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.
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