Chapter 6: cold medicine and dual guns
Leanne sits out, the game announces dual wielding, and the Cold Medicine is past the Cannon Colossus in the Silver Canyon's Chemist's Closet.
Chapter 6 is the chapter that changes the party: Leanne is out with a cold, the game announces that your characters can now wield two guns at once, and the boss is waiting at the end of a dungeon you have already visited.
What is different
- Leanne is unavailable for the main mission.
- Dual wielding is now announced. Whether your characters can actually do it depends on weight limits, which depend on level.
- The main mission sends you back to the Silver Canyon on Level 7, this time into the Chemist's Closet.
- The boss is the Cannon Colossus.
Missions
| Mission | Reward |
|---|---|
| Cold Medicine | 25 Hunter Points |
| The Fashion Check (optional) | 8 Hunter Points, 15,000 rubies, MG Drum Magazine |
The Fashion Check is the optional mission worth doing: the MG Drum Magazine is a magazine upgrade, and the game hands it to you for one errand at Garigliano's manor.
The dual-wield reality check
The chapter tells you dual wielding is available. What it does not say clearly is that two guns cost twice the weight, and weight limits only jump at level 41. If your characters are in their early thirties, the announcement is a promise for later, not a tool for now.
Practical options, in order:
- Level up in the Silver Canyon. You are going to be there anyway, and the encounters are the same ones you will fight for the mission.
- Strip accessories and heavy parts from the character you want to dual-wield, rather than from the whole party.
- Keep ice defence equipped. The canyon enemies punish a party that traded defence for a second gun.
The chapter's own advice is blunt: there is not much you can safely accomplish until you can dual wield, so treat levels as the mission.
The dungeon and the boss
The Chemist's Closet opens up in this chapter and is a short run to the boss. The Cannon Colossus is a damage check more than a puzzle: it hits hard, and the fight rewards having two working weapons per character rather than one good one.
If you are still on a single gun per character, the fight is winnable but long, and long fights in this game are where Bezels run out.
After the boss
You get the Cold Medicine, a cutscene back at the base, and a choice: advance to chapter 7, or keep Leanne in the party and clear the remaining side missions first. Take the second option if any part-rewarding mission is still open — chapter 6 opens the same window that chapter 5 did, and missions do not survive the transition.
Why this chapter is worth reading up on
Three of the game's systems collide here: party composition (one character unavailable), equipment weight (dual wielding announced before it is practical), and chapter-locked side missions. Players who power through the main mission and advance immediately lose the Fashion Check and any other open mission, and the MG Drum Magazine is not sold cheaply.
Mission details, boss and dungeon: community chapter documentation. Weight-limit thresholds: character level tables. Checked 2026-10-31.