Colt's Boss Guide Version 2.05

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Wildcolt Posted: 03-26-2009 7:04 AM

Colt's Boss Guide

 

1) Introduction

2) Boss Guides - Bermesiah

    2a) Treant

    2b) Wendy

    2c) Orc Warrior

    2d) Harpy Queen

    2e) Orc Lord

    2f) Red Gorgos

    2g) Troll

    2h) Giant Drillmon

    2i) Elizabeth

    2j) Lich

    2k) Paradom

    2l) Gaikoz

3) Boss Guides - Silver Land

    3a) Guardian Ent

    3b) Black Fairy Queen

    3c) Krakos

    3d) King Guang

4) Boss Guides - Ellia

    4a) Partusay

    4b) Elena/Kamiki

    4c) Basilisk

    4d) Gardosen

    4e) Kaze'Aze/Jin Kaze'Aze

    4f) Cyclops

    4g) Giant Stone Golem

    4h) Dark Anmon

5) Boss Guides - Xenia

    5a) Lenasien

    5b) Octus

    5c) Samsara

    5d) Mynos

    5e) Starkiln

6) Miniboss Guides

    6a) Fire Golem

    6b) Lenasien

    6c) Octus

    6d) Vanessa

    6e) Ashtaroth

    6f) Mystic Golem

7) Coming Soon

8) Credits

2nd post) Version Updates

 

 

1) Introduction

Hey all, this guide is to explain what all the bosses do, and how to generally avoid every attack. This also includes the mini bosses.  This is NOT a character specific guide. Turning this into a character specific guide would literally increase the size by 7x. If you think I missed something, or feel you think something else is better, say so, and i'll attempt to validate your information.
The difficulty rating system is as follows...

1) Mind Numbingly easy

2) Can rarely be hit by

3) Can occasionally be hit by

4) Can be hit almost constantly

5) Extremely rough fight, try not to solo

 

2) Boss Guides - Bermesiah

 

2a) Treant

Difficulty: 1

First boss of the game. This fight is very simple. He has three attacks. His melee, which hits twice, just get away when he begins to swing to dodge. An apple throw, either jump above it, or move into melee range. His final attack, he will raise his arms up in the air and strike the ground. When he hits the ground, make sure you are in the air. If you are caught, quickly tap left and right to escape.

 

 

2b) Wendy

Difficulty: 2

Wendy is a bit tougher of a fight. Main attacks consist of a "jump" attack, a roll, and a frost breath. To dodge the jump attack, just simply be in the air when she connects with the ground. To dodge the roll, either get to another platform, behind her, or time your jump perfectly so that you are at the apex when she rolls under you, or you will be hit. To dodge the frost breath, just simply get away from her front. If you are caught, tap left and right to break out of the freeze effect.

 

 

2c) Orc Warrior

Difficulty: 1

This fight begins with a few adds. These adds are proximity based agro, meaning they will only agro once you come within a certain distance of them, and they will give up chase if you get far enough away. Getting rid of the adds can help you focus on the boss but is far from necessary. Now the orc warrior himself has a few attacks. His first being a charge. While he is charging, he can not be stopped, and every part of his body will cause both damage and a knockback, you can actually be hit multiple times by this attack if you're not careful. His second attack is a jump attack. When he raises his hammer, he is about to do it. Get away from his front, as well as directly above him, and make sure you're in the air to avoid it. If you are below him when he does this and are knocked up into him, you will be hit again. His final attack is simply a forward spinning attack, easy to dodge just go below him if you have the option, if not go away from him.

 

 

2d) Harpy Queen

Difficulty: 1

This is a quite annoying fight for anything that isn't lire due to it being a flying enemy fight. Her main attack is the normal harpy lunge attack. This can be abused to lure her into specials. Her other attack is a Danger attack. She will fly up a little bit and immediately shoot out 3 sets of damaging feathers. If you look at her as through she was the center of a clock the attacks will follow 5,7 4,8 3,9 o'clocks respectively, starting from the lowest point. Find a place in between these to avoid. After suffering enough damage she will fall down, as she receives damage as she falls, she will hit a closer platform. If enough damage is dealt as she is falling, she can be juggled. Just note that she will be falling faster than a normal enemy being juggled. After falling and reaching the ground/platform she will lay still for a few moments, allowing crucial damage time for meleers, eventually she will become immune and fly up to the top of the stage.

 

 

2e) Orc Lord

Difficulty: 1

This fight begins with 2 orc warrior adds. Take these out first as they can actually keep you in "jump lock", where both the lord and both of them will constantly keep doing jump attacks, this is a rare occurence, but it can happen. The orc lord is almost a complete duplicate of the orc warrior, except he is slightly larger and has 1 new attack. That attack being a ground wave. Just simply get above or below the attack, behind him also works well. He shows that he is doing this attack by bringing the hammer behind him, yet above his head.

 

 

2f) Red Gorgos

Difficulty: 2

This fight begins with adds. All the adds can be ignored, as they are proximity agro based. If you plan to ignore the adds, I heavily suggest keeping the fight in the upper left. Now his main attacks include, a charge, a danger attack, and a jump attack. He will charge across the air when he does his charge, he lets you know he is doing this by getting low. This means that the charge will go across multiple platforms. His danger attack is a large flamethrower like effect. Get out of his front, this attack will go across the entire stage, and the attack travels in a cone, so it gets wider the farther it goes(though there is a limit, about 1 platform height). His final attack is a jump attack, he will jump into the air and land near his primary agro target, just simply make sure you're in the air when he lands. He can also invoke his jump attack if you nudge him off a platform with attacks, giving you a split second window to dodge it. One extra thing he can do, if you chose to kill the adds, he can summon more gorgon type allies.

 

 

2g) Troll

Difficulty: 2

This fight begins with orc warrior and orc axe thrower adds. Kill these off so you can focus on the boss.  This boss is a proximity agro type, so adds can be safely killed if you can pull them away without him. He can be quite annoying with his attacks as nearly all of them cause a "jump" attack effect. He also has a "jump" attack. At the end of his normal combo he will also do the jump attack. He also has a charge like attack where he will charge forth a small distance and swing, this swing deals a lot of damage and causes a big knockback.

 

 

2h) Giant Drillmon

Difficulty: 2

This is a very annoying fight. This fight also has adds. Kill off all adds(4) then focus on the boss. He main attacks include a charge, fire orb, and random missile aoe.  He loves to spam his charge, to avoid it, get above, below, or behind him. It also has a massive travel distance, nearly the entire stage. This attack can only hit once, but causes a massive knockback effect. The fire orb, spawns an orb directly above him and then he will toss at his primary agro targer, this move can hit several times very quickly, it also ignores terrain. His final attack is his random missile aoe. The way this attack works is he will begin using his drill on the ground, and chunks of earth will randomly come out of this spot. Its best to get away while he does this.

 

 

2i) Elizabeth

Difficulty: 2

Annoying fight(a lot of bermesiah bosses are just annoying arn't they?). This boss loves to spam its jump attack, and immunity dash. The jump attack will go to a random spot near its primary agro target, generally on same platform. The jump attack CAN hit you in the air, if she touches you with her body. Being knocked up into her will cause an extra hit as well. The immunity dash is a move she used to immediately get away from combat by rolling away, then doing a quick dash back to it, this quick dash back causes both damage and knockback, she is almost completely immune to damage during this time.

 

 

2j) Lich

Difficulty: 1

Easiest boss fight since treant. The fight begins with some Undead Orc Warrior adds. Kill these off immediately.  Once they are down you can focus on the boss. He has very few attacks. His first is a lightning bolt attack. This can be avoided by going above, below, behind, or even into melee range in his front. His other attack is a grab attack, just simply jump into the air when you see him pull his staff in. The only other thing he does is summon more adds, just kill them off right away.

 

 

2k) Paradom

Difficulty: 2

This boss is very limited in his attacks. He will only stand on either far left or far right of the room. His usual attack is 4 diagonal beams, follow by the 4 cardinal direction beams. He then has an overhead beam. When he does this, he will float up to the top corner, and the use a downward beam and move to the other side. Just simply stay ahead of the beam(note: arme can dash through this beam). The last normal "attack" he does, is he will put up a reflect shield temporarily in front of him, this will reflect any and all projectiles. You can move through this shield if you wish. The final attack he does is his danger attack. This he will move to the same platform height as his primary agro target and fire a powerful beam, this is usually a oneshot if caught in it. Just get to another platform or behind him.

 

2l) Gaikoz

Difficulty: 2

Gaikoz is a fairly simple fight. The main strategies to defeating him are to simply juggle him or otto him in the corner.

To juggle him you need multiple people, one person that can dependably do knock ups, and at least 1 other to hold him in the air. This is usually best done with an arme(mage) and lire(xbow).

If you plan to solo or don't think your team has the coordination for juggling then your other option is the 'otto in the corner' method. That is what its called but it isn't so much. Basically what you want to do is get his attention. Then move him to the lower left side of the map. Once there get him on the bottom floor facing to the right. Once done, jump to the platform above and begin hitting him in the head. While doing this method, Gaikoz is prone to teleporting a lot. He can only teleport when hit so be ready to move after each hit. Never move down, move away. After each teleport, he will immediately follow it with his earth slash attack sending 3 chunks of earth out. After this, you can return to your strategy. Optimally what you want to do is stand in the left side upper platform, so that when he teleports, he teleports behind you and before his teleport attack finishes he lands on the ground and stops moving.

Things to keep in mind...

His danger attack hits a large portion of the area in front of him.

He can summon 2 Anmon Soldier Adds, but will only summon when all are dead.

When he stop moving and temporarily stops flinching, he is about to lunge forward. Get above/below him quickly.

If he teleports and does not immediately appear...check below the stage by using ranged attacks. Eventually he should teleport back up to you.

 

3) Boss Guides - Silver Land

3a) Guardian Ent

Difficulty: 1

This is basically Treant v2.0. He is really simple, though he is the only boss in the game that has 2 different attacks that cause the "jump" prompt. His "jump" attacks consist of a whole map knock up, and one that does a lock up. The lock up needs to be tapped left and right to get out of. He does a combo which he will turn red for that hits 2 times directly in front of him, but only if you are close enough. He does a rock throw as long you're not in melee range. The rock throw will be thrown at where his current target was at the start of the pickup, so very easy to dodge. His last attack is his Danger attack. This attack is only used if his target is on the base floor. It is a firebreath. So just stay up to avoid being hit by it.

The fight is also going to have adds during it. Take these out if you wish to. They don't make a major impact on the fight other than maybe absorbing attacks that were meant for the boss.

 

3b) Black Fairy Queen

Difficulty: 2

She fights by teleporting around. Her main move consists of summoning a blue meteor to land in front of where she starts her animation, this will most likely one shot you if you're caught by it, so avoid it at all costs. She has 2 other attacks that she can use, and when she starts using them, she tends to use them a few times in a row. These attacks consist of an ice lance which can only hit at melee range. Her other attack is a frost breath that will freeze you if you come into contact with it, it has a pretty nice range of about half the screen so try to get behind or to another platform when she does it.

The fight is also going to have adds, I suggest taking these out, though she can summon more, but as long as you keep the pressure on, she shouldn't. The adds are fighter skeletons, so they move quickly and can cause serious damage if you're not paying attention. MP moves are virtually worthless to use unless the hits they do are very few, preferably 1 hit. She has 2 forms of teleport, the first being just random, the second being a reaction to being hit.

 

3c) Krakos

Difficulty: 2/1(ranged)

This guy is fairly simple and straightforward.  His main attacks consist of a small jump(no warning) attack that only affects the bottom row and a 2-swipe claw attack.  He also has a situational attack which he will use if you spend too much time above him, this is a set of poisonous bubbles that will last for quite some time. Just stay out of it. He has 2 danger attacks. The first, he will raise his claws in the air and then slam them into the ground. After doing this, 4-5 rocks will fall randomly, followed by a large amount, the large amount can be mp'd through, so make sure you always have 1 mp bar available, otherwise get below him as he will stand up during this, but be sure to get out as soon as the rocks stop falling or you will take massive damage. If you can not, then try to set yourself up so that you are on the ground when you get hit, and that you only get hit by one. If you get hit in the air you can be hit up to 4 times. His second danger attack, his legs will begin moving and he will rush to the other side of the room and claw at it. If the claw hits you, you will go straight up, if any other part hits you, then you will go towards the direction he came from. To avoid this, stay away from the far side, and stay at least on the 4th platform from the bottom.

 

Extra note: The top 2 platforms can not be descended from. Meaning, you can not press down and go through them.

 

3d) King Guang

Difficulty: 4

This boss is absolutely annoying. This boss has 7 attacks, 1 being a jump attack. The basic attack is a bite, very simple, he will only use it if you are on a platform in front of him, causes a decent chunk of damage. The next attack he loves to use is his water breath, this has 3 variations, an upper, a lower, and a behind. The upper he will only use if you are on a higher platform, dodged by going to the floor. The lower he will only use if you are on a lower platform or the floor, you can only dodge this with a well timed mp skill(unless you're using las 3rd job). The behind is only used if you are behind him, it can only hit one area, which is the entire area behind him excluding his back, be on his back when he uses this or be ready with an mp skill. It should be noted that his breath ignores defense, there is no way to lower the damage from it. His next attack is an arcing multi fireball attack, he will fire a shot into the air and it will burst into several shots that will fall to the ground and circle back towards the opposite direction he shot them at, to dodge them, being on a platform no higher than the 2nd, or lower, and just move between them, beware, he can use his jump attack during this creating a nasty combo. The fireball arc does about as much as hit bite, but the damage ignores defense and causes a knockdown, he won't do this if you're on his back. Next his jump attack, it is very quick, you have to be ready for it and can not be mid combo if you're going to dodge it.  His final "attack" is a sling, where he will turn around and launch players away, this causes some pretty major damage and throws the player across the room, causing knockdown. One thing to keep in mind, his front reduces all damage to roughly 15%, the back of his main body to roughly 30%. If you want to cause serious damage, hit the back of his head(this is near impossible for most melee characters). The final thing to worry about is the crystal on his back. It generates a small aura and damages anyone on his back for 1 damage in very quick secession. This is not that big of a deal as long as you don't get knocked down, it can put you in fatal.

 

To beat this boss you need to get on his back at all costs. Although the crystal will drain you of health, it is the safest spot as only 2 attacks can hit you, namely his sling, and his jump. Never, i repeat, never attack before he does. Otherwise there is a good chance you will succumb to a sling or a jump. This is a long fight. Avoid damage before dealing damage. You can only get past him and get to his back if you are at head level or glitch through him(move at high speed at roughly his mid).

4) Boss Guides - Ellia

 

4a) Partusay

Difficulty: 1

Partusay is a very simple fight. It is broken into 3 parts: jewel in head, right arm, and right foot.

The best way to go about this fight is to take the foot out first. This removes having to dodge jump attacks. Since there is no warning when it is about to happen and keeping an eye on the foot while attacking other parts isn't easy, it is highly recommended to attack it first.

The next step splits depending on if you're ranged or melee. If you're ranged take out the jewel. If you're melee take out the arm. After doing this take the other out. The reason the ranged go for the jewel, is because it is the 2nd most dangerous thing here, but is easier to constantly and quickly take out with ranged than with melee, as the melee must continuously use jump attacks to hit it.

Things to keep in mind...

The tornadoes created by the arm always appear in the same places. Memorize these places so you don't fall for them.

The jewel is what is attackable on the head, not the head itself.

Use mp from the arm to attack the jewel to save time if you're melee.

 

4b) Elena/Kamiki

Difficulty: 1/3

This is a 2 part fight. The first part is fighting Elena and the second fighting her as Kamiki.

Elena is very simple. Her basic attacks include: teleport fire, lightning bolt, and meteor. These attacks are all short and easy to dodge. She will only teleport when knocked down or left alone. She will only do teleport fire, when she teleports behind someone. Her lightning bolt is a very short version of Arme's.  The meteor is a long cast time attack. It will land right in front of where she stands at initial casting. If hit it will cause major damage, if caught in the explosion it is almost certain death. She can summons more dark anmon soldiers if too many die. Suggest killing all off as resummoning will allow you to deal more damage to her. Suggest juggling her.

Kamiki is a little more difficult. All her attacks are announced by the color she makes in the background...

No color: Add summon. Only used if add count is less than 2.

Gold: Gains super armor.

Red: Shoots a large fireball both left and right. Make sure you can always get above or below kamiki.

Dark Blue: Freezing aura. Get away from Kamiki. Very high damage and will cause the freeze effect on you.

Light Blue: Lightning bolts will drop from the sky. These are evenly spaced away from kamiki. These show a small line where they will land before they do. These can not pass through the platform she is standing on when she casts it.

Black: Creates an aura around her that will cause damage and send the player flying away. Also releases curse balls. The circle will cause curse as well.

 

When fighting Kamiki take her to the topmost platform. This will heavily limit her movements. Not to mention that her lightning attack will be limited to the top platform. If juggling is an option, use it.

 

Things to keep in mind...

If she teleports and disappears aim at the bottom left of the stage. Or high in the top-middle of the stage.

Adds with special abilities should be taken care of ASAP.

 

4c) Basilisk

Difficulty: 1(ranged) 5(melee)

Basilisk is very easy for ranged, while at the same time being a nightmare for melee. Basilisk is another immobile boss like Partusay, but there are no platforms close to him and only his head is attackable. Ranged I suggest standing directly undernearth if people and attacking from there, otherwise stand on the only platform and attack from there. Melee the only way to attack is to get on the platform and then jump attack, putting yourself in immediate danger of all attacks basilisk does. After losing 25% health, his head will drop to the ground allowing players to deal as much damage as possible. This time is short, I don't suggest using 3 bars that take a long time. The first 25% of the fight will take the longest.

Things to keep in mind...

He can only do 5 attacks: horizontal fireball, diagonal fireball, 15 degree fireball, bite, and jump.

Horizontal fireball can be avoided by standing on the platform.

Bite is only used at minimal range.

He makes a sound before doing his jump attack.

15 Degree fireball only used when on platform.

 

4d) Gardosen

Difficulty: 3

Gardosen is difficult if you don't know what you are doing. The way to fight him is keep him on the lowest middle platform while attacking from the second highest. To get him to return there, just stand there long enough and he will teleport there. The other key to this fight is knowing the location where the 5 meteors both spawn and fall to. You never want to be caught standing in these places. That's basically it. The only hard thing is initial positioning and then moving around to keep him there.

Things to keep in mind...

Stay at his back. He still has attacks that can hit his front.

Against his head in the front is enough to dodge Roadstar Chaser.

You will have to jump if you are in front of him while he is doing stone curse.

 

4e) Kaze'Aze/Jin Kaze'Aze

Difficulty: 1/3

This is a 2 part fight. The first part is fighting a Kaze'Aze version of Las, with the second being a fight against a transformed Kaze'Aze, Jin Kaze'Aze.

Las part is time consuming. Very simple. Stay on the bottom middle ground. He will constantly skate back and forth around you. The only thing to really watch out for is his final strike, which he will jump in the air before doing. Just get out of the way by running away or past him.

Jin Kaze'Aze is a little more difficult due to all the attacks. People seem to get very confused because of the number of attacks and changing safe zones.

Tentacles: Kaze'aze will use the tentacles on her back to attack a short ways in front of her. This attack will hit twice.

Curse Ball: Kaze'aze will jump into the air and release 4 Large curse balls in diagonal directions from her. After traveling a short distance, these curse balls, break down into 4 smaller curse balls that travel diagonally from each of their respective large curse balls. These hit for the same amount no matter which part you get hit by and leave a curse effect on the player. This attack always travels the same path. The open areas are far away from kaze'aze and at tentacle range directly in front of her.

Mega Fireball: Kaze'aze will begin charging up power in front of her and then release and powerful fireball in front that will travel horizontally in front of her. To avoid this either get above or behind her.

Lightning: Lightning bolts come down from sky evenly spaced from each other and boss.

Weak ground smash: Kaze'aze will do 4 flinching attacks directly in front followed by an attack that causes a "jump" effect.

Strong ground smash: Kaze'aze will 3 quick attacks that cause the "jump" effect. Distinguishable only that she swings farther.

 

Things to keep in mind...

Las can not be juggled, he will recovery jump out of it.

Jin Kaze'aze slightly moves during the fight, moving the safe zones.

 

4f) Cyclops

Difficulty: 2

Cyclops is a pretty simple fight. Keep him in the center of the room. With a pit available to your backside if the need arises. Cyclops attacks give plenty of warning for dodging. If he raises his hand up to his eye, clsoe in to avoid the boulder he is about to throw. The platforms at the edge of the stage can be stood on to dodge this as long as it has already landed on the ground. Damaging fog moves between the upper platform and the pits. Keep in mind where it is when moving.

Things to keep in mind...

Danger attack does cause a 'jump' effect.

Danger attack annihilates the upper platform, get off of it during this.

The upper damaging fog, does have holes in it to stand in to avoid damage.

Spouts can get you killed if you don't pay enough attention to them.

 

4g) Giant Stone Golem

Difficulty: 2

This boss is extremely simple. The only difficult thing here is learning the danger attack as it seems to randomly drops largs objects down, though it does drop them in the same place everytime, so pay attention. The lowest platforms on either side can be stood on and used to avoid his ground ripple attack. This is the best place to stand during the fight as well, as he will not whirl if his main target is here or on the ground. He will re-summon his adds if they die, but kill them off if they have special effects. He is very slow moving. Move away from the platform if he walks all the way up to you as he will melee you once he is close enough.

Things to keep in mind...

His breath attack causes confusion. This reverses your left and right keys.

Save mp to avoid the danger attack if needed.

Danger attack does cause a 'jump' effect.

 

4h) Dark Anmon

Difficulty: 3

Dark Anmon is another fight that is only difficult until you understand it. The hardest part about this fight is his near unpredictability in attacks. The best place to fight him is on the middle-right of the stage. This gives you the most platforms to work with. Always try to stay below him. When you can't get below him anymore(as in he is on the bottom), move to the highest platform and wait for him. Try to keep his adds dead or away from him by luring them away. Unlike him they will stop chasing after so much distance is between you and them. He will summon additional adds if too many are dead. Try to keep comboes to a minimum on him if you are on the same platform or above him. His close range aoe attack is quite deadly and is quick, making it hard to dodge. The only other attack in his arsenal that is difficult is his tornado creation, as it pulls you in as he is using it.  Keep in mind where he places these throughout the fight, the worse thing that can happen is dashing into one and being sent right back at him as he begins his aoe.

Things to keep in mind...

If you are far away and diagonal from him, he will throw a dark sphere at you.

If you are a fair distance away and at same height as him, he will dash to you.

Keep away from the lower left side as much as possible. This is the worst possible place to fight him at.

 

5) Boss Guides - Xenia

 

5a) Lenasien

Difficulty: 3

This boss is all about lengthy movements and ranged attacks. Sound is your friend here. Learn what hes doing from the different sounds he makes, they make it much more obvious as to what he is doing, making it dramatically easier to dodge. The main danger zones are in front of him and all 4 diagonals from him. The most damage attacks in his arsenal are his claw rage(2 part ranged attack, hits multiple times) and gas bomb(big initial hit then acts like a heavy damage gas cloud around where it hit). The claw rage does 1 attack straight forward, then one diagonally forward up. The gas bomb can be either thrown forward, or he can jump up and throw it down diagonally forward. Your best safezones here are directly above, below, behind, and very close diagonally down from him, as the diagonal gas bomb will miss as he jumps before doing it. He will also summon adds if too many die off, kill his adds off ASAP, so that you can focus on him.

Things to keep in mind...

Gas bomb's gas cloud is only left behind if it hits someone. It does not slow like Arme's.

He tends to dash if you can get him to the bottom left with him on the platform above ground floor, while you're on ground floor hitting him.

 

5b) Octus

Difficulty: 5

This guy is difficult whether you know what he does or not. Everywhere but behind him is a danger zone, and being away from him doesn't help. His roar hits everything in front of him as well as everything directly above and below him, save mp to get through this in case you can't get behind him in time.  His other major attack is his dash which hits a large area. He will also summon more adds if too many die. Although it sounds simple, this fight is far from it. Since he is hyperactive, he will almost always be facing you. I do not suggest soloing, though it can be done.

Things to keep in mind...

Stay at this back.

Avoid using combos so you can move on a moments notice.

He has a jump attack, and he likes to use it.

5c) Samsara

Difficulty: 3

This fight is pretty simple. First off, get to the top floor. From here, just beat on him. His main attack is an aoe missile blast and a jump attack. The jump works as though he will jump to where his primary agro target is. So you need to both jump and move away or you will take damage when he comes down. The missile blast can easily be dodged using a 1 bar, or moving to the other side and finding a gap in the attack. He has 2 other "normal" attacks, these being a punch and a kick. He will only do the punch if you are close to his head, and he will do the kick if you are below his waist. His danger attacks are faily simple to dodge after you've seen them once. He has 3 of them. Each start with a jump attack where he will either land on far left or far right. The first kind he can do is a giant fireball, this attack generates a large fire orb over head that he slams into the middle on the ground floor, which in turn explodes turning the middle into a high damage zone. To dodge this one, simply go to the far side, or jump into the fire orb and stay out of the middle to take less damage if the first option isn't possible. The second kind he can do is a forward blast. He will only use this attack if you are below his shoulders, simply get to the top or below his waist and up against him to dodge it. The final kind is a multi angle beam, this attack can easily be dodged by standing on the edge at the middle of the top platform.

 

5d) Mynos

Difficulty: 3

This fight is surprisingly simple once you understand what he does.  When Buster appears, get out of in front of him, whether its above/below/or behind him. When jump appear, not only do you need to jump, you also need to move if he is targeting you. He will land where you are when he jumps and will also cause damage on the way down. When Danger appears, you need to get back to Vanessa to save yourself from the meteors. Mynos will not attack while the Danger attack is happening, though he can start his Jump or Buster attacks.

Things to keep in mind...

Only Mynos can be hurt.

Stay at his head level or higher, this allows for easier escape from Buster.

 

5e) Starkiln

Difficulty: 3

This guy is another fairly simple fight. He has a very few number of attacks. He has 2 different combos, sword swinging, and punching. The sword swing will always lead with him having a short pause before attacking, the punch will just start. He will only use the punch if you are at head level. He will do a dash attack that stretches about screen length if you are too far away. Once he hits half health, the screen will ever so slowly zoom out and it unlocks his "Danger" attack. This attack summons a dragon to release a stream of fire. To avoid this attack either get to the highest platform and time your jump so that you're at the height of the dragon's head just before it gets to you, or get behind Starkiln before the attack starts. I suggest standing on platforms below him when you can, as he can not do anything but use his danger attack against you then.

Things to keep in mind...

His damage is actually quite low compared to other bosses, do not fear getting hit too much.

His combo has a tendency of not following through if you are on the highest platform and he is on base floor.

 

6) Mini Boss Guides

 

6a) Fire Golem

Difficulty: 1

This fight starts off with a large number of proximity agro type enemies. Simply remove all of the ones around the golem before engaging. While under attack he will randomly do a "jump" attack. Most of his attack require his target to be on the same platform as him, so avoid doing so if you can, though his attacks on the platform are very simple to dodge. The first on platform attack is just a knockback swing. Just move away from his front to dodge it. The second is a flame breath, just get out of melee range to dodge it.

 

6b) Lenasien

Difficulty: 3

This fight is nearly identical to the boss fight version. The only difference is the stage layout and the fact that no adds are there at the beginning, nor does he summon any. He is also slightly less active on his attacks. Refer to the boss strategy for more in depth look.

 

6c) Octus

Difficulty: 4

This fight is nearly identical to the boss fight version. The only difference is the stage layout and the fact that no adds are there at the beginning, nor does he summon any. He is also dramatically less active on his attacks. Refer to the boss strategy for more in depth look into his attacks. I highly suggest fighting him on the right side of the stage.

 

6d) Vanessa

Difficulty: 5

This fight is a real pain. It is a 2 phase fight. The first being her normal form, the second being wolf form. This fight focuses more on dodging than damaging when you are soloing.

First form, you want to always stay near her, whether you're ranged or otherwise. When she is not attacking she has an arrow defense active on her. Anytime she goes into an attack, this defense will drop exposing her to damage from projectiles. She can be juggled. One of her main attacks is soul impact, she will do this more often when her opponent is within 3/4 of the screen. To escape, just go below or get far away. An attack she uses now and then is her seed throw. This seed creates an unattackable plant, that interrupts and causes a very small amount of damage and knockback. Immediately after doing this she will do a melee combo. If she is charging at you, charge back at her until she turns red, then immediately jump over her head. If you jump prior to this you will meet her jump attack. If you do it too late you will eat the entire combo. She only uses her jump attack if you diagonally above her enough. She will only do her spinning jump attack if you are below her.

Wolf form, you want to try to keep out her front or near her if you are ranged. She uses 2 main attacks, spinning phantom and claw rush. Claw rush is just a platform charge that can hit several times. Spinning phantom, is just like Ryan's and when she uses it she will use it between 1 and 4 times. She will only do the 4 times if you are close. You can stop the spinning phantom with a knockdown attack(as long as shes above 50% hp, below that it will no longer work) or a pet attack. She can go below the stage with the spinning phantom, but will teleport back up to ground floor if she stops down there. Her single spinning phantom also travels a longer distance, she can also use this if she is close. If you are caught by the spinning phantom, you will move in the direction she was originally facing when she started it, though if she using the spam one, it is the direction of the original spinning phantom. This means that if she misses the first one and goes past you, but catches you on the next one from behind, you will most likely be subject to the all of the next ones and be hit up to 3 times by each one.

 

6e) Ashtaroth

Difficulty: 5(2 for ranged)

This fight is relatively simple for ranged. Their strategy is just get to the other side and keep using knockdown attacks(if solo, if not then don't knockdown). If melee then you need to always be ready to move. If he sticks his sword into the ground in front of him, try to get away immediately. The attack is going to cover the area in front of him, and a little behind him, so try to go behind if you can. If escape seems impossible then try to either counter out of it, or use a 1 bar attack.  If you are diagonally down from him he will charge down at you. So your best bet is to be above him. He can also do a magic ball attack. This attack will cause severe damage but can only travel horizontally.

 

6f) Mystic Golem

Difficulty: 3

The boss himself isn't much of a threat. He will block most movement though, leaving you to succumb to the other monsters in the area. When you get into his area do your best to mp skill him down as fast as possible, otherwise you're in for a rough ride. With him being able to block roughly half the screen and severely limiting your movement the other creatures will have a field day with you until he is down. This is the only thing that makes him difficult. His abilities consist of a small running charge, a frost breath, and a jump attack. If you are far from him, he has a tendency to just the jump attack more it seems.

 

7) Coming Soon

Xenia bosses. Need to run them again in order to have accurate information. It has been far too long since I've last fought these bosses. (Version 1.0)

Bermesiah Bosses(Version 1.5)

Mini Bosses(Version 2.0)

Videos of each fight. (Version 3.0)

 

8) Credits

Zander - Identifying a 5th attack from Basilisk.

ChaosX1 - Identifying a safe zone during Krakos' larger danger attack.


©Lunaset

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Version 0.7 Update

  • Initial Version

Version 0.78 Update

  • Lenasien update

  • Credits section added

Version 0.92 Update

  • Octus update

  • Mynos update

Version 1.0 Update

  • Samsara update

  • Xenia Boss section Complete

Version 1.01 Update

  • Format updated.

  • Bermesiah Boss section expanded to include all

  • Mini Boss section added

Version 1.5 Update

  • Bermesiah Boss section Complete

Version 2.0 Update

  • Mini Bosses section Complete

Version 2.01 Update

  • Introduction updated to reflect changes

Version 2.02 Update

  • Starkiln Update

Version 2.03 Update

  • Silver Land Update

Version 2.04 Update

  • Krakos Update

  • Small error in Ashtaroth's label fixed

Version 2.05 Update

  • Swamp Fen Update


©Lunaset

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wat guide is this? and how did your post go above a stickied post?

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Boss guide.

 

Also updated with the initial version.


©Lunaset

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Wildcolt:

Boss guide.

 

Also updated with the initial version.

You should add Vanessa as well.

She may only be a mini boss, but she is the hardest boss so far imo

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Yea I agree shes the hardest mob in the whole game. Though I wanna get all the bosses in before adding a section for minibosses.


©Lunaset

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Good luck Colt!

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You ranked Dark Anmon as a higher difficulty than gsg, and cyclops...

 

o_O?

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Cyclops is a joke....once you understand him you can easily beat him every time. You can still get a beatdown from dark anmon now and then when you know it....gsg?

 

EDIT: giant stone golem..i knew that...but hes pretty dam simple too...like seriously the only hard part about him is the danger attack and that can be avoided with a simple 1 bar.


©Lunaset

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Wildcolt:

Cyclops is a joke....once you understand him you can easily beat him every time. You can still get a beatdown from dark anmon now and then when you know it....gsg?

 

EDIT: giant stone golem..i knew that...but hes pretty dam simple too...like seriously the only hard part about him is the danger attack and that can be avoided with a simple 1 bar.

I would have placed dark anmon as either 1, or 2, difficulty, that's why :V

 

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True.. I never really had trouble with the Kastuille ruins.. I soloed them lower leveled.. In BfB I had a bit more difficulty because that was the last dungeon I ever tried out. (I went to Xenia and Cuatel first before BfB)

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Kowiz913:

Wildcolt:

Cyclops is a joke....once you understand him you can easily beat him every time. You can still get a beatdown from dark anmon now and then when you know it....gsg?

 

EDIT: giant stone golem..i knew that...but hes pretty dam simple too...like seriously the only hard part about him is the danger attack and that can be avoided with a simple 1 bar.

I would have placed dark anmon as either 1, or 2, difficulty, that's why :V

 

It receives a 2 star rating when I can dependably dodge every attack launched. It receives 1 star when its mind numbingly easy(a.k.a. partusay). 3 star is when i can still occasionally get hit. 4 is i still get hit pretty darn often. 5 is well its gonna be close about whether or not I win OR you're forced to put yourself in a position where it is almost certain you will be hit.


©Lunaset

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thing about dark anmon is

he is the easiest boss to tank

you can kill him, without even being damaged, unless you do something careless. :|

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Define tank >.>

Tank by my definiton is you hold its attention and get the ever living <bad word> kicked out of you while doing so.


©Lunaset

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Wildcolt:

Define tank >.>

Tank by my definiton is you hold its attention and get the ever living <bad word> kicked out of you while doing so.

You even mentioned it in your guide

being 1 platform under him, and if you can't go down more, you go back up

that's enough to keep his aggro tag on you

and then you just attack him from underneath

 

The only thing that would have any damage, would be SI, when he's on ground floor, and by then you should be at the +2 platform

This is done only on the right hand side of the map, where you have ground floor, +1, and +2, no need to use the very top

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