Final Fantasy XIII
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Final Fantasy XIII | Living Cocoon: Pre-Branding RP v2.1
129 entries · scan depth 6 · budget 2,400 tokens · recursive scanning off
Canon-grounded, slice-of-life-friendly Cocoon/Gran Pulse lorebook. Default begins BEFORE Serah Farron is branded; Bodhum and Palumpolum are peaceful and characters do not know future spoilers. One concise constant timeline entry, all other entries keyword activated. V2.1: corrected Lightning age and Jihl-Dajh future-event framing.
Book settings
- #1World
Keys: Cocoon shell, floating world, Cocoon
Enabled · After character · Order 10 · 100%
Entry settings
Cocoon is a vast artificial, hollow spherical world suspended above Gran Pulse. Tens of millions live along its inhabited inner surface amid advanced cities, roads, parks, commerce and artificial climate. Fal'Cie maintain food, water, weather, power and the structure itself, while the Sanctum administers human society. The artificial sun Phoenix shines within Cocoon; the distant lights of other cities resemble stars. Most civilians have never seen the lowerworld and fear it. A bustling, comfortable daily life and fear-driven obedience coexist. The state's official story is not necessarily the whole truth.
- #2World
Keys: Gran Pulse, world below, lowerworld, Pulse, Pulse surface
Enabled · After character · Order 10 · 100%
Entry settings
Gran Pulse is the enormous natural world beneath Cocoon, with immense plains, forests, caverns, mountains, ruins and extraordinarily dangerous wildlife. The Sanctum describes it as a hostile hell and forbids travel there. In reality, it once supported human civilizations, including Oerba and Paddra; by the era of Final Fantasy XIII these communities have vanished, leaving abandoned infrastructure, roaming creatures, and Cie'th. Pulse fal'Cie alter its ecosystems for their own purposes. Do not assume ordinary Cocoon citizens know what its surface is actually like.
- #3Society
Keys: Cocoon–Pulse, interworld prejudice, Cocoon and Pulse, fear of Pulse
Enabled · After character · Order 10 · 100%
Entry settings
Centuries of official teaching portray Gran Pulse as a source of contamination, monsters and invasion. Cocoon residents usually regard possible contact with Pulse as a terrifying security threat; Gran Pulse's lost societies also feared Cocoon. The Sanctum exploits this division. Differing class, hometown and military backgrounds shape how strongly individuals accept propaganda. Personal contact can challenge these beliefs, but prejudice and fear should not disappear instantly.
- #4World
Keys: fal'Cie, falcie
Enabled · After character · Order 10 · 100%
Entry settings
Fal'Cie are powerful, ancient, task-bound beings whose abilities greatly exceed ordinary human magic and technology. Those associated with Cocoon maintain its artificial civilization; the fal'Cie of Gran Pulse pursue different environmental and enigmatic objectives. A fal'Cie can brand humans as l'Cie, giving magical abilities and a compulsory Focus. Their seeming divinity does not mean they are free to act without constraints. The public knows the fal'Cie as indispensable protectors, not the details of their ultimate motives.
- #5World
Keys: Sanctum fal'Cie, Cocoon fal'Cie, Cocoon falcie
Enabled · After character · Order 10 · 100%
Entry settings
Cocoon's fal'Cie provide necessities: Phoenix regulates light and climate, Carbuncle produces food, Kujata supplies energy near Euride Gorge, and Leviathan purifies water. Eden coordinates functions and communicates through the Sanctum's leadership. Their workings underpin normal life, making citizens dependent on them. Orphan and other hidden arrangements are late-game knowledge; do not have ordinary residents casually explain them.
- #6World
Keys: Gran Pulse fal'Cie, Pulse fal'Cie, Pulse falcie
Enabled · After character · Order 10 · 100%
Entry settings
The fal'Cie of Gran Pulse shape the land, patrol territory and perform specialized tasks largely indifferent to humanity. Anima once protected Oerba; Atomos excavates underground passages; Bismarck guards the Sulyya Springs; Titan drives survival trials among wild creatures; Dahaka haunts Taejin's Tower. Cocoon's public treats Pulse fal'Cie as enemies. Specific purposes and history require discovery rather than universal public knowledge.
- #7Magic
Keys: lcie, l'Cie
Enabled · After character · Order 10 · 100%
Entry settings
A fal'Cie can mark a human as its l'Cie servant, granting extraordinary magic and an often-ambiguous task called a Focus. Their brand advances over time. Completing the Focus traditionally leads to crystal stasis; failing can turn them into a Cie'th. Cocoon fears Pulse l'Cie and hunts them as threats, although Sanctum l'Cie are a separate category. A l'Cie retains personality, desires and capacity to resist. The exact way a Focus works is not necessarily known to all characters.
- #8Magic
Keys: l'Cie Focus, Focus vision, Focus of the l'Cie, Focus
Enabled · After character · Order 10 · 100%
Entry settings
A Focus is an obligation assigned to a l'Cie by a fal'Cie. It is often communicated by a cryptic vision, leaving its interpretation uncertain and sometimes disputed. A progressing brand creates pressure to fulfill it, and fearful people may mistake what they have been asked to do. Treat the task, the l'Cie's interpretation, and the fal'Cie's actual intention as potentially different things. Do not invent an easy, universally reliable way to remove a Focus.
- #9Magic
Keys: lcie brand, l'Cie brand, brand stages
Enabled · After character · Order 10 · 100%
Entry settings
A l'Cie's brand appears on the body and changes as the allotted time diminishes. On Pulse l'Cie, arrowlike markings spread and an eye emerges; the open eye indicates approaching transformation into Cie'th. Severe trauma and panic can accelerate progression. A Cocoon l'Cie brand has a different emblem. Not every unusual tattoo or mark is proof of l'Cie status, and most civilians have only frightening stories about what brands mean.
- #10Magic
Keys: cieth, Cie'th
Enabled · After character · Order 10 · 100%
Entry settings
Cie'th are former l'Cie whose Focus was not completed in time. Their bodies become twisted, crystalline, monstrous forms while they lose human agency. Many wander in misery until immobilized; some endure long enough to leave behind Cie'th Stones. They are dangerous, tragic consequences of fal'Cie bondage, not a naturally occurring monster species. The details of transformation and possible exceptional cases should follow the RP's actual revelations.
- #11Magic
Keys: crystallized l'Cie, crystallization, crystal stasis
Enabled · After character · Order 10 · 100%
Entry settings
A l'Cie who completes a Focus is traditionally believed to enter eternal crystal sleep rather than die or resume ordinary life. Such crystals may later awaken under exceptional circumstances. Citizens often view this so-called reward as a different form of imprisonment; some regard it as immortality. The story's special cases do not make crystallization routine, voluntary, or easy to reverse.
- #12Magic
Keys: Pulse l'Cie, Pulsian l'Cie, Gran Pulse l'Cie
Enabled · After character · Order 10 · 100%
Entry settings
Pulse l'Cie are people branded by fal'Cie from Gran Pulse, regardless of where the humans themselves were born. Cocoon propaganda depicts them as an existential enemy, and PSICOM pursues them ruthlessly. Being Pulse l'Cie does not automatically make a character cruel or loyal to Gran Pulse. Their actual Focus can be ambiguous. Do not confuse this category with Cocoon-born humans or Sanctum l'Cie.
- #13Magic
Keys: Cocoon l'Cie, Sanctum l'Cie
Enabled · After character · Order 10 · 100%
Entry settings
Sanctum l'Cie are humans chosen by fal'Cie associated with Cocoon. Their existence is obscure to many citizens, who mainly know frightening legends about Pulse l'Cie. In the contemporary story, Dajh's case is closely guarded and exploited by PSICOM. The public should not automatically understand the difference between a Pulse and a Sanctum l'Cie.
- #14Magic
Keys: Eidolons, Eidolon, eidolith
Enabled · After character · Order 10 · 100%
Entry settings
Eidolons are extraordinary entities that manifest before l'Cie when the latter face intense despair or crisis. They may challenge their chosen summoner rather than simply offer comfort. Defeating or accepting such a trial can earn an Eidolon's allegiance; certain Eidolons transform into vehicle-like Gestalt configurations. Odin, Shiva, Brynhildr, Alexander, Hecatoncheir and Bahamut are associated with particular major characters. These summons are not ordinary pets available to everyone.
- #15Magic
Keys: Hecatoncheir Eidolon, Shiva Sisters, Odin Eidolon, Brynhildr Eidolon, Alexander Eidolon, Bahamut Eidolon
Enabled · After character · Order 10 · 100%
Entry settings
Lightning is linked to Odin; Snow to the paired Shiva Sisters; Sazh to Brynhildr; Hope to Alexander; Vanille to Hecatoncheir; Fang to Bahamut. Each bond arises through personal trials and is not necessarily established at the RP's starting date. Eidolons can change configuration in battle, but their precise strength and availability depend on the character's earned development.
- #16Magic
Keys: Cie'th Stones, Cie'th Stone, cieth stone
Enabled · After character · Order 10 · 100%
Entry settings
On Gran Pulse, the remains of ancient Cie'th sometimes become crystalline memorial-like stones. They can preserve an unfulfilled wish or Focus and direct capable l'Cie toward difficult missions. Their appearance reflects the long tragedy of vanished Pulse civilizations. They are not universally found in Cocoon's towns, nor should every monster leave one.
- #17Magic
Keys: The Undying, Undying Cie'th
Enabled · After character · Order 10 · 100%
Entry settings
The Undying are particularly powerful Cie'th whose rage against their former fal'Cie masters and continued attachment to existence keeps them active long after other Cie'th would be immobilized. They are exceptional threats associated with Gran Pulse, not an ordinary population that civilians casually encounter.
- #18History
Keys: Transgression War, War of Transgression
Enabled · After character · Order 10 · 100%
Entry settings
Centuries before the main story, conflict between Cocoon and Gran Pulse damaged Cocoon's outer rim. The Sanctum teaches that a brutal invasion by Pulse was repelled by Cocoon's defenders. The shell's scars and displaced Pulse artifacts remain physical evidence of an ancient catastrophe. Official accounts are politically shaped and do not make every ancient detail common knowledge. Events predating the present are established history, not a future RP script.
- #19History
Keys: Pulse Vestige, Pulse Vestiges, lowerworld artifact
Enabled · After character · Order 10 · 100%
Entry settings
During repairs after the War of Transgression, fal'Cie transported structures and materials up from Gran Pulse. These vestiges remain embedded in Cocoon, sometimes in ordinary districts such as Bodhum. A vestige may contain ancient machinery or even a dormant Pulse fal'Cie. The word does not imply that any resident who has seen a vestige is automatically a l'Cie.
- #20Event
Keys: Purge trains, Bodhum Purge, the Purge
Enabled · After character · Order 10 · 100%
Entry settings
In the original FFXIII timeline, the Sanctum launches the Purge only AFTER Serah is branded, PSICOM discovers a Pulse fal'Cie in Bodhum and the government quarantines the area. Trains carry detained civilians toward the Hanging Edge under a false story of relocation to Gran Pulse. PSICOM employs overwhelming force. PRE-BRANDING RP: no Purge has been announced, Bodhum is not quarantined, rail services run normally and civilians are not fleeing. This is a possible FUTURE crisis, not an automatic plot event.
- #21Event
Keys: Purge refugees, Purge rebellion, Hanging Edge resistance
Enabled · After character · Order 10 · 100%
Entry settings
FUTURE / CONDITIONAL: If a Purge is explicitly triggered in the RP, frightened civilians may resist or flee, and Snow's local NORA group may attempt to protect them at the Hanging Edge. Casualties, arrests and acts of defiance depend on events actually played. In the pre-branding starting state, there is no Purge rebellion; NORA remains a community-minded neighborhood watch.
- #22Society
Keys: Sanctum Primarch, Sanctum government, Sanctum, The Sanctum
Enabled · After character · Order 10 · 100%
Entry settings
The Sanctum is Cocoon's powerful theocratic civil government, led by Primarch Galenth Dysley. It directs law, administration, policing, media messaging and military policy while publicly revering the fal'Cie. Many citizens credit it for peace and prosperity. PSICOM and the Guardian Corps have different mandates. Officials are not all equally cruel or informed; public policy, rumor, sincere loyalty and corruption can coexist.
- #23Faction
Keys: Public Security and Intelligence Command, PSICOM
Enabled · After character · Order 10 · 100%
Entry settings
PSICOM is Cocoon's heavily armed special-security force tasked with eliminating threats associated with Gran Pulse. It has advanced airships, gunships, robots, bioweapons, armor and elite officers. It leads anti-l'Cie operations and the Purge. In contrast to local Guardian Corps detachments, PSICOM tends to prioritize national security and overwhelming force. Individual officers may disagree about methods without refusing orders.
- #24Faction
Keys: Guardian Corps, Cocoon Guardian Corps
Enabled · After character · Order 10 · 100%
Entry settings
The Guardian Corps maintains public order and protects Cocoon's cities from criminal activity and dangerous wildlife, operating as military police and first responders. Local branches usually carry lighter equipment and work closely with civilians. The mobile Cavalry is an unusual specialist unit. PRE-BRANDING: Lightning CURRENTLY serves in the Bodhum Security Regiment as a sergeant under Lieutenant Amodar; she has not resigned or become a fugitive. The Corps is distinct from the anti-Pulse military organization PSICOM.
- #25Faction
Keys: Bodhum Security, GC-BSR, Bodhum Security Regiment
Enabled · After character · Order 10 · 100%
Entry settings
The Bodhum Security Regiment is a relatively quiet Guardian Corps posting responsible for Bodhum's seaside community and nearby dangers. Troops occasionally assist wildlife control outside town. Lightning serves here under Lieutenant Amodar before the crisis. This entry is about local law enforcement, not every use of the word security.
- #26Faction
Keys: Palumpolum Security, GC-PSD, Palumpolum Security Division
Enabled · After character · Order 10 · 100%
Entry settings
The Palumpolum Security Division is the local Guardian Corps branch defending Cocoon's busy commercial city. It relies on many small patrols and maintains civilian order rather than using PSICOM-style heavy hardware. During anti-l'Cie operations, its personnel can be ordered to cooperate with PSICOM. This is distinct from the Woodlands Observation Battalion.
- #27Faction
Keys: Woodlands Observation Battalion, GC-WOB
Enabled · After character · Order 10 · 100%
Entry settings
This Guardian Corps unit patrols the Gapra Whitewood and nearby wilderness, preventing dangerous fauna from reaching urban districts. It also supplies security for the restricted bioweapon research area, even though the facility has PSICOM oversight. It is not the same organization as the Palumpolum Security Division.
- #28Faction
Keys: GC-NSR, Nautilus Security Regiment, Nautilus Security Division
Enabled · After character · Order 10 · 100%
Entry settings
The Nautilus security unit provides order and safety around the resort and theme-park city. With limited routine unrest, its soldiers frequently train for more serious assignments and may support PSICOM operations in wartime or crisis. It is separate from the park's ordinary civilian staff.
- #29Faction
Keys: Eden Capital Guard, Homeguard, GC-CGD
Enabled · After character · Order 10 · 100%
Entry settings
The Homeguard is an elite Guardian Corps formation assigned to Cocoon's capital, Eden. Its experienced soldiers handle high-profile city defense and security; their status and equipment approach those of PSICOM. It is not simply a general name for all Guardian Corps patrols.
- #30Faction
Keys: The Cavalry, GC-WARB, Wide-Area Response Brigade, Cavalry
Enabled · After character · Order 10 · 100%
Entry settings
The Wide-Area Response Brigade, known as the Cavalry, is a mobile Guardian Corps unit covering large stretches of Cocoon. Brigadier General Cid Raines commands it with Rygdea among his officers. Its headquarters is the cruiser airship Lindblum, unusual for the Guardian Corps. The unit's interests, loyalties and plans can evolve through story events; its internal secrets are not common military gossip.
- #31Technology
Keys: Lindblum airship, The Lindblum
Enabled · After character · Order 10 · 100%
Entry settings
The Lindblum is the mobile command headquarters and home of the Guardian Corps Cavalry. The cruiser has communications, hangars, berths, combat readiness and facilities for soldiers who operate far from fixed cities. It is armed more heavily than typical Guardian Corps craft, but cannot match PSICOM's major warships.
- #32Technology
Keys: Palamecia, Sanctum Skyfleet, The Palamecia, Palamecia flagship
Enabled · After character · Order 10 · 100%
Entry settings
The Palamecia is an immense, heavily armed PSICOM flagship. Its scale, multiple decks, escort craft and military hardware make it a symbol of the Sanctum's power. Civilians are not casually permitted on board. Certain secrets about the ship are beyond ordinary public knowledge and should emerge only if relevant.
- #33Technology
Keys: bioweapon, Sanctum bioweapons, military bioweapons
Enabled · After character · Order 10 · 100%
Entry settings
Sanctum research converts selected Cocoon animals into controlled military combatants through breeding, training and enhancement. PSICOM may deploy them alongside machines and troops. Despite their training, these are still dangerous living creatures; they should not be mistaken for the ordinary tame animals seen at Nautilus Park.
- #34Technology
Keys: AMP technology, Antimatter Manipulation Principle, Grav-Con Unit, manadrive
Enabled · After character · Order 10 · 100%
Entry settings
Antimatter Manipulation Principle technology enables artificial effects such as gravity control, energy attacks and limited magic-like actions without l'Cie powers. Manadrives are found in Cocoon civilian and military technology; Lightning's Grav-Con device allows extreme controlled jumps. The effects require equipment and power, and don't make every normal soldier a natural mage.
- #35Society
Keys: Cocoon communicator, holo-comm, comms device, holographic communicator
Enabled · After character · Order 10 · 100%
Entry settings
Cocoon's everyday electronic communications include compact handheld devices with holographic screens and interfaces, networked work terminals, public displays and instant messaging. People use them to coordinate meetings, contact family, check news and place orders. Technology is advanced, but access depends on circumstance and not every conversation is magically monitored. In a peaceful pre-branding setting, calls and messages are routine rather than universal emergency broadcasts.
- #36Society
Keys: Cocoon shopping, Cocoon city life, Cocoon citizens, Cocoon daily life
Enabled · After character · Order 10 · 100%
Entry settings
Most Cocoon citizens live ordinary lives: work, schooling, family meals, shopping, recreation, dating, holidays and commuting. Its artificial world is comfortable and highly connected, sustained by fal'Cie-controlled daylight, climate, food and energy. Bodhum emphasizes seaside resorts and community life, Palumpolum greenery and physical commerce, Eden monumental civic architecture. Far below this everyday optimism lie fears about Gran Pulse and deference to the Sanctum. PRE-BRANDING: city streets are active, not deserted warzones.
- #37Society
Keys: Cocoon air travel, Cocoon train, Cocoon transport, Cocoon monorail
Enabled · After character · Order 10 · 100%
Entry settings
Cocoon has rail lines, transit hubs, elevated highroads, airships, hovering vehicles and cargo networks. Civilians commute between districts and travel for holidays, study and jobs; military installations and dangerous outer-rim sectors have restricted access. In a pre-branding RP, ordinary trains and urban transport operate normally, with no Purge deportation trains. Exact route maps, fares and travel times are not canonically fixed for RP and should be kept internally consistent, not presented as official.
- #38Society
Keys: shop terminal, Cocoon shops, online shopping Cocoon, gil currency
Enabled · After character · Order 10 · 100%
Entry settings
Online and terminal-based shopping is common on Cocoon; Palumpolum stands out for its lively physical storefronts. The currency is gil, with exact everyday prices flexible for RP. Retail catalogues, delivery services and automated storefronts suit the setting. Do not mechanically treat real-world prices as canon or assume every specialty item is available instantly.
- #39Society
Keys: Sanctum news, Cocoon broadcast, Cocoon propaganda
Enabled · After character · Order 10 · 100%
Entry settings
Large holographic displays, official announcements and news networks help the Sanctum shape public opinion. Pulse is routinely portrayed as existential danger, and PSICOM operations can be justified through security messaging. Independent experiences, rumors and personal networks may conflict with those official accounts. Roleplay characters need not all accept or reject propaganda uniformly.
- #40Society
Keys: Euride power, Kujata power, power grid Cocoon
Enabled · After character · Order 10 · 100%
Entry settings
Electric power, water, artificial daylight and controlled weather make Cocoon's modern cities possible. These services depend on specialized fal'Cie such as Kujata and Phoenix. People generally treat them as reliable civic necessities; disruptions or direct interference with a fal'Cie are exceptional incidents rather than trivial hacks.
- #41Culture
Keys: Nautilus parade, Pompa Sancta
Enabled · After character · Order 10 · 100%
Entry settings
Nautilus hosts the lavish Pompa Sancta nighttime parade, a state-approved dramatization of the War of Transgression. Elaborate holograms depict heroic Sanctum l'Cie and fal'Cie defeating the monstrous invaders of Pulse. It is family entertainment and propaganda at once, and visitors may respond with excitement, skepticism or unease.
- #42Culture
Keys: chocobo, Cocoon chocobo, chocobos on Cocoon, chocobo chick
Enabled · After character · Order 10 · 100%
Entry settings
Chocobos are well-loved large birds, with small chicks popular as fashionable pets on Cocoon; families sometimes surrender chicks after they grow unexpectedly large. Nautilus Park keeps friendly chocobos. Sazh eventually acquires a pet chick during his visit to Euride Gorge, but PRE-BRANDING he has not yet bought it. Do not put a chocobo chick in his afro before that event occurs. Pulse varieties can grow more powerful and wild.
- #43Culture
Keys: Nautilus attractions, Nautilus tourism, Nautilus entertainment
Enabled · After character · Order 10 · 100%
Entry settings
Nautilus is a popular vacation destination with bright attractions, themed parades, tame animals, and sophisticated displays. Couples, families, and tourists visit for leisure, although security checkpoints and commercial pressure are part of the experience. Its cheerful attractions contrast sharply with Cocoon's political paranoia.
- #44Late Lore
Keys: Ragnarok transformation, Ragnarok legend, Ragnarok l'Cie, Ragnarok
Enabled · After character · Order 10 · 100%
Entry settings
Ragnarok is a catastrophic transformation associated with the War of Transgression and Cocoon's ancient shell damage. The public chiefly encounters it through propaganda and dramatized myths. Its historical connection to certain Pulse l'Cie is a major revelation; ordinary townspeople should not recognize all details or predict a future transformation from appearance alone.
- #45Late Lore
Keys: Maker scheme, Barthandelus, Orphan fal'Cie
Enabled · After character · Order 10 · 100%
Entry settings
SPOILER-LOCKED: Barthandelus is a leading Cocoon fal'Cie who operates behind the human guise of Galenth Dysley; the fal'Cie Orphan is central to Cocoon's power and the plan to summon the Maker through mass death. These identities and motives are hidden from almost everyone. Do not reveal them through an ordinary Dysley, Eden, or Sanctum conversation: surface this information only after credible discovery or when the RP explicitly reaches the appropriate arc.
- #46Late Lore
Keys: Lindzei myth, Maker mythology, Bhunivelze, Etro goddess
Enabled · After character · Order 10 · 100%
Entry settings
The wider mythology concerns divine beings Bhunivelze, Etro, Lindzei and Pulse, the unseen realm, and fal'Cie purpose. Much of this lies far beyond ordinary Cocoon religion or everyday knowledge, and some details belong to supplementary and later trilogy material. Treat deep cosmological answers as obscure scholarship or story revelations, not general public facts. The original FFXIII RP does not automatically include sequel events.
- #47World
Keys: fal'Cie Phoenix, Phoenix fal'Cie, Phoenix sun
Enabled · After character · Order 10 · 100%
Entry settings
Phoenix is Cocoon's artificial sun, a Sanctum fal'Cie illuminating and warming the inner world while regulating weather through subordinate fal'Cie. Most citizens depend on its steady daylight without thinking about its mechanisms. A weather crisis involving Phoenix would be far more than an ordinary power outage.
- #48Society
Keys: Up in Arms shop, retail networks, Unicorn Mart, B&W Outfitters, retail network
Enabled · After character · Order 10 · 100%
Entry settings
Most equipment buying in FFXIII occurs through networked retail services rather than conventional shopkeepers. Named networks include Unicorn Mart for ordinary supplies, B&W Outfitters for accessories, and Up in Arms for weapons. The game's save-point interface is a gameplay representation of this system; RP can depict delivery orders, terminals and customer service naturally without having literal save points around every street corner.
- #49Location
Keys: Palumpolum neighborhoods, Palumpolum district map, Palumpolum named districts
Enabled · After character · Order 10 · 100%
Entry settings
Palumpolum has multiple canon-named areas: the Metrostile, Nutriculture Complex, Agora, Pedestrian Terraces, Western and Eastern Promenades, Central Arcade, Rivera Towers, Felix Heights and the Estheim Residence. Each has a different scale and purpose within the city's dense, greenery-rich layout. A district name tells you where a scene happens, not that the Purge-era chase or military blockade has already begun.
- #50World
Keys: fal'Cie Anima, Anima
Enabled · After character · Order 10 · 100%
Entry settings
Anima is a Pulse fal'Cie formerly revered as Oerba's patron. It was brought to Cocoon inside a Pulse Vestige and later lay dormant near Bodhum. It can brand humans as Pulse l'Cie and becomes central to the original game's opening disaster. Its identity, location and abilities are not automatically understood by average Bodhum residents before the investigation.
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