NothingMan's Seiken Densetsu 3 Boss Guide, Final Version Questions? Comments? Corrections? Flames? E-Mail me! dawatts1@umbc.edu Website - http://userpages.umbc.edu/~dawatts1 Final February 12, 2003 New this version ---------------- -Added a few more outside contributions ****This is the final version of this guide. No more submissions are being accepted. Thanks to everyone who contributed!**** This guide is meant to provide winning strategies to defeating the bosses in Seiken Densetsu 3. I really enjoyed playing this game, and I feel it is one of the best games ever made for the SFC/SNES. As such, I thought I would share my tips and experiences in playing this game so that I might help other's make their experiences easier and more enjoyable, as it can also be quite challenging. I have gone through this game about 15+ times now, and I'm starting to lose count ;P. Being the perfectionist I am, I have developed very refined strategies for defeating this game's bosses as quickly and efficiently as possible. This is my first attempt at a guide/FAQ. Rather than writing a full-blown walkthrough, I decided to do something lighter and more focused for my first project. Any comments and suggestions are welcome. Depending on how this goes, I may do walkthroughs for other games in the future. Well, I hope you find my guide useful and have as much fun playing the game as I did! Guide Layout -------------------- - Boss Name - pretty self explanatory - Location - again, self explanatory - Music - The musical track that plays during this boss fight (not really relevant information, but still fun ;P ) - Hit Points - an _estimate_ of the bosses' HP value. May not be exact, since it's kind of hard to test for an exact value due to overkill, etc. - Spoils - The amount of Luc (money) and Experience points gained upon victory. - Weakness - The element(s) that work exceptionally well against this boss. If you have any of the spells/skills listed here, then by all means use them! - Strengths - The element(s) that have little or no effect against this boss, or even heals the boss. Stay away from using these spells in this particular fight. - Magic - A list of magical spells this boss uses - Special Attacks - A list of unique attacks that this boss uses, many with a wide variety of effects. - Recommended party level - The level range of your party members I feel will will allow you to defeat the boss effectively but with a moderate challenge as well. Obviously, if your levels are lower, the battle will be more difficult, and if they are higher, it will be easier. - Recommended inventory - These are items that should be in your inventory ring when you enter battle with this boss. Some of characters have skills that effectively replace these items, so if this applies to your party members, use the space in your inventory ring for something else. An example of this are the Scales I mention many times throughout this walkthrough, which raise your stats considerably. If you have Lise in your party as a light-class you will not need these Scales at all, as she has skills which produce the exact same effects, so use the inventory space for something else. And obviously, if you have a healer, you will not need healing items as much, but they still are helpful, as they don't have the casting time that Heal Light does. Miscellaneous Tips ---------------------------- *Black Market- The Black Market in Byzel sells invaluable items, eg the Scales (Stat-Ups), Claws (Sabres), and Mama Poto/Poto Oil. Do not overlook these items! They are among the most useful in the game, and if your party is not capable of casting the spells that these items are derived from, they will be essential for killing bosses throughout the entire game. *Max HP Reduction - Hawk as a Nightblade has a skill called Deadly Weapon that reduces the Max HP of any monster it is used on, and from what I've observed, even bosses! I tried using this skill on the Archdemon, and the battle seemed to go by _much_ quicker. So if you plan on having Hawk in your party, I would highly recommend making him a Nightblade for this reason alone....plus the fact that he's just awesome. The Wanderer also has a skill called Lunatic that does the exact same thing, so it's up to you to decide between the Wanderer's useful Tree and Moon magic and the Nightblade's Jitsus, which are also incredibly useful. *Level 1 Techs - If you have Kevin and/or Hawk in your party, I recommend you set them to use their Level 1 techs over the others if they are AI controlled, especially if sabres are to be used in a battle. There is a reason for this. When Stat-Upped and Sabre'd, the Double Strike of Kevin and Hawk will do far more damage than any Level 2 or 3 Tech, and for only 4 tech bars, too. Example, against Jagan, I used Power Up and Flame Sabre on Kevin, and Protect Down on Jagan. When I performed Kevin's Level 1 Tech, he hit Jagan twice for 750 damage, each....totalling 1500 damage....not bad at all, and far more effective and efficient than using a Level 3 Tech. * Silver Dart - What skill is faster, more powerful and efficient than DeathSpell, Ancient, or any of the Summons? Rogue's Silver Dart, that's what. Now you may look at this unassuming little dart and scoff. After all, it does only cost 2 MP. But what you may not realize is that this little dart does Light based damage, which many of the late game enemies are very weak against. This little skill can do over 500 damage per cast to a single enemy, more if Stat-Ups are in place, all for the low cost of two MP and about 1/2 second casting time. Take that, DeathSpell! * Level Woes - It's not always apparent, but in order for the uber-powerful DeathSpell and Turn Undead skills to work, you must be at a higher level than the target. Caveat. * MP restoration - There are more ways than just using Faerie Walnuts to restore your MP during a boss fight. Of course, there's always Leaf Sabre, which the Warrior Monk and Swordmaster can cast, which allows you to rasp MP with every hit. There are a couple of less obvious solutions to this problem, however. First, killing a party member and reviving them with an Angel's Grail will fully restore all MP, as well as HP. Also, Poison Bubble and Grenade Bomb, skills of the Wanderer and Rogue, respectively, can restore MP with each successful cast. In addtion, Assassin Bug eyes, which cast Poision Bubble, carry this property as well, and can double as MP restoring items. * Aura Wave - Oh, what a valuable little skill this is. Casting this on a party member will cause their tech gauge to instantly max out, enabling them to immediately perform a power attack. When cast on Duran or Kevin, this can be powerful indeed, especially against Zable Fahr and Deathjester. * Controlling the flow of time - Dreamsee Herbs will allow you to switch between Day and Night instantly. This is especially useful with Kevin in your party, as he gains quite a boost to his attack power at nighttime. Use these right before boss battles if Kevin is in your party to give you an edge. * Specter's Eye - Another item that can be purchased at the Black Market, this is one that is often overlooked. It carries the same effect as the AntiMagic spell, where all beneficial spells such as Sabres, Stat Ups, magical barriers, Life Booster, et al, are cancelled. Very useful against certain annoying bosses who like to cast Counter Magic. * Rare Items - There are items that can allow you to cast cool spells such as Aura Wave and Life Booster among many others, but these items are rare and you need to know where to find them. Below is a little chart that identifies some of these items. Item Name Effect Enemy/Location Grell Oil Aura Wave Grell Mage/Ruins of Light Porobin Oil Life Booster Porobin Leader/Forest of Wonder Matango Oil Counter Magic Darth Matango/Forest of Wonder Carmilla's Claw Moon Sabre Carmilla Queen/Moonreading Tower Papa Poto's Claw Saint Sabre Papa Poto/Ruins of Light Crawler's Claw Leaf Sabre Giga Crawler/Forest of Wonder Harpy's Fang Stun Wind Siren/Ruins of Light Shadowzero's Eye Black Curse Shadowzero/Mana Holyland There are many others, but these are by far the most useful. *Chibikko Hammer - You may not know it, but the effects of this item indirectly cure all status ailments. Use it once to pygmize your characters, then use it again to revert them to normal...without any previous status ailments! ------------------------ Boss Strategies ------------------------ Full Metal Hugger -------------------------- Location - Cave of Waterfalls Music - Nuclear Fusion Hit Points - 1500 Spoils - 441 Luc, 24 Exp Weakness - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre, Demon Breath, Death Spell) Strengths - Light (Holy Ball, Saint Beam, Light Sabre) Magic - Holy Ball - Level 1 Light-based spell Heal Light - Recovers target's HP Special Attacks - Eye Beam - Targets one character for small magical damage Bubble Breath - Hits all characters for moderate magical damage Dive Attack - Hits all characters for moderate physical damage Recommended Party Level - 4-5 Recommended Inventory - 9 Round Drops This is the first boss you will encounter. It may seem like he has a ton of HP, but don't worry. Just pound on him with physical attacks and he should eventually go down. However, don't get too cocky. FMH can poison your characters, causing their HP to gradually decrease, so watch your HP level. When he closes his eyes, he is about to do a full screen attack that hits both characters for about 40 hp damage, so make they stay above that. When he is at about 1/4 hit points, he will begin healing himself, so don't dawdle. You shouldn't have too much trouble with this boss. *Odds and Ends - Keep in mind that you can cure Poison status with Puipui Grass. - You can fight this battle with 3 members if Carlie is your 3rd character. *Contributed Strategies -RyuSeiryuu This is your very first boss battle. Its main attacks are Eye Beam, Bubble Breath, Holy Ball and Diving Press. Attack it physically and do your techs. Heal with round drops when your HP is below 60 HP. When the Hugger loses an eye, it would heal itself. Continue attacking and it would be dead in no time. You would get the Light Spirit, Wisp. Machine Golems x 2 ------------------------------ Location - Cleft of the Earth Music - Nuclear Fusion Hit Points - 700 (Each) Spoils - 118 Luc, 16 Exp (Each) Weakness - None Strengths - None Special Attacks - Drill Missile - hits all targets in path for moderate physical damage Rocket Launcher - hits one character for heavy fire-based damage Recommended Party Level - 5-7 Recommended Inventory - 9 Round Drops, a couple Angel's Grail just in case The machine golems can be a pretty tough fight. Their normal attacks hit for moderately high damage, and their Rocket Launcher attack can do up to 100 damage to a single character...unless they are at full health there's really not much you can do about this, either revive that character or keep fighting without him/her. Try to take them out one at a time, that way you cut their collective offense in half as soon as possible, and the other golem will be easy pickin's. *Odds and Ends - Experience is awarded separately for each of the two Golems. Keep this in mind in case one of your party members is killed. *Contributed Strategies -RyuSeiryuu Right in the beginning, your characters should go southward. Don't press the attack button yet. The Machine Golems would fire missiles that could greatly damage a character. Don't use any spells here. The Golems would counter attack with a devastating Rocket Launcher that could instantly kill a character. Heal when your HP is below 80 HP. If you have Kevin in your party, control him. Attack physically with Ashura Dream fist whenever possible. Jewel Eater ----------------- Location - Dwarf Tunnels Music - Obsession Hit Points - 3200 Spoils - 879 Luc, 48 Exp Weakness - Wind (Air Blast, Thunderstorm, Stun Wind, Thunder Jitsu, Thunder Sabre) Strengths - Earth (Diamond Missile, Earthquake, Stone Cloud, Earth Jitsu, Diamond Sabre) Magic - Protect Up - raises target's resistance to physical attacks Speed Down - lowers target's hit and evade rates Diamond Missile - Level 1 Earth-based spell Special Attacks - Grand Slam - Hits all members for moderate-heavy physical damage Power Punch - Hits all members for moderate physical damage Recommended Party Level - 7-8 Recommended Inventory - As many healing items as possible, as many Angel's Grail as you can afford at this point This will be the first really long boss fight you will encounter. Jewel Eater liberally uses a skill that lowers the defense of the affected party member (it looks like Full Metal Hugger's poison attack), dramatically increasing the effectiveness of Jewel Eater's attacks to that character. When you get him to about 2/3 of his hit points, he will use his Power Punch attack, which hits all your characters. Make sure to keep your hit points from dropping too low. Sometime in the fight, he will cast Protect Up on himself, making your attacks seemingly do next to no damage. If Kevin is in your group, be absolutely sure to fight Jewel Eater at night...the werewolf's extra attack power will make this fight a lot easier. If you have Angela, cast Holy Ball until she expends her MP. It doesn't do a whole lot of damage, but it's the best way for her to support the fighters. When Jewel Eater is near death, he will use Grand Slam, which does massive damage to all members. Just keep at it, and keep your HP level up, and you should eventually beat him. *Odds and Ends - You can only have your defense lowered once, so if you see the Defense power decreased message more than once for the same character, don't worry. The same goes for all other stats, as well. *Contributed Strategies -RyuSeiryuu Your second boss. The Jewel Eater stays at the ends of the of the battle scene. The Jewel Eater's main attacks are Gem Missile, Grand Slam, and Super Punch. Have some healing items in your item ring, preferably 9 Round Drops and 9 Angel Grails. Attack physically for all of your characters. If you have Angela in your party and has already learned Holy Ball, have her cast that until she runs out of MP. Then have her attack physically. Heal the character who has been attack after getting Gem Missile. After a while, the Jewel Eater would fly across the scene and the whole party loses HP. Heal and keep on attacking. The Jewel Eater would be dead in no time. You would get the Earth Spirit, Gnome. Tzenker ------------ Location - Corridor of Wind Music - High Tension Wire Hit Points - 1800 Spoils - 1246 Luc, 160 Exp Weakness - Earth (Diamond Missile, Earthquake, Stone Cloud, Earth Jitsu, Diamond Sabre) Strengths - Wind (Air Blast, Thunderstorm, Stun Wind, Thunder Jitsu, Thunder Sabre) Magic - Speed Up - Raises target's hit and evade rates Air Blast - Level 1 Wind-based spell Protect Down - lowers target's defensive power Special Attacks - Supersonic - Hits party for moderate magical damage Recommended Party Level - 9-10 Recommended Inventory - Plenty of healing items and Angel's Grail, just in case, 3 Drake's Scale, 3 Molebear's Claw Extremely easy battle. Use the Molebear's Claws and Drake's Scales on all of your party members as soon as the fight begins, then just pound on her, you'll win in no time. Don't let hit points drop too low, as she will cast a full screen Air Blast at least once throughout the battle. She also occasionally puts members to sleep, but if you keep up the pressure, she won't have time to do much damage. Angela's Diamond Missile also works very well, but it isn't really necessary if you use Molebear's Claws and Drake's Scales. She also uses Supersonic that does about 60-70 hp to all characters, but if you hit her quickly enough, she won't even have a chance to cast it. You'll know she is near death when she casts Speed Up on herself. * Odds and Ends - If you're REALLY fast, Tzenker won't even have a a chance to cast Speed Up. *Contributed Strategies -RyuSeiryuu This boss mainly spend its time flying in the air. If you have Angela in your party, I would suggest that she learned Gem Missile and continuously use Gem Missile on Tzenker. Earth attacks is Tzenker's weakness. Tzenker is able to swoop down an attack one of your characters and make he or she fall asleep. Be careful since it can Air Blast your whole party. Carry some healing items just in case your HP go below 70-80 HP. Genova ----------- Location - Rolante Music - The Secret of Mana Hit Points - 3100 Spoils - Varies depending on how many shapeshifters you take out, but usually in the neighborhood of 300 Exp and 800 Luc Weakness - Water/Ice (Ice Smash, Mega Splash, Cold Blaze, Water Jitsu, Ice Sabre) Strengths - Fire (Fireball, Exploder, Blaze Wall, Fire Jitsu, Rocket Launcher, Flame Breath, Flame Sabre) Magic - Fireball - Level 1 Fire-based spell Exploder - Level 2 Fire-based spell Power Up - Increases target's attack power Lunatic - Decreases targets maximum hit points by 20% Special Attacks - Trap Level 1 - Hits one target for light physical damage Trap Level 2 - Hits one target for moderate physical damage Melt Wave - Hits party for moderate fire-based damage Spawn Shapeshifter - Spawns a shapeshifter into the battlefield Recommended Party Level - 10-12 Recommended Inventory - Standard healing items, Angel's Grail, 3 Drake's Scale, 3 Poseidon's Claw This is a pretty easy fight. Use the Drake's Scales and Poseidon Claws immediately, then just pound on the main boss. Ignore the Shapeshifters ...there's no real benefit in defeating them, and they only pose a minimal threat. Just concentrate on the boss and the fight will be over in no time. *Odss and Ends - If you need a little extra experience to get you up to your next level, kill a few Shapeshifters, since you are awarded exp for each one you kill. *Contributed Strategies -RyuSeiryuu This battle would go much easier if your party are all at level 18 and have class changed at a Mana Stone. In this case the only Mana Stone you know of right now if the one you saw earlier before your battle with Tzenker. In the battle Genova would summon Shape Shifters out of its mouth to attack your party. Kill them quickly and go back to Genova. Be careful of your HP since Genova casts power up on your enemies and can also casts traps on your party. Keep on attacking physically and you'll defeat this boss in no time. Bill and Ben ------------------ Location - Rolante Music - Rolling Cradle Hit Points - 700 (Fusion), 800 (Each when separated) Spoils - 503 Luc (Each), 156 Exp (Each) Weakness - None Strengths - None Special Attacks - Shruiken - hits one or all targets for moderate physical damage, lowers hit rate of target(s) Fire Jitsu - hits one target for fire-based damage, lowers effectiveness of target's magic Earth Jitsu - hits one target for earth-based damage, lowers hit and evade rate of target Water Jitsu - hits one target for water-based damage, lowers attack power of target Thunder Jitsu- hits one target for wind-based damage, lowers defensive power of target Shadow Dive - hits one target for moderate-heavy physical damage Recommended Party Level - 10-12 Recommended Inventory - Standard healing items and Angel's Grail, Bullete's Scales and Drake's Scales, Stardust Herbs. Tough. Use Bullete and Drake Scales on all members immediately. Bill and Ben start out as one enemy. When you wear them down a bit, they will split into two, and this is where it gets difficult. They frequently use shruikens and elemental Jitsus, which lower your stats. Use Scales and Stardust Herbs to negate these effects. They also frequently use Shadow Dive, which can be devastating if they both target the same party member within a short period of time. Keep Angel's Grails on hand. Do not use magic, they will rip you apart while you try to cast. Instead, keep moving and pounding away with physical attacks. *Odds and Ends - Using Angela's magic will likely incur a counter attack in the form of a nasty elemental Jutsu. Beware. - Like the Golems, experience is awarded separately for each of the two Ninjas. *Contributed Strategies -RyuSeiryuu Bill and Ben can be very annoying and deadly if you do the wrong things. Don't even try to use attack spells or items on these guys since they Will counter attack with several Shadow Dives that could kill your allies. I would attack physically continuously until Bill and Ben split into two bodies. Then try to attack one of them at a time so you wouldn't end up with them casting two multi-targeted shurikens or ninjustsus. Heal when you're low on HP or else you could end up dying in this battle and you would have to start over with the battle against Genova. Gorva --------- Location - Ghost Ship Music - Faith Total Machine Hit Points - 3000 Spoils - 1625 Luc, 320 Exp Weakness - Light (Holy Ball, Saint Beam, Saint Sabre, Silver Dart) Strengths - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre, Demon Breath) Magic - Evil Gate - Level 1 Shadow-based Magic AntiMagic - Negates target's status and elemental sabres Special Attacks - Ghost Road - Hits party for moderate-heavy magical damage Black Rain - Hits party for moderate-heavy magical damage Recommended Party Level - 11-14 Recommended Inventory - Standard healing items, Faerie Walnuts, Puipui Grass/Stardust Herbs/Mama Poto Oil This battle can be a pain. If you have Angela, then cast Holy Ball repeatedly. If not, hit him with your strongest physical attacks. Gorva can only be hit by physical attacks when he is near the ground. Don't bother with scales in this fight, Gorva frequently casts AntiMagic, which negates the positive effects of the scales. If he silences one of your spellcasters, use a Stardust Herb or Puipui Grass to cure them and get them back in action as soon as possible. Gorva also uses Evil Gate and a couple of damaging full-screen magical attacks, so don't let your HP fall too low. It may take a while, but you shouldn't have too much trouble if you're stocked with healing items. *Odds and Ends - If you have Angela anywhere in your party, she is a great asset for this battle. By talking to the cursed party member in the library of the ship, you can switch party members. Make sure you get Angela into your party. - Gorva will cast AntiMagic almost immediately after using Stat Ups, so don't bother with them. *Contributed Strategies -RyuSeiryuu You only have two characters in this battle so I would suggest having Spell items in your inventory. I would suggest having light coins since it's Genova's weakness. Attack Genova physically when he's near the ship and is in your range for a punch attack or sword attack. When he is out of reach, have the character with the highest intelligence use those Light coins. When you run out of Light Coins, he is either dead already or he's on the verge of death. Attack him physically several more times and he's gone. If you have Angela during this battle. Have her cast Holy Ball while someone else uses the Light Coins. Machine Golems x 3 ------------------------------ Location - Subzero Snowfield Music - Nuclear Fusion Hit Points - 1000 (Each) Spoils - 533 Luc (Each), 216 Exp (Each) Weakness - None Strengths - None Magic - Earthquake - Level 2 Earth-based Magic Mega Splash - Level 2 Water-based Magic Thunderstorm - Level 2 Wind-based Magic Exploder - Level 2 Fire-based Magic Special Attacks - Drill Missile - Hits all targets in path for moderate physical damage Recommended party level - 18+ with first class change Recommended inventory - Angel's Grail, Drake's Scale, Bullete's Scale, Sahaugin's Scale This battle is similar to the first Machine Golem battle, only this time, there are three of them, and they hit a lot harder and have a greater variety of attacks at their disposal. Use Scales at the beginning of the fight, and just pound away with physical attacks. Refrain from using offensive magic and Level 2 Techs, especially those of the full screen variety, as the Golems will counterattack it with a full screen Level 2 Spell....three Level 2 spells in succesion = death for your party....if you absolutely must use magic, then be sure to use Sahagin's Scales first, as they will be your only hope of surviving the counter attack. *Odds and Ends - Sometimes, if you're particularly unlucky, a Golem will cast a full screen Level 2 spell with no provocation at all. Make sure your hit points stay high at all times. - As with the previous Golem battle, experience is awarded separately for each of the three Golems. - I haven't confirmed this yet, but the Golems may be weak against Water, so it wouldn't hurt to buy a few Poseidon claws and try them out. *Contributed Strategies -RyuSeiryuu Its virtually the same type of battle like the first encounter. Except this time, they're even more deadly. They can cast level 2 spells like Thunderstorm and Earthquake. I would try to kill one off at a time before they start doing they're spell combinations. I would suggest healing after every time they cast their spells. Kill each one and you'll earn 256 EXP. Bill and Ben, revisited -------------------------------- Location - Desert of Scorching Heat Music - Rolling Cradle Recommended Party Level - 18+ with first class change This battle is almost exactly the same as the first one in Rolante, except they hit a lot harder and use their special attacks more liberally. Follow the same steps as outlined previously and you should be fine. Lugar -------- Location - Moonlight Forest Music - Obsession Hit Points - 3200 Spoils - 1093 Luc, 1120 Exp Weakness - None Strengths - None Magic - Moon Sabre - physical attacks replenish a portion of the caster's HP, amount is proportional to damage done Energy Ball - raises target's critical hit rate Special Attacks - Dead Crush - hits one party member for moderate physical damage Water-Moon Slice - hits one party member for moderate physical damage Veritubach - hits one party member for moderate physical damage Bastard Slam - hits one party member for moderate physical damage Seiryuu Death Fist - hits entire party for moderate-heavy physical damage Suzaku Sky Dance - hits entire party for moderate-heavy physical damage Recommended Party Level - 21-24 Recommended Inventory - Angel's Grail, Drake's Scales, Bullete's Scales, Poto Oil This fight is only as difficult as you make it. First, Use Drake's and Bullete's Scales on the entire party (Lise's Stat-Ups take too long to cast for this situation). If you have Lise as a Dark Class, cast as many Stat-Downs as you can, they will help a lot. Hawk's Jitsus also work, but be ready for a counterattack. By doing these two things, Lugar will do very little damage to your party, even with Suzaku Sky Dance and Seiryuu Death Fist (each only did around 60-70 damage to my party). However, do not use offensive magic, as Lugar will counter it with one of his nasty techs. If any of your characters get below 100 HP, heal with items, as the casting delay for Heal Light leaves you vulnerable for quite a while. This shouldn't be too hard if you keep your cool and don't do anything stupid. *Odds and Ends - The astute observer can usually tell what techs Lugar is likely to use next by looking at his appearance. Since all of Lugar's forms are identical to Kevin's dark classes, use this as a guide in determining what to expect. For example, if he turns into a wolf with reddish hair and a bluish body, you can probably expect him to counter attack with Suzaku Sky Dance, and he also might cast Moon Saber. *Contributed Strategies -RyuSeiryuu This guy can be either tough or very easy. First off, I would recommend that you would not use any level 2 techs or attack spells at all. Lugar can counter with any of Kevin's dark techs. This includes Water-Moon Slice, Bastard Slam, Seiryuu Death Fist, Dead Crush Slam, Sazuka Sky Dance, and Veritubach. These techs are pretty devastating and he usually tries to do two of these techs in a row so be prepared for some healing. Use _ONLY_ level 1 techs and physical attacking on Lugar for an easy defeat. Gildervine -------------- Location - Lampflower Forest Music - Strange Medicine Hit Points - 7800 Spoils - 1835 Luc, 1610 Exp Weakness - Moon (Moon Sabre, Lunatic), Wind (Air Blast, Thunderstorm, Stun Wind, Thunder Jutsu, Thunder Sabre) Strengths - Tree (Posion Bubble, Pumpkin Bomb, Poison Breath, Leaf Sabre) Magic - Sleep Flower - puts target to sleep Posion Bubble - damages and poisons target Counter Magic - reflects all magical attacks back to caster Special Attacks - Hammer Bean - damages target and lowers magic effectiveness/resistance Pollen Jet - poisons target Spined Kelp - moderate physical damage to party Recommended level - 23-25 Recommended inventory - Angel's Grail, Drake's Scale, Siren's Claw This battle shouldn't be too difficult. Use your Scales and Siren's Claws at the beginning of the battle, and pound away. Take out the creatures the boss summons as they can do damage if given the opportunity. Thunderstorm works well, but be careful not to cast it after Gildervine casts Counter Magic, else you'll be hurting. About halfway through the battle, Gildervine will change form and start hitting you with a variety of special attacks. Just keep you HP level up and you shouldn't have anything to worry about. *Odds and Ends - Specter's Eyes, which can be bought from the Black Market in Byzel, will cancel Gildervine's annoying Counter Magic spell. Keep this in mind. ----------------- God Beasts ----------------- After you visit the Mana Holyland, the eight God Beasts will be released. You may defeat the first seven beasts in any order, but the beast of Darkness is always the last one you will face. You should be at the very least level 25 to even stand a chance against the God Beasts (30 for Dolan and Lightgazer). Keep in mind that every time you defeat a God Beast, the power of the monsters in the areas of the remaining God Beasts increases by two levels, so don't rush too much, else you'll find yourself having trouble even reaching the God Beasts. A healthy amount of fighting in each of the seven areas should keep you well prepared for the challenges ahead, and so long as you gain at least two levels in each area, you shouldn't have any problems. You can fight the God Beasts in any order you wish, but the order I present them is the order I think is easiest. Note - fighting the God Beasts on their opposing element's "day" will make the fights a lot easier. For example, fight Dangaard on Gnome's Day, as Earth based attacks will do more damage on that particular day. Conversely, fighting the God Beasts on their own respective days will make the battles considerably tougher. Take note of which day it is and decide whether or not it is a good idea to fight the God Beast on that day. An Additional Note - The amount of exp won from each battle is not dependent on the God Beast itself but on the order you fight them in. I have Dangaard shown here as giving 2670 Exp and Mispolm as giving 3200 Exp, but if you were to fight Mispolm first and Dangaard second, they would still give 2670 and 3200 Exp, respectively. Dangaard - God Beast of Wind --------------------------------------------- Location - Corridor of Wind Music - High Tension Wire Hit Points - 22000 Spoils - 22664 Luc, 2670 Exp Weakness - Earth (Diamond Missile, Earthquake, Stone Cloud, Earth Jitsu, Diamond Sabre) Strengths - Wind (Air Blast, Thunderstorm, Stun Wind, Thunder Jitsu, Thunder Sabre) Magic - Air Blast - Level 1 Wind-based Magic Thunderstorm - Level 2 Wind-based Magic Stun Wind - Level 3 Wind-based Magic, may cause silence on targeted character. Speed Up - Increases target's hit and evade rates Special Attacks - Thunderball - Hits one character for moderate magical damage Air Slasher - Powerful Wind-based Spell, lowers defense of party Recommended Inventory - Drake's and Sahaugin's Scales, Angel's Grail, Poto Oils, Molebear Claws This fight should not be too difficult if you make the proper preparations. If you don't have a character who can cast Diamond Sabre, stock up on as many Molebear Claws as you can, you'll need them all. When the fight begins, cast your Stat-Up spells on the party, or use Scales if necessary. Lise's Stat-downs are always nice, as well as Hawk's Elemental Jitsus, however, do NOT use Hawk's Thunder Jitsu attack...it will only heal Dangaard, and it won't even lower his defense, so don't bother with it. Dangaard has a massive amount of HP, over 20,000. Don't let the numbers intimidate you though. With Diamond Sabre and Power Up your fighters will do at least 200 damage per hit. Each time you take off about 5,000 HP, the battle view changes. One thing to keep in mind is you must re-cast Diamond Sabre and Stat-Ups each time the view changes. Same thing with the Stat-Downs and Jitsus on Dangaard. If you rely on items, you can only use two of each item every round if you want to have enough to last throughout the battle, so give them to your two strongest fighters, and let the other character heal or use attack magic (Earthquake works well). During the last half of the battle, Dangaard becomes more aggressive, and casts Air Slasher and Thunderstorm quite a bit, so do not hesitate to use healing items and magic. He should go down pretty easily if you keep hitting him constantly and keep his spellcasting to a minimum. *Odds and Ends - Remember! You must recast all Sabres and Stat Ups each time the view shifts! Mispolm - God Beast of Tree ------------------------------------------ Location - Forest of Wonder Music - Frenzy Hit Points - 14000 Spoils - 6273 Luc, 3200 Exp Weakness - Moon (Lunatic, Moon Sabre), Wind (Air Blast, Thunderstorm, Stun Wind, Thunder Jitsu, Thunder Sabre) Strengths - Tree (Poison Bubble, Pumpkin Bomb, Poison Breath, Leaf Sabre) Magic - Poison Bubble - Causes damage and poisons target Sleep Flower - puts target to sleep Counter Magic - reflects magical attacks back to caster Special Attacks - Pumpkin Bomb - hits one target for small Tree-based damage Grenade Bomb - hits one or all party members for moderate Tree-based damage Killstinger - hits all party members for moderate magical damage Recommended Inventory - Angel's Grail, Siren's Claw, Drake's Scale, Poto Oils This ridiculous looking God-"Beast" is one of the easiest battles of the game, and the only truly easy God-Beast. Start off the fight like you would any other, casting Thunder Sabre or using Siren's Claws, and casting any Stat-Up and Stat-Down spells you have. Then just whack away at him. He should go down very quickly, though he may seem to have high HP. His most powerful attack, Killstinger, isn't even all that powerful, as long as all members are above 150 HP they will survive it. Beware Counter Magic, however...this can ruin your day if you aren't careful. If you have any trouble at all with this boss, you probably need to gain a few levels, but if you are at least level 28 or so, you should have nothing to worry about. *Odds and Ends - Like Gildervine, Mispolm will cast Counter Magic. Use Specter's Eyes to get rid of this. Xan Bie Xavier - God Beast of Fire ------------------------------------------------- Location - Valley of Flames Music - Obsession Hit Points - 10000 Spoils - 6481 Luc, 3790 Exp Weakness - Water/Ice (Ice Smash, Mega Splash, Cold Blaze, Water Jitsu, Ice Sabre) Strengths - Fire(Fireball, Exploder, Blaze Wall, Fire Jitsu, Rocket Launcher, Flame Breath, Flame Sabre) Magic - Fireball - Level 1 Fire-based Magic Exploder - Level 2 Fire-based Magic Blaze Wall - Level 3 Fire-based Magic Flame Sabre - Imbues target's weapon with Fire damage Power Up - Increases attack power of target Special Attacks- Lava Wave - Hits party for moderate fire-based damage Heat Beam - Hits one target for moderate-heavy magical damage, lowers target's defense Gigaburn - Powerful Fire-based Spell, lowers party's magic effectiveness/resistance Recommended Inventory - Angel's Grail, Drake's Scale, Sahaugin's Scale, Poseidon's Claw, Poto Oil This battle shouldn't be too difficult. Start off by casting Ice Sabre or using Poseidon's Claws, and by using any necessary Stat-Ups/Scales and Stat-Downs/Jitsu's, however, don't use Fire Jitsu, as it heals Xan Bie and has no negative effect on his stats. Xan Bie does have a few powerful attacks, but if you've boosted your stats and are stocked with healing items you should be OK as long as you keep an eye on your HP level. One thing to watch for is occasionally Xan Bie will cast Flame Sabre on one of your party members. If this happens, immediately take control of that party member to prevent him/her from healing the beast, then recast Ice Sabre and Power Up as soon as you can to get them back into the action. When Xan Bie is near death he will cast Power Up on himself. *Odds and Ends - Ignore that 'stove' in the background of the arena. If one of your AI controlled party members starts attacking it, take control of him/her and point 'em in the right direction. Fiegmund - God Beast of Water ---------------------------------------------- Location - Labyrinth of Ice Walls Music - Strange Medicine Hit Points - 14000 Spoils - 6981 Luc, 4450 Exp Weakness - Fire(Fireball, Exploder, Blaze Wall, Fire Jitsu, Rocket Launcher, Flame Breath, Flame Sabre) Strengths - Water/Ice (Ice Smash, Mega Splash, Cold Blaze, Water Jitsu, Ice Sabre) Magic - Ice Smash - Level 1 Ice-based Magic Mega Splash - Level 2 Ice-based Magic Cold Blaze - Level 3 Ice-based Magic, may turn target into a Snowman Mind Up - Increases magical effectiveness/resistance Special Attacks - Icicle - Hits party for small magical damage, lowers evade rate of party Ice Cradle - Powerful Water-based Tech, lowers attack power of party Recommended Inventory - Angel's Grail, Drake's Scale, Sahaugin's Scale, Kerberos' Claw, Poto Oil This boss is more of an annoyance than a threat. Start the battle off with your standard buffs...Flame Sabre or Kerberos' Claws, Stat-Ups/Scales, and Stat-Downs/Jitsus, but don't use Water Jitsu for obvious reasons. Watch for Cold Blaze...this annoying spell turns a party member into a Snowman for a short period of time. If this happens, either use a Puipui Grass or just wait out the effects. At least once during the battle, Fiegmund will go underneath the platform, making him invulnerable to physical attacks. If you have Exploder and/or Fire Jitsu, cast them now, as it is the only way to do any significant damage during this time. If you don't have either of these two spells, just make sure your HP remain pretty high, as Fiegmund will continually cast spells at you. Eventually, he will return to the top of the platform and you will be able to hit him with physical attacks again. When Fiegmund is near death, he will cast Mind Up on himself. *Odds and Ends - When Fiegmund goes underneath the platform, he is only vulnerable to magic attacks. *Contributed Strategies -Question Mark He looks quite tough. Very tough actually. Be sure to stock up on lots of grass and Stardust Herbs, because he's going to turn your party into snowmen! Remember to re-cast a saber of you used a stardust herb on someone. When he first comes out, attack him with all you've got. If you don't have any Magic beans, don't use attack magic right away. After a while, the beast will jump off the screen and land under the ice. That's the time to use attack magic, because you can't hit him. This is also the past where he'll use Cold Blaze. Be sure to have herbs on hand. After a while, he'll jump back onto the surface. Then you attack some more. Fiegmund isn't so hard, just annoying. He'll die after about maybe the 3rd time on the surface if you don't have attack magic. Land Umber - God Beast of Earth ------------------------------------------------- Location - Gemstone Valley Music - Rolling Cradle Hit Points - 10500 Spoils - 7302 Luc, 5180 Exp Weakness - Wind (Air Blast, Thunderstorm, Stun Wind, Thunder Jitsu, Thunder Sabre) Strengths - Earth (Diamond Missile, Earthquake, Stone Cloud, Earth Jitsu, Diamond Sabre) Magic - Earthquake - Level 2 Earth-based Magic Stone Cloud - Level 3 Earth-based Magic Protect Up - Raises target's resistance to physical attacks Speed Down - Lowers target's hit and evade rates Special Attacks - Hammer Punch - hits one target for moderate physical damage Crashball - halves target's current HP Hypercannon - hits party for heavy magical damage, lowers hit and evade rate Recommended Inventory - Angel's Grail, Drake's Scale, Bullete's Scale, Siren's Claw, Poto Oil Land Umber can dish it out, but can't take it. He uses a variety of powerful attacks, but has so few hit points that he should go down before he even has a chance to use most of them. Start with the standard buffs....Thunder Sabre/Siren's Claw, Stat-Ups/Scales, Stat-Downs/Jitsus....by doing these three things your fighters should be doing at least 250 damage a hit to Land Umber. Just watch your HP and he should go down in no time. If he casts Protect Up, counter it with Thunder Jitsu or Protect Down so you will be able to continue doing maximum damage. *Odds and Ends - Even though it doesn't say, Hypercannon does in fact lower your party's hit and evade rates. Dolan - God Beast of Moon ---------------------------------------- Music - Black Soup Hit Points - 12500 Spoils - 7715 Luc, 5980 Exp Weakness - Tree (Posion Bubble, Posion Breath, Pumpkin Bomb, Leaf Sabre) Strengths - Moon (Lunatic, Moon Sabre) Magic - Body Change - Changes target into a Chibikko Half Vanish - Reduces target's current HP by half Moon Sabre - physical attacks replenish a portion of the caster's HP, amount is proportional to damage done Energy Ball - Increases Critical Hit rate of target Special Attacks - Spiral Moon - Reduces maximum HP of entire party Howl - Hits party for moderate physical damage and lowers party's defense Graviton Press - Hits party for moderate-heavy physical damage and lowers party's hit and evade rates Recommended Inventory - Angel's Grail, Drake's Scale, Bullete's Scale, Poto Oil Now THIS is a God-Beast! In addition to looking damn cool, Dolan is by far the hardest God-Beast you've faced yet. Start the battle like you would any other, using your Stat-Ups/Scales and Stat-Downs/Jitsus (Sabres have little effect in this battle), and get ready for one hell of a fight. Dolan frequently uses extremely dangerous Lunar magic such as Body Change and Half Vanish, and he uses Graviton Press QUITE a bit, which does a lot of damage to the party, in addition to lowering the party's hit and evade rates. If Dolan uses Howl, be sure to recast Protect Up or use Bullete's scales again, as Howl significantly reduces your party's defense. However, his most deadly attack by far is Spiral Moon, which in addition to doing massive damage, lowers the Maximum HP of the entire party. The only way to undo these effects are to use Stardust Herbs, but be careful, as they cancel all positive effects of Stat-Ups/Scales as well. When Dolan is near death, he usually casts Moon Sabre. Good luck! *Odds and Ends - If you're so inclined, you can use a Specter's Eye to cancel Dolan's Moon Sabre Lightgazer - God Beast of Light ---------------------------------------------- Music - Faith Total Machine Hit Points - 15500 Spoils - 7510 Luc, 6400 Exp Weakness - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre, Demon Breath, Death Spell) Strengths - Light (Holy Ball, Saint Beam, Saint Sabre, Silver Dart) Magic - Holy Ball - Level 1 Light-based Magic Saint Beam - Level 2 Light-based Magic Heal Light - Recovers target's HP Saint Sabre - Imbues target's weapon with the power of Light Magic Shield - Increases magic defense Special Attacks - Prisoner - Damages and Moogles entire party Geyseblast - Hits party for heavy magical damage Recommended Inventory - Angel's Grail, Drake's Scale, Sahaugin's Scale, Poto Oil, Mama Poto Oil This battle will either be tough or very easy depending on the composition of your party. If by any chance you have a party member who can cast Dark Sabre, then do it! This is one of the few points in the game where you will actually need that spell. Shadow magic such as Dark Force and Death Spell are also very useful. If you have neither of those two, then don't worry, the battle will be tougher, but still manageable. Start off casting Power Up and Mind Up, and use any Stat-Downs/Jitsus you have on Lightgazer. Watch for LG's physical attack, as it lowers the targeted party member's attack power, effectively canceling the Power Up spell. LG's most powerful attack is Geyseblast, which hits the party for an enormous amount of magical damage. Make sure your hit points stay above 300 at all times. LG also uses a spell that damages and Moogles the entire party, so be sure to bring some Mama Poto Oils. Also, similar to Xan Bie, LG will cast Saint Sabre on a party member, causing that member's attacks to heal LG. If this happens, recast Dark Sabre if you can, or use a Stardust Herb to cancel the effects.... but keep in mind you must recast your Stat-Ups on that particular member if you use the latter method. When LG is near death, he will begin healing himself, so keep up the pressure. *Odds and Ends - Lightgazer will cast Magic Shield every time you hit him with a Shadow based spell - Demon Claws cast Dark Sabre, but before the final area, running into demons is a rarity. The only place I can think of is Navarre after the Mana Holyland, if Hawk of Lise is your main character. Keep an eye out. ------------------------------------------------------------------------------ Beat the first seven God Beasts? Great! On to the last one....it's recommended that you have performed your second class change before attempting to fight this God Beast Zable Fahr - God Beast of Darkness Music - Three of Darkside Hit Points - 10000 (Main Part), 5000 (Heads) Spoils - 12698 Luc, 9380 Exp Weakness - Light (Holy Ball, Saint Beam, Saint Sabre, Silver Dart) Strengths - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre, Demon Breath, Death Spell) Magic - Evil Gate - Level 1 Shadow-based Magic Dark Force - Level 2 Shadow-based Magic AnitMagic - Negate's targets status and elemental sabres Death Spell - Instantly kill a single target if below caster's level Black Curse - Lowers all stats of specified target Special Attacks - Hell Cross - hits entire party for heavy magical damage Dark Blazon - hits one target for moderate physical damage Demon Breath - hits entire party for moderate magical damage, lowers party's magic effectiveness/resistance Darkness Beam - hits one target for moderate magical damage, lowers target's magic effectiveness/resistance Summon Demon - hits one target for heavy physical damage Recommended Inventory - Angel's Grail, Honey Drinks, Poto Oil, Stardust Herbs, Drake's Scales, Sahaugin's Scales, any other healing items Recommended Level - 38+ with second class change VERY tough battle....If you have a character who can cast Saint Sabre, or you were lucky enough to stumble upon some Papa Poto Claws, use them now, they will tip the scales in your favor. If Angela is in your party as a Light Class, have her casting FS Saint Beam constantly. Aura Wave will also prove very useful in this fight if you have members capable of performing full screen attacks. The boss starts out as two heads on opposite sides of the screen, each has about 5000 hp or so. Cast all your buffs immediately...and be careful, as the heads very frequently use techs that lower your magic effectiveness and resistance. Lise as a Light Class is invaluable, but if you stock up on Sahaugin's scales, you should be ok. When the two heads are defeated, they will be revived, and the main entity of the boss will appear in the middle of the screen. Immediately following the regeneration of the heads, ZF will cast Hell Cross, so make sure you have full HP when the heads are revived. Concentrate your physical attacks on the main boss, and use healing items and spells liberally. Use any Stat-downs and Elemental Jitsus you have on the main boss, they will make your life easier. ZF casts Death Spell at least once during the battle, so unless you're really high level, be prepared to use Angel's Grail. ZF also loves to cast FS Dark Force, so keep an eye on your HP level. This is a very tough battle, but if you constantly use healing spells and counter ZF's magic defense reducing spells with Stat-Ups you should eventually win. *Odds and Ends - Hawk as a Rogue is even better than Angela for this fight. Silver Dart, which does Light-based damage, only costs 2 MP, takes about 1/2 second to cast, and when all Stat-Up and Stat-Down spells are in place, does about 700 damage! Doesn't get much better than that. - Aura Wave one of your characters that is capable of performing an FST to severely damage all parts of Zable Fahr at once. Don't forget, Grell Oils can cast Aura Wave if you don't have the Wanderer or God Hand. ------------------------------------------------------------------------------ Once you defeat the God Beast of Darkness, the game branches off into three paths....which path you follow depends on who your main character is. For the final bosses, since there are many, many different party variations, I have provided tasks that each character and each of their particular classes should be performing in the final boss fight, besides using physical attacks. ---------------------- Hawk/Lise ---------------------- Difficulty - Hard Jagan (Earl of the Evil Eye) --------------------------------------- Music - Obsession Hit Points - 15000 Spoils - 1785 Luc, 8310 (Jagan), 914 (Each minion) Weakness - Fire (Fireball, Exploder, Blaze Wall, Fire Jitsu, Rocket Launcher, Flame Breath, Flame Sabre) Strengths - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre, Demon Breath, Death Spell) Magic - Dark Force - Level 2 Shadow-based Magic Death Spell - Instantly kills a target if lower level than the caster Special Attacks - Ghost Road - hits party for moderate magical damage PsychoWave - hits party for moderate physical damage Recommended Level - 40+ w/ second class change Recommended Inventory - Angel's Grail, Drake's Scale, Kerberos's Claws, Poto Oil This battle actually isn't too difficult if you know Jagan's weakness, which isn't always apparent. Cast Flame Sabre or use Kerberos' Claws at the beginning of the fight, and use your standard Stat-Up and Stat-Down buffs. Take out his minions first, as they can prove troublesome if ignored for too long. When you hit Jagan, you'll do an enormous amount of damage to him if you used Flame Sabre. Be careful, though, Jagan frequently uses nasty fullscreen attacks, so don't hesitate to use healing items and magic. He may also cast Death Spell, so have some Angel's Grail on hand. As long as you heal constantly Jagan will go down pretty quickly. *Odds and Ends - Setting your fighters to perform Level 1 Techs will make this battle go by a lot quicker. See my rant on Level 1 Techs in the miscellaneous info section at the beginning of this guide from more details. Bigieu (Isabella) ----------------------- Music - Rolling Cradle Hit Points - 16000 Spoils - 1293 Luc, 10540 Exp Weakness - Earth, Water, Tree (?) Strengths - Fire, Wind, Moon Magic - Moon Sabre - physical attacks replenish a portion of the caster's HP, amount is proportional to damage done Lunatic - lowers target's maximum HP Half Vanish - halves target's current HP Lamia Naga - Lvl 3 Summon Spell - hits party for moderate-heavy magical damage Body Change - Transform party into Chibikkos Energy Ball - Raises target's critical hit rate Special Attacks - Rose Highclaw - Powered up physical attack Recommended Level - 43-45 w/ second class change Recommended Inventory - Angel's Grail, Drake's Scale, Bullete's Scale, Poto Oil, Mama Poto Oil Bigieu has a ton of HP, so this is going to be a rather long fight. Start off by casting your standard buffs...don't use sabres, they have little effect. Hawk's Fire and Thunder Jitsus also have no effect. If you lower her attack power and raise your defense, her normal attacks should do very little damage. You still have to watch for her annoying Lunar magic, and don't let your HP drop too far, as Lamia Naga does quite a bit of damage. Also, bring plenty of Mama Poto Oils, as she likes to cast Body Change. This battle may take a while, but shouldn't be too difficult. *Odds and Ends - I've heard that Stone Cloud does quite a bit of damage to Bigieu. Use it if you're so inclined. Archdemon (The Dark Prince) ------------------------------------------- Music - Sacrifice Part Two, Sacrifice Part Three Hit Points - 54000 Weakness - Varies Strengths - Varies Magic - Part One Earthquake - Level 2 Earth-based magic Stone Cloud - Level 3 Earth-based magic Dark Force - Level 2 Shadow-based magic Black Curse - lowers all stats of target Death Spell - Instantly kills one target if lower level than caster Body Change - Pygmizes (shrinks) entire party Half Vanish - Halves target's current HP Stun Wind - Level 3 Wind-based magic, causes Silence Thunderstorm - Level 2 Wind-based magic Mega Splash - Level 2 Water-based magic Cold Blaze - Level 3 Water-based magic, turns target into Snowman Exploder - Level 2 Fire-based magic Blaze Wall - Level 3 Fire-based magic Special Attacks - Part One Hypercannon (Earth) - hits party for heavy magical damage, lowers hit and evade rates Hell Cross (Dark) - hits party for heavy magical damage Spiral Moon (Moon) - lowers Maximum HP of party Air Slasher (Wind) - Powerful Wind-based spell, lowers defense of party Ice Cradle (Water) - Powerful Water-based spell, lowers attack power of party Gigaburn (Fire) - Powerful Fire-based spell, lowers magic effectiveness/resistance of party Magic - Part Two Power Up - raises target's attack power Protect Up - raises target's defense power Black Curse - lowers all stats of target Special Attacks - Part Two Air Slasher - Powerful wind-based spell, lowers defense of party Gigaburn - Powerful Fire-based spell, lowers magic effectiveness/resistance of party Hypercannon - hits party for heavy magical damage Demon Scream - hits one target for small magical damage, lowers target's attack power Demon Breath - hits party for moderate Shadow-based damage, lowers party's magic effectiveness/resistance Hell Cross - hits party for heavy magical damage Catastrophe - Archdemon's strongest attack, hits party for massive magical damage Recommended Level - 50+ Recommended Inventory - As many scales and healing items as you can get This is it, the final battle, and by far the most difficult battle of the game. Archdemon has two forms. In the first form, he will constantly change his weakness and method of attack...this can be determined by his color. The opposing element is his weakness at this time, so if you have a party capable of casting FS elemental sabres, then do so, but don't bother using Claws, your inventory space is much better used with healing items and scales. You'll have to keep juggling your elemental sabres, since you run the risk of healing him if you're using the wrong sabre, so make sure you pay close attention to what his weakness is at the time. As always, cast your standard buffs, and if any of your stats are decreased during the battle, be sure to counter with scales or Stat-Ups. The most important stat is magic resistance, so make sure this doesn't fall too low. Archdemon's most dangerous forms are Moon, Earth, and Shadow. As Moon he will cast Half Vanish and Spiral Moon, which reduces the party's Max HP. As Earth, his final attack before changing his form again, Hypercannon, does massive damage to the entire party, so make sure you keep you HP up while he is in this form. As Shadow, he casts DeathSpell, so make sure you have some Angel's Grail on hand. Wind, Fire, and Water are not quite as dangerous, but still be careful, as he casts many damaging full screen spells as well as spells that affect stats and status, so be prepared to counter with the appropriate magic and items. Halfway through the battle, Archdemon's appearance will change, and so will his method of attack. In this form, Archdemon loves to cast Demon Scream and Demon Breath, so be ready to counter the effects of these spells. Keep hit points higher than 400 at all times, as he uses his strongest attack, Catastrophe, with little warning. This form is not quite as difficult as the first one, but it's far from a cakewalk. When Archdemon is nearing death, he will cast Power Up and Protect Up, so be ready to counter with Jitsus/Stat-Downs. After a while, Archdemon will die a fantastic death. Congratulations! You've just defeated the hardest boss of the game. Now just sit back and enjoy the ending, you've earned it! Party Roles for Final Battle -------------------------------------- Hawk as Wanderer - The Wanderer is very useful for this battle. Start off by casting Counter Magic on your entire party, that way many of Archdemon's weaker spells will be ineffective. Depending on the composition of your party you may want to cast Life Booster, especially on Angela or Carlie, as they could use the HP boost. I believe Lunatic does in fact work on this boss, so cast that to give yourself an early advantage. If Hawk begins to run low on MP, replenish them with Posion Bubble. You can also cast Aura Wave on your stronger party members if you're so inclined, but it really isn't necessary, IMO. Hawk as Rogue - Not much to say here. There's no real advantages in using the Rogue's skills during this fight. Just whack away. Hawk as Ninja Master - Nothing much to do here but use Elemental Jitsu's to lower the Archdemon's stats. When Archdemon changes his form, Thunder and Fire Jitsu's will no longer be effective, so bear this in mind. Hawk as Nightblade - Use Deadly Weapon as you would Lunatic, and also use Jitsus to lower Archdemon's stats. Kevin as God Hand - Most of Kevin's classes serve one purpose...to beat the hell out of the enemy. The God Hand is no exception. Other than the occasional castings of Heal Light and Aura Wave, Kevin should mainly concentrate on fighting. Kevin as Warrior Monk - If Kevin is a Warrior Monk, then he is most likely your main healer, giving him two roles in this fight. When he isn't healing, he should be pounding away. Leaf Sabre is also quite useful if you have Angela, as it will help replenish her MP supply. Kevin as Death Hand - Not much here. Just fight Kevin as Dervish - If you don't have a healer, then cast Moon Sabre on all your party members. Otherwise, just fight. Lise as Vanadies - Just Stat-Up your party members and whack away. Lise as Star Lancer - See above Lise as Dragon Master - Stat-down the Archdemon as necessary, and fight Lise as Fenrir Knight - See above Duran as Paladin - If necessary, cast Heal Light. Otherwise, just fight Duran as Lord The Lord carries much the same role as the Warrior Monk. When he's not healing, he should just concentrate on physical attacks. Duran as Sword Master - Cast Tree or Moon Sabre if needed Duran as Duelist - Fight Angela as Grand Divina - Spamming any Level 2 spell other than what the Archdemon is currently strong against usually works very well. You can cast Double Spell, but it will make the fight drag on, as the casting animation is quite lengthy. Angela as Arch Mage - Same as Grand Divina...replace Double Spell with Rainbow. Angela as Rune Master - Cast Death Spell if you are of high enough level, otherwise use any Level 3 spell Angela as Magus - Same as Arch Mage/Grand Devina...only with Ancient Carlie as Bishop - Most of Carlie's classes carry the same role, and it is that of a healer. Just heal your party when needed. Magic Shield is handy if you don't have Mind Up. Carlie as Sage - Heal Carlie as Necromancer - Black Curse! This wonderful little spell will lower all Stats at once...can't get much better than this! And of course, use her to heal. Carlie as Evil Shaman - Just heal. -------------------- Duran/Angela -------------------- Difficulty - Medium Darkshine Knight ------------------------- Music - Fable(with Duran in party, none if he isn't) Hit Points - 18000 Spoils - 1347 Luc, 8310 Exp Weakness - Light (Holy Ball, Saint Beam, Saint Sabre, Silver Dart) Fire, Wind (?) Strengths - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre, Demon Breath, Death Spell) Water/Ice (Ice Smash, Mega Splash, Cold Blaze, Water Jitsu, Ice Sabre) Earth (Diamond Missile, Earthquake, Stone Cloud, Earth Jitsu, Diamond Sabre) Magic - None Special Attacks - Whirlwind Sword - hits party for moderate physical damage Vacuum Blade - hits party for heavy physical damage Eruption Sword - hits party for heavy physical damage Recommended Level - 40+ w/ second class change Recommended Inventory - Drake's and Bullete's Scales, Angel's Grail, Poto Oil The Darkshine Knight can be a pain. He uses very powerful Sword Techniques, sometimes in rapid succession, which can devastate your entire party. Start the fight casting the necessary Stat-Ups and Stat-Downs, they will mean the difference between life and death. If you have a character who can cast Saint Sabre, then do so, it will help a lot, as the Darkshine Knight is weak against Light. Refrain from casting offensive magic as much as possible, as Darkshine will counter it. Just keep your hit points maxed at all times and you shouldn't have a whole lot of trouble. *Odds and Ends - Be careful about using spells/Jitsus/lvl 2 and 3 techs. Darkshine will likely counterattack with one of his powerful sword techs....so if you must use one of these....be prepared to suffer. *Contributed Strategies -EpisodeMST If you leave the techs of your other two characters on they will trigger his counteract. When they do this simply heal Duran and let them die. There is a VERY good reason for this. The Darkshine Knight builds his techs by getting hit with techs, in which case he counter attacks, or by hitting you. If you fight him alone as Duran you can manage to get the Knight on the top end of one of the stalagmite pillars, and Duran at the bottom. Then just whack him and retreat. When Duran raises his word march back up and hit him. Then walk south just out of range again. Keep doing this and you can kill the darkshine knight with only using healing to a minimum extent. If Duran is either of his light classes he can heal himself and when you win you will get any mp back. You can litterally defeat the darkshine knight without losing any items or exp. It also makes it really simple and easy. Koren (The Wizard of Red Lotus) ----------------------------------------------- Music - High Tension Wire Hit Points - 15000 Spoils - 1476 Luc, 10540 Exp Weakness - None Strengths - Varies Magic - Air Blast - Level 1 Wind-based Magic Thunderstorm - Level 2 Wind-based Magic Ice Smash - Level 1 Water-based Magic Mega Splash - Level 2 Water-based Magic Diamond Missile - Level 1 Earth-based Magic Earthquake - Level 2 Earth-based Magic Fireball - Level 1 Fire-based Magic Exploder - Level 2 Fire-based Magic Evil Gate - Level 1 Shadow-based Magic Dark Force - Level 2 Shadow-based Magic Holy Ball - Level 1 Light-based Magic Saint Beam - Level 2 Light-based Magic Ancient - Powerful non-elemental Magic Recommended Level - 43-45 w/ second class change Recommended Inventory - Scales, Angel's Grail, Matango Oil Koren will either be a pain or the easiest boss you've fought in the whole game. If you have Hawk as a Wanderer....great! Cast Counter Magic, and most of Koren's spells will be reflected right back at him. If you don't have Hawk as Wanderer, don't worry. In the Forest of Wonder, the Darth Matangos randomly drop Matango Oils, which have the same effect as Counter Magic when used. Fight around there a bit and get 3 of them, and save them for the battle against Koren. Just use the Oils and pound away....he won't even be able to hurt you unless he casts Ancient, which he doesn't do often, but at least make sure your HP stay up since it does hurt quite a bit. If you don't want to use this cheese-filled technique, then just use your standard buffs, as always, and pound away with physical attacks...Koren uses a barrier changing method similar to Magus in Chrono Trigger, in that only the element that he is currently using will have any effect on him. Pay attention to this if you plan on using magic in the fight, but I'd advise against it anyhow and just stick with physical attacks *Odds and Ends - I still haven't fully figured out the intricacies of Koren's Barrier Change. Any info would be appreciated. Dragon Emperor Ryuutei ------------------------------------ Music - Sacrifice Part Two, Sacrifice Part Three Hit Points - 55000 Weakness - Varies Strengths - Varies Magic - Saint Beam - Level 2 Light-based spell Thunderstorm - Level 2 Wind-based spell Stun Wind - Level 3 Wind-based spell, causes Silence Exploder - Level 2 Fire-based spell Blaze Wall - Level 3 Fire-based spell Mega Splash - Level 2 Water-based spell Cold Blaze - Level 3 Water-based spell, causes Snowman status Earthquake - Level 2 Earth-based spell Stone Cloud - Level 3 Earth-based spell Half Vanish - Halves target's current HP Body Change - Pygmizes (shrinks) entire party Ancient - Powerful non-elemental magic Special Attacks - Spiral Moon - damages party and lowers Max HP Prisoner - damages and Moogles party Air Slasher - Powerful Wind-based spell, lowers defense of party Gigaburn - Powerful Fire-based spell, lowers magic effectiveness/resistance of party Ice Cradle - Powerful Ice-based spell, lowers attack power of party Dragon Shout - hits party for light physical damage and lowers hit and evade rates Fang Rush - bites a party member, causing some physical damage. Turn Wind - hits party for light magical damage Flare - DE's strongest attack. Hits party for massive magical damage. Recommended level - 48+ Recommended Inventory - As many Scales and healing items as you can get The Dragon Emperor will be the last enemy you face if you chose Duran or Angela as your main character. The Dragon Emperor is more difficult than the Dark Lich, but easier than the Archdemon. Unlike the Archdemon, the Dragon Emperor only has one "form" to deal with, but he does like to move around the battlefield a lot. Start off the fight like you would any other, casting your Stat-Ups and Stat-Downs. The Dragon Emperor can cast almost every Level 2 and 3 elemental spell, as well as a few other dangerous and annoying spells such as Prisoner and Spiral Moon. Have Mama Poto Oils and Stardust Herbs on hand to counter these effects. After a certain amount of time, DE will fly from his original position on the battlefield down toward the bottom of the screen. In this position, DE can do little but bite your party and use Dragon Shout, which causes damage and lowers your party's hit and evade rates. Be warned, though, for immediately after he leaves this position, he will use Flare, which hits your party for an immense amount of magical damage, so make sure you keep your hit points high while DE is positioned at the bottom of the screen. Dragon Emperor does cast Ancient, but based on my observations, he only does this after he uses Flare at least once. He'll cast it with very little warning, so be prepared. The music will change halfway through the battle. When DE is nearing death, he will cast Power Up on himself. If you can, counter this will Stat-Downs, as his physical attacks can cause quite a bit of damage. When he is defeated, just sit back and enjoy the ending. *Regarding Strength and Weakness - I have made a strange observation on this. It seems _before_ the Dragon Emperor uses Flare, all elements work on him equally well, and _after_ he uses Flare for the first time, all elements except Tree and Moon heal him. Party Roles for Final Battle -------------------------------------- Hawk as Wanderer - The Wanderer has the same general use in all 3 final boss battles. Counter Magic, Lunatic, Life Booster, and Aura Wave will serve you well. See Archdemon strategies for more info. Hawk as Rogue - Same as Archdemon. Most skills aren't worth using, really. You can spam Silver Dart if you want, but IMO it will only prolong the battle. Just fight. Hawk as Ninja Master - Just lower his stats with elemental Jitsus and fight Hawk as Nightblade - Lower stats with elemental Jitsus and cast Deadly Weapon at the beginning of the fight. Kevin as God Hand - Most of Kevin's classes serve one purpose...to beat the hell out of the enemy. The God Hand is no exception. Other than the occasional castings of Heal Light and Aura Wave, Kevin should mainly concentrate on fighting. Kevin as Warrior Monk - If Kevin is a Warrior Monk, then he is most likely your main healer, giving him two roles in this fight. When he isn't healing, he should be pounding away. Leaf Sabre is also quite useful if you have Angela, as it will help replenish her MP supply. Kevin as Death Hand - Not much here. Just fight Kevin as Dervish - If you don't have a healer, then cast Moon Sabre on all your party members. Otherwise, just fight. Lise as Vanadies - Just Stat-Up your party members and whack away. Lise as Star Lancer - See above Lise as Dragon Master - Stat-down as necessary, and fight Lise as Fenrir Knight - See above Duran as Paladin - If necessary, cast Heal Light. Otherwise, just fight Duran as Lord The Lord carries much the same role as the Warrior Monk. When he's not healing, he should just concentrate on physical attacks. Duran as Sword Master - Cast Tree or Moon Sabre if needed Duran as Duelist - Fight Angela as Grand Divina - Spamming any Level 2 spell other than what the Dragon Emperor is currently strong against usually works very well. You can cast Double Spell, but it will make the fight drag on, as the casting animation is quite lengthy, and will prolong the battle. Angela as Arch Mage - Same as Grand Divina...replace Double Spell with Rainbow. Angela as Rune Master - Cast Death Spell if you are of high enough level, otherwise use any Level 3 spell Angela as Magus - Same as Arch Mage/Grand Devina...only with Ancient Carlie as Bishop - Most of Carlie's classes carry the same role, and it is that of a healer. Just heal your party when needed. Magic Shield is handy if you don't have mind up. Carlie as Sage - Heal Carlie as Necromancer - Black Curse! This wonderful little spell will lower all Stats at once...can't get much better than this! And of course, use her to heal. Carlie as Evil Shaman - Just heal. ----------------- Kevin/Carlie ----------------- Difficulty - Easiest (but still by no means easy) Deathjester ---------------- Music - Obsession Hit Points - 12000 Spoils - 4041 Luc, 8310 Exp Weakness - Water/Ice (Ice Smash, Mega Splash, Cold Blaze, Water Jitsu, Ice Sabre) Strengths - Fire(?) Magic - Holy Ball - Level 1 Light-based Magic Evil Gate - Level 1 Shadow-based Magic Stun Wind - Level 3 Wind-based Magic, causes Silence Cold Blaze - Level 3 Water-based Magic, causes Snowman status Blaze Wall - Level 3 Fire-based Magic Stone Cloud - Level 3 Earth-based Magic Death Roulette - Kills random party member Recommended level - 40+ w/ second class change Recommended Inventory - Scales, Angel's Grail At the very beginning of the fight, Deathjester will split into three, but only one of him can be damaged. Cast any full-screen spell to see which one is the real on, and focus all your attacks on that one. Make sure you're packing some Angel's Grail, as DJ likes to cast Death Roulette, which randomly kills a party member. Having a character or characters who are capable of both casting Aura Wave and performing a full screen Level 3 Tech will make this fight a lot easier. Just cast Aura Wave on whomever can perform a full screen tech, then let 'er rip. Repeat as necessary. Angela's Double Spell, Rainbow, and Ancient are also great, but watch your MP level, as they do cost quite a bit. Deathjester liberally casts powerful Level 3 elemental spells, some of which cause status ailments, so be prepared. *Odds and Ends - Apparently Deathjester is weak against Water, so casting Ice Sabre wouldn't hurt. (Thanks to GoodLuckDie for this info) Heath, The Fallen Cleric ----------------------------------- Music - Innocent Sea Hit Points - 12000 Spoils - 1536 Luc, 10540 Exp Weakness - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre, Demon Breath, Death Spell) Strengths - Light (Holy Ball, Saint Beam, Saint Sabre, Silver Dart) Magic - Heal Light - Recovers target's HP Holy Ball - Level 1 Light-based Magic Saint Beam - Level 2 Light-Based Magic Black Curse - Lowers all stats of target Special Attacks - Summon Ghost - Lvl 2 Summon Spell - damages one party member Marduke - Lvl 3 Summon Spell - Damages and silences party Jormungand - Lvl 3 Summon Spell - Damages and poisons party Freya - Lvl 3 - Summon Spell - Damages and pygmizes party Ghost Road - hits party for moderate magical damage Recommended level - 43-45 w/ second class change Recommended Inventory - Scales, Mama Poto/Poto Oil, Angel's Grail Ugh...this guy is irritating. He casts many annoying summoning spells, and heals himself _quite_ frequently. If you have Dark Sabre, then use it now, as this is the last place you'll need it. Casting Stat-Ups and Stat-Downs also help a lot, because the key to defeating Heath is to be very fast, as he is not afraid to cast Heal Light. Make sure you have Mama Poto Oils on hand, as Heath's summons inflict various status ailments. If you constantly keep up the pressure, he will eventually go down. *Odds and Ends - I think Heath heals after you hit him with a Spell or Lvl 2/3 tech. Beware. Dark Lich (The Masked Mage) ------------------------------------------- Music - Sacrifice Part Two, Sacrifice Part Three Hit Points - 49000 Weakness - Varies Strengths - Varies Magic - Dark Force - Level 2 Shadow-Based Magic Death Spell - Instantly kills a target if lower level than the caster Poison Bubble - Tree-based damage and poison status on target Tree Sabre - Target's weapon will drain MP proportional to damage done Cold Blaze - Level 3 Water-Based Magic, turns target into snowman Earthquake - Level 2 Earth-Based Magic Stone Cloud - Level 3 Earth-Based Magic Saint Beam - Level 2 Light-Based Magic Ancient - Powerful non-elemental Magic Speed Up - Increases target's hit and evade rates Power Up - Increases target's attack power Special Attacks - Hell Cross - Hits party for heavy magical damage Death Ecstasy - Hits party for heavy magical damage Killstinger - Hits party for moderate magical damage Hypercannon - Hits party for heavy magical damage Prisoner - damages and Moogles party Recommended level - 47+ Recommended Inventory - As many Scales and healing items as you can get The Dark Lich is the easiest of the three final bosses, but that still doesn't mean he's a pushover. The DL has a limited arsenal of spells compared to the other two bosses, most of which do heavy damage and little else. Start off the battle casting your Stat-Ups and Stat-Downs. If you have Mind Up and Mind Down, this battle will be a cakewalk, as even the DL's most damaging spells won't be very threatening. During the battle, the background will change. This indicates the Dark Lich's current method of attack as well as his weakness. At the initial background, the Dark Lich will attack with Dark Magic, such as Dark Force and Hell Cross. He also may cast Death Spell, but he rarely does. He may even cast Ancient, so make sure your hit points remain high. During this phase he is vulnerable to Light based attacks. There are two other "backgrounds" as well. One of them covers the battlefield with water. In this phase, DL will attack with Tree and Water based spells. This method of attack is the least threatening of the three, the only spell to really watch for is Cold Blaze, which will change the target into a Snowman for a brief period of time. DL is vulnerable to Fire during this phase. His last method of attack comes when the background shifts to a desert-like setting. This method is more dangerous, as he does cast Prisoner, which Moogles your party, and Hypercannon, which hits for quite a bit of damage. Be prepared to counter these attacks. In this form, DL is vulnerable to Dark and Wind based magic. In all three forms, Dark Lich will frequently cast Death Ecstasy, which is almost as powerful as Ancient. However, if you did your homework and remembered to bring some Scales, you'll find that even DL's most powerful attacks don't do a terrible amount of damage, and even less if you have a character capable of using Stat-Downs. Overall, this battle isn't too difficult, and should be over rather quickly. Halfway through the battle, the music will change. DL will cast Speed Up and Power Up when he is nearing death. Party Roles for Final Battle -------------------------------------- Hawk as Wanderer - The Wanderer has the same general use in all 3 final boss battles. Counter Magic, Lunatic, Life Booster, and Aura Wave will serve you well. See Archdemon strategies for more info. Hawk as Rogue - Same as Archdemon. Most skills aren't worth using, really. You can spam Silver Dart if you want, especially when he's weak against Light, but IMO it will only prolong the battle. Just fight. Hawk as Ninja Master - Just lower his stats with elemental Jitsus and fight Hawk as Nightblade - Lower stats with elemental Jitsus and cast Deadly Weapon at the beginning of the fight. Kevin as God Hand - Most of Kevin's classes serve one purpose...to beat the hell out of the enemy. The God Hand is no exception. Other than the occasional castings of Heal Light and Aura Wave, Kevin should mainly concentrate on fighting. Kevin as Warrior Monk - If Kevin is a Warrior Monk, then he is most likely your main healer, giving him two roles in this fight. When he isn't healing, he should be pounding away. Leaf Sabre is also quite useful if you have Angela, as it will help replenish her MP supply. Kevin as Death Hand - Not much here. Just fight Kevin as Dervish - If you don't have a healer, then cast Moon Sabre on all your party members. Otherwise, just fight. Lise as Vanadies - Just Stat-Up your party members and whack away. Lise as Star Lancer - See above Lise as Dragon Master - Stat-down as necessary, and fight Lise as Fenrir Knight - See above Duran as Paladin - If necessary, cast Heal Light. Otherwise, just fight Duran as Lord The Lord carries much the same role as the Warrior Monk. When he's not healing, he should just concentrate on physical attacks. Duran as Sword Master - DO NOT CAST TREE SABRE! When Dark Lich becomes strong against Tree, this will cause you to _lose_ MP! Duran as Duelist - Fight Angela as Grand Divina - Spamming any Level 2 spell other than what the Dark Lich is currently strong against usually works very well. You can cast Double Spell, but it will make the fight drag on, as the casting animation is quite lengthy, and will prolong the battle. Angela as Arch Mage - Same as Grand Divina...replace Double Spell with Rainbow. Angela as Rune Master - Cast Death Spell if you are of high enough level, otherwise use any Level 3 spell Angela as Magus - Same as Arch Mage/Grand Devina...only with Ancient Carlie as Bishop - Most of Carlie's classes carry the same role, and it is that of a healer. Just heal your party when needed. Magic Shield is handy if you don't have mind up. However, for this battle, Turn Undead is powerful indeed. For the low cost of 1 MP, you can inflict 999 damage on the Dark Lich, as long as you are above level 53 or so. Carlie as Sage - Heal Carlie as Necromancer - Black Curse! This wonderful little spell will lower all Stats at once...can't get much better than this! And of course, use her to heal. Carlie as Evil Shaman - Just heal. Possible Future Addenda and Fixes ---------------------------------------------------- - Since the late game bosses have so many attacks, I may have missed some of them. If you know of any special attacks/spells that a boss uses that isn't listed, please let me know ASAP so I can update accordingly. - Any other errors that may be present within this document. Please let me know if you find any! - Has anyone actually found a use for Energy Ball? Seems every time I use this it really doesn't do much of anything. Any info would be appreciated. - Anything to add to the miscellaneous tips or odd and ends sections would be _greatly_ appreciated. - Any info on Koren's Barrier Change would be appreciated. - The late game bosses seem to have a variety of different elemental strengths and weaknesses. If you know of any that aren't listed here, please let me know. - Any other ideas are always welcome as well....please send 'em my way! Version History ----------------------- Started - 1/27/01 2/27/01 - Version 1.0 completed! 3/05/01 - v1.02, Ironed out various spelling, grammar, and continuity issues that I had misssed before or was too lazy to correct ;P - Added information about Hawk's Deadly Weapon/Lunatic skills - Added a few spells to Archdemon's arsenal that I had missed before - Listed all of Dragon Emperor and Koren's spells - Updated spell lists for a few other bosses, too 3/11/01 - v1.1 - Added bosses' HP, Exp, and Luc values! - Added information on Exp won from the God Beasts - Modified strategies for defeating Koren, Darkshine Knight and Deathjester - A few other notes added in various places as well 3/19/01 - v1.11 - Updated strategies for Dragon Emperor (apparently he _doesn't_ cast Ancient) [Update - ok, so he does actually cast it, but only if you take quite a while to defeat him, so I've observed] 3/20/01 - v1.12 - Updated strategies for Dragon Emperor yet again - it seems Turn Wind actually does magical damage, based on my observations - Added Dark Blazon to Zable Fahr's repertoire 4/9/01 - v1.2 - Updated strategies for Dragon Emperor, Lightgazer, Genova, Machine Golems x3 - Added lots of new tips to the Miscellaneous Tips section - Improved party roles for final battles - Added information regarding the music for the Darkshine Knight battle. Turns out no music is played when Duran is absent from your party. 4/29/01 - v1.3 - Updated strategies for Dragon Emperor and Deathjester - Added a few new tips to the Miscellaneous Tips section - Added the Odds and Ends feature to every boss profile. This section covers various oddities that may not always be apparent at first. 7/24/01 - v2.0 -Added strategies from outside sources -Fixed item table alignment 2/12/03 - Final -Added a few more outside contributions Props and Slops ------------------------ Props! - Squaresoft, for making such an excellent game! - Neill Corlett and company, for doing such an fantastic translation so that us non-Japanese speakers can enjoy this killer game. http://www4.ncsu.edu/~nscorlet/sd3/ - The ZSNES team: zsKnight, _Demo_, and Pharos, for creating the best SNES emulator in existence. http://www.zsnes.com - RyuSeiryuu, for allowing me to use the boss strategies from his FAQ in mine. Ryu's walkthrough can be found at http://db.gamefaqs.com/console/snes/file/seiken_densetsu_3_h.txt - Question Mark and EpisodeMST for contributing boss strategies. - Sheex's boss list, which I referred to for some of the HP values of the late game bosses http://www.rpgamer.com/games/sd/sd3/text/info/sd3bss.htm - All other FAQ writers out there, whose dedication and perseverance inspired me to write an FAQ of my own - CJayC and GameFAQ's for posting my guide! http://www.gamefaqs.com - Dough Dirl! Slops! - Squaresoft, for giving us Americans Secret of Evermore instead of this game....boo! - Those who fail to appreciate the beauty of retro-gaming. Long live the SNES! - Irresponisble parents, who blame the problems of society on games and television. This has become a huge problem lately. Make your voice heard and stand up for what you believe in. Gaming shall not die! Legal Crap ---------------- Seiken Densetsu, Secret of Mana, and all related objects are Trademarks of SquareSoft, Inc. This FAQ by Dave Watts, Jr. (c) 2001-2003 dawatts1@umbc.edu http://userpages.umbc.edu/~dawatts1 All contributions are property of their respective owners and may not be reproduced without permission from the applicable party. If you wish to use this guide on your site, then that is fine with me, so long as nothing is changed. I also welcome all sorts of feedback, so if you have any questions, or you just want to compliment me, then feel free to drop me a line. And that, as they say, is that.....