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Chapter 11: Consequences Walkthrough

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In Chapter 11: Consequences in Xenoblade Chronicles X, you'll finally have to confront the traitor in your midst. Our walkthrough guides you through how to complete Chapter 11: Consequences in XCX.

This guide is based on information from Xenoblade Chronicles X: Definitive Edition on Nintendo Switch. While it should primarily be the same for the Wii U version, there could be some differences.

This guide contains main story quest spoilers! Proceed at your own risk!
Chapter 11: Consequences
Recommended Level Restricted Party Members Progress Requirements Quest Rewards Complete?
44 • Nagi • Survey 10% of Cauldros
• Complete "Nine Lives" affinity mission
• Complete "Boot Camp" affinity mission • 2,000 EXP
• 75,000 Credits
• 1x Storage Probe

XCX Chapter 11: Consequences Walkthrough and Guide

This chapter starts off simple enough, until an urgent call from Vandham sends the Elma squad running for the hangar. Seems like Lao is up and out of repairs, and is causing chaos in the hangars. Vandham needs you there, right now.

Keep in mind he actually means the Restricted Hangar. You should have the fast travel point from your previous visits to the secure locale. Head there for the cutscene and a bit of exposition.

Lao, as it turns out, is a Ganglion spy. Who saw it coming? (Besides Elma, and probably you.) He makes it out of New LA with data that could lead straight to the Lifehold Core, as well as a sick new Skell called the Prog Ares. Vandham tasks us with finding Lao and getting the data, at any cost.

Make For Cauldros

While you need to accrue a 10% survey rate to start the mission, you may or may not have a good fast travel point for where you're headed, right smack-dab in the middle of Cauldros. The FN Site 506 is nearby, as you're making for the Ruined City of O'rrh Sim. If you've got Skell flight by now (which you really should), it should be a quick but careful flight there from any of the nearby fast-travel points. Just be careful, as Cauldros is fairly dangerous, even at this point in the game.

You're looking for the above door, on the side of a wall, marked by the red marker. It's surrounded by enemies, but I recommend just speeding towards the door if you don't want to use up fuel or resources here. A cutscene will play, and you'll need to head in on-foot.

Storming the Castle

Now, you'll need to basically head through a mini-dungeon, packed with Level 41 to 43 enemies. You'll definitely need to take out the few at the door, and once you head inside, an alarm will start blaring. That said, I noticed some of them just seem to not aggro onto you as they run by, so feel free to sprint your way past foes if it seems like they're not taking an interest. (It might also be affected by level, so if you power-leveled after the recent mission like me, this might be a nice benefit.)

Head in, to the right, up the ramp, and keep following enemies back until you hit an elevator and walk out onto the ground floor. You'll have basically done a big loop, but once you approach the center, a Skell will swoop in to intercept, and you'll have to take it out on foot.

The Force Seidr isn't too different from most of the Skell enemies you've fought so far. Target appendages that carry weapon systems, and try to maximize Overdrive usage, as you'll probably need it for this chapter and the next. Once the Force Seidr is down, you can open a nearby gate to bring your Skells in. Run outside, pick them up, and walk them onto the elevator and head down.

Confronting Lao

At the bottom, you'll find Lao and the Prog Ares in a nicely framed arena. He'll let you know exactly why he turned traitor, before letting us know that he's here to keep us busy for the Ganglion. Gear up, it's time for a Skell fight.

Boss Fight: Prog Ares

The Prog Ares is a powerful Skell, so unless you're feeling confident in your on-foot powers at this point, I would recommend utilizing Skells against it. They're helpful for two reasons. One, the Bind ability helps lock this surprisingly mobile Skell down; two, it's damage that's fairly guaranteed to be up-to-snuff for this part of the game.

Phase 1 of the Prog Ares fight is fairly straightforward. Try to lock down the Skell with your own abilities, like the Hraesvelg's taunt. Any big damage-dealers are great for when you have the Prog Ares bound, but otherwise, just lay on the damage.

After a cutscene explaining exactly why Lao despises the White Whale and its goals, the Prog Ares will heal back up and start Phase 2. It's mostly the same, though it has a few moves that can cause some trouble, including a devastating barrage of projectiles. I'd recommend not stacking your Skells too close together. Wail on it, continue to target what you can while in the Skells, and make sure to use Overdrive. You'll turn the Prog Ares into prototype scraps soon enough.

Fallout

After finishing off the Prog Ares, you'll have one more series of cutscenes with Lao, who gives up the Lifehold data after being swayed by Lin and the crew. Though he wants to be left for dead, Lin convinces him to live on with purpose. Return to BLADE Tower with the data in hand.

You'll talk to Vandham, and convince him to send in a rescue squad for Lao and the Prog Ares. Get the data in, and now you're pretty much ready to head to Chapter 12, so long as you have a Skell flight module.

I do recommend leveling up to at least the Recommended Level for the next one, if not a bit further, and doing as much preparation as possible. If you have the cash, now is the time to make sure you've got your Level 45 gear, maybe some Level 50 Skells, and anything else that might help. We're in the home stretch of Xenoblade Chronicles X now.

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