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Final Fantasy

BOSS GUIDE


  #01 Guard Scorpion
  
#01 Guard Scorpion
HP: 800 MP: 0 Weakness: Lightning (Bolt) EXP: 100 AP: 10 Gil: 100 Drops: Assault Gun Guard Scorpion is the first boss of the game that you'll encounter, so he is rather easy. His first major weakness is that he must "lock on" before attacking, so he takes two turns to cause any damage. His second weakness is that he is a giant mechanical scorpion, which means Cloud's Bolt materia is the most effective attack. Bolt is all Cloud should use through the battle. While Barret should continue to use normal attacks with potions to heal your HP. The only time Guard Scorpion can cause any severe damage is when his tail is raised. Many sites will tell you not to attack with his tail raised, however, if your HP is high enough, attack him. This will rapidly increase your limit break and allow you to destroy him (as well as hasten you on your way to Limit Level 1.2) much faster.
  
Item id #13974
  #02 Air Buster
  
#02 Air Buster
HP: 1500 MP: 0 Weakness: Lightning EXP: 180 AP: 16 Gil: 150 Drops: Titan Bangle The battle situation with Air Buster is unique for you will be attacking him on both sides. Tifa and Barret are on one side, Cloud on the other. The technique is to make sure you attack him on his back side. This causes him to counter-attack you but it's still a beneficial move. Just as with Guard Scorpion, it will raise your limit break bar and soon enough, you'll be unleashing your limit breaks on his back side to destroy him as quickly as possible. HP is no problem, use the Cure materia when your HP falls below half.
  
Item id #13975
  #03 Aps
  
#03 Aps
HP: 1800 MP: 0 Weakness: Fire EXP: 240 AP: 22 Gil: 0 Drops: Phoenix Down This is the first boss that could cause you some hassle. The move to watch out for is "Tsunami". This move can take Cloud and Aeris down for some hefty HP. The best way to combat him and stop him from casting this will be by using Cloud's "Cross Slash" (Limit Break 1.2) and Aeris' "Seal Evil" (Limit Break 1.2). They are effective at stopping him from attacking for a few turns allowing you to hit him with magic (Fire and Bolt). If you haven't gotten those limit breaks yet, your best hope is to still follow my outlined advice above. Although stopping him for a few turns is a huge advantage.
  
Item id #13976
  #04 Reno Midgar Encounter
  
#04 Reno
HP: 1000 MP: 0 Weakness: None EXP: 290 AP: 22 Gil: 500 Drops: Ether Reno is the first boss encounter against the Turks. The first of many. Reno is only dangerous in one move - Pyramid. If all three of your characters are trapped within the Pyramid, you lose the battle and it's Game Over. To get them out of the Pyramid, just hit your own character. Otherwise his attacks are nothing to worry about. His HP is only a 1000 so have Cloud and Barret attack him, while Tifa casts Fire.
  
Item id #13977
  #05 HO512
  
#05 HO512
HP: 1000 MP: 120 Weakness: None EXP: 666 AP: 300 Gil: 500 Drops: Talisman Many people find HO512 irritating and troublesome because he can summon small minions within the battle to help him fight. However, thanks to Red XIII, these are no problem. Red XIII comes equipped with Fire and All materia together so simply cast Fire on all enemies every turn. Cloud should attack the main boss and ignore the minions while your other character should make sure your HP is kept up and attack the main boss as well.
  
Item id #13978
  #06 Hundred Gunner & Heli Gunner
  
#06 Hundred Gunner & Heli Gunner
HP: 1600 MP: 0 Weakness: Lightning EXP: 330 AP: 35 Gil: 300 Drops: Nothing Hundred Gunner is a fight where physical attacks are out of the question. The only person who should use physical attacks is Barrett, due to his long-range weapon. Red XIII can deal damage with limit breaks, but it's best to stick with magic and items. As for Aeris, when she has the opportunity to use a limit break, use Healing Wind to keep the party up. Have either Red or Aeris use the Bolt magic consistently, while the other remains on standby to use a healing item when necessary. After taking a significant amount of damage, Hundred Gunner will be defeated, and a Heli Gunner will come down in its place. Use the same strategy as you did for Hundred Gunner, but you'll be healing much more often. The Restore+All materia combo will come in handy in this part of the fight.
  
Item id #18799
  #07 Rufus and Dark Nation
  
#07 Rufus and Dark Nation
Stats of Rufus/Dark Nation HP: 500/140 MP: 0/80 Weakness: None/Lightning EXP: 390 AP: 50 Gil: 500 Drops: Guard Source , Protect Vest This is the first and last time you'll fight Rufus. Luckily, he's easy to defeat. The only problem is Dark Nation, his pet panther. It can cast Barrier and MBarrier. This means your physical and magical attacks are halved in damage. So the first target should be Dark Nation. Dark Nation is also in the back row, which further weakens your physical attacks. So the best way to kill it is by using magic. Once that is out of the way, focus on Rufus. He has no MP to cast magic and will continue to blast you with his shotgun. Make sure you keep your HP high and after you've inflicted 500 HP, he'll run off.
  
Item id #13985
  #08 Motor Ball
  
#08 Motor Ball
HP: 2600 MP: 120 Weakness: Lightning EXP: 440 AP: 45 Gil: 350 Drops: Star Pendant Motor Ball is the toughest boss yet and is the first boss to pose a real challenge. The first thing you should have is Cure + All materia. This will be very handy. The second thing is to have at least one character equipped with bolt (preferably all of them). The battle will start of with Motor Ball behind you, however that won't last long. Soon you'll be facing each other and he won't be happy. His attacks do decent damage, but he has one deadly attack which will deal around 200 damage. So have the the Cure materia ready. Your limit break bar should rise significantly because of this one attack. Motor Ball has a HP of 2600.
  
Item id #13986
  #09 Midgar Zolem - Optional Boss
  
The Midgar Zolem is an optional boss. The snake like creature guards the marshes to the west of the Chocobo Ranch. Attempting to defeat him at the start of the game is suicide and you stand no chance of surviving. However, later on in the game when your much more trained, you stand a decent chance. The Midgar Zolem has a spell called Beta. This can be learnt as a very useful enemy skill.
  
Item id #13987
  #10 Bottomswell
  
#10 Bottomswell
HP: 2500 MP: 100 Weakness: Wind EXP: 500 AP: 52 Gil: 1000 Drops: Power Wrist Bottomswell is a flying monster so close-range physical attacks won't harm him, unless you have the Long Range Materia. If you do, equip it to Cloud. Barret can attack normally as his gun is long-range, while your third character should attack by using magic. The battle is pretty tedious as Bottomswell is easy to defeat but has a high HP of 2500. The only effective move he has is Bubble. This will trap your character in a bubble and begin to decrease their HP. Get a fellow character to cast magic on the inflicted party member and it will release.
  
Item id #13992
  #11 Jenova - BIRTH
  
#11 Jenova - BIRTH
HP: 4000 MP: 110 Weakness: None EXP: 800 AP: 64 Gil: 1000 Drops: White Cape Jenova has a huge HP (for this stage of the game) of 4000 but her main attacks don't do too much damage. However, don't get comfortable. She can and will use her laser attacks twice in one turn, so make sure you keep up a high HP as the little numbers add up. Other than that, her only other move to note is Stop. This will freeze your character and can be very annoying so be careful. The only other advice is to use Fire, Bolt and let Cloud get in a few physical attacks. You may also wish to use Shiva (your first summon).
  
Item id #14005
  #12 Dyne
  
This battle is easy. Many people find it hard for no reason. The only important thing to remember is your HP. Keep it above half at all times. As Dyne has a nasty move called Molotov Cocktail. When you're not healing yourself, attack physically or with Fire. Your limit bar should reach climax at least twice in the battle. Dyne's HP is 1200. Nothing too worry about.
  
Item id #14122
  #13 Reno & Rude
  
Reno is back - this time with his fellow Turk, Rude. They both have a HP of 2000 and it's just a matter of wearing them down. Their attacks pose no real threat. The best way to finish them would be your summons and materia. If you've learnt Aqualung, use it to speed up the battle ten-fold.
  
Item id #14123
  #14 Gi Nattak
  
Gi Nattak is only tough if you haven't taken the time to level up properly in the cave beforehand. The quickest way to defeat him is to cast the Life spell on Gi Nattak itself. Although it doesn't work right off the bat, keep trying until he's defeated. Or, you can just go the old fashioned way with limit breaks and physical attacks, using the ever so helpful Restore + All materia combination when necessary.
  
Item id #18800
  #15 Lost Number - Optional Boss
  
Lost Number is an optional boss, so it's not necessary to battle him. However, fighting him is worth your time. You have to defeat him to get Vincent (optional character), Cosmo Memory (Red XII's 4th Limit Break) and Odin (Summon). This boss has two methods of battle. In one, he's strong against physical attacks but magic does decent damage. In the other, roles are reversed and he's weak against physical attacks but sttrong against magic attacks. His HP is a step up from what you're used too but don't be discouraged. Remember to use your limit breaks only when he's weak aginst physical attacks to end the battle quickly. Other than that, it's a simple method of killing him. Once again, use Cure + All materia for great assistance.
  
Item id #18910
  #16 Materia Keeper
  
This boss battle is just tedious as he has a large HP but is relatively simple to defeat. Some things to note:
  • He absorbs fire
  • You can learn an enemy skill from him
Apart from that, allow him to easily build up your limits. Have one character constantly healing your party, allowing the other two use strong spell or physical hits.
  
Item id #18911
  #17 Palmer
  
Possibly one of the funniest boss battles in the game. There are no battle tips for this. He's essentially a souped up Shinra Soldier. Dispose of him quickly with your strongest fire and physical attacks.
  
Item id #18912
  #18 Red Dragon
  
Don't underestiamte Red Dragon. Although his physical attacks aren't dealing huge points, when it's coupled with his magic attacks, they do quickly deplete your HP. So try and increase your defence with whatever spells you should have picked up, and have a plentiful supply of MP to keep dealing continious Ice attacks. And, you should now be seasoned enough to realise that Cure + All materia is now a necessity.
  
Item id #18913
  #19 Demon Gate
  
Beforeentering the Temple of the Ancients, you should have leveled your characters up significantly. This would have left Red Dragon (above) a medium level boss. However, Demon Gate is considerably harder. His physical and magical attacks will deal between 800-1000 HP each time. You need to have regen continiously on, as well as a healthy supply of Elixirs just in case you have no way of replenishing MP/HP. Remember to use limit breaks over materia. Don't feel tempted to use Bahamut a lot as the MP cost is not worth the damage. Especially if it's done over the chance to heal your characters.
  
Item id #18914
  #20 Jenova - LIFE
  
This time, Jenova isn't a boss you want to under estimate, but not really one that will easily kill your party. The attack to watch out for is Aqua Lungs (an enemy skill) and Reflect. Just smash her with your physical attacks and limit breaks if she casts Reflect, and then continue with magic attacks. A handy item to have equipped will be Water Ring.
  
Item id #18915
  #21 Schizo
  
Schizo is a two headed dragon. In typical Final Fantasy manner, both heads have their own thing going on. One head is a fire element and the other is an ice element. So, obviously the obvious magic and summoner spells should be used to great effect. However, this can be a vicious boss and your HP will quickly dran so it's vital to keep your HP up and don't become comfortable. Try and use your limit breaks and physical attacks if you believe your MP won't last the whole battle. Naturally, as both heads are clearly defined elements, any items to defend against ice and fire are a blessing.
  
Item id #18916
  #22 Jenova - DEATH
  
It's easy to be fooled into thinking this will be a hard battle. However, if you've continue levelling up then you should be fine. She has a few attacks to use, which can deal some heavy damage in one or two turns. So, of course having a constant healer is a good idea. Other than that, using the normal methods of killing her should be fine. Her HP is considerably large, 25 000. So prepare for a long battle with items that cure HP and more importantly, MP.
  
Item id #18917
  #23 Ultimate Weapon
  
The spell to watch out for is Ultima Beam, it can cause significan damage to your party and if you don't want to waste valuable time reviving dead characters, try and keep on top of it by immediately curing. Other than that, is other attacks deal moderate damage which you should be used to by now. Eventually Ultima Weapon will fly away leaving you to live and fight him another day (which you shall do in order to gain Clouds ultimate weapon).
  
Item id #18918
  #24 Carry Armor
  
This boss is a large step up from previous boss battles and can be a nightmare if you've not honed your technique and learnt how to equip materia effictively to balance your team. However, if you've made it this far, then you must have something going for you. Carry Armour comes in three parts. The body and two arms. An effective strategy is attacking them all together. So using any electic attacks (Bolt + All, Ramuh, Enemy Skills which deal multiple hits) is a good tip. The arms have a HP of 10 000 and removing them first should be your priority. Although, as you do this, you need to have a constant healer in your party. As you should be hitting with big spells and attacks and sneakily, the damage the arms do to you is a third of the damage your last attack inflicted. Another must is casting Regen and any other efficient protective spells. Don't underestimate their use. After removing the two arms, the body should pose less of a problem, but don't become comfortable and allow your HP to drift below 1000.
  
Item id #18919
  #25 Reno and Rude - Optional Boss
  
Reno & Rude can be found on the "Sunken Submarine" under the ocean. You have to battle them to get access to amazing items. It's worth it. Normally, the Turks haven't prooved much of a problem for you, however you need to keep your wits with you in this battle. Reno's magic spells can easily ruin your party and force you to waste turns on defensive moves instead of offensive attacks.spells. Rude's physical attacks are deadly. Make sure you heal your party at least every two turns and watch out for "Neo Turk Light" which is a spell that confuses one of your characters. An annoying battle, to say the least, but once again - worth it.
  
Item id #18920
  #26 Rude
  
Depsite the previous battle where Rude is a problem, he's now a breeze. Dispose of the soldiers that accompany him and then pummel Rude with your best fire and physical attacks. His HP is rather low and he'll easily be defeated. No strategy or tips required.
  
Item id #18922
  #27 Diamond Weapon
  
Diamond Weapon has a mammoth HP (but far from the highest in the game, as you'll eventually see) and the fact that he is immune to physical attacks for most of the battle can be troublesome. So make sure you can restore MP as without it, you're in trouble. Now is a good time to break out the strong summons, Bolt 3 and Cure 3 + All matera. The summons are espeically advantageous to the battle and will easily bring his 50 000 HP down a notch or two. One effective and simple strategy is assigning a task to each characters. For example, have onecharacter as the healer (+ item user). One character casting summons and spells and the other only using heavy hitting spellsa (it's also good to equip Enemy Skills to do this character). Now, when Diamond Weapon is vulnerable to physical attacks (as he charges up his big spell - Diamond Flash) use Cloud and the Double Cut materia (which you should have) to great use in place of casting a spell. Following this simple advice you should manage to stick through the battle and after doing 50 000 HP worth of damags, sit back and watch.
  
Item id #18923
  #28 Reno, Rude, and Elena
  
They're back. This time Elena has joined them. However, she's nothing note worthy and is a souped up soldier. She'll spend most of the battle throwing grenades. Now, the great thing about this battle is that depleting one of the Turks HP will mean they all run off. They all have a HP of roughly 25 000. Having got this far, the strategy of defeating them is rather obvious. One thing to note is that they each absorb an element. Reno is healed by Ice attacks. Rude by fire attacks and Elena by lightning attacks.
  
Item id #18924
  #29 Proud Clod
  
Don't be off put by the various amount of body parts this boss has. The main part is the main body and it's armour/shell. The problem with the armour/shell is that it can cast a spell which stops you using materia. Fighting without materia is very tedious and can be hard too. So, attempt to get in with your big magical and physical moves on the armour to destroy it quickly. Then focus on smashing the main body section. After removing that, the rest of the body parts are also defeated.
  
Item id #18925
  #30 Hojo
  
Possibly the most boring boss battle. After finally getting the chance to kill Hojo, you'd expect something amazingly hard but he's rather simple. First of all, he has three forms. His first form is the basic human that he normally is. He's relatively easy and you can quickly dispose of him. His second form is a bit more challenging due to his two arms. His arms can cause some heavy damage so don't doubt his ability to kill you. Simply heal yourself every two or three turns and then continue attacking him. However, his third and final form is hard to manage. It has some effective status inflictions that can often ruin your characters and stop them from doing what you want. Make sure you keep a heavy supply of cures and when his third form comes, have one character dedicated to curing any issues with your party.
  
Item id #18926
  #31 Jenova - SYNTHESIS
  
  
Item id #18927
  #32 Bizarro Sephiroth
  
  
Item id #18928
  #33 Safer Sephiroth
  
  
Item id #18929
  #34 Emerald Weapon - Optional Boss
  
  
Item id #36388
  #35 Ruby Weapon - Optional Boss
  
  
Item id #36389
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