how to get a chocobo. You can still run into battles while riding.
The World Map with R Dismount Chocobo listed in the field controls while riding toward the Wind Shrine
Press R to mount the chocobo; the controls then list R Dismount Chocobo.
At the door, the banner reads “Wind Shrine” with “Recommended Level 18.” Press “F Proceed” to go in. This works even while you’re on the chocobo.
Wind Shrine door on the World Map with the Proceed prompt and Recommended Level 18
The Wind Shrine door: Recommended Level 18.

After your first visit, fast travel takes you straight back. Press M, choose 1 Destination List, then open the Dungeons tab. The Wind Shrine is listed at Recommended Level 18 and drops you in its entrance hall.


Before you go in: you can’t escape Wind Shrine battles

Inside the Wind Shrine, the Escape command (“Attempt to escape from battle.”) is greyed out in random battles. Smoke Bombs only work in battles you can escape, so they won’t help either. Every fight has to be won.

Battle command menu in the Wind Shrine with Escape greyed out and the tooltip Attempt to escape from battle
Escape is greyed out in Wind Shrine battles.

Random battles come every few steps and wear down your MP. Bloody Eyes hit hard and inflict confusion. Stock up at the Dwarven Forge item shop before you leave. The inn at the Forge costs 100 Gil.

Dwarven Forge item shop buy list with Ether 500, Mist Ether 2500, Phoenix Down 200 and Tent 300 Gil
Stock up at the Dwarven Forge item shop first.
ItemPrice
Tent300 Gil
Ether500 Gil
Phoenix Down200 Gil
Mist Potion500 Gil
Mist Ether2,500 Gil
  • Fast travel back to the Dwarven Forge works from the World Map; the how to save page explains save points, tents and fast travel.
  • A save point menu offers “Rest in a tent”, which fully restores HP and MP.
  • Quick Heal (Main Menu, G) only works while a healer is standing. If Fina is KO’d it refuses, so revive her with a Phoenix Down first.
  • Fina and Lid have no Vision unless you equip one. Give every character a Vision before going in; see how to equip Visions.

Entrance hall: arrival scene and save point

A scene starts as soon as you enter. Wounded Grandshelt soldiers lie across the floor. Fina asks, “No… What happened to these people?” and Lid answers, “They’re soldiers that guard the shrine.”

Lid in the Wind Shrine entrance hall: They're soldiers that guard the shrine.
Wounded shrine guards lie across the entrance hall.

One soldier manages, “Ugh… A violent gale came out of nowhere…tore us to pieces…” Then a voice announces, “I am Veritas of the Heavens, one of the Sworn Six of Paladia. Some call me Aether.”

Aether's voice: I am Veritas of the Heavens, one of the Sworn Six of Paladia. Some call me Aether.
Aether introduces himself during the arrival scene.

Rain fires back, “Then don’t expect any from us!” When the scene ends, the objective changes to “Go deeper into the Wind Shrine” and the game autosaves.

Quest updated: Go deeper into the Wind Shrine
The objective becomes Go deeper into the Wind Shrine.

There are no random battles until the scene is over. The save point sits in the entrance hall just to the right of where you arrive.


Lift A and the first Tablet Shard

Walk north to the end of the entrance hall. Lift A starts at the top, so press the call switch on the pedestal by the pit to bring it down.
Rain beside the Lift A call switch pedestal after bringing the lift down in the Wind Shrine entrance hall
Lift A, brought down with the switch on the pedestal.
With the lift down, pick up the first Tablet Shard behind the north-east pillar at the north end of the hall.
You obtained the following: Tablet Shard x1 in the Wind Shrine entrance hall
The first Tablet Shard, behind the north-east pillar.
Step onto Lift A and press F once. A second press sends it back down.
At the top, board the moving platform. It carries you on to a higher landing.

Random battles in the Wind Shrine

These are the enemy groups you’ll meet on the way up:

  • Green Elemental x4
  • Headstone x2 + Green Elemental x2
  • Ninlil x2 + Bloody Eye
  • Headstone x2 + Mini Dragon
  • Green Elemental x2 + Bloody Eye x2
  • Bloody Eye x2
  • Mini Dragon x2 + Bloody Eye

Ice hits almost everything in here. Lasswell’s Blizzara (15 MP) and the Ice Resonance Hibernal Fury (“Deal Ice magic damage to random enemies 5 times.”) both land on the Green Elementals’ weakness and show the “Weak” tag.

Hibernal Fury Resonance hitting a Green Elemental for Weak damage
Hibernal Fury hits the Green Elementals’ Ice weakness.

Bonuses add up quickly. One fight pays 224 EXP, 467 Gil with the Overkill Bonus, and 32 MRP with the Stagger Finish Bonus.

Battle Result in the Wind Shrine: 224 EXP, 467 Gil with Overkill Bonus, 32 MRP with Stagger Finish Bonus
One Wind Shrine fight: 224 EXP, 467 Gil and 32 MRP.
EnemyLvHPDrops
Green Elemental171,400Wind Scroll I (rare: Hi-Potion)
Bloody Eye171,400Mist Potion (rare: Knife of Confuse)
Headstone161,350Mist Potion
Ninlil16340Phoenix Down (rare: Echo Herb)
Mini Dragon17360Ether
EnemyWeak toResists or nullifiesWatch for
Green ElementalIceNullifies Wind–
Bloody EyeIce, LightNoneConfuse attacks, heavy hits
HeadstoneThunderNoneBlind attacks; immune to most status effects
NinlilIceHalves WindEasily staggered
Mini DragonIceHalves FireEasily staggered

Every other monster in the game is in the enemies list.


Lift C: the Magicite Shard and Mist Hi-Potion

Lift C has three stops and skips one on the way up. From the middle landing it goes down to the lowest stop. From the lowest stop it goes straight to the top island. From the top island it comes back to the middle landing.

From the landing at the end of the moving platform, step east and then north onto the walkway beside a lift shaft. Follow the bridge north-west to Lift C, whose call switch is right beside it.
Ride Lift C from the middle landing down to the lowest stop.
Follow the L-shaped walkway to a ladder and climb down. The chest on the small dead-end strip below holds a Magicite Shard.
You obtained the following: Magicite Shard x1 from the Wind Shrine chest below the ladder
The Magicite Shard chest on the strip below the ladder.
Climb back up and ride Lift C from the lowest stop to its top. The chest on the small island there holds a Mist Hi-Potion.
You obtained the following: Mist Hi-Potion x1 from the chest at the top of Lift C
The Mist Hi-Potion chest on the island at the top of Lift C.
The island is a dead end, so ride Lift C back down to the middle landing.

The rest of the Wind Shrine: east walkway, lift ring and top floor

From the lower west walkway, a moving platform carries you east to the big diagonal east walkway. The second Tablet Shard sits on it, near Lift G. Lift G’s top is another small dead-end island, and its chest holds the Tsukiyo no Tachi. Near the south end of the east walkway, a nook holds the Armor of Gales chest.

From the south end of the east walkway, another moving platform drops you into the lift ring. The third Tablet Shard is on its north-west side, and Lift D goes up from the ring to the top floor. All three shards and the rest of the set are on the Tablet Shard locations page.

On the top floor, a door off the corridor opens into the pot room with the Viridian Pot. It is Lv 22 with 99,999 HP, is immune to every status effect, and pays 270 EXP and 240 Gil, with a rare Elixir drop. The fight is optional, so skip it unless you’re over-levelled. Other pots are on the Pot locations page.

The long corridor north leads to the boss save point, which links to the entrance save point by Teleport. The last lift sits past it at the north end. Save at the boss save point before stepping on, because the lift takes you straight into the Aether scene and fight.


Aether: stats and how to prepare

Aether is Lv 18 with 34,000 HP. It is weak to Ice and nullifies Wind. As a boss battle, it can’t be escaped. Aether also calls in help during the fight.

EnemyLv / HPWeak / ResistsArrives with
Aether18 / 34,000Ice / Nullifies Wind–
Aether’s Minion18 / 2,750Ice / Halves Wind“Aether summons a minion!”
Aether’s Guardian18 / 3,000Ice / Halves Wind“Aether summons a guardian!”

The Guardian’s description reads “Buffs and heals Aether.” Aether’s attacks include Stab, Sonic Boom, Shamshir, Cyclone and Aerora, plus Heavenly Wind. It can’t be poisoned, put to sleep, confused, petrified, charmed, berserked, instantly killed or hit by Gravity. A win pays 2,700 EXP and 4,500 Gil.

  • Bring Ice: Lasswell’s Blizzara and Hibernal Fury.
  • Keep Wind off every target, since all three enemies nullify or halve it.
  • Take down the Guardian early, before it buffs and heals Aether.
  • Go in with full HP and MP.

Once Aether falls, the story moves on and the next objective sends you back to Dilmagia, the Machinopolis. Aether’s entry sits with the rest of the bosses list, the full route continues in the walkthrough, and every pickup above is marked on the interactive Wind Shrine map.