Sunday, May 11, 2008

Spell list

White
Level 1
Heal
MP: 5
Effect: Recovers small amount of HP to one character
Cure Poison
MP: 5
Effect: Cures one character of Poison status
Shield
MP: 10
Effect: Increases physical defense of one character
Barricade
MP: 10
Effect: Increases magic defense of one character
Level 2
Zephyr
MP: 10
Effect: Recovers small amount of HP to all allies
Cure Paralysis
MP: 10
Effect: Cures one character of Paralysis status
All-Shield
MP: 20
Effect: Increases physical defense of all allies
All-Barricade
MP: 20
Effect: Increases magic defense of all allies
Level 3
Cure Seal
MP: 15
Effect: Cures one character of Seal status
Cover
MP: 15
Effect: Forms a barrier to absorb damage against one character
Shine
MP: 15
Effect: Inflicts Light-based damage and Blind status on all enemies
Kelolon
MP: 15
Effect: Transforms one party member into a Kelolon / Removes Kelolon status
Level 4
Heala
MP: 20
Effect: Recovers HP of one character
Cure Petrify
MP: 20
Effect: Cures one character of Petrify status
Erase
MP: 20
Effect: Removes a negative magic effect from one character
Dispel
MP: 20
Effect: Removes a strengthening magic effect from one enemy
Level 5
Zephyra
MP: 40
Effect: Recovers HP of all allies
Cure-All
MP: 40
Effect: Cures one character of all status ailments
Shieldus
MP: 30
Effect: Increases physical defense of one character
Barricadus
MP: 30
Effect: Increases magic defense of one character
Level 6
Revive
MP: 30
Effect: Revives and restores some HP to a KO'd character
All-Shieldus
MP: 60
Effect: Increases physical defense of all allies
All-Barricadus
MP: 60
Effect: Increases magic defense of all allies
Covera
MP: 30
Effect: Forms a barrier around all allies to absorb damage
Level 7
Healus
MP: 35
Effect: Recovers large amount of HP to one character
Heal Up
MP: 35
Effect: Increases amount of HP recovered by healing spells for one character
Reflect
MP: 40
Effect: Forms a barrier around one character to reflect magic
Shinus
MP: 35
Effect: Inflicts Light-based damage and Blind status on all enemies
Level 8
Zephyrus
MP: 70
Effect: Recovers large amount of HP to all allies
Resurrect
MP: 40
Effect: Revives and restores full HP to a KO'd character
Coverus
MP: 60
Effect: Forms a powerful barrier around one character to absorb damage
Divide
MP: 80
Effect: Inflicts damage on all enemies based on your current HP
Black
Level 1
Flare
MP: 5
Effect: Inflicts fire-elemental damage on one enemy
Aqua
MP: 5
Effect: Inflicts water-elemental damage on one enemy
Wind
MP: 5
Effect: Inflicts wind-elemental damage on one enemy
Ground
MP: 5
Effect: Inflicts earth-elemental damage on one enemy
Level 2
Sleep
MP: 20
Effect: Puts one enemy to sleep
Poison
MP: 20
Effect: Poisons one enemy
Paralyze
MP: 20
Effect: Paralyzes one enemy
Prism
MP: 15
Effect: Inflicts random-elemental damage on all enemies
Level 3
Seal
MP: 20
Effect: Seals one enemy
Stone
MP: 20
Effect: Inflicts signs of Petrification on one enemy
Curse
MP: 15
Effect: Curses one enemy
Force
MP: 10
Effect: Inflicts weak physical damage on one enemy
Level 4
Flara
MP: 20
Effect: Inflicts fire-elemental damage on one enemy
Aquara
MP: 20
Effect: Inflicts water-elemental damage on one enemy
Winda
MP: 20
Effect: Inflicts wind-elemental damage on one enemy
Grounda
MP: 20
Effect: Inflicts earth-elemental damage on one enemy
Level 5
Flare Mine
MP: 30
Effect: Gives one party member a fire-elemental counterattack
Aqua Mine
MP: 30
Effect: Gives one party member a water-elemental counterattack
All-Curse
MP: 45
Effect: Curses all enemies
Prisma
MP: 30
Effect: Inflicts random-elemental damage on all enemies
Level 6
Wind Mine
MP: 30
Effect: Gives one party member a wind-elemental counterattack
Ground Mine
MP: 30
Effect: Gives one party member an earth-elemental counterattack
Jamming
MP: 30
Effect: Slows down magic casting time of one enemy
Forcea
MP: 25
Effect: Inflicts physical damage on one enemy
Level 7
Flarus
MP: 35
Effect: Inflicts large amount of fire-elemental damage on one enemy
Aquaus
MP: 35
Effect: Inflicts large amount of water-elemental damage on one enemy
Windus
MP: 35
Effect: Inflicts large amount of wind-elemental damage on one enemy
Groundus
MP: 35
Effect: Inflicts large amount of earth-elemental damage on one enemy
Level 8
Prismus
MP: 60
Effect: Inflicts large amount of random-elemental damage on all enemies
Forceus
MP: 50
Effect: Inflicts large amount of physical damage on one enemy
Leveler
MP: 150
Effect: Inflicts damage on one enemy based on your current HP
Death
MP: 45
Effect: Instantly kills one enemy
Spirit
Level 1
Refresh
MP: 5
Effect: Recovers small amount of HP to one row of allies
Shadow
MP: 5
Effect: Inflicts non-elemental damage on all enemies
Dodger
MP: 5
Effect: Increases evasion rate of one party member
Chime
MP: 5
Effect: Wakes one ally up from Sleep status
Level 2
Regenerate
MP: 10
Effect: Gradually recovers one ally's HP
Powera
MP: 10
Effect: Slightly increases physical attack of one party member
Minda
MP: 10
Effect: Slightly increases magic attack of one party member
Gamble
MP: 10
Effect: Inflicts random amount of damage on one enemy
Level 3
Speeda
MP: 15
Effect: Increases Speed of one party member
Slower
MP: 15
Effect: Decreases Speed of one enemy
Ailment Void
MP: 15
Effect: Increases ability to evade status ailments for one party member
Lost
MP: 15
Effect: Expels one enemy from battle
Level 4
Refresha
MP: 20
Effect: Recovers HP of one row of allies
Shadowa
MP: 20
Effect: Inflicts non-elemental damage on all enemies
Fear
MP: 20
Effect: Inflicts Terror status on one enemy
Virus
MP: 20
Effect: Inflicts Virus status one enemy
Level 5
Regenera
MP: 25
Effect: Gradually recovers HP of one party member
Powerus
MP: 40
Effect: Increases physical attack of one party member
Mindus
MP: 40
Effect: Increases magic attack of one party member
Splitter
MP: 25
Effect: Halves the HP of one enemy
Level 6
Faster
MP: 30
Effect: Speeds up skill-activation time of one party member
Delay
MP: 30
Effect: Slows down skill-activation time of one enemy
Ailment Break
MP: 30
Effect: Increases elemental weakness of one enemy
Reset
MP: 30
Effect: Resets any parameter alterations to one enemy
Level 7
Refreshus
MP: 35
Effect: Greatly recovers the HP of a row of allies
Shadowus
MP: 35
Effect: Inflicts large amount of non-elemental damage on all enemies
Reversa
MP: 35
Effect: Inflicts damage on one enemy based on the HP the caster has lost
Random
MP: 5
Effect: Casts a random Spirit Magic spell
Level 8
Regenerus
MP: 50
Effect: Gradually recovers large amounts of HP to one party member
All-Powerus
MP: 80
Effect: Increases physical attack of all allies
All-Mindus
MP: 80
Effect: Increases magic attack of all allies
Sacrifice Self
MP: 100
Effect: Sacrifice caster's life to revive all allies with some HP and MP

Mortal skill

Here are the skill list for each mortal characters. Your Immortal characters can learn these skills using the Skill Link function.
Jansen:
Level 10 - Steal
Level 10 - Lv 1 Black Magic
Level 10 - Lv 2 Black Magic
Level 10 - Lv 1 White Magic
Level 13 - Factual Analysis
Level 16 - Lv 2 White Magic
Level 19 - Lv 3 Black Magic
Level 22 - Absorb Transfer
Level 25 - Lv 4 Black Magic
Level 28 - Lv 5 Black Magic
Level 31 - 2 Accesories
Level 34 - Lv 6 Black Magic
Level 37 - Black Staff
Level 40 - Drain Shower
Level 43 - Lv 7 Black Magic
Level 49 - Lv 8 Black Magic
Level 52 - Double Cast
Mack:
Level 15 - Power Hit
Level 15 - Lvl 1 Spirit Magic
Level 15 - Combo
Level 15 - Wall
Level 15 - Lv 2 Spirit Magic
Level 16 - Counter
Level 19 - Lv 3 Spirit Magic
Level 22 - Taunt
Level 25 - Lv 4 Spirit Magic
Level 28 - Lv 5 Spirit Magic
Level 31 - Spell Counter
Level 34 - Lvl 6 Spirit Magic
Level 37 - Walla
Level 40 - Stand Firm
Level 43 - Lv 7 Spirit Magic
Level 46 - 3 Combo
Level 49 - Lv 8 Spirit Magic
Level 52 - Wallus
Cooke: Level 15 - Lv1 White Magic
Level 15 - Lv2 White Magic
Level 15 - Concencrate
Level 15 - Angel Heart
Level 15 - Casting Support
Level 16 - Prayer
Level 19 - Lv 3 White Magic
Level 22 - Mental Stability 1
Level 25 - Lv 4 White Magic Level 28 - Lv 5 White Magic Level 31 - Reduce Casting Time 1 Level 34 - Lv 6 White Magic Level 37 - White Staff Level 40 - MP COnvert Level 43 - Lv 7 White Magic
Level 46 - Reduce Casting Time 2
Level 49 - Lv 8 White Magic
Level 52 - Mental Stability 2
Tolten:
Level 25 - Lullaby
Level 25 - Cut Down
Level 25 - Power Guard
Level 25 - Power HIT
Level 25 - MP Guard
Level 25 - Weapon Guard
Level 25 - Award Medal
Level 25 - Persistence
Level 25 - Counter Guard
Level 28 - Member Hit
Level 31 - Break Hit
Level 34 - MP GIFT
Level 37 - Absorb Guard
Level 40 - Royal Equipment
Level 43 - Complete Defense
Level 46 - All Hit
Level 49 - Huge MP GIFT
Finish the Royal Seals Side Quest - Ultimate Hit
Sed: Level 35 - Turn Tail
Level 35 - Steal
Level 35 - Taunt
Level 35 - Resourceful
Level 35 - Auto Barrier
Level 35 - Auto Shield
Level 35 - Counter Seal
Level 35 - Magic Seal
Level 35 - Double Gold
Level 35 - DOuble SP
Level 35 - Double Loot
Level 35 - Double Items
Level 37 - Ultimate Analysis
Level 40 - Special Accesory
Level 44 - Double Experience
Level 48 - 3 Accesories
Level 52 - Lucky GC Ignore

Achievements

3 Perfects in a row (30)
In battle, perform 3 Perfect ring maneuvers in a row
500 Perfects (10)
In battle, perform 500 Perfect ring maneuvers
Accumulate 1000000 damage (10)
In battle, deal 1000000 damage to enemies
Around the world (10)
Visit all the unexplored areas in all the fields of the world
Backyard - Champion (10)
In the Backyard, achieve the battle bonus by clearing all hidden objectives in the Last Monster.
Backyard - Heavy Class Master (10)
In the Backyard, achieve the battle bonus by clearing all hidden objectives in the Heavy Class
Backyard - Light Class Master (10)
In the Backyard, achieve the battle bonus by clearing all hidden objectives in the Light Class
Backyard - Middle Class Master (10)
In the Backyard, achieve the battle bonus by clearing all hidden objectives in the Middle Class
Backyard - Super Heavy Class Master (10)
In the Backyard, achieve the battle bonus by clearing all hidden objectives in the Super Heavy Class
Clear Disk 1 (125)
Finish playing through the end of Disk 1
Clear Disk 2 (125)
Finish playing through the end of Disk 2
Clear Disk 3 (125)
Finish playing through the end of Disk 3
Clear Disk 4 (125)
Finish playing through the end of Disk 4
Defeat 1000 enemies (10)
In battle, defeat 1000 enemies
Defeated Blue dragon (10)
Defeat Blue dragon
Defeated Cave Worm (10)
Defeat Cave Worm
Defeated Ghost of the Eastern Ruins (10)
Defeat Ghost of Eastern Ruins
Defeated Golden Knight (10)
Defeat Golden Knight
Defeated Kelolon King (10)
Defeat Kelolon King
Defeated Persona (10)
Defeat Persona
Defeated Sacred Beast (10)
Defeat Sacred Beast
Dream of a Thousand Years (20)
Gain access to all Dreams of a Thousand Years
First Dream of a Thousand Years (20)
Gain access to the first Dream of a Thousand Years
Learned all skills - Cooke (20)
Learn all available skills with Cooke
Learned all skills - Jansen (20)
Learn all available skills with Jansen
Learned all skills - Kaim (20)
Learn all available skills with Kaim
Learned all skills - Mack (20)
Learn all available skills with Mack
Learned all skills - Ming (20)
Learn all available skills with Ming
Learned all skills - Sarah (20)
Learn all available skills with Sarah
Learned all skills - Sed (20)
Learn all available skills with Sed
Learned all skills - Seth (20)
Learn all available skills with Seth
Learned all skills - Tolten (20)
Learn all available skills with Tolten
Learned from a Skill Ring (30)
Immortals can learn skills through accessories
Obtained all spells (20)
Aquire all spells
Open all treasure chests (20)
Open all treasure chests in the field

Boss Strategies

Boss: Magma Tank
Your first boss is comprised of two turrets as targets. When you smack one, it activates a defense so a follow-up attack would be worthless. However, if the other turret has a defense going, it drops. So you have to attack the right turret, then left, then right, then left, and so on. Occasionally, its giant serrated blade will rise. When it does so, order Kaim to "Defend." The follow-up Blade Attack is extremely powerful, and by defending, you'll lessen the damage. Classic RPG stuff. You will probably need to heal a few times before you can beat it. Kaim carries 10 Healing Medicines that recover 100 HP a pop, so feel free to use them as needed.
Boss: Grilgan
Grilgan is extremely strong, and frequently does a move called Down Burst that obliterates the majority of hit points for ALL your allies. Despite the fact that Grilgan flies, don't waste your time trying to gather components for a new ring. Although the Sharp Beaks dropped from the Dagger Birds can be turned into a ring called Aerial Killer, which will greatly increase your damage against flying enemies, Grilgan is not considered to have any "creature type." Ergo, you're on your own with the rings; you may as well just use the plain-vanilla Bruiser Rings. If you're not quite at level 13 or 14, putting Seth in the back row might be a good idea. Granted she'll do a bit less damage, but at least she'll survive longer and you won't have to keep throwing Angel's Plumes at her. Plus, if things get dicey, she can double as a healer (especially if she knows White Magic Level 1). Grilgan also has this thing about attacking Jansen specifically. If he tries a heal spell, typically he'll wind up going last in the order. If he's somewhat hurt, you'll want to command Seth to give him a Healing Medicine. It may not make him 100%, but at least that way he'll be healed up BEFORE Grilgan's attack.
Boss: Bogimoray
This worm has a serious attitude problem, as you can tell by his pincers. Ironically though, he wants to take you out with magic rather than force. His only spell, Para-Flare, smacks all three of your allies rather stiffly and paralyzes them. Being paralyzed means that the character has a chance of being unable to execute his battle command; even if he does, he's got a high chance of missing. Hopefully all three of your guys have Anti-Paralysis; Kaim and Seth should have learned it from the Yellow Band, while Jansen is wearing the Yellow Band itself. Bogimoray only attacks when his MP gauge is full, and he gathers MP by absorbing it from his buddies if they charge themselves with magic power. Obviously you see the dilemma: do you go after the little ones or after Bogimoray himself? One problem is that the bugs reappear after a few turns once you killed them. The other problem is that Bogimoray is actually stronger than he appears; after you "kill" him once, another one appears. Cheating bastards. We tried a number of different ways to do this, and they all had their pros and cons. There are two methods we found to be useful. METHOD A: This is the safer way to do it, because you control the pace of the battle a bit better. It takes longer, however. The idea here is to whack the little bugs so Bogimoray doesn't have a chance to absorb spells and attack. For this to work, have Kaim and Seth double-team one bug, and have Jansen cast Ground on another. Kaim and Seth combined can eliminate a bug in one turn, and Jansen's magic is powerful enough to eliminate one on his own. Eventually, there will be only one bug left. Have Kaim and Seth double-team it, and have Jansen cast Ground on Bogimoray itself. The next turn should see no bugs at all, giving all three the chance to hit the boss in their respective ways. Then, the bugs will start to reappear, so repeat the process. Jansen's MP probably won't be able to hold out the entire battle this way, but he can just use a Mana Herb on himself once he runs low rather than casting Ground. This will mess up your rhythm for a bit, but at least you won't be killed. When the second Bogimoray appears, don't worry about healing after he makes his Para-Flare. If you've got all three guys guarded against paralysis, the damage won't be too bad, and you'll be able to kill him before he fires off the attack a second time. METHOD B: Faster and far more cowboy than Method A, this one will only work if Jansen has Prism (which he should by now). It's riskier because if things get dicey, it will be hard to recover everyone's HP and still keep up the offense. For this one, the idea is just go full-force against Bogimoray. Have Kaim and Seth double-team him in every turn. Have Jansen attempt to cast Prism. This spell will hit all enemies, although it probably won't eliminate the bugs on the first cast. Also risky is the fact that the spell will take at least two turns to cast, so there are plenty of chances for the allies to be disrupted. Still, if you luck out and Prism continually fires on time, the bugs will all be dead pretty much constantly, giving you the chance to single-focus on Bogimoray. Plus, Prism hits it as well, giving added damage to Kaim's and Seth's efforts.
Boss: Obsidian
Obsidian is comprised of four tentacles and the core. Cooke starts off being held by one of the tentacles, which constantly drains her power. Naturally, your first target will be that tentacle. Have Jansen cast an All-Barricade, then start heaving offensive magic at it. The tentacle should go down in few turns, giving Cooke back to the party. Have her cast All-Shield if her health is fairly high; otherwise, concentrate on healing the party first. The other three tentacles will go down in short order. Obsidian then drops Mack, who will directly engage your allies. Kaim's conscience prevents him from just bringing the pain, so they decide to try a different approach. You'll need to cast Sleep on him, and he'll be moved out of the way, allowing you engage the Obsidian core. Mack may not simply go to sleep however; the lower his hit points, the easier he is to knockout, so you may need to beat on him a bit. Just be careful you don't kill him. The core is extremely strong defensively. You'll pretty much have to rely on offensive magic here. Once you take your turn, Mack will awaken, and you'll have to put him to sleep again
Boss: Magic Tank
This will be your easiest boss yet. The tank is comprised of four parts: the tank itself, the canon, a canon battery, and a tank battery. The batteries are there to charge the respective part for a massive attack. The thing is, both the batteries are so easy to take down that you may not have to worry about power attacks at all. Have Kaim and Seth use their standard attacks; have Jansen cast any level 1 spell; and have Mack cast Shadow. Mack's weapon is completely worthless here, and it's about time you check out his spell set. (Besides, the Shadow spell will hit all four pieces of the tank at once.) Cooke can run support, healing and shielding as necessary. In fact, if you cast an All-Shield in the first turn, Cooke can pretty much just cast Zephyr from then on and you'll never have to worry about dying. It's that easy.
Boss Battle: Bodies of Thought
The old sorceress has 1100 HP, and if she goes down, your adventure is finished. You need to eliminate the four balls of light, called Bodies of Thought, that surround her. Each Body of Thought has a specific element; the catch however is that the Old Sorceress will randomly scream, which then randomly changes the Bodies' elements. This means your mages can't really risk casting elemental spells, just in case the element changes unfavorably. Our recommended team is Kaim by his lonesome in the front, with Cooke, Mack, Jansen, and Ming in the back. Mack can continually cast Shadow so, while weak, it will do damage to all Bodies of Thought because it's non-elemental. Ditto Jansen's Force spell, which Ming should hopefully have by now too. If Ming has Shadow as well or Spirit Magic in general, all the better. Cooke won't need to heal anyone (the Bodies don't directly attack you), so have her cast Shine to help out on the damage front. It won't be much, but in this fight, every second counts. The Bodies of Thought will beat the living crap out of the Old Sorceress, so you don't have time to mess around here. Go RIGHT AFTER those Bodies of Thought, and don't try anything fancy. Let the characters' strength work in your favor.
Boss: Rough Queen
The Rough Queen (and her Rough Servants) are tougher versions of the normal Rough Eaters. They're weak against earth-element spells, and they hit a little hard. Definitely open with an All-Shield, and keep up the magical pressure no matter who else is in your party. We recommend going in with Kaim and Seth in the front, backed up by Sarah, Cooke, and Ming. The queen's gimmick is that she'll open with a spell called "Pheromone." This will make one of the four servants go into a Frenzied state, something you do not want to let last too long. The frenzied servant will hit for 700 HP damage every turn, which is enough to one-hit your mages and two-hit your front line. The other servants will actually give the frenzied one light hits; not enough to really help you, but at least they'll leave you alone. Long story short: when one of the servants is frenzied, focus all your attacks on him. The queen is in the back row, and whenever her servants are taken down, she executed a command called Cry, which summons more to take their place. Now, this might concern you in regards to Guard Condition, but remember that GC only applies to the original four front-line critters, and it cannot be recovered. This means what you need to do is ignore the queen at first and concentrate on eliminating each of the front-line servants. Even though they will come back, the GC will keep going down. Once the GC is down completely, have your mages cast their most powerful wind spell (probably Winda) on the queen. Despite the fact that servants are still on the field and in front of her, only the GC matters, which is at minimum; the spell will get through and trash her. Stay strong and go full-power against her, because if her HP drops too low, she might just run rather than die like the good monsters do. If the queen does book it, stand near the large doors in the back and wait. The regular Rough Eaters should leave you alone, and the queen's brigade will appear soon. The queen's servants and GC will all be back to maximum strength, but she will not be; focus your attacks on her anyway while your mages use the strongest wind spells to eliminate the servants again.
Boss: Mantalas
Mantalas is a pushover. The fight is a little annoying because of how Mantalas deals with pressure, but don't fret. Mantalas himself is in the back row, so as always, your first job is to destroy the enemy GC by eliminating the front-row enemies. Once they're down, the next hit on Mantalas himself will make him call for allies, then retreat. He will not reappear until all the minor enemies are down again. So what you have to do is clear the front line, then hit him with the most powerful attack possible (Grounda probably). If Kaim is being a swordsman only, then have him Defend rather than do anything if Mantalas appears. Otherwise, the moment Kaim's sword connects for a measly 200 HP damage or so, Mantalas will bail. It's much better to have Kaim stand by and let a mage blast him for nearly 1200 HP damage with a good Grounda spell. If Mantalas is left in the ocean for too long when he bails, he might just leave permanently, and the battle will end. Technically you'll win, but who likes winning by forfeit?
Boss: Dinozaoro
The third area of the dungeon opens up with a boss who has eaten a lot of beef. Sporting over 20,000 HP, he's by far the strongest one you've seen so far. Dinozaoro is all about physical prowess. He has no magic to speak of (although he has a few abilities that will definitely mess you up, including one that alters your formation), but his melee attacks definitely make up for it. You'll need to cast All-Shield as soon as possible. He also has a chance of counterattacking any physical attack, but you shouldn't let that stop you from trying with your main damage dealers. We recommend having Kaim, Seth, and Mack in the front; and Sarah and Ming in the back. Rows will stop mattering about halfway through the fight (or sooner if you're unlucky), but it would be silly to change the formation beforehand. Have anyone who can cast Spirit Magic get Rengenera on everyone as soon as possible. If you haven't played with the spell yet, it's basically a reverse poison: it heals party members a bit after every round (like Regen in a typical Final Fantasy). It's a little expensive MP-wise, but at least your party will slightly recover if the casters go down. The only mortal in the fight is Mack if you follow our recommendation. As such, don't bother burning an Angel Plume on anyone else if they fall. Taking a turn away from your healers just to revive someone who's going to recover in a few turns anyway will simply lower the chance that anyone else will survive. Have one caster, be it Mack or someone else who knows Spirit Magic, be a support mage for the duration of the battle. Use any status-altering magic available on friend or foe, such as Powera to increase Kaim's and Seth's respective attacks, and throw a Slower on Dinozaoro to allow your moves to fire first. Your support mage can also dole out items if the casters need to recover their MP. The battle is overall a battle of attrition. Dinozaoro will kill off your guys here and there, but nothing you shouldn't be able to handle unless several of your guys are down at once. You just have to keep working on him while keeping your healing up, and he'll be down before you know it.
Boss: Living Ice
Despite Mack usually having some semblance of physical power, it's best to treat this one as if you have four casters. Jansen should be on pure attack power, sending Grounda after Grounda after the boss. Cooke needs to do what she does best, giving everyone some healing. Mack needs to just as a support mage, giving everyone Speeda and the like. Ming should concentrate on offense, but she should be used as a healer if need be. Living Ice does whip out a new trick you haven't seen yet: he will cast Reflect on himself once he approaches death, which bounces any magic back toward its caster. Nothing you can do here but attack, although no one but Mack really has any physical attack power. Have the other three continue healing each other, and let Mack take advantage of his Power Hit and Combo skills if he has any MP remaining.
Boss: Magic Beast
This one is a bit of a gimmick battle. The Magic Beast is too strong to be taken out conventionally, so the party gets the idea to use some nearby machinery. It's dormant at the moment, so the first step is to have Sed fire his weapon at it to charge it and turn it on. Tolten has no choice but to attack the Magic Beast itself, or just defend; it really doesn't matter. Seth can use any spell to help charge the dock crane, but if you did not equip her with any magic skill, just have her defend as well. When the dock crane gets its full charge, the battle ends explosively.
Boss: Ice Magic Beast
The Ice Magic Beast is a real pain in the butt. Not just because he has high HP: he starts the battle with Reflect active, so your mages can't touch him. And naturally, since your team is basically nothing but mages, this is a serious problem. First of all, have Mack do literally nothing but his Power Hit skill for the duration of the battle. All three mages will act in support: Cooke and Jansen need to heal Mack and the rest, and Ming needs to cast several Spirit Magic spells to increase Mack's damage. The boss uses a spell called Ice Spike, which itself doesn't do much damage. It does however put the party into Frostbite status. Frostbite turns into Freeze if the ally is then hit with another ice spell, and the boss always follows up his Ice Spike with Absolute Zero. The combo can freeze the entire party if you're not prepared. Provided you have the right skills and equipment, at least Ming and Mack need to be guarded against it. Cooke should be as well, but she's a distant third. Ditto Jansen, who is basically useless in this battle. The Ice Magic Beast will take awhile to defeat simply because you don't have the power necessary to make short work of him. Just keep at him, though, and he'll be taken down eventually.
Boss: Ancient Fiend
Strangely enough, your fight with the Ancient Fiend will be rather straight-forward. He comes to play with two other enemies called Keystones, which protect him on multiple levels: not only are they in they in front (thus giving him his Guard Condition), but they each give him a counterattack. Eliminating the Keystones first removes the chance of a counter. After that, the battle gets tough, just because Ancient Fiend has several pain-in-the-butt attacks. First, his Keystones enjoy shuffling up your party's formation, followed up with the Ancient Fiend locking them in place. This is more of a distraction than a serious problem: the point is they're trying to mess up your Guard Condition, which frankly always goes to hell by the end of a boss fight anyway. While you could try to counter it a bit, it might be best to just let them have their way with your formation however they want. Once the Keystones are down, the Ancient Fiend will try to attack more directly. He hits very hard, and if you don't have two healers going, you're pretty screwed. If Ming and/or Mack is in the party, be sure to fling those Powerus spells to your melee allies, especially Kaim. After that, you just have to keep smacking the Ancient Fiend repeatedly, keeping up with those heals. Eventually you'll have him on the ropes, and he'll start busting out two spells at once. He always casts Shadowus, plus another seemingly random (but deadly) spell of his own choosing. Once that happens, it's just a matter of time: you must have your attacks going fast, else you'll eventually be worn down and defeated. If you have Tolten and/or Mack as an attacker, do not use their Power Hit commands once Ancient Fiend gets to this point. Power Hit commands do not delay his magic-casting abilities, and you'll want him continually disrupted.
Boss: Arthrosaurus
You don't have a magic-operated crane to play with now, so it's go time. Arthrosaurus has a move that will, in a word, completely obliterate you. It's called Heat Breath, and will hit a row for over 2200 HP. This is enough to take out just about everyone on your team aside from Kaim, and he won't survive a follow-up attack. Don't be scared: there is a catch in your favor. Arthrosaurus has some serious issues with sleep defense. Have Sarah (or another Black Mage) cast Sleep on him every other round, and he'll be too busy counting sheep to mount any offense. If he manages to get a Heat Breath off, just take a moment to heal everyone up rather than attacking while he's asleep. This is where our advice for the last section comes into play. If Sarah (or whoever your Black Mage is) has Reduce Casting Time 1, then Arthrosaurus probably won't get the chance to use Heat Breath, because Sleep will fire just before it. If Sarah does not have Reduce Casting Time 1, then Sleep will fire just after Heat Breath. If you're unlucky, Arthrosaurus will target whichever row Sarah is in, and she probably won't survive it. Now you have to play a mini-game. Four more Arthrosauruses are heading to Numara to level it. If any of them slip through and hit the city, you're finished. You're supposed to drive the Nautilus into each one and defeat them each the same way, but while you're fighting one, the others are still moving. First, go into your menu, because you need a very specific party formation. You'll need Kaim, Tolten, Sed, Sarah, and Mack. Give Sarah the skill Anti-Petrify, and make sure she can cast Sleep (and hopefully Powerus as well). Remember to have Reduce Casting Time 1 equipped as well. Now, head to the two north. Engage one, have Sarah cast Sleep on it, then immediately have your guys do a Turn-Tail. Sail the Nautilus into the other one, and repeat. Sail to the southern duo, and cast Sleep on one of them as well. The fourth one you engage will be fought as normal. Don't waste too much time here, because as you fight, the others will eventually wake up and keep moving. On the first turn, while Sarah casts Sleep, Mack can cast Powerus on Kaim. On the second turn, have Mack and Sarah cast Powerus on Tolten and Seth (or Sed). After that, Mack can start helping out to attack. If all goes according to plan and Sleep fires as it should, you should never have to heal unless someone gets petrified. As soon as the battle ends, restore Sarah's MP, then engage the other one at the south again. If you're fast, you'll take out both southern ones before the northern ones wake up. Even if you don't, you should be in a position where the northern ones are still extremely far away from the city as the southern ones die. If several are awake, you need to do the same Sleep/Run technique as when you kicked off the mini-game. The idea is to keep all but the one you're currently fighting asleep so none are ever actually moving.
Boss: Kakanas Heavy Tank
Kakanas comes to play with two support tanks. While his own tank is comprised of two parts (the tank itself, and the cannon), his support tanks are a single unit each. The support tanks don't do a lot of damage, but they can drain an ally's MP and transfer the power into Kakanas's tank. Each support tank charges one part of Kakanas's tank. The support tank on the left (Support A) charges the treads. The support tank on the right (Support B) charges the cannon. Support B is the major threat. If it charges Kakanas's cannon, the cannon will hit every single person on your party for nearly 2000 HP damage. Worse, Support B can actually charge the main cannon every single turn. You can't compete with that damage dealing no matter how well off your healers are. However, the attack is a fire-element attack. "Ah ha!" you say, "That's why you had me get the Fire Proof skill!" Bingo, baby. With all four immortals and Sed set for being Fire Proof, you'll be invincible to the cannon and only have to worry about the occasional physical attack. Kaim, Sed, and Seth naturally will just use their attacks. Ming and Sarah use whatever magic is appropriate, be it black or white. Hit Support A first, because remember that Support B is basically irrelevant. Then, take out the other support, then hit Kakanas's tank last (starting with the treads). This battle becomes a complete pushover thanks to Fire Proof.
Boss: Nefarious Saints
The six Saints are weak, HP wise. However, each one is completely immune to all attacks except for one. They all also have incredible magic offense, and will keep the party on its toes for the duration of the battle. Each Nefarious Saint has a color in their name, which is how we will refer to them in the strategy here. The easiest one to take out is Gold, who is weak against physical attacks. Have Kaim (and your other attacker if you have one) focus on him. Meanwhile, have one of your mages cast Poison on Black; Black is weak status ailments aside from Seal, and getting him hurt off the bat will make things much smoother as the battle draws to a close. Have another mage cast your best Fire-elemental spell on Red, and you should take him out shortly. After only a couple of turns, you should be down to three or four. With Gold out of the way, Kaim should do nothing but be an item distributor. As for the other Saints, you'll find that Blue is weak against Water elements, Green is weak against Wind elements, White is weak against Shadow, and Yellow is weak against Earth elements. If you do the math, you'll see that we listed seven colors, even though you're only facing six Saints; which specific one sits out the battle is randomly determined. If you get into trouble, to the point where you're not going to win, whatever you do, do not turn off the 360 or sign out or whatever. Losing the fight here will send you back to the Central Connector, where you can perhaps rearrange your team and skills to be suited better. You definitely do not want to quit or anything, because you'll be sent back to the save point at the beginning of the dungeon, and I'm sure you don't want to go through all that effort again.
Boss: Generals
The generals are fairly weak, but they will pose a threat if your levels are below 50. That's not to say they're unbeatable, just a little tough. They both are of the Earth element, and are therefore weak against wind. The catch here, again, is that you have two teams of two allies, each team fighting its own general. If you don't defeat them at the same time (i.e., on the same turn), then the machine overloads and everyone dies. The game helpfully displays the HP of both generals in the top-left corner of the screen. Now, each general is near a pylon that heals him every turn. Prior to each turn, Sed can press a button to shut off the pylon for that turn only, but only for one of the creatures. The idea is that you want to cause as much damage as possible, but if one general is taking more damage than the other, you'll want to leave the pylon on so the HP stays relatively the same. Just keep coordinating the teams back and forth, and be sure to cast Powerus in the first turn so the attacker can do massive damage. With some luck and some more skill, you'll have them down within a few turns.
Boss: Magic Beast
It might look like the Arthrosauruses you took out forever ago, but it's much friendlier. Oh sure, he's strong, and he's not exactly going to go down in one turn. But, this fight is about as straight-forward as they come. Just have the mages use Powerus on the attackers, have a mage use Mindus on your best attacking mage (even if it's himself or herself), and just unload your attacks.
Boss: Luminous Magic Beast
Is it just me, or does the music for this fight sound like something out of a James Bond movie? Your trouble with the Luminous Magic Beast is its high HP, because ironically enough, he's not exactly difficult. Don't get me wrong: he hits really, really hard. If your guys are under 50, you'll be absolutely at your limit in terms of survival. The thing is, the fight is actually pretty straight-forward. The trouble comes in when you realize that he absorbs all elements thrown his way, making black mages totally worthless. Also, despite his constant magic attacks, you can put up Reflects, because you'll wind up healing him when the spells bounce back. You simply have to take the magic attacks and live with the consequences. We recommend a team of Kaim, Seth, and Tolten in the front, and Ming and Sarah in the back. Give the immortals any elemental proof or absorption you can, because the LMB will send magic attack after magic attack against you of varying elements. He seems to favor Wind- and Earth-elemental spells, but he might fire off the occasional Fire- or Water-elemental spell too. LMB also has a move called Ultimate Ray, which does a tremendous amount of damage to everyone. It's non elemental, and turns your Guard Condition into pudding. He needs to charge this move first, which you'll see by the message that he is "absorbing energy from the other world." That doesn't mean he'll use it immediately though; he normally waits about five turns before busting it out. Once he does, he normally follows it up with Forceus, then an All spell of some element, then on the third turn after the spell, he'll recharge (and give you a quick chance to heal). After boosting attack power with Powerus or All-Powerus, Ming should do nothing but heal. Sarah should do nothing but heal as well from the outset. You'll probably have to start burning items when LMB busts out his Ultimate Ray, as your healers (especially Sarah) will have trouble surviving it. Just try to hang on during these turns, and heal the others as soon as you are able. Remember that this is essentially the final fight. Don't hesitate to use any item you're carrying if it helps you out, no matter how rare it is.
Final Boss: Gongora
Ah, now we've got some classic Final Boss music going on, even including the crazy chants in the background! Awesome! Your party is predetermined for this one. Specifically, you are only allowed to use the four immortals. Your mortal friends are on the sidelines, and will automatically give you some support early, and will counter the effects of all the attacks that Gongora busts out. The first part of this is essentially a gimmick battle, in fact. Gongora will attack you with a variety of spells, but anytime he does something truly horrific (like Meteor Impact, which instantly kills everybody), one of your mortals will heal everyone up. After about a dozen turns (less if you hit him incredibly hard), Gongora will turn to the mirror and absorb its light, giving himself infinite power. Jansen figures that the only solution is to block the light, so he rushes forward, protects himself the best he can, and creates a dome of darkness. The other four mortals help, and they successfully cut his power somewhat. Though Sarah protests and wants them to stop, Kaim is more pragmatic and presses that this is their chance. Again you engage Gongora, and you don't get to see his HP, but you should be all right. Don't bother increasing the attack strengths of Kaim and Seth this time, as Gongora fires off a spell called Reset All as a counter that nullifies all enhancements. Sarah or Ming should do nothing but heal. We recommend using both to heal, actually, but if you want one to occasionally fire an offensive spell at Gongora, so be it. Just make sure you watch Gongora's element type, as he changes it randomly after every single turn; you definitely don't want to wind up healing him. Gongora will use a spell now and then called Manipulate, which converts an ally to an enemy temporarily. Unfortunately, there is no way to reverse this, not even a Cure-All. It wears off after a few turns, but depending on who he manipulates, it could do some serious damage. Be sure to have both mages healing whilst one of your guys is manipulated; you can damage Gongora later. Definitely be sure to keep up your healing efforts, because in this place, the immortals will not wake up after they've been taken down. You'll have resort to items or spells, rather than time alone, to get them active again. Gongora actually does less overall damage that the Luminous Magic Beast. As long as everyone has Anti-Petrify on and won't be disrupted by All-Stonus, you shouldn't have any trouble. Any difficulty against him comes from simply losing your healing rhythm because of being petrified. Keep that healing rhythm, and keep pressing the attack, and he'll go down in relatively short order.
Boss: Blue Dragon
The Blue Dragon is the weakest of the optional bosses, and pretty much a wuss in the grand scheme of things. If you spent too long in the Snowfields, your MP is probably drained; hopefully you kept up the MP restoration during the trek. Before the fight commences, you are opted to shuffle your formation. This is because Jansen interjects himself upon this battle, so hopefully he's roughly as strong as the rest of your party. BD has less than 10,000 HP, but he is completely immune to all elemental spells. He will still suffer damage from Forceus and Shadowus, though. Just have your mages whip those out after powering up your attackers, and you should be fine. BD will demonstrate Leveler against you, but it only strikes one ally. If you keep up with your heals, BD will not be much of a challenge.
Boss: Cave Worm
The Cave Worm has about 11,000 HP and a decently strong attack, but he's a bunny rabbit compared to some of the fights you've had to deal with. The CW's main way to hurt you is by fear. Specifically, he busts out an attack now and then called Stench, which hits your entire party with a variety of status ailments. Now, while that might sound bad, it's actually a mind trick. He doesn't hit you with any exceptionally bad status ailment, and he won't do Stench enough to cause you severe problems. As long as your mages are guarded against Seal, you can just use Cure-All spells, and you'll be fine. Seth is locked into your party for this one. We also recommend taking with you Kaim, Ming, Sarah, and Cooke. Cooke will naturally do nothing but heal, while the fighters do their thing. Ming and Sarah will cast black magic (the CW is more vulnerable to magic than physical attacks anyway) if they can, and white magic if needed. When CW does Stench, it's recommended that all three mages use Cure-All to fix the problems. CW will use Complete Defense toward the end of the fight. Because items are forbidden in this area, just have the front-line fighter defend, and order the mages to heal the party. After a couple turns, Complete Defense wears off, and you can resume the battle. Again, although the CW tries primarily using status ailments to win, the status ailments are less harmful than you may think. Just heal them as needed, and otherwise attack with as much power as you can. You'll kill him rather easily and pick up a nice reward (and an Xbox Achievement) to boot.
Boss: Elmon Leader
The Elmon leader only has 6000 HP. He's in the back row, so you'll need to hack away at his four friends to kill the Guard Condition. Still, he's a marshmallow, and you should be able to kill him with very little effort regardless of who's in your party. Simply treat him as a standard enemy.
Boss: Golden Knight
Tolten has to fight this one by himself, but it's a gimmick battle. You'll be forced to do an ordinary attack for the first couple rounds. Then, GK will say "show me your power," and you'll get access to all of Tolten's abilities. Use Power Hit in response to this. GK will then imply he's going to cleave you in half, so use the skill Complete Defense. GK will use a move called Ultimate Hit, which will kill you instantly, aside from the fact that you just used the Complete Defense skill. After it essentially fails, GK will give you the skill instantly. Use it right back on him, and the battle is yours.
Boss: Holy Beast
The Holy Beast is a weakling despite his size. You will find this battle remarkably easy if you have the four immortals and Jansen in the party. Don't even bother with a Powerus; just go right after the Holy Beast with earth-elemental spells. Several shots of Groundus will obliterate the HB faster than you can imagine.
Boss: Immortal
OneLet me assure you of one thing: If you can beat this freak, you can take out the final boss of the game. Immortal One has 175,000 HP. Yes, nearly a fifth-of-a-million. Scary, huh? Be sure to come in with 99 Angel's Plumes, and don't be surprised if you wind up using a good 50 or more by the time you're done. We need an extremely unusual setup for this one. The party members that will fight are the four immortals and Sed. Sed needs to equip Angel Guard so he stays safe from status ailments. He will do nothing but heal with distribute items as necessary. The immortals, meanwhile, all need HP Max 4 (or whatever your highest one is), Evade Up, Weapon Guard, Absorb Attack, Absorb Magic, Level 8 White Magic, Level 7 or 8 Spirit Magic, Double-Cast, Double-Item, and Persistence. Because the Immortal One is so powerful, physical attacks are useless, and you'll need a different strategy. This comes in the form of the spells called Divide and Reversa. Divide (a White Magic spell) will strike IO for your current HP, and Reversa (a Spirit Magic spell) will strike IO for how much HP you've lost in the battle. This means that every turn, have the immortals Double-Cast Divide. If they get hurt, have them Double-Cast Reversa instead. Cooke will more than likely die somewhat early. If she does, don't fret; just have Kaim or Seth start using items to get her back to her feet. Don't worry too much about going all-out with healing HP, because as long as you have Reversa going, taking damage isn't the worst thing in the world. Luck will play a part in this battle. IO will cast several doses of Shadowus here and there, and if your guys are hit rather than absorb the spell, you may be unable to keep up and wind up dying. Just keep trying though; this is basically the only strategy that can possibly work on him. If you don't have the required stuff, you can get the Anti-Curse accessory (called Curse Blocker) as Treasure #3, Reversa as Treasure #15, and Divide from finishing the Kelolon Village side quest.
Boss: King Kelolon
Thankfully, unlike the rest of the Kelolon tournament, you can use the full party (although Cooke is forced into it). The King has about 11,000 HP, and not helping matters is the King's propensity to use Coverus. Still, this one should be fairly simple. Come into the fight with Kaim and Tolten in the front, and Ming and Sarah joining Cooke in the back. Use Powerus on the front-line fighters, then pound away at KK with Groundus. Have Cooke keep up with heals, and KK will die within five turns or so.
Boss: Legendary Spirit Sorcerer
The LSS has over 22,000 HP, and many tricks up his sleeve. First off, you'll get to adjust your party, and unfortunately Mack is locked into it. It's best to have Kaim by himself in front, and Mack, Ming, Sarah, and Cooke in the back. Now, from the start, LSS summons Obsidian to protect him. This isn't just a matter of front row/back row: LSS is unable to even be targeted when Obsidian is in play. Naturally, for Kaim and Mack, it really shouldn't matter: have Kaim attack, and have Mack cast Shadowus. Ming and Sarah should launch Forceus at the Obsidian, and Cooke should do nothing but heal. Don't bother with Powerus or any other buffing spell, because if you do, LSS will immediately cast a spell to negate it. Obsidian is fairly weak itself. Granted it has 15,000 HP, but its attack is not that impressive. LSS, on the other hand, busts out an attack every turn called Triple Waves, which inflicts three hits on random party members. As long as Cooke is firing off Zephyrus every turn, you should be all right. Even if you start to fall behind, just have either Ming or Sarah cast it also rather than attack. (Or even better, if they have Double-Cast, have them cast Zephyrus for one spell and an attack spell for the other.) Once Obsidian goes down, the LSS is available to be targeted. LSS will summon a pair of more guards called Reverse Souls, and it becomes a front row/back row situation. LSS himself will start to directly attack a bit more, including whipping out a ridiculously strong attack called Halberd of Heavens that, in all probability, will kill Mack and at least one of your mages. Have everyone, including Kaim, concentrate on healing the party for at least a turn to get everyone back in shape afterwards. Once you stomach that, you will need to deal with the Reverse Souls together. If you only kill one of them, then the other will use an ability called Sacrifice Self that not only revives the first one, but also totally heals the LSS. If you have Double-Cast on Sarah and Ming (which you should), you have options. One is to cast Flarus or Leveler on one Reverse Soul followed by the same spell on the other Reverse Soul. You could also just cast Divide twice. Alternatively, you could do the same strategy you used with the Generals in Grand Staff: that is, beat the living hell out of one, but hold off the final attack until the other one is close to death too. If you make a mistake and only one Reverse Soul goes down, you're not exactly screwed, but you have made things tough on yourself. You will have to go nuts with spells and attacks to try to take the remaining Reverse Soul down before it gets a chance to Sacrifice Self. Remember that the Reverse Soul is weak against Fire, although Leveler will do more damage. Double-Cast it every turn until it goes down. Have Cooke use Casting Support if necessary to speed Ming's or Sarah's casting time. Either way, once both Reverse Souls are dead, it comes down to just you and the LSS. Go balls-out with Wind-elemental offense against him. His physical defense is quite high, so it may behoove you to just use Kaim for items and/or Casting Support to help out the mages. Mack should do nothing but distribute items if necessary, seeing as he's otherwise extremely pointless. You may have noticed already, but at this point, LSS has a very definite pattern. He does All-Fall (which becomes pointless after the first cast), then Shuffle (which becomes pointless once your GC is zero), then All-Rise (which also becomes pointless after the first cast), then Halberd of Heavens and a Triple Waves. Prepare for the attack only (since the other three moves of his won't hurt you) by being sure you have Zephyrus queued up.
Boss: Money-Money
Money-Money, the boss form, has just under 9000 HP. He's also a complete wuss that can be taken down quite easily. Come into the battle with Sarah, Ming, and Jansen, and just use the strongest fire-elemental spells. Let Kaim and someone else (Sed or Tolten, whichever you prefer) help out. You should be able to take him down in a single turn.
Boss: Persona
Prior to the fight, you'll want the four immortals and Sed, all with Anti-Petrify at least. It would be better to have Anti- every status ailment, but you can only do so much, especially with Sed. The boss looks like and acts like the infamous Medusa, except about a million times more creepy. This means that without Anti-Petrify, you'll be turned to stone rather quickly. Persona's gimmick here is that she will either absorb all physical attacks or all magic attacks. If her human-like face is forward (the one with a purple glow), then she will heal with any magic attack. If her helmet-like face is forward (the one with the green glow), then she'll heal whenever hit with a physical attack. Switch up your offense accordingly, and you'll take her down in no time.
Boss: Trooky Queen
Like the Elmon Leader, you'll have to fight the queen with four of her little friends. She's got fewer HP than the Elmon Leader, and the battle is basically just as uncomplicated. Go after her and her Trooky subjects with your best attacks and water-elemental spells.
Boss (sort of): Veteran Soldier Galis
While technically not a boss battle, this is a fight in the Backyard that requires a special setup. We include the fight in this subsection just for the sake of its annoyance. Now, Kaim is required, but all non-attack commands are disabled. This means you'll need to throw in Kaim, Sed, Seth, Tolten, and Mack into the battle. Sed can be in the back row, I guess, but it doesn't really matter. Before starting this battle, equip Mack with a ring that has a high chance of causing poison or toxin (you're best off giving him the Master Ring), and equip your other front-line fighters with rings that encourage critical hits and increase damage. Also, be sure that everyone is protected against Fear. Now, you're against two enemies: Veteran Soldier Galis, and Subel the Hound. Galis is in the front row, and Subel is in the back. The battle is over when you kill Galis, but the hidden condition is to kill Subel, who has over 80,000 HP. So, as you can see: you need to wipe out Subel first despite him being in the back, which makes things long. If you attack Subel, he'll counter-attack for ridiculous damage. You need to have Mack open by smacking Subel with a perfect on the Target Ring to induce toxin. This sets the dog on a quick path to death. Once the dog is infected, have everyone go after Galis. Remember what order Galis gives you for your target rings, but don't actually kill him yet. Subel should die within a few turns. Now, there might be a glitch. Galis should gets all pissed off at the loss of his dog and go nuts. If he does, then you no longer have to worry about his orders, and just need to fight hard. Just send all five guys against him, and try to hit your perfects when the rings come up. If the game glitches, he might not realize that Subel is dead. If that happens, then you'll need to follow Galis's orders. Be sure to do so, because if you fail too many times, he'll cast a spell that will instantly kill everyone. Either way, whether the game glitches or not, concentrate on Galis once Subel goes infected. It will take awhile, but you'll eventually get him as long as you do plenty of hard hits. If any of your guys are not doing much damage (our Tolten was doing 1 HP damage per attack once Galis had cast Shieldus), just order them to defend. Even though they won't be contributing, at least they won't be convincing Galis to fling counterattacks. If you have trouble with this one, be sure that Kaim and Seth have the ability called Absorb Attack, as well as every single counterattack-type skill you've got (such as Counter Up and Double Back) equipped as well. If you don't have Absorb Attack, you'll need to make a little side-trip. Go to Ice Canyon, enter from the north, and go back to the previous area (called Blizzard Peak). Navigate the area until you get to the northeast, through a cave and where a penguin stands. As you approach him, he'll jump off the ledge. Now you need to run back through the cave, then go southeast along the path. If you can catch up to the penguin and check him, he'll cough up an accessory called the Amulet. This teaches Absorb Attack, which has a chance of turning physical damage into healing. For this fight against Galis, you absolutely need to teach both front-line immortals this skill.

Characters

Immortals
Supposedly all of the immortals have lived for 1000 years, and come from another world, through the Tower of Mirrors. All of them had their memories sealed within them by Gongora (with the exception of Gongora himself). They also must learn skills from others; they do not learn skills by themselves. When knocked out in battle, they arise after two turns with a small amount of health. While the immortals in the game are free to conceive children, their offspring do not possess eternal life; Sed (Seth's son) and Lirum (Sarah and Kaim's daughter) are mortals.
Kaim Argonar
Kaim is a Lieutenant in the Uhran army. Normally quiet and kept to himself, Kaim tries to maintain a nonchalant and serious attitude, but there are clues to reveal a caring, loving individual underneath. Kaim recollects his forgotten memories in the form of dreams; these memories are called A Thousand Years of Dreams in-game. Occasionally, Kaim recollects things outside of dreams, often signaled by glass breaking across the screen. He is currently married to Sarah Sisulart; has a daughter, the late Lirum Argonar; and has two grandchildren, Cooke and Mack.
Seth Balmore
A former pirate, Seth also ended up in the Uhran army. She is tough and speaks coarsely. Her appearance is distinguishable by her blue hair. Seth has recollections in 2 dreams, the rest are naturally recollected. Her son, Sed, is also a pirate, and despite having aged physically beyond her, he still lovingly refers to her as "Momma". She fights using swords, albeit in a different style to Kaim and Tolten.
Ming Numara
Also known as The Thousand-Year Queen for the length of her reign, Ming is the founder (and reigning queen) of the Free Ocean State of Numara. She speaks with a regal accent, laden with formalities. Even though she maintains the facade of a weak damsel-in-distress, she is an able sorceress. She is now married to Jansen Friedh.
Sarah Sisulart
Kaim's wife, Sarah, is a quiet person, renowned for her sorcery. After witnessing Lirum's death, she spiraled into depression, returned to their home near Tosca Village and took on the visage of an old woman. Sarah is brought back to reality upon meeting her own grandchildren, after her disguise is lifted by Kaim's group. She has studied many pieces of literature, and is the group's primary source for information unrelated to the ocean.
Mortals
All mortals can permanently die in battle, and require resurrection by items or spells. They also learn skills as they level up, and cannot learn skills from others. They learn their last skill at level 52.
Jansen Friedh
A womanizing drunk, Jansen is hired by Gongora to keep an eye on Kaim and Seth on their initial mission to check on Grand Staff. After discovering that Gongora is only using him, he sincerely joins the team's mission to bring down Gongora. He is constantly fighting with Seth. Over the course of the story, he falls in love with Ming. He weds her, and he is now the King of Numara. He specializes in black magic, but also knows a limited amount of white magic.
Cooke
Lirum's daughter, and the granddaughter of Kaim and Sarah. She is a bit of a tomboy, and generally assumes the role of Mack's boss. She excels in white magic, and supporting her peers. She also wishes to be Seth's apprentice, her being a "female" pirate.
Mack
Lirum's son, and Kaim and Sarah's grandson, Mack has a meek personality, but wishes to be strong like Kaim. He is childish and mischievous in nature, but there are moments of maturity that flare out of his playful behavior. There are traces of a deep genuine strength inside him. Despite being a strong melee attacker, Mack becomes affluent in spirit magic after being possessed by the spirits of the Eastern Tribe in the Crimson Forest.
Sed
Seth's son, Sed is a famous pirate who has aged beyond his mother. Despite being in his sixties, he refers to Seth as "Momma", much to the surprise of Jansen. He is the captain of the Nautilus, and has a small crew lost across the world. He fights using magic rifles, the only character that uses ranged weapons in the game. Sed is also a capable mechanic, seemingly able to repair almost any broken device he comes across. In the set of "Seth Dreams" in the Thousand years of dreams feature, he supossedly got his leg bitten off when he was a baby; however. in the main story mode of Lost Odyssey, they never bring up that idea shown in the dreams.
Tolten
The King of Uhra, Tolten initially holds the position of Crown Prince in name only, as the Uhran monarchy abdicated the throne upon the death of his father, Zypha. Due to Gongora's manipulations, however, Tolten is persuaded to retake the throne after the death of the Republic's Chairman. Soon afterwards, Gongora declares that Tolten had died and assumes the throne for himself, leaving Tolten to join up with Kaim's group to liberate his country. Tolten is refined and educated, he is studied in the art of combat, however, upon encountering the real world he realizes that true wisdom comes through practice and hands on experience and not just the study of theory. He wishes to be strong and brave like Sed, and takes active steps toward achieving this goal toward the end of the story.
Antagonists
Gongora
The primary antagonist in the story, Gongora was Uhra's magic advisor. Like Kaim, Gongora is also immortal, came from another world, and has lived for 1000 years. Thirty years prior to the story's commencement, Gongora had wiped the memories of the other immortals in the world with deceit. At the story's beginning, he was head of Uhra's Grand Staff project, in charge of building the largest magic engine in existence. Eventually, after a careful, underhanded scheme, he eliminated the entire Uhran council, restoring the country to a monarchy with Tolten at the helm. After declaring Tolten dead (through a fictional plot by Gohtza), Gongora took the throne. Immediately after taking the throne, he moved to Grand Staff to control it, following his plans to rise to his goal of being a god. Kaim and company defeated him, and sent him back with Seth to the immortal world, both unable to return due to the destruction of the Tower of Mirrors.
Kakanas
The general in the Numaran Army, Kakanas is tired of Queen Ming's strict isolationist, pacifist policies. As such, he plots to become King and re-militarize the nation, in fear (both founded and unfounded) of the nations of Uhra and Gohtza. He had disappeared since, after the party defeated his combat tanks a second time; no scenes have shown him leaving the tank. To atone for his sins, Maya, Ming's lady in waiting places him on the construction committee, to rebuild the palace that he had attempted to destroy.

Walkthrough

Highlands of Wohl
When you're battling the tank, alternate your attacks between the left and right units.
The opening sequence is basically an introduction to the game's turn-based combat; you'll be fighting a legion of Magic Khent Soldiers, but don't worry, you can't be defeated by them. Eventually you'll be tackling a mini-boss of sorts in the form of a heavy tank. The tank has two units, one on the left and one on the right. Attacking one side boosts that side's defense, but attacking the other side negates said boost, so alternate your attacks from left, right, left and so forth. Don't worry too much about being defeated, since you'll be automatically revived with partial HP (Kaim actually deserves the title of "Immortal" here, but this in the only section of the game where you can rely on such divine intervention).
Shortly thereafter you'll be on your own, fighting off Insane Khent Soldiers in random battles as you wander around the field screen. Simple attacks will kill them instantly. Move forward on the linear path, kicking the various objects with purple lights floating around them for treasures; the first one nets you a Bruiser Ring, which you should equip immediately. Keep moving, avoiding the patches of lava, until you've reach the Uhra camp. There, board the armored car, where you'll meet Seth Balmore for the first time. She won't be joining your party just yet, but she will shortly.

City of Uhra
Check barrels (and posters, pots, cupboards, junk, rocks, etc.) for hidden items throughout the game.
The capital city of Uhra isn't quite as big as it looks from the outside. You'll start off at the Great Gate, so head along the path, kicking open barrels and probing pots for various items. Ride the lift up to the monorail and take it to the station, then follow the guards through the city to the council chambers. After the discussion, head back down the street to the Inn, but be sure to swing into the Tavern first for some items. Scour the Inn for items, then speak with the owner at the front desk to stay the night. Doing so unlocks the first of Kaim's lost memories, "Hanna's Departure."
In the morning you'll receive word that you've been summoned to Gongora's manor at the north end of town. Leave the Inn and trek up there, again checking the barrels and even behind posters on the walls for treasure. At the manor, go down the left hallway first and check the door at the back to find a secret treasure room. Now head into the lift room and ride it up to Gongora's quarters. Listen to the dialogue, then leave the manor and return to hte Inn. There you'll be ordered to travel back to the Great Gate via the monorail, so return to the station to do so. Before catching the rail, speak with the girl on the bench on the 2nd floor to unlock another memory, "Little Liar."
At the Gate you'll meet up with Seth again, as well as the drunken Jansen. Pay attention during the "Skill Link" tutorial, as it's absolutely vital to the game. Head south afterward to find Barkus the Salesman, buy any items you need, then exit south. On the world map, select "Ipsilon Mountains - North" as your next destination.

Ipsilon Mountains
The path here is pretty straightforward, but be sure to check out the fringes of the traversable terrain for pots containing treasure and trees you can ram for more items. You'll probably raise a couple levels here as you fight and kill the local wildlife, and be sure to keep setting Kaim and Seth's learned skills and linking up new ones to Jansen. You'll come across a hut with a save point in it, as well as a bed that revives your HP when you rest, so roam around outside this area to gain a couple levels. Try to get at least to level 13. Be on the lookout for piles of rocks, as they can be kicked over to reveal items. You'll also pick up the "Upstreamers" memory around here. When you're ready, proceed to the peak of the mountain, where you'll fight your first boss.
Cast Jansen's Flare spell repeatedly on Grilgan to weaken its defense.
Boss: Grilgan
HP: 1,660Grilgan is an air-elemental creature, so fire is the way you want to go here. Have Jansan cast his Flare spell every turn; this will knock off large chunks of Grilgan's HP, as well as lower his defense. Kaim should use his regular physical attack (timed perfectly, of course), while Seth heals every turn (you'll need it). Grilgan's got a nasty Poison Claw attack that poisons its receiver, so be sure whoever's got Cure Poison (you probably all do if you've been keeping up your Skill Linking) casts it immediately. Keep up the Flare spells and Grilgan will go down.
Use the save point after the battle and continue your descent down the mountainside, pushing carts out of your way and climbing down the ladders until you're back on the world map. There, select your next destination: the Grand Staff Construction Base.

Grand Staff Construction Base
Not much to do here. Check out the northeast corner of town and check the pot there to find a Pipot. You can store the Seeds you've been picking up here, as well as exchange 5 Healing Medicines for a Healing Herb or 2 Mana Herbs for a Mana Capsule. You'll start receiving items once you've delivered the Pipot a certain amount of Seeds, as listed below:
20: Adamantis, Adamantis Ring
40: Earth Charm
60: Power Bangle
80: Gigantes Brooch
99: Pipot Collar
Now head to the northwest corner next and speak to the two guards there on either side of the area with the ladder. When they're not looking, push and pull the two boxes out of the way, then descend the ladder to find a hidden warehouse where you can find a Seed and Turn-Tail Shoes, as well as a salesman where you can buy new weapons, items, and the Barricade spell. Continue into the Engineer's Resting Room and rest for free at the beds, then leave. Continue south through town, stopping by the Temporary Laboratory for information on the Grand Staff, then exit town to the south. Choose the Sea of Baus as your next stop.

Sea of Baus
Move along the path, kicking open clamshells for items and kicking over the pieces of debris when they're not emitting sparks (lest you end up in a battle where the enemies have the initiative). Proceed across the beach and up the steps to the save point. Heal your party fully, save your game, then continue up the rest of the path to the Grand Staff, where a creature has been wreaking havoc on the machinery. A creature you'll be facing in battle!

The Bogimoray draws the MP for its massive attack from the lesser Magic Insects, so have Kaim and Seth killing them off every round.
Boss: Bogimoray
HP: 1,830The Bogimoray is accompanied by five smaller Magic Insects that charge up magic energy, which in turn the Bogimoray sucks up to fill its magic meter. When the meter is filled, it will unleash a powerful attack on your party, so you'll want to do everything in your power to keep the Magic Insects' numbers down! Kaim and Seth should be attacking them every round. They'll gradually respawn, but you'll be all right if you can keep their ranks down to one or two. As for Jansen, he should be casting Aqua on Bogimoray, but first make sure to cast All-Shield and All-Barrier on your party to protect them from the oncoming attacks. Keep this up and the Bogimoray will go down…only to be followed by another Bogimoray. Same situation: keep the Magic Insects in check with Kaim and Seth, and keep casting Aqua to kill the second Bogimoray.
After the battle, walk into the purple cloud to replenish your HP, then run around the area, inspecting the leaks in the machinery until General Kakanas of Numera shows up and attacks you. You'll have to fight off 5 Numera Soldiers and a Numera White Magician, so kill the Magician first with magic, then take out the soldiers one at a time. When they're all dead, you'll be captured with your party imprisoned in separate cells, which unlocks the "They Live in Shells" memory. When you regain control, switch to Jansen and inspect the rat, then try to kick it. Switch to Seth next and try the same, and you'll be carried aboard the Numera warship, the White Boa.

The White Boa
Dash past the security eyes when their backs are turned.
Again, you'll be imprisoned, and catch an interesting cut scene between Jansen and Gongora. When you gain control of Jansen, throw the little sphere at the guard outside the cell to erase his memory, then save your game at the save point in the hall. Just ahead, you'll have to move stealthily through the halls, avoiding the security eyes floating around. Just run past the first one, kick the can and run behind the second one, and run to the right and throw the switch when the third one is inside the room, trapping it inside.
In the next area, walk slowly past the sleeping guard over the security panels, then head right and climb the ladder to the catwalk above. Walk slowly over the panels there, then climb down the other side. Go right and look under the catwalk there for a switch; hit it to unlock the nearby door, then climb up the ladder to that catwalk. Hit the switch to lower the ladder there, then go down and examine the device next to the door to open it. Go through and ride the elevator up to the water garden. Use the save point here, then approach the door at the top of the room for some dialogue. You'll take control of Jansen at that point, so lead him up to Queen Ming Numara's chambers for a cut scene. When it ends, run back to the door, then back again to the rear of Ming's chambers to find some stairs. Go down, then run up to the engine for another cut scene.

Numara
These five knights aren't too difficult to kill; just go into the fight with full HP and cast All-Shield right off the bat.
When the ceremony ends, exit the throne room and head into the city. Take some time to look around, rest at the Inn, buy new items at the item shop, play games with the cat-eared girl, and speak with the locals. Eventually you'll come across Canal Street. Continue along this route to the port, and then west to the Ghost Town.

Ghost Town
Soon you'll come across a couple children, Cooke and Mack. They'll be harassed by some Numaran soldiers, so you'll have to step in and save them. As long as you go into this fight with full health, you should be all right; just make sure Jansen casts All-Shield on his first turn to protect yourselves from the soldiers' rather strong attacks. When they're defeated, head further into the town and enter the house with the blue door on the left. Watch the important cut scene that follows until perspective shifts to Tolten.
When lighting the villagers' torches, watch which direction they move their torch, then press the button that corresponds with that direction.
As Tolten you'll be attacked by some of Gongora's Mud Puppets; a single Cut Down can take them all out. Next you'll have to deal with a hypnotized Chairman Roxian. You can only choose to "Inquire" for a few rounds of this battle, but once you're given the option to fight, nail him with a few Power Hits to end his life.
After more cut scenes, perspective will shift back the little girl, Cooke. You'll need to find 10 white flowers for the funeral; they're scattered around town and are easy to find. Bring them back to the funeral director and you'll then take control of Kaim again. Now you'll have to locate 10 torches, which are long white sticks lying on the ground. You don't need to find all 10, but try to locate as many as you can, and bring them back to the funeral director.
The funeral will then commence, and the little boy, Mack, will have to help light the villagers' torches. Press the button that corresponds to the movements of the villagers' torches to light them, using the analog stick for more precise lining-up. NOTE: There is currently a bug in the game where it will sometimes not register when your torch is lined up with a villager's. When all the torches have been lit and the funeral ends, Mack will run off to the Crimson Forest, and you'll have to go find him there. Return to the port and continue east until you're back on the world map, then head on over to the Crimson Forest.

Crimson Forest
Rush past the Golems when their arms are raised or you'll be forced to fight them!
Before you get rolling, make sure Cooke is properly equipped, and be sure to Skill Link Kaim and Seth to her to learn her skills. There are plenty of glowing mushrooms here that can be kicked for items, so be sure to do so. Head north through the first part of the forest and ram through the fallen tree to reach the second screen. Here, continue north, then northeast into the Sorcerer's Shrine.

Sorcerer's Shrine
Save your game at the save point, then stand on the glowing circle to be taken down to the lower level. Take the northwest exit and climb the stairs, quickly dashing to the platform on the left to avoid the boulder rolling down. If you get knocked off, just stand on the glowing circle to be taken back up. Descend the middle set of stairs to find another save point, an HP/MP replenisher, and a door that seems to be sealed shut. Run north and south past the golems for some treasure if you like, then head up the center staircase again to the green pillar. Stand on the south side of it and push it north as far as you can, then climb up the rest of the stairs to get a boulder rolling down. It will crash through the sealed door, opening the way ahead, so go back down, save at the save point, and go through. There you'll find Mack, possessed by the forest. Cooke will get then get captured by the mysterious creature, and that's your cue to fight!
During the second phase of the fight, don't attack Mack; cast Sleep on him instead.
Boss: Obsidian Miasma
Obsidian Tentacle A - HP: 300Obsidian Tentacle B - HP: 300Obsidian Tentacle C - HP: 520Obsidian Tentacle D - HP: 300Obsidian Miasma - HP: 930
First Phase
There are four tentacles in all you'll have to take down, and one (Obsidian Tentacle C) has Cooke in its grasp. That tentacle has about 500 HP, so save it for last. The other three tentacles only have about 300 HP or so, so take them out one at a time, having Kaim and Seth use magic and Jansen casting spells. You'll need to move quickly, because the tentacle will be sapping away Cooke's HP with every turn. Don't bother healing or throwing up defensive spells, just keep attacking and casting offensive spells until all four tentacles go down.
Second Phase
The second part of this fight starts with your team standing against...Mack. He's still possessed, so don't hurt him! Instead, use this turn to heal up from the previous battle's injuries and cast Sleep on Mack. That will bring out the true villain here, the Obsidian Miasma, which has about 900 HP or so. It's strong against physical attacks, so you'll want your whole team casting a spell like Ground at it every turn. Occasionally Mack will wake up and you'll need to put him to sleep again, after which just keep up with the offensive spells. The Miasma should go down fast this way.
Now that you have Mack, the Spirit magic he uses will activate the two lifts that were not operational in the beginning. After using them, you'll find the Demon Sword and Demon Ring for Kaim. The ring is particularly helpful, as it contains the Level 1 Machine Killer, Level 1 Monster Killer, and Level 1 Magic Killer skills.
Collect 19 crystals if you haven't done so by now, and head back to Namura, you'll be able to trade them to the artist in town for a bracelet that will boost any character's HP.

Numara, Part 2
Once you get back to the town, head to the fountain in White Square and watch the cut scene. Afterward, try to head to Main Street and you'll be apprehended by Kakanas's guards and brought to the palace. Not ones to be pushed around, Kaim & Co. will have to fight their way out of the palace. You'll be battling some pretty easy soldiers, but you'll probably want to take out the harder-hitting Heavy Corps guards first. Soon you'll have Cooke and Mack back in your party; Mack starts out in the front row, but you should slot him in the back. Make sure to Skill Link up to him as well. Continue through the Corridor Garden, running past your pursuers if you don't wish to fight them. There are treasures to be found here, but if you're only looking to escape, use the three elevators in this order: east, north, and west. Take the exit to the south after you've saved and healed up (hopefully by now you've hit level 20) and you'll face off against the Magic Heavy Tank.

Boss: Magic Heavy Tank
Magic Heavy Tank - HP: 1,580Cannon - HP: 1,490Cannon Unit - HP: 740Tank Unit - HP: 740
There are four parts to this boss: the Magic Heavy Tank, the Cannon, the Cannon Unit, and the Tank Unit. These are mechanical-type enemies, and as such you should equip Kaim with a ring like the Demon Warrior or Jamming Ring. Start off by taking out the Cannon Unit and Tank Unit; they have less HP and by destroying them you'll be making the tank itself that much weaker. Use physical attacks until both are defeated, and have Jansen cast All-Shield. Enhance your physical attackers' offense, then go to town on the Cannon, and finally the Magic Heavy Tank itself.
Now leave town and re-enter at Numara Port. Head east into the hangar to find Kakanas's new ship, the Slantnose. Climb aboard and ride it out of town. Northwest leads to the Numera Atoll, which is the home of some very powerful monsters you won't be able to defeat until much later in the game. However, you can use the Turn-Tail ability to run away from all the fights there and just pick up the swell treasures for now, including the Regenerate Spell and a Bronze Spirit Band. To advance the story, head northeast to the southern coast of Tosca.

Tosca
Start exploring the town. When you cross the bridge to the northern half of the village you'll receive the Magic-Powered Locater Lv1. A dot will appear on your mini-map to the southwest, so go climb the watchtower there and hit the A button to search around; you should uncover a Dark Crystal Ring and a Dark Crystal Staff for Jansen. Now go stay the night at the Inn to learn the way to Gohtza. At this point you can undertake a sidequest to pay respects to the Kelelon statues, or just head out of town. When you're on the world map, you can check out the Northern Cape for the Lion Heart accessory, but your next stop should be the Old Sorceress's Mansion.

Old Sorceress's Mansion
The enemies in here are considerably stronger than the last batch you faced, so you may want to spend some time to raise a couple levels before venturing in too far. Some enemies, like the Unidentified Life Forms, are immune to all elemental damage, so keep your Force and Gamble spells handy. Other enemies, like the Soul Armors, can only be damaged by magic, so you'll want your team loaded with diverse means of dealing damage. Check out the western hallway to find a mirror with a gem-shaped indentation next to three doors. Open the middle door, fight the monsters that attack you there, then pick up the Large Mirror Jewel and place it in the mirror to the south to open a time portal. Go through and you'll travel back in time.
Before you head down the hallway, move the statue. This will allow you access to a chest when you travel back to the future. Follow the hallways around and head upstairs. Take note of the four symbols on the wheel, particularly their order. Turn the wheel so that the arrow points to the pot on the right to unlock the doors on the second floor, as well as a treasure chest containing a Red-Copper Band. Check out the rooms on the second floor for memories and treasures, including the Wheat Plate, which you'll recognize from that wheel you were told to memorize. Return to the room with the statue and mirror. Push the statue over and continue down the long corridor to the mirror at the end. Go through to reach the east wing, where another mirror will take you back to the present day mansion.
Open the chest that was previously blocked for the Celestial Plate, then go through the entrance to the courtyard. You'll find the Pot Plate and Bow Plate here, so you'll have to place them in their proper locations in the diagram on the ground. Place the Pot Plate in the northern slot, the Wheat Plate in the eastern slot, the Celestial Plate in the southern slot, and the Bow Plate in the western slot to open the gate. Doing so nets you entrance to the Sorceress's Hermitage. Take the stairs there and read the obelisk to make a plate in the diagram behind you light up. You'll have to use the mirrors to warp to the four corners of the hermitage and step on the corresponding plates, four in all. Once you've stepped on the four plates and destroyed the obelisk, head through the door to face the Sorceress in battle. If you'd rather save first, head back to the mansion to do so!

Boss: Old Sorceress
HP: 1,550 each
You'll be facing four Bodies of Thought here, and they'll be constantly attacking the Old Sorceress. Once her HP goes, it's Game Over for you, so you'll need to work fast. Each Body of Thought is aligned to a different element, but every time the Old Sorceress screams, their elements will change, so just forget about trying to hit them with a spell of the opposing element. Instead, enhance your physical attacks and use those, as well as the non-elemental spells Gamble and Force. Each Body of Thought has 1,550 HP, so take them out one at a time without stopping.
Instead of going straight on to the Black Cave, first return to Tosca and speak to the Innkeeper. He'll tell you about some treasure at the entrance to the Old Sorceress's Mansion, where you'll find the Virus spell. You can also learn of a treasure at the Northern Cape; head there to find the Ailment Void spell. When you're ready, proceed to the Black Cave.

The Black Cave
You'll begin in the Maze of Darkness, where you should head to the northwest corner to find a fallen soldier. Next go east and jump over the pit, then continue east to the Foul Swamp. There are firefly nests here, so reach into them to bring one along with you to light the way. Note that they can't make it across the high-wind areas, so you'll have to go grab another one if you lose one. Also, stay out of the green water here, or you'll start to take damage from it. Head north as far as you can to find the way into the Great Hall of Foul Creatures. Proceed around the upper level, grabbing the Scroll of Dissection to the southwest before going east to the Helltrap.
Make sure you've got a firefly on you at all times here to illuminate the pits in the floor; if you fall into one you'll be dropped back to the Foul Swamp, so avoid them! You can find the Refresha spell past the first deviation in the main path, behind a wind tunnel, if you don't mind losing your firefly. Make your way to the southwest exit, which brings you to the lower level of the Great Hall of Foul Creatures. Check the short path off to the right for some treasure, then kick over the obstacle blocking the way ahead. Rough Eaters will start running around the room, and you'll need to kill three groups of them to make the Queen appear. Go find her (she's represented by a red triangle on your mini-map) and attack, making sure you're healed up and equipped with wind-elemental rings.

Boss: Rough Queen
Rough Queen - HP: 1,560Rough Servant - HP: 1,360 each
Level 27 is a good place to be for this battle. The Queen is accompanied by four Rough Servants, all weak to Wind magic. Start off by having Kaim and Seth attacking the Servants while Jansen casts Winda, Cooke uses Casting Support on Ming, and Ming casts All-Wind every turn. Remember to have someone steal her Slot Seed from her at some point. The Queen will send one of her Servants into a frenzy, causing it to perform brutal Rush attacks against you. Target these Servants first before going after the others. Keep killing the Servants even when the Queen summons more to keep her busy; your Wind spells should be chipping away at her life. If she escapes when her HP is low, chase after her and fight her again, taking the opportunity to steal her Slot Seed again, of course.
After the horrors of the Black Cave, it's on to the city of Saman.

City of Saman
As with all cities, explore thoroughly. There's a Pipot here where you can deposit your Seeds, as well as a crow named Dandy who will sell you random items for 50 gold a piece; keep buying items until you get the great Awakening Bracelet, which gives you three extra skill slots. You'll also want to check out the Item Shop for the Secret Ledger and another Slot Seed. Be sure to buy new equipment for your party, as well as the Magic Trial Record so you can learn Composite Magic, then try to exit to the east. Turns out you'll need to bring the Captain with you, so head back to the Inn to find him, then return with him in tow. Board the ship and prepare yourself for another boss battle!

Boss: Mantalas
Mantalas - HP: 3,050Manta - HP: 620 each
Equip yourselves with Earth-elemental and Anti-Paralysis rings. The Mantalas will have three Mantas at its side and will remain off the battlefield until they're all dead, but one cast of Grounda should kill them all. Make sure to hammer the Mantalas with Grounda or All-Grounda when it returns! The Mantalas has only 3,000 or so HP, so a few rounds of this should see it to its doom.
Watch the memory after the battle, then sail on to the Experimental Staff.

Experimental Staff
First thing's first: rest on the cot on the ship and save your game at the save point there. You can also buy the Barricadus and Shieldus spells from Damiroh. Step off the ship to the Marine Division, then continue on to the Power Division. You'll want Anti-Poison and Anti-Seal skills set here to stymie the Uhran guards' efforts to muck up your status. The Uhran Guardsmen each possess a Gate Pass that you can take via the Steal skill in battle. You'll need five of these passes to get past the five energy barriers in the Operations and Upper Divisions, so steal them every time you encounter a Guardsman! You can also use the Bent Needles the defeated Guardsmen drop to make Pickpocket Rings, which allow you to steal while attacking.
In the Operations Division, there is a platform on the northernmost walkway that takes you to the center platform. Use the switch there to reach the Aqua Mine spell, then continue west to the first barrier. Use a Gate Pass to get through, then take the elevator there to the Upper Division. There, head west through the barrier to find the Lotus Ring and White Lotus, then go to the center of the Division and ride the platform there to the right. Use the switch to lift the crate, then ride the platform left, lower the crate, then ride the platform into the crate again to reach the path on the left. Take it to a switch to drop a crate on another platform, then head back to the right path and ride that platform into the crate you just dropped. Go south now through the barrier to reach the Outer Division.
Take the stairs up to find a save point, and use it. You can continue on to the Glass Chamber now, or if you want the materials needed to make a Hammer Ring, go back into the Upper Division the way you came and take the elevator to the east down to Operations. Head into the door across from the elevator and descend the ladder to find a Technician. Deliver his message to another Technician below him. To reach him, push the crate off the edge, lower the platform, drag another crate to the side with the switch, raise the platform, then push that crate off the edge. Lower the platform, give him the message, then deliver his message to the third Technician, who is located down the ladder past the save point in the Outer Division. He'll give you 11 beat stones which can be used to make the hammer ring which inflicts 2x GC damage.
In any case, head into the Glass Chamber to find Gongora. You'll engage him in battle, but you can't win. You can lose, though, if you die within the first five turns of the battle, so cast All-Barricade, All-Generate, and Wall to protect yourselves. You'll then have 12 minutes to get out of the Experimental Staff. The elevators are out, so use the Outer Division stairs to reach the Power Division. Go right, jump over the pit, and continue to the exit, opening the chests along the way for a Red Snake and Snake Ring. Return now to the newly-revived city of Saman.

City of Saman, Part 2
The citizens of Saman are back to normal, and there are a few new things to check out in town. Head to the back of the merchant Oreego's building to find the Auction House, where you can buy items and treasures you've missed in your travels. Next head to Riordan's house and give the man outside it the Secret Ledger. When you enter Riordan's house again you'll find an inspector who'll give you a Spartan Ring and Solid Spartan sword for your work. Try to leave the city and Cooke and Mack will suggest a brief rest, so after you talk strategy, leave the room to sleep for the night. The next day you can speak to the villagers for more memories, then head to the item shop, where some villagers are accusing Talio of being a thief. Proclaim Talio's innocence, listen to who he thinks is the real thief, then head to Dandy the Crow's old stall to find the missing goods. Return them to their rightful owner for a General's Pen. Finally, speak to Sighing Zamilo in the Tavern for a treasure tip, as well as Easygoing Valle in Audun's Item Shop. Speak to Talio back in his usual spot to the west to learn the location of the Splitter spell, then exit the town and head for the Ice Canyon.

Ice Canyon
The enemies here love to target your back-row characters, so make sure you heal after every battle to keep them strong and prepared. Head through the first part of the dungeon, building up your level so that it's at or near 30. The Elmon enemies here can steal your items and make off with them; if you want them back, take the upper path at the east end of the Ice Gorge and challenge the Elmon Leader for them. Continue to the Blizzard Peak, trying not to slide down the icy slopes (although some treasures can only be reached this way) lest you have to backtrack.
You'll eventually see a penguin. When you do, keep going west to find the entrance to its cave. When the penguin slides off, open the chest there for a Warm Vest and leave the cave. Go east past where you first saw the penguin and slide down the first slippery hill there. Grab the penguin to claim its Amulet, which has the helpful Absorb Attack skill attached to it. Continue forward to the wind tunnels and wait for the wind to subside before making your jump over the gaps; you'll obtain the Earrings of Wisdom for your troubles. Next you'll want to jump over the ledges to the west to reach a large pile of snow. Push it over the edge to cause an avalanche that blocks the wind tunnel below, allowing access to the save point. Save there, heal up, and head forward to this dungeon's boss.

Boss: Dinozaoro
HP: 20,160
As stated earlier, you'll want to be at least at level 30 for this boss, probably closer to 31 or 32. The Bio Ring Ultra's a great ring to have equipped since this boss is an Organic, and the Spartan Ring's a good choice as well. Absorb Attack is a fantastic skill to have set to your Immortals, so hopefully you've let Kaim and Seth learn it prior to this. You'll want Sarah, Ming, and Mack in the team because Dinozaoro will use an attack that pulls everyone to the front row, so you'll want characters who can take a beating (or at least have spells that will allow them to take a beating). When the fight begins, have your mages cast All-Shield and All-Generate, followed by Reduce Casting Time and Mental Stability to speed themselves along, as well as Cover on themselves. Mack should cast Powerus on your attackers and Speedus on your mages, and dedicate one mage to cast Zephyr every turn. After the prep work, have the mages casting offensive spells every turn while your fighters go to town with Power Hit. The Dinozaoro has a whopping 20,160 HP, but if you use this strategy you shouldn't be worried.
After defeating Dinozaoro, head to the northeast to find a hidden passage. This will head up above revealing the location of a Royal Seal and a treasure chest containing the Elmon Crown. Note this location for later. You can return to break the Seal as well as find an invisible chest after you complete the ninth cubic music score. For now you have an optional boss you can face.

Optional Boss: Elmon King
HP: 6000
You may have fought the king earlier to regain your stolen goods. However, if you wish to face him for real, you must allow the elmon to first steal the recently acquired crown from you. After having the crown taken from you, return to the King and talk to him in order to engage in a final showdown. He is harder then he was previously so be prepared. He still has 4 minions shielding him and now will cast all-aquara which can deal some serious damage to you. Just do the same as you did before and he'll soon be defeated. You'll regain the crown along with any other stolen goods. You'll also be rewarded with Mind Bangle which teaches MP Max Up 2. The elmon will also no longer steal from you.
To continue onto the industrial city of Gohtza, leave the area to the northwest of where you fought Dinozaoro.

Gohtza City
This will be your only time to fully explore Gohtza City, so don't head to Gohtza Station until you're sure you've seen and done everything you want to. Start off your visit by buying supplies from the shop in Middle Town, including enough ring components from Sigrum's Weapon Emporium to make the Level 2 rings. Loot every building and street of items, though this should go without saying by now. In Low Town, talk to the Khent soldiers by the Abandoned Apartment, then deliver their message to the guards at the Gates of Khent (you'll have to return to the world map to reach it). You'll receive an Obsidian Spirit Band for your troubles. Be sure to open the chest for an Awakening Bracelet before you return to Gohtza. Check out the Abandoned Apartment next for several items, and be sure to visit the Gamblers' Hideout and make some money with the gambler asking for a loan. Lend him 10,000 gold and he will pay you 50,000.
When you've looted the whole city, head to Middle Town and ride the elevator to Gohtza Station. You won't have the proper identification to get through, so go north and take the lift to High Town for a cut scene. Kaim and Sarah will split away from the party, as will Cooke and Mack, dividing your posse into three parties.
Seth-Ride the elevator to High Town and Ming will get you past the guards there. Proceed to the palace and Ming will be put to the test by the king. Use the A button to clear the barriers he sets for her.
Kaim-Follow the man in the hood to the Abandoned Apartment building, then ride the elevator to Floor 7. You'll find the hooded man there in one of the rooms.
Cooke-When you're past the ticket-taker, save at the save point and loot the rest of the city (there should be three more treasures here). Now take the escalator to Platform 1 to find a Circular Dance Discus and Circular Dance Ring for Mack. Go to Platform 3 next and speak to the old woman about the Aurora, then return to Platform 1 and board the train.
Seth-Go to Gohtza Station to find Kaim's party, then let Kaim get you past the ticket-taker and the guards on Platform 2. There you'll split up again.
Kaim-Head back to Platform 2 for a couple of items, then proceed to Platform 3 to watch the events with the elderly folks. You'll then be thrust into battle. In the first fight, have Kaim equip the Lotus Ring and use physical attacks while Sarah casts offensive magic. In the second battle, the enemies will be too far away to attack physically, so have Kaim use offensive magic (or just toss some Bombs). Make sure you destroy the External Engine Unit last, because it will release energy that recovers your MP every turn until it's defeated. The final battle will be against an Armored Train with 5,500 HP. It can make itself immune to physical attacks, so make sure Kaim can still cast offensive spells like Gamble.
Seth-When the cut scenes end, you'll be controlling Gongora of all people. Head to the podium so he can give his speech, then take the portal to Grand Staff. Use all your spells on the acolytes to test them, paying close attention to which spells kill which color acolyte.
Kaim-Heal up and save your game at the save point, then head into the first car to fight a Glacier Beast and Glacier Fragment. Use Ground spells against them and equip Kaim with the Planet Ring to make his attacks more effective. Move quickly through the next car to avoid the encroaching ice, pushing the metallic crates out of your way. Press on through the cars, pushing more crates out of your path, until you reach the car with a note in it. Read it to learn that the door to the caboose needs a password. This password can be obtained by reading the four notes on the wall. For the lazy, the password is 9240. Heal up before you go through, because there are three Glacier Beasts there.
After all that madness, you will be in control of Seth and Tolten in the back alleys of Uhra.

Uhra Back Alleys
You'll start off in the Central Station Square, which triggers the appearance of several guards who don't take too kindly to your presence. Seth and Tolten should have no trouble mowing them down. Make sure you link up Seth to Tolten's skills! Once you're in the back alleys, save, heal, and start looking for the multiple treasures stashed around the area. When you've nabbed them all, climb the ladder to the east to the Main Street. Enter the first door to Tolsan's Inn and you'll meet someone who teaches Tolten how to open royal seals and gives you the Talisman. Equip it immediately to start learning Absorb Magic. Exit via the back door and descend into the city sewers. Head west and close the sluice gate there, then open the sluice gate to the southeast to drain the water. This should reveal some stairs that will take you over the gates to the north. Proceed to the northwest corner and take the exit there to reach the back alley near the castle.
Once again, there are many, many items to obtain here, so search the alley thoroughly. Climb the ladder in the middle of the area and cross the rooftops until you find another ladder, and climb down that. Enter the dark alley to find a Royal Seal which nets Tolten a Royal Knight's Sword and a Royal Knight Ring. Return to the rooftops and keep heading northeast to the ladder there. Climb down, then take the exit to the northeast. Save at the save point, then head east into the Amphitheater of the Sky.
There's a full-scale battle going on here between Uhra and Gohtzan, and you'll have to nudge your way through to the gray prisoner area to the north. You'll have to fight some battles which involve soldiers from both sides, and they'll more than likely attack each other before they attack you. Kill one soldier from one side, then switch to the other and do the same; keeping their numbers even like this prevents them from automatically attacking you. Make sure to heal yourselves after each battle; you'll have to fight a battle with six soldiers just before you reach the prisoner area.

Old Gohtza
Frozen Trail
As Cooke, head south to find Mack, then go north into the wind to the save and heal points up the ladder. Make sure Cooke's equipped with a ring that lets her cast Black Magic spells, then move on to the east.

Gohtza Ruins
Now you're in control of Jansen in the ruins of Gohtza. Save and rest up at the bed if need be, then head outside to find Ming. Place Jansen in the front row now to protect Ming and equip him with the Sword Teaching and Amulet accessories; he'll need their skills to survive the enemies here. The gambler's still in the Abandoned Apartments if you want to make more money via the loan trick , and if you speak to the man outside the casino you'll receive a treasure tip that leads you to a Scroll of Balance.
In any case, exit Low Town on the eastern bridge to reach the Eastern District, jumping over pits and climbing ladders as you head west. Keep going until you're at the Frozen Trail. You'll switch back to Cooke and Mack, so keep walking into the wind until you switch backs again to Jansen and Ming. Keep walking until the two parties meet up for a boss fight.

Boss: Living Ice
HP: 6,350
Have as many party members as you can equip things like the Water Charm and Warrior's Armband, and be sure Ming has learned the Status Analysis skill (if not, then equip someone with the Search Glasses). Spend the first few turns of the battle casting your defensive spells like All-Shield, All-Barricade, and Cover on the front row characters, Mindus on Jansen and Ming, and Powerus on Mack. Start casting Grounda until you've gotten the Living Ice to around 1,600 HP and then stop; it will soon cast Reflect on itself, so you'll need to start attacking physically or tossing Ground Bombs at it until it's dead. Recast Cover on Jansen and Mack, your front row characters, every time the Living Ice casts All-Aquara, and your GC should be fine.

Uhra Sewers
The magic engines that you come across here will disable the attacks of the Magic Tower enemies in the immediate area, so be sure to find them as soon as you can. Your ultimate goal is Conduit #2, but you can check out the smaller areas for treasures. From Conduit #2, head to the Treatment Plant. Descend the ladder straight to the north, then head west. Push the crates to form a bridge, open the chest in the pipe for a Holy Guard, then go back over the bridge and head southeast to a switch. Hit it and go east, then up to a ladder. Climb it. Save your game at the save point, buy some items from the salesman, then head over the bridge to the south. Hit the button to close the northern sluice gate, then open the side gate by hitting the switch to the southwest. Hit the button again so you can cross the gate to the ladder, then climb down into the tank. Take the stairs up, then go north into the Magic Tank. There, descend the ladder and head northeast. Take the southeast bridge and have Sed repair the magic engine, then hit the nearby button to rotate the bridge to make it head southeast. Cross the bridge, climb the ladder, then go east in Conduit #3. Proceed through the conduit to the northwest door, head up the ladder, then exit northeast for a boss fight.

Boss: Magic Beast
HP: 10,550
Rather than attacking the boss directly in this battle, you'll want to attack the dock crane in the background around eight times to make it crash down on the Magic Beast, ending the fight then and there. You won't receive the boss item this way, though. If you want the Crystal Fragment it drops upon attacking it and defeating it the normal way without having to do all that work, just steal the item from it before it's dead.

Gohtzan Refugee Camp
Begin your visit by heading to the northwest corner of town, noting the location of Sonya nearby. You'll find a man there who hasn't had his daily Meal Ration, so agree to get it for him, and quickly dash down to Sonya to grab one before she runs out (you really do have to be quick about this). Return it to him to obtain the Spiky Seed, which you should give to the Pipot here in town .Press valuable,and read the information given and give it to the pipot they ask you to give to. There are some other tasks you can do for the locals while you're at it, so do so at your leisure.
One of these tasks is from the vendor, he'll tell you about a creature called Don Laploss that can be faced on the Frozen Trail. This is an important fight if you want to complete all the treasure hunts. You can't get clue #7 unless you kill Don Laploss.

Optional Boss: Don Laploss
Hp: ??? To face the Don, return to the frozen trail where you found Cooke and Mack. Run around this area until you encounter a bunch of Laplyos. These are the dinosaur looking creatures. The trick now is to allow them to use 'Cry' to summon reinforcements. Eventually, one of the reinforcements will be the Don. Once summoned, defeating the Don shouldn't be much trouble. He has 3 or 4 times the hp of the regular creatures and hits harder. Make short work of him and return to the refuge camp. After talking to the vendor again, head to the medical tent and talk to one of the men on the bed to get the clue to treasure hunt #7. The treasure can be found by nearby hot spring. You reward is the Spire Commander & Ring.
Stock up at the storehouse, and when you're ready to leave, take the north exit to find a drunk who has seen the wreckage of Kaim's train ahead. Continue onward to the Crashed Magic Train Site and the Burning Cave.

Burning Cave
The train's empty, but there are still items around you can collect, particularly the All-Barricadus spell by the entrance to the cave. Spend some time leveling up here to the mid-to-high-30s, then head inside. You'll need to move deftly over the geysers whenever they aren't erupting, but some of them actually contain items; the northeastern geyser has the Cure-All spell in it. When you reach the area filled with noxious gas, run right into it to find the Forcea spell, then quickly run back out. The next batch of poison can be blocked off at the source by knocking a boulder off the ledge above, so do that before trying to make your way through the fumes. Continue forward on the path until you fall into some water, then ramp the pillar to make a treasure chest fall down to your level. Open it, then continue to the save point. Heal and save up, then go north to face this dungeon's boss, the Ice Magic Beast.

Boss: Ice Magic Beast
HP: 10,360
Try to be at level 38 or so for this boss, and have the Planet Ring and Creature Ring equipped. Mack will pretty much be taking down this 10,000+ HP boss by himself, while your other characters will be supporting him, so place him alone in the front row. Make sure you've all got the Water Resistance and Anti-Freeze skills set, and give Mack the Power Bangle. This boss will be Reflected the entire battle, so spells are out. Since Mack is the only physical attacker in this party, he'll be dealing all the damage with his Combo skill. Load him up with the Powerus spell and have him Combo the Ice Magic Beast every turn. The rest of your party should set up All-Shieldus, All-Barricadus, and Covera, and cast healing White magic whenever you sustain damage. If by some chance they get a spare turn, toss a Ground Bomb the boss's way for extra damage.

Great Ancient Ruins
Cross over the large moat on the floating platforms, then head back over some different platforms to reach a chest with a Tablet Fragment in it. Proceed to the Astral Square and walk past the first magic platform to find a Royal Seal that Tolten can unlock; do so for a Golden Gauntlet. Now head back to the platform and use the switch to move it. The next platform's switch is too far away to reach, so your party will split up, with Kaim, Mack, Cooke, and Sarah going forward and Seth, Tolten, Sed, Ming, and Jansen staying to throw the switch (that must be some switch).
In control of Kaim's party, you'll come across a platform that you'll send Seth's way. Take the Magical Lock Key, then take the next platform to the center level of the ruins. Ride the next platform there to the bottom level, then head to the end of the lowest floor. Look in the corner behind the ruined column for the Magic Analysis Book, which opens up the Lv3 Composite Magic skill. Now switch to Seth's party.
Follow the path forward to the lower level, up again, and forward to a red seal on the floor. Keep going east to find a platform you can send Kaim's way, then switch back to Kaim.
Let Kaim's party ride the platform up to join Seth, then activate the platform and ride it to the Hanging Corridor. Heal up and save there, then proceed to the Lunar Palace.
You'll start on the seventh floor and split up into parties again. Have both groups head right and put Kaim's party the platform while Seth's throws the switch to activate it. Kaim's party should check the nearby room for the Dragon Scales, then ascend the western stairs to the top floor of the Lunar Palace. Kick the platform down to Seth's party there.
Switch to Seth's party and head to the other end of the seventh floor to find the platform Kaim's party sent down, then ride it to the sixth floor. Drag the obelisk onto the platform and you'll drop to the fifth floor. Head over the eastern bridge to find a chest with a Trooky Talisman in it. There's another platform to the south that you can drag an obelisk onto to reach the fourth floor, so do so, then head north to a platform with two obelisks on it. Pull one of the obelisks off to make the platform rise.
Switch to Kaim's party and head down to the fourth floor, taking the platforms and stairs to get there. You'll find the one-obelisk platform Seth's party sent up, so drag the obelisk to the platform on the other side and ride down to the third floor. Go to the southwest corner for a Tablet Fragment and stand next to the immovable obelisk.
Switch to Seth's party now and head down the center stairs to the first floor. Go to the southeast corner for the Twin Cross in a treasure chest, then head west. Pull the obelisk off the platform there to send it Kaim's way, then switch to Kaim's party.
Push the obelisk onto the platform Seth's party sent up and ride it down to reunite the parties. Before moving on, you can head back to save and heal as well as fight an optional boss.

Optional Boss: Trooky Queen
HP: 4,840In order to face the Trooky Queen for real, you must first allow one of the Trooky creatures to steal the Trooky Talisman from you. The best place to do this is around the save point and healing sphere. Once the talisman has been taken from you, you can find the Trooky Queen at the bottom of the Lunar Palace in the north east corner.
She has four of Trooky minions. They don't have much health and neither does the Queen. The fight is pretty easy with the only danger coming from the Queen's item blast ability that can hit for a few thousand points of damage. Victory rewards you with a Sorcerous bracelet that teaches Mp Max Up 3. You'll also regain the Trooky Talisman and any other stolen items. Additionally, the Trooky will no longer steal from you.
When ready, you can enter the Throne of the Sun to face the Ancient Fiend.

Boss: Ancient Fiend
HP: 15,880Come into this battle at no less than level 42. The Ancient Fiend will change your formation around in battle, so you'll only want your strongest characters along for this fight. Give your spellcasters abilities that boost their Max HP and Defense, and don't try to change your formation once it's been altered; it will most likely change again. Start off by equipping Goring Rings with Hardened Killer Lv3; this will make attacking and killing the boss's Keystones relatively easy. They've got 6,690 HP each, but they'll fall quickly. Once they're down, switch to a ring with Spirit Killer to make your attacks effective on the Ancient Fiend. Don't try attacking it until those Keystones are dead, though, or it will reflect/counter your attacks right back at you! Have your mages cast All-Barricadus, All Shieldus, and Powerus on your fighters at the start of the battle to further counter the boss's offense.

Numara, Part 3
Numara Bay
Boss: Arthrosaurus
HP: 14,370This battle will have you racing against time, so you can't waste time casting defensive spells; this should be all about offense! Go into the battle with skills like Fire Protection Up, Absorb Attack, Double Items, and Combo. Persistence is another good one, and if you bring in all your Immortals, then everyone can have it! Have your physical attackers use Combo every round, and your mages cast Winda.
After you take down the first Arthrosaurus, you'll have to contend with four more as they approach the city. You must prevent them from entering Numara, or its game over for you. If you do fail, you can retry the event and will begin again facing the four beasts. You can cast Sleep on them to stop their movement for awhile. This is very helpful, especially if you want to grab the available treasure. During this event, there will be small areas you can scan with the Nautilus to get some treasure. After fighting an Arthrosaurus, new areas will appear to scan. (*To be added here: exact treasure available*).
There are several viable strategies to finishing this event. You can sleep the pair on the north or south first, then rush over to the second two and finish them off before returning to kill the slumbering pair. You could also kill one of the pairs, sleep one, kill one, and then kill the last sleeping one.
Regardless of how you kill the four, having succeeded in saving the city, you will return to Numara.

Numara City
When you're safely inside the city, head to the Inn and tune the harp there to obtain 19, count 'em, 19 Capes of Illusion. Use them to upgrade your Baron Thief Ring to a King Thief Ring. Next, speak to everyone in the lobby to learn the location of the Refreshus spell (by the central fountain). Next, head to the Port of Numera entrance and proceed to the Sanuman Family House for another treasure hunt tip that points you to the Reversa Spell. If you head to the back room of the Main Street weapon shop, pull the crate out and examine the bookcase for three Purgatory Ores. Apart from that, stock up on items, heal up, save, then head to Numera Palace for a boss fight!

Boss: Kakanas
Support Heavy Tank A - HP: 4,840Support Heavy Tank B - HP: 4,840Kakanas Heavy Tank - HP: 5,200Kakanas Cannon - HP: 4,160Bring your three best fighters into this battle and two mages that can cast All-Generata and All-Shieldus. Your fighters should have the following skills set: Absorb Attack, Crisis Defense, and Weapon Guard. There are four targets to choose from at the start of the battle, but you should first take down the Cannon, which deals the most damage of any of them. Once the Cannon has been destroyed, take on the Kakanas Heavy Tank. The tank will be draining MP from you constantly, so make sure your fighters are only using physical attacks and no special techs.

White Boa, Part 2
After the battle, be sure to buy the new items from the new shop at the end of the path under the Canal Street bridge. You can also speak to Rona on Main Street and save a trapped bird for six Ancient Statues. When you're ready, get on the White Boa and have the guards open the western gate. There's some nice treasure aboard the White Boa, so search it well before disembarking.
This is a great time to finish the game's several sidequests, since the White Boa can break through the ice blocking several landing points. When you're ready to proceed to the game's final challenge, head to the Grand Staff, breaking through the ice in the Sea of Baus to reach it.

Grand Staff
Once you enter Grand Staff, there's no turning back, so be sure to save aboard the White Boa, and leave a separate save slot for use in this area. The first section of Grand Staff will have you crossing some pipes with hot steam periodically blasting across them thanks to some overhead fans, so you'll need to time your movements to get past them, lest you get knocked down a level (the fans can be shut off at various terminals on each floor, so be sure to keep an eye out for them).
Beyond the save point, cross the bridge and climb up the ladder on the right to find the first terminal. Use it to shut off the fans here, then keep moving, keeping an eye out for another ladder on the right that will take you to the Aquaus spell. Continue to the elevator and ride it to the Second Boiler. The next elevator takes you to the Armory, where you can examine the tanks to battle an enemy known as Experiment No. 1, though the only reason for doing so is to obtain the White Charm item they sometimes (but not too often) drop. Head to the lower area of the Armory and drop through the shaft, then use the nearby terminal to shut off the fans. Next, leap to the platforms on the left and then to the pipe. It's quite slick, so walk carefully across it by holding down the B button. Then ride the lift to the northern area of the Armory for the Shinus spell. Ride the platform back and fall down the shaft until you're back at the Second Boiler, then open the chest for a Sorcerer's Discus for Mack. Take the horizontal platform back to the elevator to return to the Armory, then head past the shaft and ride the next elevator to the First Boiler. You can descend the ladder across from the elevators and proceed to another ladder that takes you to the next terminal. Shut off the fan, then climb down the ladder to the right of the pipe to find some trash cans holding the Godly Dragon Tears and the Groundus spell. Ascend the ladder and go north over the pipe now. Before trying to cross the next pipe, descend the ladder left of it, shove the block into the hole in front of the terminal, then cross over and use the terminal to shut off the fan. Head back to the two elevators now and ride the right one to the First Boiler. At the end of this path are some trash cans with items in them, so grab them and return to the elevator. This time climb the ladder on the left and go right past the tanks and elevator shaft to another ladder. Climb the ladder to find some items, then get on the elevator.
As soon as you get off the elevator at the Central Connector, open your menu and heal up your entire party; you have a boss coming up just a few steps ahead. Prepare by creating a party with two physical attackers in the front row and three spellcasters in the back. Make sure you've got as many of them set with the following skills as you can: Absorb Water, Absorb Earth, Absorb Fire, Absorb Wind, Absorb Magic, Auto Barrier, Ailment Resistance, and Nullify All Elements.

Boss: Nefarious Saints
HP: 1,510 Each Saint is susceptible to only one kind of attack, revealed by their color:
Red: Weak to Fire
Yellow: Weak to Ground
Green: Weak to Wind
Blue: Weak to Water
Gold: Weak to physical attacks
White: Weak to Shadow
Black: Weak to status ailments
Whoever Gongora killed last when you played as him will be gone from this battle, so you'll only be facing six of the above. Start off with the red, yellow, green, and blue Saints first, casting single-target spells on them with the proper element. After that, pummel the gold Saint with regular physical attacks, the white Saint with Shadowus, and the black Saint with Stone.
You'll have the opportunity now to go back out into the world and explore/complete sidequests. When you're ready, follow after the Grand Staff, which has moved to the northern continent in the mountains west of Tosca (check the icon on your map and sail just west of it). Sail the Nautilus into the small inlet along the southwest edge of the mountains. This will trigger another prompt warning that you will not be able to return from this point.

Grand Staff Part 2
Once again in Grand Staff, you'll begin in the Upper Connector. Go south and hit the switch to power up the Transportation Lift, then ride the elevator up and hit the button on the console to shift the platforms. Go east next for some treasure, then ascend the ladders to the Transportation Lift itself. The lift can be rotated into three different positions to access various treasures, as well as travel from floor to floor. You can obtain an Enchanted Necklace on the first floor by heading east past the controls without touching them yet. Return to the controls after that and choose to Rise to the next floor. Rotate the lift in either direction to reach the two treasure chests here, then continue to the next floor. To reach the treasure here, first rotate the lift left to reach the switch and flip it so that you can bring the platform with the treasure on it within range.
On the top level, open the chest at the end of the catwalk for some Lord Earrings, then go up the ladder to the southwest to reach Magic Control. Examine the terminal, then climb down the southern ladder. Push the red buttons to start the pistons, open the chest for the Ambrosia, then head back to the Transportation Lift. Take the northwest ladder now and use the terminal to stop the moving derrick when it's reached its lowest point. That way you can leap across it to find a chest with the Reflect spell in it. Jump back, turn the derrick back on, then return to the Transportation Lift. Ascend the southwest ladder again, then ascend the ladder to the southeast to find three terminals. Use them to stop the three wheels so that their cross bars all end up in a horizontal row, then take this new path to a chest with a Wyvern's Tail in it.

Sub-Boss: The Generals
HP: 4,050 eachThere's an elevator on the northwest catwalk in Magic Control, so take that to the Glass Chamber. Head up the stairs to the save point, then climb down the nearby ladder to the Magic-Powered Unit. When you get near the switch you'll split up into two parties each allowing only 2 characters. Each team of two has to kill an enemy known as the General, and each party has to kill their respective General on the same turn as the other party. To do this, form one party with Kaim and Mack and the second party with Seth and Tolten. (*One melee and one caster immortal is probably easier, one strong melee hit followed by a correct damage up spell cast should kill a General*) Sed will be joining both parties but not as a combatant. Team #1 needs to kill their General first, then Team #2 needs to kill their General the very same turn, or it's Game Over for you (yeah, harsh!). Between turns you'll have the option to use Sed to "Adjust Output," which prevents the next party's General from regaining any HP (once per turn). The Generals have 4,050 HP and are of the Wind/Earth elements, so attack accordingly.
Once both Generals are down, you can take the eastern elevator to the "lower floors" to find some treasure in the Mechanical Lift, or you can return to the Glass Chamber and ride the west elevator back to the "upper floors." Be ready, another boss fight awaits upon your return to the Glass Chamber.

Boss: Magic Beast
HP: 26,790 HP This is the same type of creature fought at the end of the Uhra sewers section. Unfortunately, there is no crane readily available to drop ontop of this one. Its a pretty straight forward boss fight that shouldn't pose much of a challenge. It's nothing the All-Powerus spell and some Combo attacks won't wipe out in a jiffy.
When it's dead, ride the elevator up to the Control Room to find Gongora, who will attack you. To make matters worse, he'll grab one of your teammates and use them to protect himself; when this happens, don't attack him, just keep Defending every turn until this "battle" is over. At that point, you'll have 8 minutes to get your bad selves out of Grand Staff! Its the Experimental Staff all over again. Just keep running back toward the Nautilus, using the Turn-Tail ability to run away from every battle so you're not slowed down.
Back on the Nautilus, you'll be outside the Tower of Mirrors. This is your last chance to go complete any of the game's sidequests, raise levels, or purchase items & equipment, so make sure you're fully prepared (with your party in the low-50s) before you enter the tower for the final confrontation.

Tower of Mirrors
Final Boss: Gongora
Luminous Magic Beast - HP: 55,860Gongora - HP: Unknown
First Phase
Don't go into the battle with Gongora with your level at anything less than the low-50s. Like the fight with the Nefarious Saints, you'll want to have the Absorb Wind, Water, Earth, and Fire skills set, as well as Absorb Magic, Ailment Resistance, Ultimate Analysis, Walla, and Combo. Bring along all your Immortals, and Tolten, too. These skills should protect you from most of the attacks thrown at you in the first part of the fight. Have Sarah and Ming cast All-Generata and All-Powerus right off the bat, then start hammering the Luminous Magic Beast with physical attacks and offensive spells. Once the Beast uses its Ultimate Ray attack, stop casting spells at it, as it will only absorb them. Cast Walla when your GC goes down, and have someone healing whenever your HP starts to dip around the halfway mark. After Gongora shows up, you'll only have your four Immortals to face him, but don't fret when he casts some ridiculously powerful spell upon you; one of your mortal allies will show up to save your bacon every time. Pound Gongora with Combo and your best offensive spells, paying no mind to your MP, as it will soon be refilled.
Second Phase
Now it really is down to your four Immortals! Here's where your Ailment Resistance comes in handy: it will completely block Gongora's Manipulate and Petrification skills. Use the Ultimate Analysis skill every time he shifts elemental types so you know what will work best against him, and nail him with the appropriate spell. At this point, with these skills set to every character, is it nigh impossible to lose. Keep attacking and casting spells until Gongora is finally defeated.