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    Optional Boss FAQ by Otabo

    Version: 1.10 | Updated: 03/16/13 | Printable Version | Search Guide | Bookmark Guide

                               ++++++++++++++++++++++++++++++
                               +       Wild ARMs 2          +
                               + Ultimate Optional Boss FAQ +
                               +       version 1.10         +
                               +     written by: Otabo      + 
                               ++++++++++++++++++++++++++++++
    
    
    =================
    TABLE OF CONTENTS
    =================
    
    *Please use the CTRL + F function and use the codes provided in the brackets
    to skip to a section of the guide quickly. Do not forget to include the
    brackets with the code!*
    
    1) Introduction  [intr]
    2) Disclaimer/Legal Stuff   [disc]
    3) Preparing For The Optional Bosses   [prep]
       a) Personal Skills
       b) Items/Gear Checklist
       c) Guardian Mediums
    4) Optional Bosses Strategies   [opto]
       a) Gatlorg   
       b) Ghost   
       c) Titanius  
       d) Zavorg
       e) Zolinge
       f) Zyclus & Zetrim
       g) Xenon
       h) Kobold King
       i) Bulkogidon
       j) Ragu O' Ragula
       k) Angolmois
    5) Preparing to Solo The Optional Bosses [prso]
       a} Rules for Soloing
       b) Individual Character Analysis: Who's good for soloing and who isn't?
       c) Personal Skills
       d) Individual Character Preparations
       e) Mega Berry Hunting
    6) Optional Boss Strategies for Soloing [opso]
       a) Ghost   
       b) Titanius  
       c) Zavorg
       d) Zolinge
       e) Zyclus & Zetrim
       f) Xenon
       g) Kobold King
       h) Bulkogidon
       i) Ragu O' Ragula
       j) Angolmois
    7) Credits [cred]
    8) E-Mail Info [email]
    
    
    ========================
    1) Introduction  [intr]
    ========================
         
         Welcome to my Wild ARMs 2 Optional Boss FAQ! The purpose of this guide is
    to help you defeat all of the optional bosses of this great game. My goal is
    to provide the info and strategies that will be the most useful and the most
    effective for each of the bosses. I have extensive knowledge on these special
    bosses, and I have even soloed all of them with everyone, except for Gatlorg
    and Angolmois with Marivel solo; those I strongly believe are truly impossible.
    So hopefully, you will find the information you see in here helpful; if so, 
    then my goal is achieved. Those who are looking for a REAL challenge and want
    to try and solo them, then this guide is for you too!
    
    
    
    =================================
    2) Disclaimer/Legal Stuff  [disc]
    =================================
    
         This guide is only to be used for personal uses ONLY, and is not to be
    reproduced anywhere or changed in any way whatsoever without my consent. This
    FAQ was 100% written by me and if you would like to use this guide on your
    website or something, PLEASE CONTACT ME BY E-MAIL AND ASK ME FIRST. If you see
    this guide anywhere else other than GameFAQs, please let me know immediately.
    
    
    *Since this guide is meant for use by people who are just looking to beat
    the optional bosses normally AND by people who are looking for a greater
    challenge by soloing them with their chosen character, I have separated this
    guide into two major parts:
    
    - Those who are looking to defeat the optionals normally, all of the info you
    will need is in Sections 3 and 4.
    - Those who are looking to solo the optionals with a chosen character should
    start down at section 5 instead; all the info you will need is in Sections 
    5 and 6.
    
    
    =============================================
    3) Preparing For The Optional Bosses   [prep]
    =============================================
    
         This section contains everything that will best prepare your characters
    for the encounters with the optional bosses and will contain all of the items,
    mediums, PS skills, etc, you will definetly want to have. This section is
    important to look over, so you may want to refer to this section as a sort
    of a "checklist" to see if you're truly prepared.
    
    ==================
    a) Personal Skills
    ==================
         Some of these are very important and can make or break you.
    Below, I will list all of the PS Skills available to each character, as well
    as comments on how important they are for the optional bosses:
    
    
    - Cut FP use: 6 points to master (2 per level)
    Effect: Reduces FP consumption in battle by 1 per level for a total of 3.
    Comments: Useless; don't even bother with this one. Ultimately, it will only
    cut the cost of all of your FP consuming abilities by 3, so it's not worth it.
    
    - Up HP: 9 points to master (3 per level)
    Effect: Increases max HP when a level is gained.
    Comments: VERY, VERY important PS Skill; make sure you max this one out on all
    your characters as SOON as possible. This should be the first PS skill you max
    out and can definetly make or break you in battles with the optional bosses. 
    In fact, if you really want, you can do a "Low Level Ashley" game where, if 
    you do it correctly, you can have characters like Tim, Marivel and Kanon start
    at a much lower level than normal, and in turn, get more HP. But it's 
    definetly not a must if you're just planning to tackle the bosses normally.
    
    - Restore HP: 12 points to master (4 per level)
    Effect: Restores a percentage of a character's maximum HP for every force
    level gained.
    Comments: This PS skill is one of the best the game has to offer your party.
    Basically, every time you gain a force level (25, 50, 75, and 100 FP), your
    HP is restored by 15% of his/her maximum. Which can help you survive incoming
    attacks on the following turn without having a need to heal up. Should you
    invest in this skill? I would if I were you.
    
    - Up Parameter: 12 points to master (4 per level)
    Effect: Increases all statistics for every force level gained.
    Comments: Another awesome PS skill to have; this one basically ups your stats
    every time you gain a force level, which means you take less damage from 
    attacks, you deal more damage with your attacks, magic users' magic power goes
    up, speed is increased, etc. Try to max this one out too if you can; this one
    will REALLY help you out, trust me.
    
    - Critical: 6 points to master (2 per level)
    Effect: Increases critical hit rate of a normal attack.
    Comments: The only character that you should even CONSIDER giving this skill
    to is Brad, as with elemental rings, he can do more damage by simply normal
    attacking than with his ARMs. Other than that, don't bother with this.
    
    - Advanced Guard: 6 points to master (2 per level)
    Effect: You're granted a chance to completely block incoming physical 
    attacks. The character also gains 12 FP if the skill activates.
    Comments: This one is decent to have if you're soloing, but not so much 
    when fighting with a full party. I'd leave this one alone.
    
    - Counter: 6 points to master (2 per level)
    Effect: Increases counterattack chance of a character.
    Comments: Pretend that it doesn't exist; ignore it, it's a waste of points.
    Unless you're soloing Kobold King with someone like Lilka, then you'll want
    to max this out (I'll explain why in the soloing section in the FAQ).
    
    - Restore HP 2: 2 points to master (1 per level)
    Effect: Restores HP when levelling up.
    Comments: Pointless. Skip it and don't look back.
    
    - Convert HP: 9 points to master (3 per level)
    Effect: Converts remaining FP into HP after a battle.
    Comments: I shouldn't even need to tell you, but I'm going to anyway. 
    Don't bother with this skill.
    
    - RES Up: 6 points to master (2 per level)
    Effect: Speed is increased when the character hits critical condition.
    Comments: Personally, I wouldn't bother with this one. Up Parameter is much
    better since it raises speed too, and more often. Skip it, because chances
    are, if an attack is going to kill you, it will kill you and not leave you
    in critical condition.
    
    - FP Up: 4 points to master (2 per level)
    Effect: FP is increased when the character hits critical condition.
    Comments: This one is decent to have, but you can live without it. It is 
    pretty good to have on characters like Lilka or Tim, however. Do what you 
    will with this.
    
    - Auto Guard: 2 points to master (1 per level)
    Effect: Automatically defend when the character hits critical condition.
    Comments: Nope, you don't want this either. Next.
    
    - Down Guard: 4 points to master (2 per level)
    Effects: Increases resistance to instant death attacks.
    Comments: There's only three optional bosses with instant death attacks, and
    none of them pull it off all that often. Besides, there's the Holy Grail, and
    the even better Thanatos X spell that Tim can get. Skip it!
    
    - Up P Attack: 12 points to master (4 per level)
    Effects: Increases damage caused by physical attacks.
    Comments: You should only consider giving this to Brad and Kanon. Ashley can
    definetly live without it, but it wouldn't hurt giving this to him, too. Most
    of the time, he'll be in Knightblazer form anyway. As for the spellcasters,
    pretend this doesn't exist as they shouldn't be normal attacking.
    
    - Up M Attack: 9 points to master (3 per level)
    Effects: Increases damage caused by magical attacks.
    Comments: Lilka, Tim and Marivel will want this maxed out definetly; this will 
    only boost the damage of their spells and healing. But don't put any points in
    this for the guys and Kanon, though.
    
    - Up P Defend: 12 points to master (4 per level)
    Effects: Decreases damage caused by physical based attacks.
    Comments: This is another important skill you will want to master, ESPECIALLY 
    for your more fragile characters like Lilka, Tim and Marivel. Mastering this 
    one can make the difference between whether a physical based power move one 
    shots you or lets you barely survive. Go ahead and max this one out. You COULD
    also give this to your fighters, but they can live without it.
    
    - Up M Defend: 9 points to master (3 per level)
    Effects: Decreases damage caused by magical based attacks.
    Comments: Max this one out, too. Just like with Up P Defend, this can and
    will make the difference between life and death. Especially get this for 
    Ashley, Brad and Kanon. Your spellcasters should get a dose of this too, if 
    they can.
    
    - Status effects: (Poison, Blocking, etc) 3 points to master (1 per level)
    Effects: Increases resistance to the corresponding status effects.
    Comments: The only two that you will need is Confusion (for Angolmois)
    and Paralysis (for Xenon & Bulkogidon). The others are pointless and useless 
    for fighting optionals. You will definetly want to max out Confusion and 
    Paralysis; Confusion for guys like Ashley and Brad (maybe Kanon,too); 
    Paralysis for your healers (and perhaps Marivel).
    
    ===================
    b) Items Checklist
    ===================
         Make sure you have the following items before tackling the optional 
    bosses, especially if you plan to try soloing any of them:
    
    - My Mike: Of course, you're going to need this to even start fighting
    the optional bosses that are sealed inside of the spinning pyramids.
    Find this in the Lost Garden; you'll need Marivel and her Windup Key tool to
    get to it, though.
    
    - Ultimate Armors: These are located in five of the six rooms down in
    Glaive Le Gable near the final save point. These armors will massively boost
    your DEF and MGR stats and can help you survive attacks. You can find
    Ashley's, Brad's, Lilka's, Tim's and Kanon's down there. Marivel's ultimate
    armor, on the other hand, can only be found in a chest at Thunder Lion Cage 
    (you will need her Electel tool to get it).
    
    - Full Libra: This can also be found down in Glaive Le Gable. This gear will
    protect the character wearing it from all bad status effects. Very useful.
    
    - Talisman: Located in the Pirate's Warren. You will need a Duplicator to
    open the chest, though. Used in the infamous Raftina + Talisman trick, 
    which is another cheap way to win battles. If you're soloing though, depending
    on the character you're using, you might need to rely on this trick to 
    actually survive.
    
    - Life Orb: Located in Lost City Archheim. Very important item; Lilka will
    need to use it along with her Mystic ability a lot. Do not forget this item.
    Using this with Mystic is like casting Hi-Heal on everyone at once.
    
    - Rings: There is an NPC selling these elemental rings on B1 of the Valeria
    Chateau. At the very least, get 3 Fire Rings, 3 Dark Rings, 3 Light Rings,
    1 Earth Ring, 1 Wind Ring, 1 Thor Ring and 3 Water Rings (optional).
    
    - Necronomicon: You can only get this from the Necronomicon enemies located
    around the Spiral Tower area. You'll need to use Tim's Hi-Combo with
    Chapapanga and land the killing blow in order to get them to drop it. You
    really only need one, but if you must have one for all three spellcasters,
    there's nothing stopping you from getting three of them.
    
    - Holy Grail: Located in the Slayheim Live Reflector. You can actually live
    without this, but if you plan to solo someone like Ghost or Zolinge, for
    example, you might want to have this item with you.
    
    - Lucky Cards: If you plan on using these during the battles, you will
    definetly need around 9 of these. These can be stolen from the Melchom
    enemies in the area between the Gate Bridge and Greenhell.
    
    - Viper Fang: The strongest throwing item in the game; this does 25,000 damage
    instantly. There's only one, and it's along that long path that leads to
    Spiral Tower. Search for it well and you should find it.
    
    - Scapegoats: While all of the optionals can be defeated, both normally and
    solo without the use of these, might as well go ahead and grab all 7 of 
    them in case you run into a really bad situation. Just remember that these
    things ARE NOT as powerful as they were in Wild Arms 1; if you do an action
    and die, then get revived by a Scapegoat, YOU DON'T GET TO DO THE ACTION!
    The only person who can really make use of Scapegoats is Ashley, but like I
    said earlier, just get all seven of these just in case.
    
    - Power Boost: You can't get to this without beating Gatlorg first (which is
    why you really should kill him first) and a Duplicator. This nifty item has
    a 25% chance to double the user's source of damage, whether it be physical OR
    magical (that's right, magic damage CAN be doubled by this item, whether
    you believe it or not). It will also, believe it or not, double the effects
    of Zephyr's Force Charge skill, sometimes giving you 50 FP instead of its
    normal 25. Definetly get this item, it will be worth it.
    
    - Gimel Coins: In case you get defeated in battle, use these to try again.
    Or just reload from a previous save and try a different party/strategy.
    
    - Also, make sure you bring Full Revives, Big Berries, Mega Berries,
    Revive Fruits, War Respites, etc. just in case of emergencies. Also, get
    99 Mini Carrots from the item shop in ODD Headquarters.
    
    ===================
    c) Guardian Mediums
    ===================
         Make sure you have the following guardian mediums in your inventory
    before challenging the optional bosses:
    
    - Dan Dairam: Located in Promised Catacombs.
    - Raftina: Talk to Colette in Baskar as Tim. Make sure you have the Stone
    God in your possession before doing so.
    - Zephyr: Talk to Marina in Valeria Chateau as Ashley. Make sure you have
    the Stone Drago in your possession before doing so.
    - Justine: Talk to Billy in T'Bok Village as Brad. Make sure you have the
    Stone Lion in your possession before doing so.
    - Chapapanga: Recieve at the end of the Good Luck Zone.
    - All of the grey guardian mediums you get throughout the game (Noua Shax,
    Fengalon, Aru Sulato, etc, though you should have all of these anyway).
    
    ====================
    d) Spells/Abilities
    ====================
    - Lilka: Make sure she knows Quick, Hi-Heal, Hi-Revive, Hype Weapon and her
    level 2 elemental spells as well as Saber. Though, if you've already found
    most, if not all, of the Crests in the game, you should already have these
    spells and then some, right?
    
    - Tim: If you're planning to use him heavily, make sure he has his 
    First Aid of course, as well as most of his other spells in addition to Bold
    Lance, Thanatos X, Speed Down, and Arcana 13.
    
    - Kanon: Make sure she knows Eagle Claw. To get it, spam Phalanx in battles
    and it will eventually spark Eagle Claw. It's a 1% chance with Best luck,
    so keep at it until you get it. Dividing either a Gagison (Withered Ruins) or
    a Balam (island near Raypoint Muse) will give her a beefy target in the 
    Hyulkonton; just be careful of its status attacks.
    
    - Marivel: She actually has some pretty good spells available to her, so
    if you plan to take the cheap way out, get Status Lok, Sleep, Guillotine,
    and Power Seal at the very least. If you do plan on using her as an attacker
    though, she'll also want to learn at least Twister, Absolute 0, Thunderbolt,
    Tera Break, Armageddon, Cremation, Megaton, and Canceller.
    
    If you need a list on where to get these Red Powers, here you go. I won't list
    them all though, just the ones you should have for the optionals:
    
    Cremation - Efreets in Raypoint Flam (may need to go past the save point)
    Tera Break - Myrmecolios located on the island west of Raypoint Wing.
    Twister - Gargoyles in Wind Tiger's Den
    Absolute 0 - Gigafrosts in Raypoint Muse
    Thunderbolt - Thunderdrakes at Thunder Lion Cage
    Shadowbolt - Twin Tails around the Quartly area.
    Armageddon - Dumptys around Fab Lab area. (optional)
    Megaton - Nybbas on island where Pirates Warren is located.
    Aport - Bockle in area south of Crimson Castle (this one is optional)
    Status Lok - Skid Lancer in Outer Sea (look in dark brown areas of the water;
    you can actually find this creature anywhere in the outer sea...)
    Sleep - Man Traps in the forest around Sylvaland Castle.
    Guillotine - Hope Diamonds in the Promised Catacombs.
    Power Seal - Earth Figures in the Holst area.
    Canceller - Aamans in the area south of Crimson Castle.
    
    
    
    
    ====================================
    4) Optional Bosses Strategies [opto]
    ====================================
         If you have most or all of the above, and are a decently high
    level (around 45-50), you're ready to go! Good luck. DON'T FORGET TO USE
    YOUR LUCKY CARDS FOR DOUBLE EXPERIENCE!!
    
    ----------------------------------------------------------------
    Optional Boss #1: Gatlorg
    Found: Pirate's Warren
    HP: 75,000
    EXP: 50,000
    Gella: 75,000
    Weakness: Fire, Lightning
    Spoils: None (just make sure you have a Duplicator afterwards!)
    ----------------------------------------------------------------
    
    Attacks:
    - Whole Body Attack - Deals heavy damage to one target.
    - Bubble Cluster - Deals water damage to all and can inflict disease.
    - Poison Bubble - Deals non-elemental damage and can inflict vile poison.
    - Deadly Poison - Damages and inflicts vile poison or instant death to all
    targets.
    - Big Strength Thief - Drains HP from one target until he's at full health.
    
    
    - Bring some Antidotes, Medicines or War Respites to this battle.
    
    Best party: Any team that does NOT include Brad or Kanon. So basically,
    Ashley and any two of the spellcasters.
    
    
    Synopsis: Gatlorg is pretty easy overall; the best thing he has going for
    him is his Big Strength Thief. Basically what that does is drain a character
    of his or her HP; if he's sustained more damage than you have HP, it will
    OHKO that character (and he usually starts doing this after losing almost 
    50% of his HP). So yeah, Big Strength Thief will definetly kill someone if
    he uses it. Other than that, he can poison and disease your guys, so make
    sure you bring someone who can heal status effects, too. He is also impossible
    to hit with physical attacks (unless you use something like Noua Shax's 
    Aiming ability), but he's weak to fire, so using your spellcasters is the
    best course of action. In addition to Ashley, bringing both Lilka and Tim
    will ensure that he dies in just a few rounds. Marivel is also a good choice;
    she can do some good damage and has Status Lok, which can prevent the poison
    and disease attacks.
    
    
    Individual Character Strategies:
    
    - Ashley: Equip him with Zephyr; have him use Force Charge until his FP is
    maxed, then Access on the next turn. Once he is accessed, have someone feed
    him one Mini Carrot, then go crazy with Gun Blaze every turn as Gatlorg is
    weak to fire.
    
    - Brad: Do not use him for this fight; he won't be able to damage him at all.
    Stick with your spellcasters!
    
    - Lilka: If Marivel is present, have her use Mystic + Holy Grail on her first
    turn for the Thanatos X effect, then go crazy with either Hi-Flame or Hi-Spark.
    Use Mystic + Life Orb to heal when need be.
    
    - Tim: Use First Aid on turns where he needs to heal; use Napalm Hit or Plasma
    Tap on free turns. You can also Combine with either Moor Gault or Noua Shax, 
    but you'll lose your FP by doing that. So just stick with Napalm Hit or Plasma
    Tap.
    
    - Kanon: Don't bother using her here; all of her Bionic Arm attacks WILL miss;
    even with Gat level attacks added onto them.
    
    - Marivel: If you plan on using her, she can use Status Lok on the first
    few turns; this will prevent the poison and disease status. Then, she can
    proceed to spam either Cremation or Thunderbolt at will. Bring Lilka to
    heal, of course.
    
    In short, just spam fire and/or lightning based attacks until he starts
    using Big Strength Thief; that's when he'll start killing you. He's pretty
    slow, so you should be able to have one of your characters revive whoever
    died. If Ashley is still alive after Big Strength Thief, DEFINETLY stay on
    the offensive with Gun Blaze and use it EVERY TURN, and let your second living
    character take care of the reviving. He shouldn't last long after a few Gun
    Blazes, but if Ashley is the one that dies, have one spellcaster revive him
    (preferably Lilka) and have your third character continue to attack.
    
    - When you defeat him, make sure you have a Duplicator on you so you can
    take the awesome Power Boost gear; this is very important to have, especially
    for the rest of the optionals.
    
    ----------------------------------------------------------------
    Optional Boss #2: Ghost
    Found: Fiery Wreckage
    HP: 50,000
    EXP: 12,000
    Gella: 12,000
    Weakness: Light
    Spoils: Full Carrot
    ----------------------------------------------------------------
    
    Attacks:
    - Incur My Wrath - ~6,000 damage to all targets; can inflict instant death.
    - Gate of Isolde - Heavy damage to all; inflicts status effects.
    - Void Effect - Cancels buffs and stat bonuses from Up Parameter.
    - Life Returner - Restores some HP to Ghost.
    
    - If you plan to fight this guy without being cheap, bring a Light Ring
    and VERY high levelled characters (at least 75+).
    
    
    Synopsis: There are a few really cheap ways to handle this guy. The most
    famous method is to use Turn Undead to kill him instantly. He can also be
    affected by Marivel's Power Seal spell, which inflicts ability block
    (a.k.a. "silence). 
     
    
    Other than that though, this guy hits really hard with Incur My Wrath, which
    also has a small chance to cause instant death, as well as inflict many 
    status effects with Gate of Isolde. So I'll be providing the cheap methods
    and the non-cheap methods for fighting him.
    
    
    Cheap Strategies:
    - Tim: Turn Undead him. Make sure he can act before Ghost because if he
    can't, then Tim will die before he can even pull the Turn Undead off.
    - Raftina summon. Yep, Seraphim Goat works on this poltergeist; IF
    IT HITS, that is!
    - Marivel: Power Seal him, then proceed to kill at your leisure. 
    
    Under Level 99 Non-Cheap Strategy:
    
    A couple of must-haves before trying this strategy:
    
    - 1 Light Ring
    - Critical mastered for Brad AND BEST luck.
    - Dan Dairam and BEST luck for Marivel.
    - Up Parameter mastered on both Brad AND Tim.
    - Lilka and Tim at AT LEAST LEVEL 50 (this is VERY important)
    - Real life luck
    
    With that said, form a team of Brad, Marivel and Tim and set them up
    as follows:
    
    Brad:
    - Best weapon possible
    - Light Ring
    - Braver Vest
    - Dead Heat
    - Justine
    
    Marivel:
    - Hob & Nob
    - Necronomicon
    - Bloody Cape
    - Goggles or Mad Goggles
    - Dan Dairam
    
    Tim:
    - Any weapon
    - Necronomicon
    - Labyrinthos
    - Nisaba Wing
    - Zephyr
    
    Lilka (you'll need to bring her in on Round 2)
    - Any weapon
    - Necronomicon
    - Bridal Gown
    - Tiara
    - Raftina
    
    Ready? Start the fight with Brad, Marivel and Tim. If you're lucky
    enough, you can end this fight in 3 rounds:
    
    Round 1: Right off the bat, you're gonna need some real life luck.
    Have Brad normal attack; this attack MUST critical, if it doesn't,
    restart the battle. Tim uses Force Charge here, and Marivel needs to
    cast Canceller or use Dan Dairam's Move Canceller ability here.
    Regardless on which skill you use with Marivel, it MUST CONNECT.
    I repeat, Canceller/Move Canceller MUST CONNECT! If it does not
    connect, restart the battle.
    
    Round 2: Replace Marivel with Lilka. Equip Full Libra on Tim. Now
    have Brad normal attack again; this attack MUST critically hit!
    Lilka uses Invincible and Tim DEFENDS this turn. If Ghost uses IMW,
    you need to hope and pray that it doesn't get either Brad or Tim
    with instant death, if either of them die, you need to restart.
    Or, if Ghost uses Gate of Isolde, pray that it doesn't put Brad
    to sleep. Lilka will be just fine since she will be invulnerable
    this turn.
    
    Round 3: If Brad landed two criticals, Ghost should be around the
    25k HP mark at this point. Now equip Lilka with Stare Roe and Tim
    with Necronomicon + Dan Dairam. Brad normal attacks, Lilka Combines 
    to summon Stare Roe and Tim casts Nova Rain. If Ghost does not die
    after this, your entire party will die to Incur My Wrath should
    he use it; if he uses Gate of Isolde, you'll probably lose both
    Brad and Tim. If you luck out and he uses Void Effect, you will
    be able to kill him for sure on the next turn with something
    like Nova Rain or another normal attack from Brad.
    
    Keep in mind that although this strategy is guaranteed to work,
    it ONLY works if your characters are high enough in level to do
    the damage necessary for a three turn kill. 
    
    (Also, a little interesting thing about Ghost's AI; it seems that if you
    have all three characters defend anytime after the first turn, Ghost
    will always use Life Returner to heal. Granted, this won't help you kill
    him any faster, but I thought I'd just point that out.)
    
    
    
    ----------------------------------------------------------------
    Optional Boss #3: Titanius
    Found: Halmetz (spinning pyramid in NE corner of town)
    HP: 75,000
    EXP: 50,000
    Gella: 75,000
    Weakness: Wind
    Spoils: Shootn Star (Ashley's best weapon)
    ----------------------------------------------------------------
    
    Attacks:
    - Begin Regeneration - Fully heals himself; used every 3 turns.
    - Mega Crusher - Moderate to heavy physical damage to one target.
    - Barrier - Increases his Defense and Magic Resistance.
    - Plasma Leader - Moderate lightning damage to all targets.
    - Kirlian Buster - Moderate non-elemental damage to all targets.
    
    Synopsis: Another easy optional boss; he can be hit with instant death as
    well as Power Seal. Begin Regeneration is annoying because he can erase all
    damage you've done to him; his other attacks aren't that big of a deal,
    though. This is the easiest of the optional bosses, so you should have
    no trouble with him. Like with Gatlorg, you will do much better with
    spellcasters here, so leave Brad, Ashley and Kanon out of this fight.
    
    Best Team: Lilka, Tim, Marivel
    
    Cheap Strategies:
    
    - Ashley: Dead or Alive ARM.
    - Ge Maximum (Ge Ramtos summon)
    - Tim: Arcana 13; Seraphim Goat (Hi-Combo + Raftina)
    - Marivel: Power Seal; Guillotine or Demonangle (if she has it).
    
    Non-Cheap Strategies:
    
    If your mages' SOR is high enough, Titanius should die in seven attacks. 
    Begin Regeneration is used every three turns, so you must deal 75,000 points 
    of damage before he uses Begin Regeneration. It would help you if brought the 
    Irresist spell, but you don't really need to. Also, for this particular 
    strategy, you'll want to have 3 Necronomicons.
    
    - Use Lilka, Tim and Marivel. Make sure you have Hi-Vortex, Tempest, and
    Twister as well as 3 Necronomicons.
    
    
    - Lilka: Equip Necronomicon + Raftina. Use Mini Carrots on her until she has 
    100 FP. You can also use the Power Boost, but you don't really need it to
    be honest.
    
    - Tim: Equip Necronomicon + Ge Ramtos. If he needs to heal, use First Aid, 
    otherwise, use Mini Carrots on him to get his FP to 100.
    
    - Marivel: Equip Necronomicon + Dan Dairam. Make sure she knows Twister!
    If she has Up Parameter mastered, get her FP to 100 for a bit of a damage
    boost.
    
    Technically, no one NEEDS 100 FP here; you should still boost FP though if 
    all three mages have Up Parameter mastered, getting their FP to 100
    will only boost the damage of their spells by a bit. While you're getting
    prepared, make sure Tim keeps everyone's health up via First Aid. If 
    Titanius casts Barrier, have Lilka cancel that (well, the MGR part of it,
    anyway) with an Irresist spell.
    
    When you're ready for the three-turn assault, wait until the turn where
    Titanius will use Begin Regeneration, then begin the assault as follows:
    
    Round 1 (the turn where he uses Begin Regeneration): Lilka casts Hi-Vortex,
    Tim casts Tempest, Marivel casts Twister. Titanius will most likely go 
    first and use Begin Regeneration. Hi-Vortex should do about 13k damage;
    Tempest is around 10k; Twister should do around 10-11k.
    
    Round 2: Repeat Round 1. 
    
    Round 3: To be safe, have Lilka use DualCast, and use two Hi-Vortex
    spells; chances are the first one will finish Titanius off, though.
    If they don't, a third Tempest + Twister combo will definetly end him.
    
    - While you could theoretically use Ashley and his Gun Blaze for this
    strategy as well, Gun Blaze only hits Titanius for around 7k damage,
    so your best bet is to use your team of mages for this.
    
    - If Titanius does not die on Round 3 when using this strategy, either
    your levels are too low, your sorcery power isn't high enough, or you're
    doing something really wrong. Using this tactic, Titanius should die in
    7 attacks, 8 at the most.
    
    
    ----------------------------------------------------------------
    Optional Boss #4: Zavorg
    Found: Meteorite Crater (spinning pyramid in first room)
    HP (Zavorg): 75,000, HP (Belly): 50,000
    EXP (Zavorg): 50,000, EXP (Belly): 25,000
    Gella (Zavorg): 75,000, Gella (Belly): 50,000
    Weakness: Dark
    Spoils: Black Queen (Lilka's best weapon)
    ----------------------------------------------------------------
    
    Attacks:
    - Barrier: Increases his defense and magic resistance.
    - Whole Body Attack: Massive physical damage to one target.
    - Unmodified Spell??: Non-elemental damage to all targets.
    - Schwartz Strahl: Heavy dark elemental damage to one target.
    - Power Up: Increases attack power (only works once).
    
    Best Team: Ashley, Brad, Lilka
    
    
    Synopsis: Pretty easy overall; he does have a few strong attacks, mainly 
    Whole Body Attack. Also, all magic MISSES this guy, so physicals are going
    to be the way to go here. He'll spend the first four turns using Barrier,
    so this is a great time to use a Lucky Card and start piling on damage.
    Killing the Belly removes his Unmodified Spell and makes him prone to using 
    Whole Body Attack more often; be careful at this point.
    
    - Ashley: Equip him with either a Dark Ring or the Power Boost accessory.
    During Barrier spam, have him Access and start assaulting the belly
    with Gun Blaze. When and if he starts dropping people with Whole Body Attack,
    use his speed to revive the fallen character, then continue with Gun Blaze.
    
    - Brad: Equipping a Dark Ring does two things for him. One, it hits weakness,
    and two, it halves Schwartz Strahl. Keep the Dark Ring on him for the whole
    battle and normal attack with him every turn until he reaches 100 FP; then
    you'll want to Boost + Rail Gun him to take advantage of Up Parameter (if he
    has points in it). Also, make sure to max out Critical for him; a critical
    hit can do around 11k damage if you have Lilka cast her Hype Weapon spell on
    him (more if he has Up Parameter; I've seen 15k crits from Brad's normal 
    attack on this boss...)
    
    - Lilka: While Zavorg is using Barrier, go ahead and have her use a Lucky 
    Card, then cast Hype Weapon on Brad. After the fourth turn, equip a Dark
    Ring so she can halve Schwartz Strahl. Defend on every turn in case Whole
    Body Attack is used, and heal up with Hi-Heal when necessary. Don't bother
    casting spells on him as Zavorg is immune to all magic.
    
    - Tim: Don't use him here; he'll only be good for First Aid spamming,
    plus he's more prone to getting killed by Whole Body Attack. So...just
    leave him out. 
    
    - Kanon: Equip Power Boost, get her to 99 FP ASAP, then start spamming
    Eagle Claw. If someone goes down though, use a Full Revive with her to
    bring them back to life, then resume attacking with Eagle Claw.
    
    - Marivel: See Tim.
    
    One thing you have to be careful of is if you kill the belly too early,
    Zavorg may use Power Up, and then if he uses Schwartz Strahl on Lilka,
    she's done for if she either doesn't have a Dark Ring equipped or if 
    she has less than 5,000 HP. So you may want to weaken the main part
    a bit before taking out the Belly. Keep this in mind. 
    
    Another method is to build Lilka's defense so Whole Body Attack doesn't
    OHKO her.
    
    To quickly build Lilka's MGR and DEF stats, you'll want to do the
    following (this tactic works best if Lilka has Up Parameter mastered
    AND IF SHE IS AT LEAST LEVEL 50!!):
    
    Round 1: Ashley and Brad each use a Mini Carrot on Lilka; Lilka in the 
    meantime, should cast Shield on herself.
    
    Round 2: Ashley Force Charges, Brad normal attacks with Dark Ring,
    Lilka should now use Dual Cast and cast two Shield spells on herself.
    
    Round 3: Ashley Force Charges unless he has 100 FP already; if he
    does, have him Access. Brad Mini Carrots Lilka; Lilka should Mini 
    Carrot herself.
    
    Round 4: If Ashley is Accessed, either have him use a Mini Carrot on
    himself or normal attack. Brad should normal attack, and Lilka should
    cast Shield on herself.
    
    Round 5: If Ashley isn't Accessed yet, go ahead and use Access this turn.
    Brad should normal attack unless he has 100 FP; if he does, use Boost +
    Rail Gun. Lilka should cast another Shield spell.
    
    Now at this point, Up Parameter should have activated on Lilka four times
    but it won't be enough to comfortably survive Whole Body Attack. Cast as
    many Shield spells as necessary until Whole Body Attack is constantly not
    one-hitting her; at this point, she's free to heal without getting killed.
    Also, make sure you equip her with a Dark Ring so she can halve the damage
    of SS.
     
    
    
    
    ----------------------------------------------------------------
    Optional Boss #5: Zolinge
    Found: Wind Tiger's Den (spinning pyramid in first room)
    HP (Zolinge): 75,000, HP (Belly): 50,000
    EXP (Zolinge): 50,000, EXP (Belly): 25,000
    Gella (Zolinge): 75,000, Gella (Belly): 50,000
    Weakness: Earth
    Spoils: Dist Dims (Tim's best weapon)
    ----------------------------------------------------------------
    
    Attacks:
    - Blade Arm: Heavy physical damage to one target.
    - Endocrine Boost: Increases his stats.
    - Prepare to Attack: Charges power for next attack.
    - RF Blade: Beam attack on all targets; has a chance to cause instant death.
    - Ripper Boomerang: Causes instant death on one target; can miss.
    
    Best Teams: Ashley, Brad, Lilka OR Ashley, Lilka, Tim or Marivel OR
                     Tim, Lilka, Marivel OR Tim, Lilka, Brad
    
    
    Synopsis: This guy has instant death attacks, but they hardly ever hit. So
    don't worry too much about them. Even his strongest attack (Blade Arm) isn't 
    that bad. Other than that, he doesn't have much going for him. 
    Still doesn't matter, really. If you plan on using Brad (recommend that you
    do), make sure he has Critical PS skill mastered and that you bring an Earth
    Ring with you. Keep in mind that Zolinge will ALWAYS take the first action
    every round, UNLESS you have a fast character that has had Up Parameter kick
    in a few times; then maybe he'll get second action. But don't count on it;
    plan your attacks accordingly; if anyone gets below 2,500 HP, heal up in
    case he uses Blade Arm.
    
    Cheap Strategy: 
    
    - Marivel: Sleep. But seriously, this guy is so easy that Sleep isn't even
    needed; she'll be better off casting Tera Break instead.
    
    Non-Cheap Strategy:
    
    - Ashley: To tell you the truth, besides Banisher and Last Burst, which aren't
    even needed in this fight anyway, Ashley really isn't going to be doing much
    damage here. Gun Blaze only does half damage here, and Mad Lucied only hits
    for about 5-6k. Then again, if you have Critical maxed out on him and he wears
    an Earth Ring the entire time, he can do some pretty nice damage. But if 
    you want to use him, go right ahead; there's nothing stopping you. I'm just
    saying you can do much better with spellcasters here.
    
    - Brad: With Critical maxed out, an Earth Ring, the Giant Fist (or Omega 
    Crush) and either Justine or Zephyr equipped, he'll be hitting like a truck.
    Critical hits can EASILY hit 10k damage with help from Lilka's Hype Weapon, 
    and even if he doesn't critical, he can still do as much damage as Ashley's
    Mad Lucied. So yeah, you'll want to keep him attacking always. Remember to
    use Boost with the Rail Gun when he's at 100 FP so he can continue to take
    advantage of Restore HP and/or Up Parameter.
    
    - Lilka: If you're not using Tim, you might want to spend her first turn 
    using Mystic with the Holy Grail to cast Thanatos X on everyone; this way,
    you don't have to worry about anyone dying to Ripper Boomerang should it
    hit and RF Blades should instant death effect successfully kick in. You 
    can live without it, but using Thanatos X is just a secure safety net. 
    Next, have her cast Hype Weapon on Brad to make his damage skyrocket.
    Afterwards, Hi-Break is where it's at; cast it every turn if Tim is present;
    if not, she'll need to act as healer; heal everyone up when someone's HP dips
    below 2,500 to be safe.
    
    - Tim: Have him cast Thanatos X, or if he doesn't have that spell, see Lilka's
    strategy above and have her cast it instead. Again, Thanatos X is only a 
    safety net should Ripper Boomerang miraculously succeed in hitting. After 
    that, Graviton him every turn until someone needs healing; remember, Zolinge
    moves first and can easily outspeed First Aid, so time your healing so he
    doesn't end up killing someone before First Aid can resolve.
    
    - Kanon: See Ashley. However, if she uses Power Boost and Eagle Claws every
    turn, chances are when double damage kicks in, it'll come close to Lilka's
    damage with Hi-Break. Or, stick an Earth Ring on her and normal attack.
    
    - Marivel: It's all about Tera Break. She probably won't be hitting as hard
    as Tim or Lilka, but she can hit harder than Ashley or Kanon. She really
    doesn't have any reason to stop casting Tera Break every turn.
    
    
    
    ----------------------------------------------------------------
    Optional Boss #6: Zyclus & Zetrim
    Found: Mt. Chug-Chug (spinning pyramid in first room)
    HP (Zyclus): 60,000, HP (Zetrim): 50,000
    EXP (Zyclus): 50,000, EXP (Zetrim): 50,000
    Gella (Zyclus): 75,000, Gella (Zetrim): 75,000
    Weakness: Lightning
    Spoils: Mad Goggles (Marivel's best headgear)
    ----------------------------------------------------------------
    
    Attacks (Zyclus):
    - 40,000 Tons: Heavy damage on one target.
    - Red Gilas: Non-elemental damage on all targets.
    - Blood Brothers: Restores Zetrim's HP.
    - Gilas Spin: Water-elemental damage on all targets.
    - Whitewater Slash: Heavy water-elemental damage on one target.
    
    Attacks (Zetrim):
    - 39,000 Tons: Moderate damage on one target.
    - Black Gilas: Non-elemental damage on all targets.
    - Gilas Spin: Water-elemental damage on all targets.
    - Whitewater Slash: Heavy water-elemental damage on one target.
    
    Best Team: Ashley, Brad, Lilka OR Ashley, Lilka, Marivel OR
                    Brad, Lilka, Marivel OR Brad, Tim, Marivel
    
    
    Synopsis: These guys aren't that bad, however, there are two of them, so
    you'll need to be careful here. Their main source of damage is from water, 
    so Water Rings or Field can help here (even though they're not needed). 
    Zyclus has 900 RES on top of that; he can definetly beat First Aid and 
    Lilka's speed, while Zetrim is slower. If they both decide to do their 
    gilas attacks on the same turn, your party will eat a lot of damage, 
    so you need to stay healed up; these guys can and will kill you if you 
    give them the chance.
    
    Cheap Strategy:
    
    - Marivel: Sleep. If Zyclus's speed is proving to be a huge problem, you can
    sleep him in order to relieve some of the pressure off you for a turn at 
    least. But you really shouldn't have to resort to sleeping them if your healer
    is doing his/her job keeping your team healthy at all times. She is MUCH 
    better off spamming Thunderbolt.
    
    Non-Cheap Strategy:
    
    - Ashley: If you want to, you can equip a Water Ring on him before Accessing;
    this way, Whitewater Slash or Gilas Spin will only do half damage to him.
    Gun Blaze does normal damage, as does Mad Lucied, so go ahead and go all out
    with him. Start with Zyclus because you want him out of the battle ASAP.
    
    - Brad: Equip Thor Ring, best weapon and Justine or Zephyr and normal attack
    every turn. Again, aim them at Zyclus first to get him out of the battle as
    soon as possible. Criticals (with Hype Weapon) will do at least 10k, if not
    more. If Brad has Up Parameter mastered, use Boost with the Rail Gun when at
    100 FP so he can continue to take advantage of it.
    
    - Lilka: Even though Zyclus is going to act before her, I really do suggest
    casting 2 Slowdowns on him because if they decide to double gilas you, Lilka 
    may not survive. In addition to that, make sure she Hype Weapons Brad so he 
    can go to town with normals, then on turns where she doesn't need to heal, 
    have her cast Hi-Spark on Zyclus. Or, you can slap a Water Ring on her and let
    her halve Whitewater Slash and Gilas Spin (2 Whitewater Slashes on Lilka = 
    dead Lilka). If Tim isn't present, she should spend the majority of her time 
    using Mystic with the Life Orb; the vortex brothers will definetly refill her 
    FP back up to the point where you'll be able to use Mystic + Life Orb almost 
    every turn.
    
    - Tim: Time your First Aids because Zyclus is going to act before First Aid
    resolves. On turns where he doesn't need to heal, try using Plasma Tap or
    summoning Noua Shax for huge damage. Or you can slow him with Speed Down.
    
    - Kanon: Eagle Claw is where its at. Aim them at Zyclus, of course. She 
    should be attacking every turn, unless you, for some reason, didn't bring
    a spellcaster that can heal; she should be fast enough to heal before Zetrim
    acts.
    
    - Marivel: Cast Thunderbolt every turn. With Dan Dairam and a Necronomicon,
    don't be surprised to see Thunderbolt easily hitting 10k+ on each of them;
    as a matter of fact, it should only take six Thunderbolts to drop both of 
    them (and this is without any other damage sources coming from other 
    characters). She's much cheaper to use than say, Tim, because her Thunderbolt
    automatically targets both of them, and she doesn't need to spend FP to use it
    unlike Noua Shax summons, which cost 50 FP, whereas with Thunderbolt, all you
    would need to do is get Marivel to 55 FP (should happen by turn 2, unless
    she's already 55 coming into the fight) and be done with it. If she has Up
    Parameter though, and she reaches 100 FP, you might want to spend a turn
    summoning Asgard or something, but you really don't need to as Thunderbolt
    is powerful enough without the help of Up Parameter.
    
    
    If you don't have Water Rings, Lilka's Field spell also works pretty well
    here. The thing with Field is that although the description says that it
    halves elemental damage, the element added to the target is random, so you
    may have to cast it several times in order to halve water damage. Just a 
    thought.
    
    
    
    ----------------------------------------------------------------
    Optional Boss #7: Xenon
    Found: Slayheim Castle (spinning pyramid in first room)
    HP (Xenon): 99,999 HP (Belly): 50,000
    EXP (Xenon): 50,000, EXP (Belly): 25,000
    Gella (Xenon): 75,000, Gella (Belly): 50,000
    Weakness: Dark
    Spoils: Violator (Kanon's best weapon)
    ----------------------------------------------------------------
    
    Attacks:
    - Barrier: Does nothing.
    - Xenon Ray Force: Massive light-elemental damage to all targets.
    - Horn Spike: Massive physical damage to one target.
    - Knockdown: Heavy physical damage to one target; may cause paralysis.
    - Life Returner: Restores 8,500 HP to Xenon.
    
    Best Team: Ashley, Brad, Lilka 
    
    
    
    Synopsis: Xenon Ray Force hits for ~6,000 on everyone; Light Rings will halve
    this damage. Horn Spike and/or Knockdown may cause some problems though;
    Knockdown especially, if it paralyzes your healer, you're in some trouble.
    Just hope your healer has points in Paralysis PS skill or Marivel has 
    Status Lok learned. 
    
    *Make sure you bring at least 3 Light Rings and a Dark Ring if you plan on
    using Brad.
    
    Cheap Strategy: 
    
    - Marivel: Sleep. Again. (Why does Marivel get to have all of the cheap
    spells, anyway...?)
    
    Non-Cheap Strategy:
    
    *Whatever you do, start off with Lilka, Tim and Marivel. Equip Necronomicon
    to Marivel, the Power Boost (or a second Necronomicon, if you have one) and  
    Leitia Salk to Tim. Make sure Tim is no lower than level 50, otherwise you'll
    have to use Black Gate, which doesn't do nearly as much damage as Leitia Salk.
    
    
    (As for the upcoming individual character strategies, these apply AFTER 
    Xenon's first two turns and not before.)
    
    Ok. Enter battle with Lilka, Tim and Marivel. 
    
    Round 1: Xenon casts Barrier this turn, which does nothing. Now have Lilka
    use Quick on HERSELF, Marivel casts Status Lok on LILKA, Tim summons Leitia
    Salk. Depending on what accessory Tim has on, Leitia Salk's damage will
    differ. With Power Boost (assuming double damage activates), Leitia Salk
    should do around 24k; if double damage doesn't activate, maybe 11-12k at best.
    With the Necronomicon, Leitia Salk does about 14-17k-ish. This damage will
    also depend on his level and his current SOR stat.
    
    
    Round 2: Xenon Ray Force is coming this turn without question; switch
    out Tim and Marivel for Ashley and Brad. Equip a Light Ring on Lilka. As for
    Ashley, if you are 100% certain that he cannot survive XRF this turn, then
    definetly equip a Light Ring on him; otherwise his gear won't matter this 
    turn. Brad should equip the Dark Ring since he can easily survive XRF this 
    turn (if BRAD can't survive Ray Force without a Light Ring, then either you
    didn't put points into Up HP in the beginning or you are REALLY low level).
    Now perform the following: Lilka uses Mystic + Dark Ring; she should act
    before Xenon thanks to Quick. Xenon should act after Lilka does; he'll use
    his Ray Force; all three should survive. Now have Ashley use Force Charge
    and Brad normal attack or use a Lucky Card for double Experience.
    
    If Lilka dies WITH a Light Ring equipped, your levels are definetly too low;
    go and increase her levels some if this happens (she needs around 3,000 HP
    to survive Ray Force with a Light Ring on).
    
    Now for the individual character strategies (these only apply AFTER the first
    two turns):
    
    - Ashley: If Ashley cannot survive Ray Force without defending, you MUST
    use Access with a Light Ring equipped. Otherwise, make sure he Accesses with
    the Power Boost equipped. Whatever the situation, Access ASAP, and spam Mad
    Lucied (do NOT use Gun Blaze as that will only do 50% damage since Xenon
    resists fire). If Lilka dies to Horn Spike or is paralyzed by Knockdown, have
    him revive (if she dies) or use a Pixie Dust on her (if she got paralyzed).
    You don't want her unable to act during any part of this fight; this is
    important; if Lilka is unable to act, things can quickly go wrong. She
    shouldn't be paralyzed at all because HOPEFULLY you had Marivel cast Status
    Lok on her during the first round.
    
    - Brad: Now equip a Dark Ring onto him if you haven't already, and let him
    go to town with normal attacks. He should easily be able to take Ray Forces
    unguarded, so just attack with him every turn. If Lilka was just revived or
    restored by Ashley, have him use a Mega Berry on her to keep her health up.
    Remember, you need to protect Lilka because if she dies, things can quickly
    end up in a bad situation. Keep in mind that Brad needs at least 7,100 HP to
    survive Ray Force without defending, so be careful.
    
    - Lilka: Keep that Light Ring on her AT ALL TIMES. Her main purpose is to
    keep everyone healthy by using Mystic + Life Orb, which will fully heal all
    three characters. This is ALL that she will be doing in this entire fight.
    She should be faster than Xenon, so she will be able to heal you before 
    Xenon takes his action. If no one needs healing, have her defend; you DO NOT
    want to have her attack because if Knockdown or Horn Spike comes her way,
    she's finished. And as long as she keeps that Light Ring on and is 
    above 3,000 HP, she can ALWAYS survive Ray Force.
    
    - Tim: Using him in this battle is very risky because he has even less
    HP than Lilka does. Meaning he's more vulnerable to dying to Horn Spike or
    Knockdown. He will be able to survive Ray Force with a Light Ring, though.
    But if you want to use him, replace Lilka and have him do the healing by
    First Aid. Thing is, First Aid might not heal Brad or Ashley enough for them
    to survive a potential Xenon Ray Force, which is why I HIGHLY suggest using
    Lilka here instead of Tim. But do what you will.
    
    - Kanon: Equip Light Ring and never take it off. Stick with Bionic Arms
    here, and when you get to 99 FP, use Eagle Claw. At 100 FP, use Gat 4 +
    Eagle Claw to take advantage of Up Parameter if she has it mastered.
    Lilka should be able to keep her healthy so Kanon can go on the offensive
    every turn. If Lilka dies though, have her or Ashley revive her.
    
    - Marivel: See Tim, unless you plan to use her for Sleep. Once asleep,
    she can pound away at Xenon's HP using her Armageddon spell, which will
    hit both Xenon and the belly. Equip Light Ring so she can survive Ray
    Force, though.
    
    
    Once the Belly dies, Xenon will start using Ray Force more often, and he'll
    start using Life Returner when his HP is getting low. Keep up the pressure 
    from Ashley and Brad and continue to heal with Lilka and you should get him.
    
    
    
    ----------------------------------------------------------------
    Optional Boss #8: Kobold King
    Found: Closed Mine Shaft (spinning pyramid in first room)
    HP: 85,000
    EXP: 50,000
    Gella: 75,000
    Weakness: None
    Spoils: Omega Crush (Brad's best weapon)
    ----------------------------------------------------------------
    
    Attacks:
    - Buried Alive: Heavy earth-elemental damage to all targets.
    - Critical: Heavy physical damage to one target.
    - Prepare to Attack: Charges power/grants KK resistance to
    fire and ice elemental damage.
    - Tactless: MASSIVE physical damage to one target; can miss.
    
    Best Team: Ashley, Kanon, Lilka OR Ashley, Brad, Lilka
    
    
    Synopsis: Another straightfoward optional boss. His Tactless skill,
    however, is NASTY; this can easily one-shot any spellcaster, and if
    neither Ashley nor Brad have at least 7,000 HP and/or if they don't
    have some points in Up P Defend, it will easily kill them as well!
    Tactless, to be quite honest, hits a little harder than Ragu's 
    Smithereens or Bulkogidon's Whole Body Attack, so you need to be 
    extremely careful when dealing with this monster; he will wipe you
    out fast if you give him the chance (though, this is true for almost
    every other optional boss...).
    
    
    Cheap Strategy:
    
    - Marivel: Yeah, you guessed it - Sleep. Heh. However, there is one more
    spell she has that she can cheese this boss with, and that's Canceller.
    
    - Basically, since Kobold King is slow, you can use Marivel's Canceller
    spell on every turn to cancel his action, then have your other two party
    members deal the damage (Canceller also does a fair bit of damage itself,
    which certainly helps). Just keep in mind that Canceller will NOT hit 100%
    of the time; you can try having Marivel at Best luck and it SHOULD connect
    more often than not; if your other guys deal their damage fast enough, 
    chances are you can kill the boss before he can cause too much trouble with
    Tactless or his critical attacks. Or, you can just resort to Sleep instead.
    
    
    Non-Cheap Strategy:
    
    Enter battle with Ashley, Kanon and Lilka. Equip Kanon with Power Boost +
    Justine and Lilka with Reflex + Raftina. 
    
    Round 1: Ashley Force Charges for some FP, Lilka uses Lucky Card, Kanon
    normal attacks. 
    
    Round 2: If KK used Buried Alive last turn, have Lilka use Mystic + Life 
    Orb here; otherwise, use either Saber or a level 2 spell of your choice.
    Ashley should Force Charge. Kanon should normal attack unless she has 99
    FP; if she does, use Eagle Claw.
    
    Round 3: Lilka heals if Buried Alive was used on Round 2; otherwise, she
    can cast a level 2 spell here. Ashley should have 100 FP at this point; go
    ahead and Access here. If Kanon doesn't have 100 FP, but has at least 99,
    Eagle Claw. If she has 100 FP, use Gat 4 + Eagle Claw. If she has less than
    99, normal attack.
    
    Round 4: Repeat Round 3. Kanon should definetly have 100 FP at this point,
    so have her use Gat 4 + Eagle Claw here. Ashley should be in Knightblazer
    form at this point; either he can normal attack or use a Mini Carrot here.
    KK will use Prepare to Attack on this turn.
    
    At this point, remove the Power Boost and Justine from Kanon. Now switch
    Brad in for Kanon and equip him with Power Boost + Justine. Reason why
    you should use Brad at this point is because he has a better chance of 
    surviving Tactless than Kanon does.
    
    
    Now that KK is REALLY ready to fight, you should follow this strategy:
    
    Ashley: Mad Lucied every turn. Do NOT use Gun Blaze as KK resists fire.
    If Lilka dies, use him to revive her, then resume attacking with Mad
    Lucied. If he hits 99 FP, you can Last Burst if you want; just keep in
    mind that if KK decides to use either Tactless or Critical on him at
    this point, he WILL die and you will have to have someone revive him.
    
    Brad: Normal attacking with an elemental ring won't work here as KK has
    no weaknesses. So you will either have to stick with normal attacks or
    ARMs. Use whichever ARM you have that does the most damage. When his FP
    reaches 100, use Boost + Rail Gun.
    
    Lilka: Have her DEFEND EVERY TURN unless someone needs to be healed. You
    can have her just use Hi-Heal for that since KK no longer has any attacks
    that will target the entire team (he no longer uses Buried Alive, so you
    don't have to be concerned about that attack anymore). Do NOT attack with
    her as then you'll be risking her getting nailed with Tactless and you
    really can't afford that. If her HP drops below 3,300, you MUST heal her
    or she will die to Tactless even if she defends.
    
    Tim: Don't use him here; he's even more vulnerable to Tactless than Lilka
    is. Plus, KK has no weaknesses he can exploit. But if you're bent on using
    him, follow Lilka's strategy.
    
    Kanon: You could use her, but as mentioned before, she's vulnerable to 
    Tactless. Using Brad is a better choice as he 'should' have enough HP to
    survive Tactless.
    
    Marivel: If you're having major trouble, you could bring her in for a 
    turn to attempt to put KK to sleep. Otherwise, leave her out of the
    fight.
    
    
    ----------------------------------------------------------------
    Optional Boss #9: Bulkogidon
    Found: Fab Science Lab
    HP (Bulkogidon): 99,999, (Belly): 50,000, (Drill): 50,000
    EXP (Bulkogidon): 20,000, (Belly): 10,000, (Drill): 10,000
    Gella: (Bulkogidon): 30,000, (Belly): 15,000, (Drill): 15,000
    Weakness: All elements
    Spoils: Coin Purse x2 (if Belly and Drill are killed)
    ----------------------------------------------------------------
    
    Attacks:
    - Whole Body Attack: Massive physical damage on one target.
    - Drill Drager: Massive physical damage on one target. (Drill only)
    - Schwartz Strahl: Heavy dark-elemental damage on one target.
    - Runaway Oppression: Heavy physical damage on all targets; can paralyze.
    - Life Returner: Restores 7,500 HP to Bulkogidon.
    
    Best Team: Ashley, Brad, Lilka OR Ashley, Lilka, Marivel OR
                    Ashley, Tim, Lilka
    
    
    Synopsis: This boss not only has three parts to him, but each part is
    capable of doing massive damage. If you're not careful, Bulkogidon can easily
    kill your entire party. However, Bulkogidon's real weakness is...well...
    every element in the game. That's right, he's weak to all elements, so it's
    not too hard to take him down, it's surviving his attacks that can be a 
    problem. Whole Body Attack is especially dangerous, as it can OHKO anyone on
    the team with relative ease. Drill Drager is about 4,000+ damage and Schwartz
    Strahl does a bit less than that. Runaway Oppression is probably the most
    dangerous thing he has because it has the potential to paralyze everyone on
    the team.
    
    Cheap Strategy:
     
    - Marivel: Sleep works on him as does Canceller. 
    
    Non-Cheap Strategy:
    
    I strongly suggest taking out the Belly first because the Belly is the part
    that does Runaway Oppression. You do not, under any circumstances, want to
    let him paralyze any of your characters, especially your healer. After the
    belly goes, I suggest you weaken the main part before going after the Drill;
    this way he won't use Whole Body Attack almost every turn, but he'll use
    Drill Drager instead, which does less damage, and is survivable as long as
    the character has at least 4,600 HP.
    
    - Ashley: Equip the Power Boost on him, and have him Access as soon as he is
    able to. Once transformed, fire those Gun Blazes at him as much as you can.
    Gun Blaze, since Bulko is weak to fire, will do AT LEAST 20k per shot, 40k+
    if double damage kicks in. Technically, Ashley can kill Bulkogidon in 3 Gun
    Blazes by himself, 5 at the most. 
    
    - Brad: Technically, he can slap on any elemental ring and he'll do the same
    amount of damage regardless, but the best ring to use here would be the Dark
    Ring so he can at least halve the damage of Schwartz Strahl. Normal attack
    with him every turn; he should do at least 10k (with Lilka's Hype Weapon
    added) with critical hits and he should be able to take everything Bulkogidon
    can do to him, with the slight exception of Whole Body Attack.
    
    - Lilka: If Lilka has at least 4,600 HP, she SHOULD be able to survive 
    everything except Whole Body Attack. You should know what to do with her
    every turn; if not, use Mystic + Life Orb every turn; don't bother attacking
    with her as you have much better attackers to utilize here.
    
    - Tim: Once again, using Tim is very risky only because if his HP isn't high
    enough, Bulkogidon can pretty much kill him with any of his attacks. But if
    you insist on using him, hopefully he has Up Parameter mastered; he can do
    some massive damage with any elemental summon; just keep in mind that he is
    VERY fragile here (unless he is at a good level).
    
    - Kanon: Unless you plan on using an elemental ring and normal attacking with
    her, I don't suggest using her for this battle as you can do better with
    characters like Brad or Marivel. 
    
    - Marivel: Hopefully Marivel is at a decent level to survive at least Drill
    Drager (4,600 HP+); have her unleash Absolute 0 or Thunderbolt or Cremation
    (or any other spell you have that targets all; i.e. Twister, Maelstrom, etc.)
    If Lilka can survive Drill Dragers, etc, consider using Status Lok on her
    to prevent Runaway Oppression from paralyzing her.
    
    
    
    ----------------------------------------------------------------
    Optional Boss #10: Ragu O Ragula
    Found: Aguel Mine Shaft
    HP: 99,999
    EXP: 0
    Gella: 0
    Weakness: None
    Spoils: Sheriff Star
    ----------------------------------------------------------------
    
    Attacks:
    - 1 Trillion Degrees: Massive fire-elemental damage to all targets.
    - Black Nova: Massive dark-elemental damage to all targets.
    - Void Effect: Cancels buffs and stat boosts from Up Parameter.
    - Smithereens: Massive physical damage to one target; can miss.
    - Impact Bomber: Massive non-elemental damage to all targets.
    
    
    (Ragu absorbs all elemental attacks!)
    
    Synopsis: Ragu is definetly one of the toughest optional bosses in the entire
    game, right up there with Angolmois. He possesses very strong attacks and
    can obliterate an unprepared party within a turn or two. You will need rather
    high levels, luck and persistence to topple this powerful foe (I highly 
    suggest level 60 or higher).
    
    - BRING 3 CREST CAPS BINDED WITH THE SLOWDOWN SPELL!!
    
    Before you begin this fight, make absolutely sure you bring 3 Dark Rings and
    3 Fire Rings with you. I won't be giving individual character strategies for
    this boss, as Ragu is very random with his attacks. Also, remember that
    Viper Fang that you should have gotten near Spiral Tower? This is one of those
    battles where you may want to seriously consider using it, or you can save it
    for Angolmois (I'd use it here, though). Also make absolutely sure that Lilka
    has at LEAST 4,600 HP; if she doesn't, GO LEVER HER UP UNTIL SHE DOES, trust
    me (FYI, if given Up HP as low as level 3, Lilka should have 4,600 HP at
    around level 51 or 52.)
    
    - Also, Ragu CAN be put to sleep with Marivel's Sleep spell; but Ragu is so
    tough that I don't think it counts as a cheap tactic in this battle, so if you
    want to sleep him, go right ahead! In fact, putting him to sleep can help
    you recover your party from an otherwise fatal loss.
    
    
    Ok, here we go. The goal is to get Ragu down to 20,000 HP; once there, he will
    start using Impact Bombers every round; you will easily be able to kill him
    at this point, so do NOT bring in Lilka until he reaches this point.
    
    *Remember that Ragu ALWAYS uses 1 Trillion Degrees on his first turn, and he
    will ALWAYS use Black Nova on his second turn; every turn after the second
    is up to the RNG until he gets to the 20,000 HP mark where he will ALWAYS use
    Impact Bomber on every turn until he dies.*
    
    
    When you're ready, enter battle with Ashley, Tim and Marivel. Good luck!
    
    Round 1: Equip Fire Rings on everyone. Ragu will use 1 Trillion Degrees here; 
    everyone should survive it. Have Ashley use a Slowdown Crest Cap, Tim should 
    use First Aid and Marivel casts Sleep. Ashley should be at 100 FP at the end 
    of this turn, Tim will restore everyone to full or near full health. Now if 
    Sleep FAILED to connect, you have another shot next turn. If Sleep was 
    successful though, you can start attacking next turn.
    
    Round 2: Ragu will use Black Nova on this turn. If Marivel's Sleep spell 
    failed to connect last turn, equip Dark Rings on Tim and Marivel, but leave 
    the Fire Ring on Ashley. Now have Ashley use a Mega Berry on himself, Tim 
    heals with First Aid and Marivel should try casting Sleep again. Now if Sleep 
    fails again this turn, I advise that you reset your game and try again (make 
    sure Marivel has BEST luck), because trying to get Ragu to sleep after this 
    round is going to be a true pain in the neck in itself, since you'll have no 
    idea what Ragu will do on Round 3 and afterwards. Now what should (hopefully) 
    happen here is that Ashley will restore his HP to max, Tim will heal up 
    himself and Marivel, and Sleep will connect (if Marivel has BEST luck, it 
    should connect), then you can start attacking.
     
    OR...
    
    If Sleep connected on Round 1, switch out Tim and Marivel for Kanon and Brad.
    Equip a Fire Ring on Ashley (I'll explain in a bit) and the Power Boost and
    Stare Roe to Kanon. Ashley should be at 100 FP; if he's not, use Force Charge
    or a Mini Carrot; if he IS at 100 FP here, go ahead and use Access and get him
    into Knightblazer form. Now have Kanon use Stare Roe's Shoot Item ability to
    throw the Viper Fang; if double damage kicks in (and you REALLY want it to 
    here, so pray that it does), this will do 50,000 damage to Ragu instantly.
    Now all you need to do is 29,999 more damage to Ragu before he starts using
    his Impact Bombers. As for Brad, you can either Lock On and shoot a powerful
    ARM into Ragu's face for more damage or you can feed Ashley a Mini Carrot to
    get him ready to use Mad Lucied next turn (assuming Ashley has already used
    Access this turn; if not, you can use that Mini Carrot on Kanon instead). Or
    you can try slowing him by using a Slowdown Crest Cap. 
    
    OR...
    
    If Sleep connected on Round 1, but the Slowdown Crest Cap MISSED, switch
    out Marivel for Kanon, but leave Tim in. Equip Kanon with Power Boost and
    Stare Roe. Have Tim cast Speed Down, Ashley Force Charge. With Kanon, use
    Stare Roe's Item Shoot ability to toss the Viper Fang at Ragu; if Power
    Boost kicks in, it will do 50k damage; if not, only 25k. 
    
    
    - The reason why you want Ashley to Access with a Fire Ring instead of a 
    Dark Ring is because that Ragu's 1 Trillion Degrees definetly does a bit more
    damage than Black Nova; Ashley (if he has at least 6,000 HP) can survive
    Black Nova without a Dark Ring equipped, but he can't survive 1 Trillion
    Degrees without a Fire Ring (unless he is at an insanely high level, like
    85+).
    
    Round 3: If Ragu is still asleep, GREAT! If Ashley was able to Access last 
    turn, and you had Brad give him a Mini Carrot, he should be at 25 FP; go ahead
    and start using Mad Lucied (~5-6k damage). Kanon, if she's lower than level 
    74, won't have enough FP for Eagle Claw; you can either feed her another Mini 
    Carrot here, or you can start using Vortex Cut or Phalanx and you can then
    have Brad feed her a Mini Carrot, then she'll definetly have enough for Eagle
    Claw by next round. Or you can have them both attack, it's up to you.
    
    If he wakes up though, be careful, because if you put him to sleep on 
    Round 1, his Black Nova turn will be skipped, so he can use anything at
    this point. You'll need some luck to survive this turn; OR you can try to
    switch out Kanon for Marivel; equip both Tim and Marivel with Fire/Dark Rings.
    Marivel should attempt to sleep him again using Sleep; pray that it connects.
    If it doesn't, you might be in some trouble. Ashley should Access at this
    point (if he isn't accessed already) with a Fire Ring equipped; Tim should
    DEFEND in case Sleep misses.
    
    Now if you threw the Viper Fang on round 2 and double damage kicked in,
    and if luck is on your side, Ragu may stay asleep for several rounds;
    all you need to do is keep everyone alive and deal 29,999 damage to him in
    the process. If the Viper Fang only did 25,000, you still have a ways to go;
    all you can do here is try your hardest to stay alive; switch your rings 
    around (Fire and Dark) because Ragu's attacks will be random at this point.
    You can try to sleep him, but Marivel will have to get lucky with Ragu's
    attacks; hope for Void Effects, because if Ragu attacks with either Black Nova
    or 1 Trillion Degrees and Marivel is wearing the wrong ring, she's toast.
    Also, if Ragu is sleeping, equip damage boosting gear and start attacking and
    try to do as much damage as possible (i.e. if using Tim, equip Necronomicon +
    Dan Dairam and use his most powerful non-elemental spell).
    
    KEEP TRACK OF DAMAGE WITH A CALCULATOR; once he reaches 20,000 HP or lower,
    bring in Lilka; equip her with a Necronomicon and Dan Dairam (if she has
    Up Parameter mastered, you really can't lose this fight now because Impact
    Bomber can't possibly kill her as long as she heals every turn).
    
    Now once Ragu hits 20,000 HP, he is going to use Impact Bomber on every single
    turn from here on out. You can now relax, because the hard part of the battle
    is over, and as long as Lilka has at least 4,600 HP, this battle is in the bag.
    Impact Bomber should do around 4k to 4.5k damage to Lilka; all she needs to
    do for the rest of the battle is use her Mystic ability with the Life Orb and
    heal every single turn; meanwhile, if Ashley is still in Knightblazer form,
    continue to pound away with Mad Lucied, or you can have him use Last Burst
    to end the battle even quicker. If Brad is your third character, use Lock On
    with his various ARMs, if it's Kanon, use Eagle Claw with a Power Boost 
    equipped, if it's Tim, have him use Bold Lance or Apocalypse, if he has it,
    if it's Marivel, cast Megaton every turn. Lilka should Mystic + Life Orb
    every round; keep this up for a few rounds and Ragu WILL fall eventually and
    you can claim that sexy Sheriff's Star!
    
    
    For a rather easier fight, Ragu IS susceptible to having his RES lowered, so
    try using either Lilka's Slowdown spell TWICE or Tim's Speed Down spell 
    TWICE (or one dose of each spell). If you lower Ragu's RES twice, all six
    characters will be able to outspeed him and thus you will be able to heal up
    before he acts. Try it out for yourself if you don't believe me (I wouldn't
    be telling you this if it wasn't possible)!
    
    
    Good luck, because you will need it, trust me.
    
    
    ----------------------------------------------------------------
    Optional Boss #11: Angolmois
    Found: Golgotha Prison (outside area)
    HP: 99,999
    EXP: 0
    Gella: 0
    Weakness: None
    Spoils: Force Unit
    ----------------------------------------------------------------
    
    Attacks:
    - Great Disaster: Heavy fire-elemental damage to all targets; can confuse.
    - The 7th Moon: Massive non-elemental damage to all targets.
    - Aura Bomber: Heavy non-elemental damage to all targets.
    - Smithereens: Heavy physical damage to one target.
    - Void Effect: Cancels buffs and stat boosts from Up Parameter.
    - Regeneration: Restores up to 15,000 HP to Angolmois.
    
    
    Synopsis: You are in for quite a fight here. Angolmois is, arguably, the 
    toughest monster in the game, possessing a NASTY attack in The 7th Moon.
    Although 7th Moon isn't quite as bad as Ragu's 1 Trillion or Black Nova,
    it still hurts a LOT and what's worse is that it can't be resisted other
    than either using Invincible or defending. Also, Canceller works on
    him to some degree.
    
    Canceller!? On Angolmois? Yes, you read that right. Canceller DOES work on 
    him.
    
    
    Ready? Good luck. 
    
    *Remember that Angolmois ALWAYS uses Great Disaster on his first turn, he
    will ALWAYS use 7th Moon on his second turn, and he will ALWAYS use Aura
    Bomber on his third turn. Every turn after the third is up to the RNG.
    Also, expect Angol to use Regeneration at least once every 10-15 turns.*
    
    Before beginning this fight, I strongly suggest maxing out the Restore HP PS
    skill on everyone (Brad especially) and Confusion resistance on Ashley and
    Brad, though this is not required, it certainly helps. Nothing is more 
    annoying than you being on a roll and then having Angolmois use Great Disaster
    and confuse one or more guys. Also, make sure you have a Crest Cap binded
    with the Slowdown spell (I'll explain in a bit). The following strategy works
    only if your team is a high enough level (the same level you were for Ragu
    will suffice for this battle as well).
    
    
    - Use the party of Ashley, Brad and Lilka; equip Ashley with the Full Libra 
    and Zephyr, equip Brad with a Clear Chime and Dan Dairam, and Lilka should 
    have the Sheriff Star (assuming you killed Ragu before this battle, and I 
    hope you did) and Raftina.
    
    
    
    Round 1: Have Ashley use Force Charge, Brad uses the Crest Cap binded with
    the Slowdown spell, and Lilka uses Mystic + Life Orb. What should happen is
    Angol goes first and blasts everyone with Great Disaster; Lilka will take 
    half damage and no one will get confused here; Ashley should be at 100 FP
    at the end of the round, and Angol will (hopefully) have his RES stat lowered
    to the point where Lilka will be able act before him always; Lilka will get
    everyone back to full health. If Slowdown fails to connect, definetly consider 
    resetting the game and trying again; you WANT Lilka to be faster than Angol
    without relying on Up Parameter or the Quick spell (see next paragraph). 
    
    *Why use Slowdown? The reason is because it is much better than using Quick on
    Lilka in this battle thanks to Angolmois's Void Effect. Slowdown is basically 
    the opposite of Quick; this will lower Angolmois's RES stat PERMANENTLY, 
    meaning Lilka will always be able to act before he does, meaning she will be 
    able to heal your party before a 7th Moon comes. I hope this explains why 
    Slowdown is important on using in the first round (you can also use Tim's 
    Speed Down spell for the same effect).*
    
    Anyway, movin' on...
    
    Round 2: Equip Ashley with the Power Boost and Brad with the Talisman. Keep
    Lilka with the Sheriff Star. Angolmois will use 7th Moon this turn; have 
    Ashley and Brad defend, Lilka can choose to either defend (to gain FP) or
    use Invincible here (she won't gain FP, though). 7th Moon should do around
    2,700 to everyone (0 to Lilka if she used Invincible) and everyone should be
    at 100 FP or close to it.
    
    Round 3: Have Ashley use Access, Brad use a Mini Carrot on ASHLEY, and have 
    Lilka use Mystic + Life Orb. If Slowdown connected successfully on Round 1, 
    Lilka will get the first turn and she will heal everyone before Angol attacks. 
    Ashley will Access before Brad gets his turn; at the end of the round, Ashley 
    should have almost 50 FP. Angolmois will use Aura Bomber here which should
    do around 3,500 to everyone; the team will survive it quite easily.
    
    Now you'll need to take some risks with Lilka...proceed with extreme caution!
    
    Round 4: Angolmois, like Ragu, now starts using his attacks randomly. Now
    if Lilka has under 2,800 HP here, you must use Invincible now because
    if Angolmois uses 7th Moon, she'll probably die even when defending. Or you
    can take a chance and defend with her anyway, and hope that he uses Great
    Disaster or something OR you can try and use Mystic + Life Orb to heal up.
    Like I said earlier, you will need to take some risks in this fight as far as
    Lilka is concerned. Ashley, in the meantime, should Mad Lucied here, while
    Brad (who should definetly have 100 FP by now) should Boost with the Rail Gun
    to continue taking advantage of Restore HP (and Up Parameter if he has it).
    Do not use Gun Blaze as Angolmois resists all elemental attacks.
    
    Round 5: Unless Lilka used Invincible or healed last round, Ashley should be
    hurting pretty bad right now, as will Lilka. Definetly have her use Mystic +
    Life Orb this round, you have to take that chance because the last thing you
    want is for 7th Moon to wipe out both Lilka and Ashley. Ashley Mad Lucieds
    this round and Brad feeds Ashley a Mini Carrot.
    
    - Now if you haven't gotten the idea yet, here it is in stone: Using this 
    strategy, Ashley is the ONLY person who will be dealing damage in this fight
    with Mad Lucieds and Last Bursts; this is why he has the Power Boost on.
    Brad is only there to feed Ashley Mini Carrots and Rail Gun Angolmois when
    he gets to 100 FP, and Lilka is only there to heal everyone. You really have
    to be careful with Lilka because if Angol uses 7th Moon on a turn where she
    isn't using Invincible or defending with at least 2,800 HP, she WILL die and
    it may be hard to get her back on her feet again. Just hope and pray that
    Angol chooses to use Great Disaster or Aura Bomber more than 7th Moon. Also,
    hope that he doesn't choose to use Regeneration either; it'll heal 15,000
    of Angolmois's HP back to him, but at least it isn't 7th Moon...
    
    - Basically, Lilka uses Invincible on turns where she does not need to heal
    Ashley and Brad; if Ashley and Brad have at least 6,000 HP, they will be able
    to survive 7th Moons, and Lilka is safe to use Invincible on her turn. If
    either Ashley or Brad's HP dips under 5,700 HP, you must take a chance with
    Lilka and have her use Mystic + Life Orb because if you don't and Angol uses
    7th Moon, he could possibly wipe out everyone at once.
    
    - When Ashley is at 99 FP, it's time to Last Burst, so perform the following:
    Ashley uses Last Burst, Brad uses Mini Carrot on Ashley, Lilka uses Mystic +
    Life Orb. What will happen is Ashley will blast Angol for at least 18k.
    Now when Ashley transforms back, he should have 50 FP, and if he has Restore
    HP PS mastered, around 2k HP, too. Lilka will go next and heal everyone back
    to full health before Angol attacks (hopefully he'll use anything but 7th
    Moon), and Brad will add 25 FP to Ashley; depending on if Ashley was damaged
    by Angol on this turn, he should be really close to 100 FP again.
    
    - If you're lucky enough, Angol won't use 7th Moon too often. The strategy 
    doesn't work 100% of the time thanks to Angol's randomness with his attacks, 
    so it may take a few tries. Also, the lower Angol's HP gets, the more often
    he may use 7th Moon, so be extremely careful with this monster.
    
    
    
    
    
    
    If you're looking for a TRUE challenge, look no further...
    
    
    
    ===============================================
    5) Preparing To Solo The Optional Bosses [prso]
    ===============================================
         This section contains everything that will best prepare your character
    (whoever you decide to choose to solo with) for the optional bosses. This 
    section is important to look over, so make sure you check this section to
    see if you're ready. If you have no interest in soloing them, then this 
    section of the FAQ doesn't concern you.
    
    Before you ask or wonder, they ARE possible to solo.
    
    ====================
    a) Rules For Soloing
    ====================
         There are a few rules that should be considered when fighting solo,
    otherwise, it's not really a solo challenge, right?
    
    1) You can only use your selected character to perform ALL actions.
    The other two characters must defend every turn and cannot act whatsoever.
    Just let the other two characters die and do not revive them for any reason.
    If you use other characters besides your soloing character, you might as well
    be fighting with a full party.
    
    2) Combine IS allowed. Even if Tim is dead, the other characters that have
    access to the Combine ability (those characters being Ashley, Brad, and Lilka)
    can use it anyway you see fit. Because technically when you use Combine,
    you're not using Tim, you're using Pooka, who plays no role in battle besides
    transforming into the summon anyway.
    
    3) If the character you chose to solo with is killed, you lose and you must
    restart either by use of a Gimel Coin or reloading from your last save.
    
    4) Crest Caps are allowed; in fact, they're a must for certain bosses. 
    These are items, not usage of Lilka herself. You are allowed to inscribe a
    spell (Slowdown) onto these items and use them in battle.
    
    
    
    
    =======================================================================
    b) Individual Character Analysis: Who's Good For Soloing And Who Isn't?
    =======================================================================
         Here, I will give you the true strengths and weaknesses of each
    character, as well as my unbiased opinion on each of them. Use this to help
    you determine who you would like to use to try and go solo with.
    
    -------
    Ashley
    -------
    + Decent speed; second highest HP count next to Brad.
    + Can survive even the big attacks like 7th Moon, 1 Trillion Degrees, etc.
    + Access ability; Full Clip is also good to use, too.
    + Accelerator ability; he can act first regardless on how fast a boss is.
    - No healing skills, no support skills.
    - Will have to rely on Berries to stay alive.
    
    Difficulty: Easy
    
    Comments: Ashley is, overall, a strong choice to solo the optional bosses with.
    His HP can go high enough so that he can survive even the strongest attacks,
    he has some very good options available to him; there's his Access, of course,
    in addition to that, he also has Full Clip, which can come in handy in 
    certain situations. In Knightblazer form, very few bosses will be able to
    outspeed him, so most of the time he will get the first action. He'll have to
    rely on berries to stay alive, though, which can pose to be problematic 
    against a few bosses. Overall, Ashley should not have too rough of a time
    fighting the optionals solo. Though, you might want to start a run where you
    can take full advantage of Full Clip by pumping some of your early ARMs with
    nothing but bullet upgrades.
    
    ----
    Brad
    ----
    + Has the highest amount of HP out of all of the characters.
    + Highest attack power, highest defense stat; can do a lot of damage.
    - Lowest MGR stat, low SPD. 
    - No healing skills, no support skills.
    - Will have to rely on Berries to stay alive.
    
    Difficulty: Easy-Moderate
    
    Comments: Brad has even better HP, strength and defense than Ashley, and he
    can definetly handle most, if not all of the optional bosses' strongest 
    attacks. When it comes to magical attacks though, he'll take a bit more damage
    than everyone else, but then again, Up M Defend will help him out in that 
    department. Another good thing about Brad is that he doesn't have to 
    rely on his ARMs to deal his damage, but try to stay away from dealing
    damage via Combine because his magical strength is crap. Also, you'll need a
    TON of Mega Berries if you choose to solo with Brad, with his HP, Big Berries
    certainly won't be enough. Soloing with Brad overall, while it will be 
    slightly harder than with Ashley, shouldn't be too bad; just keep in mind 
    that most bosses will act before he does, so you will have to plan your 
    tactics accordingly.
    
    -----
    Lilka
    -----
    + Has access to elemental magic and dirt cheap healing.
    + High SOR power, high MGR
    + Highest HP out of the spellcasters.
    + She's very fast, although she can be outsped by a few bosses.
    + Dual Cast and Mystic abilities.
    - Low DEF; Low ATK (but who cares about ATK when she'll be casting)
    - Can't hit multiple targets with her spells without the use of Extend.
    
    Difficulty: Easy-Moderate
    
    Comments: Lilka, believe it or not, is actually one of the best characters to
    solo the optionals with. She's naturally quick, has easy access to elements,
    and cheap healing so that she doesn't need to rely on berries. Dual Cast, 
    while it may not be as useful in a normal game, simply ROCKS when going solo. 
    Yes, Dual Cast is THAT good, trust me, I know from experience. Using Dual Cast,
    she can attack and heal in the same turn, and that will be a staple strategy
    to surviving solo with the crest sorceress. Extend, on the other hand, isn't
    really useful when soloing, so you might not want to bother with it at all.
    And of course, she has access to Combine so she can hit with elements that
    she doesn't have direct access to with her crest sorcery (light and dark, for
    example). She almost has it as easy as Ashley does, believe it or not.
    
    While her sorcery power isn't quite as high as Tim's, it's definetly better
    than Marivel's, so her spells can do a ton of damage to those optionals with
    elemental weaknesses. And believe it or not, she CAN get enough HP (with the
    help of Up HP, of course) to survive attacks like 7th Moon and Ragu's attacks;
    of course, she'll need to be at a INSANELY high level to do so. But overall,
    soloing with Lilka shouldn't be too hard in the long run; she has a lot of 
    good things going for her, unlike the other spellcasters.
    
    ---
    Tim
    ---
    + Has access to elemental magic and fast healing via First Aid.
    + Highest SOR power out of the three spellcasters; highest MGR.
    + Can hit multiple targets, although not as easy as Marivel can.
    + Has access to Hi-Combine.
    - LOWEST HP out of all six characters; this will hurt you soloing with Tim.
    - Low speed, low DEF; low ATK.
    - FP Shift is useless; has no direct access to buffing spells, like Lilka 
    does.
    
    Difficulty: Moderate
    
    Comments: It may seem that it could be near impossible to solo the optionals
    with Tim, but that couldn't be further from the truth. In fact, thanks to
    Hi-Combine, Tim won't have too much trouble at all. Although he WILL need a
    special PS setup to pull it off. His HP may be low, yes, and he certainly 
    can't survive the big attacks (7th Moon, 1 Trillion Degrees, etc).
    
    If you decide to play through the game normally, Tim won't even have 5,000 HP
    at level 99. And that's bad. But Tim has one VERY good thing going for him:
    System Chronos. This is summoned by using Hi-Combine with Dan Dairam and will
    be important in order to survive solo with Tim. 
    
    -----
    Kanon
    -----
    + Has the highest speed out of all six characters
    + Decent HP and ATK and DEF stats.
    - Gat abilities aren't that useful.
    - Semi low MGR.
    - Cannot use Combine.
    - Has to rely on Berries to survive.
    
    Difficulty: Moderate
    
    Comments: Kanon, truthfully, simply doesn't have much variety. She doesn't get
    many abilities; the only thing she has going for her is Eagle Claw, and
    half the time, you can get by without it. Her HP isn't too bad, though, so
    she can survive some big attacks. If you plan to solo with Kanon, bring a TON
    of Mega Berries, some elemental rings, a Power Boost, and prepare to normal
    attack. A LOT. Because, besides her Bionic Arms, she doesn't have much going
    for her in the way of variety otherwise and soloing with Kanon can get boring
    after a while. You want an interesting solo game? Go with Tim or Lilka
    instead.
    
    -------
    Marivel
    -------
    + Good SOR and MGR stats.
    + Has some REALLY useful spells available to her through Red Powers.
    + Has the most HP out of the spellcasters ONLY if you play a Low Level
    Ashley game up to the point where you can get her.
    + Can easily target all enemies on screen, unlike Lilka and Tim.
    - Force abilities aren't that useful.
    - Cannot use Combine.
    - Low ATK and DEF.
    - Speed isn't so hot.
    - Has to rely on Berries to survive.
    
    Difficulty: Moderate-Hard
    
    Comments: Marivel has an up and down ride going for her. On the up side, she
    has Sleep, which works against every optional boss except for Angolmois and
    Zavorg, Power Seal works on a few of them, as does Canceller. Some of her
    magic is better than Lilka's, simply because she can automatically hit all
    enemies at once, and she has access to Status Lok, which will protect her 
    from status effects. 
    
    On the down side, her FP abilities really aren't that useful, and she's the
    only character who cannot solo all of the optionals; reason I say this is 
    mainly because of Angolmois; between his Regenerations, Void Effects and the
    fact that Marivel can't survive his 7th Moons without defending, he's pretty
    much impossible. She simply doesn't have a way to deal with Regeneration AND
    7th Moon; Lilka does (Dual Cast & she can survive 7th Moons at 99), Tim does
    (System Chronos), Kanon does (she might have the Regeneration problem, but
    at least she can survive 7th Moons), and Brad and Ashley, I won't even mention.
    So unless someone manages to come up with a way to beat Angolmois with a 
    solo Marivel, I won't even bother giving out a strategy for her.
    
    
    
    ==================
    c) Personal Skills
    ==================
         Some of these are very important and can make or break you.
    Below, I will list all of the PS Skills available to each character, as well
    as who should max out these skills:
    
    
    - Cut FP use: 6 points to master (2 per level)
    Effect: Reduces FP consumption in battle by 1 per level for a total of 3.
    Who Should Take This: Marivel (maybe)
    
    - Up HP: 9 points to master (3 per level)
    Effect: Increases max HP when a level is gained.
    Who Should Take This: EVERYONE!
    
    - Restore HP: 12 points to master (4 per level)
    Effect: Restores a percentage of a character's maximum HP for every force
    level gained.
    Who Should Take This: EVERYONE!
    
    - Up Parameter: 12 points to master (4 per level)
    Effect: Increases all statistics for every force level gained.
    Who Should Take This: EVERYONE!
    
    - Critical: 6 points to master (2 per level)
    Effect: Increases critical hit rate of a normal attack.
    Who Should Take This: EVERYONE! Trust me on this; when you're soloing, you're
    going to need this.
    
    - Advanced Guard: 6 points to master (2 per level)
    Effect: You're granted a chance to completely block incoming physical attacks.
    The character also gains 12 FP if the skill activates.
    Who Should Take This: Lilka, Tim, Kanon, Marivel
    
    - Counter: 6 points to master (2 per level)
    Effect: Increases counterattack chance of a character.
    Who Should Take This: EVERYONE! If only for Kobold King.
    
    - Restore HP 2: 2 points to master (1 per level)
    Effect: Restores HP when levelling up.
    Who Should Take This: NOBODY!
    
    - Convert HP: 9 points to master (3 per level)
    Effect: Converts remaining FP into HP after a battle.
    Who Should Take This: NOBODY!
    
    - RES Up: 6 points to master (2 per level)
    Effect: Speed is increased when the character hits critical condition.
    Who Should Take This: NOBODY!
    
    - FP Up: 4 points to master (2 per level)
    Effect: FP is increased when the character hits critical condition.
    Who Should Take This: EVERYONE!
    
    - Auto Guard: 2 points to master (1 per level)
    Effect: Automatically defend when the character hits critical condition.
    Who Should Take This: NOBODY!
    
    - Down Guard: 4 points to master (2 per level)
    Effects: Increases resistance to instant death attacks.
    Who Should Take This: NOBODY!
    
    - Up P Attack: 12 points to master (4 per level)
    Effects: Increases damage caused by physical attacks.
    Who Should Take This: Ashley, Brad, Kanon, Tim
    
    - Up M Attack: 9 points to master (3 per level)
    Effects: Increases damage caused by magical attacks.
    Who Should Take This: Lilka, Tim, Marivel
    
    - Up P Defend: 12 points to master (4 per level)
    Effects: Decreases damage caused by physical based attacks.
    Who Should Take This: EVERYONE!
    
    - Up M Defend: 9 points to master (3 per level)
    Effects: Decreases damage caused by magical based attacks.
    Who Should Take This: EVERYONE!
    
    - Status effects: (Poison, Blocking, etc) 3 points to master (1 per level)
    Effects: Increases resistance to the corresponding status effects.
    Who Should Take This: EVERYONE (Definetly consider getting Paralysis and
    Confusion)
    
    
    ====================================
    d) Individual Character Preparations
    ====================================
         You should look this section over before attempting to solo any of the
    optionals. Remember that soloing them isn't going to be easy, and the basic
    preparations for fighting them normally will not apply here; most characters
    will have to level higher than normal.
    
    ------
    Ashley
    ------
    - Make sure he levels high enough so that he has at least 6,500 HP. He won't
    have to go all the way to 99, but he'll need to be at least level 70+. This
    way, he'll have enough HP to survive even the strongest attacks. I would
    strongly suggest getting the Full Clip force ability from Noel in Guild Galad;
    this may come in handy for certain bosses. Just remember, if you are going to
    use Full Clip, its damage relies on bullets more than attack power.
    
    As for a PS setup, this one should work perfectly for Ashley:
    - Up HP (mastered)
    - Restore HP (mastered)
    - Up Parameter (mastered)
    - Counter (mastered)
    - Critical (mastered)
    - FP Up (mastered)
    - Up P Attack (mastered)
    - Up P Defend (mastered)
    - Up M Defend (mastered)
    - Confusion (mastered)
    
    You should have these PS skills all mastered by the time Ashley reaches level
    85. Also, don't forget to buy 99 Big Berries from ODD Headquarters, and steal
    99 Mega Berries using the Fengalon medium's Pickpocket ability (check the
    Mega Berry stealing locations section of this FAQ for a list on what enemies
    you can steal them from). And last, but not least, definetly bring some Bullet
    Clips with you if you plan on using Full Clip. Elemental rings from Valeria
    Chateau, while they aren't a must, they are nice to have just in case.
    
    If you need more Bullet Loads, either go to one of the following two places:
    
    - Coffin of 100 Eyes; look for Gremlins.
    - Area around Fab Science Lab; look for Crash Bunnies.
    
    Both of these enemies will drop Bullet Loads; for a guaranteed 100% drop, 
    bring Tim, equip Chapapanga, build his FP to 100 and have him use Hi-Combo on 
    the aforementioned enemies.
    
    
    ----
    Brad
    ----
    - Make sure he levels high enough so that he has at least 6,500 HP just like
    Ashley, however, Brad will reach 6,500 HP sooner than Ashley will so he will
    end up being lower of a level. Upgrade the Rail Gun's bullet count a few
    times, as you will be using it; I suggest upgrading it to at least four or
    so. I also suggest upgrading the Mini Scud to around 6 bullets, then upgrading
    Attack for the rest. You can also upgrade your other ARMs as needed. Bring
    some Bullet Loads with you, too; you won't need as many as Ashley, though.
    As for a PS skill setup, the same one listed for Ashley above will work just
    as well for Brad.
    
    - Up HP (mastered)
    - Restore HP (mastered)
    - Up Parameter (mastered)
    - Counter (mastered)
    - Critical (mastered)
    - FP Up (mastered)
    - Up P Attack (mastered)
    - Up P Defend (mastered)
    - Up M Defend (mastered)
    - Confusion (mastered)
    
    Brad will master all of these PS skills at level 85. Also, don't forget to buy
    99 Mini Carrots from ODD Headquarters, and steal 99 Mega Berries using the
    Fengalon medium's Pickpocket ability (check the Mega Berry stealing locations
    of this FAQ for a list on what enemies you can steal them from). Don't forget
    to grab elemental rings from the guy in B1 of the Valeria Chateau; you'll
    want to get a Fire Ring, a Dark Ring, a Thor Ring, a Light Ring and an Earth
    Ring.
    
    If you need more Bullet Loads, either go to one of the following two places:
    
    - Coffin of 100 Eyes; look for Gremlins.
    - Area around Fab Science Lab; look for Crash Bunnies.
    
    Both of these enemies will drop Bullet Loads; for a guaranteed 100% drop, 
    bring Tim, equip Chapapanga, build his FP to 100 and have him use Hi-Combo on 
    the aforementioned enemies.
    
    -----
    Lilka
    -----
    - You'll need to do quite a bit more prepping if you plan to solo with Lilka.
    First of all, if you plan on soloing Ghost, she MUST level to 99, and no less.
    Ragu can be soloed starting at level 90, and Angol will require at least level
    95. Other than that, make sure she has the following spells at the very
    least: 
    
    Level 1 - Shield and Heal.
    Level 2 - Hi-Heal, Hi-Break, Hi-Spark, Hi-Vortex, Irresist, Saber, Field 
    and Slowdown.
    
    Those 10 spells are MANDATORY. You MUST have those spells when soloing with
    Lilka. As for her other spells, they are completely optional; chances are 
    you'll have most of them anyway. Spells like Hi-Freeze, Hi-Flame are not
    must-haves, but if you want to use them against, say, Bulkogidon, then be
    my guest. Like I said, they are optional.
    
    Since Lilka will need to level to 99 eventually anyway, here's the best PS
    setup for her:
    
    - Up HP (mastered)
    - Restore HP (mastered)
    - Up Parameter (mastered)
    - Cut FP Use (one point)
    - Critical (mastered)
    - Counter (mastered)
    - Adv. Guard  (mastered)
    - FP Up (mastered)
    - Auto Guard (mastered)
    - Up P Attack (one point)
    - Up M Attack (mastered)
    - Up P Defend (mastered)
    - Up M Defend (mastered)
    - Confusion (mastered)
    - Paralysis (mastered)
    
    - Actually, she can get by without Blocking and Poison, so if you want to 
    spend those six PS points somewhere else, you can. I can't see a really good
    place to put them though besides Cut FP Use or RES Up perhaps; I'll leave
    those last six points up to you to decide.
    
    - As for items, she really doesn't need any as her crest sorcery is pretty
    much all she needs. But if you want to be on the safe side, go ahead and
    bring some Mini Carrots with you. Don't forget the elemental rings, too.
    
    ----
    Tim
    ----
    - You might want to play a "low level game" with Ashley up to the point where
    you get Tim, because at level 99, Tim isn't even going to break 5,000 HP.
    And he WILL need to be level 99, trust me. At least Lilka can get away with
    being slightly lower level when up against bosses like Angolmois or Ragu, but
    Tim doesn't have that option. As far as spells are concerned, make sure he
    learns the following:
    
    - First Aid, Turn Undead, all single elemental spells (i.e. Red Beaut, Sonic
    Claw, Rock Bolt, etc), Graviton, Tempest, Plasma Tap, Nova Rain, Dark Star,
    Thanatos X, Cosmic Ray, Speed Down, Full Heal, and Bold Lance.
    
    
    Tim's best PS setup is a little bit different than Lilka's:
    
    - Up HP (mastered)
    - Restore HP (mastered)
    - Up Parameter (mastered)
    - Critical (mastered)
    - Counter (mastered)
    - Adv. Guard  (mastered)
    - FP Up (mastered)
    - Up P Attack (mastered, I'll explain)
    - Up M Attack (mastered)
    - Up P Defend (mastered)
    - Up M Defend (mastered)
    - Paralysis (two points)
    
    You may be wondering why Tim needs to master Up P Attack. When Tim uses 
    System Chronos (this is Hi-Combo with Dan Dairam), time freezes for everyone
    for 3 rounds. The only way Tim can deal damage without being attacked back
    is to normal attack and also this is how he'll gain some FP back (which is
    also why he needs Critical mastered). Lilka has it much easier since she 
    has Dual Cast, but Tim has to find some way to deal damage while gaining as
    much FP as he can during the period when time is frozen. I'll explain more
    in detail in the actual strategies later.
    
    Items: Bring some Mega Berries if you don't have Full Heal learned, or if 
    First Aid isn't healing you enough. Also, bring War Respites, Mini Carrots,
    and the 3 Full Carrots (4 once you kill Ghost). And you MUST, I repeat, MUST
    get those elemental rings.
    
    -----
    Kanon
    -----
    - Make sure she levels high enough so that she has at least 6,500 HP. This
    might not happen until she's near level 99, though, but she will need that
    6,500 HP. There isn't much preparation to her other than that, really; just
    make sure she has Eagle Claw and the necessary PS setup, which should look
    something like this:
    
    - Up HP (mastered)
    - Restore HP (mastered)
    - Up Parameter (mastered)
    - Counter (mastered)
    - Critical (mastered)
    - Adv. Guard (mastered)
    - FP Up (mastered)
    - Up P Attack (mastered)
    - Up P Defend (mastered)
    - Up M Defend (mastered)
    - Confusion (mastered)
    - Paralysis (mastered)
    
    - This should come about at level 94, which is probably how high she'll need
    to be in order to get that 6,500 HP (unless you played a low level game).
    Bring PLENTY of Mega Berries, because that will be her only source of healing,
    as well as War Respites. She can get by without Mini Carrots, but you might
    as well go ahead and bring some anyway. Don't forget the elemental rings!
    
    -------
    Marivel
    -------
    - Sigh. To get the most out of this, you will need to play a low level Ashley
    game up to the point where you can recruit Marivel into the party, because in
    a normal game, her HP probably won't top 5,500 by the time she hits level 99.
    And 5,500 HP isn't going to cut it. If you get Marivel into the party at a
    lower level (say, 16 or 17), she will have around 6,000 HP, and thus she can
    be a bit more comfortable when it comes to surviving some big attacks. Also,
    make sure you go around Filgaia and gather the following red powers for her:
    
    
    - Sleep: This is THE most important spell Marivel needs. If she even hopes to
    take out Ragu, you WILL need this spell. Get it from the Man Traps in the 
    forest around Sylvaland Castle.
    
    - Canceller: This is also a pretty important spell you will want to have. This
    will cancel the action of the target, but it's only useful if Marivel can
    outspeed the target in the first place (otherwise, what's the point in using
    Canceller if the target acts before you anyway). This works on a few bosses.
    Pick this up from the Aamans lurking in the area south of where Crimson Castle
    is.
    
    - Power Seal: When used, it will inflict ability block onto the enemy. Very
    useful against Ghost or Titanius. Pick this up by draining an Earth Figure,
    whom you can find around Holst.
    
    - Status Lok: When used, it will prevent status changes. Get this from the
    Skid Lancers which are lurking in the very dark water south of Sielje.
    
    - Guillotine: Instant death on one enemy if it successfully connects. This is
    Marivel's only way of killing Titanius. Get this skill from Hope Diamonds
    which are lurking inside of the Promised Catacombs.
    
    - Sacrifice: You won't be using this against any of the bosses themselves;
    this spell just makes it easier to bring your other characters to 1 HP
    before starting a battle. Grab this skill from Fairy Lights down in
    Glaive Le Gable.
    
    - In addition to those, you'll also want to grab Thunderbolt, Shadowbolt, Tera
    Break, Twister, Megaton and maybe Aport.
    
    As for a PS Setup for Marivel, it should look something like this:
    
    - Up HP (mastered)
    - Restore HP (mastered)
    - Up Parameter (mastered)
    - Critical (mastered)
    - Counter (mastered)
    - FP Up (mastered)
    - Up P Attack (mastered)
    - Up M Attack (mastered)
    - Up P Defend (mastered)
    - Up M Defend (mastered)
    - Cut FP Use (mastered; only to lower the cost of some spells)
    - Confusion (two points)
    
    
    *For ALL characters: Make sure you kill Gatlorg FIRST so you can get the 
    Power Boost gear from the chest in the room behind him (make sure you have
    one Duplicator in your inventory). The Power Boost IS necessary for your solo
    battles. Do this no matter who you're soloing with! Now technically, he is
    soloable with Ashley, Lilka, Tim, and Marivel, but he really isn't worth the
    trouble of soloing so go ahead and kill him with a full party if you'd
    like.
    
    ---------------------
    e) Mega Berry Hunting
    ---------------------
         If you plan on soloing the optionals with Ashley, Brad, Kanon or Marivel,
    you MUST steal 99 Mega Berries. THIS IS YOUR ONLY SOURCE OF HEALING during
    battles. If you're soloing with Tim, you may want to go ahead and steal some
    too, because may be some instances where you won't have enough FP for
    First Aid/Full Heal and you need to heal up; this is where your Mega Berries
    will come in. Lilka soloers, you have it easy and you won't need to steal a
    single Mega Berry; the Mega Berries you acquire through the normal game will
    be more than enough for you.
    
    Below is a list of enemies whom you can steal Mega Berries from, and where
    they can be encountered. Remember, you MUST equip the Fengalon medium on
    whoever you plan on stealing with (a fast character with BEST luck).
    There's plenty of them, so take your pick.
    
    - Mold Gnome (Meteorite Crater)
    - Mycale (Promised Catacombs; both types have steals)
    - Negalord (Fab Lab area)
    - Aello (Spiral Tower)
    - Amon (Werewolf's Den)
    - Aughisky (Linikis River area; disc 2 only)
    - Bemzuu (Sea; around southwestern coast of island where Palace Village is)
    - Bockle (Area south of Crimson Castle)
    - Salamandra (Sleeping Volcano)
    - Scarecrow (Promised Catacombs)
    - Troll (Meteorite Crater)
    - Voidra (Grotto of Lourdes)
    - Wise Man (Grotto of Lourdes)
    - Doomsday (Glaive Le Gable)
    - Eurynome (Lost Garden)
    - Geag Mantis (Sleeping Volcano)
    - Gespent (Sacrificial Altar)
    - Gizmo (Lost Garden)
    - Gill Serpent (Sea; near the coast of Raypoint Muse)
    
    
    My suggestion is to go to either Sleeping Volcano, Grotto of Lourdes, Lost
    Garden or Meteorite Crater as there are at least two enemies in each of these
    areas that have Mega Berries as steals. It will take a while, but this MUST be
    done if you're soloing with Ashley, Brad, Kanon or Marivel; Tim can get away
    with around 30 or so, Lilka doesn't need any at all.
    
    
    ===============================================
    6) Optional Boss Strategies for Soloing [opso]
    ===============================================
         Here, you'll find the actual strategies for soloing the optional bosses
    depending on the character you are using to solo. So, I'll break each boss 
    down by character. I will also not be including synopses; go back to the 
    sections above for those.
    
    
    
    
    ----------------------------------------------------------------
    Optional Boss #1: Ghost
    Found: Fiery Wreckage
    HP: 50,000
    EXP: 12,000
    Gella: 12,000
    Weakness: Light
    Spoils: Full Carrot
    ----------------------------------------------------------------
    
    Attacks:
    - Incur My Wrath - ~6,000 damage to all targets; can inflict instant death.
    - Gate of Isolde - Heavy damage to all; inflicts status effects.
    - Void Effect - Cancels buffs and stat bonuses from Up Parameter.
    - Life Returner - Heals Ghost's HP.
    
    
    ------------
    Ashley Solo 
    ------------
    - Set him up as follows:
    
    - Obelisk Gun (or Shootn Star)
    - Light Ring
    - Nine Lives (though this should be obvious)
    - Texas No. (this also should be obvious)
    - Justine
    
    Also, make absolutely sure he has at least 6,500 HP, this way Ashley is 
    ensured to survive Incur My Wrath (unless it's tiny chance of instant death
    gets you...)
    
    Strategy:
    
    - I strongly suggest getting Ashley enough RES to make him faster than Ghost
    from the very start; reason being is that if Ghost starts out faster than
    Ashley, you'll be stuck in a healing loop and won't be given a chance to 
    damage him UNLESS you use Accelerator every turn. Do NOT use Access here 
    because if you do, you can't use Accelerator; you can try to rely on Up Param.
    to boost your speed, but if he uses Void Effect, then you're right back to
    square one. My advice is to simply not to use Access in this battle at all,
    I know it's tempting but please don't do it unless you are SURE that Ashley
    can always act before Ghost.
    
    - Basically, carry out the following (remember, MAKE SURE ASHLEY CAN ALWAYS
    ACT BEFORE GHOST CAN, otherwise you'll have to use Accelerator...):
    
    Round 1: Attack Ghost NORMALLY (make sure the Light Ring is equipped for
    extra damage); hope that Ashley criticals, if not, don't worry about it; you
    should still do about 3k to him here. Ghost will use IMW; if instant death
    hits, tough luck, but other than that, Ashley will survive it and probably
    be in critical condition.
    
    Round 2: Equip Full Libra. Ashley uses a Mega Berry (he better act before Ghost
    otherwise you'll have to use Accelerator first) on himself to heal to full.
    Ghost will probably use IMW again here; however, there is a chance he'll use
    Gate of Isolde instead (this is why you want the Full Libra equipped this 
    turn). 
    
    Basically, the strategy is (assuming that Ashley can always act before Ghost)
    to heal with a Mega Berry after the turn where Ghost uses IMW and attack
    with Full Clip (if > 75 FP) or normal attack (if < 75 FP). If Ashley is always
    able to act before Ghost, you can also Access. 
    
    If Ashley is in Access form, he MUST heal if his HP is less than 6,100 and
    ONLY attack with Gun Blaze if his HP is more than 6,100. If you want to finish
    Ghost off with Last Burst, BE VERY CAREFUL because if you don't weaken Ghost
    enough for Last Burst to finish him, Ashley is dead meat (because he'll be
    at 1 HP after the Last Burst). If you plan on using Last Burst, keep track of
    damage with a calculator; when Ghost has LESS than 15,000 HP, THEN you may
    Last Burst him.
    
    
    ----------
    Brad Solo
    ----------
    - Set him up as follows:
    
    - Giant Fist (or Omega Crush)
    - Light Ring
    - Braver Vest (though this should be obvious)
    - Dead Heat (this also should be obvious)
    - Justine
    
    Also, make absolutely sure he has at least 6,500 HP, this way Brad is 
    ensured to survive Incur My Wrath (unless it's tiny chance of instant death
    gets you...)
    
    Sadly, Brad is pretty much going to always act after Ghost does. To avoid
    wasting precious Mega Berries here, and the headache of trying to predict
    what attack Ghost will do on his next turn, it's better for your sake to just
    use the Talisman + Raftina method to slowly take him down.
    
    Round 1: Equip Light Ring + Justine. You can get in one attack here as IMW
    won't kill you (unless instant death kicks in).
    
    Round 2: Equip Talisman + Raftina. Use Invincible.
    
    Continue to use Invincible until Brad has over 6,100 HP; once he does, switch
    back to Light Ring + Justine and attack him next turn. Keep this up until he
    dies.
    
    HOWEVER, if your Brad can act before Ghost constantly, you can use Ashley's
    strategy of healing when under 6,100 HP and normal attacking (make sure the
    Light Ring is equipped) when above 6,100 HP.
    
    ----------
    Lilka Solo
    ----------
    - Set her up as follows: 
    
    - Any umbrella (she won't be attacking)
    - Reflex
    - Bridal Gown (obviously)
    - Tiara (again, obviously)
    - Raftina
    
    MAKE SURE THAT LILKA IS LEVEL 99! I can't stress this enough. Also, make sure
    she has Up Parameter mastered.
    
    Here is where things get interesting. At level 99, Lilka has ~5,900 HP (this
    includes the bonuses from Up HP). IMW does up to 6,000-ish. You do the math.
    Lilka is not 100% guaranteed to survive IMW's, so we must let Up Parameter
    do some work for us. Good thing is that Lilka is fast, and here she can 
    definetly outspeed Ghost every turn.
    
    Ready? This battle should be pretty fun. Make sure you bring some type of
    level 2 spell:
    
    Round 1: Have Lilka use Mystic + Holy Grail, which will cast the spell
    Thanatos X. Ghost will then use his IMW. Now you have to hope and pray
    that IMW doesn't one shot Lilka, which it definetly can; if it does,
    tough luck, you'll have to restart. If she survives, Lilka will be at 100 FP
    and ready to dualcast on her next turn. For your info, IMW has about a 20%
    shot of killing her this turn; sometimes, IMW just reaches the higher end of
    its damage scale (which is around 5,900 - 6,000; I've seen it do 5,900+ plenty
    of times myself, whereas other times, I've seen it as low as 5,600 here). So
    yeah, just pray that it doesn't do more than your max HP. Your chances of
    surviving it are overall good, but sometimes, you just might get unlucky
    and get killed here anyway. 
    
    Round 2: Equip Full Libra + Raftina. Lilka should have 100 FP, so now
    you need to DualCast Heal + lv 2 spell. The reason for the Full Libra is 
    because Ghost might use Gate of Isolde on this turn and this attack can 
    possibly inflict negative status effects, which you don't want. Level 2
    spell of your choice, while it won't hit Ghost's weakness, do a tad bit
    more damage than Saber does. Hi-Aqua seems to do well here, as does
    Hi-Freeze. But use what you want; your level 2 spell should do almost 4k
    regardless on what you use.
    
    
    Time for a pretty simple cycle:
    
    1. Cast Heal (if < 55 FP) or Hi-Heal (if > 55 FP. Actually, since Up 
    Parameter is triggering often, I'm almost sure that just normal Heal
    will be enough to heal Lilka to full HP, especially with Restore HP
    triggering every 25 FP too. If Ghost used Void Effect and Lilka has
    less than 5 FP, have her defend to halve damage and build up FP, so you
    CAN heal up. If Lilka is at full HP but isn't at 100 FP yet, you can 
    summon Stare Roe again if you want to deal more damage. Repeat this step 
    until Lilka has 100 FP; once she does, proceed to Step 2.
    
    2. At 100 FP, have Lilka use DualCast with Hi-Heal + lv 2 spell of
    your choice. Return to Step 1.
    
    Repeat steps 1 & 2 as necessary until Ghost dies.
    
    FP should not be an issue, especially since Ghost will be doing heavy
    damage to Lilka almost every turn and the fact that she should have FP Up
    mastered; this way, when Lilka hits critical health, her FP will skyrocket to
    max or near maximum at the very least (and you'll gain even more stat boosts
    from Up Parameter at the same time). With that said, her defense will be
    increased, which in turn gives Lilka a much greater chance to survive IMW.
    After a few triggers of Up Parameter, IMW shouldn't be killing her at all 
    (unless instant death kicks in). However, if Ghost uses Void Effect, Up 
    Parameter boosts will be cancelled, and then you'll have to start hoping and 
    praying that IMW doesn't kill Lilka again. It's a rather low chance even at 
    level 99 base stats, but it can happen.
     
    
    ---------
    Tim Solo
    ---------
    
    He has two strategies; the Turn Undead strategy and the non Turn Undead
    strategy.
    
    *If you plan on using Turn Undead, set him up as follows:
    
    - Any staff
    - Any gear
    - Labyrinthos
    - Nisaba Wing
    - Justine
    
    Make sure Tim can act before Ghost can; Turn Undead him for the instant kill.
    That was hard, now wasn't it?
    
    HOWEVER...
    
    *If you plan on fighting Ghost WITHOUT Turn Undead, you'll want to have this
    setup:
    
    - Fate Staff (or Dist Dims)
    - Talisman
    - Labyrinthos
    - Nisaba Wing
    - Dan Dairam
    
    MAKE SURE YOU BRING 3 FULL CARROTS WITH YOU. You won't need to use
    all three, but you WILL NEED to use 1 or 2, depending on if criticals and/or
    Power Boost decide to be nice to you. Also, you may know this already, but
    Incur My Wrath WILL KILL you if you are not defending or using Invincible.
    100% of the time. Ok, here's the strategy:
    
    Round 1: Defend. Any other action you take (besides maybe using Invincible,
    which I don't recommend plus it's pointless to use now anyway) WILL get you
    killed before the start of Turn 2. So, trust me, just DEFEND this turn.
    IMW should hit Tim for around 2,600; you'll gain around 1,100 of it back from
    Restore HP PS skill and the Talisman combined.
    
    Round 2: Tim should be at 100 FP. Now equip Dan Dairam, if you haven't 
    already, and use Hi-Combo to cast System Chronos. This will freeze everyone
    on the battlefield (including Ghost) for three turns. Don't worry, Tim will
    get the System Chronos off before Ghost will act.
    
    Round 3: Ghost should be frozen. Use a Full Carrot here (trust me, just use 
    it); Up Parameter will also kick in four times here, which will help with
    damage during the next two turns, and because of Restore HP, you should be
    returned to full HP here as well.
    
    Round 4: Ghost should be frozen. Equip the Necronomicon (or Power Boost, if 
    you're feeling lucky) and Dan Dairam. Cast Nova Rain, which will hit for at
    least 10k. If you equip the Power Boost and double damage kicks in, expect
    damage to be over 20k; I've seen 25k damage from a boosted Nova Rain here.
    
    Round 5: Repeat Round 4 and cast Nova Rain again.
    
    Now if you decided to use the Power Boost on Round 4 with Nova Rain, and
    double damage kicked in, you should definetly consider trying for another 
    instance of double damage kicking in; if it does happens, Ghost will take 
    another 20k+ damage here, too and he should be REALLY close to dead. If you
    decide to go with the Necronomicon (or if Power Boost's double damage doesn't
    kick in), you'll get around 10k+ damage here. Ghost will unfreeze after this
    round.
    
    
    Now in the best case scenario, you equipped Power Boost for Rounds 4 and 5,
    and double damage activated on BOTH rounds with the two Nova Rain spells;
    this should leave Ghost with less than 10k HP left. If double damage did NOT
    kick in or you used Necronomicon, Ghost should have about 30k or so left.
    
    Round 6: Tim should be at full health (thanks to Restore HP PS Skill) and 100
    FP. Equip Dan Dairam and summon System Chronos again to freeze Ghost again.
    This is ONLY if you used the Necronomicon during the last two rounds OR if
    double damage kicked in once or not at all during the last two rounds. 
    Proceed to Round 7 below.
    
    OR
    
    If double damage kicked in BOTH TIMES on Rounds 4 and 5, equip the Necronomicon
    and cast a third Nova Rain this turn; it should be all over right here...
    
    Round 7: It should only go this far if you decided NOT to use the Power Boost,
    or if double damage did not activate at least once. You MUST now do one of 
    two things: You must either equip a Light Ring and Justine and normal attack;
    this attack MUST critical (~7-8k damage if it does), OR you can equip the 
    Power Boost and use either a Mini Carrot or equip Zephyr and use Force Charge.
    
    IF you used the Necronomicon during Rounds 4 and 5, I STRONGLY suggest that
    you use the Light Ring and Justine and NORMAL ATTACK here; you need to somehow
    do 30k damage between now and the end of Round 9 because it's going to take
    three more attacks to kill Ghost. This normal attack MUST critical, otherwise
    you'll fall short of damage after the ninth round; here is where you hopefully
    should have Up P Attack and Critical mastered.
    
    IF you decide to build FP via Mini Carrot (do NOT use a Full Carrot here 
    because it is unnecessary; if you need to freeze Ghost for a third time, you
    are doing something wrong, or your SOR isn't high enough - Tim MUST be level
    99 here, I can't stress this enough.) or Force Charge, you MUST gain 50 FP
    (meaning the Power Boost HAS to kick in).
    
    
    Round 8: If you normal attacked on Round 7 and it criticalled, Tim should have
    16 FP here. Now equip either the Necronomicon or the Power Boost (I highly
    suggest the Power Boost here) and cast Arrow Shot (~7-8k with the Necro,
    ~15k+ with Power Boost if 2x damage kicks in). Ghost should be at least under
    15k HP at this point.
    
    OR
    
    If you decided to boost FP last turn instead, equip the Necronomicon or 
    Power Boost (highly suggest Power Boost) and cast Nova Rain (this is why you
    needed to gain 50 FP from the Mini Carrot or Force Charge last turn, otherwise
    you wouldn't have enough FP to cast Nova Rain, and you'd have to resort to
    using Arrow Shot.) Nova Rain should be 11k+ with Necro, 10k+ with Power Boost
    (no 2x damage), 24k+ with Power Boost (2x damage activating).
    
    Round 9: Nova Rain or Arrow Shot him; keep in mind that if Ghost does NOT die
    on this turn, you MUST take a risk and Nova Rain him on Round 10 otherwise
    you're probably dead because you won't be able to freeze him again UNLESS
    you luck out and he uses Void Effect on Round 10. It REALLY SHOULD NOT HAVE
    TO GO 10 rounds, though - Ghost should be dead at the end of Round 9 MAX.
    
    Congrats, you just killed Ghost with Tim by himself and without using Turn
    Undead! See, I told you it was possible.
    
    
    ----------
    Kanon Solo
    ----------
    
    This will be a long fight; set up her as follows:
    
    - Quick Knife (or Violator)
    - Light Ring
    - Coiste Bua
    - Shamir
    - Zephyr
    
    Her strategy is similar to Brad's; only attack with normal attacks (make sure
    to equip Light Ring before attacking) when Kanon's HP is full; use Talisman
    and Invincible to heal up to full again without wasting Mega Berries. 
    
    When Kanon reaches 100 FP and is at FULL HEALTH, equip the Power Boost and
    Zephyr; use Gat 4 + Eagle Claw to take advantage of Up Parameter. Rinse and
    repeat until he dies. It will take a while, but what can you really do?
    
    
    ------------
    Marivel Solo
    ------------
    
    Set her up as follows:
    
    - Hob & Nob (not like you can unequip this anyway...)
    - Power Boost
    - Doesn't matter
    - Doesn't matter
    - Dan Dairam
    
    Cast Power Seal on the first turn, then proceed to damage him anyway you
    like. It's a shame that Marivel doesn't have access to the element that 
    Ghost is weak to. Oh well. Don't try fighting him without Power Seal; it is
    not worth your trouble; remember, Marivel can't freeze Ghost like Tim can
    and that means you'll have to use Mega Berries. Not worth it; just Power 
    Seal him please, for your sake.
    
    
    ----------------------------------------------------------------
    Optional Boss #2: Titanius
    Found: Halmetz (spinning pyramid in NE corner of town)
    HP: 75,000
    EXP: 50,000
    Gella: 75,000
    Weakness: Wind
    Spoils: Shootn Star (Ashley's best weapon)
    ----------------------------------------------------------------
    
    Attacks:
    - Begin Regeneration - Fully heals himself; used every 3 turns.
    - Mega Crusher - Moderate to heavy physical damage to one target.
    - Barrier - Increases his Defense and Magic Resistance.
    - Plasma Leader - Moderate lightning damage to all targets.
    - Kirlian Buster - Moderate non-elemental damage to all targets.
    
    ------------
    Ashley Solo
    ------------
    
    Setup doesn't matter.
    
    - Use your Dead or Alive ARM; depending on how many tries it takes for 
    instant death to kick in, you'll get him sooner or later. If you actually run
    out of bullets, use a Bullet Load.
    
    ----------
    Brad Solo
    ----------
    
    Equip him as follows:
    
    - Giant Fist (or Omega Crush)
    - Talisman
    - Braver Vest
    - Dead Heat
    - Aru Sulato
    
    There's no way you can deal 75,000 damage in 3 turns alone, so the only thing
    you can do is to use Aru Sulato's Power Charge ability. Over and over and
    over. Use a Mega Berry when your HP gets below 2,000, and continue to Power
    Charge. After about 30 Power Charges, equip the Power Boost and normal attack
    Titanius, and you should be able to one-shot him to dead.
    
    OR, what you could do before you start Power Charging is to deliberatly
    attack Titanius (or use Force Charge w/Power Boost equipped) to gain FP
    and power up via Up Parameter; remember to use Boost with an ARM (doesn't
    matter which) to use up your 100 FP and rinse and repeat for a few cycles.
    The more times you have Up Parameter kick in, the less times you'll have to
    use Power Charge. So think about that.
    
    ----------
    Lilka Solo
    ----------
    
    Equip her as follows: 
    
    - Any umbrella
    - Power Boost
    - Bridal Gown
    - Tiara
    - Dan Dairam
    
    Fortunately, Lilka is able to kill Titanius by herself before he heals.
    This will be a short battle. You must follow this strategy EXACTLY, or else
    you won't be able to kill him in time.
    
    Before trying this strategy, make sure Lilka is at least level 88, and you 
    start your assault ON the turn he uses Begin Regeneration! It will only take
    three Hi-Vortex spells to kill Titanius.
    
    Round 1: Titanius MUST use any of the following attacks on this turn: Kirlian
    Buster, Plasma Leader or a normal attack that targets Lilka. If he uses
    anything else, you MUST reset; reason is that we need Lilka to be at 100 FP 
    by the next turn so she can Dual Cast; this is very important - if this does
    not happen, you will not be able to kill Titanius before he heals. Cast
    a Hi-Vortex spell here.
    
    Now we have an issue. Sure, three Hi-Vortex spells will be enough to end 
    Titanius, HOWEVER, we need the Power Boost to kick in twice to pull this off.
    If the Power Boost doubled damage on this turn, we need it to double damage
    at least one more time on the next turn.
    
    Round 2: Lilka should be at 100 FP. Now have her use Dual Cast and use two 
    Hi-Vortex spells. One of these Hi-Vortex spells MUST BE BOOSTED by the Power
    Boost, or you won't do enough damage to kill him. If the Power Boost did NOT
    boost damage on the last turn, you need to have BOTH of these spells be
    boosted by the Power Boost.
    
    Once your three Hi-Vortex spells are cast and TWO of them were boosted by
    the Power Boost, Titanius is done for. It will take some luck here and maybe
    a few retries, but you can get him with some persistance.
    
    --------
    Tim Solo
    --------
    
    Setup doesn't matter...
    
    Use Arcana 13, Ge Ramtos summon or Raftina summon; all of these will one-shot
    Titanius.
    
    Now you COULD attempt to run a strategy similar to Lilka's and try to kill
    him in three turns by damage, but it'll cost you a Full Carrot, perhaps two,
    and we need these Full Carrots for other bosses, don't waste them on a boss
    that's susceptible to instant death. Just use Arcana 13 or Ge Ramtos summon
    and call it a day.
    
    -----------
    Kanon Solo
    -----------
    
    Set her up as follows:
    
    - Quick Knife or Violator
    - Talisman
    - Coiste Bua
    - Shamir
    - Aru Sulato
    
    Kanon's strategy is EXACTLY like Brad's; you're going to be using Power Charge
    for about 30 turns or so; make sure you keep Kanon's health up by using 
    Mega Berries, although the Talisman SHOULD keep your health rather high for
    the entire time so you might not need to use a single Mega Berry. When it
    comes time to strike, equip the Power Boost and normal attack him to dead.
    
    OR, what you could do before you start Power Charging is to deliberatly
    attack Titanius (or use Force Charge w/Power Boost equipped) to gain FP
    and power up via Up Parameter. Now in Kanon's case, this only works best if
    she has Eagle Claw; use your 100 FP up by using Gat 4 with Eagle Claw; if you
    don't have Eagle Claw, you'll have to use Gat 3 with either Vortex Cut or
    Phalanx instead while only using up 75 FP. Remember, the more times Up
    Parameter kicks in, the less times you'll have to Power Charge.
    
    
    ------------
    Marivel Solo
    ------------
    
    Set her up like this:
    
    - Hob & Nob
    - Power Boost
    - Bloody Cape
    - Doesn't matter
    - Dan Dairam
    
    Use Power Seal first turn; this will inflict ability block on him and thus 
    prevent him from using Begin Regeneration, then you can proceed to Twister 
    him to death.
    
    Now technically, Sleep DOES work on Titanius; the problem is that Sleep is
    very unreliable. If you try to sleep him and then start damaging him, he
    may wake up and heal before you can finish him off. At worst, Marivel needs
    about 8 Twisters to kill Titanius, so you're better off using Power Seal
    instead.
    
    
    ----------------------------------------------------------------
    Optional Boss #3: Zavorg
    Found: Meteorite Crater (spinning pyramid in first room)
    HP (Zavorg): 75,000, HP (Belly): 50,000
    EXP (Zavorg): 50,000, EXP (Belly): 25,000
    Gella (Zavorg): 75,000, Gella (Belly): 50,000
    Weakness: Dark
    Spoils: Black Queen (Lilka's best weapon)
    ----------------------------------------------------------------
    
    Attacks:
    - Barrier: Increases his defense and magic resistance.
    - Whole Body Attack: Massive physical damage to one target.
    - Unmodified Spell??: Non-elemental damage to all targets.
    - Schwartz Strahl: Heavy dark elemental damage to one target.
    - Power Up: Increases attack power.
    
    
    This is one of those fights where magic users will have a tougher time than
    physical attackers, so if your soloer is a spellcaster, you're in for a pretty
    tough fight. It would also be wise to have your other two characters enter 
    battle with 1 HP.
    
    ------------
    Ashley Solo
    ------------
    
    Set him up as follows:
    
    - Shootn Star
    - Dark Ring
    - Nine Lives
    - Texas No.
    - Zephyr or Justine
    
    Zavorg should be quite simple to take down with Ashley alone; the worst thing
    he has is Whole Body Attack, which you should easily survive anyway. 
    
    While he is spamming Barrier on himself, go ahead and normal attack the Belly
    once or twice to get some early damage in; Ashley should have 100 FP within
    two turns. Once there, go ahead and use Access. 
    
    Once Accessed, continue to normal attack the belly. Don't bother using Mad
    Lucied or Gun Blaze, because you can do more damage by normal attacking, 
    especially if you manage to critical. 
    
    Now if you want, you can wait until Ashley has 100 FP in Knightblazer form,
    then use BANISHER (NOT Last Burst) for a quick 17k+ damage to both parts.
    When Ashley transforms back to normal, he'll still have his 100 FP, so you can
    easily Access again on the next turn and repeat the process.
    
    Make sure you keep Ashley's HP above 5,000 so Whole Body Attack doesn't kill
    you; heal with Mega Berries.
    
    ---------
    Brad Solo
    ---------
    
    Set him up as follows:
    
    - Giant Fist (or Omega Crush)
    - Dark Ring
    - Braver Vest
    - Dead Heat
    - Zephyr or Justine
    
    Brad's strategy should go similar to Ashley's, only without Banisher, of 
    course. 
    
    During Barrier spam, start beating on the belly with normal attacks only.
    When FP reaches 100, go ahead and use Boost with the Rail Gun; this is only
    so you can continue to receive boosts from Up Parameter.
    
    Keep Brad's health above 5,000 to avoid being killed by Whole Body Attack.
    You don't need to worry about his other attacks; especially Schwartz Strahl,
    since that will only do half damage. Just keep attacking him with normal 
    attacks, and heal when needed. Zavorg will go down eventually.
    
    
    ----------
    Lilka Solo
    ----------
    
    Set her up as follows:
    
    - Bow Parasol
    - Dark Ring
    - Bridal Gown
    - Tiara
    - Aru Sulato
    
    In case you haven't noticed by now, Lilka will be doing some Power Charging
    for this fight. This strategy can actually be employed starting at level 69.
    However, the higher Lilka's level (if you beat Ghost already, she should be
    level 99 already), the better off you'll be.
    
    The main threat is Whole Body Attack. If Lilka is at level 99, you have 
    nothing to fear because it won't one shot her (as long as she's at full health
    of course). But if you're NOT level 99, you'll have to start stacking Shield
    spells to get Lilka's defense high enough so that she can survive Whole Body
    Attacks. So basically, I'll list two strategies for Lilka: one where she is
    level 99, and one where she is level 69 or above (but not 99).
    
    Level 99 strategy: Enter battle. Start using Power Charge and use it every
    turn for about 20-25 turns. Make sure you keep Lilka at full health because
    Whole Body Attack does a ton of damage. Don't worry about his other attacks.
    When you're ready to attack, equip Power Boost and Moor Gault and then use
    Smash Hit (for an additional 1.5x damage bonus) to one shot Zavorg to dead.
    
    Level 69 strategy: Enter battle. While he's spamming Barrier, you do the same.
    Well, you'll be spamming the Shield spell. Cast it as many times as it takes
    in order to prevent Whole Body Attack from one shotting you. Once that occurs,
    then start Power Charging; make sure you keep Lilka's health up during the 
    process. Now if you have Up Parameter mastered, that will help you out during
    the Shield spamming phase. Once you've Power Charged about 20-25 times,
    equip the Power Boost and Moor Gault and use Smash Hit to kill Zavorg in one
    shot.
    
    
    --------
    Tim Solo
    --------
    
    Set him up as follows:
    
    - Fate Staff (or Dist Dims)
    - Dark Ring
    - Labyrinthos
    - Nisaba Wing
    - Justine or Zephyr
    
    You MUST be level 99 AND have Up Parameter mastered for this strategy to work.
    
    
    Round 1: Attack Zavorg normally. Remember that spells and summons WILL NOT 
    work, so you're going to have to attack normally to deal damage here.
    
    Round 2: Tim should be at 100 FP, Zavorg is still spamming Barrier. Now equip
    Dan Dairam and Hi-Combo to cast System Chronos. Zavorg is NOT immune to System
    Chronos, don't worry, this WILL freeze him for three turns like with any 
    other enemy.
    
    Rounds 3-5: Now we need for Up Paramter to activate 12 times. The quickest 
    way to do this is to equip Power Boost and Zephyr; use Force Charge on all
    three turns that Zavorg is frozen. Now chances are one of these Force Charges
    will be influenced by the Power Boost, giving Tim 50 FP instead of the usual
    25; worst case scenario is that Power Boost doesn't activate and Tim will have
    75 FP by the time Zavorg unfreezes, meaning you need one more Force Charge
    before you can freeze him again. Either way, Up Parameter will kick in 4
    times; when Zavorg unfreezes, summon System Chronos to freeze him again.
    
    Rounds 6-8: Repeat Rounds 3-5. When Zavorg unfreezes, Up Parameter will kick
    in 8 times.
    
    Round 9-11: Repeat Rounds 3-5. Same thing here; Up Parameter will kick in 12
    times total by the time he unfreezes.
    
    Now by this point, Whole Body Attack should do about 4,800 damage, and your
    Tim should have 5,000+ health, meaning he is BARELY able to survive it at full
    health. The good news is that you don't need to Power Charge now because 
    Tim's normal attacks should be doing about 9k each (16k or so if he criticals).
    Make sure you have the Full Heal spell too; chances are the other two party
    members are still alive here; you don't want First Aid to heal them up.
    If you don't have Full Heal learned, you'll have to use Mega Berries to heal
    whenever he uses Whole Body Attack. Make sure the Dark Ring and Zephyr are
    both equipped before attacking; heal up after Whole Body Attack is used.
    
    ----------
    Kanon Solo
    ----------
    
    Set her up as follows:
    
    - Quick Knife (or Violator)
    - Dark Ring
    - Coiste Bua
    - Shamir
    - Zephyr
    
    Kanon's strategy should go similar to Ashley's, only without Banisher, of 
    course. 
    
    During Barrier spam, start beating on the belly with normal attacks only.
    When FP reaches 100, go ahead and use Gat 4 with Eagle Claw; this is only
    so you can continue to receive boosts from Up Parameter.
    
    Keep Kanon's health above 5,000 to avoid being killed by Whole Body Attack.
    You don't need to worry about his other attacks; especially Schwartz Strahl,
    since that will only do half damage. Just keep attacking him with normal 
    attacks, and heal when needed. Zavorg will go down eventually.
    
    ------------
    Marivel Solo
    ------------
    
    Set her up as follows:
    
    - Hob & Nob
    - Dark Ring
    - Bloody Cape
    - Goggles
    - Dan Dairam
    
    Although Marivel's mechanical summons WILL damage Zavorg, it's very risky
    using them, because if you kill the Belly, Zavorg will Power Up, and then his
    Whole Body Attacks will definetly one-shot Marivel no matter what. 
    
    Cast Sacrifice on your other two characters first, then continue...
    
    What I suggest you do is take Lilka's strategy and use Power Charge about 25
    times. Heal up with Mega Berries; Up Parameter will help you survive any
    Whole Body Attacks that come your way. Make sure you do NOT kill the Belly,
    otherwise it's certain death.
    
    
    ----------------------------------------------------------------
    Optional Boss #4: Zolinge
    Found: Wind Tiger's Den (spinning pyramid in first room)
    HP (Zolinge): 75,000, HP (Belly): 50,000
    EXP (Zolinge): 50,000, EXP (Belly): 25,000
    Gella (Zolinge): 75,000, Gella (Belly): 50,000
    Weakness: Earth
    Spoils: Dist Dims (Tim's best weapon)
    ----------------------------------------------------------------
    
    Attacks:
    - Blade Arm: Heavy physical damage to one target.
    - Endocrine Boost: Increases his stats.
    - Prepare to Attack: Charges power for next attack.
    - RF Blade: Beam attack on all targets; has a chance to cause instant death.
    - Ripper Boomerang: Causes instant death on one target; can miss.
    
    ------------
    Ashley Solo
    ------------
    
    Set him up as follows:
    
    - Shootn Star
    - Holy Grail
    - Nine Lives
    - Texas No.
    - Zephyr or Justine
    
    Here's something interesting. It seems that even with the Holy Grail equipped,
    RF Blade can still insta-kill you. I think it ignores the Holy Grail's instant
    death protection or something. There is a TINY chance of that happening, but
    you should be able to take Zolinge down well before then.
    
    Ok, so here it is: Go ahead and Access as soon as you're able to, and start
    pounding the Belly with Gun Blaze. Keep your health up with Mega Berries, of
    course. When the belly dies, switch over to Mad Lucied (or use normal attacks)
    because the main part halves fire. Continue to Mad Lucied him until he dies. 
    You can also choose to use Banisher, if you so desire, it's up to you, though.
    If you're really worried about RF Blade killing you, forget the belly and just
    go after Zolinge himself.
    
    ---------
    Brad Solo
    ---------
    
    Set him up as follows:
    
    - Giant Fist (or Omega Crust)
    - Holy Grail
    - Braver Vest
    - Dead Heat
    - Zephyr or Justine
    
    His strategy is similar to Ashley's. Don't try using an Earth Ring because
    then you'll be vulnerable to Ripper Boomerang. Just normal attack him or
    you can use your ARMs, whichever works for you. Again, RF Blade has a TINY 
    chance of insta-killing you; you should be able to take Zolinge down before
    it happens. Heal with Mega Berries should the need arises.
    
    ----------
    Lilka Solo
    ----------
    
    Set her up as follows:
    
    - Any umbrella
    - Necronomicon OR Power Boost
    - Bridal Gown
    - Tiara
    - Dan Dairam
    
    
    First turn, have Lilka use Mystic on the Holy Grail; this will place Thanatos
    X on herself, protecting her from instant death attacks (and thus she gets
    away with using another gear, like the Power Boost or the Necronomicon). I do
    also believe that Thanatos X WILL protect her from the likes of RF Blade;
    although I have done some extensive testing with this matter; I have yet to
    see RF Blade insta-kill Lilka with Thanatos X in place.
    
    Ok. This should be a rather short battle. Hi-Break does massive damage to
    Zolinge (over 10k, to be exact). Once Thanatos X is in effect, the battle is
    pretty much already won; all you have to do is keep Lilka's HP above 2,000
    because Blade Arm can possibly do that much to her. Hi-Break the Belly to 
    dead first, then aim your Hi-Breaks at Zolinge. If Lilka reaches 100 FP, go
    ahead and use Dual Cast, too. You can also equip Grudiev and Combine to summon
    him for some huge damage to both parts, as well. Take your pick as to how you
    want to kill this boss.
    
    --------
    Tim Solo
    --------
    
    Set him up as follows:
    
    - Any staff
    - Necronomicon or Power Boost
    - Labyrinthos
    - Nisaba Wing
    - Dan Dairam
    
    Tim's strategy should be simliar to Lilka's. Make sure Tim knows the Thanatos
    X spell before engaging battle against Zolinge!
    
    First turn, have him cast Thanatos X. Then you can take it easy and destroy
    him with either Grudiev summons, Terra Faust summons (Hi-Combo + Zephyr) or
    Graviton spells. All of those will do massive damage to Zolinge. Just make 
    sure you stay above 2,000 HP with First Aid.
    
    ----------
    Kanon Solo
    ----------
    
    Set her up as follows: 
    
    - Quick Knife (or Violator)
    - Holy Grail
    - Coiste Bua
    - Shamir
    - Zephyr
    
    Sorry, no Thanatos X for you, so you'll have to hope that tiny chance of 
    instant death from RF Blade doesn't get you. 
    
    Eagle Claw is your best bet. Use your Gats if you'd like, it won't matter too
    much if you don't, and keep Kanon above 2,000 HP at all times. Try to end this
    guy ASAP so RF Blade doesn't get you.
    
    
    ------------
    Marivel Solo
    ------------
    
    Set her up as follows:
    
    - Hob & Nob
    - Holy Grail
    - Bloody Cape
    - Goggles
    - Dan Dairam
    
    If you don't want to take a chance with RF Blade, or just want to get some 
    extra shots off without worrying about taking damage, go ahead and use Sleep
    on him. Other than that, spam Tera Break every turn until Marivel gets to
    about 2,500, then heal up; remember that Zolinge will always get the first
    action so you need to heal up BEFORE her HP dips below 2,000. If she gets to
    100 FP, go ahead and summon one of her mechanical summons to take advantage of
    Up Parameter and such. He shouldn't last too long.
    
    
    ----------------------------------------------------------------
    Optional Boss #5: Zyclus & Zetrim
    Found: Mt. Chug-Chug (spinning pyramid in first room)
    HP (Zyclus): 60,000, HP (Zetrim): 50,000
    EXP (Zyclus): 50,000, EXP (Zetrim): 50,000
    Gella (Zyclus): 75,000, Gella (Zetrim): 75,000
    Weakness: Lightning
    Spoils: Mad Goggles (Marivel's best headgear)
    ----------------------------------------------------------------
    
    Attacks (Zyclus):
    - 40,000 Tons: Heavy damage on one target.
    - Red Gilas: Non-elemental damage on all targets.
    - Blood Brothers: Restores Zetrim's HP fully.
    - Gilas Spin: Water-elemental damage on all targets.
    - Whitewater Slash: Heavy water-elemental damage on one target.
    
    Attacks (Zetrim):
    - 39,000 Tons: Moderate damage on one target.
    - Black Gilas: Non-elemental damage on all targets.
    - Gilas Spin: Water-elemental damage on all targets.
    - Whitewater Slash: Heavy water-elemental damage on one target.
    
    
    -----------
    Ashley Solo
    -----------
    Set him up as follows:
    
    - Shootn Star
    - Water Ring
    - Nine Lives
    - Texas No.
    - Zephyr 
    
    Actually, if Ashley is high enough level, the Water Ring won't be necessary.
    I only included it because with it, Ashley is able to attack more often than
    without it, plus their strongest attacks are water-elemental anyway, and 
    having it equipped doesn't penalize you because neither of them absorb water.
    And that's less healing you'll have to do.
    
    Anywho, both Zyclus and Zetrim will probably be able to act before Ashley
    does, although not 100% of the time. Zyclus WILL, most of the time, be able
    to outspeed Ashley, but not Zetrim. 
    
    Go ahead and Access and start attacking Zyclus (the red one). With the Water
    Ring, Whitewater Slash does maybe 1,300 or so, their other non-elemental gilas
    attacks aren't all that threatening, and 40,000 Tons and 39,000 Tons are jokes.
    You DO, however, want to heal up when you're down to about 2,500 HP or so
    because if they double turn you with Whitewater Slash, they can possibly wipe
    you out before you can heal. This probably won't happen because Up Parameter
    will raise your magic defense and speed high enough so that you can heal up
    in time; in fact, eventually, Ashley SHOULD be able to outspeed both of them.
    
    When Ashley reaches 100 FP in Knightblazer form, use BANISHER (not Last Burst,
    unless you want a quick death) for a quick 18k damage to both of them, then
    Access again. Repeat until they both drop; shouldn't take too long actually.
    
    ---------
    Brad Solo
    ---------
    Set him up as follows:
    
    - Giant Fist (or Omega Crush)
    - Thor Ring
    - Braver Vest
    - Dead Heat
    - Zephyr 
    
    Brad will be able to easily survive double Whitewater Slashes, so you can
    give him a Thor Ring for this fight. 
    
    Begin by attacking Zyclus normally; each hit should do at least 6k to him,
    if not more. Heal up when Brad's HP gets to around 4,500 in case they decide
    to use double Whitewater Slash. When Brad reaches 100 FP, have him use Boost
    with the Lawnmower so you can damage them both at once (or you can use the
    Rail Gun). Beat on Zyclus until he dies, then work on Zetrim. Easy fight.
    
    ----------
    Lilka Solo
    ----------
    Set her up as follows:
    
    - Any umbrella
    - Water Ring
    - Bridal Gown
    - Tiara
    - Noua Shax
    
    Combining is Lilka's best option here. When you're ready to summon Noua Shax,
    equip either the Power Boost or the Necronomicon to boost damage. Dash
    Corrida should do about 12k+ to both of them. When Lilka's FP is less than 
    50, equip the Water Ring and Zephyr and use Force Charge. Heal up when your
    HP gets to about 2,500, and when you're at 50 FP again, equip Necronomicon
    and Noua Shax and summon again. Rinse and repeat until they both die; this
    should take about 4-5 Dash Corrida summons total; remember to summon when
    your health is high.
    
    --------
    Tim Solo
    --------
    Set him up as follows:
    
    - Any staff
    - Water Ring
    - Labyrinthos
    - Nisaba Wing
    - Noua Shax
    
    Once again, Tim should follow Lilka's strategy. Combining to summon Noua Shax
    is your best option. Dash Corrida should do at least 18k with the Necronomicon
    equipped, and more once Up Parameter kicks in a few times (and it will). You
    will have to be more careful here because Tim's HP isn't as high as Lilka's,
    so when you're not summoning, equip that Water Ring. 
    
    ----------
    Kanon Solo
    ----------
    Set her up as follows:
    
    - Quick Knife (or Violator)
    - Water Ring
    - Coiste Bua
    - Shamir
    - Zephyr
    
    Unfortunatly, you can only attack one of them at a time; let your first target
    be Zyclus. Repeatedly use Eagle Claw against him, while keeping your health
    up with Mega Berries. Again, the Water Ring is only for halving the stronger
    water based attacks, and will allow you to go longer without needing to heal
    up.
    
    
    ------------
    Marivel Solo
    ------------
    Set her up as follows:
    
    - Hob & Nob
    - Water Ring
    - Bloody Cape
    - Goggles
    - Dan Dairam
    
    Simple enough; just spam Thunderbolt on them every turn, and use a Mega Berry
    when your HP gets to about 2,500 or so. It really doesn't get any simpler
    than this, though if you want to switch out your Water Ring for a Necronomicon
    or something, you'll have to heal up more often.
    
    
    
    ----------------------------------------------------------------
    Optional Boss #6: Xenon
    Found: Slayheim Castle (spinning pyramid in first room)
    HP (Xenon): 99,999 HP (Belly): 50,000
    EXP (Xenon): 50,000, EXP (Belly): 25,000
    Gella (Xenon): 75,000, Gella (Belly): 50,000
    Weakness: Dark
    Spoils: Violator (Kanon's best weapon)
    ----------------------------------------------------------------
    
    Attacks:
    - Barrier: Does nothing.
    - Xenon Ray Force: Massive light-elemental damage to all targets.
    - Horn Spike: Massive physical damage to one target.
    - Knockdown: Heavy physical damage to one target; may cause paralysis.
    - Life Returner: Restores 8,500 HP to Xenon.
    
    -----------
    Ashley Solo
    -----------
    Set him up as follows:
    
    - Shootn Star
    - Power Boost
    - Nine Lives
    - Texas No.
    - Zephyr
    
    Make sure Ashley has enough HP to survive Xenon Ray Force (hereafter called
    'XRF'); you don't want to have to rely on Light Ring to help you because you
    need to protect him from paralysis in case Knockdown is used. You'll need
    about 7,000 HP.
    
    Round 1: Force Charge OR equip Dark Ring and normal attack. You must get to 
    100 FP before next turn, otherwise, you'll have to heal after he uses XRF 
    next turn. Xenon uses Barrier; so basically you get a free round.
    
    Round 2: Equip Full Libra and defend. XRF is used here; Ashley should take
    about 3k damage. If you are at 100 FP, go ahead and Access and get him into
    Knightblazer form.
    
    Round 3: You should be in Knightblazer form here, meaning you will be faster
    than Xenon from here on out. Now chances are he won't use another XRF here,
    but it is possible he will use it. Play it safe and use a Mega Berry here.
    
    Now you should be set. Full Libra will protect you from Knockdown's paralysis
    effect and Ashley will outspeed Xenon for the rest of the fight. If he has
    at least 7,000 HP, he will be able to survive XRF and everything else Xenon
    throws at him.
    
    This fight might take a while because you'll need to heal a lot. My advice is
    to ONLY attack after Knockdown and Ashley has at least 6,500 HP, or after
    Horn Spike MISSES.
    
    ---------
    Brad Solo
    ---------
    Equip him...
    
    - Giant Fist (or Omega Crush)
    - Dark Ring
    - Braver Vest
    - Dead Heat
    - Justine
    
    Brad should have enough HP to survive XRF's unguarded, however, you'll have to
    employ a similar strategy to Ashley. Only Brad has it a little bit rougher
    because Xenon will most likely act before Brad does for the first portion of
    the fight. In that case, we'll need Up Parameter to do some work for us...
    
    Round 1: Normal attack him and hope for a critical. Make sure Justine is 
    equipped for a RES boost which you will desperately need here. Depending on
    Brad's level, he may reach 100 FP after this turn, or close to it.
    
    Round 2: If Brad acts before Xenon here, switch to the Power Boost and use
    Boost (if at 100 FP), or ARM x2 (if at 75 - 99 FP). Choose your best ARM; Rail
    Gun if at 99 FP. If Xenon goes first though, use a Mega Berry to recover from
    XRF.
    
    With Up Parameter kicking in, it should not be long before Brad is able to 
    outspeed Xenon (the closer to level 99 he is, the sooner). Once he is, employ
    Ashley's strategy; ONLY attack him when Brad is ~7,000 HP or higher or after
    Knockdown. Heal after XRF and after Horn Spike; MAKE SURE YOU EQUIP EITHER
    THE FULL LIBRA OR BLUE ANKLET; you do not want to be hit with paralysis,
    otherwise you could lose this battle.
    
    Since you can't afford to use a Dark Ring, you will most likely have to rely
    on your ARMs to do the bulk of the damage here. Lock On works decently well
    as does ARM x2. Bring some Bullet Loads with you.
    
    
    ----------
    Lilka Solo
    ----------
    Equip her as follows:
    
    - Any umbrella
    - Necronomicon
    - Bridal Gown
    - Tiara
    - Zephyr
    
    Lilka won't need to be level 99 to beat this boss (even though you already
    should be if you're beaten Ghost) but you will want her to be at least
    level 75 so she can start the battle with three force levels. Also, this
    is the fight where you need to have the Field spell; make sure she has
    it learned. The following strategy ONLY works if Lilka is level 75 or
    higher, and has the Field spell learned!
    
    
    Round 1: Use Force Charge here to get to 100 FP. Xenon will use Barrier,
    which will do nothing.
    
    Round 2: Now DualCast two Field spells on Lilka. What the Field spell
    will do is add a random element for Lilka to halve for the rest of the
    fight. What you're looking for is the light element. Xenon will use XRF
    here; if you get killed, that means Field was NOT successful in adding the
    light element to Lilka to halve damage from, and you must restart the battle.
    If Lilka survived, Field was successful in adding the light element to Lilka
    to halve damage from, and thus she will be able to halve XRF without having
    to equip a Light Ring for the rest of the fight. Basically, you have a 1/8
    chance for each cast of Field that light will get chosen for Lilka to halve
    damage from, and this is what you want.
    
    (The reason we use Field here is so Lilka has both the ability to halve
    light damage (XRF's) AND has the ability to nullify paralysis, which 
    she needs in this fight.)
    
    DO NOT INITIATE THIS CYCLE UNTIL YOU CAN GET FIELD TO HALVE LIGHT DAMAGE!
    
    
    Step 1: Equip Blue Anklet + Raftina. If Lilka doesn't have full HP, cast
    Heal or Hi-Heal. Cast Shield only when she has full HP; this is in case
    Horn Spike is used. When Lilka reaches 100 FP, proceed to Step 2.
    
    Step 2: Lilka should be at 100 FP. If she does not have full HP, DualCast
    Heal + Shield. If she does have full HP, DualCast Shield x2. If Xenon 
    misses with his attack at this point, go to Step 3, otherwise return to
    Step 1.
    
    Step 3: Only initiate this step if Lilka has 0 FP. Either defend or use
    a Mini Carrot, then return to Step 1. If you defended and Xenon missed
    with one of his attacks, repeat this step.
    
    If you cast enough Shield spells, eventually Lilka's DEF will max out and
    subsequent Shield spells will be ineffective (just like Xenon's Barrier was
    on his first turn). Also, Horn Spike should only be doing around 4.5k-4.8k
    damage. At this point, start executing the following strategy:
    
    ONLY EXECUTE THE FOLLOWING IF EITHER LILKA'S DEF STAT IS MAXED, OR IF HORN
    SPIKE IS NOT ONE-SHOTTING LILKA:
    
    Act according to the situation:
    
    - If Lilka does not have full HP, cast Heal.
    - If Lilka does not have full HP, but has less than 25 FP, defend or use
    a Mini Carrot.
    - If Lilka has less than 3,000 HP, and less than 5 FP, use a Mega Berry.
    Or equip Raftina and Talisman and use Invincible. But you shouldn't need
    to do this.
    - If Lilka has full HP, but has between 25 and 50 FP, equip Blue Anklet +
    Dan Dairam and use Mystic + Dark Ring.
    - If Lilka has full HP, but has between 50 and 100 FP, equip Blue Anklet +
    Leitia Salk. Make sure Tim is in the party (dead, of course); now Combine
    to summon Leitia Salk. Negative Zone should do around 20k to both parts.
    - If Lilka has full HP, but has 100 FP, summon Leitia Salk.
    - If Lilka does not have full HP, but has 100 FP, equip Blue Anklet + Dan
    Dairam; DualCast Heal + Saber.
    
    (If the belly is dead, replace all instances of "full HP" to "3,200 HP".
    This is the amount of HP Lilka will need to survive XRFs)
    
    Continue acting according to the situation until Xenon dies. Thanks to
    Field, you don't have to worry about being insta-killed by XRF, and 
    thanks to Shield stacking + Up Paramater boosts, you don't have to worry
    about Horn Spike killing you. And finally, thanks to Blue Anklet, you
    don't have to be worried about being paralyzed by Knockdown, should it
    hit you. In other words, you should be safe from all of Xenon's attacks
    as long as you keep your HP up. Also, once the belly dies, you don't
    have to worry about Horn Spike anymore, but he will use XRF much more
    often.
    
    Xenon may also use Life Returner when he gets low; just try to keep
    the pressure up and get as many Negative Zones out as you can.
    
    --------
    Tim Solo
    --------
    Equip him as follows:
    
    - Dist Dims
    - Dark Ring
    - Labyrinthos
    - Nisaba Wing
    - Justine
    
    Make sure Tim is at least level 99 before trying this strategy. When damaging
    Xenon, don't bother going after the belly, just go straight for Xenon.
    
    Round 1: While you COULD summon Leitea Salk here, you can't because we need to
    use System Chronos on Round 2; so that means we need to get to 100 FP now. 
    Therefore we need to normal attack here. You could also use a Mini Carrot or
    Force Charge, but why would you not want to use this opportunity to deal some
    damage to Xenon here, I mean, it is pretty much a freebie hit after all.
    A critical hit will do about ~5-6k damage here, just to let you know.
    
    Round 2: You MUST equip a Light Ring here; Tim will not survive XRF without it.
    Equip Dan Dairam, summon System Chronos to freeze Xenon for three turns.
    
    Round 3: Tim should have less than 2,400 HP left and have 0 FP. Now use
    a Full Carrot here (you should have at least 2 here) and get yourself back to
    100 FP.
    
    Round 4: Xenon's still frozen. Equip the Necronomicon and Dan Dairam and cast
    Dark Star. DO NOT SUMMON LEITEA SALK, I know it's tempting to pummel both 
    parts, but trust me, don't do it because you WILL need to freeze Xenon again
    after Round 5. As a little laugh, Xenon will end up facing sideways after
    you hit him with Dark Star, hehe.
    
    Round 5: Repeat Round 4. Do not summon Leitea Salk. Xenon will unfreeze 
    after this round.
    
    Round 6: Xenon should have taken at least 20k damage so far from the two Dark
    Stars and Tim should be faster than Xenon. Now what you do is here up to you,
    but it will also rely on what Xenon decides to do this turn. Technically,
    you don't have to freeze him again here and you can cast another Dark Star,
    HOWEVER, just be advised that if he uses XRF on this turn, you will die
    without that Light Ring equipped, and I'm 99.9% sure that a successfully 
    connecting Horn Spike will kill you as well. If you plan to attack this turn,
    equip the Full Libra or Blue Anklet and hope he uses Knockdown or his normal
    attack. It's VERY risky to attack him at this point.
    
    The safest action to take on this turn is to Hi-Combo with Dan Dairam and
    freeze him with System Chronos again. Only you do not need to equip the Light
    Ring here because Tim will be able to freeze him before Xenon can act here.
    
    Round 7: Now we need some luck with the Power Boost. Rather than using another
    Full Carrot (although you can, it's just that there are a total of FOUR of
    these in the entire game), equip the Power Boost and Zephyr. Now have Tim
    use Force Charge. If he gains 50 FP, you can use Dark Star on Xenon for the
    next two turns. If not, you're stuck with Black Gate or normal attacks for
    the next two turns.
    
    Round 8: Xenon should still be frozen. Now if Tim has only 25 FP here, switch
    to the Dark Ring and normal attack, because you need to start gaining FP and
    quick. However, if Tim received 50 FP from Force Charge, you can either try
    for another 50 FP this turn via Force Charge OR you can hit him with another
    Dark Star.
    
    Round 9: Repeat Round 8. If Tim has 41 FP, normal attack him again to get to
    57 FP, or you can try Power Boosting and Force Charging, which will get you
    up to 91 FP if 2x damage kicks in.
    
    Round 10: Xenon should be unfrozen now and Tim should be at full HP and at
    least 57 FP. You must take some risks now because you need to get Tim to 100
    FP ASAP; I HIGHLY suggest defending here because if he uses XRF or Horn Spike
    and you attack him here, it's game over - but if you defend, you can survive
    both attacks. As for your gear, I suggest equipping Full Libra rather than
    Light Ring. Paralysis WILL get you killed in this fight, trust me.
    
    If he uses XRF, chances are you'll have 100 FP afterwards. If he uses Horn
    Spike, same deal, only you might have 90-ish FP; just defend again and you
    should get 100 FP by the next round. Just remember NOT to defend if Tim's
    HP dips below 3,000 as XRF can deal that much damage when defending.
    
    Basically from this point on, have Tim defend and heal himself if he gets too
    low on HP until he gets to 100 FP, then freeze him with System Chronos. Only
    attack Xenon when he's frozen and repeat Round 8 and 9 on the second and
    third turns that he is frozen. Always try a Power Boosted Force Charge on
    the first turn that he's frozen. Remember that Tim's normal attacks WILL get
    stronger as the battle goes on thanks to Up Parameter; don't be surprised to
    see crits doing 12-13k to Xenon with Dark Ring equipped. Also remember to
    wear the Full Libra when defending/healing, wear Dark Ring when attacking;
    remember that Tim will ALWAYS be able to outspeed Xenon at this point.
    
    If Xenon is unfrozen and luck is on your side, he may use normal attacks; 
    Tim's Advanced Guard may kick in and give you more FP, or he may counter-
    attack, giving you more FP and some damage on top of that.
    
    As Xenon's HP gets low, he may start using Life Returner and XRF's; don't 
    sweat it, just continue to defend until you get to 100 FP; defend when Tim
    is above 3,000 HP for the safest results. When you freeze him again, you
    may want to equip the Dark Ring on the first frozen turn instead of Power 
    Charging just to squeeze some extra damage; eventually, it will be enough
    to topple Xenon.
    
    ----------
    Kanon Solo
    ----------
    Equip her as follows:
    
    - Quick Knife
    - Dark Ring
    - Coiste Bua
    - Shamir
    - Justine
    
    Kanon should definetly be faster than Xenon. Actually, although this could be
    quite a long fight, you shouldn't have too much trouble with him. Make sure
    she has Paralysis PS skill mastered and bring plenty of Mega Berries.
    
    Round 1: Normal attack him. Again, don't bother going for his belly as that
    will open up more opportunities for him to use XRF later on (and you don't
    want that). Pray for a critical hit here (~5k damage).
    
    Round 2: Equip Light Ring and Defend. 
    
    Round 3: Keep Light Ring equipped. Now use Gat 4 and Eagle Claw for about 7-8k
    damage. Kanon should be able to survive any attack Xenon uses this turn; just
    hope that he chooses not to use Knockdown; paralysis just might get you here.
    
    Ok, here's the gist of the situation: Basically, keep your Light Ring on for
    the whole battle and ONLY attack when Kanon has 5,000 HP or more; this way,
    she can survive everything Xenon can throw at her, and she can heal up with
    a Mega Berry before he can take his turn. You'll do much better using Bionic
    Arms in this fight; when you get to 100 FP, use Gat 4 and Eagle Claw so you
    can continue to take advantage of Restore HP and Up Parameter. You'll be 
    vulnerable to paralysis, but hopefully he won't paralyze you (this is a fight
    where a mastered Paralysis PS skill REALLY comes in handy).
    
    
    ------------
    Marivel Solo
    ------------
    Equip her...
    
    - Hob & Nob
    - Light Ring
    - Bloody Cape
    - Mad Goggles
    - Justine
    
    Sleep works on him, but it is possible for Marivel to solo Xenon without the
    use of Sleep. Make sure you bring the Shadowbolt spell (learned from
    Twin Tails in the Quartly desert).
    
    Round 1: Cast Status Lok. Now Knockdown's paralysis can't affect you.
    
    Round 2: Equip Light Ring and Justine and summon Asgard (or Lucifer if you 
    have it already). Marivel will never be able to survive XRF's without the 
    Light Ring, so that's important to have equipped here. The reason for Justine
    is so Marivel can act before Xenon this turn; when Xenon uses XRF, Marivel
    won't hit Condition Green and can continue to take advantage of Up Parameter,
    which she REALLY needs in this battle.
    
    Round 3: You can take a chance and use Shadowbolt (keep Justine equipped
    though; it's only going to do about 3k here because of it). If Xenon
    uses XRF, you should be able to BARELY survive it, if he uses Horn Spike
    and connects, you're done for, unless he misses with it. I would defend here.
    
    At this point, Marivel should be able to act before Xenon without having to
    equip Justine, so you can go ahead and switch back to Dan Dairam now. She 
    will also be able to survive Horn Spike (although BARELY) now, so here's what
    you do now (Light Ring should be equipped in all cases):
    
    - If Marivel is at full HP at the end of a round and if her FP is > 9 
    (assuming you mastered Cut FP Use, if not, then > 12), cast Shadowbolt.
    - If Marivel's at full HP at the end of a round and has 100 FP, summon 
    Asgard 2 (or Asgard if you don't have Asgard 2 yet). You can also cast 
    Shadowbolt here as well; if Xenon is normal attacking and missing, this is 
    a GOOD sign to start damaging him with Shadowbolt.
    - If Marivel has less than 5,200 HP, either defend or equip Talisman and 
    Raftina and use Invincible or use a Big Berry.
    - If Marivel has less than 3,500 HP, either equip Talisman and Raftina and
    use Invincible or use a Mega Berry.
    
    The reason why you should use Shadowbolt instead of Armageddon is because
    once the belly dies, Xenon is usually going to use XRF on every turn, and
    once in a while, he'll use Life Returner. This is a problem because Marivel
    can only take 2 XRF's before dying, even with a Light Ring equipped. He'll
    stick you in a healing loop and you'll end up wasting precious Mega Berries
    because of it.
    
    
    ----------------------------------------------------------------
    Optional Boss #7: Kobold King
    Found: Closed Mine Shaft (spinning pyramid in first room)
    HP: 85,000
    EXP: 50,000
    Gella: 75,000
    Weakness: None
    Spoils: Omega Crush (Brad's best weapon)
    ----------------------------------------------------------------
    
    Attacks:
    - Buried Alive: Heavy earth-elemental damage to all targets.
    - Critical: Heavy physical damage to one target.
    - Prepare to Attack: Charges power/halves fire & ice damage.
    - Tactless: Massive physical damage to one target; can miss.
    
    -----------
    Ashley Solo
    -----------
    Equip him:
    
    - Shootn Star
    - Power Boost
    - Nine Lives
    - Texas No.
    - Zephyr
    
    During the first few turns, attack him every turn. When Kobold King uses
    Prepare to Attack or when Ashley's HP dips under 2,500, use a Mega Berry.
    
    Tactless can be survived with a few activations of Up Parameter, or if 
    Ashley is a HIGH level (at least level 90). With that said, heal up with a 
    Mega Berry after every Tactless that successfully connects; attack him with
    either normals, Mad Lucied or Banisher after every other attack. Also, heal
    up whenever Ashley's HP drops below 6,000. It's not a hard battle in the long
    run; Ashley should always act before KK does, giving you plenty of time to
    heal before he attacks. Counterattacks will also add to the damage you deal.
    
    ---------
    Brad Solo
    ---------
    Equip him:
    
    - Giant Fist
    - Power Boost
    - Braver Vest
    - Dead Heat
    - Zephyr
    
    His strategy should go similar to Ashley's, only Brad will take a bit longer
    in killing Kobold King.
    
    During the first few turns, attack him every turn. When Kobold King uses
    Prepare to Attack or when Brad's HP dips under 2,500, use a Mega Berry.
    
    Tactless can be survived as long as Brad is above 6,000 HP. Which is lovely.
    With that said, heal up with a Mega Berry after every Tactless that connects
    and attack him with either normal attacks or ARMs after every other attack.
    Also heal up whenever Brad's HP dips below 6,000 HP. It's not a hard battle.
    
    
    ----------
    Lilka Solo
    ----------
    Equip her:
    
    - Black Queen
    - Earth Ring
    - Bridal Gown
    - Tiara
    - Dan Dairam
    
    This is probably one of Lilka's hardest solo battles. Even at level 99, KK
    still has a chance of killing Lilka in one hit with Tactless, even after
    buffing up via Up Parameter/Shield spells. Therefore, some of this battle
    will rely on luck. It's possible to kill him without being level 99, but like
    I said, it will rely on luck mostly. You're better off being level 99. Oh, and
    don't forget to bring your other two characters starting with 1 HP (have
    Marivel use Sacrifice on two characters in 2 random battles for best
    results).
    
    
    Round 1: Have Lilka cast Shield on herself. Hopefully KK will use Buried Alive
    here; this way you'll have 100 FP by next turn. If not, don't worry about it.
    
    Round 2: If Lilka has 100 FP here, use Dual Cast to cast two Shield spells on
    Lilka. If KK uses Buried Alive again, no problem; you don't need healing yet.
    
    Round 3: Repeat Round 1.
    
    Round 4: Cast Shield again. KK will use Prepare to Attack on this round, 
    and he'll start bringing the beatdown starting next turn.
    
    Now you should execute the following cycle:
    
    Step 1: If Lilka's HP is > 3,000, equip Talisman + Raftina and defend.
    If < 3,000 HP, you can either use Invincible or take a chance and try
    to heal up; just note that a Tactless just might kill you if he uses
    it. Repeat this step until Lilka has 100 FP.
    
    Step 2: Lilka has 100 FP. Equip Reflex + Raftina; DualCast Heal + any
    lv. 2 spell that does NOT include Hi-Flame or Hi-Freeze (if Lilka does 
    not have full HP) or lv. 2 spell x2 (if Lilka does happen to have full
    HP). There is now a 1/3 chance that KK will use Tactless; you just might
    get killed if you're unlucky. Also, note that Prepare to Attack lets KK 
    halve only fire & ice damage, so you're free to use any spell except
    Hi-Flame or Hi-Freeze. Return to Step 1 after KK takes his turn.
    
    
    The reason why you need to equip the Reflex and Raftina setup is because
    it gives Lilka the most DFP, which may help in surviving Tactless. All
    of KK's attacks can be countered; his normal attack can be nulled with
    Advanced Guard, too. Counterattacks will slowly whittle KK's HP down, so
    if you can keep executing the cycle above without getting killed, you'll
    eventually be able to kill him.
    
    
    --------
    Tim Solo
    --------
    Equip him:
    
    - Dist Dims
    - Earth Ring
    - Labyrinthos
    - Nisaba Wing
    - Dan Dairam
    
    This actually shouldn't be too bad of a battle; he certainly has it easier 
    than Lilka does...
    
    Round 1: Cast Plasma Tap. 
    
    Round 2: If Tim has 100 FP here, DO NOT USE SYSTEM CHRONOS YET! You don't need
    to. These first four turns are freebies, so get your damage in while you can.
    And that is what we'll do. Cast a second Plasma Tap here.
    
    Round 3: Plasma Tap.
    Round 4: Plasma Tap. KK will use Prepare to Attack on this round.
    
    IF TIM DOES NOT HAVE 100 FP BY ROUND 5, RESET.
    
    Round 5: Equip the Power Boost; NOW we need to freeze him. Use Hi-Combo to
    summon System Chronos.
    
    Round 6: Equip Zephyr and normal attack. Hope for a critical and hope for
    the Power Boost to kick in.
    
    Round 7 & 8: Repeat Round 6. KK will unfreeze after Round 8.
    
    Round 9: KK should be unfrozen and Tim should have 48 FP. Now equip the 
    Talisman and Zephyr; and DEFEND every turn until you get to 100 FP again.
    Between Tactlesses and counterattacks, Tim should reach 100 FP in about two
    turns.
    
    In short, ALWAYS defend when KK is not frozen until you reach 100 FP. You
    might be hurting once there, but once you freeze him again with System Chronos,
    just use Tim's first turn to heal with a Big Berry or something, and use
    his next two turns to normal attack. If you're at full HP when you freeze him,
    equip Power Boost + Zephyr and perform three normal attacks. Rinse and
    repeat; it should only take a few cycles of this to kill him.
    
    
    ----------
    Kanon Solo
    ----------
    Equip her...
    
    - Violator
    - Earth Ring
    - Coiste Bua
    - Shamir
    - Zephyr
    
    Hopefully, your Kanon is high enough level to survive Tactless comfortably.
    If she is, then this shouldn't be a tough fight.
    
    During the first four turns, attack him with either normal attacks or 
    Bionic Arms. Use Gats, if you'd like; it won't matter if you do or don't.
    When he uses Prepare to Attack, heal up with a Mega Berry (if needed).
    
    Equip the Power Boost and continue to attack him with whatever. You WILL need
    to heal up after either Tactless or Critical; reason you need to heal after
    Critical is because Critical can lower your HP enough for Tactless to kill
    you on the next turn (if you do not heal). So basically, you attack him 
    after his normal attack (regardless if it hits or not) or if Tactless misses.
    
    Sometimes, KK will spam either Critical or Tactless; just keep healing with
    Big/Mega Berries; Kanon WILL counter some of those attacks, and he'll slowly
    lose HP. It's possible to kill him with just counterattacks; but eventually
    he will normal attack or miss with Tactless.
    
    ------------
    Marivel Solo
    ------------
    Equip her...
    
    - Hob & Nob
    - Earth Ring
    - Bloody Cape
    - Mad Goggles
    - Dan Dairam
    
    Fighting Kobold King without Sleep or Canceller is asking for suicide, so
    don't try it please.
    
    Go ahead and try to Sleep him on the first turn; if it misses, no worries.
    Keep trying until he falls asleep; that's when you attack him with Thunderbolt
    (or summons if Marivel has 100 FP). Remember to equip the Necronomicon before
    attacking him; just remember that after you summon, Marivel will need at least
    52 FP (if she has Cut FP use, 55 if she doesn't) to cast Thunderbolt, so
    you might have to use some normal attacks or use a few Mini Carrots here and
    there. You can also try using the Power Boost instead of the Necronomicon.
    
    OR, you can try spamming Canceller on him; this will not only cancel his 
    action for that turn, it will also do about 3k damage to him. It's not much,
    but it does add up. Sleep works better though.
    
    In fact, it's very possible to keep KK in a "sleep lock" for much, if not
    the entire battle (make sure Marivel's at BEST luck, though), by constantly
    sleeping him as soon as he wakes up, then attacking him while he's asleep.
    
    
    
    ----------------------------------------------------------------
    Optional Boss #8: Bulkogidon
    Found: Fab Science Lab
    HP (Bulkogidon): 99,999, (Belly): 50,000, (Drill): 50,000
    EXP (Bulkogidon): 20,000, (Belly): 10,000, (Drill): 10,000
    Gella: (Bulkogidon): 30,000, (Belly): 15,000, (Drill): 15,000
    Weakness: All elements
    Spoils: Coin Purse x2 (if Belly and Drill are killed)
    ----------------------------------------------------------------
    
    Attacks:
    - Whole Body Attack: Massive physical damage on one target.
    - Drill Drager: Massive physical damage on one target. (Drill only)
    - Schwartz Strahl: Heavy dark-elemental damage on one target.
    - Runaway Oppression: Heavy physical damage on all targets; can paralyze.
    - Life Returner: Restores HP to Bulkogidon.
    
    Spellcasters again, will have a harder time (well, actually Lilka won't have
    too bad of a time) than the fighters; Bulko's attacks do a ton of damage and
    if you're not prepared for them, you will easily lose this fight. 
    
    
    -----------
    Ashley Solo
    -----------
    Equip him...
    
    - Shootn Star
    - Full Libra
    - Nine Lives
    - Texas No.
    - Zephyr
    
    Make sure Ashley's ARMs are all refilled with bullets. 
    
    Round 1: Use Full Clip with the ARM that has the most bullets and go for the
    belly. You want this part dead ASAP because it's the part that does Runaway
    Oppression (and you do NOT want to see this attack too many times in this
    battle). Hope that Bulko targets someone OTHER than Ashley this turn.
    
    Round 2: Here, you can either risk equipping a Dark Ring and normal
    attacking OR you can risk charging FP with Force Charge. If you deequip your
    Full Libra here, hope and pray that he doesn't use Runaway Oppression. 
    Ashley at full HP can survive all of Bulko's attacks, even Whole Body Attack.
    Target ONLY the belly if you decide to attack this turn.
    
    Now you need to be lucky with Bulko's attacks for the next few turns...
    
    If he sticks to normal attacks, Schwartz Strahl or Drill Drager, you're good.
    If he uses Runaway Oppression and he paralyzes Ashley, chances are you
    might not survive the next turn or two (unless he gets Condition Green). 
    Your task in this part of the battle is to eliminate the belly as fast as
    possible; when Ashley hits 75 FP, use Full Clip again (again with the ARM with
    the most bullets). DO NOT ACCESS RIGHT NOW! (You don't want to Access with
    the Full Libra since you're going to kill the Belly; you want to Access with
    the Power Boost.) As a matter of fact, DO NOT ACCESS UNTIL THE BELLY DIES.
    
    When the belly dies, THEN you can Access. Bulko is most likely going to spam
    Drill Drager at this point; these should do about 4k to Ashley. Equip either
    the Talisman or the Power Boost (it doesn't matter which), and Access as
    soon as you're able to. Ashley (if he's level 90+) should be able to take two
    Drill Dragers before needing to heal, so you SHOULD be able to get at least
    one attack in-between.
    
    Now you have to make a decision. If you're level 99, you might as well go
    for the main part with Gun Blaze (~20k+ damage each) and get this battle over
    with now; if you're not level 99 and want the extra EXP (and the two Coin 
    Purses, yay...), I HIGHLY suggest weakening the main part significantly 
    before going after the Drill. 
    
    With that said, if you're level 99, you could just Access with the Full Libra
    equipped and Gun Blaze the main part (healing when needed) a few times until
    he dies.
    
    
    ---------
    Brad Solo
    ---------
    Equip him...
    
    - Omega Crush
    - Full Libra
    - Braver Vest
    - Dead Heat
    - Zephyr
    
    Similar strategy to Ashley pretty much. 
    
    Now if you want to risk paralysis, you could equip a Dark Ring and normal
    attack the belly for extra damage and attempt to kill it faster. Better play
    it safe than sorry, though (especially if you don't have points in Paralysis
    PS Skill).
    
    Again, try to kill the belly as fast as possible; healing when needed, of
    course. Once the belly dies, then you can equip an elemental ring (preferably
    a Dark Ring, so Brad can halve Schwartz Strahl) and go to town with normal
    attacks. Brad can take a few Drill Dragers before needing to heal. Shouldn't
    be too bad of a fight. Make sure you try to keep health above 6,000 in case
    he sneaks a Whole Body Attack in.
    
    
    ----------
    Lilka Solo
    ----------
    Equip her...
    
    - Black Queen
    - Necronomicon
    - Bridal Gown
    - Tiara
    - Dan Dairam
    
    You may be asking, "Why no Full Libra?" Well, you see, with the setup above
    and decent enough SOR, Lilka can kill the belly with four level 2 spells. Do
    be careful here, because Whole Body Attack is instant death, especially if
    you're under level 99 (actually, Whole Body Attack might be survivable at 99,
    but you don't need to be 99 to kill this guy - in fact, I killed him solo at
    73, so, yeah....)
    
    Anyway...
    
    Round 1: Cast your favorite level 2 spell; be it Hi-Flame, Hi-Freeze, Hi-Aqua,
    Hi-Spark, Hi-Break, whatever you want. I chose Hi-Spark because it has the
    quickest animation. Anywho, aim that spell at the belly. If he uses Runaway
    Oppression here, don't worry about it, because chances are you'll hit Condition
    Green and the paralysis will be removed anyway. Hopefully, Bulko will attack
    your other party members so that Lilka can get more spells out before she
    needs to dualcast.
    
    Round 2: If Lilka was attacked first turn and has 100 FP, equip the Full
    Libra in case he uses Runaway Oppression again this turn. If Lilka does not
    have full HP, use Dual Cast with a level 2 spell and Heal. If Lilka does have
    full HP, use two level 2 spells instead. This only applies if Lilka is a high
    enough level to get 100 FP by this turn.
    
    Basically, try to nail the belly as many times as possible before she gets to
    100 FP; then you want to equip Full Libra and dual cast. Four level 2 spells
    should wipe out the belly.
    
    Again, if you want the extra experience, you want to weaken the body before
    taking out the drill. Lilka can survive Drill Dragers and Schwartz Strahl,
    but she will probably not be able to survive Whole Body Attack (unless she's
    level 99, then there's a chance). 
    
    The strategy now is to equip the Necronomicon and cast Heal every turn (because
    Bulko is most likely going to spam Drill Drager, and Lilka certainly can't 
    take two in a row without healing in-between) until she gets to 100 FP; at
    this point, use Dual Cast with a level 2 spell and Heal.
    
    When he starts spamming Life Returner, continue to attack him. Even if
    you don't have enough FP for a level 2 spell, just use a level 1 spell; they
    should still do around 10k damage to it.
    
    --------
    Tim Solo
    --------
    Equip him...
    
    - Dist Dims
    - Full Libra
    - Labyrinthos
    - Nisaba Wing
    - Dan Dairam
    
    Graviton, Submerge, Napalm Hit, Plasma Tap, Tempest, Arctic, Dark Star, Nova
    Rain, etc - cast any of those spells on the Belly every turn, UNTIL Tim gets
    to 100 FP, then perform the following:
    
    Equip any elemental ring and use Hi-Combo to freeze Bulkogidon. You definetly
    don't want to eat many of his attacks, so you need to keep him frozen for
    as long as possible. Once frozen, heal with a Mega Berry on the first turn
    that he is frozen, normal attack the Belly (if its still alive) on turn 2
    then equip the Necronomicon and use a level 1 spell (Red Beaut, Water Gun,
    Lightnin', etc.) on the final turn he's frozen.
    
    Once Bulko unfreezes (hopefully the belly is dead by this point, if not, then
    you'll need to repeat the process again) you MUST DEFEND (healing won't work)
    every turn until Tim gets to 100 FP again, then freeze him again with System
    Chronos. You can't heal every turn like Lilka can, because Whole Body Attack
    WILL KILL YOU if you are not defending.
    
    If the belly is still alive, equip the Full Libra; if the belly is
    dead already, you can equip the Talisman to help with healing.
    
    Rinse and repeat until he dies; it shouldn't take too many cycles.
    
    
    ----------
    Kanon Solo
    ----------
    Equip her...
    
    - Violator
    - Full Libra
    - Coiste Bua
    - Shamir
    - Zephyr
    
    Again, this is probably going to take a bit; Kanon doesn't exactly have any
    elemental advantages (besides using elemental rings). You may want to have
    Kanon at least level 90, so she'll have enough HP to survive two Drill Dragers
    without needing to heal (and to comfortably survive Whole Body Attack).
    
    Basically, heal up when Kanon's HP drops below 4,500 and attack him with 
    Bionic Arms when you get the chance; remember to take the belly out first.
    
    When the belly dies, it's time for Drill Drager spam, so equip the Talisman
    to help heal. Or you can equip an elemental ring and normal attack. Drill 
    Drager should do about 3,500 (give or take a bit); Whole Body Attack is 
    still possible (but rare), but, assuming he spams nothing but Drill Drager,
    you can safely attack him when Kanon has above 3,900 HP. If you're really
    fearing Whole Body Attack though, you can also use Talisman + Raftina and
    use Invincible and then attack him at full HP.
    
    If you find that you can't find a spot to attack (because he's spamming Drill
    Drager every turn and he's forcing you to heal), definetly consider using
    Invincible to heal up to full health before attacking again (this will 
    probably happen when Kanon is at 100 FP); actually, a good idea is to use
    Gats with your Bionic Arms each time you can attack, this way, you won't get
    caught with 100 FP and in the healing loop (and Restore HP can't activate
    since you're already at full force). Towards the end, he just might get you
    with Whole Body Attack when you aren't in a position to survive it; this is
    when you DEFINETLY should Invincible yourself back to full HP before attacking
    again.
    
    ------------
    Marivel Solo
    ------------
    Equip her....
    
    - Hob & Nob
    - Necronomicon or Power Boost
    - Bloody Cape
    - Mad Goggles
    - Dan Dairam
    
    Make sure Marivel knows at least one Red Power that can hit all targets (good
    examples are Thunderbolt, Absolute 0, Cremation and Armageddon).
    
    Be extremely careful with Marivel here; Whole Body Attack is definetly instant
    death. Your main source of offense will be a hit-all spell of your choice
    and Sleep. Here we go; this should be a rather easy fight, actually...
    
    
    Round 1: Cast Status Lok. If Bulko uses Whole Body Attack on Marivel, reset.
    Status Lok is just for precaution in case Sleep fails to connect and Bulko
    follows up with Runaway Oppression; Marivel will be immune to its paralysis
    effect...
    
    Round 2: If Marivel took damage last turn, heal up with a Mega Berry. 
    Otherwise, you should Sleep him here, or you can use Canceller. Or you can
    start damaging all three parts with your chosen hit-all spell; whatever you
    have that works for you. I like to use Absolute 0 and Thunderbolt. Cremation
    works. Armageddon works. Twister works. Tera Break works. Take your pick;
    Bulko is weak to every element in the game. Any spell you decide to use
    will do about 13k damage to all three of his parts. The best course of action
    is to put him to sleep; you don't want Whole Body Attack coming now as that 
    means death. If Sleep fails, hope Marivel doesn't see Whole Body Attack...
    
    Round 3: If Bulko is asleep, cast your favorite hit-all spell for a nice 13k
    damage to all three parts.
    
    Basically, the strategy is to put Bulko to sleep whenever it wakes up, keep
    healed up if you should get damaged and damage him with your hit-all spell
    when he's sleeping. If you want, instead of using the Necronomicon, you
    COULD use the Power Boost and attempt to double the damage of your hit-all
    spell; this will cause MAJOR damage to the Bulkogidon; if you're really lucky,
    you can end this fight in a few turns.
    
    Remember, when putting him to sleep, target the MAIN PART (Bulkogidon) and
    NOT the Drill or the Belly.
    
    For the record, hit-all spell with Power Boost (no 2x damage) does about 10k.
    Hit-all spell with Power Boost (2x damage kicking in) does about 20k-ish.
    Hit-all spell with Necronomicon does 13k-ish. These values will rise if
    you use Asgard when Marivel is at 100 FP and if Up Parameter kicks in; just
    keep in mind that if you decide to use Asgard, you will have to gain 5 more 
    FP in order to use your hit-all Red Powers.
    
    
    AND NOW FOR THE TWO BIG BOYS...
    
    
    ----------------------------------------------------------------
    Optional Boss #9: Ragu O Ragula
    Found: Aguel Mine Shaft
    HP: 99,999
    EXP: 0
    Gella: 0
    Weakness: None
    Spoils: Sheriff Star
    ----------------------------------------------------------------
    
    Attacks:
    - 1 Trillion Degrees: Massive fire-elemental damage to all targets.
    - Black Nova: Massive dark-elemental damage to all targets.
    - Void Effect: Cancels buffs and stat boosts from Up Parameter.
    - Smithereens: Massive physical damage to one target; can miss.
    - Impact Bomber: Massive non-elemental damage to all targets.
    
    This should be fun, no matter who you're soloing with...well, maybe for the
    exception of Marivel; she won't find it so fun, believe me.
    
    Also, remember that Ragu always uses 1 Trillion Degrees on Turn 1 and
    Black Nova on turn 2; every attack after Turn 2 is completely random; Ragu
    always uses Impact Bomber when he gets below 20,000 HP...
    
    These strategies do work 100% and have been tested by me on multiple occasions;
    please do not complain to me about the strategies or if you did something
    differently; remember, some people can't beat Ragu with all three characters,
    let alone just one.
    
    
    -----------
    Ashley Solo
    -----------
    Equip him as follows...
    
    - Shootn Star
    - Fire Ring
    - Nine Lives
    - Texas No.
    - Dan Dairam
    
    Make sure Ashley is level 99 before attempting to solo Ragu please.
    Remember, that Ragu's speed is ridiculous, so 99% of the time, he's going
    to get the first action. This battle is going to be tough; better yet, get
    to level 99 to make it slightly easier on yourself, and you're definetly going
    to need some patience here. 
    
    Also, bring about 9-10 Bullet Loads with you; if you need more, you can go to
    either Coffin of 100 Eyes and look for Gremlins or the area around Fab Science
    Lab and look for Crash Bunnies; both of these enemies will drop Bullet Loads;
    for a 100% drop, have Tim equip Chapapanga and summon him via Hi-Combo.
    
    
    Round 1: Use Full Clip with the ARM that has the most bullets; damage will
    depend on how many bullets you have in the ARM, so I really can't tell you
    how much damage it will do; my estimation is about 11-12k here; maybe more,
    maybe less. Ragu will go first and use 1 Trillion; Ashley will take about 3k
    damage.
    
    Round 2: Equip Dark Ring. Use a Bullet Load on the ARM you fired with Full
    Clip last round. Ragu uses Black Nova; again, Ashley will survive it.
    
    Round 3: Ashley should have about 2k-ish HP here, now we need to heal. I
    would equip the Talisman here, but it's up to you; if Ashley has 6,500+ HP,
    he can survive both 1 Trillion and Black Nova regardless. Anyway, use 
    Accelerator here and then use a Mega Berry. Whatever Ragu does, Ashley will
    survive it and gain at least two force levels and have about 5k HP at the
    end of the round.
    
    Round 4: Chances are you probably have 5k-ish HP, but you won't have enough
    HP to survive another 1 Trillion or Black Nova without the proper elemental
    ring; in this case, you should defend to get Ashley to 75 FP. If he uses Void
    Effect here, defend on the next turn too.
    
    Round 5: If Ragu used 1 Trillion/Black Nova/Smithereens last turn, Ashley
    should have 75 FP (more if he countered). You also might have enough HP to
    survive another attack; keep the Talisman equipped of course, and use Full
    Clip; again, use the ARM that has the most bullets in it. Damage will vary.
    
    Now if you have LESS than 25 FP and are in critical condition, you MUST EQUIP
    Raftina + Talisman and use Invincible, because there's no way you can survive
    another attack; hopefully, Ashley has at least 25 FP here so he can use 
    Accelerator and heal with a Mega Berry.
    
    The basic strategy for this fight is this: Ashley ONLY attacks with Full Clip
    (with Talisman equipped) when he has 100 FP (so you can use Accelerator on
    the next turn) AND if he has more than 6,500 HP. Depending on how much HP
    and FP you have, you can Bullet Load to reload only if Ashley has enough HP
    to survive another attack; DEFEND on all turns if FP is below 75; Restore HP
    and the Talisman will help you heal some of the damage Ragu does to you.
    But you MUST use Accelerator if Ashley's HP drops below 6,000 and heal with
    a Mega Berry; a good time to attack Ragu is after you heal and he uses Void
    Effect or Smithereens or Black Nova.
    
    You could also equip either a Fire Ring or Dark Ring to lessen the damage of
    1 Trillion/Black Nova when you're trying to get Ashley above 6,500 HP and
    you're ready to attack. If you're desperate, or if Ragu simply isn't 
    cooperating, go ahead and use Invincible + Talisman to get Ashley above 6,500
    HP (especially if you're already at 100 FP).
    
    When Ragu hits Impact Bomber mode (this happens when he has less than 20,000
    HP left), it's safe to Access. Before then, keep the Talisman equipped and
    just defend every turn until you get to 100 FP, then Access. Make sure 
    Ashley accesses when he's above 5,500 HP and has the Talisman equipped.
    
    When Ashley is in Knightblazer mode, you're probably going to be at low HP;
    hopefully, you Accessed when Ashley was above 5,500 HP because if not, Ragu
    is going to kill you if you have less than 1,900 HP (Impact Bomber will kill
    you when defending if he has less than 1,900 HP). You need to DEFEND for three
    turns to get Ashley's HP high enough to survive an Impact Bomber when you
    use a Mega Berry next action. When Ashley reaches 100 FP, use a Mega Berry.
    
    When Ashley has FULL HP and at 100 FP, now you can attack Ragu. Your best bet
    is to use Banisher here; if Ragu's HP is low enough, it should be all over 
    right here; if not, just repeat the process of Accessing and hit him again
    with another Banisher and that will definetly kill him.
    
    
    ---------
    Brad Solo
    ---------
    Equip him as follows...
    
    - Omega Crush
    - Fire Ring
    - Braver Vest
    - Dead Heat
    - Dan Dairam
    
    If your Brad is level 99, he should have around 9,300-ish HP, which is nice.
    If you plan on using ARMs, which I advise, only to lower the force bar so
    Restore HP can activate, bring some Bullet Loads with you. Also, bring
    2 Slowdown Crest Caps; we'll need to use them on the first two turns.
    
    Round 1: Ragu uses 1 Trillion; Brad will take 3k-ish damage. Use a Slowdown
    Crest Cap; if it misses, reset and try again.
    
    Round 2: Equip Dark Ring. Ragu uses Black Nova; Brad takes about 2k-3k damage.
    Again, use a Slowdown Crest Cap; if it misses, reset and try again.
    
    Brad will be at 100 FP at this point, but you can't attack right now, so now
    what I suggest you do is equip Raftina and use Invincible to get Brad to
    at least 6,800 HP. The reason for this is because Ragu's Smithereens can
    do around 6.5k damage, and you'll want to be able to survive that before
    you can attack. Once you're at 6.8k HP or above, equip Power Boost and
    use Boost with the Rail Gun. 
    
    After Ragu attacks, you need to execute a three-step cycle:
    
    1. Defend every turn (make sure Talisman is equipped) to get Brad to 100 FP.
    Once Brad has 100 FP, proceed to Step 2.
    
    2. Equip Raftina and use Invincible until Brad has 6,800 HP or more. Once
    there, proceed to Step 3. If Brad has above 6,800 HP before reaching this
    step, skip this step and go to step 3.
    
    3. Equip Power Boost. Now use Boost + Rail Gun. If the Rail Gun is out of
    ammo, use a Bullet Load here instead, or you can switch to using any of
    your other stronger ARMS (if you upped the EZ Missile or Mini Scud, for
    instance, you can use those instead). Return to Step 1.
    
    If Brad drops to below 2,800 HP, use Talisman + Raftina and use Invincible for
    one turn, then you can continue to defend and build up to 100 FP; building to
    100 FP will be A LOT faster if your Brad has FP Up mastered (and he should).
    
    When Ragu hits Impact Bomber mode, equip the Talisman and Dan Dairam and
    DEFEND on every turn until Brad reaches 100 FP. If Brad's HP drops below 2,000
    though, you will need to use Invincible for one turn, then continue defending.
    
    Here's the cycle (it's not much different than before):
    
    1. Defend every turn (make sure Talisman + Dan Dairam are equipped) and get
    Brad to 100 FP. Proceed to Step 2.
    
    2. Use Invincible until Brad has at least 4,500 HP, just to be safe. Impact
    Bomber will probably do less than 4,000 at this point thanks to Up Parameter,
    but better safe than sorry, I always say. If Brad has above 4,500 HP and has
    100 FP, you can move on to Step 3.
    
    3. When Brad has 4.5k HP and 100 FP, equip Power Boost; use Boost with the Rail
    Gun (if the Rail Gun is out of bullets, use a Bullet Load here or any of your
    other ARMs if you want).
    
    A few cycles of this will drop Ragu; you'll probably need about two more Rail
    Gun shots to finish him at this point, so it won't take long.
    
    
    ----------
    Lilka Solo
    ----------
    Equip her...
    
    - Black Queen
    - Fire Ring
    - Bridal Gown
    - Tiara
    - Dan Dairam
    
    Make sure Lilka has enough HP to survive Black Nova without the Dark Ring;
    this is VITAL for survival (your safest level is level 90 and above; if she's
    already level 99, you're good to go). Also, make sure you bring the Slowdown
    spell as well as the Viper Fang; this strategy only works if Ragu is slowed.
    You may also want to keep track of Ragu's HP with a calculator, but it's not
    necessary.
    
    
    Round 1: Cast Slowdown and hope that it connects. If it doesn't, restart the
    battle. Depending on your luck, you may need to restart several times. 
    You NEED for this Slowdown (and the next one) to hit in order for this
    particular strategy to work efficiently. Ragu's 1 Trillion, by the way,
    should do somewhere around 3k to 3.2k damage to Lilka.
    
    Round 2: Equip Dark Ring. Dual Cast Slowdown and Hi-Heal. Lilka will be able 
    to survive, but barely; Saber will do another 3k and Lilka will have full HP 
    at the end of the round.
    
    Now that Ragu is slower than Lilka, we're going to toss the Viper Fang in
    his face...
    
    Round 3: Equip Fire Ring + Stare Roe. Use the Shoot Item ability and throw
    the Viper Fang at Ragu, which will hit him for an instant 25k damage.
    
    Now in order for Lilka to survive this turn, Ragu MUST use 1 Trillion, Void
    Effect or Smithereens and MISS with it; if he uses Smithereens and connects,
    you're done for. If you're level 99, Lilka should be able to survive Black
    Nova; don't bet on it though, if she does survive it, she will gain 3 force
    levels and should have about 3k HP at the end of the round.
    
    Round 4: Equip Talisman + Raftina. Lilka won't have enough HP to survive
    1 Trillion or Black Nova if you try to defend, so go ahead and use 
    Invincible here. The Talisman will get Lilka above that 3,000 HP mark,
    meaning she can now defend against the next attack. However, if Lilka
    is still at full HP (but 0 FP), have her equip Talisman + Dan Dairam
    and DEFEND (do not use Invincible here).
    
    Continue to defend on each turn until either Lilka's HP gets below 3,000
    OR until she hits 100 FP. If the former happens, you will need to take 
    a chance and heal. When Lilka reaches 100 FP, we can safely heal and attack 
    with Dual Cast. So, equip a Fire Ring + Dan Dairam and DUAL CAST Hi-Heal and 
    Saber. Lilka should be able to survive Black Nova should Ragu use it; the 
    only thing that will kill you at this point is Smithereens if it connects.
    
    Now Lilka can enter a two-step cycle; remember if Ragu uses Smithereens and 
    connects, you're finished and you'll have to retry the fight:
    
    1. Equip Talisman. If Lilka has less than 100 FP but more than 3,000 HP,
    defend. If she has less than 100 FP and less than 3,000 HP, equip Talisman
    + Raftina and use Invincible until Lilka has at least 3,000 HP. Repeat this
    step until Lilka reaches 100 FP; when she does, proceed to step 2.
    
    2. If Lilka has full HP here, equip Fire Ring and DualCast two Saber spells
    (which will become Acacic Rewriter). If Lilka does not have full HP,
    equip Fire Ring and DualCast Hi-Heal + Saber. If you haven't successfully hit
    two Slowdowns on Ragu yet, you need to DualCast Heal or Hi-Heal + Slowdown
    instead. Remember that Lilka has a 25% chance to get killed here thanks to
    Smithereens. Return to Step 1.
    
    Continue with the above cycle until Ragu starts using Impact Bomber; once
    he does, you want to start executing the following two-step cycle:
    
    1. Cast Heal. Repeat this step if Lilka has < 100 FP; if Lilka has 100 FP, go
    to step 2.
    
    2. If Lilka has full HP here, you can Dual Cast 2 Saber spells (which becomes 
    Acacic Rewriter); if she isn't at full HP, Dual Cast Saber + Heal. Return
    to step 1.
    
    That's it. Pretty simple, huh?
    
    
    --------
    Tim Solo
    --------
    Equip him...
    
    - Dist Dims
    - Fire Ring
    - Labyrinthos
    - Nisaba Wing
    - Dan Dairam
    
    I REALLY HOPE you have that Viper Fang, because you'll definetly want to use
    it here. And make sure he's level 99 and knows the Speed Down spell (20 kills
    with Dan Dairam equipped).
    
    Round 1: Defend. Ragu uses 1 Trillion; Tim will lose only about 600 or so HP.
    
    Round 2: Equip Dark Ring. Use Hi-Combo and summon Dan Dairam for System Chronos
    to freeze Ragu. Don't worry, Tim will survive the Black Nova he's gonna eat
    this turn...
    
    Round 3: Ragu should be frozen. Equip Power Boost and use a Full Carrot (you
    should have at least two here). This step is VITAL.
    
    Now you need some luck with the Speed Down spell...
    
    Round 4: Cast Speed Down. If successful, Ragu's RES will drop by 500. This
    step is MANDATORY because when Ragu unfreezes, you'll want to Tim to act
    before Ragu does so he can freeze him again; otherwise you'll have to equip a
    ring and take chances (50% chance you'll survive past this turn if you don't
    slow him). If Speed Down misses, reset and try again.
    
    Round 5: Cast Speed Down again. Trust me, just do it. You want a reason why?
    I'll tell you. If Ragu uses Void Effect when Tim is defending to get FP (see
    the cycle below), Ragu WILL act before Tim, and you do NOT want this to 
    happen. Therefore, we need to lower his RES twice. Ragu will unfreeze after
    this round. If Speed Down misses, reset. If it works, Ragu will lose 499 more
    RES, and this will GUARANTEE that Tim will act before Ragu for the rest of
    the fight no matter what happens.
    
    Round 6: Equip Dan Dairam and summon System Chronos. If Speed Down lowered
    Ragu's speed on Round 4, Tim will act before Ragu.
    
    Round 7: Equip Power Boost and Zephyr, now use Force Charge. Pray that 2x
    damage activates and you get 50 FP instead of 25. If you get 25, don't
    worry about it. Just keep going.
    
    Round 8: Normal attack Ragu, hope you get a critical hit.
    
    Round 9: Equip Stare Roe and throw the Viper Fang; if it doesn't do 50,000
    damage here, you should definetly consider resetting and trying again until it
    does do 50,000 damage, but if it does 25,000, you can live; it'll just take
    a few more cycles to get Ragu into Impact Bomber mode, that's all. Ragu will
    unfreeze after this round.
    
    Now we must build up 100 FP; have Tim equip the Talisman and Dan Dairam and
    DEFEND; chances are you'll get to 100 FP before you take too much damage, and
    since Ragu is now much slower than you are, you'll be able to freeze him with
    System Chronos before he can potentially kill you.
    
    At this point, it becomes a simple cycle; this begins after you throw the
    Viper Fang:
    
    - Freeze Ragu with System Chronos (Hi-Combo + Dan Dairam).
    - On first frozen turn, equip Power Boost + Zephyr and use Force Charge.
    - On second frozen turn, normal attack.
    - On third frozen turn, normal attack. If Tim has under 3,000 HP though, you
    need to use either First Aid or a Mega Berry here instead.
    - Ragu unfreezes here; equip Talisman + Dan Dairam and DEFEND until Tim gets
    100 FP again (should happen in one or two turns)
    - Repeat cycle until Ragu starts using Impact Bombers.
    
    *If you killed Angolmois for the Force Unit before this battle, you could 
    substitute the Power Boost for it, however, you won't get to do double damage;
    your FP will go up faster, though. It's your choice, ultimately.
    
    When Ragu starts tossing out Impact Bombers, execute the following cycle:
    
    - Equip Talisman + Dan Dairam and DEFEND until Tim gets 100 FP.
    - When Tim has 100 FP, summon System Chronos via Hi-Combo + Dan Dairam.
    - On first frozen turn, equip Power Boost + Zephyr and NORMAL ATTACK.
    - On second frozen turn, normal attack.
    - On third frozen turn, normal attack. 
    - Ragu unfreezes; repeat cycle until Ragu dies.
    
    
    ----------
    Kanon Solo
    ----------
    Equip her...
    
    - Violator
    - Fire Ring
    - Coiste Bua
    - Shamir
    - Zephyr
    
    Bring AT LEAST 2 Slowdown Crest Caps; you will be using both of them here.
    Also, make sure she has her Eagle Claw and it would be nice if she's level 99;
    this way she can definetly survive Black Novas without a Dark Ring or
    defending.
    
    Round 1: Use Slowdown Crest Cap. If successful, Ragu's RES drops by 500. If
    it misses, reset and try again.
    
    Round 2: Equip Dark Ring. Now use Gat 4 + Eagle Claw, which should hit for
    a decent 9k damage or so.
    
    Round 3: Now you need to heal; equip Talisman + Raftina
    
    Once Kanon gets to 3,500+ HP, equip Dan Dairam and start defending to build
    up FP. Hope for Smithereens; Kanon will probably counter and gain even more
    FP and perhaps a Force level (and more HP on top of that). Get to 100 FP.
    
    Once Kanon has 100 FP, we must once again use Invincible + Talisman; get her
    to FULL HP. Once there, equip Fire Ring + Zephyr and use Gat 4 + Eagle Claw.
    If Ragu uses Void Effect on the turn you use Gat 4 + Eagle Claw, you can
    (and should) use Force Charge on the turn after to build FP up early; if
    you're lucky and Ragu uses Black Nova, chances are you'll hit 100 FP again
    at the end of the turn (with the help of FP Up + 25 FP from Force Charge), and
    therefore you can skip to the third step of the cycle below.
    
    Basically, you're following Lilka's strategy for the most part; execute this
    cycle starting from the third round:
    
    - Equip Talisman + Raftina; use Invincible until Kanon has at least 3,500 HP.
    - Equip Talisman + Dan Dairam and defend until Kanon has 100 FP.
    - Equip Talisman + Raftina again, use Invincible until Kanon has FULL HP.
    - Equip Fire Ring + Zephyr, use Gat 4 + Eagle Claw.
    - Repeat cycle until Ragu uses Impact Bomber...
    
    The reason you want Kanon with a Fire Ring when you Gat 4 + Eagle Claw him is
    because 1 Trillion Degrees has a chance of one-shotting Kanon even at full HP
    at level 99 (without the Fire Ring). She can definetly survive Black Novas
    though, so you don't have to worry about that.
    
    Instead of using Gat 4 + Eagle Claw for one turn, you can also substitute this
    for equipping Stare Roe and throwing the Viper Fang instead. Do NOT equip
    the Power Boost though, in case Ragu uses 1 Trillion Degrees. This will make
    the battle go by a bit faster. If Ragu uses Void Effect or misses with
    Smithereens before you throw the Viper Fang, you can THEN Gat 4 + Eagle Claw
    him on the turn after and continue the cycle from there...
    
    Once Ragu enters Impact Bomber mode, execute this cycle:
    
    - Equip Talisman + Raftina; use Invincible to get Kanon to at least 3,800 HP.
    - Equip Talisman + Dan Dairam and defend to build up to 100 FP.
    - Equip Talisman + Raftina; use Invincible to get Kanon to at least 4,800 HP;
    this is so that she can survive Impact Bomber when you attack Ragu with Gat 4
    and Eagle Claw.
    - When Kanon has 4,800+ HP, equip Power Boost + Zephyr and use Gat 4 + Eagle
    Claw.
    - Repeat cycle until Ragu dies.
    
    
    ------------
    Marivel Solo
    ------------
    Equip her...
    
    - Hob & Nob
    - Fire Ring
    - Bloody Cape
    - Mad Goggles
    - Dan Dairam
    
    Marivel is going to have the roughest time with Ragu compared to the other
    five characters; you must take some risks, and if you're unlucky, you're dead
    meat. You should follow this strategy EXACTLY, or else you won't make it with
    a solo Marivel. Chances are you will get killed and you'll be forced to 
    restart. A lot.
    
    - Sleep is going to be your saving grace here, so USE IT. It isn't worth 
    taking him on without using Sleep with only Marivel. Oh, make sure she's level
    99 and knows Megaton and Aport. Make sure the Crimson Noble is at BEST luck
    while you're at it. You need to get Ragu into Impact Bomber mode AS FAST AS
    POSSIBLE, because Marivel is prone to dying really easily here. You might need
    some resets here if things don't go your way; she cannot survive Black Nova
    without a Dark Ring, so be warned - this strategy relies on luck, both on
    your part and Ragu's. I'm 99% certain that Ragu is IMPOSSIBLE to solo with
    Marivel without using Sleep if only because of her low HP, because she can't
    survive either of his elemental attacks without the correct ring or without
    defending...
    
    Save your game at the save point a few rooms back, and good luck - you'll need
    it...
    
    Round 1: Cast Sleep and hope it works. If it doesn't, reset and try again.
    
    Round 2: Ragu should be asleep. Now equip Power Boost and Stare Roe; throw
    the Viper Fang; double damage from the Power Boost MUST kick in, if it does
    not, reset your game and try again. You NEED this 50,000 damage now; 29,999
    more damage, and Marivel is home free. The hard part is getting there...
    
    Round 3: If Ragu wakes up here, equip the Dark Ring and summon Asgard 2. 
    Ragu should use Black Nova; you should survive barely (Marivel will be in
    critical afterwards). If Ragu is still asleep though, equip Necronomicon + Dan
    Dairam and summon Asgard 2 (~9k-ish damage).
    
    Round 4: If Marivel is in critical, you must equip Talisman + Raftina and
    use Invincible every turn until Marivel has 4,000 HP. If Ragu is still asleep
    though, equip Power Boost + Zephyr and use Force Charge. If he wakes up here,
    but Marivel is not in critical, start using Talisman + Invincible and get her
    to full HP. 
    
    Now you must alternate between two cycles; I will list both below, so act
    according to the situation:
    
    Cycle A (execute this cycle if Ragu is awake): 
    1. If Marivel has 0 FP, equip Talisman and DEFEND for one turn for some FP.
    If she has some FP already, skip to step 2.
    2. Equip Talisman + Raftina; use Invincible until Marivel has full HP again.
    3. When she has full HP and at least 8 FP, we must take a deadly risk. Equip
    a Fire Ring and Dan Dairam; cast Sleep on him. Now if Ragu uses Black Nova, 
    or a Smithereens that connects, you're done for. If he uses 1 Trillion, or
    uses Void Effect or Smithereens and MISSES, you're good; hopefully, he'll use
    one of the latter and fall asleep; chances are you'll get killed here though.
    If he falls asleep, jump down to step 1 of Cycle B below; if Sleep
    fails, return to step 2 of this cycle OR if Sleep failed, but Ragu used
    Void Effect, cast Sleep on the next turn. If you were killed here, either 
    reset or use a Gimel Coin.
    
    Cycle B (ONLY execute this cycle if Ragu is asleep!):
    1. Equip Talisman + Dan Dairam; cast Megaton if FP > 51 (assuming you maxed out
    Cut FP Use) or > 54 (if you didn't get Cut FP Use); cast Aport if FP > 8 (with
    Cut FP Use) or > 11 (if no Cut FP Use). If Marivel is at full HP, equip 
    Necronomicon or Power Boost instead. If Marivel has 100 FP, you should 
    consider summoning Lucifer once, and then continuing with Aport if Ragu is
    still asleep (don't use Asgard 2 because then you'll have no FP to Sleep him
    with if he wakes up and then you'll have to start from step 1 of Cycle A).
    2. Repeat Step 1 of this cycle if Ragu is still asleep, otherwise jump to step
    2 of Cycle A above if Marivel is not at full HP. If she IS at full HP when
    he wakes up, jump to step 3 of Cycle A above.
    
    Continue alternating between Cycle A and Cycle B until Ragu gets into Impact
    Bomber mode. If Ragu ends up killing you a few times, please do not give up;
    he is possible to solo with Marivel, it just takes a lot of luck and some
    patience on your end. I will admit now that I myself have had trouble beating
    him solo with Marivel, but I am 150% sure that Ragu IS possible to solo. Once
    he enters Impact Bomber mode, things get much easier, believe me.
    
    When Ragu enters Impact Bomber mode, execute the following cycle:
    
    1. Equip Talisman + Raftina; use Invincible until Marivel has at least 4,800 HP.
    2. When Marivel has 4,800+ HP, equip Necronomicon + Dan Dairam. If FP is > 51
    (with Cut FP Use mastered) or > 54 (without Cut FP Use mastered), cast Megaton.
    If FP is > 8 (with Cut FP use mastered) or > 11 (without Cut FP use), cast
    Aport. If FP > 74, but < 100, summon Lucifer. If you're certain that Marivel
    will be in critical after Impact Bomber, consider casting Erg Phasor (only
    if FP is > 86 or 89 (with and without Cut FP Use, respectively).
    3. Repeat cycle until Ragu finally dies.
    
    
    AND LAST, BUT CERTAINLY NOT LEAST...
    
    ----------------------------------------------------------------
    Optional Boss #10: Angolmois
    Found: Golgotha Prison (outside area)
    HP: 99,999
    EXP: 0
    Gella: 0
    Weakness: None
    Spoils: Force Unit
    ----------------------------------------------------------------
    
    Attacks:
    - Great Disaster: Heavy fire-elemental damage to all targets; can confuse.
    - The 7th Moon: Massive non-elemental damage to all targets.
    - Aura Bomber: Heavy non-elemental damage to all targets.
    - Smithereens: Massive physical damage to one target.
    - Void Effect: Cancels buffs and stat boosts from Up Parameter.
    - Regeneration: Heals 15,000 HP to Angolmois.
    
    Make sure you saved either in nearby Halmetz or Sylvaland Castle before
    attempting this battle, please. Angol, as a whole, is easier than Ragu, but
    he is a lot trickier to solo in general.
    
    -----------
    Ashley Solo
    -----------
    Equip him...
    
    - Shootn Star
    - Sheriff Star (or Fire Ring, if you didn't kill Ragu yet)
    - Nine Lives
    - Texas No.
    - Dan Dairam
    
    Make sure you bring a Crest Cap binded with the Slowdown spell and that 
    Ashley is level 99 (although Angol can certainly be beaten without being
    level 99; level 99 means you'll be better off, though). These strategies
    assume that you're level 99. Also, unless you have maxed out Confusion PS
    skill, bring the Sheriff's Star.
    
    Although, you CAN use Access, it's typically not worth it because if you hit
    100 FP, you can't spend it besides using Last Burst, which is dangerous to
    use anyway. Therefore, this strategy will rely on Full Clip (we need to find
    some way to keep up with Regeneration); as a result, you'll need to bring
    20-25 Bullet Loads. If you don't like the strategy, please feel free to 
    try something else, but I do know that this strategy works 100% of the time,
    as long as you follow the cycle.
    
    If you are running low on Bullet Loads, I suggest you go get some from the
    either of the following places.
    
    - Coffin of 100 Eyes and look for Gremlins 
    - Area around Fab Science Lab and look for Crash Bunnies
    
    Both of these enemies will drop Bullet Loads; for a 100% drop, bring Tim,
    equip him with Chapapanga and use Hi-Combo to kill them.
    
    
    Round 1: Use your Slowdown Crest Cap; if it misses, reset and try again. If it
    hits, Angol loses 250 RES here. Ashley will take about 1,000 damage from
    Great Disaster, which he'll probably get right back thanks to Restore HP.
    
    Round 2: Ashley should be at full HP and FP. Equip Power Boost + Zephyr,
    use Full Clip with the ARM with the highest amount of bullets, whatever that
    may be. Angol uses 7th Moon; Ashley will survive with about 2k HP to spare...
    
    Round 3: Equip Talisman and use a Mega Berry. Thanks to Slowdown, Ashley will
    act before Angol so you have nothing to worry about. Worst thing that will
    happen is that he uses 7th Moon again, forcing you to heal next turn. He
    tends to use Aura Bomber here though, which won't be as bad.
    
    Round 4: You should have > 75 FP here, so if you have another ARM with a ton
    of bullets in it, you can use Full Clip and attack here OR if you only have
    one good ARM with a ton of bullets and you used Full Clip with it on Turn 2,
    use a Bullet Load here. If you Full Clip here, equip Power Boost; if you use
    Bullet Load here or need to use a Mega Berry this turn, equip Sheriff's Star
    or a Clear Chime.
    
    Round 5: If Angol damaged you last turn, use a Mega Berry to recover to full
    HP. If he used Void Effect or Regeneration last turn, use a Bullet Load on 
    one of your ARMs instead. Equip Sheriff's Star in case he uses Great Disaster
    here, though (especially if you don't have Confusion PS maxed out).
    
    Now we settle into a cycle (starting from turn 5):
    
    1. Ashley will be at full HP only if Angol used Void Effect or Regeneration,
    slightly hurt if he used Aura Bomber or Great Disaster, and he'll be hurt
    quite a bit if Angol used 7th Moon. Equip Sheriff's Star and act according to
    the situation: If Ashley is at 6,000 or more HP at this point, either equip
    Zephyr and Force Charge or use a Mini Carrot. If Ashley has less than 6,000
    HP, use a Mega Berry. If Ashley has > 75 FP, and has at least 6,000 HP, 
    proceed to step 3.
    
    2. If Angol used 7th Moon last turn, repeat step 1. If he used Regeneration
    or Void Effect though and has less than 75 FP, equip Zephyr and use Force
    Charge OR you can risk equipping Power Boost and normal attacking OR use
    an ARM that you don't plan on using Full Clip with OR if the ARM you ARE using
    Full Clip with is out of bullets, you can use a Bullet Load here. Anyway,
    If Ashley has > 75 FP AND more than 6,000 HP, proceed to step 3.
    
    3. Equip Power Boost + Zephyr. Use Full Clip with the ARM that has the
    most bullets; if those ARMs are out of ammo, use a Bullet Load here instead.
    
    Now when you get Angol low enough in HP, chances are he will use 7th Moon every
    turn, preventing you from attacking him, since you'll be stuck in a healing
    loop; what I suggest you do at this point is equip Talisman + Raftina and
    Invincible your way to 6,000 HP, then equip Power Boost + Zephyr, THEN
    attack him with Full Clip. If bullets are out, use a Bullet Load instead of
    attacking.
    
    Even if you see the occasional Great Disaster, Aura Bomber, Smithereens or
    something, don't let up on the Invincibles, because chances are he'll go 
    right back to spamming 7th Moon and catch you if you decide to attack him
    then. A few more Full Clips will drop him.
    
    
    ---------
    Brad Solo
    ---------
    Equip him...
    
    - Omega Crush
    - Talisman
    - Braver Vest
    - Dead Heat
    - Zephyr
    
    Again, bring some Bullet Loads (you probably won't need as many as Ashley);
    about 10-15 should do just fine. Also, you should definetly consider maxing
    out Confusion PS skill, if only to lower your chances of being confused by
    Great Disaster. Also, bring 1 Crest Cap binded with a Slowdown spell.
    
    Round 1: Use your Crest Cap binded with Slowdown on Angolmois; if it misses,
    reset; if it hits, Angol loses 250 RES. Brad will return to full HP at the
    end of the turn thanks to Restore HP + Talisman.
    
    Round 2: Equip Power Boost. Use Boost with the Rail Gun (~10k damage). Angol
    will use 7th Moon; Brad should have around 4,800 HP at the end of this turn.
    
    Round 3: Equip Talisman and use a Mega Berry.
    
    Round 4: Equip Full Libra/Sheriff's Star/Clear Chime. Brad will probably
    have less than 50 FP here, so what you can do is either normal attack him OR
    you can use Lock On with an ARM of your choice. If you decide to normal attack,
    don't equip Sheriff's Star because then your normal attack will only do half
    damage as equipping Sheriff's Star is like equipping all of the elemental
    rings at the same time.
    
    
    Now we go through a cycle (starting from Turn 4):
    
    1. If Angol used 7th Moon at the end of the round; Brad should have less than
    5k HP (not enough to survive 7th Moon) so you need to Mega Berry if this is
    the case. If Angol used Smithereens/Great Disaster/Aura Bomber and Brad has
    above 6,000 HP, you're safe to attack him again (normal attack or an ARM).
    If Angol did not damage you at all (Regeneration or Void Effect or a normal
    attack), equip Zephyr and use Power Charge to build up FP or you can attack
    him again OR you can use a Bullet Load here if your Rail Gun is out of 
    bullets. When you get close to 100 FP, equip Power Boost before attacking; if
    Angol uses Great Disaster and confuses Brad, condition green will remove it
    instantly.
    
    2. Repeat step 1 until Brad has 100 FP AND is above 6,000 HP, otherwise
    proceed to step 3.
    
    3. Brad should have 100 FP and above 6,000 HP if you're at this step. Equip
    Power Boost and use Boost with the Rail Gun. If the Rail Gun is out of bullets
    though, you can Bullet Load here instead.
    
    4. If Brad has 0 FP after Angol takes his turn, attack him to gain some FP,
    then restart the cycle at step 1.
    
    This will take some time thanks to Angol's annoying Regeneration spell, so
    just keep at it and try to get in as many attacks as you can.
    
    Now when you get Angol low enough in HP, chances are he will use 7th Moon every
    turn, preventing you from attacking him, since you'll be stuck in a healing
    loop; what I suggest you do at this point is equip Talisman + Raftina and
    Invincible your way to 6,000 HP, then equip Power Boost + Zephyr, THEN
    attack him with either a normal attack or an ARM OR if Brad has 100 FP,
    Boost + Rail Gun. If Rail Gun is out of bullets, use a Bullet Load.
    
    Even if you see the occasional Great Disaster, Aura Bomber, Smithereens or
    something, don't let up on the Invincibles, because chances are he'll go 
    right back to spamming 7th Moon and catch you if you decide to attack him
    then. A few more boosted shots from the Rail Gun will finish him.
    
    
    ----------
    Lilka Solo
    ----------
    Equip her...
    
    - Black Queen
    - Sheriff's Star (or Fire Ring)
    - Bridal Gown
    - Tiara
    - Dan Dairam
    
    Make sure Lilka is at LEAST level 95, and has Slowdown, Irresist and Saber
    learned. Lilka can survive 7th Moons barely, so you shouldn't have a hard
    time with this guy...
    
    Round 1: Cast Slowdown. If it misses, reset and try again. If it hits, Angol
    loses 250 RES. 
    
    Round 2: Dual Cast two IRRESIST spells; hope that at least one of them hits.
    If they both miss, reset. Irresist will drop Angol's MGR by 250, which will
    help with Lilka's damage throughout the battle. Lilka will barely be able to
    survive the 7th Moon this turn.
    
    
    Now here comes a RIDICULOUSLY SIMPLE cycle (what, already? Yeah, already.):
    
    1. Cast Heal. If Lilka doesn't reach 100 FP at the end of this turn, repeat
    this step, otherwise, go to step 2. If Lilka has full HP and < 40 FP,
    equip Power Boost and normal attack OR cast a level 1 spell; if > 40 FP,
    cast Saber. Equip Sheriff's Star in all other situations. Level 1 spells will
    do half damage, but with enough Up Parameter triggers + 2x damage kicking in
    from Power Boost, they will still do a respectable amount of damage.
    
    2. Lilka should be at 100 FP. Equip Power Boost, now use Dual Cast to cast
    Heal and Saber. If she has 0 FP at the end of this round (Angol uses Void
    Effect, Regeneration or misses with Smithereens), proceed to step 3. If Lilka
    takes damage here, proceed back to step 1.
    
    3. If Lilka has 0 FP, equip Sheriff's Star + Zephyr and use Force Charge,
    then proceed back to step 1.
    
    Repeat as necessary until Angol dies. It will probably take a while to kill
    him if only because of his annoying Regeneration spell, but you'll get him
    eventually.
    
    
    --------
    Tim Solo
    --------
    Equip him...
    
    - Dist Dims
    - Sheriff's Star (or Fire Ring)
    - Labyrinthos
    - Nisaba Wing
    - Dan Dairam
    
    Make sure Tim is level 99 and knows Bold Lance and Speed Down. Note that Tim
    will never be able to take 7th Moon unguarded, so therefore we must rely on
    System Chronos.
    
    Round 1: Cast Speed Down. If it doesn't hit, reset. If it hits, Angol loses
    250 RES here. This Speed Down MUST HIT because you need to freeze Angol
    before he pulls off his second turn 7th Moon, which Tim will NOT survive
    unguarded.
    
    Round 2: Use Hi-Combo with Dan Dairam to summon System Chronos. Don't worry
    about his 7th Moon because Tim will freeze him before he can even cast it.
    
    Round 3: Angol should be frozen. You should have at least one Full Carrot
    left; use it here.
    
    Round 4: Equip Power Boost and cast Bold Lance on him.
    
    Round 5. Bold Lance him. Angol will unfreeze after this turn.
    
    Round 6: Summon System Chronos again to freeze Angol again.
    
    Round 7: Equip Power Boost + Zephyr and NORMAL ATTACK.
    
    Round 8: Repeat Round 7.
    
    Round 9: Repeat Round 7. Angol will unfreeze after this turn.
    
    Now at this point, Tim should be at full HP and 48 FP. Now equip Sheriff's
    Star (or Full Libra) + Dan Dairam and have him DEFEND to gain FP. Repeat until
    Tim reaches 100 FP. 
    
    Time to execute a cycle:
    
    - Equip Dan Dairam; freeze Angol with System Chronos.
    - Equip Power Boost + Zephyr; normal attack Angol. If Tim has less than 2,400
    HP here, use a Mega Berry instead.
    - Normal attack.
    - Normal attack. Angol will unfreeze after this turn.
    - Equip Sheriff's Star or Full Libra + Dan Dairam and Defend to gain FP.
    Repeat until he gets 100 FP; do NOT attempt to use Mini Carrots because if
    Angol uses 7th Moon, you're dead meat. Play it safe and just defend.
    - Repeat cycle.
    
    The strategy works 100% perfectly, it's just that eventually Tim will have
    such high MGR that Aura Bomber/Great Disaster will do next to no damage
    when Tim defends (lol...), resulting in getting very little FP. And on top
    of that, there's always a chance he'll use Regeneration, undoing most, if not
    all of your hard work. But just keep at it; with this strategy, there is no
    way that you can lose this battle, it will just probably take a while to win.
    
    
    ----------
    Kanon Solo
    ----------
    Equip her...
    
    - Violator
    - Power Boost
    - Coiste Bua
    - Shamir
    - Zephyr
    
    Kanon already starts out faster than Angol so there's no need to bring a
    Slowdown Crest cap to this battle. You may also want to max out Confusion PS
    skill too, definetly. This will be a rather long and annoying fight thanks
    to Regeneration. 
    
    Round 1: Use Gat 3 + Phalanx (to lower FP). 
    
    Round 2: Equip Talisman + Dan Dairam; use a Mega Berry. Hopefully, 7th Moon
    will send Kanon into critical and she'll be at 100 FP at the end of the turn.
    
    Round 3: If Kanon's HP is > 3,500, equip Power Boost + Zephyr and use Gat 4
    + Eagle Claw. Pray that 2x damage activates; this is a battle where you
    REALLY need the Power Boost to double your damage as many times as possible.
    
    Round 4: Kanon should be hurting right about now; equip Talisman and use
    a Mega Berry.
    
    Now keep using Mega Berries as Kanon's FP builds; once she has at least 6,000
    HP, she can safely attack (as long as Angol doesn't use Void Effect); I 
    would strongly advise using the Power Boost on every turn that you decide to
    attack for the chance of doing double damage.
    
    A GREAT opening to attack is when Kanon has 6,000+ HP and Angol either uses
    a normal attack or uses Great Disaster (with Sheriff's Star equipped); as
    said before, you need to try and get in as many attacks as you can to keep
    ahead of Regeneration; in some ways, it's worse than 7th Moon in this fight.
    
    In fact, if you didn't throw the Viper Fang at Ragu; you should DEFINETLY
    consider throwing it here (make sure Power Boost is equipped before doing so),
    if lucky, that will give you an instant 50,000 damage, which you desperately
    need. I wish I could give you a cycle like I did with the others, but you
    really have to attack him as often as you can because if you go on the 
    defensive for too long, he WILL eventually cast Regeneration (sometimes twice
    in a few turns), undoing your hard work. This is really all the help I can
    give you; he's frustrating to solo with Kanon, indeed - I've spent about 
    45 minutes fighting him at one point. 
    
    Just remember the key points to this battle:
    
    - NEVER attack when your HP is below 6,000 (max HP if Void Effect was used on
    you).
    - ALWAYS attack with Power Boost + Zephyr equipped for a chance of doing 2x
    damage.
    - Defend to build FP; you can either equip the Sheriff's Star to halve Great
    Disaster or equip the Talisman for some extra HP at the end of the round.
    - Have patience. This battle will NOT end quickly.
    
    If he gets to the point where he's using 7th Moon on every turn, equip 
    Talisman + Raftina and Invincible your way to 6,000 HP (make sure you defend
    to gain FP, too), then when you're ready to attack, equip Power Boost + 
    Zephyr and unleash Gat 4 + Eagle Claw. Good luck, you'll need it.
    
    
    ------------
    Marivel Solo
    ------------
    
    Equip her...
    
    - Hob & Nob
    - Sheriff Star
    - Bloody Cape
    - Mad Goggles
    - Dan Dairam
    
    NOTE: In order for the following strategy to work, you MUST have played a
    low level Ashley game up to the point where Marivel joins (if you can get
    her to join at 16 or 17, perfect). Then you must level her to 99. At 99,
    she just tops 6,000 HP, so she will be able to survive 7th Moons. I repeat,
    this strategy DOES NOT WORK unless you've played a low level Ashley game.
    
    Before entering battle, cast Sacrifice on your other two characters to
    bring them to 1 HP and make sure Marivel enters the fight at BEST Luck.
    Also, make sure you bring a Protect crest cap...
    
    
    This fight is going to be long, and will require some luck on Angol's
    part. You may need to reset a few times until the RNG works in your favor.
    I actually don't know of any other strategies that work for this fight,
    so this one is the best one until someone can manage to come up with
    something different.
    
    Round 1: Use your Protect crest cap on Marivel for a 50 MGR boost. 
    Great Disaster should hit Marivel for almost 1k, but Restore HP
    will kick in and take care of most of that damage, leaving Marivel
    just shy of full HP. In fact, if Great Disaster hit the lower end of
    its damage scale, Marivel just may be at full HP at the end of the
    round.
    
    Round 2: Equip Sheriff Star + Dan Dairam. Summon Asgard 2. Marivel
    should barely be able to survive the 7th Moon that she will eat this
    turn. The damage Asgard 2 does here doesn't matter because Angol
    will heal it with Regeneration soon enough; the reason you want to
    summon Asgard 2 is to lower Marivel's FP to 0.
    
    
    At this point, you need to execute the following three-step cycle:
    
    1. If Marivel has less than full HP, equip Talisman + Raftina and use
    Invincible. Repeat this step until Marivel has FULL HP; once she does,
    proceed to Step 2.
    
    2. Equip Sheriff Star + Aru Sulato. Now use Power Charge. If Angol uses
    Void Effect, his normal attack, Regeneration or misses with Smithereens, 
    repeat this step. If he connects with Smithereens, uses Great Disaster,
    Aura Bomber or 7th Moon, return to Step 1. KEEP TRACK OF YOUR
    POWER CHARGES! The magic number you're looking for is 27; once you've
    used Power Charge 27 times, then you can proceed to Step 3.
    
    3. DO NOT EXECUTE THIS STEP UNTIL YOU HAVE USED POWER CHARGE 27 TIMES!!
    Equip Sheriff Star + Aru Sulato and normal attack. Angol should die.
    
    
    Sounds incredibly simple, right? Well, actually, it isn't...
    
    
    This strategy is not as simple as it sounds because of a few factors.
    One, when you Power Charge, there is a 1/6 chance that Angol will use
    Void Effect. While this is a good thing, the bad thing about this is
    that your boosts from Up Parameter will be dispelled, as well as your
    Protect effect. Two, your MGR will be lowered when you equip Aru
    Sulato to Power Charge, and if Angol uses 7th Moon, he just might kill
    you (I've seen it hit for EXACTLY Marivel's max HP plenty of times, so
    it can happen); you will just have to get lucky and hope he either does
    not use 7th Moon when you Power Charge, or he uses one of his other
    attacks. 7th Moon is a 1/6 chance, so hope for the best. Third, Angol
    will act before you do, so even if you manage to get 27 Power Charges,
    if he Void Effects you on the turn you used your 27th Power Charge,
    then uses 7th Moon on the turn you try to attack him on, he just might
    kill you if you're unlucky and 7th Moon hits the higher end of its
    damage scale.
    
    Typically, you'll be able to get 1-2 Power Charges off for every 2-10
    turns you will have to spend using Talisman + Invincible. With the 
    Protect spell in place (assuming Angol didn't use Void Effect on you
    while you were Power Charging) and five triggers of Up Parameter, 7th
    Moon should be dealing 5.7k - 5.8k damage which is the reason why
    Marivel needs full HP before Power Charging.
    
    In general, for every 1-2 Power Charges on average (if you're really
    lucky, you can get 3), Marivel will need to spend the following amount
    of turns using Talisman + Invincible to get back to full health:
    
    After Great Disaster: 2 turns.
    After Aura Bomber: 6 turns.
    After Smithereens: 7-8 turns.
    After 7th Moon: 9-10 turns.
    
    As said before, you may need to retry this fight several times until
    the RNG is in your favor. This fight will take quite a while, but
    don't give up. You can defeat him solo with Marivel with this 
    strategy. Now technically, this strategy will work for ALL optional
    bosses; the reason why you need to use this strategy in this particular
    case is because there is no other safer strategy when soloing Angolmois
    like the other characters have; Marivel simply doesn't have any good
    ways to deal with Regeneration.
    
    
    
    
    ==================
    7) Credits  [cred]
    ==================
    - Thanks to SCEA, Contrail & Media Vision for this wonderful gem of a 
    game!
    
    - Thanks to GameFAQs.com for without them, this guide wouldn't have a home!
    
    - Thanks to the creators of several topics over at the WA2 boards for finally
    inspiring me to make this FAQ.
    
    - Thanks to YOU for using my guide!
    
    =======================
    8) E-Mail Info  [email]
    =======================
    - This guide is copyright Mike Slayton (Otabo) 2013. 
    - If there are any questions, concerns, comments, flames, etc, please do
    not hesitate to send them to beastly23@gmail.com or lilbeastomega@yahoo.com.
    - If there is anything you feel that should be added to this guide, e-mail
    me and I may consider it.
    
    
    THE END