| Chestbeaters | ||
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Location: | Kandorean Temple |
| Rec. Level: | 5 | |
| Health Points: | 155 (each) | |
| Strength: | Wind |
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| Weakness: | Fire |
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| Attacking turns: | 1 | |
| Exp. after victory: | 120 | |
| Items after victory: | 84 Coins + Nut | |
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Abilities: Attack, Beat Dance, Claw Attack, Herb (2) |
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Commentary/Strategy: The Chestbeaters aren't all too difficult enemies, but then again, they're the game's first boss fight! The quickest and easiest method to deal with them is to simply use your strongest psynergy against all three of them. Those could be 'Earthquake', 'Flare Wall' and 'Ray', for example. With this simple strategy the Chestbeaters should be already beaten before they can even unfold their powers somehow! Simply attack them normally when you're running out of PP. |
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| King Scorpion | ||
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Location: | Yampi Desert |
| Rec. Level: | 7 | |
| Health Points: | 1064 | |
| Strength: | Wind |
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| Weakness: | Fire |
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| Attacking turns: | 1 | |
| Exp. after victory: | 440 | |
| Items after victory: | 228 Coins + Vial | |
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Abilities: Attack, Defend, Desert Gasp, Paralytail, Poison Tail, Sand Breath, Twin Shear |
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Commentary/Strategy: The fight against this sightly oversized scorpion beast is actually a quite simple one, as long as you keep an eye on your characters' health. The scorpion has a few really strong attacks at hand, one of them's even able to poison you – so better carry some Antidotes or Herbs with you before entering the fight, another possibility is Felix' 'Cure'. But apart from this the scorpion won't be much of a threat to you, especially if you've bought some good armour in Madra. Felix is actually better off if he's simply attacking, Jenna and Cosma on the other hand should use magic. Let the red-haired girl cast her 'Fume', but the blonde one 'Plasma' instead. Then don't forget to heal in case of emergency and the fight should be decided really soon! |
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| Briggs and Sea Fighters | ||
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Location: | Eastern Alhafra |
| Rec. Level: | 11 | |
| Health Points: | 984 | |
| Strength: | – | |
| Weakness: | – | |
| Attacking turns: | 1 | |
| Exp. after victory: | 422+ | |
| Items after victory: | 1021+ Coins + Vial | |
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Abilities: Attack, Defend, Echo Cut, Herb (1), Nut (1), Oil Drop (1), Signal Whistle (3) |
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Commentary/Strategy: Unfortunately the decisive factor in the battle against Briggs won't be tactics, but the stats and levels of your characters for the most part. Briggs and his men have such strong attacks like the Echo Cut or Oil Drops at hand, to make things worse he's even able to call even more of his men into the battle! But luckily he can only do that thrice. It's very recommended to first take out all of his men and then concentrate on Briggs himself as the last man standing. Use your absolutely strongest psynergy available and always target at the center, which should be Briggs. With this strategy you should also simultaneously hit Briggs' companions and thus defeat them. As you can see the battle's favour is simply depending on the strength of your psynergy and how much your characters are able to endure. Don't be ashamed if you'll still have to raise them a few levels! In return you'll be awarded with the victory in one of the game's most difficult battles. |
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| Aqua Hydra | ||
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Location: | Lemurian Ship |
| Rec. Level: | 17 | |
| Health Points: | 2776 | |
| Strength: | Water |
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| Weakness: | Fire |
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| Attacking turns: | 1 | |
| Exp. after victory: | 963 | |
| Items after victory: | 1612 Coins + Vial | |
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Abilities: Attack, Drench, Raging Flood, Rising Venom, Slaver, Triple Chomp |
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Commentary/Strategy: One nasty reptile, but it's not actually as threatening as it might look at first sight. The strongest attacks it can perform are its devastating Raging Flood as well as its Rising Venom. Better have some Antidotes or Piers' 'Cure Poison' at hand against the latter one, against the former Jenna's 'Healing Aura' works wonders. Generally speaking the fight's as good as won if you're already able to use Jenna's different Auras – the others then simply can attack the beast without worry. Should your characters still be a little on the weaker side, though, then it's recommended to constantly cast Cosma's 'Sleep' on the beast, as it's quite vulnerable against this attack. |
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| Serpent | ||
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Location: | Gaia Rock |
| Rec. Level: | 20 | |
| Health Points: | 3536 | |
| Strength: | Earth |
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| Weakness: | Wind |
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| Attacking turns: | 2 | |
| Exp. after victory: | 1995 | |
| Items after victory: | 2898 Coins | |
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Abilities: Attack, Black Ice, Briar, Cure Well, Mighty Press, Quake Sphere, Toxic Breath |
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Commentary/Strategy: The fight against the Serpent will be decided through the sun rays that are shining on it – just one of them can make this battle infinitely harder for you due to the then-higher regeneration and attacking turns, so better have all four shining! The serpent has to outstanding attacks, the Mighty Press as well as the Toxic Breath. Thus better have one or two good healers in your team! Other than that the battle won't be the most tactical one, let Felix and Piers attack and Jenna and Cosma cast psynergy. By the way, the dragon will be the first enemy on your journey to be able to attack multiple times per round, which unfortunately won't make the battle any easier. |
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| Avimander | ||
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Location: | Champa |
| Rec. Level: | 22 | |
| Health Points: | 3792 | |
| Strength: | Fire |
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| Weakness: | Water |
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| Attacking turns: | 2 | |
| Exp. after victory: | 2176 | |
| Items after victory: | 1330 Coins + Potion | |
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Abilities: Attack, Fiery Blast, Fire Breath, Guard, Heat Stun, Impair, Star Mine |
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Commentary/Strategy: The Avimander's an utterly strong and hot-blooded reptile, but nothing more than that, too. The Star Mine's its most devastating attack, which can quickly cause a lot of pain to your group. Therefore it is important to have a good healer with you! Thankfully the other attacks aren't that bad. I recommend the following simple procedure: Let Felix attack normally, his 'Revive' will be used on fallen members. Jenna shall heal the whole group every turn, Fire Psynergy's not too effective against the lizard in any case. Cosma uses her 'Resist' spell each turn, but attacking psynergy after the fourth casting. Piers keeps on hitting with 'Diamond Berg' (or 'Diamond Dust'). It shouldn't take too long until the Avimander's history! |
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| Poseidon | ||
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Location: | Sea of Time |
| Rec. Level: | 25 | |
| Health Points: | 4905 | |
| Strength: | Water |
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| Weakness: | Fire |
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| Attacking turns: | 2 | |
| Exp. after victory: | 2930 | |
| Items after victory: | 3762 Coins + Psy Crystal | |
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Abilities: Attack, Counter-rush, Deluge, Ice Missile, Ocean Fist, Ply Well, Typhoon Blow, Watery Grave |
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Commentary/Strategy: Right at the beginning there's the shocking thing about Poseidon: The Sea God is invulnerable thanks to a force field! Only the legendary Trident of Ankohl is able to break through this field and wound him. If Cosma's the quickest one in your group and has the Trident euipped, all the better – she should attack every turn with it, it's strong! Jenna on the other hand will be busy with her many Auras for the most time, if not she can also use 'Serpent Fume' on him. As ice and water aren't very effective against Poseidon Piers attacks normally. Felix uses 'Odyssey' until he only has a few PP left, which you should keep to make sure you're still able to revive someone! After a while Poseidon should fall then. Naturally strong characters will be beneficial here! |
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| Moapa and Knights | ||
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Location: | Trial Road |
| Rec. Level: | 28 | |
| Health Points: | 3042 (Moapa) 1954 (Knights) | |
| Strength: | – | |
| Weakness: | – | |
| Attacking turns: | 1 | |
| Exp. after victory: | 3340 | |
| Items after victory: | 2870 Coins | |
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Abilities: Attack, Antidote (1), Crystal Powder (3), Nut (2), Strong Hit, Water of Life (1) |
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Commentary/Strategy: As always when it's against multiple enemies it's very helpful to eliminate one after the other. Start with one of the Knights first! Felix attacks with 'Odyssey' and Piers with 'Dimanond Berg', whilst Cosma tackles all three with her strongest Jupiter psynergy. Jenna might be busy healing the others for most of the time, but otherwise she can also attack with her psynergy. Once the first Knight has fallen the other one becomes the new target. From this point on Felix can just attack normally to conserve psynergy. As soon as only Moapa's left the battle should've already become pretty easy – just keep on attacking the battle should be won very soon! |
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| Agatio and Karst | ||
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Location: | Jupiter Lighthouse |
| Rec. Level: | 30 | |
| Health Points: | 4248 (Agatio) 3186 (Karst) | |
| Strength: | Fire |
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| Weakness: | Water |
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| Attacking turns: | 1 | |
| Exp. after victory: | 5813 | |
| Items after victory: | 9020 Coins + Dark Matter | |
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Abilities: Attack, Cage, Debilitate, Eruption, Meteor Blow, Rising Dragon, Rolling Flame, Stun Muscle (Agatio) Attack, Break, Death Scythe, Djinnfest, Fiery Blast, Healing Aura, Heat Kiss, Supernova (Karst) |
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Commentary/Strategy: A battle two on two, but don't worry, your friends will still join it later! Your first task here will be to simply endure until all four are back together. At first let Felix and Piers just defend for two rounds, then Jenna will join you. Continue definding, but let Jenna always heal, as that will be of much necessity here! Within a moment Cosma will appear and join you in the raging battle. Now it's time! From here on the distribution of role will be a little clearer. At first you should take Agatio out of the way, as he's by far the most dangereous enemy on the field. Felix should use 'Odyssey' (but not too often, keep some PP ready for'Revive'!), but Piers 'Diamond Berg'. Jenna uses her strongest aura for healing, Cosma four times 'Resist' (perhaps longer in case Dinaria uses 'Break'), then her strongest attacking psynergies. Once Agatio has fallen the battle should become much easier for you. Finish off Dinaria with normal blows and heal if necessary. |
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| Flame Dragons | ||
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Location: | Mars Lighthouse |
| Rec. Level: | 33 | |
| Health Points: | 5724 (Big Dr.) 5348 (Little Dr.) | |
| Strength: | Fire |
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| Weakness: | Water |
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| Attacking turns: | 1 | |
| Exp. after victory: | 5004 | |
| Items after victory: | 3393 Coins + Psy Crystal | |
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Abilities: Attack, Cage, Flame Breath, Meteor Blow, Rising Dragon, Rolling Flame, Stun Muscle (bigger one) Attack, Break, Djinnfest, Fiery Blast, Flame Breath, Healing Aura, Heat Kiss, Supernova (smaller one) |
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Commentary/Strategy: Against these two creatures you can prove yourself as a dragon slayer. The two giant monsters use the same attacks as Agatio and Karst... But in the meantime you should've also gotton far stronger than you were atop of Jupiter Lighthouse! It's also safe to say that your weapons, especially the Sol Blade, have already become much stronger than your psynergy, that's why you should rely on them in this battle. Just attack the bigger dragon until it sinks down, as it has the stronger attacks. Plain and simple, isn't it? After this it'll become much easier for you. Finally bring down the daintier one, if you can call it like that, and the battle's over! |
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| Doom Dragon | ||
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Location: | Mars Lighthouse |
| Rec. Level: | 40 | |
| Health Points: | 5000, 4200, 4000 | |
| Strength: | Earth |
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| Weakness: | Wind |
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| Attacking turns: | 4, 3, 2 | |
| Exp. after victory: | – | |
| Items after victory: | – | |
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Abilities: [THREE HEADS] Defend, Blast Breath, Cure, Curse, Djinn Blast, Earthquake, Earth Force, Fiery Blast, Flare Storm, Gravel Blow, Haunt, Pressure, Psy Boost, Quake, Thorn [TWO HEADS] Blast Breath, Briar, Clay Spire, Cruel Ruin, Curse, Desert Gasp, Djinn Blast, Earth Force, Guard Aura, Haunt, Inferno, Serpent Fume, Spire [ONE HEAD] Cruel Ruin, Darksol Gasp, Djinn Storm, Earth Force, Guard Aura, Nettle, Stone Spire |
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Commentary/Strategy: The Doom Dragon, a terrible three-headed dragon monster, is one of the strongest creatures there are. The fight against it will be divided into three phases, it'll always show a new attack pattern when one of its heads is hewed off. At first Doom Dragon attacks four times per round, though with the rather weak attacks it'll be the easiest phase of all for you. Simply attack with your weapons and heal when necessary. After some time the first head will pass out, now the second phase starts! From now on Doom Dragon will only attack thrice per round, but the attacks themselves will be a lot stronger than before now! The worst of them is the devastating "Cruel Ruin", better have a good healer or plenty of Mist Potions with you! Keep on attacking the dragon and heal if necessary. After a while the next head should be slain – one remaining! Now it'll start to attack only twice per round, but how! Not only will you Cruel Ruin quite often from now on, but several other horrible attacks as well, such as the Djinn Storm. Have Mist Potions with you in case your psynergy goes away through the latter one and don't hesitate to replace weak or fallen characters! Your characters will have to be strong to master this fight. But eventually you'll defeat him and scramble the victory! |
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| Star Magician | ||
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Location: | Treasure Isle |
| Rec. Level: | 40 | |
| Health Points: | 7486 | |
| Strength: | Water |
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| Weakness: | Fire |
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| Attacking turns: | 2 | |
| Exp. after victory: | 7866+ | |
| Items after victory: | 5566+ | |
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Abilities: Attack, Megacool, Mine Ball, Mystic Call, Spark Plasma |
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Commentary/Strategy: For the most part your main enemy here won't be the Magician himself, but – the balls he's able to summon! Fortunately there can only be four of them at the same time around him. To have the weakest ones of them around him will be your key to victory. Refresh Balls heal an enormous amount, they have to go! Same for the Guardian Balls, which protect him from taking damage. The Anger Balls approach you and explode right next to you, very painful situation, but the Thunder Balls, they're the ones which should be around the Magician! They only just tickle you with relatively weak Jupiter Psynergy. Destroy the other balls until only Thunder Balls remain, then start attacking the Magician – a good still is very helpful here, though, as the Magician certainly won't be inactive then, he's even able to attack twice per turn! Once he's fallen after one long fighting back and forth, get rid of the remaining balls and thus win the battle. |
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| Valukar | ||
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Location: | Yampi Desert Cave |
| Rec. Level: | 40 | |
| Health Points: | 12960 | |
| Strength: | Fire |
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| Weakness: | Water |
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| Attacking turns: | 2 | |
| Exp. after victory: | 8702 | |
| Items after victory: | 4980 | |
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Abilities: Attack, Crucible, Djinn Stun, Stun Jip |
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Commentary/Strategy: This winged giant pig really isn't as dangerous as his hammer would make one think. For the most time Valukar will be busy with setting your djinn on Standby – but actually that's exactly the way how to defeat him! Attack until he makes some of your djinn ready to be summoned. Now let each character use a simple summon (such as Venus, Mars, Jupiter and Mercury) and watch him as he's neatly beaten up by them. But not only it is important that you're doing this at all, you also have to do it quickly! As Valukar is able to summon your djinn as well, and the more there are on standy, the more ferocious his summons will be, to your disadvantage! Apart from that he also attacks with his hammer, which is annoying, but doesn't have the worst consequences. As long as your healer remains quicker than Valukar everything's perfectly fine. In the whole Valukar will still be the easiest of the secret bosses! |
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| Sentinel | ||
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Location: | Islet Cave |
| Rec. Level: | 40 | |
| Health Points: | 8736 | |
| Strength: | Water |
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| Weakness: | Earth |
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| Attacking turns: | 3 | |
| Exp. after victory: | 10538 | |
| Items after victory: | 6144 | |
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Abilities: Attack, Blue Bolt, Break, Corrosion, Destruct Ray, Guard, Searing Beam, Spark Plasma |
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Commentary/Strategy: Probably the most outstanding power of the Sentinel is, besides his very good recovering abilities and the three attacking turns, the immunity against any kind of psnergy. This alone limits your stratetig possibilities a little, but at least it also makes the battle a little less complicated! Basically just beat him up with your weapons without thinking too much about strategy. He's able to boost his stats, but don't use 'Break' on him then, as he's immune against it, remember? Sentinel attacks with psynergy a lot, instead it makes much sense to use psynergies like 'Resist' or djinn like "Breeze" and "Luff". Feel free to set some of Cama's or Ivan's Jupiter djinn free and call some strong summons to the fight afterwards! Altenatively cast 'Impact' on your warriors to make them strike more severely in case you already have some good characters in your team. But in whatever way you're approaching this – if you weren't too inattentive Sentinel should be down quickly! |
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| Dullahan | ||
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Location: | Inner Anemos Sanctum |
| Rec. Level: | 55 | |
| Health Points: | 16000 | |
| Strength: | Water |
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| Weakness: | Earth |
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| Attacking turns: | 3 | |
| Exp. after victory: | 15600 | |
| Items after victory: | 6775 | |
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Abilities: Attack, Bind, Break, Charon, Collision, Condemn, Curse, Djinn Storm, Elemental Swap, Formina Sage, Haunt |
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Commentary/Strategy: Dullahan's one horribly strong enemy, a true demon! He still remains a very tough nut for even the best of players, have fun trying to crack it! Three turns per round are the reason for this, in each one of them the possibility to be literally rolled over with tremendously strong attacks... Be it his sword Formina, the Charon summon, usually ending with the fall of your characters, or also the Djinn Storm, which makes even the strongest warriors only weak wannabes. That doesn't only sound horrible, it is this indeed! Should you decide to manly beat him with the sword, keep in mind that very, very strong characters will be necessary to achieve this! But on the other hand there won't be any bigger strategy besides striking him, healing yourself and hoping that he won't use his Djinn Storm. But there is also some (relatively speaking) very safe method to defeat Dzllahahan, and that's the use of summons. For this put all of your Djinn on standby first before entering the fight, with the exception of the protecting djinn "Shade", "Granite" and "Flash". Go into the battle and call up your strongest summons, such as Charon, Catastrophe and Daedalus. At the same time use the djinn that protect you. Once you've summoned all of your djinn continue fighting and let Dullahan defeat your first row. The second group will appear and continue the summoning, just like the first one! This shouldn't be too good for Dullahan's health and he should fall quickly. |
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