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CrossCode Cheats

CrossCode

Hints and Tips:
---------------
Submitted by: David K.

-= First Priorities =-
* In the opening tutorial building, only ranged shooting is active. Shoot the target
  devices to advance; melee and the other combat functions unlock as the tutorial
  continues.
* Treat equipment as a major part of your level. If normal enemies suddenly feel too
  durable or hit too hard, check the newest town shops and traders before grinding
  levels.
* Shops provide simple upgrades, while traders often give stronger stats or useful
  modifiers. Keep rare trade materials until you know whether a later item needs
  them.
* Use the Quickmenu often. The Quickmenu itself works during combat and gives fast
  access to consumables, Seeker Sense, party behavior and element switching.
* Rhombus Dungeon is one-way. Once Lea leaves it, she cannot return, so collect every
  chest and visit every room you care about before taking the final exit.
* Make a manual save before Chapter 10 story commitments and before major DLC
  choices. CrossCode has replay tools, but not every later choice can be revisited
  from the same reset point.

-= Combat Rank and Farming =-
* Chain field enemies without letting combat end to raise Combat Rank from D through
  C, B and A to S. Opening the main menu immediately ends the short grace period
  between fights.
* Enemy drop rates increase by +10% at C, +25% at B, +50% at A and +100% at S. S Rank
  also makes field enemies respawn much faster, so it is the best state for long
  farming chains.
* Combat Rank is disabled in bosses and dungeons. If no rank meter is shown, enemies
  use the normal D-rank drop rate.
* Lucky Lucky equipment stacks well with S-rank farming. The Galaxy Spiral Drill
  gives +40% Lucky Lucky; the late Infinity Spiral Drill gives +60%.

-= Area Boosters and Endgame Gems =-
* Rhombus Square's Boost Lounge sells six Area Boosters: Rise, Fall, Trail, Valley,
  Garden and Ridge. They cover Autumn's Rise, Autumn's Fall, Bergen Trail, Maroon
  Valley, Gaia's Garden and Sapphire Ridge respectively.
* Enable a booster from the Item menu to raise enemy levels and stats in that area
  and unlock rare booster-gem drops. Multiple boosters may stay active at once.
* Each booster costs 50,000 Credits plus the area's legendary item and local
  materials. Booster gems are used in endgame and Ascended equipment trades.
* For efficient gem farming, combine the matching booster with S Rank and Lucky
  Lucky instead of grinding the same enemies unboosted.

-= Elemental Load and Status =-
* Heat is opposed by Cold, and Shock is opposed by Wave. Elemental enemies are
  usually weakest to their opposite element; switching defensively to the enemy
  element can also reduce incoming elemental damage.
* Melee, normal balls and their Combat Arts build Elemental Load while an element is
  active. At 100%, Lea is forced into Neutral until the load drains.
* Charged balls and Guard/Dash Arts do not add Elemental Load. Neutral drains load
  fastest, so switch back during quiet moments instead of waiting for forced
  Overload.
* Heat can inflict Burn, dealing roughly 30% of the target maximum HP over 20
  seconds, although many bosses are immune.
* Cold inflicts Chill, lowering movement and attack speed. Shock inflicts Jolt, which
  periodically interrupts and damages. Wave inflicts Mark, increasing ranged damage
  taken by 50%.

-= Quickmenu and Assist Mode =-
* Hold Shift by default to open the Quickmenu. Consumables have a 10-second cooldown
  in combat and a 1-second cooldown outside combat.
* Seeker Sense in the Quickmenu reveals enemy information and is also used by several
  quests to expose clues or hidden objects.
* The Quickmenu is the fastest route to the map, but do not depend on teleporting as
  a universal panic button. If the map or a landmark is unavailable during a fight or
  story lock, clear that state before trying to travel.
* If timing becomes a barrier, Assist Mode can reduce received damage to 20%, enemy
  attack frequency to 50%, and timed-puzzle speed to 50%. These settings can be
  adjusted independently.

-= Exploration and Chest Keys =-
* Charged balls can ricochet from walls and are the intended tool for many long-angle
  switches, bomb routes and elemental puzzle chains. When a shot looks impossible,
  trace its bounce path before assuming you need a later ability.
* The Thief's Key opens bronze chests, the White Key opens silver chests and the
  Radiant Key opens gold chests. Their exact locations are in Reference below.
* For late cleanup, the Chest Detector pings when Lea enters a room containing an
  unopened chest. Buy it from Curios Trinkets in Rhombus Square for 33,333 Credits.

-= Round and Round 2 Jump =-
* The apparent impossible ninth node does not require a late movement ability or a
  speedrun dash trick. The middle platform only looks lower; it is on the usable
  height, so take the normal jump route through it.

-= Ku'lero Ferro Rules =-
* Neutral nudges a Ferro a short distance; Heat launches it far and makes it bounce;
  Cold moves it and briefly lets it drop; Shock pulls it toward Lea. Wave cannot move
  it directly but can teleport it to a Wave Teleporter.
* A Ferro can carry a Bomb or Water Bubble. Cold can freeze a carried Water Bubble,
  and Heat detonates a carried Bomb or Bubble.
* Compressed Shock and Wave Balls can carry a Ferro. A Ferro carried by Compressed
  Shock cannot pass through Orange Walls, an exception that explains several Ku'lero
  puzzle routes.

Combat and Builds:
------------------
-= Equipment before Levels =-
* Lea equips two Arms plus Head, Torso and Legs gear. Equipment and Circuit bonuses
  contribute a large share of combat power, so raw character level alone is a poor
  measure of readiness.
* Focus affects critical hits, SP gain, status application and the invulnerability
  window at the start of a dash. Defense also strengthens the shield, not just raw
  damage reduction.
* Neutral Circuit effects partially carry into elemental modes, while each element
  has its own Circuit Point pool. Build each element for a job instead of trying to
  make every tree identical.

-= Perfect Guard and Guard Counter =-
* Raise Guard just before an attack lands. A successful perfect guard shows a P and
  nullifies the attack instead of taking normal guarded damage.
* Certain attacks also trigger a Guard Counter when perfectly guarded, breaking the
  enemy and opening a damage window. Charged attacks are common candidates.
* Royal Guard widens the perfect-guard timing window. Guard Counter depends on the
  incoming attack, so a perfect guard does not guarantee an enemy break.

-= Heat Assault =-
* Heat has the strongest Attack-oriented Circuit profile and works well for
  aggressive melee and Assault setups. Use dash canceling to keep pressure while
  still moving out of danger.
* Late base-game anchor: Shuddering Cleaver gives ATK +120 and Assault +50%, but
  carries Solid Guard -25%. Treat it as offense-first gear, not a safe all-purpose
  weapon.
* A New Home alternative: Thrashing Ripper has Assault +75% and the same Solid Guard
  -25% penalty. It is a Tremors of the Past reward, so treat it as a separate
  offense-first anchor rather than a direct upgrade step.

-= Cold Guard =-
* Cold has the strongest Defense-oriented Circuit profile and is the easiest element
  to shape into a blocking and sustain build.
* Late base-game anchor: Panzer Fist gives DEF +82, Pin Body +25% and Solid Guard
  +25%. Two defensive arms or one defensive arm plus a utility weapon create a
  forgiving guard setup.
* Do not overcommit to guarding against attacks that bypass, break or punish shields.
  Keep a mobility-oriented alternative for bosses that force repeated repositioning.

-= Shock Mobility =-
* Shock emphasizes Focus and dashing, making it a strong home for critical hits,
  perfect dashes and Momentum-style attack-after-dash play.
* Late base-game anchor: Sonic Spike gives ATK +71, FOC +84, Bullseye +50% and
  Bouncer +20%, rewarding critical damage and burst damage against broken targets.
* Dash cancel is especially effective here: interrupt a melee attack with a dash, or
  a dash with a melee attack, to maintain movement and increase attack tempo.

-= Wave Ranged =-
* Wave is the natural ranged-control element. Apply Mark before a ranged burst
  whenever the target is susceptible; Mark raises ranged damage taken by 50%.
* Late base-game anchor: Golden Falcon gives ATK +129, FOC +57, Shooter +20% and Bulk
  Calibre +50%, at the cost of Legwork -15%.
* A New Home anchor: Meteor Trigger gives ATK +169, FOC +76, Scope +25%, Shooter +20%
  and Bouncer +30%. It is a strong ranged-and-break follow-up weapon.

-= Advanced Movement =-
* Dash Cancel: regular melee can be canceled into a dash, and a regular dash can be
  canceled into melee. This is useful for both pressure and emergency repositioning.
* Infinite Dash: hold Guard and use single dashes with tiny pauses so the guard state
  resets the dash count. On keyboard, C for Guard and Alt for Dash make the rhythm
  easier.
* Jump Attack Dash Cancel: immediately after running off an edge, use Guard or melee
  to cancel the jump animation, then dash twice. It extends jump distance and can cut
  corners, but no normal chest requires this technique.

-= Boss Gimmick Quick Answers =-
* Hologram Frobbit switches between Heat and Cold. Attack each form with the opposite
  element instead of trying to overpower it with the matching element.
* General Rootser protects itself with rotating elemental canisters. Destroy each
  canister with its opposite element to break the defense and open the boss.

Progression and Unlocks:
------------------------
-= Element and SP Progression =-
* Temple Mine grants Heat and the Thief's Key. Faj'ro Temple grants Cold and the
  White Key.
* So'najiz Temple grants Shock and the Radiant Key. Zir'vitar Temple grants Wave.
  So'najiz and Zir'vitar may be completed in either order.
* Grand Krys'kajo follows both Gaia's Garden temples. Completing it grants the Star
  Shade, unlocks Level 3 Combat Arts and extends the SP bar to 12.
* A New Home extends the SP bar to 16 after Azure Archipelago and the Ancient Shade
  reward.
* Level 1 Combat Arts cost 1 SP, Level 2 Arts cost 3 SP and Level 3 Arts cost 6 SP.

-= After Temple Mine =-
* After receiving the Blue Ice Shade, leave Bergen toward Maroon Valley. The Shade
  opens the previously blocked route west of Bergen.
* Continue to Ba'kii Kum and follow the village story to the Eldress. She provides
  the access needed for Faj'ro Temple, the next Track dungeon and the source of Cold.

-= Circuit Points and Respec =-
* Each Circuit tree owns a separate CP pool. Every level-up grants one CP to every
  tree, so unlocking a later element does not leave that tree permanently behind.
* Level 99 supplies 98 level-earned CP per tree. Full completion needs bonus CP:
  Neutral requires 104 CP and each elemental tree 108 CP. Full completion of every
  tree requires A New Home.
* Circuit split branches are not permanent choices. Once a branch is unlocked, switch
  the active side at any time for free; this does not require a Circuit Override.
* The Rookie Harbor Info Hub practice arena gives infinite SP regeneration, making it
  a safe place to compare alternate Combat Arts before changing a real build.
* One Circuit Override resets one Circuit tree. Three Circuit Overrides can reset all
  trees at once at the training arenas in Rookie Harbor or Rhombus Square.

-= Bonus Circuit Points =-
Base-game bonus CP sources:
* Digging Up the Past: +1 Neutral.
* Crocus Pocus: +1 Heat, Cold, Shock and Wave.
* Henry Trailblazing: +1 to every tree.
* The Observatory: +1 to every tree.
* Waves of Sand: +1 Heat.
A New Home quest and story sources:
* Trial of Ascension: +1 Wave. Wetter Work: +1 Cold.
* Riches with Fridges, Spiritual Drinks and Tremors of the Past: +1 Shock each.
* Salty Detox: +2 Wave. Wrath of Goat: +2 Cold. In Cawhoofs: +1 Heat.
* Trouble on the Highway and Lost and On the Run: +1 to every elemental tree each.
* Beach Fight: +1 Heat. Challenge of Para Island: +2 Neutral.
* Completing Ku'lero Temple: +1 to every elemental tree.
A New Home Arena shop:
* Symbol of Neutral, Heat, Cold, Shock and Wave: +1 CP to the matching tree.

-= Pond Slums and Late Gear =-
* Complete Mushroom Kingdom to obtain the Pond Slums Pass. The pass opens the Pond
  Slums trader hubs in Basin Keep, including several rare late-game equipment trades.
* Notable trades include Golden Revolver, Galaxy Spiral Drill, Bandit's Scarf, Bigger
  Stick and other specialized gear. Revisit traders after major story progress
  because some inventories update.
* In A New Home, Ascended Equipment scales its core stats with Lea's level. Its
  modifiers do not scale, so an Ascended piece can be worse than expected on a
  low-level or EXP-disabled NG+ run.

Story, Endings and A New Home:
------------------------------
-= Good and Bad Endings =-
* The base game has two endings. The good ending requires meeting Ivan Vestorovich in
  Chapter 10 and passing his Turing test before confirming readiness for Satoshi's
  Evotar rescue plan.
* If Ivan is skipped or the test is failed, the bad ending plays. Reaching Meta-Space
  after either ending allows a rewind to the start of Chapter 10, so one save can
  obtain both endings.
* The good-ending route and exact Turing answers are in Solutions below. A good
  ending is also required to enter A New Home.

-= A New Home =-
* A New Home is postgame content. From blue Meta-Space after the good ending, go
  right to start the DLC; there is no need to begin a new game.
* The DLC adds four story chapters, Homestedt, Azure Archipelago, Ku'lero Temple, 12
  quests, 13 bosses, additional Arena content and the final SP extension to 16.
* The DLC is compatible with New Game Plus, but a normal save is the safer first run
  because powerful NG+ modifiers can remove much of the intended challenge.

-= DLC Ending Choices =-
* Near the end of Ku'lero Temple, accepting Luke's date gives an Azure Archipelago
  beach scene. Declining gives a Homestedt garden scene.
* At the end, letting C'tron stay in Homestedt or asking him to leave changes his
  ending scene. Either choice still provides Sergey the information needed to locate
  Sidwell.
* The postgame reset can return to the start of Chapter 14 to see both C'tron
  variants. Luke's choice happens earlier, so seeing both Luke scenes requires an
  older save.

Cheats, Codes and New Game Plus:
--------------------------------
-= Bonus Codes =-
Enter these at the Bonus Codes button on the PC title screen:
* WoN-Boots -> unlocks Sparkly Boots.
* Best-VA -> toggles the joke High-Quality Voice acting.
* Holiday-Man -> unlocks Holiday Man and the Gifting for Fun! quest.
* Caramelldansen -> toggles Lea's special idle animation.
* Speedlines -> toggles in-game speedlines.
* Regular-Trees -> makes some trees more regular.

-= New Game Plus Carryover =-
* New Game Plus unlocks after reaching Meta-Space once. Choose a starred end-game
  save and spend CrossCode's in-game TP on carryover and rule modifiers.
* Each carryover option costs 500 TP: Level, Consumables, Add-Ons, Equipment, Trade
  items, Credits, Elements, Arena progress, Botanics progress and Trader locations.
* Key items, contacts, quest progress and normal Statistics do not carry over through
  these options.

-= New Game Plus Modifiers =-
Economy and progression:
* Credits x2: 500 TP. Credits x4: 1000 TP. Disable Credits: 100 TP.
* EXP x2: 500 TP. EXP x4: 1000 TP. Disable EXP: 100 TP.
* Drop Rate x2: 1000 TP. Drop Rate x4: 2000 TP.
Combat rules:
* Prepare to Hi!: 100 TP; any single hit defeats Lea.
* Sergey Hax: 5000 TP; Lea deals extreme damage.
* Dash Master: 2500 TP; one dash step, triple dash invulnerability and less end lag.
* Witch Time: 5000 TP; a perfect dash briefly slows time.
* Truly Balanced: 1000 TP; disables Elemental Overload.
* Devil Trigger: 2000 TP; Combat Arts effectively cost no SP.
* Mega Nutrients: 2000 TP; doubles consumable buff and debuff duration.
* Early Access: 1000 TP; removes Circuit shade blockades immediately.
Consumables and recovery:
* Diet: 100 TP; doubles combat item cooldown. Feast: 1000 TP; halves it.
* Buffet: 2000 TP; removes combat item cooldown.
* Half Healing: 200 TP; halves in-combat HP regeneration. Zero Healing: 100 TP;
  disables it.
Enemy rules:
* Get on my Level: 1000 TP; regular enemies and bosses match Lea's level.
* No Mercy: 1000 TP; enemies become more aggressive.
* Hostile Habitat: 1000 TP; most field enemies attack on sight.
* Damage x1.5, x2 or x4: 1000 TP each; increases damage taken.
Combat Arts and classic rules:
* First Belt: 500 TP; only Level 1 Combat Arts. Second Belt: 1000 TP; up to Level 2.
* Classic Heals: 500 TP; out-of-combat regeneration only works at landmarks.
* Classic Porter: 500 TP; map teleporting only works at landmarks.
* Skip Beginning: 0 TP; starts at Beginner's Arc above Rhombus Square.
* Slippery Slope: 0 TP; all surfaces use ice physics.

Completion and Cleanup:
-----------------------
-= Overall Completion =-
* Statistics tracks Overall Completion from plot, enemies, enemy reports, items,
  traders, lore, landmarks, chests, areas, botanics, quests, the game's internal
  Trophy metric and Arena if Arena has been entered.
* Item completion counts an item once it has ever been obtained; losing or spending
  it later does not erase that entry. Key items and Add-Ons are not part of the item
  metric.
* Trader completion requires visiting all tracked traders. Traders whose stock
  updates can count again after the update, so revisit them after major progress.
* Area completion means visiting every tracked area, not filling every map tile.
  Vermillion Tower counts separately and is reset when the story rewinds time.
* Botanics requires fully unlocking the relevant entries, not merely opening the
  Botanics menu.

-= Common Completion Traps =-
* Arena is not included in Overall Completion until Lea enters it. Entering Arena can
  therefore make an otherwise high completion percentage drop.
* Gold medals are sufficient for Arena completion; Platinum is optional. Only Rookie,
  Seeker, Dungeon Boss, Faction Rookie, Faction Advanced, Rookie Team and Faction
  Team cups count toward the Overall Completion Arena metric.
* Gifting for Fun!, unlocked by Holiday-Man, does not count toward the normal
  quest-completion metric.
* Best in the West, A Switch in Altitude, Out of the Box and Foul Play are also
  excluded from quest completion even though all four are now available in one game.
* If chest cleanup is the last problem, obtain the Chest Detector and re-enter
  suspicious rooms. It reacts only when the room still contains an unopened chest.
* If an area percentage appears stuck late in the game, revisit Vermillion Tower
  after any Chapter 10 rewind because the time-travel reset can remove that area
  visit from the current save state.

Secrets and GOLD:
-----------------
-= Facility X =-
* Finish A Switch in Altitude, Out of the Box, Best in the West and Foul Play. Each
  formerly platform-exclusive quest contributes a clue for the Encrypted Key.
* Decrypt the key at all four fixed locations, in any order:
  Autumn's Fall - Great Lake: north side of the ruins where Hologram Frobbit fought.
  Bergen Trail - Off Road 3: western hidden glen reached from the northern high path.
  Maroon Valley - Deadly Oasis: high northern side of the small pond route.
  Gaia's Garden - Splitting Stumps: top of the northernmost stump.
* After all four decryptions, go to Sapphire Ridge - Carved Pathway. Follow the blue
  lights into the northwestern part of the area to find the Facility X elevator; the
  completed Facility X Key opens it.

PC and Save Data:
-----------------
-= Windows Saves =-
* Standard Windows save file: %LOCALAPPDATA%\CrossCode\cc.save
* For an installed Microsoft Store or former Xbox Game Pass Windows build, start at:
  %LOCALAPPDATA%\Packages\DECK13.CrossCodePC_rn1dn9jh54zft
  Then open: LocalCache\Local\CrossCode\cc.save
* Back up cc.save before experimenting with mods, editors or major file changes. A
  copied file preserves all normal save slots at once.

-= Providers and Input =-
* Steam currently supports Steam Cloud for CrossCode. Do not rely on cloud sync as
  your only backup before risky changes; keep a local copy or F10 export as well.
* The GOG release is DRM-free and can run offline without GOG Galaxy. Galaxy is
  optional and provides cloud-save synchronization when used.
* Microsoft Store still lists a separate PC build. Its local save uses the package
  path above; do not infer Xbox-console cloud features from the separate console SKU.
* The current itch.io PC release supports keyboard, mouse and Xbox controller input.
  Despite the fictional MMO setting, CrossCode itself is a single-player game.

-= Community Modding =-
* For desktop community mods, use the CCLoader and CCModManager stack and check
  the latest stable release before installing. Avoid source-code ZIPs when an
  installer or release archive is provided.
* Back up cc.save and important F10 save strings before installing or updating
  mods. Modded saves can depend on content that a clean game does not understand.
* The CCLoader installer can autodetect the CrossCode game-data directory and
  creates assets\mods for installed mods. CCModManager then exposes a Mods entry
  in Options.
* On Steam, Verify Integrity of Game Files can revert loader changes to game files.
  Keep your save backup separate so a clean reinstall is not your only rollback.

-= Save Safety =-
* F10 opens the built-in save-string import/export panel. This is useful for moving
  one loaded save between PCs or keeping a text backup before a risky choice.
* The upper field exports the currently loaded save. Restoring through the lower
  field creates an imported entry at the end of the save list instead of overwriting
  the source slot.
* For a full-machine backup, copy cc.save as well as keeping any important F10
  exports. This protects both the normal slot set and a known-good single-save state.

Solutions:
----------
-= Temple Mine Forgotten Test Chamber =-
1. In the final Forgotten Test Chamber setup, unlock all three key locks first. Start
   with the west-side blocks.
2. Slide the normal block east, south and west. Slide the east directional changer
   south and west. Slide the north directional changer north and east.
3. Slide the normal block north, then slide the north directional changer west. On
   the east side, slide the south directional changer south and west.
4. Slide the east-side normal block east. Slide the west directional changer north,
   east and south.
5. Stand on the Key Panel and fire a charged ball east into the Bounce Block route.
   Switch to Heat and melt the Ice Blocks before the same shot reaches them.
6. The shot then completes the route and opens the north exit.

-= Faj'ro Temple South Corridor =-
1. Return to South Corridor after collecting all five Faj'ro Keys and open every Key
   Wall. Before starting the timed shot, freeze the left Element Poles to lower the
   first platform.
2. Fire the slowed charged ball through the starting changers. Immediately freeze the
   left Water Bubble and slide the Frozen Bubble into the western Steam Oven.
3. Let the slowed ball pass the first two lowered platforms. When it turns south, use
   Heat on the Element Poles to lower the third platform.
4. Evaporate the three southwestern Water Blocks with Heat, then freeze the
   southeastern Water Block with Cold.
5. Freeze the eastern Water Bubble and slide it into the eastern Steam Oven before
   the slowed ball reaches the speed-up point.
6. If the steam arrives in time, the slowed ball reaches the Bounce Switch and opens
   the north exit.

-= So'najiz Temple Final Conveyance =-
1. After obtaining Shock, spawn the Push-Pull Block and pull it all the way south.
2. Use the southern Directional Ball Changer in the northeast and fire a charged
   Shock ball. On its first hit, pull the block west. On the next hit, pull it north,
   then west.
3. Fire a Compressed Shock Ball into the northern Tesla Coil Source. Then move the
   block south, west and north so the traveling ball strikes the block from the west.
4. Go to the southwest corner and fire a Compressed Shock Ball southeast to trigger
   the Magnet.
5. Fire another Compressed Shock Ball northwest toward the block. It passes the
   Magnet and charges the Tesla Coil Source, which lowers the Blue Wall.
6. Let that same ball continue into the Bounce Switch, then use the north exit.

-= Zir'vitar Temple Final Switch Run =-
1. In Conclusion of Waves (2), activate the full timed puzzle and launch the slowed
   charged ball.
2. Hold the southeast Floor Switch until the ball passes, then use the northeast
   switch and the switch directly south of it.
3. Parkour south on the eastern platforms and hold the next switch until the ball
   passes.
4. Ricochet off the southern wall to teleport west. Use that switch, then the switch
   directly west.
5. Return east and use the previous switch a second time; the ball crosses this lane
   twice. Then use the final switch directly east.
6. The completed route spawns the Wave Elevator.

-= Grand Krys'kajo Center Branch =-
1. After obtaining the second Krys'kajo Key, enter the middle doors in Center Branch.
   Teleport the Wave Push-Pull Block south.
2. Set the eastern Rotating Corner Block northeast and the western one southeast,
   then launch a slowed ball and move east.
3. Fire a Compressed Wave Ball west to lower the three Blue Walls. When it crosses
   the Wave Push-Pull Block, teleport that block north.
4. As the slowed ball approaches the northern barrier, fire a Compressed Shock Ball
   northwest so it charges the Tesla Coil Source.
5. When the Shock ball crosses the Wave block, teleport the block east. After the
   ball passes the block again, teleport the block south.
6. The route opens the Kajo Master Key chest; take the key to the gold boss door.

-= Vermillion Tower Floor 4 Final Puzzle =-
1. Launch the slowed ball. Freeze both Water Blocks and slide a Frozen Bubble into
   the northeastern Steam Oven.
2. When the slowed ball hits the Push-Pull Block, use the Magnets to pull the block
   west. On the next hit, pull it south.
3. After the second pull, fire a Compressed Shock Ball northeast, move onto the fence
   route and pull the Push-Pull Block east.
4. When the slowed ball reaches the Propeller Switch barrier, spray the Propeller
   Switch with hot water. Melt two Ice Blocks, light the Element Poles, then melt the
   other two.
5. Leave the lone Ice Block until the slowed ball hits it once, then melt it.
   Teleport northwest and stand on the Floor Switch until the ball passes.
6. Teleport north and hold the next switch until the ball clears the Blue Wall. Waft
   the Compressor and fire a Compressed Wave Ball north.
7. Teleport north again, stand on the next switch and let the slowed ball pass.
8. Fire a Compressed Wave Ball northeast into the west Rotating Corner Block. The
   pre-set blocks route it into the Wave Switch and finish the puzzle.

-= Good Ending and Turing Test =-
1. At the beginning of Chapter 10, do not confirm that Lea is ready to continue
   Satoshi's Evotar rescue plan yet.
2. Teleport to Rhombus Square - South Arch, take the southeastern stairs and go east
   into Lloyd Passage.
3. Find Albert in the southeast cafe, talk to him and follow the meeting
   instructions. Return to him if the objective sends you away first.
4. When Ivan Vestorovich gives the Turing test, answer in this order: Hi! -> Lea! ->
   Why? -> Sorry. -> Bananas -> no -> Yellow -> 3.
5. Finish the remaining story. Passing Ivan's test produces the good ending and turns
   Meta-Space blue, opening the right-hand path to A New Home.

-= Bad Ending to Good Ending =-
1. From red Meta-Space after the bad ending, go left to rewind the game to the start
   of Chapter 10.
2. Teleport to Rhombus Square - South Arch and follow the Lloyd Passage route in the
   Good Ending solution above.
3. Talk to Albert, complete Ivan's meeting and pass the Turing test before committing
   to the rescue plan.
4. Use the offered skip prompts for the Vermillion Wasteland raid, Vermillion Tower
   and final boss if you only want to reach the ending again quickly.
5. Return to Meta-Space after the good ending. The room is now blue and the
   right-hand path starts A New Home.

-= X01 Driller H.F.S. =-
1. Wait until the driller steps back and deploys bombs. Move so you have a clean line
   from a bomb toward the central core.
2. Hit a bomb with Heat so it launches forward into the core. Repeat with newly
   deployed bombs until the core breaks.
3. When the boss is broken, unload melee and Combat Arts into the exposed target
   before it recovers.
4. Before the flamethrower sweep, remove or detonate leftover bombs. The sweep can
   launch active bombs back across the arena and turn them into the main danger.
5. Repeat the bomb-to-core cycle through the later phases; use the core break as the
   success cue instead of relying on a fixed bomb count.

-= Master Magmoth =-
1. Use Cold balls through the central pole to hit the boss's head/eye and build its
   stagger. The pole is the reliable way to reach the flying target.
2. In the first phase, run to the boss after the stagger and spend your strongest
   damage window before it rises again.
3. In later phases, shoot the bubbles with Cold to turn them into temporary platforms
   across the hot floor.
4. Cross the frozen bubbles immediately and attack the staggered boss before its
   regeneration finishes. Missing this crossing lets it recover.
5. Because Cold makes Lea vulnerable to Heat, switch to Heat defensively between
   attack windows when the boss is about to use heavy fire attacks.

-= Sir Blobus Starnikus =-
1. Use Shock balls to fill the boss's break state while it is out of melee reach.
2. When it breaks, create a Compressed Shock Ball and route that shot into the boss
   to damage the combined slime form.
3. In later phases, use the corner Floor Switches to raise the northern or southern
   Compressor Bouncers so the compressed ball can reach the shielded boss.
4. Kill the spawned Jellerics when required to advance the phase and rebuild SP while
   preparing the next Shock break.
5. Repeat Shock break -> Compressed Shock route -> damage until the final phase ends.

-= Plasma Phantom =-
1. Stay in Wave for offense and wait for the defensive lightning state. Ordinary
   damage is poor until the boss is broken.
2. During the defensive state, fire a Compressed Wave Ball through the wall pattern
   into the boss before the lightning sequence finishes; otherwise it heals.
3. For the later bowtie/complex wall, move to the corner nearest the small diagonal
   interior walls and fire through that diagonal path. The wall orientation can vary.
4. Once the shot breaks the boss, spend your strongest Arts immediately. Non-Wave
   damage also works during the broken state.
5. Repeat quickly at each defensive state. The safe recognition cue is the break
   itself, not one fixed corner for every wall orientation.

-= Gynthar =-
1. Watch the element on Gynthar's current weapon and survive both attack strings.
   After the second combo it becomes tired, giving you the clean break window.
2. During that window, attack with the element opposite its current weapon to fill
   the break meter. Matching-element attacks are the wrong tool for this mechanic.
3. Breaking Gynthar removes that elemental weapon for the rest of the phase. Repeat
   the opposite-element break against the other active weapons.
4. Later phases can bring the elemental weapons back. Repeat the same tired-state ->
   opposite element -> break loop instead of treating an earlier break as permanent.

-= F10 Save Export and Restore =-
1. Load the manual save you want to protect, then press F10.
2. Copy the full text from the upper export field into a plain text file and label it
   with the save and story point.
3. To restore, open F10 on the target installation and paste the saved string into
   the lower import field.
4. Choose Submit. The imported save appears as the last entry in the save list; load
   it and verify the location and progress before deleting any backup.

Reference:
----------
-= Default PC Controls =-
* Aim: Mouse. Move: WASD or Arrow keys. Interact: Left Mouse Button or Enter.
* Shoot: Left Mouse Button while aiming outside melee range. Hold and release for a
  charged shot.
* Melee: Left Mouse Button inside melee range or V. Guard: Right Mouse Button while
  stationary or C.
* Dash: Right Mouse Button while moving or Alt. Charge/use a Combat Art: Space.
* Cycle elements: Mouse wheel. Heat: 1. Shock: 2. Cold: 3. Wave: 4. Neutral: 5.
* Favorited quests: Q/E. Quickmenu: Shift. Character menu: Tab. Help: H. Pause: Esc.
* Scene skip: G, then confirm. Most keyboard bindings can be changed in Settings.

-= Element Quick Reference =-
* Heat: offense/Attack, Burn status, strong against Cold-based enemies.
* Cold: defense/Guard, Chill status, strong against Heat-based enemies.
* Shock: Focus/dashing, Jolt status, strong against Wave-based enemies.
* Wave: ranged/Balls, Mark status, strong against Shock-based enemies.

-= Chest Key Chain =-
* Thief's Key -> bronze chests -> Temple Mine, Frozen Chamber 2.
* White Key -> silver chests -> Faj'ro Temple, Large Fire Chamber, inside a bronze
  chest.
* Radiant Key -> gold chests -> So'najiz Temple, Trial of Persistence, inside a
  silver chest.

-= SP and Combat Arts =-
* Level 1 Combat Art: 1 SP. Level 2: 3 SP. Level 3: 6 SP.
* After Faj'ro Temple the SP maximum becomes 8; after Grand Krys'kajo it becomes 12;
  after Azure Archipelago in A New Home it becomes 16.
* SP regenerates over time and by hitting enemies. Focus improves SP gain, so
  high-Focus builds can cycle Combat Arts more aggressively.
 
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