This FAQ includes ctrl+f support - simply look up in the Table of Contents the section that you're interested in, and search for the section number (inside the brackets), with the brackets included. For example, if you're interested in Norton's stats, you'd search for "[4]" (without the quotes). Table of Contents: [In] Abbreviations and Introduction [G] General Strategies and Suggestions [I] Main Game Boss Fights / Forced Battles [1] - Battle Simulator [2] - Incapacitator Sequence [3] - Norton's Henchmen [4] - Norton [5] - Inquisitor and (2x) Airyglyph Soldier [6] - Giant Crab [7] - Earth Smasher [8] - (3x) Black Brigade Soldier [9] - (3x) Black Brigade Soldier [10] - Shelby Sequence at the Arena [11] - Grapebind [12] - Moonshadow Sequence [13] - Mudman [14] - (2x) Legion Dragon [15] - (2x) Brass Dragon [16] - Bequerel Mine in-the-dark Sequence [17] - (2x) Brass Dragon [18] - Cockatrice [19] - Demetrio Sequence [20] - Albel 1 and (2x) Black Brigade Soldier [21] - Vox [22] - Flying Knight [23] - Crystal Statue [24] - (another) Crystal Statue [25] - Crystal Cerberus [26] - (4x) Vendeeni Soldier [27] - Schweimer and (2x) Legion Dragon [28] - Blue Dragon Zombie [29] - Robin Wind [30] - Crosell sequence [31] - (2x) Vendeeni Soldier [32] - Biwig [33] - Proclaimer [34] - (6x) Arkives Security Service [35] - Security Force and Azazer Sequence [36] - Belzeber and Berial [37] - Proclaimer / Enforcer / Convictor sequence [38] - Lesser Eye [39] - Dark Armor [40] - Crystal Statue [41] - Dark Eye [42] - Chimera [43] - Stone Golem [44] - Battlecopter [45] - Pseudo Blair [46] - Ruktogias [47] - (2x) Death Monster [48] - (3x) Chimera Hawk [49] - Luther sequence [II] Boss Fights / Forced Battles - Aquatic Gardens of Surferio [A.1] - Sculpture Lord and (2x) Sculpture Guard [III] Boss Fights / Forced Battles - Ancient Ruins of Mosel Underground [R.1] - Amoeba Giant [R.2] - Aurora Monster [R.3] - Spirit Trio [IV] Boss Fights / Forced Battles - Maze of Tribulations [M.1] - Render [M.2] - Succubus [M.3] - Basilisk King [M.4] - 9 Sets of Aqua Wisps [M.5] - Earth Dragon [M.6] - Springer [M.7] - Alei [M.8] - Mighty Vox [M.9] - Sootie [M.10] - Floor 8 Minibosses [M.11] - Gabriel Celesta [V] Boss Fights / Forced Battles - Sphere 211 (Floors 101 - 211) [S.1] - Norton Redux (floor 101) [S.2] - Enraged Crosell (floor 115) [S.3] - Shadow Dragon (floor 126) [S.4] - Vengeful Shelby (floor 137) [S.5] - Frenzied Biwig (floor 147) [S.6] - Green Thing (floor 159) [S.7] - Arch Demon (floor 170) [S.8] - Angry Azazer and Raging Belzeber (floor 181) [S.9] - Furious Berial (floor 192) [S.10] - Super Blair (floor 200) [S.11] - Lenneth (floor 210) [S.12] - Ethereal Queen (floor 211) [S.13] - Freya [VI] Boss Fights / Forced Battles - Urssa Cave Temple [U.1.1] - Albel and Romero [U.1.2] - Nel and Zorto [U.1.3] - Peppita and Hodge Podge [U.1.4] - Roger and Farbnil [U.2] - Fayt + Whoever he was paired with in the ending [VII] Albel [Al.1] - Albel 2 [Al.2] - Albel 3 [Al.3] - Albel 4 [VIII] Gemity Arena [G.1] - Reigning Champions =============================================================================== Abbreviations and Introduction [In] =============================================================================== Abbreviations: -AAA: Anti-Attack Aura. There are two main types of attacks in this game: Strong and Weak. If a weak attack is launched at a target that is at 100% fury, the attack will be guarded and an Anti-Attack Aura emitted. There are a variety of Anti-Attack Auras available in the game, but the best overall is the first one you get, called Standard. It simply emits a beam towards the attacker that, when it hits, causes Stun. On the other hand, a Strong attack launched a target with 100% fury will break the target's guard and reduce its fury to 50%. The terms "AAA" and "guard" are interchangeable. -HP: Hit points; Consumed when using physical battle skills. You die (are "incapacitated") when your HP reaches 0. The same is true for enemies. -MP: Magic points; Consumed when using magical battle skills and Spells (Symbology). You die (are "incapacitated") when your MP reaches 0. The same is true for enemies. This leads to some interesting options against foes with high HP but low MP. =============================================================================== Introduction: I wanted a comprehensive faq for every single "forced" battle in the game. By "forced," I mean that you are not given the option to escape from the battle. The only exceptions are battle numbers 1 and 25 below, from which you CAN escape; however, you need to complete them in order to progress through the story, so I've included them in the list. No such faq existed, so I decided to create it myself. How it works: I've divided the faq up into 8 distinct sections. The first, and by far the largest, is the main-game section. There are 5 optional areas in the game: Aquatic Gardens of Surferio, Ancient Ruins of Mosel Underground, Maze of Tribulations, Urssa Cave Temple, and Sphere 211 (floors 101-211). The last 3 are post-game only, and furthermore, you must complete the Maze of Tribulations to unlock Sphere 211 (floors 101-211). Each optional area gets its own section below (yes, I know a couple of them are very short). On top of this, there are optional battles with Albel available depending on how you let the story and character recruitment play out. Albel thus gets his own section as well. Finally, there's an optional battle in the Gemity Arena against the Reigning Champions. They get their own section too, at the very end of the document. Each boss gets a block that looks something like this: [6] - Giant Crab Gal: 3,500 HP / 80 MP Uni: 5,250 HP / 120 MP 4-d: 6,300 HP / 144 MP Specials: Burst Run (W), Burst Cannon (W) Elemental: Fire (Weak), Water (Null) AAA: Standard Notes: Check out that Fire Weakness and low MP. Fayt's Blazing Sword makes incredibly short work of this guy. Failing that, Nel's Fire Bolt works well. The Gal, Uni, and 4-d lines display how much HP and MP the boss has on Galaxy, Universe, and Fourth Dimension difficulties, respectively. If you're interested in Earth difficulty, simply take the Galaxy HP/MP stats and multiply them each by 0.7 to get the Earth difficulty ones. Note that the Universe HP/MP stats are always simply 1.5 times the respective Galaxy stats. The Specials line lists the enemy's special attacks. W represents a weak attack (so that you can guard it), and S a strong attack. If an attack has a special effect, that's noted as well. For example, Crystal Prison has a chance of inflicting Freezing status on its target. In most cases I've listed Weak attacks before Strong ones for ease of reference. The Elemental line simply lists any elemental weakness or resistance the boss might possess. There are 4 elements in the game: Fire, Water, Earth, and Wind. An enemy might Null (0 damage), Half (half damage), be Weak to (2x damage), or Half (1/2x damage) any particular element. If a boss possesses no elemental weakness or resistance, this line is omitted. I've listed Weaknesses before resistances for ease of reference. The AAA (Anti-Attack Aura) line simply indicates which AAA the boss has. Be VERY careful around any boss with Wide-Area Homing or Star Guard AAA's. The Notes line is for suggested strategies any other information I think might be useful. =============================================================================== General Strategies and Suggestions [G] =============================================================================== First things first: If you are new to this game and/or you're uncomfortable with the battle system, please read durias42's excellent Battle Fundamentals FAQ right here at gamefaqs. It helped me a lot when I was just getting started and it'll probably help you, too. You'll get to learn all about the differences between weak and strong attacks, battle skills, cancel combos (sometimes referred to as "chains" or "chaining skills"), battle bonuses, and more. If you're going for Battle Trophies, note that most bosses have the standard 2 battle trophies associated with them: Beat X in less than some amount of time (usually a minute), and Beat X without taking damage. Some later bosses carry additional trophies as well. The actual bosses for which these trophies are available are listed in many other FAQs (for example, EChang's Battle Trophies FAQ) and, since they are optional and only need to be collected once (Battle Trophy data is saved independently of game data - you only have a single Battle Trophy Collection for all of your saved games), I feel no need to list that information again here. A general Battle Trophy trick that you might like to be aware of, however, is that you can fight a boss once, and if you fail to obtain all trophies, you can save the trophies you did obtain, reload your saved game, and fight the boss again for the remaining trophies. For instance, you might like to stay far away from a boss for the no-damage Trophy (and fail to get the defeat in 1 minute Trophy). Upon beating the boss, you can save the no-damage Trophy, reload your saved game, and then go gung-ho on him for the 1 minute Trophy, not worrying about how much damage you sustain. The whole reason this works is that, again, your Battle Trophy data is independent of your Saved Game data. Very nice. Now, some general hints and tips for winning these fights: -Common Support Symbols (learned from the Decrepit Tome) enables characters to learn Healing and to cast it in battle. Obviously you should only teach Common Support Symbols to characters who don't learn Healing naturally. Now, not all characters are created equal in terms of spellcasting speed - For instance, Maria's healing takes about 2 seconds to cast, whereas Roger's takes a little bit more than 4. The faster Healing casters, and hence the best candidates for the Decrepit Tomes (aside from Adray, Sophia, and Nel, who learn Healing automatically) are Maria, Cliff, and Albel. Peppita's casting time is good, Fayt's and Mirage's are decent, and Roger's is just downright terrible. Note that Common Support Symbols must be set in the Battle Skills menu as a support skill (costs 2 CP) in order for Healing to be castable in battle. There are 4 Decrepit Tomes in the game: 1. Dropped by Norton (mandatory). 2. Dropped by Earth Smasher (mandatory). 3. In a blocked chest in the Kirlsa Training Facility. You need the Ring of Disintegration to access the chest (optional). 4. In a chest at the end of the Underground area of Ruins of Mosel (optional). -MP kill. Your characters die when they reach either 0 MP or 0 Hp, and this rule applies to enemies as well. If you notice that a boss's MP is far lower than its HP, consider using MP-damaging skills and taking it out this way. Fayt's Blazing Sword is amazingly good at delivering MP kills for the first half of disc 1, for example. -Choose the right skills for the situation. Choosing the right skills to MP kill also falls under this category, but more generally, if you find that your skill setup is not working, try something else. Having a good skills setup can literally be more helpful than leveling up 20 times, so this is something you should pay a large amount of attention to. Some good skills for each character include, but are not limited to, the following. Fayt: Side Kick, Air Raid, Blade of Fury, Dimension Door Cliff: Fists of Fury, Hammer of Might, Aerial Assault, Max Shockwave Maria: Aiming Device, Scatter Beam, Energy Burst Mirage: Crescent Locus, Triple Kick, Aerial Assault, Blazing Cannon Adray: Aerial, Southern Cross, Titan Fist Sophia: Thunder Flare, Explosion (set as Battle Skills) Nel: Aerial, Shadow Wave, Ice Daggers, Flying Guillotine, Mirror Slice Albel: Air Slash (of Fury), Double Slash (of Fury), Palm of Destruction Roger: Charge, Raging Helmet, Bug Triad, Star Fall Peppita: Power Dance, Instanto Blast, Kaboom, Dream Hammer -Exploit elemental weakness. This one ought to be fairly obvious - if an enemy is weak against a particular element, consider using skills that carry that element. Elemental weakness means that attacks of that element cause double damage. -Stunlock. Perhaps the easiest way to defeat a boss is to prevent it from doing anything. Stunlocking, not to be confused with stunbombing (described below), refers to pummeling the enemy with a sequence of moves that cause it to be sent into its recovery animation over and over, faster than it can actually recover to take any action. Unlike stunbombing, stunlocking is not 100% reliable, though it's often good enough and does not consume items. Some good stunlocking skills include Cliff's Fists of Fury and Sophia's Thunder Flare. The reason that Sophia's Thunder Flare is preferred is that she is the only character who can set Thunder Flare as a battle skill, which allows her to cast it quickly and also to cancel-combo it. -Stunbomb. Some enemies have extremely dangerous attacks that, while you might be able to avoid them, will surely kill your teammates. As soon as you see such an attack's name flash on the screen, hit the boss with a stunbomb to knock them out of the attack. Note that you shouldn't really need to do this much (if at all) until towards the end of the optional post-game bosses. Stunbombs are made with Item Creation. -The Stunbomb Trick: Fair warning: You need a pretty large supply of stunbombs for this, and it's a pretty cheesy technique so use it at the expense of your own fun (or just use it for collecting Battle Trophies). Here's how it works. Set all of your characters to Manual. Stunbomb the enemy. Move your highest single-hit damaging character in, keeping the others away. Hesitate for a moment, and then start up the attack so that it will finish just as your item recovery time expires. Once the attack has started, switch to another character. As soon as the attack hits, breaking the Stun on your opponent, use another stunbomb. Hesitate for timing and then start up the attack again. Repeat until you get bored or the boss dies. Note that this tactic works against every single boss in the game, since stunbombs never fail. Some good single-hit damaging moves include the final swipe of Fayt's Dimension Door (start it up from long range), and Sophia's regular short-range Strong attack (though note that this one hits 2-3 times in rapid succession. You just need to stunbomb right after the last hit goes in). There's only 1 limitation to this trick: By its very nature, it only works against one opponent at a time. -An Anti-juggling technique: A general trend of enemies in this game is to knock you up in the air and then hit you several times on your way down. This causes a lot of damage and removes you from combat for a while. If you find yourself being juggled too much, one thing you can do is move the fight to a wall of the battlefield. If you get knocked into a wall, you'll immediately fall down and go into standing-back-up mode, which offers a period of invulnerability, effectively evading the rest of the juggling attack. -Avoid Attacks with Fayt's Long-Strong: Here's an interesting one that's useful from time to time. When Fayt is charging towards his enemy to execute his regular Long-range Strong attack, he's completely invulnerable. His invulnerability ends when he stops running and starts the upward slash. -If all else fails, Get stronger! Experience levels don't mean a whole lot in this game, so fortunately there are many other ways of powering up your characters. These include getting better Battle Skills, raising your "Status Skills" (your HP/MP/Atk/Def under the Status tab in the Skills menu), and doing Item Creation. Yes, the "getting better battle skills" part usually involves leveling up - however, the point is that, once you've obtained a new, good skill, chances are that you don't need to level up anymore. Also note that your Atk/Def Status Skills only affect the computer-controlled AI. If you're controlling a character, you're better off concentrating on his/her HP and MP Status Skills. Item creation offers a plethora of options, and I suggest you read up on it elsewhere if you're interested. Note that item creation is completely optional if you don't want to bother - it is completely possible to beat every single boss in the game without ever touching it. Related to the "getting stronger" idea is the so-called Uber-Fayt setup, which I will mention here and then not refer to again since it is not applicable on 4-d mode. Giving a level 255 Fayt a weapon synthed with 8 fully refined Boots of Prowess, and a Boots of Prowess and Tri-Emblem as accessories, will net him 9999atk and over 5000def (Berserk Off), which is enough to reduce all non-spell attacks the game, at Earth or Galaxy level, can throw at him to 0 damage. To reduce all non-spell damage on Universe mode to 0, Fayt with this setup requires that Protection be cast on him. To reduce spell damage to 0 as well, you can substitute the Tri-Emblem with a fully refined Blazing Pendant. -ADVANCED SKILL: The No-Movement Technique: This one is kind of hit-or-miss, and some consider it a glitch, so you might not want to use it. It only becomes dependable on Universe and 4-d Difficulties, and then only when you're the only person in your party left alive. To use it, all you need to do is run around. Don't let up on the controller. Dupe your enemies into attacking you and continue to run as you dodge their attacks. Now, as long as you don't stop running, your enemies will just stand there not doing anything! That's all there is to it. The enemies begin moving again as soon as you stop moving or launch an attack or spell. -ADVANCED SKILL: Manipulate an enemy's position to read its incoming attacks. Don't bother with this until you've got a firm grasp of the battle system. Now, let me explain how this works. When you execute a regular attack from long-range with, say, Fayt, what he does is he runs directly at the enemy he has targeted, and once he gets into range, he does the attack. Enemies work the same way. If you see one charging at one of your characters, chances are that it already has an attack selected that it will pull off as soon as it gets into range for the attack. Now, ranges for different attacks differ, and this is what we'll use to tell what attack is coming. What you need to do is get everyone out of range of the enemy, and then wait for it to start moving towards one of your characters. Switch to that character. If the enemy moves in past the maximum range for one of its skills, chances are extremely high that the enemy will use some other skill (The other possibility is that the enemy has not yet chosen an attack, but this hardly ever actually happens - when you see an enemy moving towards one of your characters, you can be reasonably certain that the enemy has already chosen an attack). Let me give an example. Take the Green Mojara in Sphere 211. His Ice Beam is set to Strong and is extremely damaging. In fact, it's his most dangerous attack. However, Ice Beam's startup range is much larger than the startup ranges for any of his other skills. So, stand back. When he starts charging towards one of your characters, get ready to dodge. However, if he moves in past the maximum range of Ice Beam, chances are very good that he's already committed to some other, less dangerous attack, meaning that you can either start attacking him, or wait to see what it is and guard it if it's Weak (In this particular case, I'd recommend waiting, since if the attack is Blizzard Lasso, you'll probably want to dodge it). The downside to this technique is that it requires setting all of your characters to Manual control that don't know well enough to stay back on their own. The only characters that are even marginally good at staying back on their own are Sophia, Adray, and Maria. Enough general strategy. Let's get started. =============================================================================== MAIN GAME BOSS FIGHTS / FORCED BATTLES [I] =============================================================================== [1] - Battle Simulator Technically this is not a forced battle since you can escape. I recommend not bothering with fighting this battle unless you're completely new to this game, in which case you should use it to gain familiarity with the controls. =============================================================================== [2] - Incapacitator Sequence: a) Incapacitator VASS (x3), then Peppita joins. b) Incapacitator VASS (x4) c) Incapacitator VASS (x4) Incapacitator VASS Gal: 150 HP / 8 MP Uni: 225 HP / 12 MP 4-d: 270 HP / 14 MP Specials: Death Laser (W), Freeze (W), Chaos Laser (W) AAA: none Notes: Only on higher difficulties should this fight pose any problems. If you have trouble, I recommend controlling Fayt or Peppita, running around and duping them into attacking, and then smacking them in the back. =============================================================================== [3] - Norton's Henchmen - Makafay, Tepeki, Buster These guys only differ in terms of HP and MP. Gal: 300 HP / 13 MP (Makafay); 200 HP / 9 MP (Tepeki); 250 HP / 11 MP (Buster) Uni: 450 HP / 19 MP (Makafay); 300 HP / 13 MP (Tepeki); 375 HP / 16 MP (Buster) 4-d: 540 HP / 23 MP (Makafay); 360 HP / 16 MP (Tepeki); 450 HP / 19 MP (Buster) Specials: Bully Stab (W), Bully Combo (W), Scram AAA: None Notes: If you have Aerial or Blazing Sword, you can score a very quick MP kill here. Otherwise just run around, dupe them into attacking, and then smack them in the back. All of their attacks start up very slowly, so this should be easy. =============================================================================== [4] - Norton Gal: 1,600 HP / 35,800 MP Uni: 2,400 HP / 53,700 MP 4-d: 2,880 HP / 70,884 MP Specials: Shooting Spree (W) Elemental: Fire (Half) AAA: None Notes: Cliff joins you for this fight. On Galaxy, you have to try to lose. On higher difficulties, Fayt's Weak->175% Blade of Fury->200% Aerial works well. Norton's regular Strong attack winds up for a little while, and then fires at its target's current position, so simply running behind him when you see him starting it up won't dodge it. =============================================================================== [5] - Inquisitor and (2x) Airyglyph Soldier Inquisitor Gal: 1,300 HP / 40 MP Uni: 1,950 HP / 60 MP 4-d: 2,340 HP / 72 MP AAA: None Airyglyph Soldier Gal: 400 HP / 18 MP Uni: 600 HP / 27 MP 4-d: 720 HP / 32 MP Elemental: Water (Weak) AAA: None Notes: If you're having trouble here, you should either use Fayt and go for an MP kill, or use Nel's Fire Bolt with the No-Movement tactic. =============================================================================== [6] - Giant Crab Gal: 3,500 HP / 80 MP Uni: 5,250 HP / 120 MP 4-d: 6,300 HP / 144 MP Specials: Burst Run (W), Burst Cannon (W) Elemental: Fire (Weak), Water (Null) AAA: Standard Notes: Check out that Fire Weakness and low MP. Fayt's Blazing Sword makes incredibly short work of this guy. Failing that, Nel's Fire Bolt works well. =============================================================================== [7] - Earth Smasher Gal: 3,600 HP / 163 MP Uni: 5,400 HP / 245 MP 4-d: 6,480 HP / 293 MP Specials: Earth Glaive (W), Earth Storm (S), Healing (Spell) Elemental: Earth (Absorb) AAA: 2-way Notes: A Blazing Sword MP kill here is probably your best bet, but pretty much anything you have at this point should work. =============================================================================== [8] - (3x) Black Brigade Soldier Gal: 1,150 HP / 68 MP Uni: 1,725 HP / 102 MP 4-d: 2,070 HP / 122 MP AAA: None Notes: These are the same Black Brigade Soldiers you'd meet in a random battle. Just beat them own. =============================================================================== [9] - (3x) Black Brigade Soldier Notes: See entry 8 above. Nel joins at the beginning of this battle. =============================================================================== [10] - Shelby sequence at the Arena a) (4x) Black Brigade Soldier b) Shelby and (4x) Black Brigade Soldier Black Brigade Soldier - See entry 8 above Shelby Gal: 5,100 HP / 13,826 MP Uni: 7,650 HP / 20,739 MP 4-d: 9,180 HP / 25,838 MP Specials: Ice Breath (W), Giant Swing (W) Elemental: Wind (Absorb) AAA: Regeneration Notes: Giant Swing does a HUGE amount of damage. Avoid it or guard it at all costs. All of his attacks are guardable except for (obviously) his strong attack, which has a long wind-up time. You're probably best off trying to separate Shelby from his support, so you can take them out one or two at a time. Once it's down to just Shelby, you're in the clear. =============================================================================== [11] - Grapebind Gal: 7,600 HP / 181 MP Uni: 11,400 HP / 272 MP 4-d: 13,680 HP / 326 MP Specials: 10-hit Combo (W), Fruit Bomb (W), Fruit Protection (W) Elemental: Fire (Weak), Water (Absorb), Earth (Half) AAA: Homing Note: You are forced to fight 4 of these (1 at a time) in order to progress. Fayt's Blazing Sword MP-kills them in no time flat. =============================================================================== [12] - Moonshadow Sequence a) (2x) Moonshadow Clan Member b) Moonshadow Clan Chief Note: This sequence of battles is mandatory only to recruit Roger. Moonshadow Clan Member Gal: 2,200 HP / 100 MP Uni: 3,300 HP / 150 MP 4-d: 3,960 HP / 180 MP Specials: Dagger Dance (W), Fire Bolt (Spell) Elemental: Fire (Weak) AAA: None (The other) Moonshadow Clan Member Gal: 2,640 HP / 120 MP Uni: 3,960 HP / 180 MP 4-d: 4,752 HP / 216 MP Specials: Dagger Dance (W), Fire Bolt (Spell), Lightning Blast (Spell), Ice Needles (Spell) Elemental: none AAA: 2-way Note: On the surface, the Moonshadow Clan Members look exactly alike. This Moonshadow Clan Member is the unscannable one; he is more dangerous than the other one, mainly since he can freeze you with Ice Needles, so I recommend you take him out first. Moonshadow Clan Chief Gal: 5,500 HP / 250 MP Uni: 8,250 HP / 375 MP 4-d: 9,900 HP / 450 MP Specials: Dagger Dance (W), Healing (Spell) Elemental: none AAA: Standard Notes: These battles are REALLY easy. I mean, everyone even makes fun of the Chief. Poor guy. =============================================================================== [13] - Mudman Gal: 8,000 HP / 500 MP Uni: 12,000 HP / 750 MP 4-d: 14,400 HP / 900 MP Specials: Mudman Blast (W), Mudman Punch (S), Poisonous Punch (S), Healing (Spell) Elemental: Wind (Weak), Earth (Absorb) AAA: Standard Notes: This one is a bit of a toss-up as to whether you should go for an MP kill or an HP kill. Unless you really work for it, at this stage you're unlikely to be able to deplete his MP before his HP, but on the other hand, he has Healing. It's up to you. HP kill has the potential to be much faster, but it also has the potential to take a lot longer - It all depends on how lucky you get. As far as his attacks go, most are slow to start up, but most also hit either radially or in a very wide area around his front. =============================================================================== [14] - (2x) Legion Dragon Gal: 6,500 HP / 800 MP Uni: 9,750 HP / 1200 MP 4-d: 11,700 HP / 1,440 MP Specials: Master Combo (W, but the fireball breaks guard), Searing Breath (W) Elemental: Wind (Null) AAA: Homing Notes: Nel's Long-range regular strong attack and Aerial are both great here. Failing that, Fayt's Side Kick (if you have it) and Cliff's regular Weak (anti-air) attacks are good. A Legion Dragon's strong attack involves breathing fire in a large arc. If you see it starting up, move to the other side or move away. =============================================================================== [15] - (2x) Brass Dragon Gal: 3,960 HP / 180 MP; 4,300 HP / 120 MP; 5,600 HP / 500 MP Uni: 5,940 HP / 270 MP; 6,450 HP / 180 MP; 8,400 HP / 750 MP 4-d: 7,128 HP / 324 MP; 7,740 HP / 216 MP; 10,008 HP / 900 MP Specials: Greater Howl (W) Elemental: none AAA: Standard (red and blue), none (gold) Notes: Brass Dragons come in 3 different flavors - red, gold, and blue. They only differ in terms of HP/MP and AAA. I've listed their HP/MP all together in the red / gold / blue order above. These are the same enemies you'd find in regular random encounters. Their weak breath attacks can cause Paralysis. =============================================================================== [16] - Bequerel Mine in-the-dark Sequence a) Random b) Random c) Random Note: Each battle has some combination of Brass Dragons and Blood Bats. Brass Dragon - See entry 15 above. Blood Bat Gal: 3,872 HP / 176 MP Uni: 5,808 HP / 264 MP 4-d: 6,970 HP / 317 MP Specials: Ultrasonic Blast (W) Elemental: Earth (Weak), Wind (Absorb) AAA: None =============================================================================== [17] - (2x gold) Brass Dragon - See entry 15 above. =============================================================================== [18] - Cockatrice Gal: 15,500 HP / 431 MP Uni: 23,250 HP / 647 MP 4-d: 28,055 HP / 776 MP Specials: Stone Bite (W), Stone Breath (W) Elemental: Earth (Null), Wind (Null) AAA: Homing Notes: Blazing Sword MP-kill is again recommended. Side Kick also works well. All of the Cockatrice's attacks have a chance of causing Petrification, so be careful (or just have some Sage on hand). =============================================================================== [19] - Demetrio Sequence a) (4x) Airyglyph Soldier b) Demetrio and (2x) Legion Dragon Airyglpyh Soldier (with spear) Gal: 4,225 HP / 192 MP Uni: 6,338 HP / 288 MP 4-d: 7,605 HP / 346 MP Specials: none Elemental: Water (Weak) AAA: Standard Airyglyph Soldier (with sword) Gal: 4,100 HP / 192 MP Uni: 6,150 HP / 288 MP 4-d: 7,380 HP / 346 MP Specials: none Elemental: Water (Weak) AAA: 2-way Legion Dragon Gal: 3,000 HP / 192 MP Uni: 4,500 HP / 288 MP 4-d: 5,400 HP / 346 MP Specials: Master Combo (W but the fireball breaks guard), Searing Breath (W) Elemental: Wind (Null) AAA: Homing Demetrio Gal: 14,800 HP / 17,776 MP Uni: 22,200 HP / 26,664 MP 4-d: 27,688 HP / 33,597 MP Specials: Master Combo (W but the fireball breaks guard), Searing Breath (W) Elemental: Wind (Absorb) AAA: Homing Notes: The Soldiers can stunlock if they all gang up on the same party member. Try to separate them. As for Demetrio and his Dragons, the same same tactics that worked in fight 14 apply here. =============================================================================== [20] - Albel 1 and (2x) Black Brigade Soldier Black Brigade Soldier Gal: 4,220 HP / 192 MP Uni: 6,330 HP / 288 MP 4-d: 7,596 HP / 346 MP Specials: None AAA: None Albel 1 Gal: 26,000 HP / 2,600 MP Uni: 39,000 HP / 3,900 MP 4-d: 47,060 HP / 4,706 MP Specials: Air Slash (W), Charge (W) Elemental: none AAA: Standard Notes: You can get Albel stuck momentarily on one side of the log with your party members on the other side, if you want. This is good for recovery. Other than that, just beat him down. I recommend an MP-kill, which you can accelerate yourself towards with MP-damaging bombs. =============================================================================== [21] - Vox Gal: 30,000 HP / 20,000 MP Uni: 45,000 HP / 30,000 MP 4-d: 54,300 HP / 38,000 MP Specials: Searing Breath (W), Dragon Brigade Slash (S), Steel Rend (S) Elemental: Wind (Absorb) AAA: Ring Wave Notes: Another flying dragon-type enemy, this time with a couple more melee attacks (that you can't block). You've handled a bunch of enemies like this already, so I'm sure you can handle him too. =============================================================================== [22] - Flying Knight Gal: 17,000 HP / 240 MP Uni: 25,500 HP / 360 MP 4-d: 30,770 HP / 432 MP Specials: Sword Quake (W) Elemental: Water (Weak), Fire (Half) AAA: Standard Notes: This guy is pretty slow, and dies surprisingly quickly to both HP and MP kills. =============================================================================== [23] - Crystal Statue Gal: 15,000 HP / 431 MP Uni: 22,500 HP / 647 MP 4-d: 27,150 HP / 776 MP Specials: Tri-Spike (W, freezes) Elemental: Water (Weak), Everything else (Half) AAA: Homing Notes: Two things to watch out for: Tri-Spike (guard it) and his regular Strong attack, which kicks you up into the air, and then lands you on his drill. The strong attack comes out pretty quickly, so I recommend sidestepping, running around him, or activating Side Kick as soon as you see the blue aura. There are also pathing issues here that you can exploit. If you need to recover, just move down to one of the two lower areas on the sides and hug the inner wall, while he's in the upper area. He'll try to run towards you, but his position won't be good enough to be able to get around the corner, so he'll just run back and forth until you move back out again or he gets around it (which usually takes a while). =============================================================================== [24] - (another) Crystal Statue See 23. =============================================================================== [25] - Crystal Cerberus Gal: 30,000 HP / 3,500 MP Uni: 45,000 HP / 5,250 MP 4-d: 54,300 HP / 6,370 MP Specials: Tri-Spike (W, freezes) Elemental: All (Null) AAA: Standard Notes: Just a pumped-up version of the Crystal Statue. You need the Saint's Amulet, which can be made in the same dungeon, to damage him. =============================================================================== [26] - (4x) Vendeeni Soldier Gal: 7,400 HP / 336 MP Uni: 111,00 HP / 504 MP 4-d: 13,320 HP / 605 MP Specials: None; Regular attacks have a chance of causing petrification. AAA: Standard Notes: If you're having trouble, try slamming them all with Strong attacks that cause knockdown. Don't worry about comboing - focus on keeping them from attacking. Nel's Shadow Wave is *perfect* for this. =============================================================================== [27] - Schweimer and (2x) Legion Dragon Schweimer Gal: 16,800 HP / 1,400 MP Uni: 25,200 HP / 2,100 MP 4-d: 30,408 HP / 2,534 MP Specials: Master Combo (W but the fireball breaks guard), Searing Breath (W) Elemental: Wind (Absorb) AAA: Homing Legion Dragon Gal: 3,000 HP / 192 MP Uni: 4,500 HP / 288 MP 4-d: 5,400 HP / 346 MP Specials: Master Combo (W but the fireball breaks guard), Searing Breath (W) Elemental: Wind (Absorb) AAA: Homing Notes: Just more flying dragons. Nothing to worry about. =============================================================================== [28] - Blue Dragon Zombie Gal: 30,000 HP / 2,500 MP Uni: 45,000 HP / 3,750 MP 4-d: 54,300 HP / 4,525 MP Specials: Poison Breath (W), Fire Breath (S) Elemental: All (Null) AAA: Ring Wave Notes: Like all Dragon Zombies, he has an aura that deals MP damage if you attack him at close-range. Cliff, for example, will die an MP-death practically immediately if you don't set him to Manual control. For this reason, I recommend long-range attacks such as Maria's Aiming Device and Scatter Beam. =============================================================================== [29] - Robin Wind Gal: 50,000 HP / 1,800 MP Uni: 75,000 HP / 2,700 MP 4-d: 91,000 HP / 3,258 MP Specials: Rising Stream (W), Aerial Slash (S), Thunder Flare (Magic) Elemental: Wind (Absorb) AAA: Homing Notes: Robin has 2 phases depending on his HP. He tends to rely more on Thunder Flare and Aerial Slash during his first phase, whereas during his second phase he starts using Rising Stream. All of his specials are Wind-elemental, so you can wear the Wind Charm found in the ruins to cut his damage in half. Also note his low MP. Nel's Flying Guillotine and Maria's Aiming Device are thus great attacks. Or, if you want to be really cheap, you can take him out with 3 EM Bomb MP's. =============================================================================== [30] - Crosell sequence Crosell (form 1) Gal: 29,000 HP / 4,200 MP Uni: 43,500 HP / 6,300 MP 4-d: 52,490 HP / 7,644 MP Specials: Doom Raid (W), Supreme Fire Breath (W) Elemental: Fire (Half), Wind (Half), Earth (Half) AAA: Wide-Area Homing Crosell (form 2) Gal: 62,000 HP / 6,000 MP Uni: 93,000 HP / 9,000 MP 4-d: 113,460 HP / 10,980 MP Specials: Doom Raid (W), Supreme Fire Breath (W) Elemental: Fire (Half), Wind (Half), Earth (Half) AAA: Wide-Area Homing Notes: He's not as terrible as the story makes him out to be. His two attacks to watch out for are Doom Raid (guard it) and his regular strong attack, where he just tries to stomp on you. Most characters can outrun it. Fayt's Sidekick, Nel's Flying Guillotine, and Cliff's Fists of Fury work great here. =============================================================================== [31] - (2x) Vendeeni Soldier Gal: 13,000 HP / 500 MP Uni: 19,500 HP / 750 MP 4-d: 23,530 HP / 900 MP AAA: Homing Notes: Basically just a random battle. =============================================================================== [32] - Biwig Gal: 26,000 HP / 13,816 MP Uni: 39,000 HP / 20,724 MP 4-d: 47,060 HP / 25,836 MP Specials: Illusion Rifle (W - enchants with fire), Illusion Rifle (S - enchants with water) Elemental: Earth (Weak), Fire (Half), Water (Half) AAA: Homing Notes: He's a lot like the Vendeeni Soldiers you just faced (in other words, he's pretty easy), except that he can't feasibly be MP killed, and he can enchant his gun. You only need to watch out for his Water enchantment, because it gives him the ability to Freeze you. =============================================================================== [33] - Proclaimer Gal: 50,000 HP / 50,000 MP Uni: 75,000 HP / 75,000 MP 4-d: 91,000 HP / 102,500 MP Specials: Divine Wave (W), Speed Hack (teleportation), Dark Sphere (Magic) Elemental: Wind (Weak), Everything else (Half) AAA: Homing Notes: Move away from Dark Sphere's area of effect if you don't want it 1-hit killing you. Other than that, the only thing you need to watch out for is her normal Strong attack, which deals damage radially. She likes to use it a lot, but you can run away from it once you see it start up. Your teammates might not be so lucky (or smart). Computer-controlled allies should fight at range, with the exception that you can have Cliff can using Fists of Fury to stunlock her. Also note her weakness to Wind - Albel's Air Slash makes short work of her. =============================================================================== [34] - (6x) Arkives Security Service Gal: 800 HP / 60 MP Uni: 1,200 HP / 90 MP 4-d: 1,440 HP / 108 MP Specials: Flash Rifle (W) Elemental: Water (Weak) AAA: None Notes: You're ambushed at the start of this battle. Despite their extremely low HP totals, they're still very dangerous as they can stunlock/juggle you easily with their gun attacks. An Escape formation, No Guard, and attacks that execute quickly, such as Sophia's Efreet (set as a battle skill), Fayt's Side Kick, and Cliff's Fiery Tackle are recommended. =============================================================================== [35] - Security Force and Azazer sequence a) (4x) Security Force Member b) Azazer Security Force Member Gal: 12,000 HP / 600 MP Uni: 18,000 HP / 900 MP 4-d: 21,720 HP / 1,080 MP Specials: Flash Rifle (W) Elemental: Wind (Weak) AAA: 2-Way Notes: They juggle like mad with their gun attacks. As with the Security Service you just fought, No Guard is recommended. Azazer Gal: 99,000 HP / 9,000 MP Uni: 148,500 HP / 13,500 MP 4-d: 183,150 HP / 16,560 MP Specials: Sniping (W), Crystal Prison (W, freezes) Elemental: Fire (Weak), Water (Half), Earth (Half) AAA: Regeneration Notes: Azazer deals exclusively MP damage. His Strong attack comes out quickly but only executes at a close range. All in all, this is not a hard battle, but be wary of MP-death on characters with low MP (I'm looking at you, Cliff). =============================================================================== [36] - Belzeber and Berial Belzeber Gal: 62,000 HP / 30,000 MP Uni: 93,000 HP / 45,000 MP 4-d: 113,460 HP / 58,500 MP Specials: Steal Life, Steal Spirit Elemental: Earth (Weak), Fire (Half), Wind (Half) AAA: Regeneration Berial Gal: 70,000 HP / 5,000 MP Uni: 105,000 HP / 7,500 MP 4-d: 128,100 HP / 9,100 MP Specials: Auto-Aim (W), Fire Dance (W) Elemental: Wind (Weak), Water (Half), Earth (Half) AAA: Homing Notes: Ok, NOW you get a hard battle. There's a shop in the area just before them - use it to stock up on Enhancers and Analeptics. As for Berial, he's easy to MP kill, but if you don't have an MP kill setup that's ok too. He has two main attacks at the beginning. If he jumps up in the air, he's going to fire a volley of Strong missiles. Get away from them or they'll destroy you. If he slides back, he's going to fire a small volley of weak missiles. AAA these with either Standard or 2-way AAA. After you damage him a bit, he'll start using Auto-Aim and Fire Dance. Both hurt quite a bit, but both are weak and so can be AAA'd. For Belzeber, just dodge his strong whip attacks and guard his weak ones. Eventually he'll start using Steal Life and Steal Spirit, which deal 10% of your current max HP/MP in damage. They can't kill you so don't worry about them too much. For the battle itself, you might try luring Berial off to the side and letting your teammates deal with Belzeber, then ganging up on Berial once they're done. =============================================================================== [37] - Proclaimer / Enforcer / Convictor sequence a) Proclaimer b) Enforcer c) Convictor Proclaimer Gal: 65,000 HP / 4,000 MP Uni: 97,500 HP / 6,000 MP 4-d: 118,950 HP / 7,280 MP Specials: Divine Wave (W), Dark Sphere (Spell), Speed Hack (Teleportation) Elemental: Earth (Weak), Water (Half), Wind (Half), Fire (Null) AAA: Standard Notes: Prepare for MP damage. Enforcer Gal: 82,000 HP / 35,000 MP Uni: 123,000 HP / 52,500 MP 4-d: 150,880 HP / 68,950 MP Specials: Destruction (W), Disaster (S), Dark Sphere (Spell) Elemental: Wind (Weak), Earth (Half), Fire (Half), Water (Null) AAA: Wide Area Homing Convictor Gal: 120,000 HP / 10,000 MP Uni: 180,000 HP / 15,000 MP 4-d: 223,200 HP / 18,500 MP Specials: Aeroblast (W) Elemental: Earth (Weak), Wind (Half), Water and Fire (Null) AAA: Regeneration Notes: Despite how much the game tries to scare you, these are not difficult battles. Note that Sophia is unavailable here. As before, watch out for the Proclaimer's radial normal Strong attack. The Enforcer has a ton of things you can AAA, plus Albel's Air Slash destroys him. The Convictor also has a ton of things you can AAA. Side Kick, Fists of Fury, and Flying Guillotine are all excellent skills for these fights. =============================================================================== [38] - Lesser Eye Gal: 230,000 HP / 56,000 MP Uni: 345,000 HP / 84,000 MP 4-d: 439,300 HP / 116,480 MP Specials: Fear Circle (S), Misery Circle (S), Dark Sphere (Spell), Thunder Flare (Spell). Elemental: All (Absorb) AAA: Ring Wave Notes: His regular attacks can cause Paralysis (weak), Confusion (Strong laser stream), and Petrification (Strong single, large laser blast). He has a truckload of HP, and an MP kill is out of the question. Fortunately, despite his status-inducing regular attacks, he's pretty much just a big punching bag. Fear Circle and Misery Circle are laughable, especially if you're out of range when they start up. You can either charge in to attack him when he uses those attacks, or use the time to heal up. =============================================================================== [39] - Dark Armor (x3) Gal: 67,000 HP / 6,000 MP Uni: 100,500 HP / 9,000 MP 4-d: 122,610 HP / 10,980 MP Specials: Hammer Quake (W) Elemental: Fire (Null) AAA: Standard Notes: Essentially a random battle; Nevertheless, their Hammer Quake is dangerous so don't forget to AAA it. =============================================================================== [40] - Crystal Statue Gal: 168,000 HP / 10,000 MP Uni: 252,000 HP / 15,000 MP 4-d: 315,840 HP / 18,500 MP Specials: Tri-Spike (W, causes Freezing) Elemental: All (Null) AAA: Standard Notes: A faster version of the Crystal Statues you fought earlier (see battle 23). The same strategies apply. =============================================================================== [41] - Dark Eye Gal: 330,000 HP / 56,000 MP Uni: 495,000 HP / 84,000 MP 4-d: 646,800 HP / 116,480 MP Specials: Fear Circle (S), Misery Circle (S), Dark Sphere (Spell), Thunder Flare (Spell). Elemental: All (Absorb) AAA: Ring Wave Notes: His regular attacks can cause Paralysis (weak), Freezing (Strong laser stream), and Petrification (Strong single, large laser blast). He's just a beefier version of the Lesser Eye (see battle 38). The same strategies apply. =============================================================================== [42] - Chimera Gal: 200,000 HP / 28,000 MP Uni: 300,000 HP / 42,000 MP 4-d: 380,000 HP / 54,320 MP Specials: Pyroblast (W), Triple Attack (W). Also, his regular tail-attack can cause Paralysis. Elemental: Fire (Half), Wind (Half) AAA: Standard Notes: First things first: Have protection from Paralysis (usually in the form of an Amulet of Freedom) for this battle. His most dangerous attack is his normal strong attack, which is a flying lunge attack and executes from a large range. It has a high damage potential and hits anywhere between 1 and 3 times, although 3 hits are rare. Either stunlock him with Fists of Fury or Thunder Flare (or both), or, if you're more advanced, you can abuse your AAA. One way to do so is to run around into his tail and guard it, but the secret to really abusing your AAA in this fight lies in reading his incoming attacks, a tactic I described in the General hints section. For this to work, make sure you set targeting to manual before the battle starts. Then, when the battle starts, move away from him and then press Square to zoom out and see what he's doing. If he starts up a lunge attack, you can press Square again to cancel target mode, and dodge his attack. If he charges in, it's going to be a Weak attack that you can AAA. Keep this up and you can defeat him without ever taking a hit! =============================================================================== [43] - Stone Golem Gal: 300,000 HP / 20,000 MP Uni: 450,000 HP / 30,000 MP 4-d: 585,000 HP / 38,000 MP Specials: Flaming Blow (W), Flaming Kick (S) Elemental: All (Null) AAA: Homing Notes: Although stunlocking him with Fists of Fury is a possibility, I highly recommend a team full of long-range attackers due to a combination of his insane damage ability and his snail-like speed. Nel's Flying Guillotine and pretty much all of Maria's skills are great here. =============================================================================== [44] - Battlecopter Gal: 200,000 HP / 30,000 MP Uni: 300,000 HP / 45,000 MP 4-d: 380,000 HP / 58,500 MP Specials: Back Throw (W) Elemental: Water (Weak), Fire (Half) AAA: Homing Notes: His worst attack is his regular strong attack, which starts up quickly and is a rapid firing machine gun that sweeps out in an arc in front of him. Stunlocking is your best bet but, failing that, one trick you can pull is standing directly under him and waiting for him to start up an attack. As soon as you see it start, run under him to the other side. Most of the time it'll miss completely and you'll have a free shot at his back. =============================================================================== [45] - Pseudo Blair Gal: 100,000 HP / 13,992 MP Uni: 150,000 HP / 20,988 MP 4-d: 185,000 HP / 26,165 MP Specials: Eddy of Light (W), Death Howl (S) Elemental: All (Absorb) AAA: Homing Notes: She'll go down extremely quickly due to her low HP and on top of this, she's not too dangerous. Eddy of Light and her normal attacks execute from a mild distance, and Death Howl executes only at an extremely short distance. =============================================================================== [46] - Ruktogias Gal: 280,000 HP / 30,000 MP Uni: 420,000 HP / 45,000 MP 4-d: 543,200 HP / 58,500 MP Specials: Chain Smash (W), Killer Sphere (W), Dark Eruption (S), Explosion (Spell) Elemental: Fire (Absorb), Everything else (Half) AAA: None Notes: Essentially a random battle. Stunlocking, AAA abuse, or just general beatdown will see you through. =============================================================================== [47] - Death Monster (x2) Gal: 120,000 HP / 30,000 MP Uni: 180,000 HP / 45,000 MP 4-d: 223,200 HP / 58,500 MP Specials: Charge (W), Wild Fang (W), Killer Breath (S) Elemental: Fire (Absorb) AAA: None Notes: Another random battle. =============================================================================== [48] - Chimera Hawk (x3) Gal: 85,000 HP / 28,000 MP Uni: 127,500 HP / 42,000 MP 4-d: 156,400 HP / 54,320 MP Specials: Hard Attack (W), Blizzard Attack (W), Heat Impact (S), Wing Cutter(S) Elemental: Wind (Absorb) AAA: None Notes: This battle can be difficult, so allow me to go into considerable detail. First, note that you CAN stunlock them with Thunder Flare, even though they absorb Wind. The best way to do this is lower the caster's int as far as possible, so that you heal them only for small amounts. As usual, your best bet is stunlocking skills. As far as their normal attacks go, their strong attack executes at close range and is EXTREMELY slow, but deals a lot of damage. By simply dodging it you can leave one of them locked in place for a considerable period of time. Their normal weak attack executes from a large distance. Now, each Chimera Hawk has 4 different attack patterns. Their patterns are governed by their current HP - Pattern 1 is for the first 1/4th of their HP, Pattern 2 for the second 1/4th, etc. Pattern 1: Uses only Hard Attack and normal attacks. Pattern 2: Begins using Blizzard Attack Pattern 3: Stops using Blizzard Attack; Begins using Heat Impact. Pattern 4: Stops using Heat Impact; Starts using Wing Cutter. Heat impact is what you need to look out for. It executes extremely quickly and deals a lot of damage - approximately 6,000 on Galaxy mode. For this reason, I recommend manual targeting and taking them out one at a time. The battle should be manageable as long as you only put one of them into Heat Impact mode at once, since they are relatively harmless during their other attack patterns. =============================================================================== [49] - Luther sequence a) Luther (form 1) b) Luther (form 2) Luther (form 1) Gal: 200,000 HP / 60,000 MP Uni: 300,000 HP / 90,000 MP 4-d: 380,000 HP / 126,000 MP Specials: Laser Beams (Spell) Elemental: All (Half) AAA: Regeneration Notes: Nothing special here. Just beat him down. Luther (form 2) Gal: 400,000 HP / 120,000 MP Uni: 600,000 HP / 180,000 MP 4-d: 800,000 HP / 288,000 MP Specials: Flaming Divide (W), Expansion Force (W), Laser Beams (Spell), Perfect Symmetry (S, causes Paralysis), Insanity Prelude (S, causes Death) Elemental: All (Half) AAA: Wide Area Homing Notes: Luther starts using Perfect Symmetry after losing about half of his life. It is a powerful attack; it winds up, and then deals damage in a large circular area in front of Luther, towards his target's current position. You can avoid it by running away from him as soon as he starts winding it up, or by quickly stepping behind him after he's wound it up. He won't start using Insanity Prelude until he's at low health. It has a chance of causing Instant Incapacitation (even if you're wearing a Clone Generator!), and will almost certainly kill anyone caught in its blast. There are several safe spots, however, the easiest one to describe being the flap in the northwest area of the battlefield. Simply run here as soon as you see him starting this attack. Two spires will shoot up, one on either side of you, but you should be safe. For the sake of your teammates, Luther should be stunned out of both Perfect Symmetry and Insanity Prelude. His other attacks are either fairly harmless, guardable, or easy to dodge. Fists of Fury / Thunder Flare stunlocking is a possibility, but you'll need to be careful. If all else fails, you can just use the stunbomb trick. Good luck! =============================================================================== BOSS FIGHTS / FORCED BATTLES - AQUATIC GARDENS OF SURFERIO [II] =============================================================================== [A.1] - Sculpture Lord and Sculpture Guard (2x) Sculpture Guard Gal: 11,000 HP / 3,200 MP Uni: 16,500 HP / 4,800 MP 4-d: 19,910 HP / 5,824 MP Specials: Charge Strike (W), Fire Bolt (Spell), Crush (Spell) Elemental: Earth (Absorb) AAA: None Sculpture Lord Gal: 40,000 HP / 30,000 MP Uni: 60,000 HP / 45,000 MP 4-d: 72,800 HP / 58,500 MP Specials: Stone Rain (Spell) Elemental: Earth (Absorb), Wind (Half) AAA: Standard Notes: If you're low level, you might want to give Side Kick a try and watch out for their spells. =============================================================================== BOSS FIGHTS / FORCED BATTLES - ANCIENT RUINS OF MOSEL UNDERGROUND [III] =============================================================================== [R.1] - Amoeba Giant Gal: 220,000 HP / 25,000 MP Uni: 330,000 HP / 37,500 MP 4-d: 420,200 HP / 48,000 MP Specials: Mudman Blast (W), Poisonous Punch (W), Mudman Punch (S), Healing (Spell) Elemental: Wind (Weak), Earth (Absorb) AAA: Wide Area Homing Notes: MP Killing this guy is highly advisable, due to his tendency to cast Healing at low life. Other than that, this guy is almost exactly like the Mudman from battle 13, and the same tactics apply. =============================================================================== [R.2] - Aurora Monster Gal: 285,000 HP / 212,025 MP Uni: 427,500 HP / 318,038 MP 4-d: 552,900 HP / 606,392 MP Specials: Rippling Shock (W), Lightning Blade (W), Energy Pulse (W), Flailing Tentacles (W) Elemental: Earth (Weak), Wind (Absorb) AAA: Wide Area Homing Notes: If you're at a low level (say, 50), this would be a difficult fight if not for two glaring weaknesses that he possesses: One is that almost all of his attacks are guardable, and the other is that he's slow and easily taken down by ranged attacks. =============================================================================== [R.3] - Spirit Trio (Robin Wind, Aquaregia, and Nova Blaze) Robin Wind Gal: 120,000 HP / 30,000 HP Uni: 180,000 HP / 45,000 MP 4-d: 223,200 HP / 58,500 MP Specials: Rising Stream (W), Aerial Slash (S) Elemental: Wind (Absorb) AAA: 2-way Aquaregia Gal: 115,400 HP / 50,000 MP Uni: 173,100 HP / 75,000 MP 4-d: 214,644 HP / 102,500 MP Specials: Ice Coffin (W, causes Freezing) Elemental: Water (Absorb) AAA: 2-way Nova Blaze Gal: 135,000 HP / 40,000 MP Uni: 202,500 HP / 60,000 MP 4-d: 252,450 HP / 80,000 MP Specials: Flame Wave (W), Star Fall (S) Elemental: Fire (Absorb) AAA: Standard Notes: I recommend separating them if possible. If not, this battle is still not too hard. Aquaregia and Nova Blaze are both just HP/MP-inflated versions of normal enemies, and Robin Wind you already beat in battle 29. The worst attacks here are Aerial Slash, which you can avoid by sidestepping back, and Star Fall, which you can avoid by running around in a circular motion. =============================================================================== BOSS FIGHTS / FORCED BATTLES - MAZE OF TRIBULATIONS [IV] =============================================================================== [M.1] - Render Gal: 350,000 HP / 50,000 MP Uni: 525,000 HP / 75,000 MP 4-d: 689,500 HP / 102,500 MP Specials: Ice Beam (W), Arm of Ice (W), Freezing Breath (S), Blizzard Lasso(S), Ice Needles (Spell) Elemental: Fire (Weak), Water (Absorb) AAA: 2-way Notes: All of his attacks can cause Freezing. Stunlocking and AAA'ing his Ice Beam will see you through. You might want to try out Mirage's Avenger Charge. =============================================================================== [M.2] - Succubus Gal: 400,000 HP / 50,000 MP Uni: 600,000 HP / 75,000 MP 4-d: 800,000 HP / 102,500 MP Specials: Radial Shot (W), Charm Person (S) Elemental: Earth, Fire, Wind (Half) AAA: Homing Notes: She moves very slowly, and it's possible to win this battle without ever seeing her attack by just attacking from long range. Her most dangerous move is her regular strong attack, which winds up and then shoots about 6 beams in an arc towards its target's current location. Stunlocking still works just fine. =============================================================================== [M.3] - Basilisk King Gal: 79,365 HP / 3,607 MP Uni: 119,078 HP / 5,411 MP 4-d: 146,032 HP / 6,565 MP Specials: Stone Bite (W), Stone Breath (S) Elemental: Wind, Earth (Null) AAA: Standard Notes: Yes, his HP really is that low. All his attacks can cause Petrification. =============================================================================== [M.4] - 9 sets of (3x) Aqua Wisp. Aqua Wisp Gal: 80,000 HP / 8,000 MP Uni: 120,000 HP / 12,000 MP 4-d: 147,200 HP / 14,720 MP Specials: Prism Shake (W), Plasma Cannon (W) Elemental: All (Half) AAA: 2-way Notes: You must beat all 9 sets and the Earth Dragon afterwards, all without leaving the area, in order to progress. These guys are able to quickly deal a large amount of damage to anything in melee range, and their Prism Shake executes instantly and juggles. Thunder Flare stunlocking is highly recommended, and attacks that either cause knockdown (Air Raid) or grant temporary invulnerability (Side Kick) should be considered. In fact, it's probably best to have a team with Sophia, Fayt, and one long-range attacker. Sophia chains Thunder Flares, Fayt uses Side Kick and Air Raid, and the other attacker throws attacks like Flying Guillotine or Energy Burst. Note that these guys CAN be frozen, paralyzed, and confused, so that's another option you have. If all else fails and you want to be really cheap about it, you can just wait until Puffy markets some Durian Stun bombs, and then use those to blow them all away. =============================================================================== [M.5] - Earth Dragon Gal: 420,000 HP / 48,000 MP Uni: 630,000 HP / 72,000 MP 4-d: 844,200 HP / 97,920 MP Specials: Flaming Breath (W), Atomic Breath (W), Howl of Doom (S, causes instant incapacitation), Earth Glaive (Spell) Elemental: Earth (Absorb), Everything else (Half) AAA: Homing Notes: Easy fight. The only thing you should worry about is his Howl of Doom for whoever goes into melee range. Just slap on an Anti-Incapacitation Amulet, or, even better, a Tri-Emblem. =============================================================================== [M.6] - Springer Gal: 182,900 HP / 3,645 MP Uni: 274,350 HP / 5,468 MP 4-d: 345,681 HP / 6,634 MP Specials: Burst Run (W), Burst Cannon (W) Elemental: Fire (Weak), Water (Null) AAA: Standard Notes: Dies in about 2 seconds. Only included in this guide for completeness. =============================================================================== [M.7] - Alei Gal: 182,900 HP / 3,645 MP Uni: 274,350 HP / 5,468 MP 4-d: 345,681 HP / 6,634 MP Specials: Killer Sphere (W), Chain Smash (W), Dark Eruption (S), Explosion (Spell) Elemental: Fire (Absorb), Everything else (Half) AAA: None Notes: Dies in about 3 seconds. Only included in this guide for completeness. =============================================================================== [M.8] - Mighty Vox Gal: 455,000 HP / 50,000 MP Uni: 682,500 HP / 75,000 MP 4-d: 923,650 HP / 102,500 MP Specials: Dragon Brigade Slash (S), Searing Breath (S), Steel Rend (S), Ice Needles (Spell) Elemental: Earth (Weak) AAA: Standard Notes: As if this fight wasn't easy enough already, you can render him almost completely impotent by equipping Reflecting Plates to null his Fire/Ice attacks. Note that he always drops a 1/1 scale bunny, which slows your movement rate by 50%. You should drop it or bring it back to town to sell immediately after the battle. =============================================================================== [M.9] - Sootie Gal: 468,000 HP / 47,800 MP Uni: 702,000 HP / 71,700 MP 4-d: 950,040 HP / 97,512 MP Specials: Sootie Blast (W), Sootie Strike (S), Self-Destruct (W) Elemental: none AAA: Regeneration Notes: When it gets low on HP, it'll attempt to Self-Destruct, which deals a large amount of damage and kills the Sootie. If it dies in this way, however, you don't get any XP/fol from the battle and you miss out on the "Defeat Sootie" Battle Trophy. This guy is really not too bad. Sootie Blast and Strike both execute from a small distance (Sootie Strike giving you plenty of time to run away), and his normal weak and strong attacks don't execute until he's right next to you. If you have any trouble, give Thunder Flare stunlocking a try. =============================================================================== [M.10] - Floor 8 Minibosses a) NW room - Guardian Haunt (x3) b) NE room - Vile Chimera c) SW room - Tri-Chimera d) SE room - (3x) Shadow Savant Note: You can heal up or even leave the Maze after any of these battles, as long as you haven't completed all 4 of them. Once you beat the last one, as you try to leave the 8th floor, you'll be attacked by Gabriel Celesta (see M.11). These 4 battles can be done in any order you'd like and are essentially just random battles. Guardian Haunt Gal: 95,000 HP / 3,720 MP Uni: 142,500 HP / 5,580 MP 4-d: 175,750 HP / 6,670 MP Specials: Spear Cyclone (W), Power Howl (W) Elemental: Water (Null) AAA: Standard Vile Chimera Gal: 662,000 HP / 35,000 MP Uni: 993,000 HP / 52,500 MP 4-d: 1,410,060 HP / 68,950 MP Specials: Triple Attack (W), Pyroblast (W), Lunging Bite (S) Elemental: Fire (Half), Wind (Half) AAA: Standard Notes: Unlike every other chimera you've faced so far, his Tail attack is set to Strong. It hasn't changed that much, though - it can still cause Paralysis. Tri-Chimera Gal: 682,000 HP / 38,500 MP Uni: 1,023,000 HP / 57,750 MP 4-d: 1,643,620 HP / 76,615 MP Specials: Petrifying Breath (S), Vortices (W), Lunatic Breath (W), Explosion (Spell) Elemental: All (Half) AAA: Standard Notes: Similar to the Biochimeras that inhabit the 10th floor of the Spiral Tower, the main difference being that the Tri-Chimera's Petrifying Breath is set to Strong rather than Weak. Shadow Savant Gal: 100,000 HP / 4,000 MP Uni: 150,000 HP / 6,000 MP 4-d: 185,000 HP / 7,280 MP Specials: Lightning Blow (W), Vanish Blow (W) Elemental: All (Null) AAA: Homing =============================================================================== [M.11] - Gabriel Celesta Gal: 1,000,000 HP / 200,000 MP Uni: 1,500,000 HP / 300,000 MP 4-d: 2,300,000 HP / 560,000 MP Specials: Lightning Feather (W), True Judgment (W), Dragons (S) Elemental: All (Half) AAA: Standard Notes: His regular Spear attack can cause Paralysis. Lightning Feather deals a large amount of damage spread out over several hits in a small circle centered at its target, and has a small chance of stunning. As for Dragons, move to the southeast corner of the room to avoid it, or just stunbomb him out of it. The animation is quite long and Gabriel is invincible during the attack, so you can use this time to heal up. This fight is likely to be short, but brutal. Stunlocking is your best bet if you want a real fight; otherwise, you can just use the stunbomb trick. =============================================================================== BOSS FIGHTS / FORCED BATTLES - SPHERE 211 (FLOORS 101 - 211) [V] =============================================================================== [S.1] - Norton Redux (floor 101) Gal: 500,000 HP / 100,000 MP Uni: 750,000 HP / 150,000 MP 4-d: 1,025,000 HP / 230,000 MP Specials: Shooting Spree (S) Elemental: Earth (Weak), Everything else (Half) AAA: 2-Way Notes: Just like battle 4, except that Shooting Spree is now strong. You can dodge it by running circles around him or by just running away. Other than that, just beat him down as he's not hard. =============================================================================== [S.2] - Enraged Crosell (floor 115) Gal: 700,000 HP / 100,000 MP Uni: 1,050,000 HP / 150,000 MP 4-d: 1,505,000 HP / 230,000 MP Specials: none Elemental: Earth, Fire, and Wind (Half) AAA: 2-Way Notes: He's HUGE, but that's it. If you got this far, you'll have no trouble. =============================================================================== [S.3] - Shadow Dragon (floor 126) Gal: 1,000,000 HP / 200,000 MP Uni: 1,500,000 HP / 300,000 MP 4-d: 2,300,000 HP / 560,000 MP Specials: Howl of Doom (W), Atomic Breath (W), Flaming Breath (S), Laser Beams (Spell) Elemental: Wind (Weak), Fire and Water (Half), Earth (Absorb) AAA: 2-Way Notes: Just like the Crystal Dragon in the Gemity battle arena (Dragoon Knights), and the Earth Dragon in fight M.5. Again, you should have no trouble. =============================================================================== [S.4] - Vengeful Shelby (floor 137) Gal: 1,500,000 HP / 200,000 MP Uni: 2,250,000 HP / 300,000 MP 4-d: 3,825,000 HP / 560,000 MP Specials: Ice Breath (W, non-elemental), Giant Swing (W) Elemental: Fire (Weak), Everything else (Half) AAA: 2-Way Notes: He's just like the Shelby you fought in battle 10. He's not dangerous, except for Giant Swing, which you should AAA or dodge at all costs. =============================================================================== [S.5] - Frenzied Biwig (floor 147) Gal: 2,000,000 HP / 300,000 MP Uni: 3,000,000 HP / 450,000 MP 4-d: 5,600,000 HP / 900,000 MP Specials: Illusion Rifle (W - fire), Illusion Rifle (S - water) Elemental: Earth (Weak), Everything else (Half) AAA: Homing Notes: Just like Biwig in battle 32. You shouldn't have any trouble. =============================================================================== [S.6] - Green Thing (floor 159) Gal: 2,500,000 HP / 400,000 MP Uni: 3,750,000 HP / 600,000 MP 4-d: 7,500,000 HP / 1,200,000 MP Specials: Arm of Ice (W), Freezing Breath (W), Blizzard Lasso(S), Ice Beam (S), Ice Needles (Spell) Elemental: Fire (Weak), Water (Absorb) AAA: 2-Way Note: This is the first potential roadblock in Sphere. Despite the fact that all of his attacks are non-elemental, they all have a chance of causing Freezing status. Also note that his Ice Beam is set to strong - be sure to avoid it. You might consider using the stunbomb trick on him or trying to read his incoming attacks (see the General strategies section). Ice Beam's startup range is much larger than the startup ranges for any of his other skills. To read his incoming attacks, stand back. When he starts charging towards one of your characters, get ready to dodge. However, if he moves in past the maximum range of Ice Beam, chances are very good that he's already committed to some other (much less dangerous) attack, meaning that you can either start attacking him, or wait to see what it is and guard it if it's Weak. If he's already down to 1/2 his HP or less, I'd recommend waiting because you'll probably want to dodge Blizzard Lasso. =============================================================================== [S.7] - Arch Demon (floor 170) Gal: 3,000,000 HP / 500,000 MP Uni: 4,500,000 HP / 750,000 MP 4-d: 9,000,000 HP / 1,500,000 MP Specials: Crimson Sword (W), Flashing Sword (W), Sword of Darkness (S) Elemental: Earth, Water, and Fire (Half) AAA: Homing Note: Crimson Sword deals a load of HP damage, but it's easily guarded. He only becomes dangerous once he starts using Sword of Darkness, which deals exclusively MP damage, and LOTS of it. Be careful with low-MP characters here or just stunbomb him out of it. Flashing Sword is annoying because it makes him temporarily invincible, but just stand still and you'll AAA him out of it. =============================================================================== [S.8] - Angry Azazer and Raging Belzeber (floor 181) Angry Azazer Gal: 261,030 HP / 11,865 MP Uni: 391,545 HP / 17,798 MP 4-d: 503,788 HP / 22,069 MP Specials: Sniping (W), Crystal Prison (W, causes Freezing) Elemental: Fire (Weak), Everything else (Half) AAA: 2-Way Notes: That's not a typo. He really has that little HP/MP. On the other hand, the damage he deals is through-the-roof, so take him out quickly. Raging Belzeber Gal: 3,000,000 HP / 500,000 MP Uni: 4,500,000 HP / 750,000 MP 4-d: 9,000,000 HP / 1,500,000 MP Specials: Steal Life, Steal Spirit Elemental: Earth (Weak), Everything else (Half) AAA: Wide Area Homing Notes: These guys are similar to their regular versions, which you already faced in battles 35 and 36. They're fast, but you shouldn't have any problems. =============================================================================== [S.9] - Furious Berial (floor 192) Gal: 3,000,000 HP / 500,000 MP Uni: 4,500,000 HP / 750,000 MP 4-d: 9,000,000 HP / 1,500,000 MP Specials: Auto-Aim (W), Fire Dance (S) Elemental: Wind (Weak), Everything else (Half) AAA: 2-Way Notes: Just like the Berial from battle 36. You shouldn't have any problems. =============================================================================== [S.10] - Super Blair (floor 200) Gal: 4,000,000 HP / 600,000 MP Uni: 6,000,000 HP / 900,000 MP 4-d: 12,000,000 HP / 1,800,000 MP Specials: Eddy of Light (S), Death Howl (S), Lightning Strike (Spell) Elemental: All (Half) AAA: Homing Notes: Unlike Pseudo Blair from battle 45, she's actually a challenge. One part of the problem is that Eddy of Light is now a strong attack, and the other part is that she ignores most stunlocking attacks such as Fists of Fury. Thunder Flare is still pretty dependable, and Cliff's Max Shockwave juggles her fairly often, so if you're having problems, I'd recommend giving those a try. If she's killing you too quickly, stunbomb her and use the time to recover with Symbology. Again, failing everything else, there's still the stunbomb trick. =============================================================================== [S.11] - Lenneth (floor 210) Gal: 7,000,000 HP / 700,000 MP Uni: 10,500,000 HP / 1,050,000 MP 4-d: 21,000,000 HP / 2,100,000 MP Specials: Lightning Strike (Spell), Stone Rain (Spell), Nibelung Valesti (S) Elemental: All (Half) AAA: Star Guard Notes: One of the superbosses. She starts using Nibelung Valesti only once half of her life is gone. It deals damage inside a circle centered at Lenneth, and is likely to kill anyone caught in its blast. You should probably stunbomb her out of it. Her other attacks are fairly easy to dodge, though they deal lots of hits and cause a lot of damage. Again, having Sophia stand back and chain Thunder Flares is a good idea. =============================================================================== [S.12] - Ethereal Queen (floor 211) Gal: 10,000,000 HP / 2,000,000 MP Uni: 15,000,000 HP / 3,000,000 MP 4-d: 30,000,000 HP / 6,000,000 MP Specials: Binding Field (W), True Judgment (W), Celestial Star (S) Elemental: All (Half) AAA: Star Guard Notes: If you beat Lenneth, you shouldn't have any trouble here. You can AAA Binding Field - be sure to do so since it's the only way to protect against its effects. Celestial star, which she only starts using once half of her life is gone, is easy to dodge and there are many ways to do it. One such way is to run to the lower right area, wait for a flash at the lower left area, run there once it's gone, wait for a flash at the lower right area, and then run there once it's gone. You can then wait there for the attack to finish. Of course your teammates won't survive if you do this, so it's probably best to just stunbomb her out of it. =============================================================================== After beating the Ethereal Queen, you receive the Angel Orb, which you can take to Crosell's chamber in the Ursa Lava Cave to fight Freya. Thus, Freya is not technically in Sphere, but I'm listing her here anyway since she's the last boss that you gain access to, and you do so by completing Sphere. =============================================================================== [S.13] - Freya Gal: 20,000,000 HP / 3,000,000 MP Uni: 30,000,000 HP / 4,500,000 MP 4-d: 60,000,000 HP / 9,000,000 MP Specials: Ether Strike (S), Lightning Strike (Spell), Stone Rain (Spell) Elemental: All (Half) AAA: Star Guard Notes: The final superboss. She starts using Ether Strike right from the beginning. It does huge damage and cannot be interrupted once the first two hits have been delivered. If you're using stun bombs, make sure you set them off as soon as you see "Ether Strike" on the screen. It deals damage inside a (large) circle centered at Freya. If Freya is near one corner and your support/spellcasters are in the opposite corner, they are safe from this attack. There are many ways to fight Freya, but they all require some amount of preparation or a large amount of dumb luck, time, and/or stunbombs. Probably the best, even better than the stunbomb trick, is the following: Take a team of Maria, Sophia, and a short-range attacker. The unnamed member here is essentially your sacrificial lamb, used only for distraction and miniscule damage. Feed Maria all your MP berries, give her the Valkyrie Garb, and set her to Convert Damage: Conserve HP. This will allow her to survive Freya's normal attacks, but not Ether Strike. Take control of Sophia and move her to whichever of the upper corners is farther away from Freya. Leave her there and move the battle to the opposite corner by taking control of Maria and the other character as necessary. Now, switch back to Sophia and begin your assault. Sophia should chain Explosions (or Thunder Flares - your choice), Maria should fire Energy Bursts, and your other character should do whatever it feels like doing. Revive the other character when it dies, stunbomb Freya out of Ether Strike, and use Analeptics / Resurrection Mists for mass-revival as necessary. It'll take a while, but eventually she'll go down. =============================================================================== BOSS FIGHTS / FORCED BATTLES - URSSA CAVE TEMPLE [VI] =============================================================================== There are 3 forced battles here. The first battle is against an optional character that you *didn't* recruit (chosen at random) and a sidekick. The second battle is against one of the other optional characters (and sidekick) you didn't recruit, chosen randomly from the ones remaining. Yes, it's possible to only recruit 1 optional character. The final battle is against Fayt and whoever Fayt was paired with in the main-game ending. If you got the "Fayt alone" ending, you get to fight Fayt and Luther. Now, things are further complicated by the fact that, for the first 2 battles, your enemies' HP/MP levels vary depending on which order you fight them, and for the 3rd battle, Fayt's HP/MP levels vary depending on whether or not you have completed the Maze of Tribulations (MoT). The first two fights are pretty easy, no matter who they're against, so I'll only pay them minor lip service. It's the final one that might give you some trouble. [U.1.1] - Albel and Romero Albel Gal: 235,000 HP / 20,000 MP (fight 1); 520,000 HP / 40,000 MP (fight 2) Uni: 352,500 HP / 30,000 MP (fight 1); 780,000 HP / 60,000 MP (fight 2) 4-d: 451,200 HP / 38,000 MP (fight 1); 1,071,200 HP / 80,000 MP (fight 2) Specials: Air Slash (S), Charge (W), Dragon Roar (S), Hand of Doom (S), Double Slash (W), Explosion (Spell) Elemental: none AAA: 2-way Romero Gal: 100,000 HP / 100,000 MP (fight 1); 240,000 HP / 150,000 MP (fight 2) Uni: 150,000 HP / 150,000 MP (fight 1); 360,000 HP / 225,000 MP (fight 2) 4-d: 185,000 HP / 230,000 MP (fight 1); 460,800 HP / 382,500 MP (fight 2) Specials: Crimson Sword (W), Flashing Sword (W), Sword of Darkness (S) Elemental: Water (Weak), Everything else (Half) AAA: Homing Notes: Sword of Darkness deals a large amount of MP damage, so stunbomb him out of it if you're using low-MP characters like Cliff. You might try an MP kill against Albel. =============================================================================== [U.1.2] - Nel and Zorto Nel Gal: 200,000 HP / 36,000 MP (fight 1); 450,000 HP / 72,000 MP (fight 2) Uni: 300,000 HP / 54,000 MP (fight 1); 675,000 HP / 108,000 MP (fight 2) 4-d: 380,000 HP / 71,280 MP (fight 1); 909,000 HP / 155,520 MP (fight 2) Specials: Shadow Wave (W), Lightning Chain (W), Flying Guillotine (S), Divine Wrath (S), Laser Beams (Spell) Elemental: Wind (Half), Earth (Null), Water (Absorb) AAA: Homing Zorto Gal: 140,000 HP / 40,000 MP (fight 1); 300,000 HP / 50,000 MP (fight 2) Uni: 210,000 HP / 60,000 MP (fight 1); 450,000 HP / 75,000 MP (fight 2) 4-d: 261,000 HP / 80,000 MP (fight 1); 585,000 HP / 102,500 MP (fight 2) Specials: Tri-Spike (W, causes Freezing) Elemental: Earth and Water (Half) AAA: Ring Wave Notes: Perhaps the most dangerous of the optionals, you should stunbomb Nel out of Divine Wrath. Her Flying Guillotine will hurt, but it executes so quickly that you won't have time to stunbomb her to interrupt it. On the other hand, her HP total is low so she'll go down without much trouble. Zorto is a run-of-the-mill Crystal Statue type, so he shouldn't give you any trouble. =============================================================================== [U.1.3] - Peppita and Hodge Podge Peppita Gal: 225,000 HP / 50,000 MP (fight 1); 500,000 HP / 100,000 MP (fight 2) Uni: 337,500 HP / 75,000 MP (fight 1); 750,000 HP / 150,000 MP (fight 2) 4-d: 429,750 HP / 102,500 MP (fight 1); 1,025,000 HP / 230,000 MP (fight 2) Specials: Instanto Blast (W), Kaboom (W), Faerie Friend (S), Dream Hammer (S), Dark Sphere (Spell), Southern Cross (Spell) Elemental: Water and Wind (Half) AAA: Regeneration Hodge Podge Gal: 120,000 HP / 90,000 MP (fight 1); 250,000 HP / 100,000 MP (fight 2) Uni: 180,000 HP / 135,000 MP (fight 1); 375,000 HP / 150,000 MP (fight 2) 4-d: 223,200 HP / 202,500 MP (fight 1); 480,000 HP / 230,000 MP (fight 2) Specials: Triple Attack (W), Pyroblast (W). Also his regular tail attack can cause Paralysis. Elemental: Water and Wind (Half) AAA: Standard Notes: Equip Anti-Incapacitation for this fight (probably via a Tri-Emblem), as most of Peppita's moves can cause instant Death. Once you've done that, this fight is easy. Hodge Podge is a run-of-the-mill Chimera type. =============================================================================== [U.1.4] - Roger and Farbnil Roger Gal: 225,000 HP / 15,000 MP (fight 1); 560,000 HP / 30,000 MP (fight 2) Uni: 337,500 HP / 22,500 MP (fight 1); 840,000 HP / 45,000 MP (fight 2) 4-d: 434,250 HP / 28,050 MP (fight 1); 1,164,800 HP / 58,500 MP (fight 2) Specials: Raging Helmet (W), Shield and Cannon (W), Fiery Fury (S), Lightning Strike (Spell), Deep Freeze (Spell), Star Fall (S) Elemental: Fire (Half) AAA: Ring Wave Farbnil Gal: 130,000 HP / 70,000 MP (fight 1); 260,000 HP / 200,000 MP (fight 2) Uni: 195,000 HP / 105,000 MP (fight 1); 390,000 HP / 300,000 MP (fight 2) 4-d: 241,800 HP / 150,500 MP (fight 1); 501,800 HP / 560,000 MP (fight 2) Specials: EM Barrier (W) Elemental: Water (Weak), Fire (Half) AAA: Ring Wave Notes: Farbnil is one of those 4-legged tank mechs that love to shoot Strong missile volleys. He should be taken out first. Random plag check. Roger won't start using Star Fall until he's below 1/2 HP, and he should be stunbombed out of it. You might consider a MP kill on Roger. =============================================================================== [U.2] - Fayt + Whoever he was paired with in the ending Notes: Fayt won't start using Ethereal Blast until he's below 1/2 health. It's easy to dodge, but you might like to stunbomb him out of it to protect your teammates. He is very quick and dangerous, and I recommend staying on the move even though it's tough to run circles around him and hit him in the back. If you stand still for too long, you'll be a sitting duck for Air Raid. It's probably best to stunbomb him right at the start and keep him stunbombed while you take out his teammate. Once he's alone, you can stunlock him pretty reliably with Thunder Flare. As for his teammate, most are easy to kill, and you'll already be familiar with their moves since they're on your team and you (presumably) like them well enough to get their ending. Especially on 4-d, I recommend you get the Cliff ending since he's so easy to MP kill. The harder ones to kill are Sophia and Luther. Sophia cannot be hit out of Meteor Swarm like she can when you're controlling her. Take her out quickly so that she does not have the chance to use it, as it is simply devastating. If you go in with all guns blazing you can pull it off. Luther is exactly the same as he was in battle 49, though you're much more powerful now so you can probably take him down before he starts using Insanity Prelude. Unfortunately you can't stunbomb and keep Fayt stunbombed simultaneously - if you have to choose, it's probably best to stunbomb Luther and let Fayt run free for a little bit. See if you can take control of whoever he charges at, and then give him the runaround while you wait for your item recovery time to expire. Fayt Gal: 700,000 HP / 70,000 MP (pre-MoT); 1,000,000 HP / 100,000 MP (post-MoT) Uni: 1,050,000 HP / 105,000 MP (pre-MoT); 1,500,000 HP / 150,000 MP (post-MoT) 4-d: 1,505,000 HP / 150,500 MP (pre-MoT); 2,300,000 HP / 230,000 MP (post-MoT) Specials: Side Kick (W), Blade of Fury (W), Air Raid (S), Ethereal Blast (S), Lightning Strike (Spell), Laser Beams (Spell) Elemental: Fire, Wind (Half) AAA: Star Guard Luther Gal: 1,100,000 HP / 8,000,00 MP Uni: 1,650,000 HP / 12,000,000 MP 4-d: 2,585,000 HP / 24,000,000 MP Specials: Flaming Divide (W), Expansion Force (W), Perfect Symmetry (S), Laser Beams (Spell) Elemental: All (Half) AAA: Wide Area Homing Adray Gal: 800,000 HP / 200,000 MP Uni: 1,200,000 HP / 300,000 MP 4-d: 1,760,000 HP / 560,000 MP Specials: Chaos Tide (W), Sea Gate (W), Titan Fist (S), Sirocco (S), Laser Beams (Spell) Elemental: none AAA: Wide Area Homing Albel Gal: 940,000 HP / 80,000 MP Uni: 1,410,000 HP / 120,000 MP 4-d: 2,133,800 HP / 176,000 MP Specials: Air Slash (S), Charge (W), Double Slash (W) Dragon Roar (S), Hand of Doom (S), Explosion (Spell) Elemental: none AAA: 2-Way Cliff Gal: 1,200,000 HP / 36,000 MP Uni: 1,800,000 HP / 54,000 MP 4-d: 2,880,000 HP / 71,280 MP Specials: Electric Fists (W), Fiery Tackle (W), Fists of Fury (S), Max Shockwave (S) Elemental: Fire (Half) AAA: Standard Maria Gal: 700,000 HP / 180,000 MP Uni: 1,050,000 HP / 270,000 MP 4-d: 1,505,000 HP / 486,000 MP Specials: Laser Blast (W), Scatter Beam (W), Gravity Bullet (S), Triple Kick(S) Elemental: Wind (Half) AAA: Wide Area Homing Mirage Gal: 900,000 HP / 100,000 MP Uni: 1,350,000 HP / 150,000 MP 4-d: 2,025,000 HP / 230,000 MP Specials: Sphere of Might (W), Crescent Locus (W), Avenger Charge (S), Blazing Cannon (S) Elemental: Fire and Wind (Half) AAA: Standard Nel Gal: 800,000 HP / 144,000 MP Uni: 1,200,000 HP / 216,000 MP 4-d: 1,760,000 HP / 362,880 MP Specials: Shadow Wave (W), Lightning Chain (W), Flying Guillotine (S), Divine Wrath (S), Laser Beams (Spell) Elemental: Wind (Half) AAA: Homing Peppita Gal: 760,000 HP / 140,000 MP Uni: 1,140,000 HP / 210,000 MP 4-d: 1,656,800 HP / 350,000 MP Specials: Instanto Blast (W), Kaboom (W), Faerie Friend (S), Dream Hammer (S), Dark Sphere (Spell), Southern Cross (Spell) Elemental: Wind and Water (Half) AAA: Regeneration Roger Gal: 1,020,000 HP / 60,000 MP Uni: 1,530,000 HP / 90,000 MP 4-d: 2,356,200 HP / 126,000 MP Specials: Raging Helmet (W), Shield and Cannon (W), Fiery Fury (S), Lightning Strike (Spell), Deep Freeze (Spell), Star Fall (S) Elemental: Fire (Half) AAA: Ring Wave Sophia Gal: 560,000 HP / 400,000 MP Uni: 840,000 HP / 600,000 MP 4-d: 1,164,800 HP / 1,200,000 MP Specials: Efreet, Laser Beams, Gremlins, Blood Scylla, Lightning Blast, Lightning Strike, Deep Freeze, Meteor Swarm (all Spells) Elemental: none AAA: Regeneration =============================================================================== ALBEL [VII] =============================================================================== [Al.1] - Albel 2 (Available on disc 2, before Sphere) Gal: 50,000 HP / 10,000 MP Uni: 75,000 HP / 15,000 MP 4-d: 91,000 HP / 18,500 MP Specials: Air Slash (W), Charge (W), Double Slash (W) Elemental: none AAA: Standard Notes: You can AAA practically everything in this fight, so you shouldn't have any problems. =============================================================================== [Al.2] - Albel 3 (Available after Sphere, but before retrieving the Sacred Orb) Gal: 120,000 HP / 60,000 MP Uni: 180,000 HP / 90,000 MP 4-d: 223,200 HP / 126,000 MP Specials: Air Slash (S), Charge (W), Double Slash (W), Hand of Doom (S) Elemental: none AAA: 2-way Notes: Air Slash is now a strong attack, which you can dodge by running in a circle around him. He hardly ever uses Hand of Doom. =============================================================================== [Al.3] - Albel 4 (Available any time after retrieving the Sacred Orb) Gal: 340,000 HP / 120,000 MP Uni: 510,000 HP / 180,000 MP 4-d: 669,800 HP / 288,000 MP Specials: Air Slash (S), Charge (S), Double Slash (W), Hand of Doom (S) Elemental: none AAA: Wide Area Homing Notes: Charge is now a strong attack, and he now has the deadly Wide Area Homing AAA. Side Kick, Air Raid, and/or Blade of Fury are recommended here. =============================================================================== GEMITY ARENA [VIII] =============================================================================== [G.1] - Reigning Champions (Available by becoming number 1 in the Ranking Battles) Solon Solute Gal: 500,000 HP / 50,000 MP Uni: 750,000 HP / 75,000 MP 4-d: 1,025,000 HP / 102,500 MP Specials: Sword Wave (W) Elemental: Fire (Weak), Wind (Null) AAA: None Dirna Hamilton Gal: 3,000,000 HP / 500,000 MP Uni: 4,500,000 HP / 750,000 MP 4-d: 9,000,000 HP / 1,500,000 MP Specials: Arcane Stars (S), Radial Stars (S), Fire Bolt (Spell), Explosion (Spell), Laser Beams (Spell) Elemental: Fire (Absorb), Wind and Water (Half) AAA: Wide Area Homing Notes: Solon has 9999 agility, meaning that he's going to be parrying any normal attack and most special attacks that you send at his frontside. If you want to damage him with such attacks, you'll have to hit him in the back. Some attacks that ignore his parrying include Hammer of Might, Kaboom, and all Symbology. Once he's down, which shouldn't take long, you get to concentrate on Dirna. Don't laugh at her Fire Bolt - It deals about 5000 damage per bolt. Arcane Stars deals huge MP damage, so watch out for that, too. All of her non-spell attacks are easy to dodge by simply running away, so I recommend a team of long-range attackers here. =============================================================================== Version History: v1.00 - All statistics completed and submitted. 12Jun2005 v1.10 - Added a huge amount of strategy, including the General Strategies section. 14Jun2005 v1.11 - Fixed a number of typos, added some more general strategy, reworded a few sentences, moved some stuff around. 17Jun2005 Thanks: -CJayC for gamefaqs. -Tri-Ace for making this excellent game, and Square-Enix for publishing it. -Elizabeth Hollinger for a great guide -Kaiyan Wang, Matt620, Wolfwood824, Transformr, ICSTARS77, and anyone else I've missed, for typo corrections and suggestions. -Everyone on the Star Ocean board, and in particular, the folks who post regularly in the SSCC topics, for inspiring my continuing enjoyment of this game. Comments/Criticisms/Suggestions should be sent to Waywardson81 at yahoo dot com Make sure you put Star Ocean in the subject. This FAQ is copyright 2005 M. Malandro. Unauthorized reproduction will result in swift legal action and all that. Currently the only site allowed to host this guide is gamefaqs.com. If you happen to see anyone else hosting it, please email me. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.