Where the Clavis Lies

4-3 Where the Clavis Lies is the third leg of the main quest in the Dead Dunes in Lightning Returns: Final Fantasy XIII, where the objective is to head to the ruins near the Giant's Hand and investigate the suspicious door, heading inside the maze below the desert. Fang tags along as an uncontrollable and unkillable guest.
==Quest log==
;Entry 1
:Fang has been using her position as head of the bandit gang to search for the clavis, but she does not disclose why she wants an ancient relic that gathers the souls of the dead.
:Meanwhile, the Order is redoubling their efforts to find the clavis. If Lightning and Fang are to reach it first, they must head quickly to the ruins in which it is buried. The entrance stands near the Giant's Hand.
;Entry 2
:Fang is unwilling to discuss her reasons for wanting the clavis. She does reveal that it is ultimately meant for Vanille, but why, and for what purpose, she remains silent. Fang will reveal all in her own good time; for now, Lightning needs to concentrate on the search.
:Inside the ruins is a sealed door that Fang and her gang have not been able to open. It seems the obvious place to begin...
;Entry 3
:Within the desert ruins, Fang and Lightning at last arrive at the place where they believe the clavis rests. They can feel powerful energy surging within the chamber, but the way is barred by a massive door, sealed shut.Somewhere else in the ruins are strange murals that hold the key to breaking the seal. Lightning has to find them.
==Walkthrough==
Lightning and Fang's destination is on the far east side of the desert, in an area marked on the map, known as the Giant's Hand. Lightning and Fang locate the Temple Ruins by the sea, and Fang explains she is searching for the holy clavis for Vanille's sake. Lightning must follow the path until reaching a larger room with a teleport stone. Continuing south, there is a pit in an adjacent room. Before jumping in, there is a Guard's Cravat on the right.
After descending into the pit, Lightning and Fang emerge at Chamber of Dusk — Lower Level. This area has time doors that open and close at certain times of the day. The doors do not take too long to open, one in-game hour, but it wastes time to get trapped behind closed doors. Chronostasis allows one to manipulate the doors; otherwise, the player has to hope to get lucky. Checking the stone monuments near time doors to registers them on the map.
Past the time doors and down some corridors there is a doorway blocked by skeletons. Tearing through these finds either Unappraised Items or Yellowed Skulls.
Up ahead is a time door and behind it there is a Deprotect Lv. 2 and a Slow Lv. 2, as well as another time door. Through the large, northern chamber is another pit. Going down, there is another time door connecting to the previous chamber, as well as a Nacre Cameo.
At the bottom is a long hallway. There are time doors ahead on the left and right; to the west there is a Deshell Lv. 2, to the east a White Strap. To the left there is an Earth Eater guarding a Warding Talisman. There is a time door at the south end of the hallway. If the player forgoes fighting the Earth Eater, they can wait for the door to open and get at the Warding Talisman this way instead. The party can also surprise-attack the Earth Eater from here. Here is an open hallway leading to a red device. After activating it, the nearby door leads to Path of Vicissitude.
The player should follow the path until it splits. Fang run ahead urging Lightning to follow her. There is a cactuar waystone and a closed door that can only be opened by first viewing three murals.
Category:Quests in Lightning Returns: Final Fantasy XIII