

You'll finally reach the second arena, where a tough encounter will take place with already known enemies: Cadre and Elder Alarum. To avoid the ball, you'll need to dodge them by jumping outside of the path. The following obstacles will require much more control over Joule's jumps. Once you defeat them all, you won't be able to retreat, and the only way will be to push forward. You'll mainly encounter colored K-9s and SP-DRs.

Here, an encounter with continuous waves of more powerful enemies await you. While getting through the next obstacles, you'll reach a square arena that will be closed with red energy barriers when you enter it.

While on the arena, you'll be attacked by continuous waves of more powerful enemies. It is recommended that you should have about 45 of them before you attempt to continue through Eden Tower, to avoid coming back. Despite the plot pressure, you don't have to rush, so gather all the necessary cores without any haste. If you followed this guide closely, haven't visited any side dungeons, and haven't gathered any cores from Shifting Sands, you should have about 19 cores. The gate opposite to you requires twenty prismatic cores. Take notice that on the left side of the road, a moment before the door, there is a red audiolog. Once the cut-scene is over, you need to follow the path before you to reach the top. Track his current color to maximize damage dealt before he gets back to normal.Ī short cut-scene awaits after defeating the boss. If you were successful, Victor will be stunned for a few seconds. To wear it down, you need to destroy all the enemies. Additionally, he will create a shield around him, powered by summoned robots. When you take care of his health points, the enemy will create a quickly moving ring of black spikes that stun Joule and make her unable to see colors if you aren't able to dodge this attack. Take on Victor first, ignoring his helpers if possible, as their numbers are infinite.
