Trails in the Sky SC Chapter 7 Walkthrough Guide

Clear the four Tetracyclic Towers in Trails in the Sky SC Chapter 7 with these essential strategies for every Enforcer boss fight.

Tackling Chapter 7 of Trails in the Sky SC involves clearing the four Tetracyclic Towers while countering the Ouroboros Society. Estelle and her party must confront the Enforcers at each summit to stop their plans for Liberl.

These towers are essentially puzzle-filled dungeons that trap you in distorted dimensions, and hitting a wall against the bosses is incredibly common if you haven’t prepared the right team composition. Don’t be surprised if these fights take a few attempts, as each Enforcer has specific gimmicks that punish unprepared players.

Before you jump into the first tower, make sure you swing by the Arseille Orbal Factory to top off your gear and speak with Fey to lower the elevator. Having your Quartz setups optimized before landing is the best way to save yourself a headache later on.

The story progresses through these four key locations that you must visit in order:

  • Esmelas Tower
  • Carnelia Tower
  • Sapphirl Tower
  • Amberl Tower

image of the party standing on the deck of the Arseille airship

The Tetracyclic Towers

Once you and Joshua reunite on the Arseille, these towers become the primary focus. Each structure is infested with monsters and serves as a staging ground for one of the Enforcers you need to defeat.

Remember to hit the ship’s lowest floor for a final check on your Orbal upgrades. Talk to Fey once you are ready, and she will lower the lift so you can start the ascent.

Esmelas Tower

Stepping inside immediately shifts your surroundings into a strange, alternate dimension. You will be dealing with multiple levels, often featuring several sub-floors per level.

Navigating is done via glowing platforms that teleport you between floors and heights. Keep an eye out for these to avoid getting turned around in the larger areas.

If you check your minimap on the 4th Level, you will spot blue markers. These lead to various data crystals scattered throughout the tower.

While they are technically optional, grabbing these is worth the small detour for the extra world-building and lore. You will likely walk right past them anyway.

At the top, you confront Blueblanc, who quickly brings two Balancing Clown enemies into the fight. He is a tricky opponent who loves to disrupt your party’s flow.

He frequently turns your party members into sheep-like creatures. If this happens, trigger your overdrive mode to snap them out of the status effect immediately.

He will also start creating clones of himself as the battle drags on. Use screen-wide attacks to clear the copies and keep your focus on the real Blueblanc.

Watch out for his S-Break, which hits one character for massive damage. Counter this using Earth Wall or an invulnerability shield to keep your team healthy.

After the encounter, you automatically head back to the Arseille to prepare for the next objective.

Carnelia Tower

You absolutely need to bring Zin along for this one. Similar to the previous tower, you will be traversing a shifting, extra-dimensional version of the building.

There are four data crystals here if you feel like hunting for them. Don’t rush to the top; take the time to grind a few levels in the tower, as the fights get significantly harder here.

At the peak, you will face Walter accompanied by two Steel Cougar units. Be aware that these machines can survive a killing blow once, so be ready to finish them off.

Walter is a serious threat because he has moves that bypass invulnerability shields. Prioritize your healers and keep your party members on their feet at all times.

Use Zin to draw fire with a taunt early on, and keep Sylphian Wing active to boost your team’s evasion. This makes a huge difference in avoiding his heavy hits.

Once he is down, return to the Arseille to move on to the next tower.

Sapphirl Tower

Bring Scherazard for the Sapphirl Tower run. Unlike the previous towers, you will find specific data crystal pedestals along the path to the summit.

Expect a fight every time you approach one of these pedestals. Clear them out efficiently to keep your momentum going.

The boss here is Luciola, who arrives with a mix of fog monsters similar to the encounter at Mistwald. Dealing with these requires a specific strategy.

Focus your Arts on Jubokko and switch to Crafts to damage Zaqqum. Also, be careful with Luciola‘s clones; striking a clone will cause your own party members to take significant recoil damage.

The smaller fog monsters love to spread confusion, which can end your run quickly. Equip anti-confusion accessories to prevent your team from turning on each other.

Once you finish her off, the path to the final tower is clear.

Amberl Tower

The Amberl Tower follows the same rules as the others, requiring thorough exploration of the warped dimensions to find your way to the top.

Keep an eye out for treasure chests while you hunt for the optional data crystals. This floor layout is particularly dense with loot.

Renne waits for you at the top and wastes no time. She initiates the combat with a powerful S-Break immediately, so be prepared for a rough start.

Bring Kloe along for her reliable healing and reviving capabilities. Be mindful that some of Renne‘s skills ignore invulnerability and she can strip your buffs with All Cancel.

Take down her summoned bots as quickly as you can. Keep your team spread out to minimize the number of people hit by her area-of-effect skills.

Stock up on revival items because this fight is a war of attrition. Save Kloe‘s ultimate move for when you truly need it, as gaining CP with her takes a lot of effort.

After winning, you immediately face Pater-Mater, the massive Archiasm. Use delay-based attacks to keep the boss in check, as it heals your team’s HP and EP between the two encounters.

Maintain Earth Wall constantly to mitigate incoming damage. If the boss switches to Rage Mode, use Anti-Sept to strip those buffs immediately.

The chapter closes shortly after this victory, marking the success of Professor Weissman‘s current scheme.

That wraps up everything you need to know for Chapter 7.

Check out our other walkthroughs if you need help with earlier sections of the game.

My best advice is to never underestimate the importance of your Quartz loadouts; swapping them for specific status resistances before a tower can save you from a complete party wipe.

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