Tip Jar

The Tip Jar is a menu section in World of Final Fantasy that allows the player to view any tips and tutorials of gameplay mechanics, that the player has accrued. Tips automatically appear on the screen in panels when introduced for the first time on the player's save file, and can be read at any time from the "Tip Jar" section on the menu.
In most language versions, the tips are often written as normal, in third-person with some humor contained in some of them. In the international French and German versions, however, the tips are written by Tama and Enna Kros.
As World of Final Fantasy is released on several platforms, button commands within some of the tips are listed in the following order: PlayStation 4, PlayStation Vita (if buttons differ), PC, Xbox One, and Nintendo Switch.
==List of tips==
===Active Time Battle (ATB)===
Added when starting the fight with the Yurugu in Nine Bean Coffee, during the Prologue
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;Active Time Battle (ATB) 1/1
Get ready, it's battle time!
Characters take turns based on agility.
The faster a character, the sooner they get to act.
See that long, thin bar? Each face represents a different character. When a character's icon reaches the top of the bar, they can select the action to perform.
You can use [ / / / ] to switch between characters who are ready to act.
===Assigning Button Shortcuts to Abilities===
Added when starting the fight with the Yurugu in Nine Bean Coffee, during the Prologue
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The actions you can take in battle are called abilities. Abilities are mapped to [ ] / [ ] / [ ] / [ ]. Just press a button to use that ability.
A target is chosen for you automatically, so you can speed through combat simply and easily with these shortcuts.
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Abilities are assigned to buttons automatically in the order you learn them, but you can also customize your shortcuts via the game menu.
Find the setup that works best for you.
===Battle Modes===
Added during the fight with the Yurugu in Nine Bean Coffee, during the Prologue
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There are three battle modes: Active, Semi-active, and Wait.
In Active Mode, time keeps flowing regardless of whether or not you input commands. Battles move quickly and without interruption.
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In Wait Mode, time stops until you input a command for the character whose turn is up. This gives you a chance to carefully consider each action.
You can change your Battle Mode setting via the Config Menu.
If you find Active Mode too challenging, try sticking with Wait Mode until you have grown more accustomed to combat.
===The Classic Battle Menu===
Added during the fight with the Yurugu in Nine Bean Coffee, during the Prologue
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Here's another useful tip!
During battle, press [ / / / / ] to open a more complete list of commands. To some of you, this classic menu style may look very familiar.
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There are some commands—for example, items—that can only be selected from this full menu.
If you've chosen Active Mode, time continues to flow while the menu is open, so be careful!
One last thing! You can pick and choose your targets when using the full menu. This comes in handy when you want more control over the fight.
===Action Points (AP)===
Added during the fight with the Yurugu in Nine Bean Coffee, during the Prologue
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Certain commands like magic and other abilities cost AP (Action Points) to use. Characters recover AP when their turns come around, or by successfully exploiting enemy weaknesses.
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The more powerful the command, the more AP it requires.
Most Mirages have weaknesses you can exploit for bonus damage and AP.
Discovering them will give you a huge advantage, so don't be afraid to try things out!
===Mirage Data and the Libra Ability===
Added when encountering the first Chocochick in Wellspring Woods, during Chapter 1
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If you press [ / / ] during battle, a window will open containing info on the Mirages you are facing. And with the Libra ability, you can see even more detailed information.
You can switch between Mirages with [ / / / ] and [ / / / ].
;Element and Status Ailment Symbols 2/3
Each Mirage is strong or weak against certain elements or status ailments.
Learn to identify the following symbols when looking at Mirage data:
 
 
 
 
 Nullifies elemental attacks Absorbs elemental attacks
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In addition to status ailments, characters sometimes undergo other positive and negative changes in battle. These are usually triggered by abilities, and are sometimes represented by the following symbols.
 
 
Strength ↑ / ↓	Defense ↑ / ↓
Magic ↑ / ↓ 	Magic Defense ↑ / ↓
Accuracy ↑ / ↓	Evasion ↑ / ↓
===Tapping into the Tip Jar===
Added when visiting Wellspring Woods for the first time, during Chapter 1
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The tips you see in these panels are never out of reach. You can view them again by selecting the Tip Jar from the game menu.
In fact, you might even notice Enna Kros has slipped a few extra tidbits in there that don't appear during the course of the game, so remember to check the Tip Jar every now and then.
===Lilikin and Jiants===
Added when visiting Wellspring Woods for the first time, during Chapter 1
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In Grymoire, the smaller people are called Lilikin, and the taller people are called Jiants.
The twins can switch freely between these forms.
To change Reynn, press [ + ] / [ + ] / [ ] / [ + ] / [ + ].
To change Lann, press [ + ] / [ + ] / [ ] / [ + ] / [ + ].
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Although you're free to strut around as either size, you will start combat in your current form, so it's never a bad idea to have stacks set up for both situations.
===Changing Leaders===
Added after returning to Wellspring Woods, during Chapter 1
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Press [ / / / ] to toggle which character you control.
It doesn't have to be Lann for the long haul or Reynn always taking the reins. Sometimes you just need a change of pace!
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The character in the lead has no effect on combat, so feel free to use this feature just for fun.
===Imprisiming Mirages===
Added when encountering the first Chocochick in Wellspring Woods, during Chapter 1
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In order to imprism a Mirage, you'll need an empty prism compatible with that Mirage.
But there's some good news!
Enna Kros will provide you with your first compatible prism whenever you encounter a new Mirage.
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Huh? Why doesn't Enna Kros just fork over the whole lot of them right now? Come on, where's the fun in that? Besides, she doesn't do bulk orders.
Don't worry! You'll be able to befriend almost every Mirage you meet...eventually. But be sure to take the time to get to know the friends you have before looking for new ones.
===All About Prismariums===
Added when encountering the first Chocochick in Wellspring Woods, during Chapter 1
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Once a prism holds a Mirage, it is known as a prismarium. A Mirage's prismarium allows you to use the Mirage in battle.
If you look closely at a prismarium, you can see a miniature world inside. They're like snow globes...but be nice and don't try to shake them.
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So, to recap:
-You start with an empty prism.
-Imprisming a Mirage in the prism turns it into a prismarium.
-The prismarium lets you add the Mirage to your stacks and use it in battle.
Even if you fail to imprism a Mirage you won't lose the prism, so there's no need to hold back.
Good luck!
===Creating a Prismtunity===
Added when creating a prismtunity on the first Chocochick in Wellspring Woods, during Chapter 1
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You can't just walk up to Mirages and imprism them.
To collect a Mirage, you need to knock it into the prismtunity state first.
Mirages won't let their guard down forever, so don't miss a prismtunity when it arrives.
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Sometimes all you need to create a prismtunity is a big, heavy club.
But the brute force approach doesn't always work.
Try putting the club down and thinking outside the box.
Prismtunity requirements vary from Mirage to Mirage, but Libra can often provide you with a good hint.
===Should I Stack?===
Added after imprisming the first Chocochick in Wellspring Woods, during Chapter 1
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When you stack with Mirages, the stats (such as HP) of all the stack's members are combined.
Your abilities may also transform; stacking with the right buddy can give you access to new and powerful skills and magic.
You're always more powerful in a stack than you are fighting apart, but there is one downside.
Weaknesses are also shared among the whole stack, which can get you into trouble.
===Should I Unstack?===
Added after imprisming the first Chocochick in Wellspring Woods, during Chapter 1. This tip does not show up on the screen.
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Anyone not in a stack is considered to be unstacked and they can take action individually.
This can sometimes be very useful!
Your party's weaknesses are isolated and damage is spread out while unstacked, which can significantly increase your chances of survival.
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Here's an example:
If a stack is KO'd or poisoned, the whole stack suffers the same fate. But if they're unstacked, only one ally has to take the hit.
In other words, it can be easier to recover from debilitating attacks, as long as you pick up on the signs and unstack in time.
===Setting Up Your Stacks===
Added after imprisming the first Chocochick in Wellspring Woods, during Chapter 1
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Use the Stack Setup screen in the game menu to choose which Mirages will fight alongside you.
(Or is it on top of you?)
You should set up stacks for both your forms: Lilikin and Jiant. That way you're ready for battle no matter what size you're using to explore.
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A stack can be up to three members high.
There is one simple rule: smaller goes on top of bigger.
Try it out, and you'll get the hang of it in no time!
===Get Wise About Mirage Sizes===
Added after imprisming the first Chocochick in Wellspring Woods, during Chapter 1
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Lann, Reynn, and their Mirages are assigned sizes: S, M, L...
In your stacks, L goes on the bottom, M goes in the middle, and S goes on the top. Easy, right?
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When Reynn and Lann are L-sized Jiants, Mirages will always stack above them.
But when the twins are M-sized Lilikin, things get a little more crazy.
Suddenly they can ride on top of L-sized Mirages and put S-sized Mirages on top of their heads...at the same time!
===Using Mirage Boards to Power Up===
Added after examining the Gimme Golem in Wellspring Woods, during Chapter 1
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Each Mirage has its own Mirage Board: a special chart that's packed with new powers and potential.
Abilities, stat boosts... Each space on the board holds a new surprise. You can unlock the spaces using the SP (Skill Points) your Mirages earn when they level up.
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Some spaces on the Mirage Boards cannot be unlocked until you meet special conditions. But with a little work, they're all within reach.
===Transfiguration===
Added after obtaining a prismarium of a Fritt, Bablizz, or Zapt in the Nether Nebula, during Chapter 3
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Transfiguration, or transfigging, is the act of changing into a more powerful Mirage or changing back again. A Mirage gets to keep all spaces it has unlocked in all of its Mirage Boards. This means, for example, that a chocochick you transfig into a chocobo yourself will potentially be more powerful than a chocobo you imprism in the wild.
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A Mirage can transfig into any form and size you've unlocked, but there's one catch: you can only do this from the Prism Case. If you're not anywhere near a gate or a Save Crystal, you can call Serafie with a Seraphone to access the case.
===Unique Abilities===
Added after obtaining a prismarium of a Fritt, Bablizz, or Zapt in the Nether Nebula, during Chapter 3
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Just so you know, some Mirages have unique abilities that aren't shared between transfigged forms.
A perfect example would be Tama's secret weapon, the Super Fox-Dimensional TamaBeam*.
* DOES NOT ACTUALLY EXIST
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Wait, but what if the TamaBeam did exist?
Is that what you want? A sidekick with eye lasers?!
Eye lasers that would eradicate all foes!
Eye lasers that would burn her cute little retinas!
Eye lasers that...would be exceedingly painful.
...Shame on you, wishing for that!
Let's look into getting Tama a tail laser instead.
===Murkrifts: Scary but True===
Added after entering the Murkrift in Wellspring Woods, during Chapter 1
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Murkrifts are home to strange, rare, and usually very dangerous Mirages.
If you want to explore one, make sure that you're fully prepared before diving in!
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Most Murkrifts will be too tough for you to handle when you first find them.
If you do end up getting whomped, come back later, after you've gotten a bit stronger.
===When the Party Has Fallen===
Added after returning to Nine Wood Hills after Lann and Reynn are defeated by the Behemoth in the Wellspring Woods Murkrift, during Chapter 1
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When the entire party is defeated, Tama will whisk everyone back to the safety of Nine Wood Hills. There is no penalty, but you will have to fight your way back to where you were.
Be careful, though; if you're inside the threshold of a powerful Mirage, Tama won't be able to save you—it's Game Over.
===The Chocolatte Mart===
Added after visiting the Chocolatte Mart for the first time, during Chapter 1
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Chocolatte has a habit of picking up all sorts of strange items. Those items can be yours if you're ready to fork over enough of Grymoire's currency, which is known as gil.
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The Chocolatte Mart's selection is always improving, so when you visit Nine Wood Hills, don't miss the opportunity to stop by and see what's in stock.
===Unimprismable Mirages===
Added after finishing the battle in Cornelia, during Chapter 2
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Some mirages already belong to another master.
If you look carefully, you can see the chains holding their souls captive.
Unfortunately, these Mirages cannot be imprismed, no matter how hard to try.
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Defeating a Mirage's master will break its chains, allowing you to imprism it.
The problem, of course, is finding its master.
===Those Puzzling Puzzle Switches===
Added after examining the first Puzzle Switch in the Nether Nebula, Cavern 3, during Chapter 3
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Puzzle Switches, like the one you see here, respond to the Mirages you stack on top of them.
You'll need to use Mirages with the right combined weight and elemental resistance to solve them. But once you do, the switches will trigger changes in the environment and help you proceed.
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Most switches can be solved by using Mirages that lurk nearby, so if you find yourself stuck, try hunting around in the same dungeon for new Mirages.
===Beware the Thresholds===
Added after encountering the large threshold in the Nether Nebula, Cavern 4, during Chapter 3
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Powerful Mirages can create their own spheres of influence, known as thresholds.
Tama can't rescue Reynn and Lann from defeat while inside an enemy threshold.
To put it simply: losing a battle against these powerful enemies = instant Game Over.
Remember to save your game and get prepared before entering a threshold.
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Another thing to note: powerful Mirages bind themselves to their thresholds, which means that a Mirage inside its own threshold can't be imprismed.
However, defeating a Mirage will cause its threshold to shatter, so the next time you encounter it, you might just be able to imprism it.
===Storing Mirages in the Prism Case===
Added after encountering Serafie for the first time in Nine Wood Hills, during Chapter 1
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Enna Kros has entrusted Serafie with a Prism Case that automatically stores all the prismariums you collect. You can use it to select which Mirages you take with you on your adventures.
The Prism Case is also where you are permitted to transfig your Mirages. Talk about a handy contraption!
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Serafie keeps the Prism Case in Nine Wood Hills.
You can access it by talking to her directly, but the case is also at your disposal in Grymoire. Just select it from the menu at Gates or Save Crystals.
===Mediums and Champions===
Added after purchasing a Champion Medal from The Girl Who Forgot Her Name for the first time
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Among Grymoire's citizens, there are a select few born with the potential to become powerful heroes. With the right stimuli, these Mediums learn to channel their power, and awaken as Grymoire's greatest defenders, the Champions.
Now that Cornelia's brigade captain has awoken as the Warrior of Light, it's safe to say he must have been one such Medium.
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If you have the Warrior of Light's Champion Medal, you can invoke his power and summon him to your side in battle.
You never know who's really a Medium in disguise, but as long as you treat the folks right, their powers are sure to come to light.
===Champion Medals===
Added after purchasing a Champion Medal from The Girl Who Forgot Her Name for the first time
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To obtain new Champion Medals, visit the tearoom on the other side of the strange door in Nine Wood Hills. There, you can trade in arma gems for new medals.
Arma gems turn up in a variety of places...but only ever so rarely. Think carefully before spending them.
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You can carry up to three Champion Medals into battle. Use the game menu to select which Champions you want in your corner.
===The Champion Gauge===
Added after purchasing a Champion Medal from The Girl Who Forgot Her Name for the first time
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The Champion Gauge determines whether or not you can invoke Champions in battle. The gauge fills up while you fight, to a maximum of three stars.
Keep in mind that each Champion requires a different number of stars to summon.
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At first, summoning a Champion across Grymoire appears to be a miracle—an act of god.
But didn't "god" tell you she wasn't helping?
Perhaps there's a mechanism to this miracle...one that requires paying a great price.
===Champion Jewels===
Added after defeating the Mega Red Dragon in The Dragon Scars, during Chapter 10. Available only in the Maxima version.
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Champion Jewels can also be purchased with arma gems at the tearoom on the other side of the door in Nine Wood Hills.
Champion Jewels are special mirajewels that contain the power of a Champion, and provide many benefits when equipped.
But only one can be equipped at a time, and the wearer's gender has to match the Champion's.
===Morph into Various Champions!===
Added after defeating the Mega Red Dragon in The Dragon Scars, during Chapter 10. Available only in the Maxima version.
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By equipping Champion Jewels, you can take on the appearance of many different Champions. There are also other benefits like stat boosts and unique abilities. But keep in mind that the Champions are Lilikin, so Lann and Reynn also have to be in their Lilikin form for the Champion Jewels to have effect.
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Taking on the appearance and abilities of Champions is a miracle, and miracles need a lot of power, so you won't be able to use Champion Medals while you have a Champion Jewel equipped. Also, Mega Mirages won't fight for you because they won't believe it's the Keepers calling them out, so there are good and bad times to use Champion Jewels.
===Mirajewels Add to Your Arsenal===
Added after collecting a Mirajewel for the first time
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Mirajewels are made by extracting your Mirages' abilities and crystallizing them into gemstones that impart those same abilities to Reynn and Lann.
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As the twins fulfill certain conditions like raising their levels, they'll unlock more mirajewel slots. Eventually, they'll be able to equip up to eight mirajewels apiece.
===Ability Seeds===
Added after collecting an Ability Seed for the first time, or when the Chocolatte Mart includes them in its selection after Chapter 6
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Have you noticed that some of the spaces on your Mirage Boards are blank?
You can customize these slots by placing special items called ability seeds.
For example, if you place a Blizzard seed on the blank space of a fritt's Mirage Board, that space will become Blizzard and give your otherwise fiery fritt access to ice magic. Pretty neat, huh?
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You can pick up ability seeds in a number of ways, including from the Chocolatte Mart.
And don't worry; blank spaces can be reused if you change your mind and are willing to sacrifice the previous ability seed you used. You are always free to customize your Mirage in a different way.
===Mega Mirages===
Added after defeating or imprisming the Cerberus in the Secret Scar in The Dragon Scars, during Chapter 10
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Mega Mirages are XL-sized Mirages that are too big to put in your stacks. Instead, Lann and Reynn can summon them by expending both their AP.
Make no mistake, though: Mega Mirages are powerful enough to justify the cost!
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Your other Mirages will be returned to their prismariums while a Mega Mirage is present.
Mega Mirages continue to fight until they run out of HP, or until Reynn and Lann run out of AP.
You can unsummon them before that happens, but be careful, because you won't be able to call on the Mega Mirage again for a little while.
===Shoot For the Stars!===
Added after mastering Tama/Tamamohimé's Mirage Boards first, or completing the Postscript and clearing all intervention quests if any other Mirage already has their Mirage Boards mastered
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Once a Mirage masters its Mirage Boards by unlocking all the spaces, it will be rewarded a shiny and wonderful [star].
But you don't have to settle for just a badge of honor. You will also be given a chance to select a single bonus ability for your Mirage.
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Finishing a Mirage Board is hard work, so think of the star as your Mirage's present for being such a trooper.
And with the bonus ability and ability seeds, your Mirage has a chance to stand out and be truly special!
===Support Abilities: Stroll===
Added after examining the Gimme Golem in Wellspring Woods, during Chapter 1
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Mirages that have learned the Stroll ability will appear alongside Reynn and Lann in the field, so you can explore Grymoire together.
If you are accompanied by multiple Mirages with the Stroll ability, you can cycle between them with [ / / ].
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Sometimes, strolling Mirages will discover useful items. Try bringing different Mirages to different places.
You might be surprised by what they find!
===Support Abilities: Joyride===
Added after entering Pyreglow Forest, Branch 4 for the first time, during Chapter 5
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If a Mirage has the Joyride ability, you can hop aboard and let it carry you around, even in a dungeon.
Why walk when you can let a fun friend do all the legwork for you?
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Press [ / / ] to hop on a Mirage.
Keep pressing [ / / ] to switch between Mirages with the Joyride ability.
When you're done, press [ / / ] to hop back off and give your hardworking pal a break.
===Support Abilities: Sizzle===
Added after entering Pyreglow Forest for the first time, during Chapter 5
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A Mirage's Sizzle ability can be used to burn away vegetation or melt ice that's blocking your path.
Oh, and it might also be able to light fuses...
You can use Sizzle wherever you see a [Sizzle symbol].
Just bring a Mirage that knows Sizzle to that spot, then examine a site to get burning!
===Support Abilities: Chill===
Added after finding the first Chill symbol in Valley Seven, during Chapter 11
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If you've got a patch of water you want to walk over, a Mirage's Chill ability is your best friend.
It even works on lava...sometimes.
Pretty amazing, right? You can use Chill anywhere you see a [Chill symbol].
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Don't forget: a Mirage must be accompanying you if you want to use its special abilities. Take the Mirage you need out of your Prism Case ahead of time.
===Support Abilities: Zap===
Added after finding a Zap symbol for the first time in the Underground Prison, during Chapter 14
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Mirages who have learned the Zap ability can electrify and energize objects. Use this ability on machines, special devices, and anywhere else you see a [Zap symbol].
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Surprised to hear there are machines in Grymoire?
Perhaps they do feel a bit out of place...but only because most of them aren't from Grymoire at all.
===Support Abilities: Smash===
Added after finding a Smash symbol for the first time
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Smash is your go-to Mirage ability when you need to shatter rocks and other junk blocking your path.
You can destroy anything marked with a [Smash symbol].
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Tama would have loved to help you break things, but sadly she hasn't spent enough time at the gym. Best to leave the smashing to the buff Mirages with muscles to spare.
===Support Abilities: Flutter===
Added after finding a Flutter symbol for the first time
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Flutter lets you fly to places you normally couldn't reach.
Look for places marked with a [Flutter symbol].
Sadly, you can't fly forever. You can only use Flutter to take you short distances.
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You may be wondering why Tama, of all Mirages, doesn't have this ability.
Well, Tama may be able to float around free as a bird, but she refuses to carry Lann.
...After all, it's his job to carry her.
===The Teleport Stone===
Added after collecting the Teleport Stone in Forest Lake, Bank 2, during Chapter 5
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The Teleport Stone can be used as many times as you want to whisk you back to the entrance of a dungeon faster than you can blink.
Unfortunately, it's a one-way trip, but the stone can come in handy when you need to swap in Mirages or return to Nine Wood Hills for a breather.
===Seraphones===
Added after encountering Serafie for the first time in Nine Wood Hills, during Chapter 1
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The Seraphone is a special device you can use to call Serafie and access your Prism Case remotely. Serafie's not too keen on leaving Nine Wood Hills, but thanks to the Seraphone, you can still swap in Mirages while out on the go.
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Just keep in mind that each Seraphone can only be used once, because Serafie doesn't feel like getting off her bu—
Er, because your data security is important, of course.
===The Gates===
Added after returning to Nine Wood Hills from Cornelia, during Chapter 2
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Throughout Grymoire, you will find shining Gates like the one you see here.
Approaching a Gate will connect it to the Main Gate in Nine Wood Hills. Once it's linked up, you can use the Gate to travel anywhere you've already been.
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Exit Gates are special one-way doors for leaving dungeons, so they're not accessible from the Main Gate in Nine Wood Hills.
===Save Crystals===
Added after touching a Save Crystal for the first time
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Save Crystals form naturally in dangerous places throughout Grymoire.
In addition to restoring your HP and AP, they allow you to save your progress and access the Prism Case.
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Save Crystals are places of peace and safety.
When you see one, remember to save your progress, because you never know what dangers lie around the next corner.
===The Adventure Log===
Added after returning to Nine Wood Hills from Cornelia, during Chapter 2
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As you progress through the story, a chronicle of your travels is recorded in the game menu's Adventure Log.
If you haven't dropped by Grymoire in a while, this is a great way to catch up.
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Select Miniventures to have a peek at quests and errands you've undertaken.
Naturally, you can stop by to check your progress, but you can also collect quest rewards here too.
===Customize Your Shortcuts===
Added after encountering the large threshold in the Nether Nebula, Cavern 4, during Chapter 3
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Not happy with the button shortcuts you see in battle? Just select Abilities from the game menu.
Abilities are assigned to buttons automatically as you acquire them, but at some point you'll need to take the reins and customize your shortcuts.
===Using the Map===
Added after entering the Cornelia Region for the first time, during Chapter 3
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Pressing [ / / / ] while in a dungeon displays a map of your surroundings.
Not only does the map help you get your bearings, it also lists your destination, the location of Gates and Save Crystals, and even includes a list of Mirages you've discovered nearby.
You unlock each map as soon as you enter an area.
===The Airship===
Added after returning to Nine Wood Hills, during Chapter 21
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It's time to take to the skies.
While an area map is open, you can open the World Map with a single press of [ / / ].
You can still choose your destination from a list, but chances are there's something else you've been dying to do.
Why not take the helm and give your airship a spin? Who knows, you might even discover new Mirages while you're at it!
===Speeding Up Battles===
Added after engaging in battle after returning to Wellspring Woods, during Chapter 1
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Tired of the grind?
Then here are a few tips you're sure to like.
Hold [ / / / ] during battle to fast-forward and make time fly like a speeding Tama!
You can also enable Auto-Battle Mode with a single press of [ / / / ]. In this mode, the party continues fighting without any input from you.
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A few words of warning, though:
When playing in Active Mode, time continues to flow while you choose your commands, which means enemies will keep attacking while you fast-forward.
Also, in Auto-Battle Mode, party members merely repeat the last commands you gave them. They don't make choices for you, so keep an eye on the action.
===Speeding Up Conversation===
Added after returning to Sylver Park in Nine Wood Hills, during Chapter 1
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Are you the impatient type?
Here's a fun little trick.
During cutscenes, you can hold [ / / / ] to quickly speed through the conversation.
...Oh, not good enough for you?
Then you can always press [ / / / ], then [ / / ] to skip the scene altogether.
;2/2
Of course, if you start skipping scenes with abandon, it won't be long before you have zero idea what's going on in the story.
But then again, if this is your second trip through Grymoire, you may want to get right down to business.
You've always got the Adventure Log to fall back on.
===Arma Gems===
Added after talking to The Girl Who Forgot Her Name in the Girl's Tearoom for the first time
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Arma gems can be surprisingly tricky to track down.
But they're worth the effort, because The Girl Who Forgot Her Name can use them to unlock some very special quests.
Speak to her on the other side of the door in Nine Wood Hills.
;2/2
Between the quests and Champion Medals, you'll have plenty of reasons to burn through your arma gem supply. So where do you get more?
Here's a little tip: arma gems are easier to find in special places. Good luck!
===Eldboxes===
Added after obtaining the first Magitek Armor eldbox from Squall in the Underground Prison, during Chapter 14
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Eldboxes are special containers that you'll need if you want to capture mechanical Mirages.
Rumor has it that Chocolatte sometimes gets elboxes in stock, so stop by her shop if you're looking to get your hands on some.
;2/2
Rumor also has it that eldboxes bring back a lot of personal memories for Enna Kros.
Eldbox technology originated outside of Grymoire, but sometimes the borders between worlds get a little fuzzy, and—
Well, that's a story for another time.
===The Rename Prism===
Added after finding the Rename Prism in a chest in Sherlotta's Solace that can only be reached by a character in Jiant form
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You can use the Rename Prism to change a Mirage's name whenever you want.
It's reusable, so there's no need to hold back!
===Using Windways===
Added after talking with Serafie in Plaza 99 after returning from the Nether Nebula, during Chapter 3
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Press [ / / ] in Nine Wood Hills to open a list of shortcuts. You can use these windways to quickly warp around town.
===Combined Abilities===
Added after defeating the Giant Goblin and Bahamutian Commander in the Watchplains, during Chapter 4
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Layered Abilities
Stacking Mirages with abilities of like elements causes those abilities to layer into a more powerful form.
For example, stacking three Mirages with Fire + Fire + Fira results in a stack that can wield Firaga. Tama's Foxfire is a fire attack too, so it can be used as a substitute.
;2/3
Combo Abilities
If you stack Mirages that use physical weapons like swords and fangs, the stack will be able to wield combo abilities like Cross Slash.
Of course that's not the only example, so tinker around and see what you can come up with.
;3/3
Super Abilities
Some L-sized characters have super abilities.
For example, Jiant Reynn can wield one called Channel Element.
Tama has always wanted her own super ability, but she's just not big enough.
===Secret areas===
Added after entering the Secret Scar in The Dragon Scars, during Chapter 10
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Nearly every dungeon has a secret area just waiting to be discovered.
Rare Mirages often lurk in these well-hidden spots.
You might not have the right tools to access a hidden area the first time you visit a dungeon. Try returning once you have a few more tricks up your sleeve.
===Equipping Mirajewels===
Added after collecting a Mirajewel for the first time
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When Reynn and Lann equip mirajewels, they temporarily gain those abilities. If you've got a stack you like, but need just one more piece to unlock a more powerful ability, mirajewels are a great way to make up the difference.
You can unlock mirajewels on Mirage Boards or find them in treasure chests.
===Sharqual Attack!===
Added after riding on the Adamantoise for the first time in the Low Seas, during Chapter 9
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The mega sharquals of the Low Seas are mega deadly.
It's very unlikely you'll be able to defeat one the first time you encounter them, so you might want to steer clear for now and come back when you're stronger.
===Searchers===
Added after engaging battle with a Searcher for the first time in the Underground Prison, during Chapter 14
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Watch out! There's a searcher on the prowl!
If you aren't looking for a fight, you'd better hide until it's gone. Or, if you want to imprism one, why not let it find you?
===Jump Pads===
Added after seeing the large jump pads in front of the Mythril Giants for the first time in Big Bridge, during Chapter 16
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You'll find the jump pads Bartz showed you scattered across Big Bridge. You can use these to get past enemy blockades, so keep an eye open.
===EXP (Experience)===
Added after finishing a battle after returning to Wellspring Woods, during Chapter 1
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The EXP (experience) you earn in battle is split between all participating party members.
Mirages that are accompanying you but didn't fight in the battle still receive a flat 8% of the total EXP earned.
However, Mirages in your Prism Case get nothing, so make sure to bring Mirages along with you if you're trying to make them stronger.
===Now That You've Beaten the Game===
Added after clearing the Postscript and every intervention quest
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If you're reading this, then you must be looking for more fun here in Grymoire.
Well, just for you, we've prepared some brand-new dungeons.
Think you're ready? Are you sure? Then drop by the Girl's Tearoom.
The Gates to these tricky dungeons are waiting for you there.
===Hauyn===
Added after clearing the Postscript and every intervention quest, available only in the Maxima version
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Like Lann and Reynn, Hauyn can switch between Lilikin and Jiant forms. Just press [ + ] / [ + ] / [ + ] / [ + ].
You can also take control of Hauyn by pressing [ / / / ] until she is the party leader.
===Intervention Quests===
Added after entering the Girl's Tearoom for the first time
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Intervention quests are special quests you can access from The Girl Who Forgot Her Name's tearoom.
During these quests, you will reach out to the souls of friends and help them in their hour of need—whether that hour falls in the past, present, or future.
In addition to meeting new Mirages, you will receive rewards for completing the quests.
===Targeting with the Basic Menu===
Added after engaging in battle after returning to Wellspring Woods, during Chapter 1
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When using the Basic Menu, enemies are targeted automatically for you.
However, you can always override this and use [ / / ] to manually select a target.
===Finish Those Intervention Quests!===
Added after clearing the Postscript, if the player has not yet cleared all intervention quests. This tip disappears from the Tip Jar once this criteria has been met.
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If you finish all of The Girl Who Forgot Her Name's intervention quests, and then defeat Brandelis again, Enna Kros might just have a special surprise for you...
===Hidden Dungeon Rules===
Added after entering the Hidden Dungeon, available only in the Maxima version
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In the Hidden Dungeon, the following rules apply:
- Warp crystals are used to move to the next floor.
- On floors with two warp crystals, choosing the wrong warp crystal sends you back to the first floor.
- There are 4 routes, each with a boss at the end.
- Defeating all bosses opens the route to the final boss.
;2/3
In the Hidden Dungeon, the following rules apply:
Each floor has certain active effects, such as the following.
- Damage increase: Both damage dealt and received are increased.
- Healing amount increase: Healing effects are increased on both sides.
- Item lockout: Items cannot be used.
- Imprisming success rate increase: Imprisming succeeds more often during Prismtunity.
- Elemental affinity increase: Elemental weakness is increased (increased damage).
;3/3
In the Hidden Dungeon, the following rules apply:
- Active effect is displayed when a floor is entered.
- Active effect is also displayed during battle.
- Effect is active until the next floor is entered.
- When no effects are active, nothing is displayed.
===Fishing===
Added after clearing the Postscript, available only in the Maxima version
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Someone is fishing at the pier in Besaid, I think he may be trying to catch the legendary "Master of Besaid."
I could swear that I know him from somewhere...
Anyway, fishing might be a nice distraction.
===The Mystery Portal===
Added after clearing the Postscript, available only in the Maxima version
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A new mysterious route has appeared on the first floor of the Crystal Tower. I think it may have something to do with "Valgallan." I'm sensing intense energy coming from the portal, so be careful!
===Nightmare Difficulty===
Added after getting past the Gimme Golem in Wellspring Woods in a New Game+ file, available only in the Maxima version
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For those of you looking for a bigger challenge, a new "Nightmare" difficulty level is available. You can change the difficulty by going to "Difficulty Settings" in the Config menu, so give it a try!
;2/2
Oh, by the way, you can get more EXP, more gil, and better items on Nightmare difficulty. There are a lot of benefits, so you should give it a try. But keep the-in mind that Coliseum battles won't go up to Nightmare difficulty!
===Do You Want More Arma Gems?===
Added after returning to Nine Wood Hills from the Coliseum for the first time. Maxima version only.
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Do you have enough arma gems? Do you want more? Then the Coliseum may be the place to go. I heard they have battles there that offer a lot of arma gems as a reward. Why not give it a try?
===If You Want More Arma Gems===
Added after clearing all "The Five Cogna Lords" intervention quests. Maxima version only.
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Do you have the-enough arma gems? If you do the-not, I the-heard there are battles at the Coliseum that the-offer lots and lots of arma gems as a reward! You should check it-the out!
==Etymology==
A tip is a useful hint or idea; a basic, practical fact.
A tip jar, also known as a tip cup is a container, commonly a glass jar, into which customers can put a gratuity.
Category:Gameplay in World of Final Fantasy
Category:Databases