
Spring Meadows walkthrough - Clair Obscur: Expedition 33
Summary

Welcome to our 100% walkthrough for Spring Meadows, the first major section of Act One in Clair Obscur: Expedition 33. After Gustave and his companions make their way to the continent, they're met with a tragic series of developments. Gustave finds himself alone in a beautiful but dangerous world, and there's much to discover in this lengthy opening area.
Spring Meadows - aside from having really stellar music - serves as a place to get your feet wet and really learn the ins and outs of Expedition 33's parry-based combat system as you match fists and wits with multiple Nevrons. You'll gain another character in your party, and there are even two optional bosses to contend with.
In this guide, we'll offer a 100% walkthrough of Spring Meadows in Clair Obscur: Expedition 33, detailing all collectibles, explaining how to complete Jar's side quest, and delving into strategies for the two skippable bosses - the Spring Meadows Mime and Chromatic Lancelier.
Welcome to our 100% walkthrough for Spring Meadows, the first major section of Act One in Clair Obscur: Expedition 33. After Gustave and his companions make their way to the continent, they're met with a tragic series of developments. Gustave finds himself alone in a beautiful but dangerous world, and there's much to discover in this lengthy opening area.
Spring Meadows - aside from having really stellar music - serves as a place to get your feet wet and really learn the ins and outs of Expedition 33's parry-based combat system as you match fists and wits with multiple Nevrons. You'll gain another character in your party, and there are even two optional bosses to contend with.
In this guide, we'll offer a 100% walkthrough of Spring Meadows in Clair Obscur: Expedition 33, detailing all collectibles, explaining how to complete Jar's side quest, and delving into strategies for the two skippable bosses - the Spring Meadows Mime and Chromatic Lancelier.
In this guide:
To see this content please enable targeting cookies.
Manage cookie settings
Meeting Lune
Gustave wakes, alone and hurting after his entire team was seemingly decimated by that stranger on the beach. Guide him forward, and if you have the tutorial enabled, you'll encounter some messages describing how to use a Chroma Elixir to heal yourself.
You'll also come upon your first Nevron, a Lancelier. Try using the Free Aim function in combat to shoot at its glowing blue head. This is a weak point, and your first shot at any enemy's weak point will always deal more damage.
Use Free Aim for big damage against enemy weak points, or to whittle down the health bars of Nevrons when you'd rather not end your turn so quickly. Mind your AP though! | Image credit: Rock Paper Shotgun/Sandfall Interactive
Once the Lancelier is dead, keep moving until you reach a cliff that you can Grapple across. Eventually Gustave reaches an area with a mountain composed of dead expedition members. Things aren't looking too good for our hero until Lune pops up to remind him that he's not alone. A new enemy Nevron, a Portier, also shows up to ruin the moment. As was the case with the Lancelier, use Free Aim to blast the Portier's glowing head.
This is also the time to learn about Lune's capabilities. Basically, she's an element-based mage, and all of her skills inflict Elemental Stains. Each skill will deal more damage depending on which Elemental Stain you've left behind in an enemy, so try to figure out the most effective rotation of Lune's abilities for each combat. Many Enemies will also have certain Elemental Affinities and Weaknesses that you can exploit.
The game will encourage you to use Lune's Ice Lane skill on this Portier, as its Weakness is Ice. | Image credit: Rock Paper Shotgun/Sandfall Interactive

Practise Expedition Counters An extra tip from Jeremy
The Portier combat serves as an intro to Expedition Counters. To pull these off, press RB to Parry an attack that targets the entire party. On a success, everyone will counter together, which looks cool as hell and also delivers potent retaliation damage. Expedition Counters will become very useful during the tough boss fights to come, so get used to them now.
When the battle finishes, you'll get your first Pictos, Dodger. Think of Pictos as Clair Obscur's equivalent of equipment in other RPGs. You can distribute them between characters to boost stats, and they can be leveled up to a certain point. Once a character has fully leveled up a Pictos, all characters in the party gain the ability to learn that Pictos' passive effect, known as a Lumina.
You can equip Dodger to either Gustave or Lune. I happened to give it to Lune, but giving it to Gustave is also a good shout, as he requires more AP to use his Overcharge skill. | Image credit: Rock Paper Shotgun/Sandfall Interactive
Once the fight is won, exit the cave and you'll soon encounter Expedition Flag - Meadows Corridor. Expedition Flags are save points where you can rest up, upgrade each character's attributes, and learn new skills. Take some time to customise Gustave and Lune to your liking before going further.

Grinding and skill attribution An extra tip from Jeremy
Clair Obscur: Expedition 33 contains a few Soulslike influences, one of which is limited healing items which regenerate upon rests at Expedition Flags. All enemies that you've defeated in an area will also respawn upon a rest, so if you're the type who enjoys grinding levels to maximise your Pictos, character stats, or other attributes, you can totally do so at every Expedition Flag you come across.
Additionally, when you're upgrading attributes, pay attention to the letters next to each stat. These refer to attributes that scale alongside your current weapon, and the letters progress in the following tiers: D (lowest), C, B, A, and S (highest). Since we're still in the beginning of the game, you'll mostly see D and C. As you get better weapons, expect to see B, A, and maybe even S. If you want to maximise a build that requires a specific weapon, always try to upgrade stats in accordance with that weapon's letter.
Exploring Grand Meadow
Onwards! Your objective is to make it to the Indigo Tree to look for survivors, and a fairly linear path awaits you. You'll fight two Lanceliers on the way (get used to hitting them with Lune's Ice Lance first and Free Aiming at their heads), and you'll nab the Lanceram, a new weapon for Gustave.
To the right of a large rock with ornate carvings on it is a dark enclave holding a new Pictos, Critical Burn, which is great for Lune. Some Chroma x180 is also atop the rock.
Don't miss the Critical Burn Pictos - it's a great way to supplement the element-focused spell combos that you should be learning as Lune. | Image credit: Rock Paper Shotgun/Sandfall Interactive
Another fight against two additional Lanceliers awaits further ahead. When they're defeated, you'll enter a rundown house. Upon entering, turn right to grab a Chroma Catalyst. Then go up the ramp and take the Rope upwards. From here, you can turn right to check beneath the ramp you just used to find an Energy Tint Shard. There's also a hole in the wall that leads to Chroma x360 next to a corpse.
After collecting all of this stuff, return inside to the room with the Rope, take the path leading out, and you'll reach Expedition Flag - Grand Meadow. You can now Fast Travel between any Expedition Flags that you've uncovered.
From here, you can go in two directions. Let's take the left path first to defeat another one of those Mimes. Then we'll double back to take on a different optional boss and proceed to your ultimate objective.
How to beat the Spring Meadows Mime
Going left from the Grand Meadow Expedition Flag, veer in the direction of the Lancelier patrolling the dark path. You'll find three Chroma x180 along this route before reaching a Grapple that takes you to the Spring Meadows Mime.
Go this way and keep moving past the Lancelier and a Grapple point to battle the Mime. | Image credit: Rock Paper Shotgun/Sandfall Interactive
Like the Prologue Mime, the Spring Meadows Mime begins the fight by erecting a protective barrier, and it uses the exact same hand-to-hand combo and strange combo techniques. To do some real damage, break the barrier with repeated attacks that build up the Mime's Break Bar. Since you've got Lune to assist, using her Immolation skill is also a great way to deal repeated Burn damage on the Mime that'll stick for a select number of turns, repeatedly chipping away at the Break Bar.
Light this Mime up for repeated damage over time. Burn it with fire! | Image credit: Rock Paper Shotgun/Sandfall Interactive
Beating the Spring Meadows Mime wins you two cosmetic rewards for Gustave - the Baguette outfit and haircut. Now he looks like a true Frenchman, no?
How to beat Chromatic Lancelier
Return to the Grand Meadow Expedition Flag and turn right to spot a patrolling Portier. Fight it, then search the nearby tree and ledge with boxes to find a Colour of Lumina and Chroma Catalyst. Beyond these items is a path that leads to Volesters, flying Nevrons that you'll need to use Free Aim to defeat.
More importantly, however, is a special enemy called the Chromatic Lancelier who lies to the right of the area where you fought the Volesters. This is a super strong Lancelier who can knock your party out with one to two hits, but if you're confident in your parry and dodge skills, it's well worth fighting.
Chromatic Lancelier Weakness: Ice damage
You'll quickly get used to these dangerous Nevrons who lie off the beaten path. Typically, they're the sort who cause a full party wipe in a handful of hits. | Image credit: Rock Paper Shotgun/Sandfall Interactive
To beat the Chromatic Lancelier, use Free Aim on its weak point head. Fire away with Lune's Ice Lance next. Follow up with Immolation for Burn, and then try to build Gustave's Overcharge counter, but know that you aren't going to survive this fight if you don't parry or dodge. (Parrying is better in this case for consistent Counter damage. It's best not to drag the fight out too long, as the Chromatic Lancelier simply hits too hard.)
The Chromatic Lancelier has three attack patterns, and all are telegraphed as follows:
- 'Chromatic Lancelier attacks' - A thrust with the lance. There's a short delay before the thrust connects, and that's the time to parry.
- 'Chromatic Lancelier attacks quickly' - Same as above, but there will be no delay before the thrust connects, so hit the parry button faster.
- 'Chromatic Lancelier attacks slowly' - An upwards flourish with the lance, then a thrust after a considerable delay. Don't parry the flourish; it's just a distraction.
Once you learn to differentiate the Chromatic Lancelier's attack patterns, successful parrying becomes a snap. | Image credit: Rock Paper Shotgun/Sandfall Interactive
Beating the Chromatic Lancelier gets you the Augmented Attack Pictos, the Lanceram Lv 2 weapon for Gustave, 2 Chroma Catalysts, and 5 Colour of Lumina. If you search behind where it stood you can also find Chroma x180.
Reaching the Abandoned Expeditioner Camp
Now that you've tackled the optional bosses in the area, it's time to head towards your main objective of the Indigo Tree. Go northwards to the nearby cliff ledge that has a Rope leading upwards. You'll emerge onto an even high ledge decorated with blue trees, with a fantastic view. As you admire the splendour before you, peer over the cliff to find Chroma x720.
The continent is a beautiful place, isn't it? If only there weren't a Paintress slowly wiping us out and Nevrons crawling all over the place... | Image credit: Rock Paper Shotgun/Sandfall Interactive
Follow the path, using the Grapple points for some light platforming. At the split in the road, turn right to fight the Portier and pick up Chroma x180. Then return to the crossroads and take the narrow path with the lampposts until you reach a wall you can climb.
Atop this wall is the Expedition Flag - Abandoned Expeditioner Camp. You'll obtain Journal - Expedition 81, the first of several Journal Entries scattered throughout the world, and also meet Jar, a hefty Nevron who isn't interested in fighting, and would instead rather find a light.
Jar's side quest
Jar's a good chonky fella, and the first of several nonviolent Nevron pals you may encounter along the road. | Image credit: Rock Paper Shotgun/Sandfall Interactive
Jar's side quest, the first in the game, is an easy one that goes hand-in-hand with exploring the next area. Go through the nearby cave to see flares in the distance, indicating survivors. To your left is the tremendously handy Pictos Burning Shots, which lets you inflict Burn on Free Aim shots.
To the right is a new type of Nevron, an Abbest. They'll fire three bursts of magic at your feet - you should either dodge or parry the third burst. Winning this fight will net you the Lighterim, a weapon for Lune that is great for inflicting Burn on enemies.
These little dudes look like things you'd stick in your garden for birds to perch on. | Image credit: Rock Paper Shotgun/Sandfall Interactive
With the Abbests dead, pick up the Colour of Lumina in the nearby enclave to your right. You'll see a bridge ahead and more Abbests waddling around it; beyond it is some Resin that you need to complete the quest. Before heading that way, double back to find a slope that leads to a high point above the Colour of Lumina you just picked up. Here, you can find the Dead Energy II Pictos by some boxes.
Return to the bridge. Fight the Abbest beneath it and pick up another Colour of Lumina that lies in the bridge's shadow. If you also decide to defeat the other Abbest patrolling by the bridge, you'll get 3 Chroma Catalyst for your trouble; two from defeating the Abbest and the third from searching the broken boxes nearby.
Use the bridge as a marker in this area to get your bearings and find all of the nearby items, including the Resin you need to make Jar happy. | Image credit: Rock Paper Shotgun/Sandfall Interactive
Now cross the bridge. On the bottom of its slope, across from yet another patrolling Abbest and on the right hand side underneath a giant glowing root, is a pile of boxes with a pink glow. This is the Resin that Jar is looking for.
As you get ready to return to Jar, don't miss the dark, narrow corridor to the left of where you grabbed the Resin. Follow this corridor until you find a Revive Tint Shard.
When you've reunited to Jar, give the Resin to the big guy. He'll request your aid to help him shine by lighting the Resin, so use your Free Aim to shoot the tip of his staff. Jar will be very grateful afterwards, and will give you a Healing Tint Shard for helping him. With this, the side quest is complete, and you can leave Jar to go on his merry way. Or, if you're feeling wicked, you can fight him.

Fight Jar for short-term gains, spare him for a long-term payoff An extra tip from Jeremy
Beating up Jar is optional. I personally recommend that you don't do it for two reasons: 1) The big guy is a gentle giant, and 2) If you spare him along with the other friendly white Nevrons you meet during your playthrough, you'll get a reward much later in the game (100 Colour of Lumina from the NPC Blanche, to be precise).
That said, kicking Jar's ass rewards you with 3 Colour of Lumina and a Chroma Catalyst immediately, and if these short-term rewards are enough to convince you that the only good Nevron is a dead Nevron, go ahead.
Poor Jar; he just wanted a light. Now he's gonna meet the light...of DEATH! | Image credit: Rock Paper Shotgun/Sandfall Interactive
Jar is resistant to physical attacks, so lay into him with Lune's spells. He only has one attack pattern that he constantly repeats - telegraphed by 'Jar performs a combo', it consists of a long windup followed by two circular attacks, both of which can be parried/dodged. Jar will then lift his club backwards before smashing it down on you twice in rapid succession.
How to beat Évêque
With Jar's side quest finished, go back to the area with the bridge and press onwards to reach Expedition Flag - The Indigo Tree. Rest and level up, as Évêque, the boss of Spring Meadows, lies ahead.
Évêque Weakness: Ice damage
Évêque Resistance: Earth damage
Damn, that's one big Nevron. | Image credit: Rock Paper Shotgun/Sandfall Interactive
Évêque will almost certainly begin the fight by summoning a lance and attacking with a slow windup. Parry it if possible, and then notice that Évêque has three Shields on its health bar.
Shields absorb attacks and will begin appearing on enemies regularly from here on out. To get rid of them quickly, apply a damage over time status effect like Burn, or use Free Aim. (Don't Free Aim at Évêque's glowing weak spot until the Shields are down, though - you don't want all of that damage to be soaked up by a Shield.)
Once the Shields are down, use Lune's Ice Lance to exploit Évêque's Ice Weakness, and follow up with more Burn. Don't leave any Earth Elemental Stains on Évêque, as the Nevron will simply absorb them.
Évêque's attacks are many, and the Nevron's main method of smashing you with a lance switches near the latter half of the combat, from a thrust with one lance to a slash with two. | Image credit: Rock Paper Shotgun/Sandfall Interactive
Évêque has the following patterns you need to learn:
- 'Évêque attacks' - This is the lance summon and very slow windup attack described above. Not too hard to parry, but this attack changes after Évêque is Enraged (see below).
- 'Évêque casts a spell' - Similar to an Abbest's attack, this summons three bursts of energy that trail towards a character, and only the last burst can be dodged/parried. Évêque will first direct this attack towards one character, then the other, and finally to both Gustave and Lune.
- 'Évêque feels threatened' - Not an attack, but a hint that Évêque is going to summon two Abbest minions on its next turn. This behaviour occurs after you've depleted a fourth of Évêque's health.
- 'Évêque is Enraged! Be careful' - Only occurs when Évêque has about a fourth of its health bar left. It'll summon eight Shields.
- 'Évêque attacks' (Enraged version) - Instead of a slow lance windup, Évêque now summons two lances and slams them down on a character for big damage. Still not too hard to parry, but definitely more intimidating.
- 'Évêque charges up' - Only occurs when Évêque has a very small amount of health remaining. It begins to focus energy in its core - shoot the core for heavy damage, and ideally kill Évêque before its next turn if you can!
- 'Évêque unleashes its full power' - Only occurs if you've let Évêque charge up. This is the same as its 'cast a spell' ability, except Évêque will target either Gustave or Lune a whopping eight times before targeting both of them once.
The fight gets more and more hectic as time goes on. Once Évêque charges up, try to end things as soon as you can - or get ready to dodge a heap of magic blasts. | Image credit: Rock Paper Shotgun/Sandfall Interactive
The battle automatically finishes once Évêque's health bar is nearly depleted, and you'll witness Gustave and Lune do a big fancy attack together. As your reward, you'll get the Cleansing Tint Pictos, 3 Chroma Catalyst, and a Recoat.
Before we leave Spring Meadows, turn around and take the path to your right to find the Empowering Attack Pictos. There's also a Rope you can descend to pick up a Colour of Lumina.
With that, we can step through the swirly portal to emerge in a wide open JRPG-style overworld. Good job, expeditioner - but your journey is just beginning!
That finishes our 100% walkthrough of all of the bosses and collectibles in Spring Meadows. Ready for the next stretch of your journey? After witnessing that gorgeous overworld for the first time with so many secrets to discover, I certainly was, and it's a feeling I haven't had in quite some time. If Clair Obscur: Expedition 33 wanted to replicate the sensation of stepping outside of Midgar for the first time in Final Fantasy VII, it really succeeded. Stay tuned to Rock Paper Shotgun as our walkthrough continues, and check out our Expedition 33 boss list if you liked beating the optional foes in this chapter. For those who come after!