Breath of Fire 4 Enemy Information guide & Misc. lists compilation
Version 0.5 by ZC Liu (phew, what a mouthful)
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Contents:-Version History
-Disclaimer
-Beasts: *Boars)-> Bilbao, Bilboa, Bilbul
*Cairn
*Fire Wing
*Generator
*Goos)-> Baby Goo, Black Goo, Goo Count,
Goo King, Goo Nurse, Eye Goo,
Flue Goo, Mage Goo, Morph Goo
*Lavoid
*Rat
-Demons: *???? (Versions 1, 4)
*Beihl
*Eggs)-> Egg Gang, Gold Gang
*Gulper
*Horseman
*Karon
*Legion
*Mimic
*Orochi
*Quisit
*Salt Claw
*Shade
*Skullen
*Warlok
-Humanoids: *Bolts)-> Bolt Archer, Bolt Mage, Bolt Troop
*Bollor & Rollob)-> Bollor, Rollob
*Chingol
*Cyclops
*Gecko
*Kolpum
*Rider
*Shadow
*Star Gazer
*Titan
*Troop
*Warder
-Insects: *Bee Troop
*Fire Ant
-Machines: *???? (Versions 2, 3, 5)
*Battlesuit
*Bot
*Chopam
*Death Bot
*Guardian
-Plants: *Lampkin & Poppy)-> Lampkin, Poppy
*Morph
*Trean & Trunked)-> Trean, Trunked
-Event Battles: *Kham
*Joh
*Skullfish
*???? (Versions 1, 2, 3)
*Bee Troop
*Maman
*Kahn
*Khafu
*Ymechaf
*Sparrow
*Kahn @2
*Bokta
*Chkom
*Nmago
*Kyo
*Udy
*Fantam
*Soldier
*Grunt A, B, C, Scias
*Umadap, Azeus, Agiel, Yeleb
*Papan
*Marl, Klod, Bellwyd
*Archer, Pikeman
*Ight
*Angler
*G.Troop, Y.Troop
*Copycat (Sepoy / Wizard)
*King Rat, Rat Pack
*Kahn @3
*Glebe, Loam, ???? (Versions 4,5)
*Kahbo
*Kamyu
*Archer, Pikeman
*Diviner, Evoker, Elite Troop(EliteTrp)
*Won-qu
*I, II
*A-tur
*Dragonne
*Fou-lu
*Tyrant
*Astral
*Infini VS Nina, Cray, Scias, Ursula, Ershin
-Enemy Skills
-The Crew of BoF 4
-Magic combos
-The Dragons of BoF 4
-Who shall be my Master?
-Fishing in the dark waters
-Faerie, Faerie (Drop?)
-They HELP?? But they don't SHOW!
-Your Tips
-Next, Please
-!FOR ALL CHEATERS!
-Blessings to...
Version History:
v0.1 (17/07)-- After about half a year of on and off writing, finally
patched up this piece of work. Really hoped it would
get up. It did. Now I'll add a "Whee!". :p
v0.2 (19/09)-- Whoa, sorry about the time-lag, but I had more than a
few projects to research on, then there were those
'Oracle' Zelda games... Actually, there wasn't much to
update on, too, except for the missing or outdated
info. Where are your queries?!?
v0.2b(03/10)-- Oops, submitted an earlier version of the file due to
carelessness. This would be a slightly more up-to-date
version. Apologies to all!
v0.3 (22/02)-- ANOTHER half-year gone! What I did was to include some
more critters, not many actually, plus re-format the
entire guide, and add nitty bits of stuff here and
there. Now I'll be onto Metal Slug 3, since there's
only one guide I've seen up till now. And, it's been
fun writing something for you people!
v0.4 (23/12)-- Nope, not really much done, except that I did some
revamping, plus introduced a tiny codes section. All
right, I confess: I'm a lazy guy who gets easily
distracted! Oh, eh, and a merry christmas to all!
v0.5 (29/07)-- I didn't expect I'd actually get it done, but here's
something more... after far too long, I confess! Well,
look for the next update in about a year's time, if
any.
DISCLAIMER:
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This is basically a guide on defeating some of the more interesting
enemies in the game, as well as a compilation of useful (I hope)
information on the game. Please do not use this guide for any
profitable purposes or reasons whatsoever. This guide is NOT to be
distributed for commercial reasons and should be circulated freely to
interested parties, which is its purpose. This guide is not to be
published NOR distributed in any altered form to the public, but may
be changed to suit personal uses. This piece of work is compiled by
me, ZC Liu (slivers7@yahoo.com), and also contains the hard work of
many other contributers. Please give credit to where it is due,
especially to those people who have helped in making this guide what
it is. Feel free to e-mail me on related questions, but not more
than once on the same question within a week's time. The latest
version of this guide should be always be found on:
) www.gamefaqs.com
and, also:
) www.psxcodez.com
) www.neoseeker.com
DO ask for permission if you want to put it on you site; it should be
given anyways. Those who abuse this guide in anyway will be dealt
with accordingly; hope there won't ever be any.
In all, use this guide as you want to for informational purposes
only. Contributions and questions are welcome, but I do not tolerate
offensive mail, so phrase your words appropriately before you send
some heated comments. If any part of this guide offends anyone for a
valid reason, please notify me so that I can amend the guide
accordingly. As was stated, this guide is a compilation of
information for helping out those who need it. I would recommend
DarkStorm 2000's comprehensive Dragon Guide for detailed information
on the legendary beings of the Breath of Fire series, as well as
Desmond Xie's faq for intense info on the faerie colony.
Please identify yourself when contributing, and enjoy all the help
you gain, if any. Once again, give credit where it is due, and I
hereby thank all faq writers out there for all their wonderful
efforts.
:) Why this guide was made :<
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Well, I put this up as I felt that I had a bit of free time to spend
on my interest (writing), and I saw quite a bit of information on
many message boards which could have been of more help to those
looking for it, so here it is. DON'T, really don't plague me if you
feel you deserve credit for a piece of information in here, because
I probably forgot where most of these info came from anyway. I'll try
to give credit to any contributions, but you'll have to specify your
name if you want that. This is my first ever piece of public writing,
so forgive me for anything out of place.
A handy function of most browsers and word processors is the Ctrl + F
'find' function, which can be used effectively especially in large
word documents, by typing in a word or phrase. Bless the guy who
thought to mention this easily dismissed yet powerful function!
@E-mail blues@
.....................................................................
About... it was so long ago I can't remember when, someone seemed to
have hacked into my e-mail account and was using my address to read
lots of odd-ball stuff on business opportunities, advertisements
about whatever was under the sun, and especially disturbing was a
big load of lewd stuff. The problem stopped a bit after I changed my
password, but then later on, shortly after Yahoo! provided a bulk
mail box, chunks of the crap started piling in again; by the end of
the week, I usually receive about 3 hundred bulk mail, and even some
in my own mail box, all unrelated. So my usual approach was to empty
the bulk mail folder after a few customary glances here and there to
make sure that it was largely junk. I think it wouldn't have
happened, but just maybe I deleted some intended messages without
seeing them, so I'll apologise to any I inadvertantly offended. If
possible, anyone who knows a good solution to this plague, without
changing my address, please, errm, e-mail me (no other choice) and
thank yourself for being a good Sam. :)
*Note*
If you make any customary changes to your personal version of the
guide, updating the guide by totally replacing it does NOT magically
include your changes in any form whatsoever, so take care when
updating your guide.
Enemy Info
*********************************************************************
Here is the main body of this guide, and while I've tried out quite a
few strategies of my own, this doesn't mean there aren't other
strategies which would work better. I can't give the absolute word
for anything, so find out what works best for your. Please contribute
what you can, and share your knowledge with others too.
A shabby legend here:
(term): It's just informal
<!> : You can learn a skill from this enemy if you guard while it
executes that particular move; read the move list for more
As for these conditions:
Physical : Matter against matter, which is most regular and melee
attacks, but there are some oddballs
Ranged : Any ranged attack, e.g. Ursula's attacks, Clip
Magical : This should be obvious. Also includes odd ones like
Ebonfire
Breath : All breath attacks, inclusive of Primus, and yes, Blitz
too, in a way
Fire : The element itself
Wind : The element itself
Water : The element itself
Earth : The element itself
Holy : The element itself, including healing spells to Aura Smash
Mind : The tendency for a Stat lowering attack to work, esp.
Megaphone
Status : Refers to the vulnerability to status changes
Death : Any instant kill move or similar
The default value for all the above stats is 2, except for Holy,
whose default value is 5. In later sections, if the value for any of
them is unlisted, take it at its default value. Following is a table
on the significance of the respective values, adopted once again from
Desmond Xie's BoF 4 guide, by the rather shameless 'yours truly'.
___________________________
| Elemental Resistance |
|------,--------------------| NOTE: This damage table does not apply
|Number| Damage Taken | to the move types of Mind,
|------|--------------------| Status, and Death, but think in
| 0 |Receives 200% damage| terms of increasing resistance
| 1 |Receives 150% damage| for higher values. Some Holy
| 2 |Receives 100% damage| moves, like Kyrie, only, also
| 3 |Receives 75% damage| come under such rules.
| 4 |Receives 50% damage|
| 5 |Receives 25% damage|
| 6 |Receives 0% damage|
| 7 |Absorbs damage |
'------'--------------------'
A distinctly different move type table would be for 'Healing' Holy
moves, which is obviously different from offensive Holy moves like
Rainstorm. Below are the roughly noted effects:
|------,--------------------,------------------------|
|Number| Offensive | Healing |
|------|--------------------|------------------------|
| 0 |Receives 225% damage|Receives 200% as DAMAGE |
| 1 |Receives 200% damage|Receives 150% as DAMAGE |
| 2 |Receives 175% damage|Receives 0% healing |
| 3 |Receives 150% damage|Receives 25% healing |
| 4 |Receives 125% damage|Receives 50% healing |
| 5 |Receives 100% damage|Receives 100% healing |
| 6 |Receives 50% damage|Receives 200% healing |
| 7 |Receives 0% damage|Receives 300% healing |
'------'--------------------'------------------------'
Trigger : An action or event which causes the enemy to markedly
change, and I don't mean by pummeling it to 0 HP. ~ is
used for one-time events, while * is used to mark events
which may be triggered multiple times in one battle. The
effects of a trigger is noted directly below it.
Status Changes:
Blind : Causes the victim to have a greatly lowered To-hit chance.
Cure with an item, magic, or place in the back rank until
it wears off.
Poison : Just that, it causes the afflicted character to lose 1/16
of the present HP per turn in battle, and 1 damage every 5
steps out of battle. Cure with an item or magic.
Sleep : Dreaming causes a character to be switched to the back
rank, until it wears off in time, or when the character
gets whacked, usually within the same turn
Mute : Silent mouths can't cast magic, and you need to place this
character in the back rank till it wears off, or cure it
with an item or someone else's magic.
Confuse : A confused character cannot be controlled (Command...) and
may perform physical attacks on any other combatant. Taking
the last possible front rank position, a confused ally
cannot be switched to the back rank; can only be cured by
an item, magic, or when whacked to their senses
Stun : This hidden status disables the character's action for that
particular turn only. No real way around this.
Euphoria: Inhibits the character's Will(s) while under this state.
(Happy) Wears off with time in the back rank, but can be cured with
an item or magic before then. At least, that's what I think
it does. There's no way to inflict this status on the enemy
since none of the moves you can use has this odd property.
Unique statuses:
Egg : An Egged character loses their own skills and magic and
may not change their equipment or use items. Defense is
also brought to low levels, making them really fragile
against physical attacks and while in this state, unique
'Egg magic' is available instead; depending on the
status counter, up to three levels of 'Egg magic' are
useable. When the counter reaches zero, the character is
restored to full HP and normal status. Besides, the eggs
look cute, especially Scias'! :p
*Egghead* : In reality a versatile move, Egghead has often been
belittled. For one, the 'Egg' status nullifies any other
status you are inflicted with, making it a slow working
Barandy as it also restores full HP. Sacrifice is a
cheap Timed Blow that can be used to exploit the Vigor
Will. Boil restores you to normal status and leaves you
with critical HP, making it complementary with Reversal
and Scias' Rakhasa, while Hatch is an extra attack. The
only real drawback is a disabled Magic and Skill list :(
But mind you, Egghead is FREE and REUSEABLE! YEAH! ;)
And before I forget this, any battle-only blue-AP
charged up by the character is converted to normal
purple-AP when the counter reaches zero.
K.O. : Zero HP leaves you with this, and the character is
disabled to the back rank to make way for another active
member. A K.O.ed character can only be revived with an
item or magic; wait till out of battle to observe the
'jet-lag' effects.
Focus : A beneficial status, the Focus counter can be stored up
to level three starting from zero. The first level
boosts the damage you normally perform to ~135%, the
second 165%, while the third level usually gives around
200% of your usual damage. The counter goes up for every
turn of guarding or inactivity (while in the back rank),
and depletes once you perform any action, even while
under the influence of some status changes, so try to
make the action performed with Focus a useful one.
Concentrate: Rather identical to Focus, the only difference is that
Concentrate affects magic attacks instead, and also has
an influence on skills like Magic Ball and Oracle, but
not on others like Faerie Breath. Healing spells such as
Vitalize CAN be boosted though, so I suggest you give
Concentrate to an avid magic user like Nina.
Except for Poison, all statuses are cleared off after battle, and
K.O.ed characters are revived with 1 HP and get 1/10 of their max HP
temporarily deducted; this loss can persist up to 1/2 of the max HP
as you continue to let K.O.ed characters stay down and out, so try
revive them and keep them going before the battle ends. To recover
your penalised max HP, simply spend some zenny to rest at the nearest
inn, or seek out a proper resting point.
*A lot of you would have noticed some numbers just after the items of
each enemy, ranging from 1 to 7. They're there to give you an idea of
how easy the item is dropped and stolen by the player, as dictated by
the game, and they're the actual numbers. Just think of 7 as for an
item you'll definitely get if you don't escape straight off, and if
you try stealing it (for stolen items only), the enemy sorta GIVES it
to you. As the number gets lower, the chances of obtaining this item
are correspondingly lower too, and as expected, you probably can't
get an item with a meagre 1, and you certainly can't get items with 0
any way, if they're there. Don't take it too hard, though. Check out
the codes section near the end!*
--------
|Beasts|
--------
Boars)-> Bilbao: <!>
---------------------------------------------------------------------
HP: 1700
AP: 80
Pwr: 210
Def: 160
Agl: 125
Wis: 1
Status: 0
Attacks: (Attack), Blitz
Exp: 2800
Zenny: 230
Stolen Item: Loins--3
Dropped Item: Protein--1
Area: Mt. Yogy
Traits: Keeps casting Blitz for most of the time, which will deal a
lot of damage to your party even though it lessens after
repeated use. This critter is rather easy to defeat for all
its damage potential, but you will need to be faster than it,
else prepare for a lot of accumulated damage.
Comments: Actually, you should be able to take it out with a few
regular attacks by the time your main party encounters it;
the trouble for Fou-lu is that he fights alone. Use Tiger
Fist if you're not confident, but they should fall pretty
quickly. Later on, use something strong like the Culverin
to take them all out in one blast for easy Exp.
Boars)-> Bilboa: <!>
---------------------------------------------------------------------
HP: 2500
AP: 20
Pwr: 65
Def: 25
Agl: 30
Wis: 1
Fire: 0
Attacks: (Attack), Last Resort
Exp: 230
Zenny: 80
Stolen Item: Roast--3
Dropped Item: Ginseng--1
Area: Kasq Woods; random ? areas in the region of Chek
Traits: Casts Last Resort on the first turn of battle, then just
keeps on attacking
Comments: Rather easy to defeat if you're faster than it, physical
attacks are preferred if it casts Last Resort. If it
doesn't do that in the first turn it gets, then it probably
won't cast it. A Flame Sword can deal good damage when you
first get to it.
Boars)-> Bilbul:
---------------------------------------------------------------------
HP: 780
AP: 20
Pwr: 80
Def: 40
Agl: 50
Wis: 25
Fire: 0
Water: 6
Attacks: (Attack), Howling
Exp: 280
Zenny: 60
Stolen Item: Roast--2
Dropped Item: Protein--1
Area: Ice Peak; random ? areas in the region of Chek
Traits: Not much HP here, but has that annoying move called Howling.
If you have a Flame Sword, feel free to use it. Water element
attacks are useless on it.
Comments: If you run into a group of them, it would be wise to cast
a big Fire element (mixed) spell, or equip something like
a Flamethrower on Ursula.
Cairn: <!>
---------------------------------------------------------------------
HP: 1000
AP: 50
Pwr: 220
Def: 310
Agl: 120
Wis: 50
Ranged: 4
Wind: 5
Water: 7
Attacks: None
Exp: 2000
Zenny: 800
Stolen Item: Electrode--3
Dropped Item: Multi Vitamin--2
Trigger: ~Hit with an Earth element attack within first 3 turns~
Attacks: (Attack), Magic Ball, Stone Pillar
Exp: x2
Area: Most areas of Mt. Yogy; most areas of Sanctum
Traits: You would have met a few of them while playing as Fou-lu, and
know that they have a very high defense. Cairns also escape
on the 3rd turn, so you have to give them a reason to stay on
by tossing them Earth damage within the first three turns,
thereafter which you face a mine of Exp which can really cave
in on you...
Comments: Cairns often appear in large groups near the end of Sanctum,
and those groups of six are what you would be searching for.
To easily defeat them, you don't even need to employ
strategies:
Cray or Ursula : Rock Blast
Anyone character: Something powerful like Quake or Inferno
1)Cast Rock Blast; if this kills them, use something else
like a Backhand and Searing Sand (attack-all) combo. A
Bullcat or Dynamite will do too.
2)Combo it with that 'something powerful', like Quake
3)Follow as necessary with the same as above
Silly me didn't realize how easy it was to get them down
earlier, but this seems to be the easiest method I've tried
so far. If you happen to run into any Cyclops, I suggest
escaping, which powers up Coward's Way as well. Use
whatever you will to get your Exp, but consider escaping if
they're not eliminated; you might get into deep #$%@
otherwise...
Fire Wing:
---------------------------------------------------------------------
HP: 2700
AP: 100
Pwr: 205
Def: 110
Agl: 90
Wis: 1
Fire: 1
Wind: 1
Water: 4
Earth: 4
Attacks: (Attack), Tempest
Exp: 1800
Zenny: 150
Stolen Item: Icicle--2
Dropped Item: Bell Collar--2
Area: Main lobby of Level B3, Imperial Castle
Traits: A counterpart of Chingol (well, itemwise), Fire Wings notably
appear only in this area. Of little endurance, they can be
defeated easily enough, but when they appear alongside Geckos
who pose a much bigger threat, they can really trouble you by
getting in with their Tempest spells, and that's when they
get REALLY annoying ...
Comments: Once you get in trouble with them around those blasted
Geckos, you'll definitely want to rid yourself of them
first. And since they are weak against BOTH the fire and
wind elements, try Gigaflare combos to quickly defeat them
as well as severely damage any Geckos that might be around.
Just don't give them any openings, though, or you might get
no quarter instead. Just two Bell Collars would be enough
for the collection, as only the girls can equip that
particular accessory. Can be collected much more easily
elsewhere.
Generator:
---------------------------------------------------------------------
HP: 1500
AP: 400
Pwr: 125
Def: 70
Agl: 1
Wis: 15
Fire: 0
Wind: 7
Water: 7
Earth: 0
Holy: 6
Mind: 4
Status: 7
Death: 7
Attacks: (Attack), Lightning
Exp: 700
Zenny: 800
Stolen Item: Aurum--3
Dropped Item: Taser--2
Trigger: *Wind element attacks*
Wis: x1.5
Exp: x1.5
'Generator becomes even stronger!'
*Water element attacks*
HP: x1.2
Pwr: x1.2
Zenny: x1.2
'Generator becomes even stronger!'
Area: Jungle; River
Traits: One look and you might say 'Hey, 'nuther Bad Coil!' So, you
don't stop to look at what it says in the description. Well,
it's got really sharp teeth. Summon a thunderstorm if you
think otherwise.
Comments: One of those enemies which gain Exp as you pepper them with
the right attacks, this is not really a good resort, as you
can't see what goes up as well; usually most of their stats
and especially Atk. On the other hand, Generator isn't
really that bad a choice; it doesn't get its max HP up when
you whammy it for Exp, and more importantly, it doesn't
regenerate on its own. Goes down in time. A long time. Not
exactly worth it. Try Quake if there are Bolts around. If
you actually want to grow more Zenny from it, use Water
spells as you might on a money tree. Not a wise choice
though. If you DO have the capability to endure several
Lightning spells, just take note that it's weak towards
both the Fire and Earth elements.
Goos)-> Baby Goo: <!>
---------------------------------------------------------------------
HP: 2800
AP: 50
Pwr: 195
Def: 110
Agl: 70
Wis: 999
Status: 0
Attacks: (Attack), Burn, Timed Blow
Exp: 1700
Zenny: 300
Stolen Item: Apple--5
Dropped Item: Pointed Stick--3
Area: Main lobby of Level 1, Imperial Castle
Traits: Not much to describe, except that it's rather like a bigger
Mage Goo, with that Timed Blow clause on it. Okay Exp, but
very annoying with a Goo King around. Ocassionally might
escape when its HP gets low.
Comments: Wonder if it can grow into a Goo King somehow. You might
want to learn Timed Blow from it, though. Just give it a
good smack, and it'll go. Tiger Fist's good 'nuff.
Goos)-> Black Goo: <!>
---------------------------------------------------------------------
HP: 2300
AP: 50
Pwr: 240
Def: 180
Agl: 175
Wis: 220
Holy: 4
Death: 6
Attacks: (Attack), Death, Flare, Timed Blow
Exp: 3200
Zenny: 550
Stolen Item: Dark Draught--2
Dropped Item: Belladonna--2
Trigger: ~Presence of Ryu's dragon form, or Fou-lu~
Attacks: (Attack), Ebonfire, Timed Blow
Area: Interior of Mt. Yogy; Main lobby of Level 1, Imperial Castle
Traits: The Black Goo is a difficult enemy to beat when you first
face it in Mt. Yogy, and has a powerful range of attacks,
including the dread Death spell. However, if you try to
battle it with Ryu in his dragon form, or with Fou-lu, it
switches to using Ebonfire instead of its normal attacks,
which is a very damaging non-elemental skill you might want
to try to learn. Any near death Black Goos may also attempt
to hit you with Timed Blow, which shouldn't be far too
dangerous by then to learn.
Comments: Ebonfire is a damaging skill, but you would prefer to
learn it with Fou-lu instead of your normal party. Death
spells are to be feared as your party isn't likely to have
any blessed armor as yet until later in the game, so you
might want to avoid battling them until then. The Dark
Draught, an extremely useful Stat-raising item, can
actually be stolen from Black Goos, but you would probably
find yourself in for a uphill task. Great for Exp when you
first meet them; try pinning them with Tiger Fist combos
when encountering more than one of them.
Goos)-> Goo Count: <!>
---------------------------------------------------------------------
HP: 1000
AP: 50
Pwr: 52
Def: 33
Agl: 200
Wis: 3
Physical: 5
Ranged: 5
Magical: 5
Breath: 5
Death: 7
Attacks: (Attack), Frost
Exp: 50
Zenny: 30
Stolen Item: Apple--4
Dropped Item: Ginseng--1
Trigger: ~3-4 Combo hits on the Goo Count in the first turn~
Pwr: x1.2
Exp: x2
Zenny: x2
'Goo Count's grade went up!'
OR
~5 or more Combo hits on the Goo Count in the first
turn~
Pwr: x1.2
Attacks: (Attack), Frost, Icicle
Exp: x4
Zenny: x4
'Goo Count's grade went up!'
~The beginning of the second turn~
Physical: 2
Ranged: 2
Magical: 2
Breath: 2
'It seems like the Goo Count was counting something.'
Area: Aqueduct; random ? areas in the region of Astana
Traits: It's difficult to kill the Goo Count off in 1 turn, as it
spends that very first turn guarding... and counting. Use
combos on it if you want more Exp, which is a great amount
early in the game, and you might get to learn Icicle too.
You might have to be on your guard, though. Pity it only
works on the first turn.
Comments: Lots of Goos swell in Exp with the right trick, and the Goo
Count is the most inflatable of them all. Chuck enough
attacks at it in the first turn, and you might get more
than you bargained for. Don't be afraid of killing it in
the first turn, as it's really hardy then. Well, once you
get Icicle in the collection, you might still want to use
the Exp trick, simply because it's wasteful not to. Hold on
with too many attacks once you level up, as you would be
simply too powerful for it then. Not a likely target for
picking on then, unless it's for a missing Icicle skill.
Goos)-> Goo King:
---------------------------------------------------------------------
HP: 15000
AP: 200
Pwr: 200
Def: 115
Agl: 200
Wis: 100
Holy: 6
Mind: 4
Status: 4
Death: 7
Attacks: (Attack), Eruption, Firewind, Jolt, Storm
Exp: 3000
Zenny: 1000
Stolen Item: Apple--6
Dropped Item: Goo King Sword--1
Trigger: ~Steal his Apple!!!~
Attacks: (Attack), Giant Growth, Gigaflare, Ragnarok
Thunderstorm
'The Goo King is angry!'
*Start of turn after defeating a Goo Nurse / Baby Goo*
Def: x1.3
Agl: x1.3
Wis: x1.3
Exp: x1.5
'The Goo King appears to be excited... '
Area: Main lobby of Level 1, Imperial Castle
Traits: The Goo King never appears alone, and is always escorted by a
Goo Nurse and/or Baby Goos. The Goo King almost always
attempts to escape firsthand; make sure a fast character with
Haste steals his Apple before that. An angry Goo King is a
crazed opponent, however, and beware of his onslaught of
spells. The Goo King's Exp increases the turn after you
defeat one or more of his followers and make him excited, but
so does his stats, so look out before you hit. It might also
be that the Goo King drops his coveted sword easier if you
don't make him excited, but it's only a wild guess. You might
try eliminating his escort one by one, however, as his Exp
increases quite a bit that way. Charm him well with treasure/
level up combos and hope that he leaves a shining sword
behind rather than a rosy (and probably poisoned) apple.
Comments: Face it. You're after this accursed sovereign for one thing
only: the Goo King Sword. Which is the most impossible item
to have dropped X( The tendency of the Goo King to escape
doesn't improve the situation one bit, which means unless
your party can dish out 15000 damage to him before he
escapes, you don't stand much chance of getting the sword
without having to face his arsenal of #@$*&%! spells...
Needless to say, you're going to need killer Stats, branded
stuff and skills like Shadow Walk and Triple Blow to take
him down, and throw in nimble button-tapping skills with
Super Combo.
To begin with, the spells he casts more often are Ragnarok
and Gigaflare, so protect your party with fire-snuffing
items like Fire Seeds and the Ring of Fire. The Weyr dragon
form also helps as it reduces damage against these spells,
but watch out for his Thunderstorm! There's a rest point
just in the room near the elevator if you ever need it, so
make a note of this: use any Dragon Evocations when you
need to :) This also means that as long as you can hold out
and chew on that Goo, you'll eventually be able to defeat
it and still emerge hale and hearty. Is that any
consolation at all? Well, you can summon Kaiser and the
whatnot plus your full force with impunity, since you know
there's a rest room (rest-room?) nearby. Easy when you know
it.
In short, perseverance brings rewards, and anyone is going
to need lots of patience to get this prized blade. Truth
would be that it's not worth it to get: this tough fight
yields only a meager amount of experience relative for the
effort, and all you might find at the end of this mini-boss
battle are more of those rotten Apples... The reputed
chance for a Goo King Sword to be dropped seems to be 1/256
but, then again, fighting 256 Goo Kings does not necessary
leave you with a Goo King Sword at the end of it all.
Goos)-> Goo Nurse:
---------------------------------------------------------------------
HP: 1200
AP: 200
Pwr: 200
Def: 90
Agl: 135
Wis: 200
Status: 0
Attacks: (Attack), Vitalize
Exp: 400
Zenny: 250
Stolen Item: Apple--5
Dropped Item: Vitamins--2
Area: Main lobby of Level 1, Imperial Castle
Traits: As its name goes, this pearly white goo is the embodiment of
mercy (well, at least in this game). Its job as a medic
extends to not only its fellow goos, but to your party in
some circumstances as well. You might say that's because it
doesn't have eyes...
Comments: Get rid of it quickly if it appears in a fight with a Goo
King; otherwise, its pretty much your friend, albeit rather
useless. All it does is guard or Vitalize its party when
necessary, and attacks only if you force it to do so with
Roulette. If you kill off all of its allies, with nothing
to heal, it actually extends its services to your party
before trying to escape. If you're as evil as you think
you are, you can smack it before it slips away, and be an
ungrateful jerk. The healing is almost redundant, since
there is the case of the rest room just at the corner...
Some say this nurse would do much better with eyes.
Goos)-> Eye Goo: <!>
---------------------------------------------------------------------
HP: 150
AP: 5
Pwr: 16
Def: 12
Agl: 3
Wis: 1
Status: 0
Attacks: (Attack), Rest
Exp: 8
Zenny: 6
Stolen Item: Croc Tear--4
Dropped Item: Healing Herb--2
Trigger: ~Afflict with the 'Blind' status~
Exp: x2
Area: Cliff; random ? areas in the region of Sarai
Traits: One of the first enemies you get to face, it's here mostly
for completeness's sake. It uses Rest after the battle goes
on for a bit, which can be quite the life-saver for lots of
instances, so learn it!
Comments: If you have the Blind skill from the Scorpions nearby, or
similar stuff, you might want to get more experience by
blinding it. Not really worth the effort. Use the King's
Sword with Ryu, if you specifically want Nina getting the
skill, which would prove useful quite soon. If you're
interested in knowing, Rest is usually cast from the 6th
turn on to the 12th turn, and after which it should attack
once and cast Rest four more times, a pattern which it
keeps repeating! Or tries to. Usually changes if you've
attacked it.
Goos)-> Flue Goo:
---------------------------------------------------------------------
HP: 320
AP: 5
Pwr: 38
Def: 14
Agl: 13
Wis: 1
Attacks: (Attack), Giant Growth
Exp: 40
Zenny: 16
Stolen Item: Healing Herb--4
Dropped Item: Vitamin--2
Trigger: ~Afflict with the 'Blind' status~
Exp: x3
Area: Dam; Kurok; random ? areas in the region of Dam
Traits: The Flue Goo is rather dangerous when you encounter it early
on the game, as its Giant Growth attack has the ability to
damage your entire party, making healing often a vital act.
Blinding it yields a rather pleasant side-effect: its Exp
actually TRIPLES in amount! Plus makes its attacks less
accurate, so hit it with the Blind skill if you have it!
Comments: It proves to be a nasty enemy early on, and can wreck
havoc easily with repeated Giant Growth attacks. Either
defeat it with magic combos quickly, or you might want to
try inflicting blind on it to gain lots more Exp. You have
to watch out if they come in a pack, though!
Goos)-> Mage Goo: <!>
---------------------------------------------------------------------
HP: 200
AP: 10
Pwr: 19
Def: 15
Agl: 8
Wis: 2
Fire: 4
Status: 1
Attacks: (Attack), Burn
Exp: 12
Zenny: 11
Stolen Item: Healing Herb--4
Dropped Item: Wisdom Seed--2
Trigger: ~Afflict with 'Blind' status~
Exp: x2
Area: Valley; random ? areas in the region of Sarai
Traits: Another early critter, Mage Goos aren't much to talk about,
except there's the Burn skill to be learnt from it. Don't
bother casting it as a return shot, however, as the Mage Goo
manages to resist the Fire element quite effectively. Hitting
it with the blind status is not so very effective due to its
ability to cast Burn, but still nets you more Exp.
Comments: Just defeat it quickly after you have Burn learned!
Goos)-> Morph Goo: <!>
---------------------------------------------------------------------
HP: 2000
AP: 80
Pwr: 160
Def: 85
Agl: 60
Wis: 20
Attacks: See 'Trigger'
Exp: 1000
Zenny: 300
Stolen Item: Elixer--2
Dropped Item: Elixer+--1
Trigger: *Corresponding elemental attack or start of every next
turn*
<Red>
Attacks: (Attack), Burn, Flame Pillar
Fire: 7
Water: 1
<Green>
Attacks: (Attack), Cyclone, Eddy
Wind: 7
Earth: 1
<Blue>
Attacks: (Attack), Frost, Icicle
Fire: 1
Water: 7
<Brown>
Attacks: (Attack), Plateau, Rock Blast
Wind: 1
Earth: 7
Area: Most areas within Emperor's Tomb; Mukto
Traits: Morph Goos often appear in groups of four or more, which
makes them one of the best enemies Exp-wise. Having four
elements to attribute themselves to, different coloured Morph
Goos actually count as different types of enemies, but have
little physical differences. What you might want to do when
facing them is to learn all the skills you didn't from Rwolf,
which they would eventually use; one Morph Goo will suffice
for this purpose.
Comments: An interesting property of Morph Goos is that they change
their colour every two turns in the order: Red-> Green->
Blue-> Brown, and also on the second turn of any battle.
The disadvantageous fact is that they may change their
element when under attack, especially for elemental spells,
for which they might change to the element attacking them.
This makes any magic combo having the tendency to heal them
to full health instead, so use melee combos to easily
defeat them.
*Exp Note: When you get the Culverin for Ursula, you might want to
get her Atk strength to high levels, as she can actually
blast off all of the Morph Goos that might appear in a
single shot. And since they come often in groups of four
or five at Mukto, you can actually net up to about 5000
Exp with ease per battle. As Morph Goos appear more often
than Cyclops in the area (might as well Escape, powers up
Coward's Way too), you can easily get over 10000 Exp in
the time needed to deal with a Rider! :) Later on, this
tactic can be increased to cover even Kolpums and
Chingols, once you get strong enough. If you're lucky
enough to get a Render, it should get really strong with
all these battles, too, though the later bosses seem to be
incredibly resistant against the Water element.
Lavoid:
---------------------------------------------------------------------
HP: 3200 *Regenerates*
AP: 600
Pwr: 220
Def: 150
Agl: 120
Wis: 80
Fire: 7
Water: 0
Holy: 6
Mind: 4
Status: 4
Death: 7
Attacks: (Attack), Inferno, Magma Blast (I think, Flare, and
Fireblast too)
Exp: 2200
Zenny: 600
Stolen Item: Magma Armor--3
Dropped Item: Firecracker--2
Trigger: *Hit with a Fire element attack*
HP: x1.2
Pwr: x1.2
Def: x1.2
Wis: x1.2
Exp: x1.5
Area: Most areas of Mt. Yogy
Traits: Lavoids are tough enemies for the amount of Exp they give,
what with their regeneration ability. You might want to use
the Magma Armor when fighting them, as well as that Ring of
Fire. Don't look to them for Exp; if you actually run out of
challenges, know that a Lavoid flamed to 65535 Exp from fire-
element attacks makes the Rider seem like a piece of charred
potato crisp. No Benediction for you, too.
Comments: Defeating a Lavoid is moderately easy, unless you want a
gamble to get more Exp, in which case you can try toasting
them with a couple of fire attacks, but don't overdo it
unless you've just made a save or you're bored with the
game...
You won't want to be messing around with Lavoids using fire
attacks. Just TRY getting them to 65565 Exp, then chill
them with Blizzard; it would probably have as much cooling
effect as an ice cube against a live, erupting volcano. AND
they still get stronger from fire attacks even when their
Exp caps. If you can actually defeat this sort of a hyped-
up nasty, do tell me!
*Exp Note: Someone suggested on the web a way to defeat both a hyped-
up Morph Goo AND an Orochi, and it seemed to work fine
too! The idea once again was to get in Ershin as the decoy
with Stand Out, this time with Resist to make em last much
longer, and get Ryu to annihilate those 'banes of nature'
with Kaiser Breath. The first time I tried it on a really-
big Lavoid, it worked! So I got all-the-way excited and on
my next round, against *two* Lavoids, flamed them all the
way to kingdom-come. Uh Oh. For the front part of the
battle, it went as was expected, and their Exp went up in
full tide (of course, so did their Stats...). When I
finally got geared up to defeat them with my Kaiser at 999
for all Stats, AND with max HP (with Celerity, plus more
than a bit of those seeds and fishes), I thought for the
whole thing to end for them in a big bang. I got the bang.
When I executed Kaiser Breath, dumb me actually missed out
on the point that this was BoF 4, in which the total
damage gets distributed among *all* the enemies... None of
the Lavoids died, or even took damage at the end of it
all. After one more turn, I saw that they were
regenerating more than the Rider's HP each turn, which
made the whole battle very interesting indeed, so I went
for an all out offensive. Four turns later, the game told
me to load a save file or start a new game. NEVER, miss
out on the importance of all-target attacks, for they are
what makes Stand Out useless, on the absolute scale. A few
bouts of Magma Blast, and my Kaiser dragon ceased to
exist; all of them fell in the end, including Ershin (ran
out of AP :p). A few proverbs came to mind soon after:
'Pride comes before a fall', 'Take things at a time', and
'Watch your step', blah blah. :| Seriously, what you
should note is to use this strategy on lone enemies only,
and don't overwork yourself on pumping your enemies for
Exp. This should still work on a single Lavoid or Orochi,
though.
Rat: <!>
---------------------------------------------------------------------
HP: 100
AP: 36
Pwr: 90
Def: 50
Agl: 90
Wis: 8
Physical: 5
Ranged: 5
Magical: 5
Breath: 5
Status: 7
Death: 7
Attacks: (Attack), Chlorine
Exp: 250
Zenny: 200
Stolen Item: Berries--7
Dropped Item: Toothpick--6
Area: Hideout
Traits: This elusive squeaky white critter is a prelude to what you
face against the later Mimics. If you can't catch Rats, I
don't suppose you would fare well against the blasted
treasure chests. A nice pack of Exp and Zenny, Rats are
hard to encounter and defeat firsthand, but yield a nice
reward if actually defeated. Most physical attacks would
whistle through thin air, and magic is crappy against them.
Escapes often too, so don't be disappointed if you can't
send it to oblivion on first contact, since it's practically
a mini-Mimic in nature.
Comments: Difficult to defeat when you first face that juicy amount
of Exp, the rewards become obsolete when you can squish it
underfoot easily. Come back and flush Rats around the
Hideout if you want pre-Mimic training.
--------
|Demons|
--------
????:
---------------------------------------------------------------------
(Version 1)
HP: 300
AP: 100
Pwr: 46
Def: 15
Agl: 16
Wis: 50
Magical: 7
Fire: 6
Wind: 6
Water: 6
Earth: 6
Mind: 7
Status: 7
Death: 7
Attacks: (Attack)
Exp: 96
Zenny: 0
Stolen Item: None
Dropped Item: Ice Punch--7
(Version 4)
HP: 400
AP: 100
Pwr: 70
Def: 15
Agl: 16
Wis: 50
Magical: 2
Fire: 1
Earth: 1
Mind: 7
Status: 7
Death: 7
Attacks: (Attack), Confuse, Silence, Sleep
Exp: 450
Zenny: 100
Stolen Item: Bent Screw--7
Dropped Item: Glass Shard--7
Area: Event battle in Kyria (Version 1); Boss battle against Glebe
(Version 4)
Traits: The odd chest out of the three, this one's (Version 1) in the
middle. It can bite your fingers and escape. And it
occasionally appears when summoned by Glebe, as (Version 2).
Look under 'Machines' for versions 3, 4, and 5!
Comments: It's just here for fun!
Beihl:
---------------------------------------------------------------------
HP: 5000
AP: 130
Pwr: 230
Def: 130
Agl: 50
Wis: 3
Holy: 4
Status: 7
Death: 7
Attacks: (Attack; Lucky Strike), Blizzard, Death, Kyrie
Exp: 3000
Zenny: 380
Stolen Item: Ouroboros--2
Dropped Item: Magic Shard--2
Area: Most areas of Level B2, Imperial Castle
Traits: Beihl gets in Lucky Strikes now and then, but they aren't too
much to worry about. Trouble would be coming from Blizzard
and Death spells, as well as any Quisits which may have
tagged along; Beihl only casts Kyrie with them around. The
occasional Skullen that appears shouldn't prove to be a
troublesome combination.
Comments: Comparatively, Beihl is an easy-to-defeat enemy for one so
near the end of the game. The point of note is that you can
steal an Ouroboros from it, which you should get as many as
you can, since it can let you cast Raise Dead for free,
besides being the strongest weapon for Nina. Try to get
blessed armor outfits or Diamond Rings for your characters
to ward against nasty Death spells, and switch any
character affected by Gloom from Quisit to the back rank.
Watch out for Kyrie, otherwise. Just try to heal often, as
the damage from the Lucky Strikes tends to pile up more
often than not.
Eggs)-> Egg Gang: <!>
---------------------------------------------------------------------
HP: 2000
AP: 60
Pwr: 150
Def: 100
Agl: 35
Wis: 40
Earth: 1
Attacks: (Attack), Ovum, Magic Ball
Exp: 1100
Zenny: 350
Stolen Item: Wisdom Seed--2
Dropped Item: Protein--2
Area: ? area left of Tomb; Exterior grounds of Emperor's Tomb; random
? spots around the Tomb region
Traits: Actually higher in Exp than its metallic brethren, Egg Gangs
are easier to defeat than Gold Gangs, since it's the Zenny
that makes the difference. Doesn't escape that often too.
Comments: Use a couple of well-placed attacks to crack it. Searing
Sand and other Earth attacks work particularly well. Note
that you can learn Magic Ball from it.
Eggs)-> Gold Gang: <!>
---------------------------------------------------------------------
HP: 2500
AP: 60
Pwr: 152
Def: 130
Agl: 350
Wis: 40
Earth: 1
Mind: 5
Status: 5
Death: 4
Attacks: (Attack), Ovum, Resist
Exp: 800
Zenny: 10000
Stolen Item: Light Bangle--2
Dropped Item: Divine Helm--1
Trigger: *Regular or melee attack*
Zenny: x0.5
Area: ? area left of Tomb; Exterior grounds of Emperor's Tomb; random
? spots around the Tomb region
Traits: The gold pot of the game, Gold Gangs usually appears with Egg
Gangs, who yield much less Zenny, but actually more Exp.
Breaking this pot with melee attacks, however, is not
recommended if you want a rich earning. Earth spells work
great against it, and you can get nice items from this
fragile eggshell, that is if you nab it before it escapes.
Note that the random spots from in the region around the Tomb
(boundaries are Kwanso and the two intermediary points from
its North and East trails) are Egg Heavens, with the
occasional Zaurus also also hunting for eggs, so head there
if you want to try your luck at gaining hoards of Zenny for
stuff like Shaman's Ring! Divine Helms are good stuff too!
Comments: Since hitting it with melee attacks only decreases what
you're trying to get (tons of Zenny, what else?), use Earth
spells to create some rocking combos. Oracle works well if
you're hard up on AP, and doesn't reduce the Zenny too.
Note that Gold Gang has a relatively high Agl, and might
get in Resist or Ovum before you start your attack, so make
sure you're fast enough in this grab for gold.
Gulper: <!>
---------------------------------------------------------------------
HP: 1000
AP: 8
Pwr: 84
Def: 50
Agl: 60
Wis: 10
Holy: 4
Attacks: Blizzard, Death, Ebonfire, Fireblast, Inferno,
Leech Power, Rejuvenate, Stone Pillar
Exp: 250
Zenny: 105
Stolen Item: None
Dropped Item: Magic Shard--1
Trigger: ~Use AP recovery spell or item on it~
AP: x5 ; NOTE--This is max AP, not present
Area: Wrecked ship's hold, Cove
Traits: Soaks up AP and tosses deadly spells when it's able to. Wring
it dry of HP before it can get its jump juice.
Comments: There's only Ebonfire to learn, but so many other spells
it can use to hit you... Watch out for Istalks with it, and
take them out first
Horseman: <!>
---------------------------------------------------------------------
HP: 6000 *Regenerates*
AP: 300
Pwr: 230
Def: 110
Agl: 100
Wis: 20
Death: 7
Attacks: (Attack), Death, Inferno, Triple Blow
Exp: 3500
Zenny: 400
Stolen Item: Cleaver--2
Dropped Item: Mist Armor--2
Trigger: ~Presence of Shade allies at start of battle~
Exp: x2
~Absence of Shade allies~
Exp: x0.5
Loss of HP regeneration
'Horseman's magical ability has weakened!'
Area: Main lobby of Level 2 and B3, Imperial Castle
Traits: The Horseman usually appears in the company of Shades, but if
it fights at the start on its own, its magical ability
weakens and you get much less Exp for beating it. Similarly,
if it appears with other enemies, its Exp doubles to 7000,
but stays that way only if its buddies stick around before it
goes, which means that once its magical ability has weakened,
you get only half the reward for your effort. Of course, it
loses its regeneration abilities, so that might help. Similar
enemies include Karon and Titan. The Horseman is quite
resistant against Kyrie.
Comments: The regeneration is going to make this battle hard, and
Horseman has lots of nasty moves even without it. Deal pain
swiftly with moves like Shining Blade and Shadow Walk, and
take care to ward against its Death spell. Oracle also
works well from Nina. Note that you can learn Triple Blow
from it, if you didn't already, and the Cleaver as well as
Mist Armor can be gotten from it.
Karon: <!>
---------------------------------------------------------------------
HP: 5000
AP: 100
Pwr: 200
Def: 95
Agl: 3
Wis: 15
Holy: 4
Death: 7
Attacks: (Attack; Lucky Strike), Blizzard, Curse, Multistrike
Exp: 3000
Zenny: 800
Stolen Item: Skull Staff--2
Dropped Item: Star Dress--1
Trigger: ~Presence of Shade allies at start of battle~
Exp: x2
~Absence of Shade allies~
Attacks: (Attack; Lucky Strike), Ice Blast,
Multistrike
Exp: x0.5
'Karon's magical ability weakens!'
Area: Most rooms and walkways of Levels 3-1, Imperial Castle
Traits: Similar to Horseman and Titan, Karon needs friends to boost
its magical ability, and its Exp would be halved if it
appears alone, double with any Shades to 6000, as usual
staying so only if its friends stick around at the start of
the turn you defeat Karon. It loses Curse, and has its
Blizzard reduced to Ice Blast once its magical ability
weakens. Still, its Lucky Strike hurts rather painfully. X|
Comments: Pretty easy an enemy to defeat with Oracle from Nina, the
Skull Staff can be stolen from Karon, but hasn't much real
worth. Try going ahead though, as you might get lucky and
get a Star Dress from its remains. Quite a bit of Exp for
the effort. Note that Karon is weaker than Horseman against
Kyrie, and might actually get defeated from a Holy-Kyrie
combo rather easily.
Legion:
---------------------------------------------------------------------
HP: 1200 *Regenerates*
AP: 40
Pwr: 85
Def: 80
Agl: 45
Wis: 30
Physical: 3
Ranged: 3
Magical: 1
Holy: 6
Status: 0
Death: 6
Attacks: (Attack), Silence
Exp: 500
Zenny: 120
Stolen Item: Vitamin--4
Dropped Item: Protein--1
Trigger: *Regular attack*
HP: x1.1
Pwr: x1.1
Def: x1.1
Agl: x1.1
Wis: x1.1
Exp: x1.2
'Legion's power increases!'
Area: Mt. Giga
Traits: It doesn't seem like much at first, with a tongue hanging out
like Fido's. But don't go overboard with boosting its Exp;
watch out for its HP, which regenerates as well, and its Atk
goes up too.
Comments: More Exp is nice, but more risk is bad, especially when the
enemy regenerates like no one's business. Magic works best
against it, no matter your purpose, and is good against the
later Orochi enemies too. You might want to try out the new
Wyvern dragon form against it if you run into trouble early
on.
Mimic: <!>
---------------------------------------------------------------------
HP: 10
AP: 100
Pwr: 130
Def: 600
Agl: 999
Wis: 5
Physical: 5
Ranged: 5
Magical: 7
Breath: 7
Fire: 6
Wind: 6
Water: 6
Earth: 6
Mind: 7
Status: 7
Death: 7
Attacks: (Attack), Confuse, Silence, Sleep, Snap
Exp: 1000
Zenny: 500
Stolen Item: Wisdom Fruit--2
Dropped Item: Ivory Dice--3
Trigger: *Every successful hit of a Regular attack*
Exp: x2
Zenny: x2
Area: Anywhere within En Jhou Ruins
Traits: Mimic appears on it's own on most of its infrequent visits
during tours into the En Jhou Ruins, appearing just like what
you came searching for: treasure chests. Aptly, too, for
their Exp and Zenny doubles with every successful NORMAL hit
that inflicts damage, including zero! However, they can slip
out of battle like flowing sand, making your Exp hunt quite
fruitless more often than not. Once in a blue moon, though,
they might appear in pairs, more so in the empty room on the
first level of the ruins. I reaped a grand 68000 Exp once
through such an encounter! (Well, it never happened again :|)
Luck seems extremely crucial with these guys, who seem to
possess a whimsical attitude.
As a side note, anyone noticed that you spot the moon for
only about four times in the entire game? That's referring to
actual game events, otherwise the moon actually shines more
often than the sun when there are dragons around wrecking
havoc. Have fun actually waiting for a blue moon. :)
Comments: For those who have met the Bolt family, and Rats, one would
know that the Mimic is BAD news. For such a rare critter,
having it escape when you've racked up its Exp and Zenny
just doesn't seem fair, but you just have to take what you
have. +1 hit weapons work well against it for the money
growing effect, but you need stuff like Spirit Blast and
Cleave as well as Shadow Walk to kill it, provided they too
don't get parried off. The Haste will from Rwolf actually
seems to have some effect, but usually the Mimic can pre-
empt you NO matter how high your Agl rating is. Oh, and did
I mention that Mimics are immune to everything except melee
attacks, and they rarely take but two points of damage if
any. Have accursed fun going treasure hunting, bwahahahaha
lol :p
Just for some help, if you're going on a Mimic hunt, you
should more or less have some of the following packed in
abundance:
*Spirit Blast, Cleave, Timed Blow, blah blah...
*A +1 hit weapon for each character who can equip one; yep,
you shouldn't even have disposed that Scramasax
*A crack/shatter/destruction-proof heart and mind; you
know, I found this whole business somewhat akin to buying
shares
Orochi:
---------------------------------------------------------------------
HP: 3500 *Regenerates*
AP: 480
Pwr: 160
Def: 120
Agl: 50
Wis: 300
Physical: 3
Ranged: 3
Magical: 1
Holy: 6
Status: 0
Death: 7
Attacks: (Attack), Giant Growth, Rock Blast, Silence
Exp: 2500
Zenny: 380
Stolen Item: Multivitamin--3
Dropped Item: Ivory Bangle--1
Trigger: *Regular attack*
HP: x1.1
Pwr: x1.1
Def: x1.1
Agl: x1.1
Wis: x1.1
Exp: x1.2
Area: Most stairways and storage rooms from Levels 4-B3, Imperial
Castle
Traits: Akin to Lavoids, Orochi (heheheh) are also enemies possessing
that annoying regenerative ability, and gain leaps in their
Stats besides increasing in Exp value. For each normal attack
on Orochi, its Exp, Stats AND HP gain in value respectively.
If you didn't find Lavoids enough juice to chew, think again
with Giant Growth from an Orochi with 65535 Exp and Beyond!
Comments: Since Orochi are weak against magic, and get boosted from
normal attacks, you should use skills like Oracle or most
magic spells to deal with these pests. Kyrie has an
almost zero chance of working, so don't think of any
instant kill stunt. :( And healing magic DOES heal Orochi
instead. The chance of getting an Ivory Bangle is really
low, so don't hope for much except frustration.
*Exp Note: I won't repeat this again since it gets confusing. Go read
it from the Lavoid section!
Quisit:
---------------------------------------------------------------------
HP: 700
AP: 160
Pwr: 230
Def: 120
Agl: 100
Wis: 250
Ranged: 0
Wind: 1
Earth: 5
Holy: 4
Death: 7
Attacks: (Attack), Confuse, Depress, Gloom, Syphon
Exp: 1200
Zenny: 90
Stolen Item: Straw--3
Dropped Item: Balance Ring--2
Area: Most areas of Level B2, Imperial Castle
Traits: Devout followers of Beihls, Quisits may sometimes gang up
with Skullen, but are most dangerous with Beihl in the lead.
Using Gloom only when Beihls are in the original party,
Quisits can thus render your characters vulnerable to Beihl's
Kyrie spell, as well as turn your healing spells ineffective.
On their own, they can prove to be an especially annoying
enemy with their HP and AP stealing skills, and Confuse to
boot the bag.
Comments: You don't really need a strategy to deal with Quisits, but
to be on the safe side, you need to watch out if you ever
got hit by Gloom. (actually, just shift that character to
the back rank :|) Just shoot them down with ranged weapons,
or use wind magic if you don't want to miss. More easy Exp.
Salt Claw: <!>
---------------------------------------------------------------------
HP: 2300 *Shield*
AP: 40
Pwr: 190 185
Def: 130 115
Agl: 70
Wis: 50
Magical: 0
Water: 3
Holy: 4
Mind: 4
Status: 4
Death: 6
Attacks: (Attack; Lucky Strike), Death, Reversal
Exp: 2200
Zenny: 350
Stolen Item: Belladona--3
Dropped Item: Power Glove--2
Trigger: ~Repeated melee attacks~
Attacks: (Attack), Cyclone, Giant Growth
Exp: x1.5
Stolen Item: ... --5
Dropped Item: None
Shield loss
Area: Sluiced-area within the Imperial Headquarters in Astana (after
hex incident)
Traits: Salt Claws only appear in this area after the hex incident,
and they aren't really that easy to defeat. Besides getting
in Lucky Strikes and Counters often and having the dreaded
Death spell, Salt Claws also tend to use Reversal when they
reach low health, which can really damage a character badly.
However, Salt Claws are the only source for learning Reversal
from, so you might want to risk it. Once their pincher blows
away from multiple physical attacks, they would use Giant
Growth and Cyclone instead, and you get more Exp for beating
them too! But the Power Glove is also gone for that battle,
so use magic combos to easily defeat it as well as hope that
it drops a Power Glove. You might note that healing magic is
ineffective on Salt Claws, and that melee attacks usually get
partially shielded while it still has its pincher. Kyrie
seems to work, though. :)
Comments: Using magic combos would be ideal in the area as the Gold
Flies that often accompany them are excellent dodgers. A
few bouts of Cyclone or Typhoon ought to blow them off.
However, if you want to aim for more Exp, you might want to
try a Backhand melee combo as the Salt Claws tend to be
defeated before that pincher gets blown away. Not too much
trouble if you deal with them quickly using magic. And, you
can get the Power Glove through more conventional means:
Manillo Trading at Chiqua.
Shade: <!>
---------------------------------------------------------------------
HP: 999
AP: 45
Pwr: 180
Def: 90
Agl: 110
Wis: 250
Ranged: 1
Wind: 1
Earth: 5
Holy: 1
Mind: 4
Status: 4
Death: 7
Attacks: (Attack; Lucky Strike), Confuse, Molasses, Snap,
Swordbreaker
Exp: 450
Zenny: 20
Stolen Item: Power Food--1
Dropped Item: Protein--1
Area: Most areas of the Imperial Castle
Traits: Shades take up the role of battle assistance, as they both
boost the powers of their allies (Horseman, Karon, Titan),
plus use lots of annoying attacks. Don't under-estimate them
though, as a couple of Lucky Strikes can make you bite the
dust rather quickly. Defeat them first if you want to weaken
their allies. You lose out on the rewards, though.
Comments: Use Ursula's attack-all guns or a good Wind spell to rid
yourself of them, but you'll usually want more Exp against
this comparatively minor threat. Watch out, though, and
don't hesitate on taking them out of the air if things get
rather nasty. The fact that Earth spells don't work on them
can be used to your advantage, actually. As a side-note,
those status-boosting items don't drop all that often.
Skullen: <!>
---------------------------------------------------------------------
HP: 3000
AP: 180
Pwr: 230
Def: 105
Agl: 500
Wis: 70
Holy: 4
Mind: 4
Status: 7
Death: 7
Attacks: Backlash, Counter, Magma Blast
Exp: 2800
Zenny: 250
Stolen Item: Target Seed--2
Dropped Item: Wisdom Seed--2
Area: Most areas of Levels B1-B3, Imperial Castle
Traits: One of the most irritating enemies you'll face in the
Imperial Castle, Skullen are incredibly fast to boot and
would probably get in their turn before you even move,
unless your characters have Haste to help them. Adjust your
strategy accordingly.
Comments: Since Skullen are capable of performing both Counter AND
Backlash, you might want to mix up your attacks when facing
more than one of them. Interestingly, Cleave works wonders
against these deflection masters, so use it often when up
against these pests. Faerie Attack and Faerie Charge both
cannot be countered too, but are far too costly for this
purpose. Note that Skullen can also switch to the offense
with Magma Blast, which really hurts. I've never seen them
do a normal attack though. A nice bit of Exp.
Warlok:
---------------------------------------------------------------------
HP: 3500
AP: 100
Pwr: 190
Def: 90
Agl: 110
Wis: 150
Holy: 2
Attacks: (Attack; Lucky Strike), Dark Breath, Death,
Dream Breath
Exp: 2800
Zenny: 650
Stolen Item: Skull Staff--2
Dropped Item: Phantom Dress--2
Area: Event battle upon entering Imperial Headquarters in Astana;
'Organ room' within Imperial Headquarters in Astana after hex
incident
Traits: As the description says, you have to take care when zombies
start appearing along with Warloks. Usually, Dark Breath is
what they cast on the first turn. Not really a big threat,
considering how Zombies and the bunch fare against you now.
Some spell combos, or a good shot with Ursula should take
care of that rotting army.
Comments: Rather dangerous in itself, the undead which accompany it
at times are less of a threat than the Warlok. Watch out
for its Lucky Strikes and Death spell. You might want to
try a Holy-Kyrie combo to sweep the screen, though
Vitalize would only dispatch the zombies. Oracle and Holy
Strike are extremely useful when up against a lone Warlok.
-----------
|Humanoids|
-----------
Bolts)-> Bolt Archer <!>
---------------------------------------------------------------------
HP: 200
AP: 70
Pwr: 130
Def: 90
Agl: 100
Wis: 40
Attacks: (Attack), Double Blow, Mind Flay
Exp: 850
Zenny: 250
Stolen Item: Bent Screw--3
Dropped Item: Light Clothing--2
Trigger: ~Turn after defeating a Bolt Archer or Troop~
Attacks: (Attack), Multistrike
Exp: x1.5
Agl: x1.5
'You killed him! How could you!?'
Bolts)-> Bolt Mage
---------------------------------------------------------------------
HP: 200
AP: 120
Pwr: 125
Def: 80
Agl: 120
Wis: 50
Attacks: (Attack), Silence
Exp: 900
Zenny: 230
Stolen Item: Bent Screw--3
Dropped Item: Wisdom Ring--2
Trigger: ~Turn after defeating a Bolt Archer or Troop~
Attacks: (Attack), Blizzard, Typhoon
Exp: x1.5
'You killed him! How could you!?'
Bolts)-> Bolt Troop <!>
---------------------------------------------------------------------
HP: 200
AP: 60
Pwr: 120
Def: 80
Agl: 90
Wis: 40
Attacks: (Attack), Knock Out, Weaken
Exp: 850
Zenny: 180
Stolen Item: Bent Screw--3
Dropped Item: Feather Sword--2
Trigger: ~Turn after defeating a Bolt Archer or Troop~
Pwr: x1.2
Exp: x1.5
'You killed him! How could you!?'
Area: River (NO MAGE); ? area leading to Hut; random ? spots from
Kwanso to intermediary point between Highway, Sanctum and Soma
Traits: This time round, the Bolts don't have a Lord around to look
out for them like in BoF 3, so it seems that they have formed
closely-knit packs of battle-seasoned warriors and mages.
Killing off any of their number would incur the wrath of the
remaining band, and while they offer more Exp when defeated,
their ability to evade physical attacks gains more than a few
leaps, and some of them may begin to sport more powerful
attacks. Somehow though, the warriors seem to be unaffected
by the demise of mages, even though the mages care about
their their comrades absence, undeniably when you get
Typhoons and Blizzards for just about every other turn.
Comments: Not really much here, except that you should try to kill
off one of them before casting your spells, but not the
Mage as it's useless, unless you want to evade the threat
of Blizzard and Typhoon. Once their Exp increases on the
next turn, get a quick character to cast something like
Rock Blast or Fireblast, or just have Nina (usually the
fastest) USE a Flamethrower for free. The items they drop
are very nifty ones, so try collecting a few of them if
possible.
Bollor & Rollob)-> Bollor:
---------------------------------------------------------------------
HP: 1400
AP: 15
Pwr: 105
Def: 60
Agl: 20
Wis: 50
Fire: 0
Wind: 5
Earth: 0
Attacks: Sever
Exp: 330
Zenny: 150
Stolen Item: Weather Vane--3
Dropped Item: Weather Wand--2
Bollor & Rollob)-> Rollob:
---------------------------------------------------------------------
HP: 1600
AP: 20
Pwr: 105
Def: 60
Agl: 1
Wis: 10
Fire: 0
Water: 5
Attacks: (Attack), Ice Blast
Exp: 400
Zenny: 200
Stolen Item: Icicle--2
Dropped Item: Taser--1
Trigger: ~Presence of Bollor ally at start~
Attacks: (Attack), Ice Blast, Lightning
Area: Fane; some areas in Cove
Traits: Bollor is much easier to face than Rollob, who has a more
potent arsenal of spells. However, if you chance upon a
Bollor, you're probably seeing a Rollob together with it.
Rid Rollob first unless you like to be hit by Lightning.
Which doesn't end even if the Bollors get annihilated
before the Rollobs.
Comments: Think of Bollor as a prism of sorts who enables present
Rollobs to cast Lightning (and they can cast it endlessly,
with no AP cost at all) besides the normal stuff. Smash
Rollob, Rollob, Rollob, (ya know, the one with the Ctulhu
shade of skin colour) before you tackle Bollor, who can
only cast Sever until its AP runs out, even though it's
faster. Not much else, is there? Oh yeah, try making
some takoyaki for yourself. Turn the flame on!
Chingol: <!>
---------------------------------------------------------------------
HP: 4000
AP: 86
Pwr: 215
Def: 100
Agl: 16
Wis: 8
Magical: 1
Attacks: (Attack), Shadow Walk, Speed
Exp: 2300
Zenny: 380
Stolen Item: Toothpick--5
Dropped Item: Holy Mantle--2
Area: Most areas of Levels 4-1, Imperial Castle
Traits: Pals of Kolpum, Chingol appear along with them in large
numbers, but can be aided by Shadows and Star Gazers as well
on the upper floors. Take care trying to learn Shadow Walk,
as the damage is going to pile on your party. Speed is also
cast quite often by Chingol, on both themselves and their
Kolpum friends.
Comments: This is the only enemy you can learn Shadow Walk from, if
you just couldn't get Bunyan to teach you (actually, the
Knight dragon form also has it...). But remove some of
those in the contingent first, as they can damage you
seriously if you let them boost up. All along, plain enough
to defeat using skills like Tiger Fist and attack-all
weapons on Ursula, who could definitely do artillery damage
with Shadow Walk! Just note that they can take quite a bit
of punishment. Try spells if you can afford to.
Cyclops: <!>
---------------------------------------------------------------------
HP: 10000
AP: 100
Pwr: 230
Def: 80
Agl: 75
Wis: 5
Physical: 3
Ranged: 3
Holy: 6
Death: 6
Attacks: (Attack; Lucky Strike), Risky Blow
Exp: 3500
Zenny: 200
Stolen Item: Strength Seed--2
Dropped Item: Giant Club--4
Trigger: ~Afflict with the blind status within the first two
turns~
Attacks: (Attack; Lucky Strike), Blitz
Exp: x1.5
~Start of 3rd turn of battle~
Agl: x2
Attacks: (Attack; Lucky Strike), Spirit Blast
Exp: x0.8
Dropped Item: None
'Cyclops' club broke!'
Area: Mukto; most areas of Sanctum
Traits: Probably the first enemy you bump into on exiting from the
Emperor's Tomb, running away is usually preferred to using
brute force on this giant. Due to its nature to counter your
normal attacks and land hard blows most of the time, you
wouldn't want to face the Cyclops while having low HP; after
it deserts its weapon, it smacks you with a ton using Spirit
Blast, and you get less Exp too. Not worth it, huh? So run
while you've got the chance to!
Comments: Its Giant Club is a good weapon for Cray, yet not worth the
effort to get, simply because it's much easier elsewhere.
Not only do you have to deal 10000 damage within two turns
to this monster, but endure counter attacks to most of your
attacks; Lucky Strike occurs obscenely often. Blinding it
would be a good tactic; its Exp increases, and it switches
to using Blitz while it can, which, though deals a lot of
damage to your party, also deducts a chunk off Cyclops' HP,
which may help you if you've got enough health. Difficult
to tackle even at higher levels.
Gecko: <!>
---------------------------------------------------------------------
HP: 4500
AP: 120
Pwr: 230
Def: 120
Agl: 110
Wis: 300
Magical: 1
Attacks: (Attack), Cleave, Shield, Triple Blow, Vitalize
Exp: 3800
Zenny: 20
Stolen Item: Dragon Scale--3
Dropped Item: Ascension--1
Area: Most areas of Levels B1 and B3, Imperial Castle
Traits: These lizardmen are enemies you would fear meeting most later
in the game, for they are extremely tough opponents even
against high level characters. Appearing most often in groups
of three, they might even come in larger numbers along with
Fire Wings and Skullen! And with their versatile moves, they
are able to put almost anyone in a harrowing fight! Take care
if you are trying to learn Triple Blow or Cleave from them,
since you're actually looking at trouble in its face, lol :p
Interestingly, they have an extremely low zenny reward for
beating them, which makes one occasionally wonder if they
are warrior monks of some sort.
Comments: To start with, since you know that they boost their Def to
high levels with Shield at the start of the battle, it
would be quite clear that using brute force to deal with
them would be quite a task, so switch to magic instead.
Saving your AP would be quite unnecessary later since
there's a rest point at both the 1st floor and the B4th
level. Beware of using magic combos though if there are
Skullen accompanying them; you wouldn't want to eat your
own Gigaflare in the face. Offers a huge chunk of Exp if
you can trash them quickly with spells. :)
Kolpum: <!>
---------------------------------------------------------------------
HP: 3800
AP: 110
Pwr: 220
Def: 100
Agl: 95
Wis: 58
Magical: 1
Attacks: (Attack), Double Blow
Exp: 2000
Zenny: 450
Stolen Item: Elixer+--2
Dropped Item: Slicer--1
Trigger: *Hit with an Elemental attack* (Attacks; x*)
<Fire element>
Attacks: (Attack), Flame Strike
'Kolpum's sword has been infused with the power of
fire!'
<Wind element>
Attacks: (Attack), Wind Strike
'Kolpum's sword has been infused with the power of
wind!'
<Water element>
Attacks: (Attack), Frost Strike
'Kolpum's sword has been infused with the power of
water!'
<Earth element>
Attacks: (Attack), Searing Sand
'Kolpum's sword has been infused with the power of
earth!'
<Holy element>
Attacks: (Attack), Holy Strike
'Kolpum's sword has been infused with a holy power!'
Area: Most areas of Levels 4-1, Imperial Castle
Traits: Kolpums often have Chingol companions, and together they make
a rather fearsome cavalry. Kolpums are great if you want to
learn all the elemental strikes, including Frost Strike.
Making an elemental attack on them gives them the
corresponding Strike. Holy Strike seems possible only with
another Holy Strike or Aura Smash, so it might be somewhat
tricky to learn. When you descend to the lower levels though,
try attacking equipped with the Ascension you get. Oh, and
Rainstorm works, too. In so far as I know, a Kolpum cannot
execute Double Blow once it fuses with an element, so that
might be useful info when you have elemental rings.
Comments: Underrated enemies, Kolpums can make short work of you,
given the chance along with Chingols attacking. Use Tiger
Fist often, and combo it with Shadow Walk on Ursula WITH
an affect-all weapon for the flashy effect ;) You might
want to use magic combos, though, especially if there are
Star Gazers around at times. The Strikes are probably
useless this late in the game, though, so you might as well
finish them off quickly. Note that Kolpums have a low
chance of dropping the Slicer, which is an adequately
powerful +1 hit weapon for Ryu and Scias at this point in
the game. You'll be lucky to get it.
Rider: <!>
---------------------------------------------------------------------
HP: 40000 *Regenerates*
AP: 1000
Pwr: 600
Def: 210
Agl: 130
Wis: 320
Physical: 3
Ranged: 3
Breath: 4
Holy: 6
Mind: 7
Status: 7
Death: 7
Attacks: (Attack), Benediction, Cleave, Disaster, Primus,
Ragnarok
Exp: 10000
Zenny: 10000
Stolen Item: King's Armor--2
Dropped Item: Cursed Sword--6
Area: Summoning Place within sealed area of Mukto
Traits: The final challenge for those who have defeated most of the
monsters in the game, the Rider is truly tough to beat. With
out-of-league Atk and Wis, the deadly arsenal which the Rider
wields can swiftly decimate your characters. However, this
would be the only other chance for learning Benediction,
which the Rider would cast only when most of your characters
are K.O.'ed, minimizing the overall learning chance. The slim
chance of stealing the King's Armor makes facing this enemy
unpleasant, but beating this knight would earn you a Cursed
Sword everytime, as well as 10000 Exp and Zenny to boot. And
if you succeed in getting a King's Armor too, congrats.
Comments: Pitting your characters against this enemy would truly make
your fiercest battle yet. Each turn against the Rider would
almost definitely mean a dead character or a dying front
rank, which makes it obvious that you need defensive skills
other than killer moves to take out the Rider. The
following strategy usually worked for me:
Ryu's Skills: Super Combo, Focus, Last Resort
Nina's Skills: Concentrate, Resist
Cray's Skills: Risky Blow, Spirit Blast
Ershin's Skills: Coward's Way, Faerie Breath
Scias' Skills: War Shout, Counter
Ursula's Skills: Shadow Walk, Reversal, Timed Blow
*1st turn*
1)Meditate Ryu into a dragon form; I recommend Weyr for
this, but Kaiser or even Knight are good enough too.
2)Cast Resist with Nina; she's fast.
3)Cast Shield with Cray, or a spell on Ryu, and hope
everything connects; Kaiser's hefty HP takes care in case
of a backfire. :) Weyr should fare fine. If Cray is just
too slow, try a useful spell targeting Ryu, like Barrier
if you've got Resist on someone else.
*2nd turn*
1)Cast Resist with Nina; combo, combo, combo!
2)Cast Last Resort with Ryu and hope the SHIELD effect
triggers; the defense rating of Kaiser really helps in
this, but is really costly AP-wise.
3)Try either War Shout with Scias, or another bout of
Shield to make a combo; the SHIELD effect is rather
essential for Ryu, so just use anything to make it work.
*3rd turn*
1)Hope Ryu's Atk is at 999, or just make do with it. Cast
Resist with Nina.
2)Combo it with Counter on Scias; the SHIELD effect
doesn't really matter.
3)Combo it with Focus on Ryu; it HAS to combo or the whole
thing's off! :O Notice something now?
*4th turn*
1)If Ryu is alive and floating so far, then proceed by
equipping Ursula with the best +1 hit weapon you have,
a.k.a. Repeater, then blast away with Shadow Walk.
2)Next, combo further using Shining Blade on Scias with
the best +1 hit weapon you have; can we say "Render"?
3)To finish off the rider, horse and all, equip the most
powerful +1 hit weapon on Ryu, preferably the Slayer or
Slicer, but NOT the Royal Sword... the Holy properties of
this blade greatly reduces what damage you might have
done instead. The Cursed Sword is the BEST if Ryu is
still bursting with life energy, that is, if you already
have it. You might try using Triple Blow if you're not
that familiar with using Super Combo, and Tiger Fist
nicks for than some HP enough too.
The crucial point rests on this move; you should have
practiced with Super Combo by now and can get nine hits
in easily with calm fortitude. Unleash the best Super
Combo you ever could; slow but sure, counts. Foiling your
beat now only wastes your entire effort. With quite a bit
of damage already to set off, even seven hits might do
the trick! To disappoint readers, if your first few hits
of Super Combo don't get in at least ~4500 damage each,
you should level up further either your Stats or your
button-tapping skill and instincts (maybe both), or
*sadly* turn to another strategy. Or if you've got your
confidence in Tiger Fist, it would probably work out fine
with much less hassle too than with Super Combo. Which
isn't all that great if you don't know how to use it.
Congrats if you've just received your first Cursed Sword!
The main essence of this strategy is to utilise the combo
system to the fullest with Resist and Super Combo; if you
find difficulty comboing, get some Harmonic Rings even
though they're dang costly. Overall, comboing is the key,
so feel free to use whatever tactics suit your party
best; flexibility brings about surprising results. For a
tip, you might try placing Ershin in front with Stand Out
and Soul Gems as bait for the Rider's devastating attack
while you power up your other characters, during which
Faerie Breath could come in handy for most situations.
Skills like Counter are chosen for their category, and
can be replaced suitably with other skills of the same
category needed for the combo, like Supplication or even
Charm and Monopolize, which all share in common the
'Level Up' category to be used for boosting Focus.
Shadow: <!>
---------------------------------------------------------------------
HP: 1500
AP: 90
Pwr: 170
Def: 105
Agl: 90
Wis: 100
Magical: 1
Status: 5
Death: 7
Attacks: (Attack), Disembowel, Target
Exp: 1500
Zenny: 400
Stolen Item: Dodge Seed--2
Dropped Item: Hidden Dagger--2
Area: Exterior areas of Sanctum; Soma; most areas in Chedo;
Level 4-3, Imperial Castle
Traits: This dreaded assassin has two skills which you might want to
learn, especially Disembowel if you don't have it yet. Often
an assistance force in battle, Shadows can become as annoying
as their namesake as they can parry lots of melee attacks,
and get in a Disembowel now and then. Along with any allies
they might have, your party might face a chancy threat of
extermination, unless you throw in the best magic combos you
can perform first.
Comments: You might prefer to learn Disembowel from Kryrik instead
rather than have a Disembowel attempted on you. Try to
avoid Shadows while in Chedo prior to facing A-tur; you
wouldn't want to face one of the toughest bosses in the
game with a dying party. Later on though, Shadows are easy
to defeat with magic for the Exp they give, so go for them
if you have the AP to spare.
Star Gazer: <!> StarGazr
---------------------------------------------------------------------
HP: 5500
AP: 30
Pwr: 190
Def: 85
Agl: 75
Wis: 200
Magical: 1
Death: 4
Attacks: Concentrate, Recall
Exp: 2200
Zenny: 800
Stolen Item: Wisdom Seed--2
Dropped Item: Shaman's Ring--1
Trigger: ~When AP is low~
Attacks: Chakra
Area: Most areas of Levels 4-3 and B1, Imperial Castle
Traits: Star Gazers are the magical adepts of the game, and only have
two moves to boot: the magic-boosting Concentrate and the
gambit Recall. They seem to always cast Concentrate during
their first turn, so you don't have to fear that if you can
finish them before they cast Recall, which can summon up
spells ranging from Rock Blast to Typhoon! Freaky! The battle
gets monotonous as they frequently alternate between
Concentrate and Recall only. Not that Recall keeps being the
same. If their AP actually runs low, they'll try to spring
back once with Chakra, which keeps them running for quite a
bit longer.
Comments: Not much of a threat, Star Gazers are able to make
themselves a perfect nuisance due to their hefty HP.
Interestingly, these sorcerers are vulnerable to magic, so
cast whatever magic combos you can, but watch out if there
are Kolpums around. The Shaman's Ring doesn't get dropped
all that often, so you would do better to buy it from an
established Item shop in the faerie village. The spells
that get randomly summoned with Recall might be learnable
on certain occasions, but it's truly totally random.
*Credits: Special thanks to Vincent Nguyen for pointing out the
Chakra move Star Gazers use when they run low on AP. Yeah,
my credits are given overdue in the extreme.
Titan: <!>
---------------------------------------------------------------------
HP: 12000
AP: 100
Pwr: 320
Def: 120
Agl: 100
Wis: 50
Physical: 4
Ranged: 4
Magical: 4
Breath: 4
Holy: 6
Status: 4
Death: 7
Attacks: (Attack), Knock Out, Lightning
Exp: 4500
Zenny: 1000
Stolen Item: Strength Seed--3
Dropped Item: Earthbreaker--2
Trigger: ~Afflict with the blind status while magical ability
is strong~
Attacks: (Attack), Target
Exp: x1.5
~Presence of Shade allies at start of battle~
Exp: x2
~Absence of Shade allies~
Def: x1.25
Agl: x2
Physical: 2
Ranged: 2
Magical: 2
Breath: 2
Attacks: (Attack), Jolt, Spirit Blast
Exp: x0.5
Stolen Item: ... --6
Dropped Item: None
'Titan's magical ability weakens!'
Area: Most areas from Levels B4-B6, Imperial Castle
Traits: Similar to the Horseman and Karon, the Titan also needs
Shades around to maintain its 'magical ability'. However, the
Titan always appears with Shades, so don't worry about the
Exp part. Keeping at least one of those pesky Shades around
would be worthwhile for netting >9000 Exp. The Titan is
resistant to a great many things though, besides having an
outrageous Atk and Def, and an extremely high counter rate.
Eliminating its companions first would make him easier to
battle with a weaker Def and lower counter rate, but you
stand to lose not only that 4500 Exp, but also the chance of
getting an Earthbreaker, an excellent weapon for Cray which
can also be used to cast Stone Pillar for free!
Comments: A hardened piece of meat, Titan not only resembles a
Cyclops, but a mutated Smurf as well... :) You can get to
learn Knockout, Spirit Blast, and even Target from it, but
it more than hurts to learn from a maniacal enemy. Even
when weakened, Titan's Atk still enables it to deal more
than 600 damage with Spirit Blast, so beware! Use Shining
Blade and Shadow Walk to inflict lots of damage quickly,
and you might want to use Spirit Blast too. Mudslide is
undependable as it might hit a Shade instead. Defeat Titan
after using Charm to have a better chance of receiving
Earthbreaker. And don't forget to try blinding it for much
more Exp!
Troop:
---------------------------------------------------------------------
HP: 500
AP: 100
Pwr: 58
Def: 45
Agl: 200
Wis: 10
Attacks: None
Exp: 200
Zenny: 100
Stolen Item: Healing Herb--4
Dropped Item: Glass Domino--2
Trigger: ~Hit 'em awake!~
Just a message; he'll try to escape, though
'Huh!? I...I'll return to my post!'
Area: Throughout the castle of Ludia
Traits: Escapes when awake... escapes when awakened. The difference
lies in the natural or verrry manual way of removing the
Sleep status. Which means pain!
Comments: This fella is in here 'cause he's plain odd. He just
reminds me of those typical security guards in lots of
shows. A tribute to them for the abuse we dish out
mercilessly!
Warder: <!>
---------------------------------------------------------------------
HP: 600
AP: 300
Pwr: 200
Def: 230
Agl: 15
Wis: 130
Physical: 5
Ranged: 5
Magical 0
Fire: 6
Wind: 6
Water: 6
Earth: 6
Holy: 4
Mind: 7
Status: 7
Death: 7
Attacks: Concentrate, Cyclone, Depress, Fireblast, Iceblast,
Stone Pillar
Exp: 3000
Zenny: 400
Stolen Item: Angel's Vest--1
Dropped Item: Spirit Ring--1
Trigger: *The start of every turn*
Fire: 6
Wind: 6
Water: 6
Earth: 6
'Warder erects a barrier around itself!
'Warder refreshed its barrier!'
*Fire / Wind / Water / Earth attacks*
Lowers own elemental resistance to 2, but raises all
the above others back to 6
'The Warder's barrier has weakened!'
Area: Main lobby of Level B1, Imperial Castle
Traits: Superior to the Star Gazer in terms of magical powers, the
Warder has a really low HP count, which doesn't work too much
in its disfavour. The magical barrier it raises and refreshes
each turn lets it ignore damage from fire, wind, water and
earth element attacks once each per turn, and while you work
at destroying its barrier, it can use Depress to greatly
reduce the amount of AP you have, disabling your AP for any
spells you might want to use! Truly a master of magic!
Comments: Warders can prove to be an annoyance since they appear
rarely, but when they do they usually come with some Star
Gazers, or in pairs. Having extremely high Def also works
on their side too. So watch out for your characters while
attempting to steal that nifty Angel's Vest, and finish off
the Warder with the non-elemental Ebonfire! :) The Spirit
Ring, which is one of the most valuable baubles you can
dream of, is also dropped only by the Warder, so don't get
disheartened after some tries; it's easier than getting the
Goo King Sword! If you've got spare resources, try a
Difficulty 5 Search with a faerie explorer.
---------
|Insects|
---------
Bee Troop: <!>
---------------------------------------------------------------------
HP: 800
AP: 34
Pwr: 38
Def: 30
Agl: 20
Wis: 15
Physical: 4
Ranged: 4
Fire: 0
Attacks: (Attack), Wild Swing
Exp: 120
Zenny: 100
Stolen Item: Healing Herb--3
Dropped Item: Bronze Shield--7
Trigger: ~Repeated physical attacks~
Physical: 2
Ranged: 2
Attacks: (Attack), Risky Blow
Stolen Item: ...--7
Dropped Item: None
Shield loss
Area: Kasq Woods
Traits: A new feature of enemies introduced when you enter the Kasq
Woods, the shield Bee Troops sport are able to deflect lots
of damage they would have received other wise. Use Fire
combos, and Firewind to quickly defeat lots of them. The
Bronze Shield is what gets destroyed if you use lots of melee
attacks.
Comments: Melee attacks are crappy up against them until their shield
gets shattered. But you might want to do just that try
learning Risky Blow from them, and not to forget Wild Swing
which can also be a potentially fatal blow. Not too
difficult to defeat with spells or a Flame Sword in hand.
Fire Ant: <!>
---------------------------------------------------------------------
HP: 2000
AP: 50
Pwr: 105
Def: 70
Agl: 75
Wis: 15
Magical: 1
Fire: 4
Water: 0
Attacks: (Attack), Fireblast, Flame Strike
Exp: 840
Zenny: 430
Stolen Item: Fire Seed--3
Dropped Item: Buckler--3
Trigger: ~Repeated physical attacks~
Attacks: (Attack), Risky Blow
Stolen Item: ...--4
Dropped Item: None
Shield loss
Area: Jungle
Traits: Most bugs fear the fiery element, so it's a small wonder that
they're using Fire to fry you. The shield they hold also
reduces damage from melee attacks, so I think the use of
Flame Strike should be avoided.
Comments: Beware of Douse-Fireblast combos when Tar Babies gather
around. But you should be able to rid yourself of these
ants quickly with an Ice Blast each, or Blizzard for an
army of them. Not much of a threat unless you make them so,
or until you run out of AP.
Gold Fly: <!>
---------------------------------------------------------------------
HP: 1100
AP: 20
Pwr: 185
Def: 40
Agl: 100
Wis: 40
Ranged: 1
Attacks: (Attack), Chlorine, Snap
Exp: 400
Zenny: 1200
Stolen Item: Strike Seed--3
Dropped Item: Antidote--6
Area: Most areas within the Imperial Headquarters in Astana (after
hex incident); ? area between Ocean Spot 3 and Highway
Traits: Odd to believe that pesky flies can actually be valuable,
but these ones happen to carry a hoard of Zenny with them.
If you have the AP to spare, Cyclone should be able to take
any number of them out, otherwise, maybe using Flamethrower
or Ursula's attack-all guns will do, although they can dodge
most melee attacks you throw at them.
Comments: If you meet them along with Salt Claws, etc, Cyclone is a
good choice for effective offense. Otherwise, you probably
don't want to waste AP on them, for they are not so much of
a threat than a nuisance. Cheap Rock Blast is useless as a
attack-all spell, though.
----------
|Machines|
----------
????:
---------------------------------------------------------------------
(Versions 2, 3, and 5)
HP: 1
AP: 0
Pwr: 1
Def: 1
Agl: 1
Wis: 999
Fire: 1
Earth: 1
Mind: 7
Status: 7
Death: 7
Attacks: None
Exp: 2
Zenny: 1 (Version 2) / 10 (Version 3) / 1000 (Version 5)
Stolen Item: None (Versions 2, 3) / Iron Scraps--7 (Version 5)
Dropped Item: None (Versions 2, 3) / Aurum--7 (Version 5)
Area: Event battle in Kyria (Versions 2, 3) / Boss battle against
Glebe (Version 5)
Traits: You meet versions 1, 2, and 3 in Kyria's pseudo-battle, and
when up against Glebe with its 'Summon Minion' move, versions
4 and 5. Dismantle for a meagre reward. Look under the
'Demons' section for versions 1 and 4. Note: Version 2 will
try escaping after sometime along with version 4, while
version 3 guards to the end.
Comments: It's just here for fun!
Battle Suit: <!>
---------------------------------------------------------------------
HP: 3500
AP: 65
Pwr: 162
Def: 120
Agl: 35
Wis: 40
Magical: 1
Status: 7
Death: 7
Attacks: (Attack), Focus, Rock Blast, Wild Swing
Exp: 1800
Zenny: 280
Stolen Item: Stunner--2
Dropped Item: Gideon's Garb--2
Trigger: ~Repeated melee attacks~
Dropped Item: None
Shield loss
'Battle Suit's body has cracked!'
Area: Most areas within the Imperial Headquarters in Astana (after
hex incident)
Traits: Tends to start the battle by casting Focus, then attacks with
Wild Swing. May perform normal attacks from time to time, as
well as cast Focus at intervals. Just use magic combos to
easily defeat it, especially if you hope to get the Gideon's
Garb from it, as physical attacks not only get partially
shielded, but breaks the Gideon's Garb after ~11 hits.
Occasionally would cast Rock Blast.
Comments: Cast Charm on it if you want to try getting the Gideon's
Garb; magic combos would work best for that. Stealing the
Stunner is also recommended even though you would probably
have a much better weapon for Ursula at this point. Just
thrash this piece of scrap metal with magic and get on
your way.
Bot: <!>
---------------------------------------------------------------------
HP: 1100
AP: 26
Pwr: 81
Def: 52
Agl: 25
Wis: 15
Physical: 3
Water: 1
Earth: 5
Status: 6
Death: 7
Attacks: (Attack), Flare
Exp: 330
Zenny: 0
Stolen Item: Multi Gun--2
Dropped Item: Aurum--2
Trigger: *Water element damage*
Gets afflicted with Confused status
'Bot shorts out!'
*Water-mixed element damage*
Attacks: Sacrifice
Exp: x2
Stolen Item: Bent Screw--6
Dropped Item: ...--5
Disabled temporarily
'Bot's body bursts open!'
*Start of 3rd turn after form changes*
Attacks: (Attack), Flare
Stolen Item: Multi Gun--2
Dropped Item: ...--2
Regains control
'Bot has recovered.'
Area: Most areas of Sinchon
Traits: One of the weakest enemies in the game, the Bot has obtained
a place here due to its vulnerability to water. Water
confuses it, while any water-mixed element spell causes its
body to burst open, rendering it in a Stun position and
doubling its Exp. Oh yes, and they can appear in large
numbers in many battles, so read on to get the flow of the
story.
Comments: This was obtained in bits and pieces from around the
Gamefaqs BoF 4 message board, and I don't remember who put
it up first, but here it is. Wish the board could regain
its former incarnation of the knowledge salvage yard.
Since you know what Bots are biased against, get the
necessary stuff before you get into an encounter with ~3 or
more (better) Bots. You can get the Maelstrom, or even
Panzer from the smith at Mt. Glom by 'splicing' a Rusty
Pipe with an Old Tire and any other raw material. Stand Out
is learned automatically after Chapter 2; you need the
Electrum Ball before Marlok agrees to teach you Monopolize,
so run around a bit exchanging treasure first.
Ershin: Stand Out, Counter, with Maelstrom
Character to level up: Monopolize
Nina: Vitalize, Concentrate
Scias: Vitalize (optional)
Plus: Lots of Aurum
*1st turn*
1)Equip the Maelstrom on Ershin and cast Stand Out with it
2)Use Concentrate on Nina
3)Guard with Scias
*2nd turn*
Cast Counter with Ershin, and guard with the rest of the
characters
*3rd, 4th turn*
The Bots should have burst by now, so guard with Nina or
place her at the back rank, and heal your characters in the
mean time as necessary.
*5th turn*
1)Cast Vitalize with Nina on the *BOTS*, so that the damage
from Maelstrom is easily nullified
2)Counter with Ershin
3)And Guard with Scias
*Turns thereafter*
Repeat the steps as necessary until all the Bots have 65535
Exp, switching your characters to the back rank to recover
AP, or use Rest and Snooze if you have them. Right after
they reach the level of Exp you want, cast Monopolize and
watch that character gain insane amounts of Exp for this
battle! I recommend leveling up Nina first, as you can skip
using Concentrate afterwards; Ershin should be the last to
go, since if it gets too powerful, the Bots get killed off
directly from Maelstrom. Because of that, I prefer the
Maelstrom as the Bots take less damage from the earth
element part, whereas Panzer deals much more damage. The
whole battle should take quite long, but that's leveling up
for you. :) When you've had enough, just use an Aurum to
switch Monopolize to another character. It's more than
worth it. Sources of Aurum would be the numerous Manillo
traders around the world and an Aurum shop in the Faerie
colony.
Chopam:
---------------------------------------------------------------------
HP: 10000
AP: 30
Pwr: 250
Def: 10
Agl: 100
Wis: 50
Physical: 7
Ranged: 7
Magical: 7
Breath: 7
Fire: 6
Wind: 6
Water: 6
Earth: 6
Holy: 6
Mind: 7
Status: 7
Death: 7
Attacks: Inferno
Exp: 4000
Zenny: 500
Stolen Item: Mass Driver--1
Dropped Item: Chopam Plate--6
Trigger: ~Beginning of first turn~
'Defensive screen activated.'
~Beginning of second turn~
Attacks: Gigaflare
'Defensive screen activated.'
~Beginning of third turn~
Physical: 4
Ranged: 4
Magical: 1
Breath: 2
Fire: 2
Wind: 2
Water: 2
Earth: 2
Attacks: None
'Defensive screen disabled.'
~Beginning of fourth turn~
Agl: 999
Physical: 4
Ranged: 4
Magical: 1
Breath: 2
Fire: 2
Wind: 2
Water: 2
Earth: 2
Attacks: None
Escapes
'Initiating retreat.'
Area: Anywhere within the Emperor's Tomb
Traits: For first two turns of any battle, raises a defensive screen
which renders all attacks targeting it ineffective. Casts
Inferno for starters, Gigaflare in the second turn, drops
its defensive screen in the third turn, during which it does
not perform any action, and initiates retreat in the fourth
turn, which is the last chance for it to be defeated before
it escapes.
Comments: Against this enemy, it would be best to equip your
strongest character with a Ring of Fire. Fire Seeds and
such would help on the others. Get Magma Armor if you can
later. Essentially, your aim would be to get the Mass
Driver, the strongest weapon for Ershin out of Chopam,
either through Pilfering, Stealing or even Filching! Chopam
Plate would be easily dropped if you cast Charm on this
mini-red giant and defeat it. With Inferno and Gigaflare
suppresed by your equipment, the main task would be to
smelt Chopam down in the third and fourth turns before it
escapes after its sanctuary crumbles, preferably done with
magic; due to its weakness, the required 10000 damage can
actually be easily dished out with magic combos.
Concentrate on getting it's Tepanyaki Plate first, then
devote your time to getting that elusive Mass Driver if you
want it, though I would much prefer the Power Glove ;) For
effect, try Inferno, Flame Pillar, or Hwajeh!
Death Bot: <!>
---------------------------------------------------------------------
HP: 3000
AP: 300
Pwr: 160
Def: 100
Agl: 100
Wis: 45
Magical: 1
Wind: 5
Water: 5
Earth: 4
Status: 7
Death: 7
Attacks: (Attack), Barrier, Might, Protect, Spirit Blast
Exp: 1800
Zenny: 350
Stolen Item: Aurum--3
Dropped Item: Repeater--1
Trigger: ~Hit with any mixed element spell~
Pwr: x2
Def: x2
Exp: x1.5
'Death Bot became even stronger!'
Area: Anywhere within the Emperor's Tomb
Traits: Casts a barricade of supportive spells when battle starts,
which is usually Protect first before the other spells. With
an ample boost from them, they can really pose a hard
obstacle to tackle!
Comments: If you can take care of the Lizardmen in earlier battles
with ease, these mechanical soldiers shouldn't be a great
problem. Try to defeat them quickly with magic before they
get too powerful, and use mixed element spells to quickly
do the trick. Earth-Fire spells should fare better at
dealing more damage.
Guardian: <!>
---------------------------------------------------------------------
HP: 2500
AP: 30
Pwr: 165
Def: 100
Agl: 80
Wis: 10
Water: 0
Status: 7
Death: 7
Attacks: (Attack), Double Blow, Triple Blow
Exp: 1600
Zenny: 450
Stolen Item: Iron Scraps--6
Dropped Item: Repeater--1
Trigger: ~Hit with a Wind-Water, or Water-Earth mixed element
spell~
Exp: x1.5
Shield loss
'Guardian's armor has been weakened!'
OR
~Hit with repeated melee attacks~
Shield loss
'Guardian's armor has been weakened!'
Area: Anywhere within the Emperor's Tomb
Traits: The description isn't much (what the heck IS 1-2-3?) to work
on, but it does reveal a slight pattern to the Guardian's
attacks. For the first three turns it gets to hit your party
with, it uses first a regular attack, then Double Blow, which
in turn is succeeded by a Triple Blow. After that, it mostly
seems random, but you should be able to deal with that if you
heal conscientiously.
Comments: Really easy to defeat for the Exp it gives, try to learn
the two skills it uses if you don't have them; with them in
your arsenal, you can easily chuck them off with a couple
of melee attacks after making the sparks fly with their
circuits.
--------
|Plants|
--------
Lampkin & Poppy)-> Lampkin: <!>
---------------------------------------------------------------------
HP: 3300
AP: 100
Pwr: 220
Def: 100
Agl: 999
Wis: 50
Attacks: (Attack), Giant Growth
Exp: 1400
Zenny: 300
Stolen Item: Vigor Seed--3
Dropped Item: Wisdom Seed--2
Trigger: ~Use a Croc Tear on it~
Attacks: Palliate
'Thank you!'
Lampkin & Poppy)-> Poppy: <!>
---------------------------------------------------------------------
HP: 3300
AP: 100
Pwr: 220
Def: 120
Agl: 999
Wis: 50
Attacks: (Attack), Giant Growth
Exp: 1600
Zenny: 300
Stolen Item: Vigor Seed--3
Dropped Item: Wisdom Seed--2
Trigger: ~Use a Croc Tear on it~
Attacks: Curse
'Thank you!'
Area: ? area between Ocean Spot 3 and Highway; Buildings in the mid-
section of Chedo (only Lampkin)
Traits: These odd plants show up as a chance to learn some powerful
skills from them, namely Palliate and Curse. Lampkin repays
your gift of recovery with Palliate, while Poppy tries to hit
you with a Curse instead (jerk); however, it would do you
good to have both in the backpack, especially Palliate for
use in a healing combo with Vitalize in boss battles.
Ocassionally, the both of them would appear together in the ?
spot; if that happens, try reviving Poppy prior to Lampkin,
so that Palliate might happen to heal any victim of the Curse
skill. Some points of note: they're both extremely fast, and
will probably get in their turn before you do, so watch out
for repeated Giant Growth attacks! However, they do start all
of their battles afflicted with the sleep, mute and poison
status ailments, so clip them before they wake up.
Comments: The Curse skill is risky to learn, but most of the enemies
in the same area with Poppy can't pose much of a threat,
plus you can simply heal by leaving the ? spot. Within
Chedo, if your characters are running out of HP (unlucky
Disembowel hit?), you can get a chance to recover most of
your HP with Lampkin's help, by default or manually. And I
think Palliate would be a real life-saver for your party
when up against A-tur. Better learn it before Lampkin
escapes after casting its spell! Remember to cure its mute
status before that, though.
Morph:
---------------------------------------------------------------------
HP: 2800
AP: 100
Pwr: 140
Def: 75
Agl: 50
Wis: 100
Mind: 7
Status: 7
Death: 7
Attacks: (Attack), Flare
Exp: 680
Zenny: 600
Stolen Item: None
Dropped Item: Scorched Rice--5
Trigger: *Hit with Fire, Wind, Water, or Earth element attack*
<Fire>
Stolen Item: Burnt Plug--6
<Wind>
Stolen Item: Dirty Filter--6
<Water>
Stolen Item: Rusty Pipe--6
<Earth>
Stolen Item: Old Tire--6
Area: Outside area of Tomb
Traits: Morphs look threatening, but couldn't be easier to defeat.
(thought it was another Trean-type?) What makes them
interesting is their ability to create spare parts for making
armor (for Ershin only, though), and you can do it repeatedly
by stealing off the item, dealing elemental damage again, and
healing the injured Morph when necessary. Sort of a spare
part generator, and you might want to use elemental weapons
and spell-casting weapons for reaping in the spare parts.
Comments: None, really, except for its slight usefulness. Not
difficult to dispose of too.
Trean & Trunked)-> Trean:
---------------------------------------------------------------------
HP: 60000 *Regenerates*
AP: 1000
Pwr: 500
Def: 100
Agl: 999
Wis: 10
Holy: 6
Mind: 0
Status: 0
Death: 7
Attacks: None
Exp: 8000
Zenny: 1000
Stolen Item: Berries--5
Dropped Item: Nunchaku--4
Trigger: *Every turn after the first one*
Exp: x0.8
Status recovery
'Trean has been refreshed!'
Trean & Trunked)-> Trunked:
---------------------------------------------------------------------
HP: 30000 *Regenerates*
AP: 10
Pwr: 100
Def: 50
Agl: 800
Wis: 2
Holy: 6
Mind: 0
Status: 0
Death: 7
Attacks: None
Exp: 5000
Zenny: 1000
Stolen Item: Berries--5
Dropped Item: Ivory Dice--3
Trigger: *Every turn after the first one*
Exp: x0.8
Status recovery
'Trunked has been refreshed!'
Area: Extreme ? area north of Chek
Traits: Along with Trunked hordes, Treans are the only other enemies
which appear in the area, and always in groups of six. Meant
for practicing combos on, both enemies have an amount of HP
rivaling to that of bosses like Tyrant's and Astral's, PLUS
they are able to regenerate! Furthermore, they recover from
any status ailments you might have inflicted at the start of
the next turn, so using Catastrophe doesn't help much. Note
too that their Exp actually depreciates each round, so you
have to defeat them quickly if you're looking for Exp. It
does stop dropping at a certain value, which is still more or
less half of what was there. Counters regular attacks often.
Odd, that, though they have a strong Atk, they don't take the
offensive stand (luckily), and would Escape whenever you
defeat one of their ranks, or drag the battle on for about
nine turns. They are also extremely fast for rooted trees, so
you can actually combo your moves easier without Haste.
Comments: The challenge would be to actually defeat all six of these
trees when you have chopped down one of them, and this task
is possible!
Ryu's Skills: Super Combo, Tiger Fist, Focus,
Last Resort
" Master: Bunyan
Nina's Skills: Concentrate
Cray's Skills: None
Ershin's Skills: None
Scias's Skills: Cleave, War Shout, Counter
Ursula's Skills: Shadow Walk, Megaphone, Reversal
" Master: Bunyan
*1st turn*
1)Meditate Ryu into the dragon form with the highest Atk,
which should be the Weyr or Kaiser; this is for raising
his Atk, so skip it if you have yours at 999 after Last
Resort, which would be what you could do instead and
skip this part
2)Perform Megaphone with Ursula
3)Follow up with War Shout on Scias; it should be great
enough boost, or use Might with Cray instead on Ryu
*2nd turn*
1)Use Last Resort on Ryu
2, 3)You can use Megaphone to decrease the Def of the
Treans, or boost your characters' Atk, which I
prefer to do by this point of time into the game
*3rd turn*
1)You need to combo all this: Counter on Scias,
2)Followed by Concentrate on Nina,
3)Then Focus on Ryu!
*4th turn*
'Chopping a Trean': For those who are less ambitious... try
a Trunked instead!
1)Shining Blade with the best +1 hit weapon you have for
Scias on your target Trean
2)Then hit the tree again with Shadow Walk from Ursula with
similar requirements. You might reverse the order of
performing these first two actions
3)Finally, de-root the unfortunate Trean with Super Combo
from Ryu which you should squeeze in at least eight hits
for. Equip him with the best weapon you have, which would
be the Cursed Sword IF you have it. (more HP evidently
helps here) But don't try the Royal Sword. The other
trees should be fleeing by the next turn.
OR
'To fell a forest': Only if you're Cursed powerful!
1)Either Cleave or Shining Blade from Scias; it doesn't
matter much, except that the whole thing combo
2)Equip the Culverin, or the best attack-all weapon you
have on Ursula and watch