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The Final Turret IX is a mechanical boss in CrossWorlds. Eight of them can be encountered in the Vermillion Tower.

Mechanical Boss
Final Turret IX

Designed by Gautham these elemental turrets serve as the final test on each element in the Vermillion Tower. They can't move but will use various projectiles to keep its foes at bay.

-Monster Fibula report

Appearance[ | ]

The Final Turret IX is a large black cylindrical machine with a curved roof. It has 8 "legs" which support it and a circular cannon.

Combat[ | ]

There are 4 types of Final Turret IX, each with a different element type and some combat changes. All four types of Final Turret IX have 2 moves and one gimmick in common.

  • Fires 3 fast projectiles of the turret's element with light curving, fired one after the other.
  • Fires a single slow-moving projectile of the turret's element which splits into multiple balls of that element upon contact with a wall.
  • Using the opposite element of the turret will build a meter, which will Break the turret when it fills up. This will also spawn an element shield of the turret's element, which can be destroyed to allow melee attacks against it by solving a puzzle.

Each type of Final Turret IX also has a unique attack which it will use after the first HP break.

  • The Heat turret fires a constant stream of projectiles, similar to a flamethrower.
  • The Cold turret fires fast shots that leaves a trail of icicles over its traveling route.
  • The Shock turret fires single projectiles that travel back into the player once.
  • The Wave turret fires slow Wave bombs with slight homing capabilities that blow up when they get too close to the player or after a few seconds.

In the final encounter, the player must fight the 4 turrets. Element turrets divide the arena in 4 sections, each containing a Final Turret IX. Breaking one of them grants an element shield that allows the player to cross and fight another turret. They are intended to walk clock-wise through the whole arena twice.

Strategies[ | ]

  • They are imprevious to ranged attacks, meaning that you should only use them to break them.
  • Don't run around the Cold turret too fast while it is doing its special attack, because you'll end up crashing into an icicle wall.
  • Hugging the walls during the Shock turret's special attack makes it harder to dodge.
  • Combat Arts that prevent knockback or are intended for close range can be used to attack the turrets without getting an element shield, like Eternal Winter and Verdant Strike.
  • During the final encounter, make the turrets shoot their slow-moving projectile into the elemental barriers so they separate away from you.
  • If you don't know how to solve a puzzle, you can use the Quickmenu to pause the game while you think.

Location[ | ]

Vermillion Tower

  • Freezing Challenge (Cold x1) (non-respawning)
  • Blazing Challenge (Heat x1) (non-respawning)
  • Waving Challenge (Wave x1) (non-respawning)
  • Shocking Challenge (Shock x1) (non-respawning)
  • Center Elevator F3 (x1 of every element) (non-respawning)

Gallery[ | ]

Trivia[ | ]