hide results

    Boss FAQ by Marty81

    Version: 2.01 | Updated: 07/31/06 | Printable Version | Search This Guide

    This FAQ includes ctrl+f support - simply look up in the Table of Contents the 
    section that you're interested in, and search for the section number (inside 
    the brackets), with the brackets included. For example, if you're interested in 
    Norton's stats, you'd search for "[4]" (without the quotes).
    
    Table of Contents:
    
    [In] Introduction, Abbreviations, and Terminology 
    [G] General Strategies and Suggestions
    [I] Main Game Boss Fights / Forced Battles
      [1] - Battle Simulator 
      [2] - Incapacitator Sequence 
      [3] - Norton's Henchmen
      [4] - Norton
      [5] - Inquisitor and (2x) Airyglyph Soldier
      [6] - Giant Crab
      [7] - Earth Smasher
      [8] - (3x) Black Brigade Soldier
      [9] - (3x) Black Brigade Soldier
      [10] - Shelby Sequence at the Arena
      [11] - Grapebind
      [12] - Moonshadow Sequence
      [13] - Mudman
      [14] - (2x) Legion Dragon
      [15] - (2x) Brass Dragon
      [16] - Bequerel Mine in-the-dark Sequence
      [17] - (2x) Brass Dragon
      [18] - Cockatrice
      [19] - Demetrio Sequence
      [20] - Albel 1 and (2x) Black Brigade Soldier
      [21] - Vox
      [22] - Flying Knight
      [23] - Crystal Statue
      [24] - (another) Crystal Statue
      [25] - Crystal Cerberus
      [26] - (4x) Vendeeni Soldier
      [27] - Schweimer and (2x) Legion Dragon
      [28] - Blue Dragon Zombie
      [29] - Robin Wind
      [30] - Crosell sequence
      [31] - (2x) Vendeeni Soldier
      [32] - Biwig
      [33] - Proclaimer
      [34] - (6x) Arkives Security Service
      [35] - Security Force and Azazer Sequence
      [36] - Belzeber and Berial
      [37] - Proclaimer / Enforcer / Convictor sequence
      [38] - Lesser Eye
      [39] - Dark Armor
      [40] - Crystal Statue
      [41] - Dark Eye
      [42] - Chimera
      [43] - Stone Golem
      [44] - Battlecopter
      [45] - Pseudo Blair
      [46] - Ruktogias
      [47] - (2x) Death Monster
      [48] - (3x) Chimera Hawk
      [49] - Luther sequence
    [II] Boss Fights / Forced Battles - Maze of Tribulations
      [M.1] - Render
      [M.2] - Succubus
      [M.3] - Basilisk King
      [M.4] - 9 Sets of Aqua Wisps
      [M.5] - Earth Dragon
      [M.6] - Springer
      [M.7] - Alei
      [M.8] - Mighty Vox
      [M.9] - Sootie
      [M.10] - Floor 8 Minibosses
      [M.11] - Gabriel Celesta
    [III] Boss Fights / Forced Battles - Sphere 211 (Floors 101 - 211)
      [S.1] - Norton Redux (floor 101)
      [S.2] - Enraged Crosell (floor 115)
      [S.3] - Shadow Dragon (floor 126)
      [S.4] - Vengeful Shelby (floor 137)
      [S.5] - Frenzied Biwig (floor 147)
      [S.6] - Green Thing (floor 159)
      [S.7] - Arch Demon (floor 170)
      [S.8] - Angry Azazer and Raging Belzeber (floor 181)
      [S.9] - Furious Berial (floor 192)
      [S.10] - Super Blair (floor 200)
      [S.11] - Lenneth (floor 210)
      [S.12] - Ethereal Queen (floor 211)
      [S.13] - Freya
    [IV] Boss Fights / Forced Battles - Urssa Cave Temple
      [U.1] - Albel and Romero
      [U.2] - Nel and Zorto
      [U.3] - Peppita and Hodge Podge
      [U.4] - Roger and Farbnil
      [U.5] - Fayt + Whoever he was paired with in the ending
    [V] Other Forced Battles
      [O.1] - Aquatic Gardens of Surferio - Sculpture Lord and (2x) Sculpture Guard
      [O.2] - Ancient Ruins of Mosel Underground - Amoeba Giant
      [O.3] - Ancient Ruins of Mosel Underground - Aurora Monster
      [O.4] - Ancient Ruins of Mosel Underground - Spirit Trio
      [O.5] - Albel 2
      [O.6] - Albel 3
      [O.7] - Albel 4
      [O.8] - Gemity Arena - Reigning Champions
    
    
    ===============================================================================
    
    
    
    
    
                    Introduction, Abbreviations, and Terminology, [In]
    
    
    
    
    
    ===============================================================================
    
    
                                    Introduction:
    
    
    
    I wanted a comprehensive faq for every single "forced" battle in the game. By 
    "forced," I mean that you are not given the option to escape from the battle. 
    The only exceptions are battle numbers 1, 25, and M.4 below, from which you CAN 
    escape; however, you need to complete them in order to progress through the 
    story, so I've included them in the list.
    
    No such faq existed, so I decided to create it myself. Here's how it works.
    
    I've divided the faq up into 5 distinct sections. The first, and by far the 
    largest, is the main-game section. The next three sections are for the Maze of 
    Tribulations (MoT), Sphere 211 (floors 101-211), and the Urssa Cave Temple, 
    which are "bonus" areas that become available once you complete the main game. 
    However, you must complete the Maze of Tribulations to unlock Sphere 211 
    (floors 101-211).
    
    There are two more optional areas, which you can tackle at any point you'd like 
    once they become available in the story: They are the Aquatic Gardens of 
    Surferio, and the Ancient Ruins of Mosel Underground. On top of this, there are 
    optional battles with Albel available depending on how you let the story and 
    character recruitment play out, and there's also an optional battle in the 
    Gemity Arena against the Reigning Champions. I've lumped all of these battles 
    into the Optional Battles section at the end.
    
    Now, each boss gets a section that looks something like this:
    
    ================
    [6] - Giant Crab
    
    Gal: 3,500 HP / 80 MP
    Uni: 5,250 HP / 120 MP
    4-d: 6,300 HP / 144 MP
    Specials: Burst Run (W), Burst Cannon (W)
    Elemental: Fire (Weak), Water (Null)
    AAA: Standard
    
    Notes: Check out that Fire Weakness and low MP. Fayt's Blazing Sword makes 
    incredibly short work of this guy. 
    
    Notes about his attacks:
    
    Major: A long wind up, followed by two claw swipes towards his target's initial 
    location. It won't hit you if you're behind him, and you have plenty of time to 
    get behind him as he's winding it up.
    
    Burst Run: A quick shot forward, which deals lowish MP damage.
    ================
    
    The Gal, Uni, and 4-d lines display how much HP and MP the boss has on Galaxy, 
    Universe, and Fourth Dimension difficulties, respectively. If you're interested 
    in Earth difficulty, simply take the Galaxy HP/MP stats and multiply them each 
    by 0.7 to get the Earth difficulty ones. Note that the Universe HP/MP stats are 
    always simply 1.5 times the respective Galaxy stats.
    
    The Specials line lists in an at-a-glance format what special attacks the boss 
    has. If I feel it necessary, I go into more detail about them in the notes 
    section. Major (ie, strong) attacks shatter guards and are denoted by S, 
    whereas Minor (ie, weak) attacks are guardable and are denoted by W. 
    
    The Elemental line simply lists any elemental weakness or resistance the boss 
    might possess. There are 4 elements in the game: Fire, Water (equivalently, 
    Ice), Earth, and Wind (equivalently, lightning). An enemy might Null (0 
    damage), Half (half damage), be Weak to (2x damage), or Absorb any particular 
    element. If a boss possesses no elemental weakness or resistance, this line is 
    omitted. I've listed Weaknesses before resistances for ease of reference.
    
    The AAA (Anti-Attack Aura) line simply indicates which AAA the boss has. Be 
    VERY careful around any boss with Wide-Area Homing or Star Guard AAA's.
    
    The Notes line is for suggested strategies any other information I think might 
    be useful. When I describe the enemy's attacks, it is so that you can prepare 
    for them and plan how to avoid or counter them.
    
    
    
                             Abbreviations and Terminology:
    
    
    
    AAA: Anti-Attack Aura
    ---------------------
    There are two main types of attacks in this game: Strong (otherwise known as 
    Major) and Weak (otherwise known as Minor). If a weak attack is launched at a 
    target that is at 100% fury, the attack will be guarded and an Anti-Attack Aura 
    emitted. There are a variety of Anti-Attack Auras available in the game, but 
    the best overall is the first one you get, called Standard. It simply emits a 
    beam towards the attacker that, when it hits, causes Stun. On the other hand, a 
    Strong attack launched a target with 100% fury will break the target's guard 
    and reduce its fury to 50%. The terms "AAA" and "guard" are interchangeable.
    
    Parrying
    --------
    This is a way of stopping an attack, but it's different from AAA'ing. Parrying 
    occurs when a character with low Hit attempts to hit an enemy with high 
    Agility, and it happens automatically. You will rarely parry an enemy's attack, 
    but you may find yourself being parried from time to time, especially on higher 
    difficulties.
    
    HP: Hit points
    --------------
    Consumed when using physical battle skills. You die (are "incapacitated") when 
    your HP reaches 0. The same is true for enemies.
    
    MP: Magic points
    ----------------
    Consumed when using magical battle skills and Spells (Symbology). You die (are 
    "incapacitated") when your MP reaches 0. The same is true for enemies. This 
    leads to some interesting options against foes with high HP but low MP.
    
    Weak (Minor) Attack
    -------------------
    Any attack capable of being guarded. Weak attacks are denoted with a W in this 
    guide.
    
    Strong (Major) Attack
    ---------------------
    Any attack capable of shattering an enemy's guard. If an attack is set to 
    Strong, the character performing the attack will give off a blue aura as they 
    are executing the attack. Strong attacks are denoted with an S in this guide.
    
    Back-major / Back-minor
    -----------------------
    Some enemies have regular major and minor attacks that they will only use if 
    their target is behind them. These are called back-majors or back-minors. 
    Typically they are more dangerous than their regular attacks, so be mindful of 
    your position.
    
    Current Position vs. Initial Position
    -------------------------------------
    This is terminology that I'll be using while describing enemy attacks. Many 
    attacks have wind-up time associated with them - when an enemy decides to use 
    an attack, it will face its target, wind up the attack, and then unleash the 
    attack. Some attacks will be unleashed towards wherever the target was when the 
    attack began winding up (they strike towards the target's initial position), 
    and some attacks will be unleashed towards wherever the target is once the 
    attack has finished winding up (they strike towards the target's current 
    position). 
    
    Stunlocking / Stunbombing / the Stunbomb Trick
    ----------------------------------------------
    Methods of keeping an enemy from attacking. Explained more fully in the General 
    Hints and Strategies section. 
    
    No-movement Technique / No-movement Glitch / NMG
    ------------------------------------------------
    A method for "rooting" an enemy in place, preventing him from doing anything. 
    Explained more fully in the Advanced portion of the General Hints and 
    Strategies section. 
    
    Reading incoming attacks
    ------------------------
    A method for predicting an enemy's next attack. Explained more fully in the 
    Advanced portion of the General Hints and Strategies section. 
    
    
    ===============================================================================
    
    
    
    
    
                         General Strategies and Suggestions [G]
    
    
    
    
    
    ===============================================================================
    
    
                                  First things first: 
    
    
    
    If you are new to this game and/or you're uncomfortable with the battle system, 
    please read durias42's excellent Battle Fundamentals FAQ right here at 
    gamefaqs. It helped me a lot when I was just getting started and it'll probably 
    help you, too. You'll get to learn all about battle skills, cancel combos 
    (sometimes referred to as "chains" or "chaining skills"), battle bonuses, and 
    more.
    
    
                                   Battle Trophies:
    
    
    
    If you're going for Battle Trophies, note that most bosses have the standard 2 
    battle trophies associated with them: Beat X in less than some amount of time 
    (usually a minute), and Beat X without taking damage. Some later bosses carry 
    additional trophies as well. The actual bosses for which these trophies are 
    available are listed in many other FAQs (for example, EChang's Battle Trophies 
    FAQ) and, since they are optional and only need to be collected once (Battle 
    Trophy data is saved independently of game data - you only have a single Battle 
    Trophy Collection for all of your saved games), I feel no need to list that 
    information again here. 
    
    A general Battle Trophy trick that you might like to be aware of, however, is 
    that you can fight a boss once, and if you fail to obtain all trophies, you can 
    save the trophies you did obtain, reload your saved game, and fight the boss 
    again for the remaining trophies. For instance, you might like to stay far away 
    from a boss for the no-damage Trophy (and fail to get the defeat in 1 minute 
    Trophy). Upon beating the boss, you can save the no-damage Trophy, reload your 
    saved game, and then go gung-ho on him for the 1 minute Trophy, not worrying 
    about how much damage you sustain. The whole reason this works is that, again, 
    your Battle Trophy data is independent of your Saved Game data. Very nice.
    
    
    
                            Basic general hints and tips:
    
    
    
    Common Support Symbols
    ----------------------
    Common Support Symbols (learned from the Decrepit Tome) enables characters to 
    learn Healing and to cast it in battle. Obviously you should only teach Common 
    Support Symbols to characters who don't learn Healing naturally. Now, not all 
    characters are created equal in terms of spellcasting speed - For instance, 
    Maria's healing takes about 2 seconds to cast, whereas Roger's takes a little 
    bit more than 4. The faster Healing casters, and hence the best candidates for 
    the Decrepit Tomes (aside from Adray, Sophia, and Nel, who learn Healing 
    automatically) are Maria, Cliff, and Albel. Fayt's casting time is good, 
    Peppita's and Mirage's are OK, and Roger's is just downright terrible. Note 
    that Common Support Symbols must be set in the Battle Skills menu as a support 
    skill (costs 2 CP) in order for Healing to be castable in battle. There are 4 
    Decrepit Tomes in the game:
    1. Dropped by Norton (mandatory).
    2. Dropped by Earth Smasher (mandatory).
    3. In a blocked chest in the Kirlsa Training Facility. You need the Ring of 
    Disintegration to access the chest (optional).
    4. In a chest at the end of the Underground area of Ruins of Mosel (optional).
    
    MP kill
    -------
    Your characters die when they reach either 0 MP or 0 Hp, and this rule applies 
    to enemies as well. If you notice that a boss's MP is far lower than its HP, 
    consider using MP-damaging skills and taking it out this way. Fayt's Blazing 
    Sword is amazingly good at delivering MP kills for the first half of disc 1, 
    for example.
    
    Choose the right skills for the situation
    -----------------------------------------
    Choosing the right skills to MP kill also falls under this category, but more 
    generally, if you find that your skill setup is not working, try something 
    else. I emphasize this because having a good skills setup can literally be more 
    helpful than leveling up 20 times. Some good main-game skills for each 
    character include, but are not limited to, the following:
    
    Fayt: Side Kick, Air Raid, Blade of Fury, Dimension Door
    Cliff: Fists of Fury, Hammer of Might, Aerial Assault
    Maria: Aiming Device, Scatter Beam, Crescent Locus, Triple Kick
    Mirage: Crescent Locus, Triple Kick, Aerial Assault, Hammer of Might
    Adray: Aerial, Southern Cross, Titan Fist
    Sophia: Thunder Flare, Explosion (set as Battle Skills)
    Nel: Aerial, Shadow Wave, Ice Daggers, Flying Guillotine, Whirlwind
    Albel: Air Slash, Shockwave Swirl, Aura Wall, Double Slash, Palm of Destruction
    Roger: Charge, Raging Helmet
    Peppita: Power Dance, Instanto Blast, Kaboom
    
    Exploit elemental weakness
    --------------------------
    This one ought to be fairly obvious - if an enemy is weak against a particular 
    element, consider using skills that carry that element. 
    
    Stunlock 
    --------
    Perhaps the easiest way to defeat a boss is to prevent it from doing anything. 
    Stunlocking, not to be confused with stunbombing (described below), refers to 
    pummeling the enemy with a sequence of moves that cause it to be sent into its 
    recovery animation over and over, faster than it can actually recover to take 
    any action. Unlike stunbombing, stunlocking is not 100% reliable, though it's 
    often good enough and does not consume items. Some good stunlocking skills 
    include Cliff's Fists of Fury, Albel's Aura wall, and Sophia's Thunder Flare. 
    The reason that Sophia's Thunder Flare is preferred is that she is the only 
    character who can set Thunder Flare as a battle skill, which allows her to cast 
    it quickly and also to cancel-combo it.
    
    Stunbomb
    --------
    Some enemies have extremely dangerous attacks that, while you might be able to 
    avoid them, will surely kill your teammates. As soon as you see such an 
    attack's name flash on the screen, hit the boss with a stunbomb to knock them 
    out of the attack. Note that you shouldn't really need to do this much (if at 
    all) until towards the end of the optional post-game bosses. Stunbombs are made 
    with Item Creation.
    
    The Stunbomb Trick
    ------------------
    Fair warning: You need a pretty large supply of stunbombs for this, and it's a 
    pretty cheesy technique so use it at the expense of your own fun (or just use 
    it for collecting Battle Trophies). Here's how it works. Set all of your 
    characters to Manual. Stunbomb the enemy. Move in with whichever character can 
    deal the most damage in a single blow, keeping the other characters away. 
    Hesitate for a moment, and then start up the attack so that it will finish just 
    as your item recovery time expires. Once the attack has started, switch to 
    another character. As soon as the attack hits, breaking the Stun on your 
    opponent, use another stunbomb. Hesitate for timing and then start up the 
    attack again. Repeat until you get bored or the boss dies. 
    
    Note that this tactic works against every single boss in the game, since 
    stunbombs never fail. Some good single-hit damaging moves include the final 
    swipe of Fayt's Dimension Door (start it up from long range), and Sophia's 
    regular short-range Strong attack (though note that this one hits 2-3 times in 
    rapid succession. You just need to stunbomb right after the last hit goes in). 
    There's only 1 limitation to this trick: By its very nature, it only works 
    against one opponent at a time.
    
    If all else fails, Get stronger! 
    --------------------------------
    Experience levels don't mean a whole lot in this game, so fortunately there are 
    many other ways of powering up your characters. These include getting better 
    Battle Skills, raising your "Status Skills" (your HP/MP/Atk/Def under the 
    Status tab in the Skills menu), and doing Item Creation. Yes, the "getting 
    better battle skills" part usually involves leveling up - however, the point is 
    that, once you've obtained a new, good skill, chances are that you don't need 
    to level up anymore. Also note that your Atk/Def Status Skills only affect the 
    computer-controlled AI. If you're controlling a character, you're better off 
    concentrating on his/her HP and MP Status Skills. Item creation offers a 
    plethora of options, and I suggest you read up on it elsewhere if you're 
    interested. Note that item creation is completely optional if you don't want to 
    bother - it is completely possible to beat every single boss in the game 
    without ever touching it.
    
    The Uber-Fayt Setup
    -------------------
    I will mention this here and then not refer to again since it is not applicable 
    on 4-d mode. Giving a level 255 Fayt a weapon synthed with 8 fully refined 
    Boots of Prowess, and a Boots of Prowess and Tri-Emblem as accessories, will 
    net him 9999atk and over 5000def (Berserk Off), which is enough to reduce all 
    non-spell attacks the game, at Earth or Galaxy level, can throw at him to 0 
    damage. To reduce all non-spell damage on Universe mode to 0, Fayt with this 
    setup requires that Protection be cast on him. To reduce spell damage to 0 as 
    well, you can substitute the Tri-Emblem with a fully refined Blazing Pendant.
    
    
    
                        More advanced general hints and tips:
    
    
    
    An Anti-juggling technique
    --------------------------
    A general trend of enemies in this game is to knock you up in the air and then 
    hit you several times on your way down. This causes a lot of damage and removes 
    you from combat for a while. If you find yourself being juggled too much, one 
    thing you can do is move the fight to a wall of the battlefield. If you get 
    knocked into a wall, you'll immediately fall down and go into standing-back-up 
    mode, which offers a period of invulnerability, effectively evading the rest of 
    the juggling attack.
    
    Avoid Attacks with Fayt's Long-Major
    ------------------------------------
    Here's an interesting one that's useful from time to time. When Fayt is 
    charging towards his enemy to execute his regular Long-range major attack, he's 
    completely invulnerable. His invulnerability ends when he stops running and 
    starts the upward slash. 
    
    The No-Movement Technique (sometimes called the "No-movement Glitch" or "NMG")
    ------------------------------------------------------------------------------
    This one is kind of hit-or-miss, and some consider it a glitch, so you might 
    not want to use it. It only becomes dependable on Universe and 4-d 
    Difficulties, and then only when you're the only person in your party left 
    alive. To use it, all you need to do is run around. Don't let up on the 
    controller. Dupe your enemies into attacking you and continue to run as you 
    dodge their attacks. Now, as long as you don't stop running, your enemies will 
    just stand there not doing anything! That's all there is to it. The enemies 
    begin moving again as soon as you stop moving or launch an attack or spell.
    
    Read an enemy's incoming attacks by manipulating position
    ---------------------------------------------------------
    Don't bother with this until you've got a firm grasp of the battle system. Now, 
    when you execute a regular attack from long-range with, say, Fayt, what he does 
    is he runs directly at the enemy he has targeted, and once he gets into range, 
    he does the attack. Enemies work the same way. If you see one charging at one 
    of your characters, chances are that it already has an attack selected that it 
    will pull off as soon as it gets into range for the attack. Now, ranges for 
    different attacks differ, and this is what we'll use to tell what attack is 
    coming. What you need to do is get everyone out of range of the enemy, and then 
    wait for it to start moving towards one of your characters. Switch to that 
    character. If the enemy moves in past the maximum range for one of its skills, 
    chances are extremely high that the enemy will use some other skill (The other 
    possibility is that the enemy has not yet chosen an attack, but this hardly 
    ever actually happens - when you see an enemy moving towards one of your 
    characters, you can be reasonably certain that the enemy has already chosen an 
    attack).
    
    Let me give an example. Take the Green Mojara in Sphere 211. His Ice Beam is 
    set to Strong and is extremely damaging. In fact, it's his most dangerous 
    attack. However, Ice Beam's startup range is much larger than the startup 
    ranges for any of his other skills. So, stand back. When he starts charging 
    towards one of your characters, get ready to dodge. However, if he moves in 
    past the maximum range of Ice Beam, chances are very good that he's already 
    committed to some other, less dangerous attack, meaning that you can either 
    start attacking him, or wait to see what it is and guard it if it's Weak (In 
    this particular case, I'd recommend waiting, since if the attack is Blizzard 
    Lasso, you'll probably want to dodge it).
    
    The downside to this technique is that it requires setting all of your 
    characters that don't know well enough to stay back on their own to Manual 
    control. The only characters that are even marginally good at staying back on 
    their own are Sophia, Adray, and Maria.
    ===============================================================================
    
    
    
    
    
                       MAIN GAME BOSS FIGHTS / FORCED BATTLES [I]
    
    
    
    
    
    ===============================================================================
    [1] - Battle Simulator
    
    Technically this is not a forced battle since you can escape. I recommend not 
    bothering with fighting this battle unless you're completely new to this game, 
    in which case you should use it to gain some familiarity with the controls.
    ===============================================================================
    [2] - Incapacitator Sequence:
    a) Incapacitator VASS (x3), then Peppita joins.
    b) Incapacitator VASS (x4)
    c) Incapacitator VASS (x4)
    
    Incapacitator VASS
    Gal: 150 HP / 8 MP
    Uni: 225 HP / 12 MP
    4-d: 270 HP / 14 MP
    Specials: Death Laser (W, HP), Freeze (W, HP), Chaos Laser (W, HP)
    AAA: none
    
    Notes: Only on higher difficulties should this fight pose any problems. If you 
    have trouble, I recommend controlling either Fayt or Peppita. If you choose 
    Fayt, run around to dupe them into attacking, and then smack them in the back. 
    If you're comfortable with Peppita, you can use her excellent counterattacks to 
    score a quick MP kill.
    ===============================================================================
    [3] - Norton's Henchmen - Makafay, Tepeki, Buster
    
    These guys only differ in terms of HP and MP.
    
    Gal: 300 HP / 13 MP (Makafay); 200 HP / 9 MP (Tepeki); 250 HP / 11 MP (Buster)
    Uni: 450 HP / 19 MP (Makafay); 300 HP / 13 MP (Tepeki); 375 HP / 16 MP (Buster)
    4-d: 540 HP / 23 MP (Makafay); 360 HP / 16 MP (Tepeki); 450 HP / 19 MP (Buster)
    Specials: Bully Stab (W), Bully Combo (W), Scram
    AAA: None
    
    Notes: If you have Aerial or Blazing Sword, you can score a very quick MP kill 
    here. Otherwise just run around, dupe them into attacking, and then smack them 
    in the back. Single them out with the No-movement glitch if you need to.
    ===============================================================================
    [4] - Norton
    
    Gal: 1,600 HP / 35,800 MP
    Uni: 2,400 HP / 53,700 MP
    4-d: 2,880 HP / 70,884 MP
    Special: Shooting Spree (W)
    Elemental: Fire (Half)
    AAA: None
    
    Notes: Cliff joins you for this fight. On Galaxy, it's almost impossible to  
    lose. On higher difficulties, Fayt's minor->175% Blade of Fury->200% Aerial
    works well, as does Cliff's short major. 
    
    Further notes on Norton's attacks:
    
    Major: A long wind-up, followed by a shot at his target's current position (so, 
    just running behind him will not be sufficient to dodge it). Often launches its 
    target into the air when it hits.
    
    Minor: Three shots in quick succession.
    
    Shooting Spree: A short wind-up, followed by a spray of bullets in a moving 
    arc-like pattern. Juggles.
    ===============================================================================
    [5] - Inquisitor and (2x) Airyglyph Soldier
    
    Inquisitor
    Gal: 1,300 HP / 40 MP
    Uni: 1,950 HP / 60 MP
    4-d: 2,340 HP / 72 MP
    AAA: None
    
    Airyglyph Soldier
    Gal: 400 HP / 18 MP
    Uni: 600 HP / 27 MP
    4-d: 720 HP / 32 MP
    Elemental: Water (Weak)
    AAA: None
    
    Notes: The Airyglyph Soldiers' Major consists of two quick strikes in 
    succession. It's difficult to dodge and can even hit you if you're behind him. 
    Be careful around this one. 
    
    If you're having trouble here, you should probably use Fayt and go for an MP 
    kill. If you want to use the No-Movement glitch, you can use Nel's firebolt or 
    single them out and short-major them with Cliff. 
    ===============================================================================
    [6] - Giant Crab
    
    Gal: 3,500 HP / 80 MP
    Uni: 5,250 HP / 120 MP
    4-d: 6,300 HP / 144 MP
    Specials: Burst Run (W), Burst Cannon (W)
    Elemental: Fire (Weak), Water (Null)
    AAA: Standard
    
    Notes: Check out that Fire Weakness and low MP. Fayt's Blazing Sword makes 
    incredibly short work of this guy. 
    
    Notes about his attacks:
    
    Major: A long wind up, followed by two claw swipes towards his target's initial 
    location. It won't hit you if you're behind him, and you have plenty of time to 
    get behind him as he's winding it up.
    
    Burst Run: A quick shot forward, which deals lowish MP damage.
    ===============================================================================
    [7] - Earth Smasher
    
    Gal: 3,600 HP / 163 MP
    Uni: 5,400 HP / 245 MP
    4-d: 6,480 HP / 293 MP
    Specials: Earth Glaive (W), Earth Storm (S)
    Elemental: Earth (Absorb) 
    AAA: 2-way
    
    Notes: A Blazing Sword MP kill here is probably your best bet.
    
    Notes about his attacks:
    
    Minor: A backhand smack, which deals both HP and MP damage.
    
    Major: A long wind-up, followed by two punches.
    
    Earth Storm (S): A wind-up, followed by a radial eruption. Easy to dodge.
    
    Earth Glaive (W): Just like the spell, except you can guard it.
    ===============================================================================
    [8] - (3x) Black Brigade Soldier
    
    Gal: 1,150 HP / 68 MP
    Uni: 1,725 HP / 102 MP
    4-d: 2,070 HP / 122 MP
    AAA: None
    
    Notes: These are the same Black Brigade Soldiers you'd meet in a random battle. 
    Just beat them down.
    ===============================================================================
    [9] - (3x) Black Brigade Soldier
    Notes: See entry 8 above. Nel joins at the beginning of this battle.
    ===============================================================================
    [10] - Shelby sequence at the Arena
    a) (4x) Black Brigade Soldier
    b) Shelby and (4x) Black Brigade Soldier
    
    Black Brigade Soldier - See entry 8 above
    
    Shelby
    Gal: 5,100 HP / 13,826 MP
    Uni: 7,650 HP / 20,739 MP
    4-d: 9,180 HP / 25,838 MP
    Specials: Ice Breath (W), Giant Swing (W)
    Elemental: Wind (Absorb)
    AAA: Regeneration
    
    Notes: The last hit of Giant Swing does a HUGE amount of damage. Avoid it or 
    guard it at all costs. All of his attacks are guardable except for (obviously) 
    his strong attack, which has plenty of wind-up time for you to get out of the 
    way. You're probably best off trying to separate Shelby from his support, so 
    you can take them out one or two at a time. Once it's down to just Shelby, 
    you're in the clear.
    ===============================================================================
    [11] - Grapebind
    Gal: 7,600 HP / 181 MP
    Uni: 11,400 HP / 272 MP
    4-d: 13,680 HP / 326 MP
    Specials: 10-hit Combo (W), Fruit Bomb (W), Fruit Protection (W)
    Elemental: Fire (Weak), Water (Absorb), Earth (Half)
    AAA: Homing
    
    Notes: You are forced to fight 4 of these (1 at a time) in order to progress. 
    Fayt's Blazing Sword or Cliff's Hammer of Might kill these things easily.
    ===============================================================================
    [12] - Moonshadow Sequence
    a) (2x) Moonshadow Clan Member
    b) Moonshadow Clan Chief
    
    Note: This sequence of battles is mandatory only to recruit Roger.
    
    Moonshadow Clan Member
    Gal: 2,200 HP / 100 MP
    Uni: 3,300 HP / 150 MP
    4-d: 3,960 HP / 180 MP
    Specials: Dagger Dance (W), Fire Bolt (Spell)
    Elemental: Fire (Weak)
    AAA: None
    
    (The other) Moonshadow Clan Member
    Gal: 2,640 HP / 120 MP
    Uni: 3,960 HP / 180 MP
    4-d: 4,752 HP / 216 MP
    Specials: Dagger Dance (W), Fire Bolt (Spell), Lightning Blast (Spell), Ice 
    Needles (Spell)
    Elemental: none
    AAA: 2-way
    
    Note: This Moonshadow Clan Member is the unscannable one. He's also the one 
    with the shiny blue sword. He is more dangerous than the other one, mainly 
    since he can freeze you with Ice Needles, so you should take him out first.
    
    Moonshadow Clan Chief
    Gal: 5,500 HP / 250 MP 
    Uni: 8,250 HP / 375 MP
    4-d: 9,900 HP / 450 MP
    Specials: Dagger Dance (W), Healing (Spell)
    Elemental: none
    AAA: Standard
    
    Notes: These battles are REALLY easy. I mean, everyone even makes fun of the 
    Chief. Poor guy.
    ===============================================================================
    [13] - Mudman
    Gal: 8,000 HP / 500 MP
    Uni: 12,000 HP / 750 MP
    4-d: 14,400 HP / 900 MP
    Specials: Mudman Blast (W), Mudman Punch (S), Poisonous Punch (S), Healing 
    (Spell)
    Elemental: Wind (Weak), Earth (Absorb)
    AAA: Standard
    
    Notes: This one is a bit of a toss-up as to whether you should go for an MP 
    kill or an HP kill. Unless you really work for it, at this stage you're 
    unlikely to be able to deplete his MP before his HP, but on the other hand, he 
    has Healing. It's up to you. 
    
    Notes on his attacks:
    
    His regular major and minor are standard and straightforward, but he has a 
    nasty back-minor - it is a juggling circular whirlwind-like attack which will 
    knock you up into the air and hit you up to 5 times. Either have someone ready 
    to guard it, or just don't get behind him.
    
    Mudman Punch: He shoots two fury-damaging fists out towards his target. This 
    can be avoided by running around him in a circle.
    ===============================================================================
    [14] - (2x) Legion Dragon
    Gal: 6,500 HP / 800 MP
    Uni: 9,750 HP / 1200 MP
    4-d: 11,700 HP / 1,440 MP
    Specials: Master Combo (W), Searing Breath (W)
    Elemental: Wind (Null)
    AAA: Homing
    
    Notes: Nel's Long-range regular strong attack and Aerial are both great here. 
    Failing that, Fayt's Side Kick (if you have it) and Cliff's regular Weak 
    (anti-air) and Hammer of Might are good. 
    
    Notes on their attacks:
    
    Major: Shoots fiery breath in a large arc towards you. If you see it starting 
    up, move to the other side or move away.
    
    Minor: A lunging swipe. Low damage and easy to guard.
    
    Master Combo: There are actually two of these - the first one they use before 
    they've lost half of their health, the second one afterwards. The first one 
    involves a swoop down which lifts you off the ground, and a sword swipe to 
    smack you back down. It's not too bad. The second one, however, involves a 
    wind-up time, followed by a hideously damaging fire stream and 3 weak 
    firebolts. The fire stream can be guarded, but the firebolts cannot. The 
    problem with this one is that, if you stand still to guard it, chances are that 
    the other dragon will move in and hit you with a strong attack, shattering your 
    guard instants before Master Combo hits.
    
    Searing Breath: A long wind-up, followed by a strong stream of fire. Trying to 
    guard this presents the same issues as trying to guard the second Master Combo.
    ===============================================================================
    [15] - (2x) Brass Dragon
    Gal: 3,960 HP / 180 MP; 4,300 HP / 120 MP; 5,600 HP / 500 MP
    Uni: 5,940 HP / 270 MP; 6,450 HP / 180 MP; 8,400 HP / 750 MP
    4-d: 7,128 HP / 324 MP; 7,740 HP / 216 MP; 10,008 HP / 900 MP
    Specials: Greater Howl (W)
    Elemental: none
    AAA: Standard (red and blue), none (gold)
    
    Notes: Brass Dragons come in 3 different flavors - red, gold, and blue. They 
    only differ in terms of HP/MP and AAA. I've listed their HP/MP all together in 
    the red / gold / blue order above. These are the same enemies you'd find in 
    regular random encounters. The only thing you need to worry about is that their 
    weak breath attacks can cause Paralysis.
    ===============================================================================
    [16] - Bequerel Mine in-the-dark Sequence
    a) Random
    b) Random
    c) Random
    
    Note: Each battle has some combination of Brass Dragons and Blood Bats.
    
    Brass Dragon - See entry 15 above.
    
    Blood Bat
    Gal: 3,872 HP / 176 MP
    Uni: 5,808 HP / 264 MP
    4-d: 6,970 HP / 317 MP
    Specials: Ultrasonic Blast (W)
    Elemental: Earth (Weak), Wind (Absorb)
    AAA: None
    
    War Chameleon
    Gal: 3,784 HP / 172 MP
    Uni: 5,676 HP / 258 MP
    4-d: 6,811 HP / 310 MP
    Specials: Raider Smash (W)
    Elemental: none
    AAA: none
    ===============================================================================
    [17] - (2x gold) Brass Dragon - See entry 15 above.
    ===============================================================================
    [18] - Cockatrice
    Gal: 15,500 HP / 431 MP
    Uni: 23,250 HP / 647 MP
    4-d: 28,055 HP / 776 MP
    Specials: Stone Bite (W), Stone Breath (W)
    Elemental: Earth (Null), Wind (Null)
    AAA: Homing
    
    Notes: A Blazing Sword MP-kill is again recommended. Side Kick also works well. 
    All of the Cockatrice's attacks have a chance of causing Petrification, so be 
    careful (or just have some Sage on hand).
    ===============================================================================
    [19] - Demetrio Sequence
    a) (4x) Airyglyph Soldier
    b) Demetrio and (2x) Legion Dragon
    
    Airyglpyh Soldier (with spear)
    Gal: 4,225 HP / 192 MP
    Uni: 6,338 HP / 288 MP
    4-d: 7,605 HP / 346 MP
    Specials: none
    Elemental: Water (Weak)
    AAA: Standard
    
    Airyglyph Soldier (with sword)
    Gal: 4,100 HP / 192 MP
    Uni: 6,150 HP / 288 MP
    4-d: 7,380 HP / 346 MP
    Specials: none
    Elemental: Water (Weak)
    AAA: 2-way
    
    Legion Dragon
    Gal: 3,000 HP / 192 MP
    Uni: 4,500 HP / 288 MP
    4-d: 5,400 HP / 346 MP
    Specials: Master Combo (W but the fireball breaks guard), Searing Breath (W)
    Elemental: Wind (Null)
    AAA: Homing
    
    Demetrio
    Gal: 14,800 HP / 17,776 MP
    Uni: 22,200 HP / 26,664 MP
    4-d: 27,688 HP / 33,597 MP
    Specials: Master Combo (W but the fireball breaks guard), Searing Breath (W)
    Elemental: Wind (Absorb)
    AAA: Homing
    
    Notes: The Soldiers can stunlock if they all gang up on the same party member. 
    You can either separate them to be safe, or if you're daring, cluster them up 
    for Hammer of Might or Shadow Wave. As for Demetrio and his Dragons, the same 
    same tactics that worked in fight 14 apply here.
    ===============================================================================
    [20] - Albel 1 and (2x) Black Brigade Soldier
    
    Black Brigade Soldier
    Gal: 4,220 HP / 192 MP
    Uni: 6,330 HP / 288 MP
    4-d: 7,596 HP / 346 MP
    Specials: None
    AAA: None
    
    Albel 1
    Gal: 26,000 HP / 2,600 MP
    Uni: 39,000 HP / 3,900 MP
    4-d: 47,060 HP / 4,706 MP
    Specials: Air Slash (W), Charge (W)
    Elemental: none
    AAA: Standard
    
    Notes: You can get Albel stuck momentarily on one side of the log with your 
    party members on the other side, if you want. This is good for recovery. Other 
    than that, just beat him down. All of his attacks are easily guarded or dodged 
    (in fact, his only Strong attacks are his long-range back-and-forth sweeping 
    attack, and his up-close downward swipe). I recommend an MP-kill, which you can 
    accelerate yourself towards with MP-damaging bombs.
    ===============================================================================
    [21] - Vox
    Gal: 30,000 HP / 20,000 MP
    Uni: 45,000 HP / 30,000 MP
    4-d: 54,300 HP / 38,000 MP
    Specials: Searing Breath (W), Dragon Brigade Slash (S), Steel Rend (S)
    Elemental: Wind (Absorb)
    AAA: Ring Wave
    
    Notes: Another flying dragon-type enemy, this time with a couple more radial 
    melee attacks (that you can't block). You've handled a bunch of enemies like 
    this already, so I'm sure you can handle him too.
    ===============================================================================
    [22] - Flying Knight
    Gal: 17,000 HP / 240 MP
    Uni: 25,500 HP / 360 MP
    4-d: 30,770 HP / 432 MP
    Specials: Sword Quake (W)
    Elemental: Water (Weak), Fire (Half)
    AAA: Standard
    
    Notes: This guy is slow, and dies surprisingly quickly to both HP and MP kills. 
    ===============================================================================
    [23] - Crystal Statue
    Gal: 15,000 HP / 431 MP
    Uni: 22,500 HP / 647 MP
    4-d: 27,150 HP / 776 MP
    Specials: Tri-Spike (W, freezes)
    Elemental: Water (Weak), Everything else (Half)
    AAA: Homing
    
    Notes: Two things to watch out for: Tri-Spike (guard it) and his regular Strong 
    attack, which kicks you up into the air, and then lands you on his drill. The 
    strong attack comes out pretty quickly, so I recommend sidestepping, running 
    around him, or activating Side Kick as soon as you see the blue aura.
    
    There are also pathing issues here that you can exploit. If you need to 
    recover, just move down to one of the two lower areas on the sides and hug the 
    inner wall, while he's in the upper area. He'll try to run towards you, but his 
    position won't be good enough to be able to get around the corner, so he'll 
    just run back and forth until you move back out again or he gets around it 
    (which usually takes a while). 
    ===============================================================================
    [24] - (another) Crystal Statue
    See 23.
    ===============================================================================
    [25] - Crystal Cerberus
    Gal: 30,000 HP / 3,500 MP
    Uni: 45,000 HP / 5,250 MP
    4-d: 54,300 HP / 6,370 MP
    Specials: Tri-Spike (W, freezes)
    Elemental: All (Null)
    AAA: Standard
    
    Notes: Just a pumped-up version of the Crystal Statue. You need the Saint's 
    Amulet, which can be made in the same dungeon, to damage him.
    ===============================================================================
    [26] - (4x) Vendeeni Soldier
    Gal: 7,400 HP / 336 MP
    Uni: 111,00 HP / 504 MP
    4-d: 13,320 HP / 605 MP
    Specials: None; Regular attacks have a chance of causing petrification.
    AAA: Standard
    
    Notes: If you're having trouble, try slamming them all with Strong attacks that 
    cause knockdown. Don't worry about comboing - focus on keeping them from 
    attacking. Nel's Shadow Wave and Cliff's Hammer of Might are perfect for this.
    ===============================================================================
    [27] - Schweimer and (2x) Legion Dragon
    
    Schweimer
    Gal: 16,800 HP / 1,400 MP
    Uni: 25,200 HP / 2,100 MP
    4-d: 30,408 HP / 2,534 MP
    Specials: Master Combo (W but the fireball breaks guard), Searing Breath (W)
    Elemental: Wind (Absorb)
    AAA: Homing
    
    Legion Dragon
    Gal: 3,000 HP / 192 MP
    Uni: 4,500 HP / 288 MP
    4-d: 5,400 HP / 346 MP
    Specials: Master Combo (W but the fireball breaks guard), Searing Breath (W)
    Elemental: Wind (Absorb)
    AAA: Homing
    
    Notes: Just more flying dragons. Nothing to worry about.
    ===============================================================================
    [28] - Blue Dragon Zombie
    Gal: 30,000 HP / 2,500 MP
    Uni: 45,000 HP / 3,750 MP
    4-d: 54,300 HP / 4,525 MP
    Specials: Poison Breath (W), Fire Breath (S)
    Elemental: All (Null)
    AAA: Ring Wave
    
    Notes: Like all Dragon Zombies, he has an aura that deals MP damage if you 
    attack him at close-range. Cliff, for example, will die an MP-death practically 
    immediately if you let the AI rush in with him. For this reason, I recommend 
    long-range attacks such as Maria's Aiming Device and Scatter Beam.
    ===============================================================================
    [29] - Robin Wind
    Gal: 50,000 HP / 1,800 MP
    Uni: 75,000 HP / 2,700 MP
    4-d: 91,000 HP / 3,258 MP
    Specials: Rising Stream (W), Aerial Slash (S), Thunder Flare (Magic)
    Elemental: Wind (Absorb)
    AAA: Homing
    
    Notes: Robin has 2 phases depending on his HP. He tends to rely more on Thunder 
    Flare and Aerial Slash during his first phase, whereas during his second phase 
    he starts using Rising Stream. All of his specials are Wind-elemental, so you 
    can wear the Wind Charm found in the ruins to cut his damage in half. Also note 
    his low MP. Nel's Flying Guillotine and Maria's Aiming Device are thus great 
    attacks. Or, if you want to be really cheap, you can take him out with 3 EM 
    Bomb MP's.
    ===============================================================================
    [30] - Crosell sequence
    
    Crosell (form 1) 
    Gal: 29,000 HP / 4,200 MP
    Uni: 43,500 HP / 6,300 MP
    4-d: 52,490 HP / 7,644 MP
    Specials: Doom Raid (W), Supreme Fire Breath (W)
    Elemental: Fire (Half), Wind (Half), Earth (Half)
    AAA: Wide-Area Homing
    
    Crosell (form 2) 
    Gal: 62,000 HP / 6,000 MP
    Uni: 93,000 HP / 9,000 MP
    4-d: 113,460 HP / 10,980 MP
    Specials: Doom Raid (W), Supreme Fire Breath (W)
    Elemental: Fire (Half), Wind (Half), Earth (Half)
    AAA: Wide-Area Homing
    
    Notes: He's not as terrible as the story makes him out to be. His two attacks 
    to watch out for are Doom Raid (guard it) and his regular strong attack, where 
    he just tries to stomp on you. Most characters can outrun it. Fayt's Sidekick, 
    Nel's Flying Guillotine, and Cliff's Fists of Fury work great here.
    ===============================================================================
    [31] - (2x) Vendeeni Soldier
    Gal: 13,000 HP / 500 MP
    Uni: 19,500 HP / 750 MP
    4-d: 23,530 HP / 900 MP
    AAA: Homing
    
    Notes: Basically just a random battle. 
    ===============================================================================
    [32] - Biwig
    Gal: 26,000 HP / 13,816 MP
    Uni: 39,000 HP / 20,724 MP
    4-d: 47,060 HP / 25,836 MP 
    Specials: Illusion Rifle (W - enchants with fire), Illusion Rifle (S - enchants 
    with water)
    Elemental: Earth (Weak), Fire (Half), Water (Half)
    AAA: Homing
    
    Notes: He's a lot like the Vendeeni Soldiers you just faced (in other words, 
    he's pretty easy), except that he can't feasibly be MP killed, and he can 
    enchant his gun. You only need to watch out for his Water enchantment, because 
    it gives him the ability to Freeze you. On the other hand, his enchantments 
    take a long time to execute, and he's a sitting duck while invoking them.
    ===============================================================================
    [33] - Proclaimer
    Gal: 50,000 HP / 50,000 MP
    Uni: 75,000 HP / 75,000 MP
    4-d: 91,000 HP / 102,500 MP
    Specials: Divine Wave (W), Speed Hack (teleportation), Dark Sphere (Magic)
    Elemental: Wind (Weak), Everything else (Half)
    AAA: Homing
    
    Notes: Move away from Dark Sphere's area of effect if you don't want it 1-hit 
    killing you. Other than that, the only thing you need to watch out for is her 
    normal Strong attack, which deals damage radially. She likes to use it a lot, 
    but you can run away from it once you see it start up. Your teammates might not 
    be so lucky (or smart). Computer-controlled allies should fight at range, with 
    the exception that you can have Cliff can using Fists of Fury to stunlock her. 
    Also note her weakness to Wind - Albel's Air Slash (if you have it available) 
    makes incredibly short work of her.
    ===============================================================================
    [34] - (6x) Arkives Security Service
    Gal: 800 HP / 60 MP
    Uni: 1,200 HP / 90 MP
    4-d: 1,440 HP / 108 MP
    Specials: Flash Rifle (W)
    Elemental: Water (Weak)
    AAA: None
    
    Notes: You're ambushed at the start of this battle. Despite their extremely low 
    HP totals, they're still very dangerous as they can stunlock/juggle you easily 
    with their gun attacks. An Escape formation, No Guard, and attacks that execute 
    quickly, such as Sophia's Efreet (set as a battle skill), Fayt's Side Kick, and 
    Cliff's Fiery Tackle will see you through.
    ===============================================================================
    [35] - Security Force and Azazer sequence
    a) (4x) Security Force Member
    b) Azazer
    
    Security Force Member
    Gal: 12,000 HP / 600 MP
    Uni: 18,000 HP / 900 MP
    4-d: 21,720 HP / 1,080 MP
    Specials: Flash Rifle (W)
    Elemental: Wind (Weak)
    AAA: 2-Way
    
    Notes: They juggle like mad with their gun attacks, but they're extremely 
    vulnerable to being MP killed. As with the Security Service you just fought, No 
    Guard is recommended.
    
    Azazer
    Gal: 99,000 HP / 9,000 MP
    Uni: 148,500 HP / 13,500 MP
    4-d: 183,150 HP / 16,560 MP
    Specials: Sniping (W), Crystal Prison (W, freezes)
    Elemental: Fire (Weak), Water (Half), Earth (Half)
    AAA: Regeneration
    
    Notes: Azazer deals exclusively MP damage. His Strong attack comes out quickly 
    but only executes at a close range. All in all, this is not a hard battle, but 
    be wary of MP-death on characters with low MP (I'm looking at you, Cliff).
    ===============================================================================
    [36] - Belzeber and Berial
    
    Belzeber (the whip guy)
    Gal: 62,000 HP / 30,000 MP
    Uni: 93,000 HP / 45,000 MP
    4-d: 113,460 HP / 58,500 MP
    Specials: Steal Life, Steal Spirit
    Elemental: Earth (Weak), Fire (Half), Wind (Half)
    AAA: Regeneration
    
    Berial (the rocket-launcher guy)
    Gal: 70,000 HP / 5,000 MP
    Uni: 105,000 HP / 7,500 MP
    4-d: 128,100 HP / 9,100 MP
    Specials: Auto-Aim (W), Fire Dance (W).
    Run under him for strong atk.
    Elemental: Wind (Weak), Water (Half), Earth (Half)
    AAA: Homing
    
    Notes: Ok, NOW you get a hard battle. There's a shop in the area just before 
    them - use it to stock up on Enhancers and Analeptics. 
    
    You're going to have to separate these guys. Pick who you want to kill first, 
    and try to manipulate the battle to the point where the one you want to kill 
    first is on one side of the arena with two of your characters (both AI - 
    controlled), and the other is at the other side, being distracted by whichever 
    character you're controlling. The character you're controlling is also on item 
    duty.
    
    Here's how you distract them:
    
    Belzeber: Just dodge or guard his whip attacks. That's all he does. Easy. On 
    the other hand, your teammates will be busy dying against Berial, so you're 
    going to have to use your items quickly and wisely. This is a feasible 
    strategy, especially if you've set your teammates up to MP-kill Berial, since 
    his MP total is so low.
    
    Berial: It's probably easier to distract Berial while your teammates kill 
    Belzeber, just because Belzeber isn't all that dangerous. Berial has only two 
    attacks before you've lowered his HP by half, so these are all you have to 
    learn how to deal with. For his minor attack (he sweeps backwards, whips out 
    his rocket launcher, and fires three rockets forward), just stand still to 
    guard it. For his major, he jumps up in the air, pauses, and shoots a heap of 
    exploding rockets towards you. You either need to run far, far away, directly 
    away from him (not recommended), or simply run *under* him to his other side 
    (recommended) to avoid it. The missiles will not follow you behind him.
    
    Once your teammates have taken one of them out, the battle becomes easy. If you 
    killed Belzeber first, just continue to keep one character off to the side 
    (stick him/her on manual and leave them there) in case of catastrophe, since  
    Berial can wipe out a clumped-up group in seconds. 
    
    By the way, once Belzeber is down to half-life, he'll start using Steal Life 
    and Steal Spirit, which deal 10% of your current max HP/MP in damage. They 
    can't kill you so don't worry about them too much.
    ===============================================================================
    [37] - Proclaimer / Enforcer / Convictor sequence
    a) Proclaimer
    b) Enforcer
    c) Convictor
    
    Proclaimer
    Gal: 65,000 HP / 4,000 MP 
    Uni: 97,500 HP / 6,000 MP
    4-d: 118,950 HP / 7,280 MP
    Specials: Divine Wave (W), Dark Sphere (Spell), Speed Hack (Teleportation)
    Elemental: Earth (Weak), Water (Half), Wind (Half), Fire (Null)
    AAA: Standard
    Notes: Prepare for MP damage.
    
    Enforcer
    Gal: 82,000 HP / 35,000 MP
    Uni: 123,000 HP / 52,500 MP
    4-d: 150,880 HP / 68,950 MP
    Specials: Destruction (W), Disaster (S), Dark Sphere (Spell)
    Elemental: Wind (Weak), Earth (Half), Fire (Half), Water (Null)
    AAA: Wide Area Homing
    
    Convictor
    Gal: 120,000 HP / 10,000 MP
    Uni: 180,000 HP / 15,000 MP
    4-d: 223,200 HP / 18,500 MP
    Specials: Aeroblast (W)
    Elemental: Earth (Weak), Wind (Half), Water and Fire (Null)
    AAA: Regeneration
    
    Notes: Despite how much the game tries to scare you, these are not difficult 
    battles. Note that Sophia is unavailable here. As before, watch out for the 
    Proclaimer's radial normal Strong attack. The Enforcer has a ton of things you 
    can AAA, plus Albel's Air Slash destroys him. The Convictor also has a ton of 
    things you can AAA. Side Kick, Fists of Fury, and Flying Guillotine are all 
    excellent skills for these fights.
    ===============================================================================
    [38] - Lesser Eye
    Gal: 230,000 HP / 56,000 MP
    Uni: 345,000 HP / 84,000 MP
    4-d: 439,300 HP / 116,480 MP
    Specials: Fear Circle (S), Misery Circle (S), Dark Sphere (Spell), Thunder 
    Flare (Spell). 
    Elemental: All (Absorb)
    AAA: Ring Wave
    
    Notes: His regular attacks can cause Paralysis (weak), Confusion (Strong laser 
    stream), and Petrification (Strong single, large laser blast). He has a 
    truckload of HP, and an MP kill is out of the question. Fortunately, despite 
    his status-inducing regular attacks, he's pretty much just a big punching bag. 
    Fear Circle and Misery Circle are laughable, especially if you're out of range 
    when they start up. You can either charge in to attack him when he uses those 
    attacks, or use the time to heal up. His huge size also makes him easy to 
    plaster with short-range Scatter Beam combos.
    ===============================================================================
    [39] - Dark Armor (x3)
    Gal: 67,000 HP / 6,000 MP
    Uni: 100,500 HP / 9,000 MP
    4-d: 122,610 HP / 10,980 MP
    Specials: Hammer Quake (W)
    Elemental: Fire (Null)
    AAA: Standard
    
    Notes: Essentially a random battle; Nevertheless, their Hammer Quake is 
    dangerous so don't forget to AAA it. If you have problems, try taking control 
    of a long-range character and sniping them down from afar - you can do the 
    entire battle without ever seeing them attack this way since they are so slow.
    ===============================================================================
    [40] - Crystal Statue
    Gal: 168,000 HP / 10,000 MP
    Uni: 252,000 HP / 15,000 MP
    4-d: 315,840 HP / 18,500 MP
    Specials: Tri-Spike (W, causes Freezing)
    Elemental: All (Null)
    AAA: Standard
    
    Notes: A faster version of the Crystal Statues you fought earlier (see battle 
    23). The same strategies apply.
    ===============================================================================
    [41] - Dark Eye
    Gal: 330,000 HP / 56,000 MP
    Uni: 495,000 HP / 84,000 MP
    4-d: 646,800 HP / 116,480 MP
    Specials: Fear Circle (S), Misery Circle (S), Dark Sphere (Spell), Thunder 
    Flare (Spell). 
    Elemental: All (Absorb)
    AAA: Ring Wave
    
    Notes: His regular attacks can cause Paralysis (weak), Freezing (Strong laser 
    stream), and Petrification (Strong single, large laser blast). He's just a 
    beefier version of the Lesser Eye (see battle 38). The same strategies apply.
    ===============================================================================
    [42] - Chimera
    Gal: 200,000 HP / 28,000 MP
    Uni: 300,000 HP / 42,000 MP 
    4-d: 380,000 HP / 54,320 MP
    Specials: Pyroblast (W), Triple Attack (W), Lunging Bite (the first hit is 
    Weak, and the second two are Strong). Also, his regular tail-attack can cause 
    Paralysis.
    Elemental: Fire (Half), Wind (Half)
    AAA: Standard
    
    Notes: First things first: Have protection from Paralysis (usually in the form 
    of an Amulet of Freedom) for this battle. His most dangerous attack is his 
    normal strong attack, which is a flying lunge attack and executes from a large 
    range. It has a high damage potential and hits anywhere between 1 and 3 times, 
    although 3 hits are rare. Either stunlock him with Fists of Fury or Thunder 
    Flare (or both), or, if you're more advanced, you can abuse your AAA. One way 
    to do so is to run around into his tail and guard it, but the secret to really 
    abusing your AAA in this fight lies in reading his incoming attacks, a tactic I 
    described in the General hints section. For this to work, make sure you set 
    targeting to manual before the battle starts. Then, when the battle starts, 
    move away from him and then press Square to zoom out and see what he's doing. 
    If he starts up a lunge attack, you can press Square again to cancel target 
    mode, and dodge his attack. If he charges in, it's going to be a Weak attack 
    that you can AAA. 
    
    If he starts flying around, just stand still because the only attack he can use 
    is Pyroblast.
    ===============================================================================
    [43] - Stone Golem
    Gal: 300,000 HP / 20,000 MP
    Uni: 450,000 HP / 30,000 MP
    4-d: 585,000 HP / 38,000 MP
    Specials: Flaming Blow (W), Flaming Kick (S)
    Elemental: All (Null)
    AAA: Homing
    
    Notes: Although stunlocking him with Fists of Fury is a possibility, I highly 
    recommend a team full of long-range attackers due to a combination of his 
    insane damage ability and his snail-like speed. Nel's Flying Guillotine and 
    pretty much all of Maria's skills are great here.
    ===============================================================================
    [44] - Battlecopter
    Gal: 200,000 HP / 30,000 MP
    Uni: 300,000 HP / 45,000 MP
    4-d: 380,000 HP / 58,500 MP
    Specials: Back Throw (W)
    Elemental: Water (Weak), Fire (Half)
    AAA: Homing
    
    Notes: His worst attack is his regular strong attack, which starts up quickly 
    and is a rapid firing machine gun that sweeps out in an arc in front of him. 
    Stunlocking is your best bet but, failing that, one trick you can pull is 
    standing directly under him and waiting for him to start up an attack. As soon 
    as you see it start, run under him to the other side. Most of the time it'll 
    miss completely and you'll have a free shot at his back.
    ===============================================================================
    [45] - Pseudo Blair
    Gal: 100,000 HP / 13,992 MP
    Uni: 150,000 HP / 20,988 MP
    4-d: 185,000 HP / 26,165 MP
    Specials: Eddy of Light (W), Death Howl (S), Fire Bolt (Spell), Crush (Spell)
    Elemental: All (Absorb)
    AAA: Homing
    
    Notes: She'll go down extremely quickly due to her low HP and on top of this, 
    she's not too dangerous. Eddy of Light and her normal attacks execute from a 
    mild distance, and Death Howl executes only at an extremely short distance.
    ===============================================================================
    [46] - Ruktogias
    Gal: 280,000 HP / 30,000 MP
    Uni: 420,000 HP / 45,000 MP
    4-d: 543,200 HP / 58,500 MP
    Specials: Chain Smash (W), Killer Sphere (W), Dark Eruption (S), Explosion 
    (Spell)
    Elemental: Fire (Absorb), Everything else (Half)
    AAA: None
    
    Notes: Essentially a random battle. Stunlocking, AAA abuse, or just general 
    beatdown will see you through.
    ===============================================================================
    [47] - Death Monster (x2)
    Gal: 120,000 HP / 30,000 MP
    Uni: 180,000 HP / 45,000 MP
    4-d: 223,200 HP / 58,500 MP
    Specials: Charge (W), Wild Fang (W), Killer Breath (S)
    Elemental: Fire (Absorb)
    AAA: None
    
    Notes: Another random battle.
    ===============================================================================
    [48] - Chimera Hawk (x3)
    Gal: 85,000 HP / 28,000 MP
    Uni: 127,500 HP / 42,000 MP
    4-d: 156,400 HP / 54,320 MP
    Specials: Hard Attack (W), Blizzard Attack (W), Heat Impact (S), Wing Cutter(S)
    Elemental: Wind (Absorb)
    AAA: None
    
    Notes: This battle can be difficult, so allow me to go into considerable 
    detail. First, note that you CAN stunlock them with Thunder Flare, even though 
    they absorb Wind. The best way to do this is lower the caster's int as far as 
    possible, so that you heal them only for small amounts. See if you can get 
    Sophia, with a low-int setup, to chain thunderflares that hit all of them while 
    the rest of your team takes them out with area-effect skills like Hammer of 
    Might and Dimension Door. There is a risk with this tactic, though, and that's 
    Heat Impact. See below for more information on that.
    
    As far as their normal attacks go, their strong attack executes at close range 
    and is EXTREMELY slow, but deals a lot of damage. By simply dodging it you can 
    leave one of them locked in place for a considerable period of time. Their 
    normal weak attack executes from a large distance.
    
    Now, each Chimera Hawk has 4 different attack patterns. Their patterns are 
    governed by their current HP - Pattern 1 is for the first 1/4th of their HP, 
    Pattern 2 for the second 1/4th, etc.
    
    Pattern 1: Uses only Hard Attack and normal attacks. 
    
    Pattern 2: Begins using Blizzard Attack
    
    Pattern 3: Stops using Blizzard Attack; Begins using Heat Impact.
    
    Pattern 4: Stops using Heat Impact; Starts using Wing Cutter. I have no idea 
    what Wing Cutter does beyond locking them in place doing nothing for a long 
    time.
    
    Heat impact is what you need to look out for. It executes extremely quickly and 
    deals a lot of damage - approximately 6,000 on Galaxy mode and over 15,000 on 
    4-D. For this reason, the safest strategy is using manual targeting and taking 
    them out one at a time. The battle should be manageable as long as you only put 
    one of them into Heat Impact mode at once, since they are relatively harmless 
    during their other attack patterns.
    ===============================================================================
    [49] - Luther sequence
    a) Luther (form 1)
    b) Luther (form 2)
    
    Luther (form 1)
    Gal: 200,000 HP / 60,000 MP
    Uni: 300,000 HP / 90,000 MP
    4-d: 380,000 HP / 126,000 MP
    Specials: Laser Beams (Spell)
    Elemental: All (Half)
    AAA: Regeneration
    
    Notes: Nothing special here. Just beat him down.
    
    Luther (form 2)
    Gal: 400,000 HP / 120,000 MP 
    Uni: 600,000 HP / 180,000 MP
    4-d: 800,000 HP / 288,000 MP
    Specials: Flaming Divide (W), Expansion Force (W), Laser Beams (Spell), Perfect 
    Symmetry (S, causes Paralysis), Insanity Prelude (S, causes Death)
    Elemental: All (Half)
    AAA: Wide Area Homing
    
    
    Notes: For the sake of your teammates, Luther should be stunned out of both 
    Perfect Symmetry and Insanity Prelude. His other attacks are either fairly 
    harmless, guardable, or easy to dodge. Fists of Fury / Thunder Flare 
    stunlocking is a possibility, but you'll need to be careful. If all else fails, 
    you can just use the stunbomb trick. Good luck!
    
    Further Notes on his attacks:
    
    Expansion Force is a single wave of energy, shot forward towards his target. 
    It'll hit anyone in its path, but it doesn't shoot terribly far.
    
    Flaming Divide consists of two waves of energy. The first one comes out quickly 
    and fires towards his target. If you're standing right next to him, you won't 
    get hit at all by this wave! Then he repositions himself towards his target's 
    current position and lets out a larger, farther-reaching purple wave. Both 
    waves can hit anyone in their paths.
    
    Luther starts using Perfect Symmetry after losing about half of his life. It is 
    a powerful attack; it winds up, and then deals damage in a large circular area 
    in front of Luther, towards his target's current position. You can avoid it by 
    running away from him as soon as he starts winding it up, or by quickly 
    stepping behind him after he's wound it up. 
    
    Luther won't start using Insanity Prelude until he's at low health. It has a 
    chance of causing Instant Incapacitation (even if you're wearing a Clone 
    Generator!), and will almost certainly kill anyone caught in its blast. There 
    are several safe spots, however, the easiest one to describe being the flap in 
    the northwest area of the battlefield. Simply run here as soon as you see him 
    starting this attack. Two spires will shoot up, one on either side of you, but 
    you should be safe. 
    ===============================================================================
    
    
    
    
    
               BOSS FIGHTS / FORCED BATTLES - MAZE OF TRIBULATIONS [II]
    
    
    
    
    
    ===============================================================================
    [M.1] - Render
    Gal: 350,000 HP / 50,000 MP
    Uni: 525,000 HP / 75,000 MP
    4-d: 689,500 HP / 102,500 MP
    Specials: Ice Beam (W), Arm of Ice (W), Freezing Breath (S), Blizzard Lasso(S), 
    Ice Needles (Spell)
    Elemental: Fire (Weak), Water (Absorb)
    AAA: 2-way
    
    Notes: All of his attacks can cause Freezing. Stunlocking and AAA'ing his Ice 
    Beam will see you through. You might want to try out Mirage's Avenger Charge.
    ===============================================================================
    [M.2] - Succubus
    Gal: 400,000 HP / 50,000 MP
    Uni: 600,000 HP / 75,000 MP 
    4-d: 800,000 HP / 102,500 MP
    Specials: Radial Shot (W), Charm Person (S)
    Elemental: Earth, Fire, Wind (Half)
    AAA: Homing
    
    Notes: She moves very slowly, and it's possible to win this battle without ever 
    seeing her attack by just attacking from long range. Her most dangerous move is 
    her regular strong attack, which winds up and then shoots about 6 beams in an 
    arc towards its target's current location. She also has a nasty back-minor 
    which comes out very quickly and can cause freezing.
    ===============================================================================
    [M.3] - Basilisk King
    Gal: 79,365 HP / 3,607 MP
    Uni: 119,078 HP / 5,411 MP
    4-d: 146,032 HP / 6,565 MP
    Specials: Stone Bite (W), Stone Breath (S)
    Elemental: Wind, Earth (Null)
    AAA: Standard
    
    Notes: Yes, his HP really is that low. All his attacks can cause Petrification.
    ===============================================================================
    [M.4] - 9 sets of (3x) Aqua Wisp.
    
    Aqua Wisp
    Gal: 80,000 HP / 8,000 MP
    Uni: 120,000 HP / 12,000 MP
    4-d: 147,200 HP / 14,720 MP
    Specials: Prism Shake (W), Plasma Cannon (W)
    Elemental: All (Half)
    AAA: 2-way
    
    Notes: You must beat all 9 sets and the Earth Dragon afterwards, all without 
    leaving the area, in order to progress. These guys are able to quickly deal a 
    large amount of damage to anything in melee range, and their Prism Shake 
    executes instantly and juggles. Thunder Flare stunlocking is highly 
    recommended, and attacks that either cause knockdown (Air Raid) or grant 
    temporary invulnerability (Side Kick) should be considered. In fact, it's 
    probably best to have a team with Sophia, Fayt, and one long-range attacker. 
    Sophia chains Thunder Flares, Fayt uses Side Kick and Air Raid, and the other 
    attacker throws attacks like Flying Guillotine or Energy Burst.
    
    Note that these guys CAN be frozen, paralyzed, and confused, so that's another 
    option you have.
    
    If all else fails and you want to be really cheap about it, you can just wait 
    until Puffy markets some Durian Stun bombs, and then use those to blow them all 
    away. Make sure the battle is a "normal" battle (ie, not an Ambush or a 
    Back-Attack or anything like that), so that the wisps are clustered very close, 
    select your Durian, Hit R1 to target all of them, and let it rip!
    ===============================================================================
    [M.5] - Earth Dragon
    Gal: 420,000 HP / 48,000 MP
    Uni: 630,000 HP / 72,000 MP
    4-d: 844,200 HP / 97,920 MP
    Specials: Flaming Breath (W), Atomic Breath (W), Howl of Doom (S, causes 
    instant incapacitation), Earth Glaive (Spell)
    Elemental: Earth (Absorb), Everything else (Half)
    AAA: Homing
    
    Notes: Easy fight. The only thing you should worry about is his Howl of Doom 
    for whoever goes into melee range. Just slap on an Anti-Incapacitation Amulet, 
    or, even better, a Tri-Emblem.
    ===============================================================================
    [M.6] - Springer
    Gal: 182,900 HP / 3,645 MP
    Uni: 274,350 HP / 5,468 MP
    4-d: 345,681 HP / 6,634 MP
    Specials: Burst Run (W), Burst Cannon (W)
    Elemental: Fire (Weak), Water (Null)
    AAA: Standard
    
    Notes: Dies in about 2 seconds. Only included in this guide for completeness.
    ===============================================================================
    [M.7] - Alei
    Gal: 182,900 HP / 3,645 MP
    Uni: 274,350 HP / 5,468 MP
    4-d: 345,681 HP / 6,634 MP
    Specials: Killer Sphere (W), Chain Smash (W), Dark Eruption (S), Explosion 
    (Spell)
    Elemental: Fire (Absorb), Everything else (Half)
    AAA: None
    
    Notes: Dies in about 3 seconds. Only included in this guide for completeness.
    ===============================================================================
    [M.8] - Mighty Vox
    Gal: 455,000 HP / 50,000 MP
    Uni: 682,500 HP / 75,000 MP
    4-d: 923,650 HP / 102,500 MP
    Specials: Dragon Brigade Slash (S), Searing Breath (S), Steel Rend (S), Ice 
    Needles (Spell)
    Elemental: Earth (Weak)
    AAA: Standard
    
    Notes: As if this fight wasn't easy enough already, you can render him almost 
    completely impotent by equipping Reflecting Plates to null his Fire/Ice 
    attacks. Note that he always drops a 1/1 scale bunny, which slows your movement 
    rate by 50%. You should drop it or bring it back to town to sell immediately 
    after the battle.
    ===============================================================================
    [M.9] - Sootie
    Gal: 468,000 HP / 47,800 MP
    Uni: 702,000 HP / 71,700 MP
    4-d: 950,040 HP / 97,512 MP
    Specials: Sootie Blast (W), Sootie Strike (S), Self-Destruct (W)
    Elemental: none
    AAA: Regeneration
    
    Notes: When it gets low on HP, it'll attempt to Self-Destruct, which deals a 
    large amount of damage and kills the Sootie. If it dies in this way, however, 
    you don't get any XP/fol from the battle and you miss out on the "Defeat 
    Sootie" Battle Trophy.
    
    This guy is really not too bad. Sootie Blast and Strike both execute from a 
    small distance (Sootie Strike giving you plenty of time to run away), and his 
    normal weak and strong attacks don't execute until he's right next to you. If 
    you have any trouble, give Thunder Flare stunlocking or Air Raid/Crescent Locus 
    knockdown a try.
    ===============================================================================
    [M.10] - Floor 8 Minibosses 
    a) NW room - Guardian Haunt (x3)
    b) NE room - Vile Chimera
    c) SW room - Tri-Chimera
    d) SE room - (3x) Shadow Savant 
    
    Note: You can heal up or even leave the Maze after any of these battles, as 
    long as you haven't completed all 4 of them. Once you beat the last one, as you 
    try to leave the 8th floor, you'll be attacked by Gabriel Celesta (see M.11). 
    These 4 battles can be done in any order you'd like and are essentially just 
    random battles.
    
    Guardian Haunt
    Gal: 95,000 HP / 3,720 MP
    Uni: 142,500 HP / 5,580 MP
    4-d: 175,750 HP / 6,670 MP
    Specials: Spear Cyclone (W), Power Howl (W)
    Elemental: Water (Null)
    AAA: Standard
    
    Vile Chimera
    Gal: 662,000 HP / 35,000 MP
    Uni: 993,000 HP / 52,500 MP
    4-d: 1,410,060 HP / 68,950 MP
    Specials: Triple Attack (S, first hit is W), Pyroblast (W), Bite toss (S)
    Elemental: All (Half)
    AAA: Standard
    Notes: Unlike every other chimera you've faced so far, his Tail attack is set 
    to Strong. It hasn't changed that much, though -  it can still cause Paralysis.
    
    Tri-Chimera
    Gal: 682,000 HP / 38,500 MP
    Uni: 1,023,000 HP / 57,750 MP
    4-d: 1,643,620 HP / 76,615 MP
    Specials: Petrifying Breath (S), Vortices (W), Lunatic Breath (W), Explosion 
    (Spell)
    Elemental: All (Half)
    AAA: Standard
    Notes: Similar to the Biochimeras that inhabit the 10th floor of the Spiral 
    Tower, the main difference being that the Tri-Chimera's Petrifying Breath is 
    set to Strong rather than Weak.
    
    Shadow Savant
    Gal: 100,000 HP / 4,000 MP
    Uni: 150,000 HP / 6,000 MP
    4-d: 185,000 HP / 7,280 MP
    Specials: Lightning Blow (W), Vanish Blow (W)
    Elemental: All (Null)
    AAA: Homing
    ===============================================================================
    [M.11] - Gabriel Celesta
    Gal: 1,000,000 HP / 200,000 MP
    Uni: 1,500,000 HP / 300,000 MP
    4-d: 2,300,000 HP / 560,000 MP
    Specials: Lightning Feather (W), True Judgment (W), Dragons (S)
    Elemental: All (Half)
    AAA: Standard
    
    Notes: His regular Spear attacks can cause Paralysis. Lightning Feather deals a 
    large amount of damage spread out over several hits in a small circle centered 
    at its target, and has a small chance of stunning. If Gabriel is wiping your 
    party out, chances are that Lightning Feather is what's doing it. You have a 
    number of options to deal with this.
    
    1 - Stunlocking and disruption. Thunderflare, Aura Wall, Fists of Fury, Air 
    Raid, and Crescent Locus are all your friends here and are quite reliable at 
    making sure he can't do much.
    2 - Stunbombing. Keep someone in the corner, away from the fight, on manual 
    control. When you see him start this move, immediately enter the menu, switch 
    to this person, and use a stunbomb.
    3 - Guarding. Lightning Feather is set to weak, so either keep your fury high, 
    have someone set to manual and doing nothing (so that their fury stays maxxed), 
    and/or equip the support skill Max Fury, which gives you a chance of 
    automatically recovering to 100% fury while resting.
    
    As for Dragons, move to the southeast corner of the room to avoid it, or just 
    stunbomb him out of it. The animation is quite long and Gabriel is invincible 
    during the attack, so you can use this time to heal up.
    
    This fight is likely to be short, but brutal. If all else fails, use the 
    stunbomb trick.
    ===============================================================================
    
    
    
    
    
          BOSS FIGHTS / FORCED BATTLES - SPHERE 211 (FLOORS 101 - 211) [III]
    
    
    
    
    
    ===============================================================================
    [S.1] - Norton Redux (floor 101)
    Gal: 500,000 HP / 100,000 MP
    Uni: 750,000 HP / 150,000 MP
    4-d: 1,025,000 HP / 230,000 MP
    Specials: Shooting Spree (S)
    Elemental: Earth (Weak), Everything else (Half)
    AAA: 2-Way
    
    Notes: Just like battle 4, except that Shooting Spree is now strong and deals 
    large amounts of HP and MP damage. You can dodge it by running circles around 
    him or by just running away. Curiously enough, it also fires harmlessly over 
    Roger's head. Other than that, just beat him down as he's not hard.
    ===============================================================================
    [S.2] - Enraged Crosell (floor 115)
    Gal: 700,000 HP / 100,000 MP
    Uni: 1,050,000 HP / 150,000 MP
    4-d: 1,505,000 HP / 230,000 MP
    Specials: none
    Elemental: Earth, Fire, and Wind (Half)
    AAA: 2-Way
    
    Notes: He's HUGE, but that's it. If you got this far, you'll have no trouble.
    ===============================================================================
    [S.3] - Shadow Dragon (floor 126)
    Gal: 1,000,000 HP / 200,000 MP
    Uni: 1,500,000 HP / 300,000 MP
    4-d: 2,300,000 HP / 560,000 MP
    Specials: Howl of Doom (W), Atomic Breath (W), Flaming Breath (S), Laser Beams 
    (Spell)
    Elemental: Wind (Weak), Fire and Water (Half), Earth (Absorb)
    AAA: 2-Way
    
    Notes: Just like the Crystal Dragon in the Gemity battle arena (Dragoon 
    Knights), and the Earth Dragon in fight M.5. Again, you should have no trouble.
    ===============================================================================
    [S.4] - Vengeful Shelby (floor 137)
    Gal: 1,500,000 HP / 200,000 MP
    Uni: 2,250,000 HP / 300,000 MP
    4-d: 3,825,000 HP / 560,000 MP
    Specials: Ice Breath (W, freezes, water-elemental), Giant Swing (W)
    Elemental: Fire (Weak), Everything else (Half)
    AAA: 2-Way
    
    Notes: He's just like the Shelby you fought in battle 10. He's pretty resistant 
    to stunlocking. As usual, the last hit of Giant Swing does tremendous HP 
    damage. Good ways to counter this include equipping your melees with Clone 
    Generators, stunbombing him before he can complete the move, or just AAAing it. 
    Ice Breath can freeze and causes a good deal of both HP and MP damage, but can 
    be nulled with the Reflecting plate or any other item granting protection from 
    water-based attacks.
    ===============================================================================
    [S.5] - Frenzied Biwig (floor 147)
    Gal: 2,000,000 HP / 300,000 MP 
    Uni: 3,000,000 HP / 450,000 MP
    4-d: 5,600,000 HP / 900,000 MP
    Specials: Illusion Rifle (W - water), Illusion Rifle (S - fire)
    Elemental: Earth (Weak), Everything else (Half) 
    AAA: Homing
    
    Notes: Just like Biwig in battle 32. You shouldn't have any trouble. By the 
    way, for his regular minor attack, he aims towards you, fires once, aims 
    towards you again, and fires twice.
    ===============================================================================
    [S.6] - Green Thing (floor 159)
    Gal: 2,500,000 HP / 400,000 MP
    Uni: 3,750,000 HP / 600,000 MP
    4-d: 7,500,000 HP / 1,200,000 MP
    Specials: Arm of Ice (W), Freezing Breath (W), Blizzard Lasso(S), Ice Beam (S), 
    Ice Needles (Spell)
    Elemental: Fire (Weak), Water (Absorb)
    AAA: 2-Way
    
    Notes: This is the first potential roadblock in Sphere. Despite the fact that 
    all of his attacks are non-elemental, they all have a chance of causing 
    Freezing status. Freezing protection is HIGHLY recommended here. Also note that 
    his Ice Beam is set to strong - be sure to avoid it. You might consider using 
    the stunbomb trick on him or trying to read his incoming attacks (see the 
    General strategies section). Ice Beam's startup range is much larger than the 
    startup ranges for any of his other skills. To read his incoming attacks, stand 
    back. When he starts charging towards one of your characters, get ready to 
    dodge. However, if he moves in past the maximum range of Ice Beam, chances are 
    very good that he's already committed to some other (much less dangerous) 
    attack, meaning that you can either start attacking him, or wait to see what it 
    is and guard it if it's Weak. If he's already down to 1/2 his HP or less, I'd 
    recommend waiting because you'll probably want to dodge Blizzard Lasso.
    
    Further notes on his attacks: 
    
    Minor: A downward paw swipe; Easy to dodge and easy to AAA.
    
    Major: A spinning move that hits twice. Albel's and Peppita's counterattacks 
    render them invulnerable against it, and Roger can avoid it by standing 
    extremely close. Other than that, you should step back to dodge it if you can't 
    knock him out of it.
    
    Back-minor: An extremely quick version of his Major, except that it can be 
    guarded.
    
    Arm of Ice: Hardly ever actually connects.
    
    Freezing Breath: Deals large amounts of HP and MP damage, but is easily blocked
    ===============================================================================
    [S.7] - Arch Demon (floor 170)
    Gal: 3,000,000 HP / 500,000 MP
    Uni: 4,500,000 HP / 750,000 MP
    4-d: 9,000,000 HP / 1,500,000 MP
    Specials: Crimson Sword (W), Flashing Sword (W), Sword of Darkness (S)
    Elemental: Earth, Water, and Fire (Half)
    AAA: Homing
    
    Notes: He's pretty resistant to stunlocking. Sword of Darkness, Crimson Sword, 
    and his regular major are the attacks you need to look out for. The first does 
    MP damage, and the latter two do HP damage. 
    
    Here are his attacks:
    
    Minor: A weak sword swipe. Damages fury.
    
    Major: A wind-up, followed by a circular region of flame centered at the 
    Arch Demon, facing towards his target's initial location. It reaches slightly 
    farther in the forward direction. As long as you run away to the side or behind 
    him to long-range, you'll be safe. And you should run away, because it deals a 
    large amount of damage per hit and does upwards of 7 hits.
    
    Crimson Sword (W): A damaging 4 hit combo. It comes out pretty quickly. Be on 
    your toes to guard it (or wear a Clone Generator)
    
    Flashing Sword (W): He teleports next to his target and swipes at them 3 to 5 
    times. Easy to guard. He doesn't use this move until he's low on life.
    
    Sword of Darkness (S): A wind-up, followed by a red demon leaping out of the 
    ground underneath his target's current location. The demon then performs a 
    sequence of attacks away from the Arch Demon. Any hit can cause instant 
    incapacitation, and every hit causes a large amount of MP damage. This attack 
    can be avoided with most characters by wearing bunny shoes and running in a 
    large circular arc, and when the demon is about to leap out of the ground, 
    cutting back towards the Arch Demon. The Arch Demon is invincible once this 
    fully move starts up, but can be knocked out of it during the wind-up stage. If 
    you're using low-MP characters like Cliff or Roger, you might want to stunbomb 
    him as soon as you see this move start up.
    ===============================================================================
    [S.8] - Angry Azazer and Raging Belzeber (floor 181)
    
    Angry Azazer
    Gal: 261,030 HP / 11,865 MP
    Uni: 391,545 HP / 17,798 MP
    4-d: 503,788 HP / 22,069 MP
    Specials: Sniping (W), Crystal Prison (W, causes Freezing)
    Elemental: Fire (Weak), Everything else (Half)
    AAA: 2-Way
    
    Notes: That's not a typo. He really has that little HP/MP. On the other hand, 
    the damage he deals is through-the-roof, so take him out quickly.
    
    Raging Belzeber
    Gal: 3,000,000 HP / 500,000 MP
    Uni: 4,500,000 HP / 750,000 MP
    4-d: 9,000,000 HP / 1,500,000 MP
    Specials: Steal Life, Steal Spirit
    Elemental: Earth (Weak), Everything else (Half)
    AAA: Wide Area Homing
    
    Notes: These guys are similar to their regular versions, which you already 
    faced in battles 35 and 36. They're fast, but you shouldn't have any problems 
    as long as you can take Azazer down before he starts wreaking much havoc.
    ===============================================================================
    [S.9] - Furious Berial (floor 192)
    Gal: 3,000,000 HP / 500,000 MP
    Uni: 4,500,000 HP / 750,000 MP
    4-d: 9,000,000 HP / 1,500,000 MP
    Specials: Auto-Aim (W), Fire Dance (S)
    Elemental: Wind (Weak), Everything else (Half)
    AAA: 2-Way
    
    Notes: Just like the Berial from battle 36. You shouldn't have any problems. By 
    the way, despite its suggestive name, Fire Dance is non-elemental.
    ===============================================================================
    [S.10] - Super Blair (floor 200)
    Gal: 4,000,000 HP / 600,000 MP
    Uni: 6,000,000 HP / 900,000 MP
    4-d: 12,000,000 HP / 1,800,000 MP
    Specials: Eddy of Light (S), Death Howl (S), Lightning Strike (Spell)
    Elemental: All (Half)
    AAA: Homing
    
    Notes: Unlike Pseudo Blair from battle 45, she's actually a challenge. One part 
    of the problem is that Eddy of Light is now a strong attack, and the other part 
    is that she ignores most stunlocking attacks such as Fists of Fury. Thunder 
    Flare is still pretty dependable, and Cliff's Max Shockwave juggles her pretty 
    often, so if you're having problems, I'd recommend giving those a try. If she's 
    killing you too quickly, turn all of your characters to manual, stunbomb her, 
    and use the time to recover with Symbology. Again, failing everything else, 
    there's still the stunbomb trick.
    ===============================================================================
    [S.11] - Lenneth (floor 210)
    Gal: 7,000,000 HP / 700,000 MP
    Uni: 10,500,000 HP / 1,050,000 MP
    4-d: 21,000,000 HP / 2,100,000 MP
    Specials: Lightning Strike (Spell), Stone Rain (Spell), Nibelung Valesti (S)
    Elemental: All (Half)
    AAA: Star Guard
    
    Notes: One of the superbosses. She starts using Nibelung Valesti only once half 
    of her life is gone. It deals damage inside a circle centered at its target's 
    initial location, and is likely to kill anyone caught in its blast. You should 
    probably stunbomb her out of it for the sake of your teammates. Her other 
    attacks are fairly easy to dodge, though they deal lots of hits and cause a lot 
    of damage (and her major can cause confusion, which is highly annoying). Again, 
    having Sophia stand back and chain Thunder Flares or Explosions is a good idea. 
    ===============================================================================
    [S.12] - Ethereal Queen (floor 211)
    
    Gal: 10,000,000 HP / 2,000,000 MP
    Uni: 15,000,000 HP / 3,000,000 MP
    4-d: 30,000,000 HP / 6,000,000 MP
    Specials: Binding Field (W), True Judgment (W), Celestial Star (S)
    Elemental: All (Half)
    AAA: Star Guard
    
    Notes: If you beat Lenneth, you shouldn't have any trouble here. You can AAA 
    Binding Field - be sure to do so since it's the only way to protect against its 
    effects. Celestial star, which she only starts using once half of her life is 
    gone, is easy to dodge and there are many ways to do it. One such way is to run 
    to the lower right area, wait for a flash at the lower left area, run there 
    once it's gone, and then wait there for the attack to finish. Of course your 
    teammates won't survive if you do this, so it's probably best to just stunbomb 
    her out of it. You also have a fairly generous amount of time to knock her out 
    of it before the move actually starts, so you might want to try knockdown moves 
    like Crescent Locus, Air Raid, and Double Slash (of Fury).
    ===============================================================================
    [S.13] - Freya
    
    After beating the Ethereal Queen, you receive the Angel Orb, which you can take 
    to Crosell's chamber in the Ursa Lava Cave to fight Freya. Thus, Freya is not 
    technically in Sphere, but I'm listing her here anyway since she's the last 
    boss that you gain access to, and you do so by completing Sphere.
    
    Gal: 20,000,000 HP / 3,000,000 MP
    Uni: 30,000,000 HP / 4,500,000 MP
    4-d: 60,000,000 HP / 9,000,000 MP
    Specials: Ether Strike (S), Lightning Strike (Spell), Stone Rain (Spell)
    Elemental: All (Half)
    AAA: Star Guard
    
    Notes: The final superboss. She starts using Ether Strike right from the 
    beginning. It does huge damage and cannot be interrupted once the first two 
    hits have been delivered. If you're using stun bombs, make sure you set them 
    off as soon as you see "Ether Strike" on the screen. It deals damage inside a 
    very large circle centered at its target's initial location, but if Freya is 
    near one corner and your support/spellcasters are in the opposite corner, they 
    are safe from this attack. There are many ways to fight Freya, but they all 
    require some amount of preparation or a large amount of dumb luck, time, and/or 
    stunbombs. Probably the best, even better than the stunbomb trick, is the 
    following:
    
    Take a team of Maria, Sophia, and a short-range attacker. The unnamed member 
    here is essentially your sacrificial lamb, used only for distraction and 
    miniscule damage. Feed Maria all your MP berries, give her the Valkyrie Garb, 
    and set her to Convert Damage: Conserve HP. This will allow her to survive 
    Freya's normal attacks, but not Ether Strike. Take control of Sophia and move 
    her to whichever of the upper corners is farther away from Freya. Leave her 
    there and move the battle to the opposite corner by taking control of Maria and 
    the other character as necessary. Now, switch back to Sophia and begin your 
    assault. Sophia should chain Explosions (or Thunder Flares - your choice), 
    AI-Maria should fire Energy Bursts, and your other character should do whatever 
    it feels like doing. It might even be best to leave that character sitting 
    there doing nothing. Revive the other character when he dies, stunbomb Freya 
    out of Ether Strike (possibly by using your do-nothing character), and use 
    Analeptics / Resurrection Mists for mass-revival as necessary. It'll take a 
    while, but eventually she'll go down. Congratulations! You've won the hardest 
    fight in the game.
    ===============================================================================
    
    
    
    
    
                BOSS FIGHTS / FORCED BATTLES - URSSA CAVE TEMPLE [IV]
    
    
    
    
    
    ===============================================================================
    There are 3 forced battles here. The first battle is against an optional 
    character that you *didn't* recruit (chosen at random) and a sidekick. The 
    second battle is against one of the other optional characters (and sidekick) 
    you didn't recruit, chosen randomly from the ones remaining. Yes, it's possible 
    to only recruit 1 optional character. The final battle is against Fayt and 
    whoever Fayt was paired with in the main-game ending. If you got the "Fayt 
    alone" ending, you get to fight Fayt and Luther. 
    
    Now, things are further complicated by the fact that, for the first 2 battles, 
    your enemies' HP/MP levels vary depending on which order you fight them, and 
    for the 3rd battle, Fayt's HP/MP levels vary depending on whether or not you 
    have completed the Maze of Tribulations (MoT). 
    
    The first two fights are pretty easy, no matter who they're against, so I'll 
    only pay them minor lip service. It's the final one that might give you some 
    trouble.
    ===============================================================================
    [U.1] - Albel and Romero
    
    Albel
    Gal: 235,000 HP / 20,000 MP (fight 1); 520,000 HP / 40,000 MP (fight 2)
    Uni: 352,500 HP / 30,000 MP (fight 1); 780,000 HP / 60,000 MP (fight 2)
    4-d: 451,200 HP / 38,000 MP (fight 1); 1,071,200 HP / 80,000 MP (fight 2)
    Specials: Air Slash (S), Charge (W), Dragon Roar (S), Hand of Doom (S), Double 
    Slash (W), Explosion (Spell)
    Elemental: Fire (Half), Water (Half)
    AAA: 2-way
    
    Romero 
    Gal: 100,000 HP / 100,000 MP (fight 1); 240,000 HP / 150,000 MP (fight 2)
    Uni: 150,000 HP / 150,000 MP (fight 1); 360,000 HP / 225,000 MP (fight 2)
    4-d: 185,000 HP / 230,000 MP (fight 1); 460,800 HP / 382,500 MP (fight 2)
    Specials: Crimson Sword (W), Flashing Sword (W), Sword of Darkness (S)
    Elemental: Water (Weak), Everything else (Half)
    AAA: Homing
    
    Notes: Sword of Darkness deals a large amount of MP damage, so stunbomb him out 
    of it if you're using low-MP characters like Cliff. You might try an MP kill 
    against Albel.
    ===============================================================================
    [U.2] - Nel and Zorto 
    
    Nel
    Gal: 200,000 HP / 36,000 MP (fight 1); 450,000 HP / 72,000 MP (fight 2) 
    Uni: 300,000 HP / 54,000 MP (fight 1); 675,000 HP / 108,000 MP (fight 2)
    4-d: 380,000 HP / 71,280 MP (fight 1); 909,000 HP / 155,520 MP (fight 2)
    Specials: Shadow Wave (W), Lightning Chain (W), Flying Guillotine (S), Divine 
    Wrath (S), Laser Beams (Spell)
    Elemental: Wind (Half), Earth (Null), Water (Absorb)
    AAA: Homing
    
    Zorto
    Gal: 140,000 HP / 40,000 MP (fight 1); 300,000 HP / 50,000 MP (fight 2)
    Uni: 210,000 HP / 60,000 MP (fight 1); 450,000 HP / 75,000 MP (fight 2)
    4-d: 261,000 HP / 80,000 MP (fight 1); 585,000 HP / 102,500 MP (fight 2)
    Specials: Tri-Spike (W, causes Freezing)
    Elemental: Earth and Water (Half)
    AAA: Ring Wave
    
    Notes: Perhaps the most dangerous of the optionals, you should stunbomb Nel out 
    of Divine Wrath. Her Flying Guillotine will hurt, but it executes so quickly 
    that you won't have time to stunbomb her to interrupt it. On the other hand, 
    her HP total is low so she'll go down without much trouble. Zorto is a 
    run-of-the-mill Crystal Statue type, so he shouldn't give you any trouble.
    ===============================================================================
    [U.3] - Peppita and Hodge Podge
    
    Peppita
    Gal: 225,000 HP / 50,000 MP (fight 1); 500,000 HP / 100,000 MP (fight 2) 
    Uni: 337,500 HP / 75,000 MP (fight 1); 750,000 HP / 150,000 MP (fight 2)
    4-d: 429,750 HP / 102,500 MP (fight 1); 1,025,000 HP / 230,000 MP (fight 2)
    Specials: Instanto Blast (W), Kaboom (W), Faerie Friend (S), Dream Hammer (S), 
    Dark Sphere (Spell), Southern Cross (Spell)
    Elemental: Water and Wind (Half)
    AAA: Regeneration
    
    Hodge Podge
    Gal: 120,000 HP / 90,000 MP (fight 1); 250,000 HP / 100,000 MP (fight 2)
    Uni: 180,000 HP / 135,000 MP (fight 1); 375,000 HP / 150,000 MP (fight 2)
    4-d: 223,200 HP / 202,500 MP (fight 1); 480,000 HP / 230,000 MP (fight 2)
    Specials: Triple Attack (W), Pyroblast (W). Lunging Bite (W). Also his regular 
    tail attack can cause Paralysis.
    Elemental: Fire and Wind (Half)
    AAA: Standard
    
    Notes: Equip Anti-Incapacitation for this fight (probably via a Tri-Emblem), as 
    most of Peppita's moves can cause instant Death. Once you've done that, this 
    fight is easy. Hodge Podge is a run-of-the-mill Chimera type.
    ===============================================================================
    [U.4] - Roger and Farbnil
    
    Roger
    Gal: 225,000 HP / 15,000 MP (fight 1); 560,000 HP / 30,000 MP (fight 2)
    Uni: 337,500 HP / 22,500 MP (fight 1); 840,000 HP / 45,000 MP (fight 2)
    4-d: 434,250 HP / 28,050 MP (fight 1); 1,164,800 HP / 58,500 MP (fight 2)
    Specials: Raging Helmet (W), Shield and Cannon (W), Fiery Fury (S), Lightning 
    Strike (Spell), Deep Freeze (Spell), Star Fall (S)
    Elemental: Fire (Half)
    AAA: Ring Wave
    
    Farbnil
    Gal: 130,000 HP / 70,000 MP (fight 1); 260,000 HP / 200,000 MP (fight 2)
    Uni: 195,000 HP / 105,000 MP (fight 1); 390,000 HP / 300,000 MP (fight 2)
    4-d: 241,800 HP / 150,500 MP (fight 1); 501,800 HP / 560,000 MP (fight 2)
    Specials: EM Barrier (W)
    Elemental: Water (Weak), Fire (Half)
    AAA: Ring Wave
    
    Notes: Farbnil is one of those 4-legged tank mechs that love to shoot Strong 
    missile volleys. He should be taken out first. Roger won't start using Star 
    Fall until he's below 1/2 HP, and he should be stunbombed out of it. You might 
    consider a MP kill on Roger.
    ===============================================================================
    [U.5] - Fayt + Whoever he was paired with in the ending
    
    Notes: Fayt won't start using Ethereal Blast until he's below 1/2 health. It's 
    easy to dodge, but you might like to stunbomb him out of it to protect your 
    teammates. He is very quick and dangerous, and I recommend staying on the move 
    even though it's tough to run circles around him and hit him in the back. If 
    you stand still for too long, you'll be a sitting duck for Air Raid. It's 
    probably best to stunbomb him right at the start and keep him stunbombed while 
    you take out his teammate. Once he's alone, things get a lot easier.
    
    As for his teammate, most are easy to kill, and you'll already be familiar with 
    their moves since they're on your team and you (presumably) like them well 
    enough to get their ending. Especially on 4-d, I recommend you get the Cliff 
    ending since he's so easy to MP kill. The harder ones to kill are Sophia and 
    Luther. Sophia cannot be hit out of Meteor Swarm like she can when you're 
    controlling her. Take her out quickly so that she does not have the chance to 
    use it, as it is simply devastating. If you go in with all guns blazing you can 
    pull it off. Luther is basically the same as he was in battle 49, though you're 
    much more powerful now so you can probably take him down before he starts 
    spamming Perfect Symmetry. Unfortunately you can't stunbomb and keep Fayt 
    stunbombed simultaneously - if you have to choose, it's probably best to 
    stunbomb Luther out of this one (for the sake of your teammates) and let Fayt 
    run free for a little bit. See if you can take control of whoever he charges 
    at, and then give him the runaround while you wait for your item recovery time 
    to expire.
    
    Fayt
    Gal: 700,000 HP / 70,000 MP (pre-MoT); 1,000,000 HP / 100,000 MP (post-MoT)
    Uni: 1,050,000 HP / 105,000 MP (pre-MoT); 1,500,000 HP / 150,000 MP (post-MoT)
    4-d: 1,505,000 HP / 150,500 MP (pre-MoT); 2,300,000 HP / 230,000 MP (post-MoT)
    Specials: Side Kick (W), Blade of Fury (W), Air Raid (S), Ethereal Blast (S), 
    Lightning Strike (Spell), Laser Beams (Spell)
    Fayt: Ethereal blast winds up briefly, then shoots towards target's current 
    position (I'm using the "initial" vs. "current" distinction here)
    Elemental: Fire, Wind (Half)
    AAA: Star Guard
    
    Luther
    Gal: 1,100,000 HP / 8,000,00 MP
    Uni: 1,650,000 HP / 12,000,000 MP
    4-d: 2,585,000 HP / 24,000,000 MP
    Specials: Flaming Divide (W), Expansion Force (W), Perfect Symmetry (S), Laser 
    Beams (Spell)
    flaming divide is the big-reaching one, and he changes towards target's current 
    position between the two waves (first = fire, 2nd = far-reaching purple stuff, 
    it's all arc-forward-hitting
    Elemental: All (Half)
    AAA: Wide Area Homing
    
    Adray
    Gal: 800,000 HP / 200,000 MP
    Uni: 1,200,000 HP / 300,000 MP
    4-d: 1,760,000 HP / 560,000 MP
    Specials: Chaos Tide (W), Sea Gate (W), Titan Fist (S), Sirocco (S), Laser 
    Beams (Spell)
    Elemental: none
    AAA: Wide Area Homing
    
    Albel
    Gal: 940,000 HP / 80,000 MP
    Uni: 1,410,000 HP / 120,000 MP
    4-d: 2,133,800 HP / 176,000 MP
    Specials: Air Slash (S), Charge (W), Double Slash (W) Dragon Roar (S), Hand of 
    Doom (S), Explosion (Spell)
    Elemental: Fire (Half), Water (Half)
    AAA: 2-Way
    
    Cliff
    Gal: 1,200,000 HP / 36,000 MP
    Uni: 1,800,000 HP / 54,000 MP
    4-d: 2,880,000 HP / 71,280 MP
    Specials: Electric Fists (W), Fiery Tackle (W), Fists of Fury (S), Max 
    Shockwave (S)
    Elemental: Fire (Half)
    AAA: Standard
    
    Maria
    Gal: 700,000 HP / 180,000 MP
    Uni: 1,050,000 HP / 270,000 MP
    4-d: 1,505,000 HP / 486,000 MP
    Specials: Laser Blast (W), Scatter Beam (W), Gravity Bullet (S), Triple Kick(S)
    Elemental: Wind (Half)
    AAA: Wide Area Homing
    
    Mirage
    Gal: 900,000 HP / 100,000 MP
    Uni: 1,350,000 HP / 150,000 MP
    4-d: 2,025,000 HP / 230,000 MP
    Specials: Sphere of Might (W), Crescent Locus (W), Avenger Charge (S), Blazing 
    Cannon (S)
    Elemental: Fire and Wind (Half)
    AAA: Standard
    
    Nel
    Gal: 800,000 HP / 144,000 MP
    Uni: 1,200,000 HP / 216,000 MP
    4-d: 1,760,000 HP / 362,880 MP
    Specials: Shadow Wave (W), Lightning Chain (W), Flying Guillotine (S), Divine 
    Wrath (S), Laser Beams (Spell)
    Elemental: Wind (Half)
    AAA: Homing
    
    Peppita
    Gal: 760,000 HP / 140,000 MP
    Uni: 1,140,000 HP / 210,000 MP
    4-d: 1,656,800 HP / 350,000 MP
    Specials: Instanto Blast (W), Kaboom (W), Faerie Friend (S), Dream Hammer (S), 
    Dark Sphere (Spell), Southern Cross (Spell)
    Elemental: Wind and Water (Half)
    AAA: Regeneration
    
    Roger
    Gal: 1,020,000 HP / 60,000 MP
    Uni: 1,530,000 HP / 90,000 MP
    4-d: 2,356,200 HP / 126,000 MP
    Specials: Raging Helmet (W), Shield and Cannon (W), Fiery Fury (S), Lightning 
    Strike (Spell), Deep Freeze (Spell), Star Fall (S) 
    Elemental: Fire (Half)
    AAA: Ring Wave
    
    Sophia
    Gal: 560,000 HP / 400,000 MP
    Uni: 840,000 HP / 600,000 MP
    4-d: 1,164,800 HP / 1,200,000 MP
    Specials: Efreet, Laser Beams, Gremlins, Blood Scylla, Lightning Blast, 
    Lightning Strike, Deep Freeze, Meteor Swarm (all Spells)
    Elemental: none
    AAA: Regeneration
    
    ===============================================================================
    
    
    
    
    
                              Other Forced Battles [V]
    
    
    
    
    ===============================================================================
    [O.1] - Aquatic Gardens of Surferio - Sculpture Lord and Sculpture Guard (2x) 
    
    Sculpture Guard
    Gal: 11,000 HP / 3,200 MP
    Uni: 16,500 HP / 4,800 MP
    4-d: 19,910 HP / 5,824 MP
    Specials: Charge Strike (W), Fire Bolt (Spell), Crush (Spell)
    Elemental: Earth (Absorb)
    AAA: None
    
    Sculpture Lord
    Gal: 40,000 HP / 30,000 MP
    Uni: 60,000 HP / 45,000 MP
    4-d: 72,800 HP / 58,500 MP
    Specials: Stone Rain (Spell)
    Elemental: Earth (Absorb), Wind (Half)
    AAA: Standard
    
    Notes: If you're low level, you might want to give Side Kick a try and watch 
    out for their spells.
    ===============================================================================
    [O.2] - Ancient Ruins of Mosel Underground - Amoeba Giant
    
    Gal: 220,000 HP / 25,000 MP
    Uni: 330,000 HP / 37,500 MP
    4-d: 420,200 HP / 48,000 MP
    Specials: Mudman Blast (W), Poisonous Punch (W), Mudman Punch (S), Healing 
    (Spell)
    Elemental: Wind (Weak), Earth (Absorb)
    AAA: Wide Area Homing
    
    Notes: MP Killing this guy is highly advisable, due to his tendency to cast 
    Healing at low life. Other than that, this guy is almost exactly like the 
    Mudman from battle 13, and the same tactics apply.
    ===============================================================================
    [O.3] - Ancient Ruins of Mosel Underground - Aurora Monster
    
    Gal: 285,000 HP / 212,025 MP
    Uni: 427,500 HP / 318,038 MP
    4-d: 552,900 HP / 606,392 MP
    Specials: Rippling Shock (W), Lightning Blade (W), Energy Pulse (W), Flailing 
    Tentacles (S, MP)
    Elemental: Earth (Weak), Wind (Absorb)
    AAA: Wide Area Homing
    
    Notes: If you're at a low level (say, 50), this would be a difficult fight if 
    not for two glaring weaknesses that he possesses: One is that almost all of his 
    attacks are guardable, and the other is that he's slow and easily taken down by 
    ranged attacks. 
    ===============================================================================
    [O.4] - Ancient Ruins of Mosel Underground - Spirit Trio
    
    Robin Wind
    Gal: 120,000 HP / 30,000 HP
    Uni: 180,000 HP / 45,000 MP
    4-d: 223,200 HP / 58,500 MP
    Specials: Rising Stream (W), Aerial Slash (S)
    Elemental: Wind (Absorb)
    AAA: 2-way
    
    Aquaregia
    Gal: 115,400 HP / 50,000 MP
    Uni: 173,100 HP / 75,000 MP
    4-d: 214,644 HP / 102,500 MP
    Specials: Ice Coffin (W, causes Freezing)
    Elemental: Water (Absorb)
    AAA: 2-way
    
    Nova Blaze
    Gal: 135,000 HP / 40,000 MP
    Uni: 202,500 HP / 60,000 MP
    4-d: 252,450 HP / 80,000 MP
    Specials: Flame Wave (W), Star Fall (S)
    Elemental: Fire (Absorb)
    AAA: Standard
    
    Notes: I recommend separating them if possible. If not, this battle is still 
    not too hard. Aquaregia and Nova Blaze are both just HP/MP-inflated versions of 
    normal enemies, and Robin Wind you already beat in battle 29. The worst attacks 
    here are Aerial Slash, which you can avoid by sidestepping back, and Star Fall, 
    which you can avoid by running around in a circular motion.
    ===============================================================================
    [O.5] - Albel 2 (Available on disc 2, before Sphere)
    Gal: 50,000 HP / 10,000 MP
    Uni: 75,000 HP / 15,000 MP
    4-d: 91,000 HP / 18,500 MP
    Specials: Air Slash (W), Charge (W), Double Slash (W)
    Elemental: Fire (Half), Water (Half)
    AAA: Standard
    Notes: You can AAA practically everything in this fight, so you shouldn't have 
    any problems.
    ===============================================================================
    [O.6] - Albel 3 (Available after Sphere, but before retrieving the Sacred Orb)
    Gal: 120,000 HP / 60,000 MP
    Uni: 180,000 HP / 90,000 MP
    4-d: 223,200 HP / 126,000 MP
    Specials: Air Slash (S), Charge (W), Double Slash (W), Hand of Doom (S)
    Elemental: Fire (Half), Water (Half)
    AAA: 2-way
    Notes: Air Slash is now a strong attack, which you can dodge by running in a 
    circle around him. He hardly ever uses Hand of Doom.
    ===============================================================================
    [O.7] - Albel 4 (Available any time after retrieving the Sacred Orb)
    Gal: 340,000 HP / 120,000 MP
    Uni: 510,000 HP / 180,000 MP
    4-d: 669,800 HP / 288,000 MP
    Specials: Air Slash (S), Charge (S), Double Slash (W), Hand of Doom (S)
    Elemental: Fire (Half), Water (Half)
    AAA: Wide Area Homing
    Notes: Charge is now a strong attack, and he now has the deadly Wide Area 
    Homing AAA. Side Kick, Air Raid, and/or Blade of Fury are recommended here.
    ===============================================================================
    [O.8] - Gemity Arena - Reigning Champions (Available by becoming number 1 in 
    the Ranking Battles)
    
    Solon Solute
    Gal: 500,000 HP / 50,000 MP
    Uni: 750,000 HP / 75,000 MP
    4-d: 1,025,000 HP / 102,500 MP
    Specials: Sword Wave (W)
    Elemental: Fire (Weak), Wind (Null)
    AAA: None
    
    Dirna Hamilton
    Gal: 3,000,000 HP / 500,000 MP
    Uni: 4,500,000 HP / 750,000 MP
    4-d: 9,000,000 HP / 1,500,000 MP
    Specials: Arcane Stars (S), Radial Stars (S), Fire Bolt (Spell), Explosion 
    (Spell), Laser Beams (Spell)
    Elemental: Fire (Absorb), Wind and Water (Half)
    AAA: Wide Area Homing
    
    Notes: Solon has 9999 agility, meaning that he's going to be parrying any 
    normal attack and most special attacks that you send at his frontside. If you 
    want to damage him with such attacks, you'll have to hit him in the back. Some 
    attacks that ignore his parrying include Hammer of Might, Kaboom, Air Raid, and 
    all Symbology. Once he's down, which shouldn't take long, you get to 
    concentrate on Dirna. Don't laugh at her Fire Bolt - It deals about 5000 damage 
    per bolt. Arcane Stars deals huge MP damage, so watch out for that, too. All of 
    her non-spell attacks are easy to dodge by simply running away, so I recommend 
    a team of long-range attackers here.
    ===============================================================================
    
    
    Version History:
    
    v1.00 - All statistics completed and submitted. 12Jun2005
    
    v1.10 - Added a huge amount of strategy, including the General Strategies 
    section. 14Jun2005
    
    v1.11 - Fixed a number of typos, added some more general strategy, reworded a 
    few sentences, moved some stuff around. 17Jun2005
    
    v2.0 - MAJOR overhaul. Lots of formatting changes, and updated strategies for 
    nearly every boss.
    
    v2.01 - Minor strategies update.
    
    Thanks:
    -CJayC for gamefaqs.
    -Tri-Ace for making this excellent game, and Square-Enix for publishing it.
    -Elizabeth Hollinger for a great guide
    -Kaiyan Wang, Matt620, Velari, Wolfwood824, Transformr, ICSTARS77 
    Ladysoalluring, and anyone else I've missed, for typo corrections and 
    suggestions.
    -Everyone on the Star Ocean board, and in particular, the folks who post 
    regularly in the SSCC topics, for inspiring my continuing enjoyment of this 
    game.
    
    Comments/Criticisms/Suggestions should be sent to Waywardson81 at yahoo dot com
    Make sure you put Star Ocean in the subject.
    
    This FAQ is copyright 2005 Marty81. Unauthorized reproduction will result 
    in swift legal action and all that. Currently the only site allowed to host 
    this guide is gamefaqs.com. If you happen to see anyone else hosting it, please 
    email me.
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.