Xenoblade Chronicles

From Glitch City Wiki
Jump to navigation Jump to search
This article describes glitches in Xenoblade Chronicles, a game outside the Pokémon franchise. See Non-Pokémon glitches for a list of non-Pokémon glitch articles.

This article must comply with the non-Pokémon glitches guideline.

(view, talk, edit)
Xenoblade Chronicles
{{{titlescreen}}}
Wikipedia link Xenoblade Chronicles
Developer(s) Monolith Soft
Publisher(s) Nintendo
Platform(s) Nintendo Wii (and WiiU Wii VC), New-3DS, Switch
Release date(s) June 10, 2010

Xenoblade [Chronicles] is a role-playing game notable for being among the largest Wii and N3DS games in terms of both size and hours of content (as well as for executive meddling and questionable business practices involving its American Wii version).

Damage calulation bug (Wii, N3DS)

Auto-attack damage is supposed to be randomly selected within a range (influenced by equipment, and visible in said screen); in practice, however, its upper limit can be no more than 100 more than its lower limit, regardless of the displayed range (if it is wider than 100).


Early-game level 50 (Wii, N3DS)

Tephra Cave, the second map in the game (outside of the prologue), can be logically divided in three parts: the main part of the cave is initially blocked by a red-lit door which unlocks shortly after by proceeding with the story, while a large bonus section is unlocked in late game events. The game also rewards the player with experience for completing missions and discovering named locations: like in Pokémon, the experience to level conversion is not linear, so the rewards are larger for content intended to be obtained later.

Taking advantage of the imperfect solidity of the door, as well as the ability of the three active characters to push each other around if crowded, it is typically possible with a few minutes of effort to enter the second section early.

While the above trick does not allow for skipping those early events (as the player will meet a spider web that is not passable with that same method), they can reach the floor above Vilia Lake, wait for a Pond Skeeter on the lower level to come sufficiently close to be tauntable, do so without starting the battle (which would disable jumping), lure him next to an one-way jump from the endgame section of the cave, and jump in place, hoping for the knockback from the monster's attacks to push them up.

The player will that way have access to the third section; furthermore, as the game does not spawn enemies in that area until it is unlocked, the player is free to almost fully explore it, claiming high-level ether crystals and the above-mentioned experience rewards before using the map to return to the first section of the cave and continuing normal gameplay.

Note that this trick cannot be reasonably done later in the game (as the characters will be too strong to not defeat quickly the Skeeter) or during a section of the story where the player cannot warp.

YouTube video by Shyntos


Voice loss bug (N3DS)

For unclear reasons possibly related to a memory leak/long playing sessions, characters may spontaneously lose their voices. If that happens, the player should save and reload the game to correct the issue, else the game will hang when a chain attack is attempted. (Video/Source)

Early-game level 50 (Switch)

While both the door glitch and the range of the enemy were fixed in the remake, it is possible to glitch through a floor/wall if a CPU player is climbing a wall, the player is running against the wall to pass, and the active character is switched with the former. Done in appropriate places (ie backtracking from the Arachno Queen's Nest and holding the joystick towards top-left), this can also allow for reaching the last section of Tephra.

Unlike its equivalent in the older releases, this method can be done at pretty much any progression through the game.

YouTube video by Gren


Battle music outside of battle (Switch)

While many enemies attack on sight, some (called Scouts) will instead run away and return after some time with reinforcements (if not taunted or attacked before they reach them).

If in the meanwhile the player teleported elsewhere (on a map where doing so is possible with actual world features), battle music may start to play and override the normal world music until the player moves to a different one! (Video/Source)

Low experience for new characters (Switch)

A new feature called Expert Mode allows the player to manually remove experience from any regular playable character (which, with the level-difference-influenced difficulty system, provides a de facto difficulty setting, as well as adjusting the amount of AP and SP from a won battle); they can also give said experience back to the character it's being withheld from to return them to any level (up to the one they would naturally reach if they never used Expert Mode).

While for the most part this feature only enhances the game giving the player more control, it makes a few oddities accessible without cheating: most of these are quirks and/or obscure features caused by having characters at dissimiliar levels (like the very low reward for defeating a monster with a 22+ level advantage on the player)

It should also be noted that every character joins the party at a certain level, chiefly the higher one between a fixed minimum (which matches the lowest selectable level in Expert Mode) and the average level of the currently obtained ones. This logic is arguably defective since it calculates the average of the current levels, not the maximum earned levels: meaning that the player will be penalized (permanently losing replaceable but free experience) if they don't level back up to the maximum before obtaining a new character (which cannot be known without some form of prior knowledge).

End of battle bug (Switch)

If a battle is won (by CPU characters) while the player is dazed (yellow star status effect), there is a chance of the battle not terminating, hanging the game. (Source)