LandTurtl | ||||
HP | EXP | Weakness | Gil | |
120 | 132 | None | 500 | |
Just attack with your characters, and use a Potion if you get weak. |
Jinn | ||||
HP | EXP | Weakness | Gil | |
480 | 160 | Ice | 700 | |
Have your Fighters/Monks attack, your Red Mages or Black Mages use Ice and your White Mages should Cure. |
Bahamut (1st) | ||||
HP | EXP | Weakness | Gil | |
65535 | N/A | None | N/A | |
It can't be defeated; any damage done is healed back up at the end of the round. Just run. |
Nepto | ||||
HP | EXP | Weakness | Gil | |
65535 | 1500 | None | 300 | |
Unless your party is four Onion Knights with full equipment, it's almost impossible to beat Nepto. Note that defeating it won't get rid of Nepto, and that you can't run whilst in battle with it. |
Big Rat | ||||
HP | EXP | Weakness | Gil | |
450 | 240 | None | 1000 | |
Since your entire party has the Mini status, throw down with your Magic, rather than physically attack. Two or Three Black Wizards and a White Wizard will take down the Big Rat easily. |
Medusa | ||||
HP | EXP | Weakness | Gil | |
980 | 360 | None | 1200 | |
Medusa is strong against Magic, so weigh in with physical attacks. She'll mostly concentrate on casting Break which has a really low hit rate, so you don't really need to worry about healing. Have a Red Mage in the party just in case. |
Guzco | ||||
HP | EXP | Weakness | Gil | |
1400 | 500 | None | 1500 | |
Equip Ice Armour if you have it, and stick to physical attacks to take him down. Keep a Red Mage in the party to heal every now and then. |
Salamandr | ||||
HP | EXP | Weakness | Gil | |
2100 | 700 | Ice | 1800 | |
Again with the Ice Armor, and throw in the rest of the Ice equip on your Fighter(s). Have any Black/Red Mages cast Ice3 on Salamandr until they die, but concentrate on keeping your Ice-equipped Fighter(s) alive, with a White Mage, or the three Hi-Potions you gained in the dungeon. |
Hyne | ||||
HP | EXP | Weakness | Gil | |
1600 | 1040 | Varies | 2100 | |
This battle is a complete pig. Have a Scholar in your party to cast Scan after each WallChange, Black Mage(s) to cast the appropriate Elemental Spells and Warriors to throw Battle Items at Hyne. Heal them up whilst the Scholar scans post-WallChange. |
Kraken | ||||
HP | EXP | Weakness | Gil | |
1950 | 1320 | None | 2500 | |
Somewhat tricky, have a Warrior equipped with King + Blood and maybe an unarmed Monk attack every turn, a Hunter attacking or healing, and a Black Mage spamming Ice3 to take down the Kraken. |
Goldor | ||||
HP | EXP | Weakness | Gil | |
2250 | 1640 | None | 3300 | |
You're best off going with an full-assualt party here. Knight with King + Iceblade, Karateka with Dragon + CatClaw, and a Thief with Orihalcon + M.Gauche attacking every turn. Use a Viking to throw Hi-Potions when needed, or otherwise attacking. |
Garuda | ||||
HP | EXP | Weakness | Gil | |
5000 | 2200 | Wind | 3400 | |
Cheapass your way through this fight by bringing four Dragoons equipped with at least one Wind Spear each, and just have them all Jump every turn. |
Odin | ||||
HP | EXP | Weakness | Gil | |
7000 | 5000 | None | 5600 | |
Easier than it might initially seem, equip a Dragoon with Blood + Wind and have them jump every turn. Add a Knight with a Defender, a Karateka, and either a Wiking or a White Mage to attack/heal to round the party out. |
Shinobi | ||||
HP | EXP | Weakness | Gil | |
1100 | 4000 | None | 4000 | |
Use a White Mage to heal when HP gets low, a Black Mage spamming Quake, and any other classes you want to round out the battle (Warrior + Dragoon, anyone?) |
Leviathan | ||||
HP | EXP | Weakness | Gil | |
7000 | 5000 | None | 5700 | |
By now, your party should hopefully be Level 33 and above, getting ten hits. Knight with dual Defenders, Karateka, Dragoon Jumping and a White Mage to Haste and Heal, will make quick work of this optional boss. |
Bahamut (2nd) | ||||
HP | EXP | Weakness | Gil | |
7500 | 2800 | None | 3500 | |
Have a White Mage Haste your Dual-Defender-wielding Knight and then switch to healing. Keep a Dragoon using Blood + Wind using Jump, preferably Hasted as well. And if you want to just take the piss, have a Conjuror repeatedly cast Odin in place of the White Mage healing, so Bahamut's MegaFlare is reflected back unto itself, doing lots of damage. |
Hekaton | ||||
HP | EXP | Weakness | Gil | |
6500 | 4800 | None | 4900 | |
This is pretty damn easy. Dual-Defender Knight on the attack, backed up by 2/3 M.Knights healing when necessary, but otherwise attacking. A Conjuror repeatedly casting Titan and/or a White Mage to cast Haste is neat too. |
Titan | ||||
HP | EXP | Weakness | Gil | |
7800 | 4400 | None | 4500 | |
Bring a Conjuror to spam Odin, so Titan's Flare is reflected. Set everyone else on the offensive, with non-elemental attacks if possible. |
Dorga | ||||
HP | EXP | Weakness | Gil | |
4500 | 3400 | None | 4000 | |
Like Titan, Dorga is strong against all elements, so you definitely want Knights or Karatekas as your main attacker(s). Make sure to have switched out the Conjuror for a Shaman to keep all the attackers Hasted and healthy. I also recommend bringing a Warlock, and spamming Bio with him. |
Unne | ||||
HP | EXP | Weakness | Gil | |
4500 | 4000 | None | 4200 | |
This fight is irritating, with Unne's overuse of WWind, but she does follow a strict pattern: WWind-Wall-WWind-Blizzard. Have the Warlock throw Bio on the first turn, and then stick to spamming Quake. Use the Shaman to Haste your two attackers and then heal up with Cure4 any who need it before Blizzard comes out. Again with the non-elemental attacks if possible, so Knights and Karatekas should make up your physical offence. |
Amon | ||||
HP | EXP | Weakness | Gil | |
7040 | 4200 | Varies | 3450 | |
With "Hyne the Second", you don't need to really bother with trying to hit his weak spot, though you will do 2.5k+ damage if you manage to snag it. He's easy enough without that though, so concentrate non-elemental attacks on him, including Bio. |
Kunoichi | ||||
HP | EXP | Weakness | Gil | |
9000 | 4800 | None | 5000 | |
With Break + FullMoon, your Knight will wipe the floor with the Kunoichi, so try to Haste him twice if possible, to end this quickly. Attack with any other melee characters, and lob Bio and Cure with your Shaman and Warlock. |
General | ||||
HP | EXP | Weakness | Gil | |
12000 | 5000 | None | 5200 | |
This fight goes pretty much like the last few have. Double-Haste your Knight and then switch to Cure, cast Bio with your Warlock, and hammer the General with non-elemental physical attacks. |
Scylla | ||||
HP | EXP | Weakness | Gil | |
10000 | 5200 | None | 5400 | |
Finally, a Boss without any elemental resistance. Have a Conjuror summon Odin to reflect the Flare Scylla casts virtually every turn, and just batter the silly cow with whatever comes to hand. This is the first boss fight in quite a while that a M.Knight can actually outdamage a Knight. |
Guardian | ||||
HP | EXP | Weakness | Gil | |
12000 | 5400 | None | 5600 | |
The Guardian loves to cast Quake (four times out of every seven turns!), so the damage can quickly add up. However, its pattern is set: Quake-Wall-Quake-Quake-Wall-Quake-Cure2. And then there's the fact you now have Ninja and Sage unlocked after defeating Scylla. A party consisting of two Ninjas and two Sages is virtually unstoppable. Haste/Bahamut with your Sages, and constantly attack with your Ninjas. |
Zande | ||||
HP | EXP | Weakness | Gil | |
0 | 0 | None | 0 | |
With as many Shuriken as you can get, this fight is pretty funny. Have the Sages cast Haste on a Ninja each for the first turn, and then switch to summoning Bahamut. Have the Ninjas attack (you can save your Shurikens if you want) every turn. Zande should only manage to get out one Meteo before dying. |
DarkCloud (1st) | ||||
|
HP | EXP | Weakness | Gil |
65535 | 0 | None | 0 | |
Another losing battle, just stick to normal attacks until you die. |
Cerberus | ||||
HP | EXP | Weakness | Gil | |
23000 | 6000 | None | 6400 | |
Equip as many Ribbons as you can, and then have your Ninjas throw Dual Shuriken, whilst your Sages spam Bahamut. Two rounds should do it! |
Echidna | ||||
HP | EXP | Weakness | Gil | |
32000 | 7000 | None | 8000 | |
Again with the Ribbons, and then spam Dual Shurikens and Bahamut. Three rounds will do it this time, so long as Quak doesn't take out the one party member without a Ribbon. |
2 Headed D. | ||||
HP | EXP | Weakness | Gil | |
29000 | 7000 | None | 6800 | |
Your best bet is to throw everyone onto the Back Row with as much Defensive gear equipped as possible, and go crazy with Dual Shurikens and Bahamut, not stopping to heal or resurrect anyone. Otherwise, you need to take a patient approach; equip the Ninjas with two Shields each in the Back Row, and use Turtleshells and Safe to boost their defence until there's no improvement. Switch to one Shield and a Sword each, and move them back up to the Front Row, attacking whilst the Sages summon Bahamut and revive fallen characters. It's slow, but should work. |
Ahriman | ||||
HP | EXP | Weakness | Gil | |
35000 | 9000 | None | 7200 | |
Stick Ribbons on everyone, and Dual Shuriken/Bahamut, whilst having the Sages healing every other turn during Ahriman's Flame, Blizzard, Thunder and Cure2 spells. Easier than the 2 Headed D. |
DarkCloud (2nd) | ||||
HP | EXP | Weakness | Gil | |
45000 | 0 | None | 0 | |
In the grand tradition of Final Fantasy, the final boss is a total pansy. Have the Sages Cure4-All every time, whilst your Ninjas throw Dual Shurikens. It really shouldn't take all too long. |