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Tangle Bloom is your introductory boss and basically a pushover. Any fire elemental spell, such as Fireball, will make quick work of him. Also, during your romp through the dungeon, Isaac and Garet were casting their Djinn spells seemingly at random. However, what they were doing was building up your standby Djinn count, allowing you to summon a crazy-powerful beast. Now seems like the perfect time to do so.
The battle flow is therefore simple. Open by summoning if you have any Djinn built up, then cast any fire-elemental spell at your disposal. If the Tangle Bloom isn’t dead after that, just hit it with everything you’ve got, and it will fall quickly. Remember that Isaac and Garet will protect you if things get really bad, but this boss is easy enough that you should be able to sleep through it.
This one will be a little more tricky since you don’t yet have all the powers needed. Even though it looks like the dragon has five target points, the boss is simply one collective target. Tyrell is your best bud here: his Fireball Psynergy spell will seriously damage the Dim Dragon. Meanwhile, you can do a Djinni attack followed by a summon, and Karis can use Whirlwind (or standard attacks) for offense and Fresh Breeze to keep everyone healthy. As long as Tyrell spams his Fireball every turn and you keep an eye on hitpoints, there is no possible way the party fail.
An advanced version of the Dim Dragon you dealt with earlier, the Dim Dragon Plus is a lot more evil-looking and angry. However, the strategy is the same: have Tyrell spam Fireball as much as possible. Your character can use his Djinni, then use a summon, then start spamming Spire. Karis can keep everyone alive with Fresh Breeze, but it may not be necessary. If anyone runs out of PP, just switch them to regular attacks. You should have no problem obliterating Dim Dragon Plus just as easily as you did his weaker cousin.
These guys can get pretty difficult after the third and fourth round. There are only three of them and defensively they’re no better than what you’ve been dealing with. However, they hit fairly hard, and they have a few nasty tricks up their sleeves.
Begin by ignoring your Djinn and instead use your most powerful group-target Psynergy attacks on Stealthy Scout 2. You’ll want to do as much damage as possible with Psynergy early, because at about the third or fourth round, they will begin to throw Psy Grenades at you, which drains your PP. At that point, conserve all of Karis’s PP for Fresh Breeze, and all of your own PP for Cure and Cure Well. You should be strong enough anyway with weapons—especially if you picked up the special sword from earlier in Section 9 of the Konpa Ruins—that you don’t need it. Instead, start burning through your Djinn. Cast whatever will help, then summon them back to inflict more damage. If things get out of hand, start healing with items rather than Psynergy.
Were the real problem comes in is when they will start to use an attack called Paralyzing Shot, which will stun one of your people for multiple rounds. Karis seems to shrug off most of those attacks, probably because of her naturally high agility, but the guys tend to fall victim to them. If Tyrell is stunned, you will not suffer too badly because he’s only a mediocre attacker; however, if your character is stunned, not only do you lose your best attacker, you lose Cure spells as well. Whichever party member the Scouts choose to stun, typically they will repeatedly stun that member. So, you won’t lose two party members, but you probably will lose that party member for the rest of the fight.
Still, once they’re doing that and giving each other Herbs, they are on the ropes. Keep up the offensive pressure and only attack one Scout at a time to eliminate him as soon as possible. All three scouts have identical power and skills, so there is no priority to who you should target. Though, the weakest Scout at this point is probably Stealth Scout 2 since he was in the center of your group Psynergy attacks from earlier. Either way, just attack them one at a time, and they should go down after three or four more solid rounds each.
The Sand Prince shouldn’t give you that much of a problem. Although he is technically a boss, and he does have a large number of hitpoints, he is offensively weak and defensively questionable. Use all your Djinn, follow that up with summons, and the just hit him with your most powerful Psynergy spells or attacks, whatever you use to take out minions. You probably won’t need to do more than one cycle of “Djinn / Summon / Wait / Repeat,” and you definitely won’t need to do more than two.
The generals have a lot of hitpoints and decent offensive power, but no unusual defensive strength. Begin by boosting your attack and defense with any available Djinn, and be sure to start casting the Djinni named Sleet: he will lower the attack power of a single target. Early on, Ku-Embra (the red guy) will do a shout to lift the power strength of both of them; your casting Sleet will offset that at least for one of them, giving you a bit of a break.
From there, it becomes a simple matter of hitting them as hard as you can. Either do group attacks, or concentrate all offense on a single enemy to fell him as quickly as possible. Either way, as soon as you can, summon a creature so you can free up Sleet again to cast him on the other general.
Both generals have group attacks, although Ku-Tsung’s (the blue guy) is a bit stronger. We recommend taking him out first. Ku-Embra’s attacks are stronger overall, but he tends to only focus on of your people at once. As long as they are operating together, they will give one of your people a run for his or her health; you’ll want to make sure either yourself or Karis plays healer and keeps everyone alive, or even have both start healing if things get excessively sticky.
Once Ku-Tsung goes down, and if Ku-Embra is under the effects of Sleet, things will get much simpler. You definitely won’t need two healers going, and you might not even need one: either way, shred Ku-Embra with everything you’ve got once his partner bites it, and you’ll win this battle handily.
The Ice Queen is somehow related to the Sand Prince, being made of ice, the obvious thing to do here is melt her: Tyrell needs to use the most powerful Psynergy spell at his disposal (especially Arid Scorch) and fire-elemental Djinn attacks, while Rief and Amiti need to just go with standard attacks and summons. Karis and you can do whatever you want, so basically, it’s useless to have both Rief and Amiti involved; swap one out if they’re both active.
She is not as easy as the Sand Prince she has a lot of hitpoints and hits pretty hard. As long as you keep up heals, she can’t really beat you, but she can make this battle unnecessarily lengthy. You’ll know you’ll have her on the ropes when she starts healing herself, but in the meantime you can have Karis cast Impact to boost your or Tyrell’s attack power. Impact affects Psynergy power too, so prioritizing casting Impact on Tyrell to maximize damage. Hopefully, you’re doing near 200 HP damage per cast. Between that, your own Psynergy or attacks, and Rief or Amiti helping out, you should be doing around 350 HP or more damage per turn. When she does heal herself, it will be around 250 HP worth, so you’ll still be making a “damage profit” so to speak as you attack. Ice Queen will also do a few spells to negate Impact, but you can just have Karis recast it. You’ll want to keep your power up to ensure your damage rates.
Sludge has some friends, Shield Skull and Haunt Skull. As you might guess, the skulls need to be eliminated before you can deal with Sludge himself. Open as always by burning through any Djinn that will greatly help you, then summon like crazy. If you throw any Djinn that reduce attack, target the Haunt Skull. Otherwise, only target the Shield Skull if prompted. Between summons and Djinn casts, you can probably shred the Shield Skull after a single Djinn/summon combo.
As soon as the Shield Skull goes down, focus on beating down Sludge. Just ignore the Haunt Skull and any other skulls that Sludge summons: Haunt Skull and Curse Skull are distractions, but are largely irrelevant to the fight. If you’re really worried about them, cast spells that strike multiple targets (especially summons), but you’ll want to mostly focus on Sludge himself.
Sludge enjoys healing himself, like he doesn’t want to die or something. There’s no real way to counter this other than applying your absolute best attacks. Once you get through with a Djinn/summon combo and are waiting for the Djinn to come back on you, have Karis cast Impact on you and Tyrell, and use every major attack you’ve got to maximize damage.
Sludge does hit pretty hard, and one particular attack of his, called Tail Slap, damages everyone for some pretty stiff power. Karis usually suffers the worst of it, so if all else fails and she seems to be on the path to die, swap her out for whoever is in reserve. If you can save her—and really, unless your Djinn are all set incorrectly, you shouldn’t have any problem keeping her alive—do so, because you’ll want to keep her Healthy Wind heal available.
Sludge seems to heal himself more often if any skull is around. You can still keep up damage and hit him for harder than he can heal himself however, so unless a Shield Skull is on the field, just concentrate your attacks on Sludge himself anyway. Your character probably is the only one doing single-target attacks if anyone is (the Ragnarok or Odyssey Psynergy spell is highly effective), so have all other attackers use summons or multi-target attacks whenever a skull is in play. Eventually, you’ll simply win by attrition: Sludge only has a couple thousand hitpoints, and he’ll fall pretty easily once the second or third round of summons are being flung across the battlefield.
Mountain Roc has several thousand hitpoints but, strangely enough, almost no offensive power. He’s got several attacks that look impressive, and defensively he’s no joke, but ultimately he’s actually a very weak boss. He does a few attacks that might throw you for a loop, and you might need to keep an eye on Rief’s, Karis’s, and Amiti’s hitpoints if they are involved in the fight. As long as you keep up with heals though, you should be fine.
Mountain Roc also seems to have a small degree of weakness to wind attacks, and your best summons will shred him. Your best bet here is to have yourself do nothing but strong Psynergy spells like Ragnarok or Odyssey unless he needs to convert to healing. Karis can use her best Psynergy spells or offensive Djinn attacks to set up a strong wind-elemental summon. The other three are best used for your standard Djinn-Summon-Psynergy-Repeat combos. Rief seems especially worthless in the fight, though he does have one specific use: if you use him as a healer and only a healer, will give Karis and yourself nothing to do but all-out attacking so they aren’t distracted. Tyrell and Amiti have no specific use otherwise, but if you have the Meteor summon, Tyrell can usually commit some incredible damage by setting it up.
All in all, it should be a pretty easy boss fight for you. Just keep up the offense, set up those strong summons, and keep your best attacker (probably your namesake) doing as much damage constantly.
Blados is the damage-dealer here, and Chalis is the healer and supporter. Standard procedure normally dictates you go after the healer first, but this battle is different. See, Chalis doesn’t start healing until she or Blados is almost dead, and she’s not that great of a supporter either. In fact, she’s more of an annoyance than any real threat, and can mostly be ignored.
The best strategy here is to take a break from the standard Djinn-Summon-Psynergy combo that has helped through other boss fights. Your character needs to use whatever his strongest Psynergy attack is and absolutely ignore Djinn casting. Karis needs to cast Impact on your character and keep up the heals after that, doing nothing else. Your other two members can do the Djinn-Summon-Psynergy combo, but prioritize damage against Blados only: he’s your main antagonist here, and it’s better to just do a bunch of Psynergy than throwing Djinn for no reason. Also, Chalis sometimes whips out Psy Grenades, so the faster you burn through your PP, the better: that way, if you wind up in a situation where you have no PP left, you can still rely on Djinn and summons to keep up the pressure.
Blados has nothing but nasty attacks. His most damaging attack hits only one party member for moderate damage: it’s not so bad against you or Tyrell, but it’s pretty harsh against Karis and Rief. That’s the main attack you need to watch out for, and if he gets a little too frisky with it, you might need to switch one of your attackers to healing duty for a turn. His other major attack is to hit three or all four of your party with slightly below moderate damage, but Karis’s best heal can offset that easily.
Meanwhile, keep an eye on Chalis. Her main thing in the opening rounds is to cast Stun-causing attacks. She has a couple other status ailments up her sleeve, but Stun is the bad one because you’ll need everyone working together to keep the damage rate high enough to offset her heals. If anyone gets stunned, you’ll want to have one attacker either cast Psynergy or burn an Elixir to offset the ailment. Or, if worse comes to worst, swap the stunned member out before a round starts. Either way, you’ll want all four of your people operating at all times.
Eventually, Blados will go down: he’s got about 1500 HP, way less than the Mountain Roc but with a bit more defensive strength that hurts your attacks. Once he’s finished, repeat the procedure with Chalis, but you can afford to take a few more risks: you can start burning Djinn because at that point, Chalis will worry about healing herself more than stunning you or lobbing Psy Grenades. She seems to have about as many HP as Blados, and will fall with just as much effort; even less effort, if you can activate a few high-level summons. Either way, as I said, Blados is the real threat: once he’s down, killing Chalis is just inevitable.
This one is a bit of a gimmick fight. As the cut scene showed, the Chaos Hound doesn’t really want to fight you, and is just being coerced into it. Accordingly, you don’t need to shred his face, just the faces of his two masters. Save your Djinn and summons, but fire off your most powerful single-target attacks (Psynergy or just standard attacks) against Chalis first, then Blados once Chalis falls.
Either we got lucky here, or Chalis has lost a step since her last fight, but she was absolutely useless against us. Blados and the Chaos Hound still hit pretty hard, but as long as you have a dedicated healer to stop the bleeding, this is actually a pushover fight. Once Blados and Chalis go down, the fight will end, even if the Chaos Hound is still standing.
Here it is the big finale so don’t hold anything back. If you have been building up your own character throughout the game, then he’s probably your best attacker, especially if he’s wielding your new Sol Blade. Start the fight off with your character, Karis, and your other two best attackers that you enjoy using. Unless you are really in love with your Djinn spells, your character should never cast them: you do not want any reduction in stats. Have Karis cast Impact to keep your attack stats as high as possible, and you should be doing tremendous damage every turn. This is the last fight, so feel free to burn Psy Crystals and such: you should never have an excuse not to be performing your absolutely most terrifying Psynergy spells with the Sol Blade.
Everyone else is a bit more variable. Burn Djinn and cast summons as you normally do. The Chimera is the only target, so you don’t need to worry about accidentally hitting someone you didn’t intend to. Just remember to balance your Djinn burning with stats: if you burn all the Djinn on one particular character, his or her stats will drop so low that the character might get easily killed. Chimera hits hard, and hits often, and the last thing you’ll want to do is minimize your HP for the sake of Djinn. On the other hand, you will need to burn Djinn so you can access your summons, which will absolutely be worth their weight in gold. It’s a question of balance: you don’t want to burn all the Djinn on one character, but burning none at all (except for your personal character) stops you from maximizing your damage.
Your best bet here is, before the first turn, check your status to remind yourself what your best summon is. You should substitute out whoever you need to—leaving yourself and Karis in at all times, as they’re absolutely essential—in order to get the right Djinn involved. For example, let’s say your best summon is Coatlicue, who requires 3 water and 3 wind to cast. Because I specialized my Djinn setups, my team would consist of myself, Karis, Amiti (better attacker between himself and Rief), and Sveta (because I want to keep Karis’s Djinn set as well as my own). This way, Karis and I don’t need to worry about anything but supporting/healing and attacking, respectively. Then, Sveta and Amiti can burn Djinn to save up for summons, execute those summons, and keep the pressure on for the whole battle.
Now, that strategy means your summons lead to your team setup, but you can do it the other way around: have your team setup lead to your summons. My best four attackers at this point are myself, Tyrell, Eoleo, and Sveta. I could send in those four only, and then worry about summons based on their Djinn. I wouldn’t be using my theoretical best summon (Coatlicue), but I would be using other fantastic summons (Thor, Judgment, Cybele, Meteor, and others) that could make up for it.
My suggestion is to “send your best foot forward”: have yourself and Karis definitely in the party, and have the other two your best attackers regardless of who they are. Then, adjust your summoning based on whatever Djinn your other two attackers have. Either way, just to repeat the warning: do not burn all the Djinn on your other attackers because you don’t want to minimize their stats during this fight, else death will come a little too easily.
One of the biggest problems you’ll have in regards to taking damage is Chaos Chimera’s ability to counterattack almost every time he’s hit. The more you fight, the more damage you’ll take, but it’s a necessary evil. As long as Karis does her Healing Gust every turn, you should keep up with the counterattacks and be all right. Switch one of your attackers to healing duties for a round or two if things get especially sticky, especially when Chaos Chimera started getting really angry and hitting you for hundreds of damage or worse per turn.
Chaos Chimera’s other dirty attack is called Djinn Drain. This unsets all Djinn on one character but does not set them to standby. That means the character loses all his or her attribute bonuses and they aren’t counted for summoning purposes. When this happens, depending on who it strikes, you might want to sub that character out until his or Djinn come back. Otherwise, you’ll be placing that character with horrible stats against an enemy of this magnitude, which is certainly not a good combination.
You’ll know you’ve got Chaos Chimera on the ropes when he starts casting multiple Shadow Clash attacks per turn, as well as nonsensically using a couple items. (He threw a Firecracker at me, which hit everyone for such an insignificant amount that it did more confusion to me as a player than actually affecting anything in the game.) At this point, there will be turns where you’ll be playing catch-up: you’ll need to swap the healthy in for the downed, and concentrate a full turn to nothing but revives and healing spells to get back your footing.