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    Bestiary by Captain K

    Version: 1.1 | Updated: 07/19/04 | Printable Version | Search This Guide

    Valkyrie Profile Bestiary (North American version)
    by Captain K. (shibakev@earthlink.net)
    Copyright 2004
    
    This FAQ has been posted at the following site:
    
    www.gamefaqs.com
    
    If you would like to post this FAQ at another website or in a
    publication, please contact the author first for permission.
    The most recent version of this FAQ can always be found at
    www.gamefaqs.com.
    
    All trademarks and copyrights contained in this document are owned by
    their respective trademark and copyright holders.
    
    07/19/2004 Version 1.1 Added treasure drops to all enemies. Added three
    more enemies. Added spell damage reference. Cleaned up formatting.
    
    07/11/2004 Version 1.0 First posting.
    
    0) Introduction
    1) How to read this guide
    2) Enemies - Chapter 0 
    3) Enemies - Chapter 1 
    4) Enemies - Chapter 2 
    5) Enemies - Chapter 3 
    6) Enemies - Chapter 4 
    7) Enemies - Chapter 5 
    8) Enemies - Chapter 6 
    9) Enemies - Chapter 7 
    10) Enemies - Chapter 8 
    11) Enemies - Jotunheim Palace 
    12) Enemies - Asgard Hill 
    13) Enemies - C Ending
    14) Enemies - Seraphic Gate 
    15) Enemies not added yet
    16) Credits
    
    ====================
    0) Introduction
    ====================
    
    This all got started at the RPG Dueling League(www.rpgdl.com), when
    Neoelfboy started compiling data for various bosses in Valkyrie
    Profile. Then Meeplelard and I started chiming in with some of the
    normal enemies. After a few days of work, we had nearly every enemy in
    the game documented. This bestiary is the result of that work.
    
    ==========================
    1) How to read this guide
    ==========================
    
    Enemies are sorted by the dungeon they first appear in. After the
    enemy's name, you'll see several stats.
    
    HP (hit points) is how much damage the enemy can take before it is
    destroyed.
    
    RDM (resist damage) is how much you subtract from the character's
    physical attacks before they are applied to  the enemy's HP. "Extreme"
    RDM is simply a value that is so high that it cannot be measured
    easily. You will not be able to damage such enemies with physical
    attacks unless you cast Sap Guard first or use a weapon they are weak
    to (like the Dragon Slayer).
    
    RST (resist) is the same as RDM, except it works against the magic
    attacks of your party rather than the physical ones.
    
    STR (strength) is the base value for the enemy's physical attacks.
    
    INT (intelligence) is the base value for the enemy's magical attacks.
    
    Some enemies have notes about their accuracy (how easily they hit you),
    blocking (if they stand still and parry your attacks), and
    dodging/evading (avoiding your attacks and sometimes counterattacking).
    Attacks noted as unblockable cannot be blocked by the characters,
    although they can sometimes be dodged.
    
    1x, 2x, 3x, etc. These are the multipliers you apply to the STR or INT
    *after* you subtract the RDM or RST of your characters. For example, an
    attack made with 1000 STR and a .8x multiplier against a character with
    a 200 RDM would do (1000-200)x.8=640 damage. Note that enemies do not
    have attack trust like characters have, so their attacks always do full
    damage.
    
    Some physical attacks are listed as being of a certain element. These
    will do extra damage to characters weak against those elements *if*
    they are wearing no other armor that reduces elemental damage. Likewise
    characters that are strong against those elements will take less
    damage. Wearing any armor with elemental protection (like a Cloak)
    overrides the character's elements and uses the value of the armor
    instead.
    
    In most cases the multipliers for spells aren't listed in this guide.
    Here is a quick reference:
    
    Fire Storm: 1 hit at 1.5x, Fire
    Fire Lance: 2 hits at 1x, Fire
    Icicle Edge: 3 hits at 1x, Ice, adds Freeze
    Frigid Damsel: 3 hits at 1x, Ice, adds Freeze
    Dark Savior: 3 hits at 1x, Dark
    Shadow Servant: 3 hits at 1x, Dark
    Mystic Cross: 4 hits at 1x, Holy
    Sacred Javelin: 5 hits at 1x, Holy
    Lightning Bolt: 3 hits at 1x, Lightning
    Prismatic Missile: 5 hits at .75x, Lightning
    Stone Torch: 1 hit at 1x, Poison, adds Petrify
    Poison Blow: 1 hit at 4x, Poison, adds Poison
    
    Ifrit Caress: 1 hit at 3x to all, Fire
    Calamity Blast: 5 hits at 1.5x to all, Fire
    Crystal Strike: 1 hit at 3x to all, Ice
    Absolute Zero: 3 hits at 2x to all, Ice
    Cosmic Spear: 1 hit at 3x to all, Dark
    Meteor Swarm: 7 hits at 1.5x to all, Dark
    Celestial Star: 7 hits at 1.5x to all, Holy
    Seraphic Law: 3 hits at 1.5x to all, Holy
    Dragon Bolt: 3 hits at 2x to all, Lightning
    Gravity Blessing: 3 hits at 1.5x to all, Lightning
    Carnage Anthem: 3 hits at 1.5x to all, Poison
    Petro Disruption: 3 hits at 1.5x to all, Poison
    Dragon Orb: 3 hits at 1.5x to all, Ice
    
    Following the list of attacks, some enemies have comments afterwards.
    
    ========================
    2) Enemies - Chapter 0
    ========================
    
    -----------
    PROLOGUE 
    -----------
    
    BOSS: Lesser Harpy 
    Approximately 800 HP. 0 RDM, RST unknown. Poor accuracy. Sometimes
    blocks. 
    120 STR: 
    Attack - 1x to one
    Thunder Strike - 1x to all, unblockable, Lightning
    
    BOSS: Ghoul 
    Approximately 1800 HP. 0 RDM, RST unknown. 
    120 STR - Attack is 1x to one, unblockable
    
    BOSS: Lombert 
    Approximately 800 HP. 0 RDM, RST unknown. Sometimes blocks, extremely
    easy to guard crush. 
    100 INT - Fire Storm
    
    -------------------------
    ARTOLIAN MOUNTAIN RUINS
    -------------------------
    
    Lesser Vampire - 400 HP  Weak: none  Drop: Sage, Vegetable Seed
    10 RDM, 0 RST. Poor accuracy. Sometimes blocks. 
    120 STR - Attack is 1x to one
    
    Ghast - 600 HP  Weak: none  Drop: Long Sword, Leather Armor
    0 RDM, 5 RST. Poor accuracy. 
    200 STR - Attack is 1x to one
    
    Pongo - 1000 HP  Weak: none  Drop: Normalize, Fire Lance
    0 RDM, 25 RST. Poor accuracy. 
    180 STR: 
    Attack - 1x to one
    Shot - 1x to one 
    
    Dragon Servant - 500 HP  Weak: Ice  Drop: Chainmail, Broadsword
    10 RDM, 85 RST. 100% block rate, easy to guard crush. 
    180 STR: 
    Attack - 1x to one
    Firebreath - 1x to one, unblockable, Fire
    
    These guys basically exist to block a lot, forcing you to use a spell(or
    Llewelyn) to open any combo against them if you want full damage.
    If you have more than one attacker, though, don't be afraid to try for
    a guard crush. They have middling offence and fall easily once you get
    past their guard, though, so don't worry about them. 
    
    BOSS: Elder Vampire - 4800 HP Weak: none  Drop: Aqua Vitae
    Went second. 0 RDM, 15 RST. 
    200 STR - Attack is 2 hits of 1x
    120 INT - Fire Lance, Shadow Servant
    
    Note: Elder Vampire is accompanied by two Dragon Servants. 
    
    ========================
    3) Enemies - Chapter 1
    ========================
    
    ---------------
    FOREST OF WOE
    ---------------
    
    See Artolian Mountain Ruins for Lesser Vampire, Ghast, and Dragon
    Servant. 
    
    BOSS: Insane Yeti - 5200 HP  Weak: Fire  Drop: Ebony Powder
    Went second. 0 RDM, 5 RST. 
    180 STR: 
    Attack - 1x to one
    Shot - 1x to one 
    
    Well, he manages to live long, especially since there are three of
    them. Pity that only one can attack at first, and the other two just
    sit there. Heck, you can pick off the back ones with Bow Lenneth,
    Jelanda and Llewelyn first, to ensure only one goes at a time, but
    that's more trouble than it's worth, as these guys lack the damage to
    be scary. [MeepleLard] 
    
    -----------------
    SOLDE CATACOMBS 
    -----------------
    
    See Artolian Mountain Ruins for Lesser Vampire and Dragon Servant. 
    
    Ramapithicus - 4000 HP  Weak: none  Drop: Mandrake
    0 RDM, Extreme RST. 
    180 STR: 
    Attack - 1x to one
    Shot - 1x to one
    
    Completely sucks, with no noteworthy tricks. His purpose is to keep the
    Drow Shamans in the back row until you kill him. Kill them first with
    ranged attacks. 
    
    BOSS: Drow Shaman - 1000 HP  Weak: none  Drop: Sap Power
    (also drops Icicle Edge when encountered as a regular enemy later)
    Went second. 0 RDM, 0 RST. (heehee) 
    490 INT - Fire Lance
    
    Pretty good damage at the time; it can OHKO Llewelyn and takes no fewer
    than three hits to down anyone below Level 5. No durability at all, of
    course. 
    
    Note: There are two Drow Shamans accompanied by a Ramapithicus. 
    
    -----------------------------
    Enemies - Caves of Oblivion
    -----------------------------
    
    Note: the enemies in the Caves are random, and can come from almost
    any other Chapter. This section only lists enemies which aren't found
    elsewhere in the game.
    
    Orbitous Dragon - 10,000 HP  Weak: Holy  Drop: ?,?
    Extreme RDM, 325 Resist
    
    5200 Strength:
    Death Fire: 1x to all, unblockable, Poison, causes Poisoning
    Inferno Breath: 1x to all, unblockable, Fire
    Undulation: 1x to all, unblockable
    
    3000 Int:
    Frigid Damsel
    
    ========================
    4) Enemies - Chapter 2
    ========================
    
    ----------------------
    DRAGONCASTLE CAVERNS 
    ----------------------
    
    Current Fish - 1300 HP  Weak: Fire  Drop: Fresh Meat, Beast's Fangs
    0 RDM, 25 RST. Poor accuracy. All attacks can inflict Faint. 
    330 STR: 
    Attack - 1x to one
    Bubble Attack - 2 hits of 0.25x to one
    Triple Ballet - 5 hits of 0.25x to one, low accuracy
    
    Monstrous Viper - 900 HP  Weak: none  Drop: Broken Blade, Aconite
    0 RDM, 65 RST. Abysmal accuracy. Sometimes dodges. 
    321 STR: 
    Attack - 1x to one
    Double Crunch - 2 hits of 1x to one
    Poison Bait - 1 hit of 1x to one, can inflict Poison
    
    Venomous Spider - 1500 HP  Weak: Ice  Drop: Longsword, Chainmail
    0 RDM, 5 RST. 
    300 STR - Attack is 2 hits of 1x to one
    
    Banshee - 400 HP  Weak: none  Drop: Frigid Damsel, Fire Storm
    100 RDM, 185 RST. Poor accuracy. 
    550 STR: 
    Attack - 1x to one
    Disease Grief - 1x to one, unblockable, inflicts Curse
    Angry Scream - 1x to all, unblockable
    450 INT - Frigid Damsel (1200), Shadow Servant
    
    Easily the best enemy in the dungeon. Good damage, high defense and
    resist, some multitarget damage, and a status to boot. But it has one
    glaring flaw: non-existent HP. 400 HP at this point is PATHETIC,
    especially when you have things like Element Scepters lying around.
    
    BOSS: Lesser Dragon - 9000 HP  Weak: Lightning/Poison/Holy
    Drop: Holy Water
    Went second. 0 RDM, 115 RST. 
    1000 STR: 
    Attack - 1x to one, Ice
    Firebreath - 1x to one, unblockable, Fire
    1200 INT - Fire Storm
    Guard Reinforce 
    
    Yay! Guard Reinforce on an enemy with 0 RDM! What a wasted turn. The
    guy screams "One-turn me!" with his Lightning weakness (Grimrist
    anyone?), being a dragon (Dragon Slayer...), and Holy Weakness
    (probably killed the same way Nethov Dragon Zombie is). Though, he's
    the first boss that... actually feels like a boss, in that he is
    clearly superior to the enemies here (sad, isn't it?). Good damage, but
    all of it is singletarget, making him really hard-pressed to undo First
    Aid's healing (let alone Heal). 
    
    --------------
    NETHOV SWAMP 
    --------------
    
    Figment - 650 HP  Weak: none  Drop: Fire Storm, Fire Lance 
    55 RDM, 280 RST. 
    330 STR - Firebreath is 1x to one, unblockable, Fire
    300 INT - Fire Lance
    
    Vermin - 530 HP  Weak: none  Drop: Feather, Beast's Fangs
    50 RDM, 25 RST. Poor accuracy. 
    321 STR: 
    Attack - 1x to one
    Feather Shot - 3 hits of 1x to one, low accuracy
    
    Pongo Robustus - 2300 HP  Weak: Dark  Drop: Long Bow, Short Spear
    50 RDM, 25 RST. Non-existent accuracy. 
    380 STR: 
    Attack - 1x to one
    Shot - 1x to one
    
    Mantrap Plant - 1800 HP  Weak: Fire/Dark  Drop: Vegetable Seed, Beast's
    Fangs
    50 RDM, 55 RST. 
    330 STR: 
    Attack - 1x to one
    Rhizome Spear - 1x to all
    
    BOSS: Dragon Zombie - 13400 HP  Weak: Fire/Lightning/Holy
    Drop: Broken Armor (also Neckless Doll when encountered as a regular
    enemy)
    Went second. Extreme RDM, 125 RST. 
    1800 STR: 
    Attack - 1x to one, can inflict Faint
    Firebreath - 1x to one, unblockable, Fire
    Inferno Breath - 1x to all, unblockable, Fire
    600 INT - Shadow Servant
    
    All his damage is pretty good, but mages are safe from 2HKO due to
    halving Fire, as are non-Archer warriors due to adequate HP. His RDM is
    definitely his selling point; shame about the three different ways to
    utterly destroy him (Dragon Slayer, Grimrist, Holy Crystal). 
    
    -----------------
    SALERNO ACADEMY 
    -----------------
    
    See Nethov Swamp for Figment, Vermin, Pongo Robustus, and Mantrap
    Plant. 
    
    BOSS: Harpy - 12000 HP  Weak: Fire/Poison  Drop: Bracelet of Zoe
    Went first. Negligible RDM/RST; excellent block/dodge/counter rates. 
    650 STR: 
    Attack - 1x to one, inflicts Faint; good accuracy
    Thunder Strike - 1x to all, unblockable, Lightning [Used mainly at low
    HP] 
    400 INT - Frigid Damsel
    Reflect Sorcery [Appears to be OPB, used first round] 
    
    ========================
    5) Enemies - Chapter 3
    ========================
    
    ---------------
    ODDROCK CAVES 
    ---------------
    
    See Artolian Mountain Ruins for Lesser Vampire (400 HP version), Solde
    Catacombs for Drow Shaman, and Nethov Swamp for Dragon Zombie. 
    
    Lesser Vampire - 2500 HP  Weak: none  Drop: Broken Spear, Broken Blade
    0 RDM, 100 RST. 
    624 STR: 
    Attack - 1x to one 
    Hydrophobia - 3 hits of 1x to one, inflicts Poison, can inflict Faint
    
    Knight Fiend - 2500 HP  Weak: none  Drop: Falchion, Warhammer
    50 RDM, 25 RST. Sometimes blocks/dodges/counters. 
    1050 STR: 
    Attack - 1x to one, often inflicts Faint
    Extension - 3 hits of 0.67x to one [used mainly at low HP] 
    
    Necromancer - 1000 HP  Weak: none  Drop: Icicle Edge, Stone Torch
    60 RDM, 400 RST. 
    600 INT - Fire Lance
    
    BOSS: Greater Demon - 22000 HP  Weak: none  Drop: Poison Blow
    Went second. 0 RDM, 150 RST. Good accuracy. Very often dodges and
    counters. 
    2400 STR - Attack is 1x to one
    1600 INT - Fire Storm
    Death Wish - 1/4 chance to reduce HP of single target to 1 
    
    Not a bad boss for that point in the game. He's hell on a single
    physical fighter (one of the biggest challenges in a solo game in
    fact), but any type of unblockable attack screws him over. 
    
    --------------------------
    GORHIA CULT HEADQUARTERS
    --------------------------
    
    See Artolian Mountain Ruins for Lesser Vampire (400 HP version), Solde
    Catacombs for Drow Shaman, and Oddrock Caves for Lesser Vampire (2500
    HP version), Knight Fiend, and Necromancer.
    
    Thaumaturgist - 2200 HP  Weak: Poison  Drop: Shadow Servant, Heal
    30 RDM, 125 RST. 
    500 INT - Lightning Bolt
    
    Will-O'-Wisp - 6500 HP  Weak: Dark  Drop: Lightning Bolt
    10 RDM, 25 RST. 
    420 STR: 
    Attack - 1x to one, can inflict Faint
    Explosion - KOs self; 8 hits of 1x to all, unblockable, Fire[Used first
    action after being dropped below half HP] 
    500 INT - Lightning Bolt
    
    BOSS: Noble Vampire - 10500 HP  Weak: none  Drop: Citrine
    Went second. 50 RDM, 25 RST. All physical attacks can inflict Faint. 
    400 STR: 
    Attack - 2 hits of 1x to one
    Despotic Nail - 4 hits of 0.8x to one[used below 50% HP] 
    Dreaded Dance - 4 hits of 0.8x to one, then cast Lightning Bolt on
    target of this unless this is dodged/countered. [used below 25% HP]
    400 INT - Lightning Bolt 
    
    Note: Noble Vampire is accompanied by three Will-O'-Wisps. 
    
    -------------------
    CLOCKWORK MANSION 
    -------------------
    
    Necrophidus - 3600 HP  Weak: none  Drop: Beast's Fangs, Bastard Sword
    50 RDM, 85 RST. Poor accuracy. 
    624 STR: 
    Attack - 1x to one
    Electro Shock - 2 hits of 1x to one, unblockable, Lightning
    Double Crunch - Attack, then Electro Shock on same target if Attack
    isn't dodged/countered
    
    BOSS: Chimera - 20000 HP  Weak: none  Drop: Bracelet of Zoe
    Went first. 30 RDM, 25 RST. 
    1200 STR: 
    Firebreath - 1x to one, unblockable, Fire
    Poisonbreath - 1x to one, unblockable, Darkness, adds Poison ~50%
    Three Deck - 0.5x Fire, 0.5x Darkness, 0.5x Ice to all, unblockable,
    adds Poison and Freeze each ~50% of the time [Appears to be OPB, used
    first round] 
    
    HE CAN FREEZE YOU! And is otherwise... not all that impressive. The
    freezing/poisoning combo is somewhat scary, but he has no real followup
    and that status just isn't accurate enough. His damage is the worst
    since Elder Vampire's, relative to his time. 
    
    ---------------
    BRAHMS CASTLE
    ---------------
    
    See Oddrock Caves for Lesser Vampire (2500 HP version), and Tombs of
    the Amenti for the Ram Guardian.
    
    Demon Servant - 2000 HP  Weak: none  Drop: Chainmail, Falchion
    25 Resist, 45 RDM. Horrid accuracy
    1200 Strength
    Attack - 1x to one
    Aura Spear: 3 hits at .67x each
    500 Int
    Lightning Bolt: 3 hits of x1 each (Lightning)
    
    Succubus - 2000 HP  Weak: Holy  Drop: Dampen Magic, Heal
    0 RDM, 325 Resist. Awful accuracy
    Str: ?
    Attack: 1x to one
    2500 Int
    Poison Blow: 1 hit at 4x (Poison, adds Poison)
    
    BOSS: Brahms - 52000 HP  Weak: none  Drop: N/A
    Went second. Extreme RDM, 25 RST. Has a 100% block rate, and is very
    hard to Guard Crush. His attacks are very hard to dodge, but can be
    blocked at an average rate.
    
    15000 STR:
    Attack - 1 hit of 0.5x, 5 hits of 0.25x to one, sometimes Guard Crushes
    if blocked 
    Bloody Curse - Used immediately after Attack unless Attack is dodged
    (not blocked). 17 hits of 1.17x to target of Attack
    
    Bloody Curse is used 25% of the time when Brahms is above 50% HP, and
    50% of the time when he is below (roughly). 
    
    Brahms screams anti-physical. Which of course means magic is the way to
    go against him (and luckily, his Resist does indeed suck). His damage
    is very good; even his physical can fell many characters in one hit,
    and Bloody Curse is a guaranteed KO should he use it. Just keep your
    Union Plumes going and wear him down with crystals.
    
    ========================
    6) Enemies - Chapter 4
    ========================
    
    -------------------
    BLACK DREAM TOWER
    -------------------
    
    Grave Mist - 2500 HP  Weak: none  Drop: Sap Power, Sap Guard
    30 RDM, 225 RST. Often dodges. 
    1000 STR - Attack is 6 hits of 1x to one
    1000 INT - Frigid Damsel
    
    Lesser Demon - 2400 HP  Weak: none  Drop: Lamellar, Bastard Sword
    45 RDM, 25 RST. Often blocks/dodges/counters. 
    1200 STR: 
    Attack - 1x
    Demon Sequence - 0.7x to all, unblockable
    Reflect Sorcery [OPB, used on turn 3] 
    
    Monstrous Glowfly - 7000 HP  Weak: Dark  Drop: Normalize, Sap Guard
    45 RDM, 125 RST. 
    1000 STR: 
    Attack - 1x to one, can inflict Faint
    Electro Touch - 0.5x to one, inflicts Paralyse, can inflict Faint
    Explosion - KOs self; 8 hits of 1x to all, unblockable, Fire [Used
    first action after being dropped below half HP, or on turn 10] 
    1000 INT - Lightning Bolt
    
    Harpy - 6000 HP  Weak: none  Drop: Rapid Bow, Invoke Feather
    50 RDM, 325 RST. Often blocks. 
    900 STR: 
    Attack - 1x to one, can inflict Faint
    Thunder Strike - 1x to all, unblockable, Lightning [Used mainly at low
    HP] 
    Reflect Sorcery [OPB, used on turn 1] 
    
    Dragon-Tooth Warrior - 15000 HP  Weak: Holy  Drop: Rapid Bow,
    Breastplate
    400 RDM, 825 RST. Sometimes blocks/dodges/counters. All attacks
    occasionally cause Faint. 
    1800 STR: 
    Attack - 1x to one
    Double Attack - 2x to one
    Advanced Sword X - 2 hits of 1x to one
    Possess - Ally's max HP increases by +100% of base (stackable). STR and
    INT increase by +50% of base (not stackable). Also fully heals. [Used
    automatically upon death if any allies survive] 
    
    BOSS: Wise Sorcerer - 25000 HP  Weak: none  Drop: Holy Relic
    Went second. 30 RDM, 25 RST. Sometimes dodges. 
    1600 STR: 
    Attack - 2 hits of 1x to one, unblockable
    Fiendish Shape - 2 hits of 1x to all, unblockable [Used mainly at low
    HP, or when silenced] 
    2000 INT - Dark Savior, Shadow Servant 
    
    What's this, a decent boss fight? Dragontooth Warrior is a tank, and
    you don't dare kill him first, or you'll be eating huge damage from the
    sorcerer. Best bet is to whip out that Ether Scepter you got in Gorhia
    and blast the sorcerer first.
    
    ------------------
    CAVE OF THACKUS
    ------------------
    
    See Black Dream Tower for Monstrous Glowfly and Harpy. 
    
    Mire Creeper - 2200 HP  Weak: none  Drop: Bastard Sword, Lamellar
    35 RDM, 225 RST. 
    1200 STR: 
    Attack - 1x to one
    Triple Attack - 3 hits of 0.7x to one
    
    Dragon Zombie - 15000 HP  Weak: Holy  Drop: Mithril Ore, Aconite
    Extreme RDM, 825 RST. 
    5200 STR: 
    Firebreath - 1x to one, unblockable, Fire
    Inferno Breath - 1x to all, unblockable, Fire
    
    This thing screams "Dragon Slayer!" or "Holy Crystal!" as it WILL kick
    your ass if you don't use one or the other. If you don't have either,
    just run.
    
    Crab Giant - 1000 HP  Weak: Fire  Drop: Fresh Meat, Broken Bow
    500 RDM, 600 RST. 
    1200 STR: 
    Attack - 1x to one
    Splash - 1x to one, Ice, unblockable
    
    BOSS: Kraken - 24000 HP  Weak: Fire  Drop: Dampen Magic
    Went first. Respectable RDM (about 300?), 25 RST. 
    1500 STR: 
    Ink - 1x to one, unblockable, inflicts Faint; didn't test element
    Tentacle Whip - 8 hits of 1x to one, guard crushes if blocked;
    sometimes only 6 hits (GC inflicts Faint) [Used mainly at low HP]
    1000 INT - Lightning Bolt
    
    Yeesh. Tentacle Whip is an excellent attack. He has no MT, but that
    attack alone is pretty nasty. Probably the best boss up until this
    point in the game; could be better, though, since Fire spells ream him.
    As do unlimited Union Plumes.
    
    Note: Kraken is accompanied by three Crab Giants. 
    
    -----------------------
    DARK TOWER OF XERVAH 
    -----------------------
    
    See Black Dream Tower for Lesser Demon. 
    
    Undead Carcass - 4600 HP  Weak: none  Drop: Raw Meat, Mandrake
    30 RDM, 25 RST. Can block, dodge, and counter. Extremely easy to guard
    crush. 
    Didn't test damage. It's all weak; at best he can inflict Poison
    roughly ~50% of the time. 
    
    Crying Soul - 3650 HP  Weak: none  Drop: Lightning Bolt, Fire Storm
    20 RDM, 625 RST. Can block and dodge. Extremely easy to guard crush.
    1700 STR - Attack is 6 hits of 1x. Shoddy accuracy. 
    1500 INT - Lightning Bolt. 
    Fossil Form - Inflicts Petrify a little under 50% of the time. 
    
    Appear in groups and can be menacing with Fossil Form + Physicals. 
    
    Fire Elemental - 6000 HP  Weak: Ice  Drop: Sap Power, Sap Guard
    50 RDM, 300 RST. Can block, dodge, and counter with Firebreath. 
    2700 STR: 
    Firebreath - 1x to one, unblockable, Fire
    Flame Banner - 1x to all, unblockable, Fire
    1600 INT - Fire Lance
    
    Inferior - 4900 HP  Weak: Poison/Holy/Dark  Drop: Long Flail,
    Breastplate
    55 RDM, (25?) RST. Blocks often. Good accuracy. 
    6200 STR: 
    Attack - 1x
    Aura Spear - 3 hits of 0.7x to one
    Demon Sequence - 0.7x to all, unblockable[Used mainly at low HP] 
    Sap Guard 
    
    OUCH! OHKO them with Poison Blow or face extreme damage. Looking at all
    his data besides HP (which isn't bad, really, outside the weaknesses),
    I question this guy being balanced for Chapter 4. 
    
    Iron Golem - 20000 HP  Weak: none  Drop: Raptor's Claw, Burgundy Flask
    300 RDM, 25 RST. Skips most turns until HP is low. 
    2000 STR: 
    Attack - 1x to one
    Earthquake - 1x to all, unblockable
    Spin Attack - 3 hits of 1x to one . [Used mainly at low HP] 
    
    BOSS: Hel Servant - 22000 HP  Weak: none  Drop: Dampen Magic
    Went first. Extreme RST, negligible RDM. 
    2300 STR: 
    Attack - 3 hits of 1x to one, occasionaly causes Faint
    Firebreath - 3 hits of 1x to one, unblockable, Fire
    2600 INT - Stone Torch, Fire Lance, Prismatic Missile, Poison Blow 
    Restore - Fully restores dead ally to full HP [always uses this if ally
    dead] 
    
    Wow. Already the best boss up to this point in the game based on the
    numbers alone (near-immune to magic? Massive damage? Yep, both),
    considering that there's two at once it's arguably the best boss in the
    entire game. They can really rip your party to shreds and require
    precision to be brought down, because one Restore upsets so much
    work... As a final note, consider that the prerequisite for the
    Creation Jewel is found in this dungeon, making it the last time you
    fight a boss without the benefit of Creation Jewel weapons, so these
    guys are even quite durable for their HP scores. 
    
    Note: There are two Hel Servants. 
    
    -------------------------
    TOWER OF LEZARD VALETH 
    -------------------------
    
    See Black Dream Tower for Dragon-Tooth Warrior (15000 HP version). 
    
    Blood Sucker - 4000 HP  Weak: none  Drop: Raptor's Claw, Ghoul Powder
    30 RDM, 625 RST. Sometimes blocks/dodges/counters. 
    985 STR
    Attack - 3 hits of 0.8x to one
    
    Wise Sorcerer - 4400 HP  Weak: Poison Drop: Stone Torch, Invoke Feather
    30 RDM, 700 RST. 
    2600 STR: 
    Attack - 2 hits of 1x to one, unblockable
    Fiendish Shape - 2 hits of 1x to all, unblockable [Used mainly at low
    HP, or when silenced] 
    2000 INT - Frigid Damsel
    
    Manticore - 13000 HP  Weak: none  Drop: Broken Bow, Broken Blade
    130 RDM, 325 RST. 
    2200 STR: 
    Firebreath - 1x to one, unblockable, Fire
    Three Deck - 0.5x Fire, 0.5x Darkness, 0.5x Ice to all, unblockable,
    adds Poison and Freeze each ~50% of the time [Used mainly at low HP] 
    
    Fatal Glimmer - 9200 HP  Weak: Dark  Drop: Poison Blow, Shadow Servant
    0 RDM, 400 RST. Good block rate. 
    2000 STR: 
    Attack - 1x to one 
    Electro Touch - 0.5x to one, inflicts Paralyse
    Explosion - KOs self; 8 hits of 1x to all, unblockable, Fire [Used
    first action after being dropped below half HP] 
    2000 INT - Lightning Bolt
    
    DON'T LET HIM EXPLODE. Fire defence on as many PCs as possible is a
    good precaution should you make a mistake. If multiple Fatal Glimmers
    explode on one round, you're probably going to be seeing the world map.
    
    Dragon Zombie - 24000 HP  Weak: Lightning  Drop: Broken Armor,
    Broken Spear
    Extreme RDM, 625 RST. 
    7600 STR: 
    Firebreath - 1x to one, unblockable, Fire
    Undulation - 1x to all, unblockable
    Death Fire - 1x to all, Poison, causes Poisoning (used at low HP)
    4000 INT - Shadow Servant
    Heal - restores 80% of all enemies' HP
    
    An unholy terror of a foe. His undulation can wreck your party, and
    Shadow Servant is devastating ST damage. Add in the fact that his
    durability surpasses that of any BOSS in the first four chapters, and
    that he can appear in pairs, and this guy should have you saying two
    words: DRAGON SLAYER. Or Grimrist. Or failing those, the Flee command.
    
    Lezard's Dragon-Tooth Warrior - 14000 HP  Weak: none  Drop: N/A
    RDM and RST are both low. Didn't test extensively. 
    1200 STR: 
    Attack - 1x to one
    Double Attack - 2x to one
    Possess - Ally's max HP increases by +100% of base (stackable). STR and
    INT increase by +50% of base (not stackable). Also fully heals. [Used
    automatically upon death if any allies survive] 
    
    BOSS: Lezard Valeth - 10000 HP  Weak: none  Drop: N/A
    Went second. 0 RDM, 200 RST. 
    1000 INT: 
    Fire Lance, Frigid Damsel, Prismatic Missile
    Dragon Bolt, Celestial Star, Meteor Swarm [These can only be used on
    turns divisble by 3] 
    Reflect Sorcery [OPB, used on turn 5] 
    
    Well, his HP is really sad by boss standards; it's the worst since
    Chapter 1, and he doesn't have any defences worth noting backing it up.
    His damage, while easily the worst of any boss in Chapter 4, isn't that
    bad... unless you have an Ether Scepter or Unicorn Horn, which can
    reduce all his damage to 0. Not good for him. Otherwise, every three
    turns he has a decent, but not OHKO-worthy attack to the whole party.
    Still, he's much more dangerous when Possessed, so be sure to kill him
    first.
    
    Note: Lezard is accompanied by two Lezard's Dragon-Tooth Warriors. 
    
    ========================
    7) Enemies - Chapter 5
    ========================
    
    ---------------
    ARKDAIN RUINS 
    ---------------
    
    Rib Forager - 6800 HP  Weak: none  Drop: Estoc, Footman's Axe
    50 RDM, 425 RST. Poor accuracy, sometimes blocks/dodges/counters. 
    2800 STR: 
    Attack - 1x to one
    Uppercut - 1.5x to one
    Extension - 3 hits of 1x to one
    
    Brackish Muck - 7000 HP  Weak: none  Drop: Burgundy Flask, Base Metal
    0 RDM, 325 RST. Poor accuracy, sometimes blocks/dodges/counters. 
    1800 STR: 
    Attack - 1x to one
    Equipment Break - 1x to one, can break weapons if possible
    Triple Attack - 3 hits of 0.7x to one
    
    Necrophiliac - 6000 HP  Weak: Poison  Drop: Mystic Cross,
    Lightning Bolt
    10 RDM, 725 RST. Sometimes blocks or dodges. 
    2200 INT - Frigid Damsel, Shadow Servant
    
    BOSS: Raver Lord - 16000 HP  Weak: none  Drop: Tome of Alchemy
    Went first. 100 RDM, 750 RST. Poor accuracy, sometimes blocks. 
    4000 STR: 
    Attack - 1x to one, Darkness
    Chaos Blade - 2 hits of 1x to one, Darkness
    Forbidden Act - 3 hits of 1x to one, Darkness; low accuracy
    
    All of their attacks cause Fainting at a high rate, but having a decent
    pair of boots on means that they won't connect very often.
    
    Note: There are three Raver Lords. 
    
    ------------------
    CITADEL OF FLAME 
    ------------------
    
    See Arkdain Ruins for Rib Forager and Necrophiliac
    
    Beetle Giant - 5000 HP  Weak: Ice  Drop: Nightshade, Aconite
    375 RDM, 425 RST. 
    2000 STR: 
    Attack - 1x to one
    Grim Lancer - 1x to one
    Grim Rush - 3 hits of 1x to one, Guard Crush if blocked
    
    The most noteworthy thing about these guys is that they always go after
    the character with the lowest DME, which is typically a poorly-defended
    mage in the back row (which yes, they can target). Grim Rush will Guard
    Crush if blocked, but for some reason this almost never happens
    (dodging it is quite common, though). Other than that, these guys lack
    either durability or damage to be dangerous. 
    
    Fire Elemental - 15200 HP  Weak: Ice  Drop: Sap Power, Lightning Bolt
    100 RDM, 1200 RST. Sometimes blocks. 
    6500 STR - Flame Banner is 1x to all, unblockable, Fire
    
    A dangerous foe; they use nothing but Flame Banner and if there's two a
    round it really hurts. Their high HP and Resist softens the Ice
    weakness and low RDM somewhat. Fire defence is obviously recommended. 
    
    Gelatinous Ooze - 7500 HP  Weak: none  Drop: Iron Ore, Foxglove
    10 RDM, 25 RST. Often blocks and dodges. 
    2200 STR: 
    Attack - 1x to one
    Equipment Break - 1x to one, can break weapons if possible
    Triple Attack - 3 hits of 0.7x to one
    
    Figment - 3500 HP  Weak: Ice  Drop: Fire Lance, Sap Guard
    500 RDM, 725 RST. 
    2000 STR - Flame Banner is 1x to all, unblockable, Fire
    2000 INT - Prismatic Missile
    
    BOSS: Fire Elemental - 36000 HP  Weak: Ice  Drop: Braclet of Zoe
    Went first. 150 RDM, 825 RST. 
    10000 STR: 
    Firebreath - 1x to one, unblockable, Fire
    Flame Banner - 1x to all, unblockable, Fire
    6000 INT - Frigid Damsel
    
    This boss has very strong overall damage (just look at those offensive
    stats!), excelling in both singletarget and multitarget attacks.
    Though, the fact that any spells you reflect at him hit his weakness is
    amusing. His real failing, though, is his durability... it's just not
    high enough for a boss at this point in the game. Low RDM and an Ice
    weakness backing up only a modest HP score leaves him very open to a
    quick kill. An Icicle Sword will kill him instantly.
    
    --------------------------
    CHAPTER 5-6 MISCELLANEOUS 
    --------------------------
    
    BOSS: Genevieve - 10000 HP  Weak: none  Drop: N/A
    Went second. Negligible RDM, 5 RST. 
    STR unknown, but at most 1000: 
    Attack - 1 hit to one, element unknown (Holy?) 
    Contaminate Energy - 6 hits to one, element unknown (Holy?) 
    500 INT - Poison Blow
    
    ======================
    8) Enemies Chapter 6
    ======================
    
    --------------------
    LOST CITY OF DIPAN 
    --------------------
    
    MAJOR BOSS: Barbarossa - 62700 HP  Weak: none  Drop: N/A
    
    "Bow before me!" 
    
    Went first. 200 RDM, 300 RST. Often blocks, sometimes dodges and
    counters. 
    7000 STR: 
    Attack - 1x to one, can inflict Faint
    Charge - 2x to one, can inflict Faint
    Dignity Mayhem - 3 hits of 1x to one, low accuracy, can inflict Faint
    Hellfire - 1x to one, unblockable, Fire
    Malice Grudge - 1x to all, unblockable, inflict Curse at about 2/3 rate
    5000 INT: 
    Fire Storm, Fire Lance, Lightning Bolt
    Calamity Blast [Used only on turn 5, and
    every 6 turns after that]
    Guard Reinforce [OPB, used on turn 3]
    
    Well... Calamity Blast will KO your entire party unless you have Fire
    defence. So load up on that. His Curse and Faint can mess with your
    ability to PWS him, but if they don't, he's reasonably vulnerable to a
    quick KO; getting him down before Calamity Blast shouldn't be too hard.
    Guard Reinforce is basically a wasted turn, since it only adds a
    pathetic 100 RDM. 
    
    Note: You have to fight Barbarossa twice (his attack pattern resets
    between battles) with no chance to heal in between.
    
    Harpy - 22000 HP  Weak: Fire  Drop: Prismatic Missile, Poison Blow
    10 RDM, 525 RST. 
    2600 STR: 
    Attack - 1x to one
    Thunder Strike - 1x to all, unblockable, Lightning[Used mainly at low
    HP] 
    Terror Dive - Attack, then Thunder Strike if Attack isn't
    dodged/countered
    Reflect Sorcery [OPB, used on turn 1] 
    
    Victory - 10000 HP  Weak: Lightning  Drop: Flamberg, Full Plate
    50 RDM, 25 RST. Often blocks, sometimes dodges and counters. Poor
    accuracy. 
    2500 STR: 
    Attack - 1x to one
    Chaos Blade - 2 hits of 1x to one, Fire?
    Forbidden Act - 3 hits of 1x to one, low accuracy, Fire?
    
    Lifestealer - 25700 HP  Weak: Lightning  Drop: Aconite, Raptor's Claw
    10 RDM, 125 RST. Sometimes blocks/dodges/counters. 
    3400 STR: 
    Attack - 3 hits of 0.78x to one, can inflict Faint
    Blood Steal - 1 hit of 0.78x, 5 hits of 0.78x (draining), 1 hit of
    0.78x to one 
    
    Their Blood Steal attack (which they almost always use) is extremely
    annoying, restoring a lot of health while simultaneously dishing out
    quite heavy damage.
    
    Wise Sorcerer - 5600 HP  Weak: Poison  Drop: Shield Critical,
    Dark Savior
    Negligible RDM, 825 RST. Sometimes blocks. 
    5000 STR: 
    Attack - 2 hits of 1x to one, unblockable 
    Fiendish Shape - 2 hits of 1x to all, unblockable [Used mainly at low
    HP, or when silenced] 
    Pallid Impulse - 1 hit of 1x to one, then cast a spell (see below) on
    target of this unless this is dodged/countered. 
    3800 INT - Fire Lance, Frigid Damsel, Dark Savior 
    
    Evil Eye - 24900 HP  Weak: none  Drop: Invisibility Potion,
    Neckless Doll
    220 RDM, 525 RST. Often blocks, sometimes dodges and counters. IMMUNE
    TO STATUS. 
    3500 STR: 
    Attack - 3 hits of 1x to one, can inflict Faint 
    Firebreath - 3 hits of 1x to one, unblockable, Fire 
    3500 INT - Fire Lance, Frigid Damsel, Prismatic Missile, Poison Blow 
    Restore - Fully restores dead ally to full HP [always uses this if ally
    dead] 
    
    Note: these only appear in Hard mode.
    
    BOSS: Dallas - 18000 HP  Weak: none  Drop: Noble Banish
    Went first. 60 RDM, Extreme RST. Often dodges. 
    2500 INT: 
    Fire Lance, Icicle Edge, Lightning Bolt, Mystic Cross, Shadow Servant,
    Poison Blow 
    Succession Magic - Cast a spell from above list, then cast it again if
    it isn't reflected on the same target [Used mainly at low HP] 
    
    The lowest INT of the Dipan Mages, he makes up for it with Succession
    Magic which he uses every round below half HP. Very vulnerable to a
    good physical beating, if you get past his evasion.
    
    BOSS: Gyne - 18000 HP  Weak: none  Drop: Noble Elixir
    Went first. 1000 RDM, Extreme RST. Sometimes blocks. 
    3600 INT - Stone Torch, Dark Savior, Prismatic Missile 
    Invoke Feather 
    
    Despite low HP, he's a pain to take down; resistant to physicals and
    even moreso to magic. Of course, he's the one you have to nuke first,
    or he'll just revive the others. Damage is solid.
    
    BOSS: Walther - 30000 HP  Weak: none  Drop: Fairy Ring
    Went first. 50 RDM, 800 RST. 
    2500 STR - Whisp is 17 hits of 0.2x to one, unblockable [Used mainly at
    low HP] 
    4000 INT - Stone Torch, Lightning Bolt, Prismatic Missile 
    
    Highest HP of the three, but because of a lack of evasion and more
    breakable Resist, he's probably the easiest to take down. Becomes a
    complete joke below half HP, since Whisp really isn't threatening.
    Until then, his damage is pretty good. He can be killed with Holy Water
    of Mithra, but this is a waste. 
    
    All three Dipan mages can almost entirely be shut down by Reflect
    Sorcery (except WHISP! Which you can shut down with Guard Reinforce, if
    you care). 
    
    Note: You fight Dallas, Gyne, and Walther as a single boss fight.
    Walther is in the back row until the other two are killed.
    
    ---------------
    SUNKEN SHRINE 
    ---------------
    
    Giant Squid - 42600 HP Weak: Poison/Holy  Drop: Fresh Meat, Savory
    100 RDM, 625 RST. Sometimes blocks or dodges. 
    3500 STR: 
    Attack - 1x to one, can inflict Faint 
    Whip - 2 hits of 1x to one, can inflict Faint 
    Ink - 1x to one, unblockable 
    Venom Ink - 1x to one, always inflicts Poison, Paralyse, and Petrify on
    hit 
    2800 INT - Lightning Bolt 
    
    Red Lobster - 20000 HP  Weak: Poison/Holy  Drop: Fresh Meat,
    Ghoul Powder
    1800 RDM, 1000 RST. Sometimes blocks or dodges. 
    3200 STR: 
    Attack - 1x to one 
    Splash - 1x to one, Ice, unblockable 
    Wide Splash - 1x to front row, Ice, unblockable 
    
    Bream Giant - 18400 HP  Weak: Poison/Holy Drop: Mystic Cross, Normalize
    50 RDM, 25 RST. Sometimes dodges. 
    3500 STR: 
    Attack - 1x to one 
    Bubble Attack - 2 hits of 0.25x to one 
    Disturb Vision - 2 hits of 0.25x to one, always inflicts Dark on hit 
    Bubble Plasma - 2 hits of 0.25x to one, always inflicts Paralyse on hit 
    Triple Ballet - 5 hits of 0.25x to one, low accuracy 
    
    Roper - 17200 HP  Weak: Poison/Holy  Drop: Broken Spear, Foxglove
    50 RDM, 1000 RST. Sometimes blocks or dodges. All attacks can inflict
    Faint. 
    3400 STR: 
    Attack - 1x to one 
    Poison Shock - 1x to one, always inflicts Poison on hit 
    Paralyse Shock - 1x to one, always inflicts Paralyse on hit 
    Stone Shock - 1x to one, always inflicts Petrify on hit 
    Cursed Shock - 1x to one, always inflicts Curse on hit 
    
    Inferior Eye - 40000 HP  Weak: none  Drop: Raw Meat, Sacred Javelin
    300 RDM, 425 RST. Sometimes blocks or dodges, easy to guard crush.
    IMMUNE TO STATUS. 
    4500 STR: 
    Attack - 3 hits of 1x to one, usually inflicts Faint 
    Firebreath - 3 hits of 1x to one, unblockable, Fire 
    3800 INT - Stone Torch, Frigid Damsel, Prismatic Missile, Poison Blow 
    Restore - Fully restores dead ally to full HP [always uses this if ally
    dead] 
    
    Another Hel Servant clone. Again, Restore is incredibly annoying.
    Again, a rare enemy with status immunity. Again, excellent damage, but
    this time, as an added insult, they like to stun you a lot. One of the
    deadliest foes to fight; a group of three is about as nasty as random
    battles get. Blowing them all up in waves of Great Magic is the way to
    go; otherwise, it'll be difficult.
    
    Gill-Man - 15300 HP  Weak: Poison  Drop: Composite Bow, Silver Mail
    10 RDM, 25 RST. Somtimes dodges. All attacks can inflict Faint. 
    3800 STR: 
    Attack - 1x to one 
    Icebreath - 1x to one, often inflicts Freeze 
    
    MAJOR BOSS: Wraith - 100000 HP  Weak: none  Drop: Magic Charm
    
    "Eeheeheeheehee!" 
    
    Went first. 10 RDM, 300 RST. Sometimes blocks or dodges. 
    4884 STR:
    Attack - 1 hit of 0.8x to one 
    Whisp - 17 hits of 0.2x to one, unblockable 
    13000 INT: (WTF?) 
    Stone Torch, Lightning Bolt, Prismatic Missile 
    Gravity Blessing [Used on turn 2, and if above half HP on every turn
    divisible by 4] 
    
    Wraith's INT is godly, and he likes to show you this. His regular
    spells except Stone Torch will almost certainly score KOs, but they're
    not the threats. What is? Well, you get one turn to attack before he
    gives your party one hell of a bitchslap with Gravity Blessing, and
    he'll do it again often if you survive. His Gravity Blessing is without
    a doubt the best multitarget attack in the entire (non-SG) game for the
    time you fight him; it laughs at mage Resist, and neither outstanding
    HP nor lightning defence will save you. Both, however... then you have
    a chance. It might be safest to just kill him in the one round before
    the Great Magic hits, but even with his low defences this is not a
    trivial task, as his HP is easily the best up to this point. Good luck,
    he's almost as nasty as Hel Servants. Unless, of course, you just use
    the Holy Water of Mithra on him for a OHKO.
    
    =========================
    9) Enemies - Chapter 7
    =========================
    
    -------------------------
    CHAPTER 7 MISCELLANEOUS 
    -------------------------
    
    BOSS: Lyseria - 12000 HP  Weak: none  Drop: N/A
    Went second. 0 RDM, 2000 RST. 
    3000 INT: 
    Mystic Cross, Sacred Javelin 
    Carnage Anthem, Seraphic Law, Celestial Star [Used only on turns
    divisible by 3] 
    Dampen Magic [OPB, used on turn 1] 
    Heal 
    
    Not a terrible spell list, and she's near immune to magic. Her Great
    Magic damage is quite scary, though easily survivable. Of course, her
    problem is that she has NO PHYSICAL DURABILITY WHATSOEVER. For this
    reason, she's a joke fight. 
    
    -------------------
    FOREST OF SPIRITS 
    -------------------
    
    Corrosive Vine - 7000 HP  Weak: Fire  Drop: Savory, Vegetable Seed
    100 RDM, 25 RST. Sometimes blocks. Easy to Guard Crush. 
    4500 STR: 
    Attack - 1x to one 
    Rhizome Spear - 1x to all 
    Digestive Mist - 1x to one, unblockable, always inflicts Poison 
    
    Corsair Beetle - 3600 HP  Weak: Fire  Drop: Burgundy Flask,
    Beast's Fangs
    500 RDM, 25 RST. Often blocks. All attacks inflict Faint often. 
    3200 STR: 
    Attack - 1x to one 
    Grim Lancer - 1x to one 
    Grim Rush - 3 hits of 1x to one 
    
    Crustacean Monster - 14300 HP  Weak: Fire  Drop: Wassail-Rapier,
    Fine Halberd
    2000 RDM, 700 RST. Often blocks, sometimes dodges. 
    5000 STR: 
    Attack - 1x to one, can inflict Faint 
    Splash - 1x to one, Ice, unblockable 
    Wide Splash - 1x to front row, Ice, unblockable 
    
    Mandragora - 32500 HP  Weak: Fire  Drop: Dampen Magic, Shield Critical
    100 RDM, 625 RST. Sometimes blocks or dodges. All attacks sometimes
    Guard Crush if blocked. 
    5900 STR: 
    Attack - 5 hits of 1x to one 
    Hellish Invitiation - 5 hits of 1x to all, sometimes inflicts Poison or
    Paralyse 
    
    Sweet zombie Jesus! These guys (girls?) are a MASSIVE step up from
    every other enemy in this dungeon (bosses included -_-). Hellish
    Invitiation can turn your party into pulp with its massive damage (and
    status for added insult), so do everything you can to make sure you
    don't get more than one Mandragora attacking you per round! I feel
    inclined to point out the existence of the Infernas Sword, if you want
    a quick solution here.
    
    Viscous Clod - 8049 HP  Weak: none  Drop: Composite Bow, Full Plate
    10 RDM, 15 RST. Sometimes blocks or dodges. All attacks can inflict
    Faint. 
    4000 STR: 
    Attack - 1x to one 
    Equipment Break - 1x to one, can break weapons if possible 
    Triple Attack - 3 hits of 0.7x to one 
    
    Harpy - 23000 HP  Weak: Fire  Drop: Reflect Sorcery, Dark Savior
    400 RDM, 25 RST. Very often blocks/dodges/counters. 
    4000 STR: 
    Attack - 1x to one 
    Thunder Strike - 1x to all, unblockable, Lightning 
    Terror Dive - Attack, then Thunder Strike if Attack isn't
    dodged/countered 
    Reflect Sorcery [OPB, used on turn 1] 
    3000 INT - Frigid Damsel 
    
    BOSS: Venomous Spider - 30000 HP  Weak: Holy  Drop: Chainmail,
    Long Sword
    Went first. 50 RDM, 155 RST. All attacks can inflict Faint.
    3300 STR: 
    Attack - 2 hits of 1x 
    Poison Fang - 1 hit of 0.25x, usually inflicts Poison 
    
    Yes, this 'boss' is a total joke. 
    
    BOSS: Sivapithecus - 42000 HP  Weak: Ice  Drop: nothing
    Went first. 50 RDM, 25 RST. Vulnerable to status, despite being a boss.
    3200 STR: 
    Attack - 1x to one 
    Shot - 1x to one 
    Killing Hammer - 2 hits of 1x to one, can inflict Faint 
    
    Why does the big mean-looking apeman have the lowest Strength score in
    the entire dungeon? I don't know. I do know that this is the second
    joke boss in this dungeon. Try not to kill him in one hit with a stray
    Icicle Sword. 
    
    BOSS: Cockatrice - 50000 HP  Weak: Fire  Drop: Feather
    Went first. 50 RDM, 25 RST. Sometimes blocks/dodges/counters. 
    4900 STR: 
    Attack - 1x to one, can inflict Faint 
    Breath - 1x to one, unblockable, can inflict Petrify 
    
    Without a doubt the best of the three Forest of Spirits bosses, and
    that's just pathetic. Utterly lacking in damage, multitarget,
    durability (by boss standards)... heck, just about everything except a
    Petrify which hits about 25% of the time. HUZZAH!
    
    ---------------------
    TOMBS OF THE AMENTI 
    ---------------------
    
    Undead Slave - 19000 HP  Weak: Holy  Drop: Guard Reinforce, Icicle Edge
    10 RDM, 100 RST. Sometimes blocks/dodges/counters. 
    4500 STR: 
    Attack - 1x to one, can inflict Faint [only used as a counter] 
    Stunning Knuckles - 1x to one, usually inflicts Faint 
    Funeral Procession - 1x to all, can inflict Faint [Always uses this on
    turn 1] 
    
    Lizardman - 15000 HP  Weak: Holy  Drop: Wassail-Rapier, Silver Mail
    10 RDM, 25 RST. Often blocks, sometimes dodges. 
    6000 STR: 
    Attack - 1x to one, can inflict Faint 
    Firebreath - 1x to one, unblockable, Fire 
    135 INT - Frigid Damsel 
    Guard Reinforce 
    
    Dullahan - 35000 HP  Weak: none  Drop: Broken Blade, Broken Armor
    100 RDM, 25 RST. Sometimes blocks or dodges. 
    6000 STR: 
    Attack - 1x to one, can inflict Faint 
    Charge - 2x to one, can inflict Faint 
    Dignity Mayhem - 3 hits of 1x to one, low accuracy, can inflict Faint 
    Hellfire - 1x to one, unblockable, Fire
    Malice Grudge - 1x to all, unblockable, inflict Curse at about 2/3 rate 
    4500 INT: 
    Fire Storm, Lightning Bolt 
    Calamity Blast [Used on turns divisible by 3] 
    
    Basilisk - 22000 HP  Weak: none  Drop: Basilisk Scale, Mandrake
    550 RDM, 225 RST. Often blocks. All attacks can inflict Faint. 
    6000 STR: 
    Attack - 1x to one 
    Spike - 3 hits of 1x to one, sometimes Guard Crushes if blocked
    Smashing Spike - 4 hits of 1x to one, sometimes Guard Crushes if
    blocked 
    Critical Spike - 3 hits of 2x to one, sometimes Guard Crushes if
    blocked 
    
    Very dangerous attacker. All its attacks (except its regular tail
    sweep) do nice damage, and Critical Spike may take out weaker
    characters in one go! He's also pretty resilient to physical attacks.
    The real question, though, is what kind of Basilisk never inflicts
    Petrify? 
    
    Stealer Robin - 9000 HP  Weak: none  Drop: Raptor's Claw, Feather
    200 RDM, 500 RST. All attacks can inflict Faint. 
    3800 STR: 
    Attack - 1x to one 
    Rain Blow - 1x to one 
    Beak Spike - 2 hits of 1x to one 
    Feather Shot - 3 hits of 1x to one, low accuracy 
    
    Wise Sorcerer - 10000 HP  Weak: Poison  Drop: Guard Reinforce,
    Frigid Damsel
    10 RDM, 1200 RST. 
    5500 STR: 
    Attack - 2 hits of 1x to one, unblockable 
    Fiendish Shape - 2 hits of 1x to all, unblockable [Used mainly at low
    HP, or when silenced] 
    4500 INT - Dark Savior 
    Heal 
    
    Ram Guardian - 25600 HP  Weak: none  Drop: Vegetable Seed, Ebony Powder
    200 RDM, 800 RST. All attacks usually inflict Faint. Skips most turns
    until HP is low. 
    10000 STR: 
    Attack - 1x to one 
    Double Attack - 2x to one 
    Advanced Sword X - 2 hits of 1x to one [Used mainly at low HP] 
    Possess - Ally's max HP increases by +100% of base (stackable). STR and
    INT increase by +50% of base (not stackable). Also fully heals. [Used
    automatically upon death if any allies survive] 
    
    They won't take many turns, but when they do, be careful! Their attacks
    do great damage and will usually knock the target out. Fortunately, you
    never fight more than one at a time, so you can always safely kill that
    one last, avoiding Possess.
    
    MAJOR BOSS: Akhetamen - 130000 HP  Weak: Holy  Drop: Ring of Healing
    
    "Thou hast been judged." 
    
    Went first. 700 RDM, 700 RST. Sometimes blocks or dodges. Low accuracy.
    All physical attacks can inflict Faint. 
    7200 STR: 
    Attack - 1x to one, Darkness 
    Backslash - 1.5x to one, Darkness 
    Dead Break - 2 hits of 1x to one, Darkness 
    6000 INT: 
    Icicle Edge, Shadow Servant 
    Seraphic Law [Used only on turns divisible by 4, except at below 25%
    HP] 
    Reflect Sorcery [OPB, used on turn 1] 
    Heal [Used only between 25% and 50% HP] 
    
    Pretty respectable all-around boss. He'll open with Reflect Sorcery,
    making it time-consuming to kill off his support. His damage is solid,
    nothing super-special, outside Seraphic Law. While weak for a Major
    Boss Great Magic, it's still nothing to sneeze at, without Holy
    defence, seriously injuring your whole party. Fortunately, Holy defence
    is very common (many good armours carry it at this point) so load up on
    this and the battle shouldn't be too hard. However, his defences and
    Heal spell may make it long, unless you load up on strong Holy magic
    attacks. He can also be hit by Holy Water of Mithra for major damage,
    if you wish. 
    
    Note: Akhetamen is accompanied by two Undead Slaves. 
    
    ========================
    10)Enemies - Chapter 8
    ========================
    
    ----------------------
    PALACE OF THE DRAGON 
    ----------------------
    
    Grey Bones - 27000 HP  Weak: none  Drop: Lucerne Hammer, Damascus Sword
    200 RDM, 500 RST. Often blocks, sometimes dodges and counters. All
    damaging attacks can inflict Faint. 
    4800 STR: 
    Attack - 1x to one
    Double Attack - 2x to one
    Advanced Sword X - 2 hits of 1x to one 
    Critical Slash - Unblockable, inflicts Instant KO ~50% [Used mainly at
    low HP]
    Possess - Ally's max HP increases by +100% of base (stackable). STR and
    INT increase by +50% of base (not stackable). Also fully heals. [Used
    automatically upon death if any allies survive]
    
    Dullahan Lord - 40000 HP  Weak: none  Drop: Broken Spear, Broken Bow
    250 RDM, 200 RST. Often blocks, sometimes dodges. 
    6000 STR: 
    Attack - 1x to one, can inflict Faint 
    Charge - 2x to one, can inflict Faint 
    Dignity Mayhem - 3 hits of 1x to one, low accuracy, can inflict Faint 
    Hellfire - 1x to one, unblockable, Fire 
    Malice Grudge - 1x to all, unblockable, inflict Curse at about 2/3 rate 
    3500 INT: 
    Fire Storm 
    Calamity Blast [Used on turns divisible by 3] 
    
    Mage Lord - 12000 HP  Weak: Poison  Drop: Might Reinforce, Dampen Magic
    50 RDM, 2500 RST. Sometimes blocks or dodges. 
    3600 INT: 
    Fire Lance, Icicle Edge 
    Succession Magic - Cast a spell from above list, then cast it again if
    it isn't reflected on the same target [Used on turns divisible by 3]
    Heal [OPB, used on turn 5] 
    
    Eternal Chimera - 40000 HP  Weak: none  Drop: Prismatic Missile,
    Shield Critical
    400 RDM, 300 RST. 
    6000 STR: 
    Firebreath - 1x to one, unblockable, Fire 
    Poisonbreath - 1x to one, unblockable, Darkness, adds Poison ~50%
    Icebreath - 1x to one, unblockable, Ice, adds Freeze ~50%
    Undulation - 1x to all, unblockable, adds Poison, Petrify, Paralyse,
    Freeze, or Curse (one status type per attack) at about 1/3 rate
    Three Deck - 0.5x Fire, 0.5x Darkness, 0.5x Ice to all, unblockable,
    adds Poison and Freeze each ~50% of the time [Used mainly at low HP]
    
    Three Deck spammed at low HP can be a bit of a concern, but the damage
    isn't that wonderful especially with elemental resists in the way.
    Still, if you don't have status protection, it's easiest just to avoid
    letting him get a turn at 25% HP or less. 
    
    Dragonewt - 20000 HP  Weak: none  Drop: Broken Armor, Broken Spear
    100 RDM, 25 RST. Has a 100% block rate. 
    5100 STR: 
    Attack - 1x to one, can inflict Faint 
    Firebreath - 1x to one, unblockable, Fire 
    Flame Dance - Attack, then Firebreath on same target if Attack isn't
    dodged/countered 
    500 INT - Prismatic Missile 
    Might Reinforce [OPB, used on turn 2] 
    
    Dark Pudding - 9200 HP  Weak: none  Drop: Broken Blade, Broken Bow
    10 RDM, 2000 RST. Sometimes blocks. Poor accuracy. 
    4500 STR: 
    Attack - 1x to one
    Equipment Break - 1x to one, can break weapons if possible
    Triple Attack - 3 hits of 0.7x to one
    
    BOSS: Gandar - 35000 HP  Weak: none  Drop: N/A
    Went first. 50 RDM, 600 RST. Sometimes blocks. 
    5000 INT: 
    Fire Storm, Fire Lance, Dark Savior, Shadow Servant 
    Gravity Blessing, Petro Disruption, Celestial Star [Used only on turns
    divisible by 3] 
    
    You have two turns with which to easily send him packing... he fights
    alone and his durability is pathetic for a boss. If you don't, though,
    watch out for his Celestial Star which can KO most of your party (Petro
    Disruption and Gravity Blessing aren't too bad). Fortunately, if it
    does come to this, you have Holy defence to fall back on, same as for
    Akhetamen (it's on a lot of good armour at this point, still).
    
    --------------------
    ARIANROD LABYRINTH 
    --------------------
    
    Argent Knight - 18000 HP  Weak: none  Drop: Cranequin-Crossbow,
    Mithril Plate
    100 RDM, 25 RST. Poor accuracy. Sometimes blocks or dodges. All attacks
    can inflict Faint. 
    6500 STR: 
    Attack - 1x to one, Fire 
    Chaos Blade - 2 hits of 1x to one, Fire 
    Forbidden Act - 3 hits of 1x to one, Fire; low accuracy 
    
    Hell Gaze - 20000 HP  Weak: none  Drop: Reflect Sorcery,
    Shield Critical
    100 RDM, 1000 RST. Sometimes blocks. IMMUNE TO STATUS. 
    6500 STR: 
    Attack - 3 hits of 1x to one 
    Firebreath - 3 hits of 1x to one, unblockable, Fire 
    6000 INT - Stone Torch, Frigid Damsel, Prismatic Missile, Poison Blow
    Restore - Fully restores dead ally to full HP [always uses this if ally
    dead] 
    
    Dark Sorceress - 18700 HP  Weak: Poison  Drop: Heal, Invoke Feather
    100 RDM, 500 RST. Poor accuracy. Sometimes blocks/dodges/counters. 
    4900 STR: 
    Attack - 1x to one, can inflict Faint 
    Trusting Edge - 2 hits of 1x to one, can inflict Faint 
    Screaming Voice - 1x to all, unblockable 
    Confusion Kiss - 1x to one, unblockable, often inflicts Faint 
    4200 INT - Frigid Damsel 
    Guard Reinforce [OPB, used only on turn 1] 
    Reflect Sorcery [OPB, used only on turn 3] 
    Might Reinforce [OPB, used only on turn 5] 
    
    Wraith Lord - 65000 HP  Weak: Holy  Drop: Poison Blow, Frigid Damsel
    80 RDM, 2900 RST. Sometimes blocks or dodges. 
    4800 STR: 
    Attack - 1 hit of 0.8x to one 
    Whisp - 17 hits of 0.2x to one, unblockable
    5200 INT: 
    Gravity Blessing [Used on turns divisible by 3] 
    
    Silver Golem - 80000 HP  Weak: Ice/Lightning  Drop: Frigid Damsel,
    Poison Blow
    1000 RDM, 800 RST. Sometimes blocks or dodges/counters with Spin
    Attack. Skips most turns until HP is low. 
    25800 STR: (!!!) 
    Attack - 1x to one, Ice 
    Earthquake - 1x to all, unblockable, Ice 
    Spin Attack - 3 hits of 1x to one, Ice. [Used mainly at low HP] 
    2200 INT - Stone Torch 
    
    Spectator - 24600 HP  Weak: Ice  Drop: Neckless Doll, Savory
    100 RDM, 325 RST. Good accuracy. Sometimes blocks or dodges. 
    4800 STR: 
    Attack - 1x to one [Used mainly at low HP] 
    Bio Bolt - 9 hits of 0.25x to one, unblockable 
    Stalking Bolt - 10 hits of 0.25x to one 
    Freeze Blast - 9 hits of 0.25x to one, usually inflicts Freeze 
    
    Demon "Wiead" - 55700 HP  Weak: none  Drop: Nightshade, Ghoul Powder
    880 RDM, 1500 RST. Sometimes blocks/dodges/counters. 
    7000 STR: 
    Attack - 1x to one, unblockable
    Disaster Bolt - 0.5x to one, unblockable 
    7000 INT - Shadow Servant, Prismatic Missile 
    Self Heal - Restores 30% of own max HP 
    Death Wish - 1/4 chance to reduce HP of single target to 1 
    
    Be careful, their spells and Disaster Bolt can target the back row, and
    they do good damage with magic. They also have nice HP and defences,
    along with some healing, so they won't fall fast.
    
    Ridiculer - 18700 HP  Weak: none  Drop: nothing
    100 RDM, 25 RST. Poor accuracy. Sometimes blocks. 
    4900 STR: 
    Attack - 1x to one 
    Trusting Edge - 2 hits of 1x to one 
    Screaming Voice - 1x to all, unblockable 
    4200 INT - Frigid Damsel
    Guard Reinforce [OPB, used only on turn 1] 
    Reflect Sorcery [OPB, used only on turn 3] 
    Might Reinforce [OPB, used only on turn 5] 
    
    Demon "Vallan" - 70000 HP  Weak: none  Drop: Mithril Ore
    500 RDM, 25 RST. Sometimes blocks. 
    5500 STR: 
    Attack - 1x to one, unblockable 
    Disaster Bolt - 0.5x to one, unblockable 
    Self Heal - Restores 30% of own max HP [used mainly at low HP] 
    
    BOSS: Dark Lord - 415000 HP  Weak: Holy  Drop: Magic Blade "Cromrea"
    Went first. 600 RDM, 1000 RST. Good accuracy. 
    16000 STR: 
    Attack - 1x to one 
    Double Attack - 2 hits of 1x to one
    Insanity Blow - 0.8x to all, unblockable
    Deadly Attack - 3x to one, high accuracy [Used mainly at low HP] 
    
    First of all, he's a durability god (best HP in the game, solid
    defences). Second of all, he can't attack from the back row and starts
    there, so feel free to kill him without letting him get a turn. If you
    choose to fight it out fairly, though, he'll mainly use Insanity Blow.
    This is a pretty pathetic multitarget attack, so your healing should
    easily keep up with it. At low HP, he gets a little more dangerous, as
    his new Deadly Attack becomes his most common action. This can KO many
    characters in one shot, and is likely the most accurate attack in the
    game (other than all the unblockable attacks). He'll still use Insanity
    Blow on occasion just to mix things up. Still, stay healed and he'll
    have trouble overwhelming you, and you'll win a long fight.
    
    Note: Dark Lord is accompanied by two Demons "Vallan". 
    
    ------------------
    CELESTIAL CASTLE 
    ------------------
    
    See Dark Tower of Xervah for Inferior, Forest of Spirits for
    Mandragora, and Palace of the Dragon for Grey Bones and Mage Lord. 
    
    Forager - 44000 HP  Weak: none  Drop: Mithril Plate, Cranequin-Crossbow
    1000 RDM, 2000 RST. Sometimes blocks. IMMUNE TO STATUS. 
    6000 STR: 
    Firebreath - 1x to one, unblockable, Fire
    Poisonbreath - 1x to one, unblockable, Darkness, adds Poison ~50%
    Icebreath - 1x to one, unblockable, Ice, adds Freeze ~50%
    Undulation - 1x to all, unblockable, adds Poison, Petrify, Paralyse, Freeze, or
    Curse (one status type per attack) at about 1/3 rate
    Three Deck - 0.5x Fire, 0.5x Darkness, 0.5x Ice to all, unblockable, adds Poison
    and Freeze each ~50% of the time 
    
    He's basically a considerably more tankish version of the Eternal
    Chimera, except he can use Three Deck any time (instead of spamming it
    at low HP). Status protection is good here, or a quick kill (at least,
    as quick as you can manage against 1000+ defences), since his
    multitarget attacks have the potential to be dangerous.
    
    Monstrous Vermin - 10200 HP  Weak: none  Drop: Iron Ore, Feather
    10 RDM, 25 RST. Sometimes blocks, often dodges and counters. All
    attacks can rarely inflict Faint. 
    5500 STR: 
    Attack - 1x to one 
    Rain Blow - 1x to one 
    Beak Spike - 2 hits of 1x to one 
    Feather Shot - 3 hits of 1x to one, low accuracy 
    
    Harpy - 30000 HP  Weak: none  Drop: Base Metal, Nightshade
    50 RDM, 100 RST. Sometimes blocks. 
    5200 STR: 
    Attack - 1x to one 
    Thunder Strike - 1x to all, unblockable, Lightning 
    Terror Dive - Attack, then Thunder Strike if Attack isn't
    dodged/countered 
    4000 INT - Stone Torch, Mystic Cross 
    Heal 
    
    Haunt - 62000 HP  Weak: Holy  Drop: Heal, Sacred Javelin
    150 RDM, 800 RST. Sometimes blocks or dodges. 
    6500 STR: 
    Attack - 1 hit of 0.8x to one 
    Whisp - 17 hits of 0.2x to one, unblockable 
    4500 INT: 
    Prismatic Missile
    Gravity Blessing [Used on turns divisible by 3] 
    
    Daemonic Baron - 42000 HP  Weak: none  Drop: Quartz Gem
    100 RDM, 25 RST. Poor accuracy. Sometimes blocks or dodges. 
    4250 STR: 
    Attack - 2 hits of 1x to one, Poison 
    Despotic Nail - 4 hits of 0.8x to one, Poison 
    Dreaded Dance - 4 hits of 0.8x to one, Poison, then cast Frigid Damsel
    on target of this unless this is dodged/countered.
    3000 INT - Frigid Damsel [used mainly at low HP] 
    Mirror Image - Gives self Reverie status (physical attacks do +30% damage, this
    bonus damage is done even if attack misses)
    Reflect Sorcery [Used on turns divisible by 4 if not at low HP]  
    
    Mainly annoyers; their Reflect Sorcery will keep you from using spells
    on Genevieve. Their physical damage can be quite good, but they'll
    usually miss. Attack them after they use Mirror Image, since taking
    damage can dispel the Reverie status. At low HP, they become mostly
    harmless using only a weak Frigid Damsel.
    
    MAJOR BOSS: Genevieve - 188800 HP  Weak: none  Drop: Ether Scepter
    
    "Such ugly creatures..." 
    
    Went first. 200 RDM, 2000 RST. Often blocks, sometimes dodges. 
    7300 STR: 
    Attack - 1x to one, Holy 
    Contaminate Energy - 6 hits of 1x to one, unblockable, Holy 
    6500 INT: 
    Poison Blow
    Cosmic Spear [Used mainly at low HP] 
    Indiscriminate - Cast four successive random basic elemental spells
    (i.e. Fire Storm, Sacred Javelin, etc.) on random targets (0 HP targets
    ignored). Reflecting a spell interrupts the attack.
    Heal [usage unknown] 
    
    She'll mainly use Indiscriminate, which is highly random. It can do
    nothing but moderate damage to the whole party, or it can completely
    murder one or two characters. Also watch out for Contaminate Energy,
    which does pretty strong damage to one (Genevieve can also target the
    back row with everything but her basic Attack, so take that Mask of the
    Dead King off your mage!). At low HP she'll switch to mainly Cosmic
    Spear, which isn't too frightening (Darkness defence can weaken it
    further) by Great Magic standards. She can also use Heal, but I
    couldn't coax her to use it. Dunno. Finally, multiple mages is a bad
    idea here since they can hardly scratch her (but do have at least one,
    to get past her impressive evasion), and the Holy Water of Mithra is an
    option for some big damage. 
    
    Note: Genevieve is accompanied by two Daemonic Barons. 
    
    ================================
    11) Enemies - JOTUNHEIM PALACE 
    ================================
    
    See Asgard Hill for Bloodbane. (He's optional here.) 
    
    Vanir (Black/Blue) - 14000 HP  Weak: Poison  Drop: Guard Reinforce,
    Might Reinforce
    100 RDM, 25 RST. Sometimes blocks. 
    3500 STR: 
    Attack - 1x to one
    Double Slash - 2 hits of 1x to one 
    Triple Slash - 3 hits of 1x to one
    
    Vanir (Grey/Green) - 22000 HP  Weak: none  Drop: Sap Power, Sap Guard
    400 RDM, 500 RST. Sometimes dodges and counters. All attacks can
    inflict Faint. 
    4700 STR: 
    Attack - 1x to one
    Double Slash - 2 hits of 1x to one 
    Triple Slash - 3 hits of 1x to one
    
    Wise Sorcerer - 10000 HP  Weak: Poison  Drop: Sap Power, Sap Guard
    30 RDM, 800 RST. Sometimes blocks. 
    5000 STR: 
    Attack - 2 hits of 1x to one, unblockable 
    Fiendish Shape - 2 hits of 1x to all, unblockable [Used mainly at low
    HP, or when silenced]
    Pallid Impulse - 1 hit of 1x to one, then cast a spell (see below) on
    target of this unless this is dodged/countered.
    5000 INT - Mystic Cross, Prismatic Missile
    Heal 
    Invoke Feather 
    
    Mithril Golem - 100000 HP  Weak: none  Drop: Vegetable Seed, Foxglove
    0 RDM, 0 RST.
    12000 STR: 
    Attack - 1x to one
    Earthquake - 1x to all, unblockable 
    Spin Attack - 3 hits of 1x to one. [Used mainly at low HP]
    4000 INT - Stone Torch 
    Might Reinforce [OPB, used on turn 2] 
    
    Vanir (Black/Gold) - 22000 HP  Weak: none  Drop: Reflect Sorcery,
    Dampen Magic
    100 RDM, 500 RST. Has a 100% block rate. 
    3800 STR: 
    Attack - 1x to one
    Double Slash - 2 hits of 1x to one
    Triple Slash - 3 hits of 1x to one 
    
    FINAL BOSS: Surt - 300000 HP  Weak: none  Drop: N/A
    
    "It can't be. Evil... you mean to say evil prospers? I do not accept
    this. I do not accept this!"
    
    Went first. 200 RDM, 1000 RST. Sometimes blocks/dodges/counters. 
    9000 STR: 
    Attack - 1x to one
    Flare - 3x to one, unblockable, Fire
    Flare Storm - 2x to all, unblockable, Fire 
    Flare Strike - 2x Fire, 1x non-elemental, 2x Fire to one, unblockable
    5000 INT: 
    Fire Lance, Sacred Javelin
    Ifrit Caress
    Might Reinforce [OPB, used on turn 5] 
    Heal [usage unknown] 
    
    Surt mainly uses Fire attacks, so you can guess what equipment will be
    valuable here. If you don't use them, watch out for his Flare Storm and
    Flare Strike after Might Reinforce, since the former is fairly
    respectable and the latter can KO characters. Otherwise, you really
    have little to worry about here. Surt, beyond his excellent HP score
    and good Resist, isn't really outstanding in any way. Which is a shame,
    'cause he's so damn cool. 
    
    Note: Surt is accompanied by two Vanir (Black/Gold). Unlike all other
    boss support, these don't put him in the back row. 
    
    ===========================
    12) Enemies - ASGARD HILL 
    ===========================
    
    See Tombs of the Amenti for Ram Guardian. See Jotunheim Palace for
    Vanir (Black/Blue). 
    
    Phantom Lord - 45000 HP  Weak: Holy  Drop: ?,?
    900 RDM, 500 RST. Poor accuracy. Sometimes blocks or dodges. IMMUNE TO
    STATUS. 
    9000 STR: 
    Attack - 1x to one
    Double Attack - 2 hits of 1x to one 
    Insanity Blow - 0.8x to all, unblockable
    Deadly Attack - 3x to one, high accuracy 
    
    Fire Elemental - 52000 HP  Weak: Ice  Drop: Spell Reinforce, Sap Guard
    0 RDM, 1900 RST. Sometimes dodges. IMMUNE TO STATUS. 
    7500 STR: 
    Firebreath - 1x to one, unblockable, Fire 
    Flame Banner - 1x to all, unblockable, Fire 
    7000 INT - Sacred Javelin 
    
    Charon - 52000 HP  Weak: none  Drop: Spell Reinforce, ?
    0 RDM, 300 RST. Usually dodges. IMMUNE TO STATUS. 
    7000 STR: 
    Attack - 1 hit of 0.8x to one, Lightning 
    Whisp - 17 hits of 0.2x to one, unblockable, Lightning 
    6000 INT: 
    Stone Torch, Lightning Bolt, Prismatic Missile 
    Gravity Blessing [Used on turn 2, and if above half HP on every turn
    divisible by 4] 
    
    Mind Flayer - 54900 HP  Weak: none  Drop: Haste Ring, ?
    2000 RDM, 300 RST. Usually blocks, sometimes dodges. IMMUNE TO STATUS.
    10000 STR: 
    Attack - 3 hits of 1x to one 
    Firebreath - 3 hits of 1x to one, unblockable, Fire 
    9500 INT - Stone Torch (8900), Fire Lance, Frigid Damsel, Prismatic
    Missile 
    Restore - Fully restores dead ally to full HP [always uses this if ally
    dead] 
    
    The game's premier random encounter? Possible. Yet another creature in
    the Hel Servant mold, this one stressing anti-physical in addition to
    the usual high damage, status immunity, and revival. For goodness' sake
    kill these guys first in battles involving both them and Ram Guardians,
    though by now that should be common sense for two reasons. 
    
    MAJOR BOSS: Bloodbane - 222000 HP  Weak: none  Drop: Angel Curio
    
    "I'll crush you." 
    
    Went second. 1000 RDM, 300 RST. Sometimes blocks/dodges/counters.
    10000 STR: 
    Attack - 1x to one, can inflict Faint 
    Feel My Flame - 4 hits of 0.7x to all, unblockable, Fire 
    Diseased Tempest - 1 hit of 1x to all, unblockable, adds Poison, Petrify,
    Paralyse, or Curse (one status type per attack) at about 1/3
    rate 
    Breath Disruption - Attack, then Feel My Flame if Attack isn't
    dodged/countered
    Death Sanction - Attack, then if Attack isn't dodged/countered, Feel My
    Flame, then cast a basic spell (see below) on a random target[used only
    below 50% HP] 
    20000 INT: (!!!) 
    Fire Lance, Prismatic Missile, Sacred Javelin 
    Gravity Blessing [used only below 30% HP, and only if Death Sanction
    has already been used] 
    Heal [used on turns divisible by 10, and only if HP is above 30%] 
    
    Bloodbane's a very balanced boss, capable of doing just about anything.
    His HP and defences are respectable (Resist not so much), he can do
    single or multitarget damage well, and he has status (albeit at a poor
    rate). Like Genevieve, he can target the back row with everything but
    his basic attack. Most dangerous is his Gravity Blessing, which he'll
    use every turn at low HP. Lightning defence on a fighter makes this
    attack survivable, but you'll still want Guts, Auto-Item, or Angel
    Curios if you want to do anything besides Heal after surviving. If
    you're not using those, just avoid lowering him below 66000 HP.
    Everything else he uses isn't too bad. Elemental defences can stop his
    big spells and Feel My Flame nicely, making the spells survivable and
    turning Feel My Flame into little more than a fiery breeze. Other than
    that, stay on the offence to avoid seeing Heal.
    
    Note: For some reason, his Prismatic Missile has issues. It only hits 3
    times, sometimes 4... unlike Hel Servants' or Wraith's PM which always
    scores 5 hits. Weird... maybe it has to do with the height the spell is
    cast at? It's still, along with his Sacred Javelin, the most damaging
    basic spell in the game (although Wraith's magic whomps it, for the
    time).
    
    MAJOR BOSS: Fenrir - 250000 HP  Weak: Fire  Drop: Ambrosia
    
    *howl* 
    
    Went first 1/3. 1000 RDM, 500 RST. Has a 100% block rate. 
    7000 STR: 
    Icebreath - 1x to one, unblockable, Ice, inflicts Freeze ~25%
    Frost Slash - 3 hits of 1x to one, unblockable, Ice, inflicts Freeze
    ~75% 
    Howling Hazard - 2 hits of 1x to all, unblockable, Ice, inflicts Freeze
    ~75% [Used below 50% HP] 
    Frost Bait - 5x to all, unblockable, inflicts Freeze ~75% [Used below
    30% HP] 
    
    Either Freeze immunity (Freeze Checks or Eternal Lamp) or Infernas are
    recommended, so you can cheap him out. ^_^ If you want to fight him for
    real, be careful: once he gets hurt, he'll start freezing your entire
    party every round! Typically only one will avoid this fate, and be
    unable to do much. Even worse, at below 30% HP or so, you'll see
    nothing but Frost Bait, which not only continues the constant freezing
    but is also respectable (non-elemental) damage. This will wipe you out
    without Guts, Auto-Item, or Angel Curios almost for certain. The best
    way to avoid this, other than using the above tricks? Chip away at him
    a bit, then unload on him with Calamity Blasts. The ice wolf hates
    Fire, unsurprisingly. Which is good, because he's otherwise more
    durable than any previous boss outside Dark Lord.
    
    Oh, and don't bother attacking him without an unblockable hit to lead
    things off; like Brahms, he'll block anything you throw at him.
    
    FINAL BOSS: Loki - 400000 HP  Weak: none  Drop: N/A
    
    "By the power of the orb, die!" 
    
    Went first. 3600 RDM, 500 RST. Sometimes blocks. 
    8000 STR: 
    Attack - 1x to one, often inflicts Faint 
    Double Attack - 2 hits of 1x to one, often inflicts Faint 
    Extension Force - 5x to all, unblockable, Fire 
    8000 INT: 
    Icicle Edge, Shadow Servant 
    Carnage Anthem 
    Dragon Orb - Great Magic, 3 hits of 1.5x to all, Ice 
    Indiscriminate - Cast four successive random basic elemental spells
    (i.e. Fire Storm, Sacred Javelin, etc.) on random targets (0 HP targets
    ignored). Reflecting a spell interrupts the attack. 
    
    Pretty straightforward. Loki specialises in high multitarget damage,
    and as he gets lower on life he seems to favour multitarget attacks
    more. All his attacks are capable of wiping you out in two hits, but
    loading up on elemental defences (Fire, Ice, and Poison) can make the
    fight much easier. Indiscriminate, like Genevieve's, can be quite
    dangerous (though only randomly so), so don't take him lightly. As far
    as offence goes, three mages are recommended (unless you use Sap
    Guard), since his RDM is insanely high (only Valkyrie will be able to
    dent it severely, even after Might Reinforce).
    
    ========================
    13) Enemies - C ENDING
    ========================
    
    FINAL BOSS: Freya - 360000 HP  Weak: none  Drop: N/A
    "Can you withstand this?" 
    
    5000 RDM, Extreme Resist(6000?), 100% Block Rate 
    30000 Strength 
    Critical Flare: 6 hits at .5x each 
    Aerial Burst: 3 hits at .25x each 
    Thunder Sword: 5 hits at .25x each 
    Ether Strike: 3.9x damage, used 25% of the time from 50 to 100% HP, and
    50% of the time anywhere below. Granted, whether she uses that or not
    doesn't matter, as her attack sequence completely overkills you anyway.
    
    Note: Mystina was level 34, with Wand of Apocolypse (best Wand outside
    the SG), all Skills that Boost INT masted, Magic Bangled, and Spell
    Reinforced, giving her 5176 magic, and she STILL did 1 to Freya. So
    unless you massively overlevel or GS an SG Wand into that fight, I'm
    not sure there's any possible way to determine Freya's Resist. Her RDM
    was easily breakable, for the record, with Dinosaur, and all the best
    Strength buffing equips in place.
    
    Comments: HOLY SHIT. Freya is insane. Damage will outright murder you,
    but that's only half of it. Worse, she has obscene defense, and unlike
    her SG form, this time, you don't have the luxury of Glance Revivers,
    Razor Shafts, etc. at your side. No, only your sole DInosaur user in
    Lawfer or Aelia can hope to break her defense and do some noticiable
    damage...after Might Reinforce. And don't even THINK about attempting
    to use Magic on her, as she's takes that even better. To say nothing of
    how she blocks everyone of your attacks, so be sure to either open with
    a spell anyway, or use Grey or Llewellyn to knock away said guard. Your
    only consolation, though, is Freya is pure Single Target damage. Thus,
    if you plan on beating her, loads of Union Plumes, Auto Item, Invoke
    Feather, Guts, and probably some Angel Curios (Though be sure to keep
    some room for that Power Bangle on whoever your dinosaur user is), and
    don't forget that Might Reinforce Spell and Dinosaur, cause otherwise,
    you're in for a long, and possibly impossible, fight.
    
    ============================
    14)Enemies - SERAPHIC GATE
    ============================
    
    Gill-man Leader - 30000 HP  Weak: Lightning  Drop: ?,? 
    150 RDM, 125 Resist 
    6000 Strength 
    Physical: 1x 
    Ice Breath: 1x, Freeze (?) 
    
    Fire Elemental - 52000 HP  Weak: Ice  Drop: Spell Reinforce, Sap Guard 
    0 RDM, 1900 Resist 
    7500 Strength 
    Flame Breath: 1x, Fire Elemental, Ignores Evade/Block 
    Flame Banner: 1x, Fire Elemental, MT, Ignores Evade/Block 
    7000 INT 
    Sacred Javelin: 3x, Holy elemental 
    
    Unburied Dead - 21600 HP  Weak: none  Drop: ?,?
    50 RDM, 125 Resist 
    5100 Strength 
    Physical: 1x, causes Faint 
    Soul Destrucion: Instant Death, low success rate (seems if Lower HP
    target has = higher success rate)
    6100 INT 
    Fire Lance: 2x, Fire elemental 
    
    Bream Giant - 18400 HP  Weak: Poison/Holy  Drop: Mystic Cross,
    Normalize
    50 RDM, 25 Resist 
    3500 Strength 
    Physical: 1x 
    Disturb Vision: 2 Hits at .5x power each 
    Triple Ballet: 5 hits at .25x power, can cause Faint 
    
    Anemone - 42600 HP  Weak: none  Drop: Daemon Slayer, ?
    850 RDM, 25 Resist 
    6100 Strength 
    Physical: 1x, causes faint 
    Poison Shock: 1x, causes poison and faint 
    Stone Shock: 1x, causes petrify and faint 
    Paralyze Shock: 1x, causes parlysis and faint 
    Cursed Shock: 1x, causes curse and faint 
    
    Brutal Gaze - 54900 HP  Weak: none  Drop: Lapis Lazuli,
    Wand of Exchange
    600 RDM, 25 RDM 
    7500 Strength 
    Physical: 3 hits at 1x each 
    Flame Breath: 3 hits at 1x each, Fire elemental, ignores evade/block
    Restore: Ressurrects on ally at full HP
    6000 INT
    Stone Torch: 1x, Poison elemental, causes petrify
    Fire Lance: 2x, Fire elemental
    Prismatic Missile: 3.5x, Lightning elemental, causes a random status
    Frigid Damsel: 3x Ice elemental, causes Freeze
    
    Lesser Vampire - 22600 HP  Weak: none  Drop: Beast's Fangs,
    Burgundy Flask
    0 RDM, 25 Resist 
    6625 Strength 
    Physical: 1x 
    Grab and Bite: 2.5x 
    Hydrophobia: 3 hits at 1x, causes poison 
    
    Ancient Golem - 120000 HP  Weak: none  Drop: Mage Slayer, Raven Slayer
    0 RDM, 25 Resist 
    12500 Strength: 
    Physical: 1x 
    Spin Strike: 3 hits for 1x each 
    Earthquake: 1x to all, Unblockable 
    
    Misery Seeker - 47700 HP  Weak: none  Drop: ?,?
    50 RDM ,25 Resist 
    8550 Strength 
    Physical: 2x (3 hits of .67x each), causes Faint 
    Blood Steal: 4x (6 hits, .67x each), Recovers HP on the 4 middle hits
    NOTE: Can counter upon evasion 
    
    King Kraken - 64000 HP  Weak: none  Drop: Dragoon Faith, ?
    400 RDM ,25 Resist 
    7500 Strength 
    Physical: 2 hits for 1x each 
    Tentacle Whip: 8 hits for 1x each, can target back row, used at low HP
    only 
    Venomous Ink: 1x, causes freeze, petrify, paralysis, faint and poison,
    can target back row 
    6280 INT 
    Lightning Bolt: 3x, Lightning Elemental 
    
    Unliving Vapor - 52300 HP  Weak: Holy  Drop: ?,? 
    10 RDM, 625 Resist 
    7200 Strength 
    Physical: 6 hits for 1x each 
    Cursed Form: Causes curse 
    Fossil Form: Causes petrify 
    7150 INT 
    Frigid Damsel: 3x, Ice Elemental causes Freeze 
    Sap Power: Lowers Physical damage 
    
    BOSS FIGHT Lezard Valeth - 100000 HP  Weak: none  Drop: Glance Reviver
    "Hahahahahahahahaha!" 
    
    Went first, 500 RDM, 2000 Resist 
    28000 INT 
    Fire Lance: 2x, Fire elemental 
    Meteor Swarm: 10.5x, Multi Target, Dark element 
    Reflect Sorcery: Reflects Magic for 3 turns, used on turn 5 only 
    Celestial Star: 10.5x, Multi Target, Holy elemental 
    Prismatic Missile: 3.75x, Lightning elemental, low chance of causing
    any status in VP 
    Frigid Damsel: 3x, Ice elemental, causes freeze 
    Dragon Bolt: 6x, Multi Target, Lightning Elemental 
    
    Comments: Well, he hasn't changed much since his previous encounter, in
    that he still dies to a sneeze. However, now, he has the offense to
    actually be a threat. Any one of those Great magics mean death to you,
    and you can only seriously block one at a time. And you MUST kill his
    support FIRST this time, or on the same turn as he, since contrary to
    his previous fight, his support will keep bringing him back, unlike the
    Dragon Tooth warriors who just increased his stats. His strategy is
    still the same, hit you with normal spells, great magic every 3 turns,
    and cast Reflect Sorcery on Turn 5.
    
    Lezard comes with a Brutal Gaze (fought earlier in the SG), and a Hell
    Gaze (fought in Arianrod Labyrinth), IOWs, while the first fight you
    were urged to kill Lezard first, here, they want you to kill him LAST
    
    Unholy Terror - 62000 HP  Weak: none  Drop: Dimension Slip,
    Lapis Lazuli
    50 RDM, 1000 Resist 
    6000 (?) Strength: 
    *Physical: 1x, Elemental (unknown which type) 
    6300 INT 
    Reflect Sorcery: Reflects Magic for 3 turns 
    Gravity Blessing: 4.5x damage, Multi Target, Lightning Elemental 
    *Physical damage varies a lot on who it hits, I can't seem to pinpoint
    the STR exactly because of this. 
    
    Necro Centipede - 41600 HP  Weak: Poison  Drop: ?,?
    400 RDM, 25 Resist 
    7100 Strength: 
    Physical: 1x 
    Electric Shock: 2 hits of x1 each, Lighting Elemental, unblockable 
    Double Crunch: Physical + Electric Shock 
    
    Venom - 100000 HP  Weak: none  Drop: ?,?
    5000 RDM, 1000 Resist 
    8000 Strength: 
    Physical: 1x 
    Inferno Breath: 1x, Unblockable, MT, Fire elemental 
    Death Fire: 1x, Unblockable, MT, Poison elemental, causes poison 
    Undulation: 1x, MT, Unblockable 
    
    Mummy - 45600  Weak: Fire  Drop: ?,?
    100 RDM, 1000 Resist 
    6000 Strength: 
    Physical: 1x, causes faint 
    Funeral Procession: 1x, Multitarget 
    Stunning Knuckle: 1x, causes Faint 
    Spike Fall: 3 hits of x1 each 
    
    Demon "Zorkreyl" - 299900 HP  Weak: none  Drop: Lapis Lazuli, ?
    400 RDM, 2000 Resist 
    10000 Strength 
    Physical: 1x, Unblockable 
    Disaster Bolt: .5x 
    Death Wish: Lowers HP to 1, low success rate 
    9000 INT 
    Frigid Damsel: 3x damage, Ice elemental, causes freeze 
    Self Heal: Restores 30% of its HP, used every 5 turns 
    
    Wise Sorcerrer - 260000  Weak: Poison  Drop: ?,?
    50 RDM, 125 Resist 
    10000 Strength 
    Physical: 2 hits at 1x each, Ignores Evade/block 
    Fiendish Shape: 2 hit at 1x each, Ignores Evade/block, Multitarget 
    Pallid Impulse: 1x 
    7000 INT 
    Dampen Magic: Causes Silence 
    Mystic Cross: 3x damage, Holy elemental 
    
    Note: Pallid Impulse is always comboed with Mystic Cross, and the
    Mystic Cross casting occurrs regardless if attack hits or not
    (countering nulls the move entirely, though) 
    
    BOSS FIGHT Freya - 300000 HP  Weak: none  Drop: nothing
    "Prepare to be Cleansed!" 
    
    Went first, 5000 RDM, 5000 Resist, 100% Block Rate 
    30000 Strength 
    Critical Flare: 6 hits of .5x 
    Aerial Burst: 3 hits of .25x 
    Thunder Sword: 5 Hits of .25x 
    Ether Strike: 3.9x, unblockable 
    
    Note: Ether Strike is used randomly after her attack sequence. Haven't
    gotten exact odds though. 
    
    Comments: HOLY GODDESS OF FERTILITY, said Goddess has MASSIVE strength,
    and WILL kill any one of your characters per turn. Ether Strike is just
    her way of killing you in style, since the attacks before hand are
    enough to overwhelm you. And to say nothing of that on crack defensive
    stats. Fortunatly enough, she's entirely single target based, meaning
    she has trouble breaking Auto Item Union Plumes, let alone if they are
    comboed with Guts.
    
    Accused One - 380000 HP  Weak: none  Drop: Lapis Lazuli, ?
    800 RDM ,25 Resist 
    10000 Strength 
    Physical: 2x 
    Advanced Sword X: 2 hits of 2x each 
    Possession: See Dragon Tooth warriors 
    
    Lycurgus - 188000 HP  Weak: Poison  Drop: ?,? 
    40 RDM, 2000 Resist 
    9000 INT 
    Reflect Sorcery: Reflects magic for 3 turns, used on turn 1 
    Fire Storm: 1.5x, Fire elemental 
    Fire Lance: 2x, Fire elemental 
    Might Reinforce: Raises Strength by 1.5x for 10 turns, used on Turn 5 
    
    Larvae - 282600 HP  Weak: none  Drop: ?,?
    300 RDM, 500 Resist 
    8500 Strength 
    Physical: 1x 
    Electric Shock: 2x, Lightning Elemental, unblockable 
    Double Crunch: Physical + Electric shock 
    
    Abyss - 205000 HP  Weak: none  Drop: ?,?
    200 RDM, 1000 Resist 
    12000 Strength: 
    Physical: 2 hits of 1x damage 
    Insanity Blow: .75x to all, Unblockable 
    Lance Smack: 1 hit of 2.5x damage 
    
    Dragon Tyrant - 95000 HP  Weak: none  Drop: Lapis Lazuli, ?
    200 RDM, 800 Resist 
    13000 Strength: 
    Physical: 1x 
    Feel my Flame: 4 hits of .7x damage 
    Diseased Tempst: 1x, Multi Target, Unblockable, causes poison, petrify,
    paralysis, or curse 
    Breath Disruption: Physical + Feel my Flame 
    Death Sanction: Physical + Feel My Flame + random Basic Spell 
    20000 INT 
    Fire Lance: 2x, Fire elemental 
    Gravity Blessing: 4.5x, Lightning Elemental, Multitarget, used at HP < 30% 
    Sacred Javelin: 3x, Holy elemental 
    Prismatic Missile: 3.75x, Lightning Elemental 
    Heal: Restores 80% of parties HP, used every turn divisible by 10 
    
    Comments: Despite being Superior to Bloodbane in every way, he should
    be easier, given that you now have far stronger equipment since its the
    Seraphic Gate, and Bloodbane's big dangerous Gravity Blessing is turned
    into now an easily survivable shock thanks to those nifty Eternal Garbs
    you now possess. Beat him the same way you'd take down Bloodbane
    
    BOSS FIGHT Brahms - 172000 HP  Weak: none  Drop: Razor Shaft
    "Feel the power of Darkness!" 
     
    Went second, 5000 RDM, 2300 Resist 
    10000 Strength 
    Physical: 1 hit of .5x, 5 hits of .25x 
    *Bloody Curse: 17 hits of .75x damage 
    
    *Bloody Curse apparently can't be used til 50% HP, about 25% chance of
    it kicking in after attack each turn once he reaches this requirement 
    
    Comments: Poor Brahms, completely nerfed in this form so badly, its not
    even funny. If you beat him in the tower, he should be child's play
    here. If you didn't beat his tower form, but already beat Freya, he'll
    look like a joke, being inferior to Freya in everyway, besides the fact
    that Bloody Curse is stronger than Ether Strike (both flat out kill you
    though) 
    
    Gabriel Celeste - 800000 HP  Weak: none  Drop: nothing
    "Such audacity!!!: 
    
    500 RDM, 25 Resist 
    12000 Strength 
    Physical: 2 hits of 1x each 
    Empress Massacre: 27 hits of 1x, 1 hit of 8x (35x total) 
    Ring Toss: 5x hits for 1x each 
    32000 INT 
    Icicle Edge: 3x, Ice Elemental, causes Freeze 
    Meteor Swarm: 10.5x, Multitarget, Dark Elemental, used at HP < 30% 
    Frigid Damsel: 3x, Ice elemental, causes freeze 
    
    Comments: Well, despite how scary Empress Massacre looks, its only
    Single Target, thus condemned to being nothing more than a big flashy
    attack. If you wish to have a shot of beating him, either kill him
    before the Meteor Swarm phase, have Guts ready to survive it, or a Mage
    with Sylphan Robe and high enough Resist to lower the damage to a
    survivable margin. Mostly bark, Meteor Swarm is really his only bite.
    
    Setkhefre - 500000 HP  Weak: none  Drop: Noble Elixir, Noble Banish
    4000 RDM, 1000 Resist 
    20000 Strength: 
    Physical: 1x, Dark elemental 
    Dead Break: 2 hits for 1x each, Dark elemental 
    30000 INT 
    Reflect Sorcery: Reflects basic spells for 3 turns, usable turn 1 only 
    Shadow Servant: 3x, Dark Elemental 
    Icicle Edge: 3x, ICe Elemental, causes freeze 
    Seraphic Law: 4.5x, Holy elemental 
    Heal: Heals 80% of HP, used extremely rarely
    
    Comments: A better Akhetamen, though, now with all these Mighty Checks
    floating around, and Armor that reduces Holy damage still available,
    his only scary move, Seraphic Law, isn't much. Just remember the
    opening reflect sorcery, so you don't end up hitting yourself with it.
    
    Carnage Beast - 652000 HP  Weak: Fire  Drop: Demon Sword "Nefarious", ?
    2000 RDM, 2000 Resist
    13500 Strength
    Frost Breath: 1x, Ice elemental, unblockable, causes Freeze
    Icicle Strike: 3 hits of 1x each, Ice elemental, causes Freeze
    Howl Hazzard: 2 hits of 1x each, Ice elemental, Multitarget, unblockable causes
    Freeze 
    Frost Bait: 5x, multitarget, unblockable, causes freeze
    NOTE: At HP < 30%, uses nothing but Frost Bait 
    
    Comments: This is why Fenrir wasn't given good damage outside of Frost
    Bait. Carnage Beast can continually kick your ass time and time again,
    especially without Freeze/Mighty Checks or the Eternal Lamp.
    Thankfully, just like Fenrir, he dies to a poke from the Infernas, or
    just several Calamity blast nukings. Like with Fenrir, Frost Bait
    STINGS, and unlike Fenrir, he's not afraid to use it at High HP either
    (he sometimes opens with it...so if your fighting two, you might be
    eating 2 Frost Baits on turn 1, OUCH!)
    
    Disaster Eye - 500000 HP  Weak: none  Drop: ?,?
    0 RDM, 5000 Resist 
    13000 Strength 
    Physical: 3 hits for 1x each 
    Flame Breath: 3 hits for 1x each, Fire elemental, unblockable 
    Restore: Ressurects one ally at full HP 
    Negligible INT (all thier magic does 1, even to a level 1 Grey) 
    Stone Torch: 1x, poison elemntal, cause petrify 
    Fire Lance: 2x, Fire elemental 
    Poison Blow: 4x, poison elemental, cause poison 
    Prismatic Missile: 3.75x, lightning elemental, rare chance of causing
    random status 
    
    Lich - 546000 HP  Weak: none  Drop: Eternal Garb, ?
    1000 RDM ,5000 Resist 
    11500 Strength: 
    Physical: 1x 
    Contiminate Energy: 6 hits for 1x each 
    40000 INT 
    Sap Guard: Lowers defense 
    Sap Power: Lowers Strength 
    Poison Blow: 4x, Poison elemental, causes poison 
    Indiscriminate: Casts 4 random spells chosen from any of the 12 basic
    VP elementals, will skip characters with 0 DME, if reflected, the rest
    of the attack fails 
    Cosmic Spear: 3x, Darkness Elemental, Multitarget 
    *Heal: Heals 80% of HP 
    
    *Never actually seen her use it, just assumed given she's a Genevieve
    clone 
    
    Comments: Not much to say here, she's what Genevieve wishes she was.
    Before elemental resistances, Indiscriminate will out right kill your
    entire team unless she uses Stone Torch, so elemental resistances are
    helpful here, and given her INT, I mean 90% resistance (50% won't cut
    it) Given her resist, its clear you want to go physical on her too.
    
    Loki Shade - 752000 HP  Weak: none  Drop: Ethereal Divide, ?
    "Writhe in Pain!" 
    
    1000 RDM, 5000 Resist 
    14000 Strength 
    Physical: 1x 
    Double Bitch Slap: 2 hits of 1x each 
    Extension Force: 1 hit for 5x damage, Multitarget, Fire elemental 
    15000 INT 
    Frigid Damsel: 3x, Ice elemental, causes freeze 
    Carnage Anthem: 4.5x, Poison elemental, Multitarget 
    Dragon Orb: 4.5x, Ice elemental, Multitarget 
    
    Comments: The heck did they do to Loki? What happened to the low Resist
    and godly Defense? They completely swapped those around. Besides that,
    he's...basically Loki with higher damage, nothing else. 
    
    Giant Lord - 750000 HP  Weak: none  Drop: Wand "Mystic Sage",
    Holy Wand of Telos
    "I invoke the rites of fiery Muspelheim, and give thy soul up to the
    inferno's embrace!" 
    
    6500 RDM, Extreme Resist, 100% Block Rate 
    15000 Strength: 
    Physical: 1x 
    Flare: 3x, Fire elemental, unblockable 
    Flare Strike: 2 hits of 2x Fire elemental damage, 1 hit of 1x non
    elemental, Unblockable 
    Flare Storm: 1 hit for 2x damage, Multitarget, Fire elemental 
    15000 INT 
    Ifrit Carress: 3x, Fire elemental, Multitarget 
    Sacred Javelin: 3x, Holy elemental 
    Fire Lance: 2x, Fire elemental 
    Might Reinforce: Raises Strength by 1.5x for 10 turns 
    Heal: Heals 80% of HP, used once every 8 turns 
    NOTE: The Vanir that come with Giant Lord are the same that fight with
    Surt. 
    
    Comments: Surt got quite an upgrade. Easily the most tankish of the
    Seraphic Gate boss clones, having the best RDM of them, and high Resist
    that to this day, no one has actually broken it. Heal just makes things
    more a pain too. Besides that, he's a very similar mold to Surt: Good
    single target damage with Flare Strike, ok damage with Flare Storm,
    laughable damage for a Great Magic with Ifrit Carress. If you have a
    Tri Emblem, he's basically completely ****ed against you too, since
    he's not only mostly physical, but also mostly fire based.
    
    Dark Valkyrie - 440000 HP  Weak: none  Drop: Glance Reviver, ?
    "It shall be engraved upon your very soul!" 
    
    3000 RDM, 2000 Resist 
    24000 Strength 
    Physical: 2 hits of 1x, 2 hits of .5x 
    Nibelung Valesti: 5 hits of .7x, 4 hits of .17x, 1 hit of 7x 
    NOTE: These are rough estimates, so take them with a grain of salt 
    
    Comments: Hrist on crack, lots and lots of crack. so much, she can
    actually hit you, and when she does, IT HURTS. However, if you've
    already beaten Freya, then this fight is a complete joke. Haven't
    beaten Freya? Still easy if you can ressurrect, since she's entirely
    single Target damage. Though, if your doing Easy/Normal mode runs of
    the Seraphic Gate, she should be your first Target in the White Area,
    since its the easiest of the Boss Clones, and she drops a Glance
    Reviver, good start for getting stronger weapons. You might need Sap
    Guard or Might Reinforce to break her defense though if you don't have
    SG weapons.
    
    Hamster - 400000 HP  Weak: none  Drop: Dainslef, Wand "Mystic Sage"
    50 RDM, 25 Resist 
    Strength: 12,000 
    Killer Seed: Lowers DME to 1, does 1 damage on failure, extremely rare
    chance of success, ignores evade/block 
    Peeve Attack: Nothing 
    Furry One: 8-14 hits (varies) for x1 each hit, Multitarget, unblockable
    8000 INT 
    Mystic Cross: 3x, Holy elemental 
    Icicle Edge: 3x, Ice elemental, causes Freeze 
    Shadow Servant: 3x, Dark Elemental 
    Poison Blow: 4x, Poison elemental, causes Poison 
    Fire Lance: 2x, fire elemental 
    Lightning Bolt: 3x, Lightning elemental 
    
    These things are also INCREDIBLY small. So small, half the characters
    can't even hit them without them being knocked in mid air. Should be
    noted that Valk can hit them with all her attacks with a sword, I
    believe 
    
    NOTE: as far as I can tell, thier AI works like this. From 100% to 67%,
    they'll use Killer Seed, Peeve Attack, or Furry Ones. From Then til
    30%, they'll use mainly magic. At 30%, they do nothing but spam Furry
    ones.
    
    Comments: What was Tri Ace thinking, making the smallest creatures in
    all of Valkyrie Profile the things with the greatest ass kicking
    potential in the game? They are incredibly small, making them a pain to
    hit, even for spells, and Furry ones is just painful. Worse yet, you
    ALWAYS fight 4 of them at a time. ICK! Best strategy? Get out guts,
    Angel Curious, Auto Item, and Poison Blow spells, as well as character
    who can aim low, and try to take them out.
    
    BOSS FIGHT Iseria Queen - 2300000 HP  Weak: none  Drop: nothing
    "You little!" 
    
    2300000 HP 
    600 RDM ,1000 Resist 
    16000 Strength 
    Physical: 2 hits for 2x damage 
    Ring Toss: 5 hits for 1x damage 
    *Empress Massacre: 27 hits for 1x damage, 1 hit for 8x damage, ignores
    evade/block, usable only at 50% or less HP
    **Extension Force: 5x, Fire Elemental, Multi Target, ignores evade
    65000 INT 
    Mystic Cross: 3x, Holy elemental 
    Cosmic Spear: 3x, Dark Elemental, Multitarget 
    Fire Lance: 2x, Fire elemental 
    Fire Storm: 1.5x, FIre elemental 
    
    *Empress Massacre can happen only at an obvious point: when she goes on
    PMS mode, and gets the little angel thing above her. All that
    transformation means is that she can now use Empress Massacre
    **I think she can't use Extension Force til after the transformation
    (never saw it before), but not certain 
    
    Comments: Nothing much to say, she's just a better version of her
    brother, with higher HP and Damage. Same basic mold, otherwise, only
    thing that might make her harder is more DME which means she gets more
    chances to ue Cosmic Spear on you, which means better chance of
    breaking through Immortality combo. Beyond that? Beat her the same way
    you got Gabriel
    
    ===========================
    15) Enemies not added yet
    ===========================
    
    Vampire Lord from Brahms Castle.
    
    Last Fencer from the Caves of Oblivion.
    
    The yellowish Vanir from Jotunheim Palace
    
    If you have data on these enemies please send it to
    shibakev@earthlink.net.
    
    =============
    16) Credits
    =============
    
    NeoElfboy for starting this project
    MeepleLard for collecting large amounts of data
    David Vestal for the Orbitous Dragon
    CJayC for running Gamefaqs, the best website on the planet
    
    Visit www.rpgdl.com to vote on battles between your favorite RPG
    characters!