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Boss FAQ by LightKagutsuchi

Version: 1.0 | Updated: 10/25/05

--------------------------
Shin Megami Tensei:
Digital Devil Saga 2
Boss Guide
Written by LightKagutsuchi
Version .60
Light.Kagutsuchi@Gmail.com
--------------------------



//---Table of contents---\\
I. Preface
II. Version History
III. Contact Information
IV. Bosses
V. Optional Bosses
VI. Credits
VII. Disclaimer



//---I. Preface---\\

This is a boss guide for Shin Megami Tensei: Digital Devil Saga 2. I've tried
to provide useful information about all the bosses in the most spoiler free
way possible. However, this is my first guide and any suggestions would be
appreciated. Also, please note that all my Hp values are approximations.

* A note on the way I list attacks:

Name of Attack (Attribute [Status effects]-Target) Notes

The notes are data on the special effects some attacks possess.

Since most ailment and death attacks deal no damage, assume any ailment
attribute attack inflicts no damage unless otherwise stated.

Stone, Curse, and Death are under the Death attribute.

Expel attacks carry the Expel attribute. Most of them only reduce Hp by
a certain percentage listed in the notes.

Death and Expel are not ailments and not covered by Null Ailment.

Mute, Poison, Panic, and Charm are their own attributes and have their own
Null Skills.

Sleep and Stun are Nerve attribute attacks.

All Ice and Elec attacks carry a chance of Freeze and Shock, respectively.

Neither Freeze nor Shock can be cured by an item or spell and can only be
nullified with Void Ice and Void Elec, respectively.

Bind and Bat are special and cannot be blocked or cured by any means.

* A note on voiding attacks:

If you null an attack's attribute all of its status effects are nulled
and the attacker loses a number of Press Turns.

Ex: Gate of Hell (Phys [Stone]-All)
If you null physical the entire attack will be nullified along with the
stone effect and the attacker will lose some press turns.

If you null an attack's status effects then you will not be inflicted by
them, but the attack will still cause damage and the attacker will not
lose any turns.

Ex: Gate of Hell (Phys [Stone]-All)
If you have Null Death, the attack will still cause damage and the user
will lose no press turns, but the Stone effect will never happen.

 

//---II. Version History---\\

Version 1.00 - all normal game bosses, some optionals.



//---III. Contact Information---\\

If you have any comments, suggestions, or boss strategies email me at
Light.Kagutsuchi@Gmail.com,make sure the subject is DDS Guide. Any
contributions will be credited.



//---IV. Bosses---\\



<<<Boss 1: Yaksa Vetala + 2x Aerial Andras>>>

---Preparations---

This is the first boss in the game. There are no chances to buy new Mantra
or change your party before the battle. Just master the Mantra your 
characters come with and equip their elemental skills.

Recommended Level: 5-10

---Yaksa Vetala---

Hp: 500
Weak: Force
Null: Earth, Death, Expel, Ailments
Press Turns: 1
Attacks: Attack      (Phys-Single)
         Mind Charge
         Terra Burst (Earth-All)

---Aerial Andras x2---

Hp: 200
Weak: Earth
Null: Death, Expel
Press Turns: 1
Attacks: Attack     (Phys-Single)
         Void Force

---Reward---

Karma: 200
$: N/A
Item(s): Brave Ration x1

This is an easy battle. One of the Andras will cast Void Force while the 
others just attack. Use Argilla's Tera and normal attacks to take them out
first. Once his allies are gone Vetala will alternate between attacking,
using Mind Charge, and then Terra Burst. Although Terra Burst is pretty
powerful it shouldn't kill you in one hit. He also only has one press turn,
so there are plenty of chances to heal. If you really want to make this
easy, have Argilla cast Void Earth after he uses Mind Charge.
Vetala should be handled with normal attacks and Gale's Zan skill.



<<<Boss 2: Yaksa Hecantoncheires>>>

---Preparations---

Like the first boss, your party is set as Serph, Gale, and Argilla. 
Since you can buy new Mantra try and teach someone Media, it will come
in handy.

Recommended Level: 7-12

---Yaksa Hecantoncheires---

Hp  : 1000
Null: Death, Expel, Ailments
Press Turns: 2
Attacks: Attack       (Phys-Single)
         Counter      (Phys-Counter)
         Executioner  (Phys-Single)
         Hundred Fist (Phys-All) Doubles in power each time it is used.

---Reward---

Karma: 1000
$: 2000
Item(s): Wild Card x1

Unlike the last boss, Hecantoncheires can actually pose a threat. Mostly
because of Hundred Fist, a very interesting and unique skill.
It uses both of his press turns, hits the whole party and does between 
20-30 damage. However, he only uses it once in a while. The first time it
inflicts normal damage, the second time its power is doubled, the third 
tripled, the fourth quadrupled, and after that he starts using it more often
and it continues to hit for 4x damage. Since this attack can become very 
powerful you'll want to take him out quickly. Have Argilla and anyone else 
with Earth spells use them while everyone else uses magic or physical 
attacks/skills. Be careful not to use a physical attack with less than 30 Hp
or his counter could kill the attacker. Remenber to keep your Hp high using
Media and you'll be fine.



<<<Boss 3: Yaksa Kumbhanda>>>

---Preparations---

Kumbhanda is a force based boss, possessing the second tier force spells,
Zanma and Mazanma. This makes Argilla a severe liability with her weakness,
so either replace her with Gale or have someone cast void Force every turn.
Make sure to have Zio on a character or two and Elec Boost if possible.
Also, bring a few Dis-Stuns.

Recommended Level: 12-17

---Yaksa Kumbhanda---

* Thanks to Zeruel for the data on Gorge and Black Bind.

Hp: 1070
Weak: Elec
Null: Force, Death, Expel, Ailments
Press Turns: 2
Attacks: Attack     (Phys-Single)
         Stun Wave  (Stun[Stun]-All)
         Power Wave (Phys-All)
         Gorge      (Almighty-Single) Drain Hp, Double damage when binded.
         Zanma      (Force-Single)
         Mazanma    (Force-All)
         Black Bind (Almigthy [Bind]-All) Does not inflict damage.

---Reward---

Karma: 1600
$: 5000
Item(s): Blood Ruby x1

Yaksa Kumbhanda is another difficult boss. Stun Wave can Stun your entire
party and should be cured immediately. Gorge is a physical attack that
restores Kumbhanda's Hp by the damage inflicted, about 60. Black Bind can
inflict the whole party with bind, rendering them unable to act and causing
most of Kumbhanda's physical attacks to critical. It usually wears off in a
turn or so. Use Elec spells to exploit Kumbhanda's weakness and heal with
Media often. If you're using Argilla, cast Void Force every turn.
He'll go down eventually.



<<<Boss 4: The Tribhvana>>>

---Preparations---

Equip someone with Media and try to have the spells Zan, Tera, Agi, and
their respective boosts on at least one character. If you have the second
tier versions of any of those spells, use them, but its not neccessary.
Avoid multi-target skills or spells.

Recommended Level: 15-20

Part 1:

---Human Tribhvana:Air---

Hp: ????
Null: Expel, Death, Ailments
Press Turns: 1
Attacks: Assault Rod (Phys [Shock]-Single)
         Sonic Stone (Force-All)

---Human Tribhvana:Earth---

Hp: ????
Null: Expel, Death, Ailments
Press Turns: 1
Attacks: Rifle (Phys-Single)

---Human Tribhvana:Heaven---

Hp: ????
Null: Expel, Death, Ailments
Press Turns: 1
Attacks: Assault Rod (Phys [Shock]-Single)
         Bolt Rod    (Elec-All)


The first part of this battle is pretty simple. Their Hp is marked as ????
because it is meaningless; once you inflict enough damage they'll Transform
and begin Part 2.

Part 2:

---Yaksa Cu Sith---

Hp: 880
Weak: Fire
Null: Force, Death, Expel, Ailments
Press Turns: 1
Attacks: Attack       (Phys-Single)
         Void skills
         -kaja skills
         Zandyne      (Force-Single)
         Dia


---Yaksa Ubelluris---

Hp: 1000
Weak: Force
Null: Physical, Earth, Death, Expel, Ailments
Press Turns: 1
Attacks: Attack      (Phys-Single)
         Body Rush   (Phys-Single)
         Hell Thrust (Phys-Single)
         Mad Rush    (Phys-Random)

---Yaksa Ganga---

Hp: 700
Weak: Earth
Null: Fire, Death, Expel, Ailments
Press Turns: 1
Attacks: Attack         (Phys-Single)
         -Dyne spells   (Element-Single)
         Ma-Dyne spells (Element-All)

---Reward---

Karma: 1500
$: 6000
Item(s): Tiger's Eye x1

This is the real battle. Each Tribhvana here performs a specific function,
Cu Sith acts as a support mage, Ubelluris as a physical attacker, and
Ganga as an attack mage. Cu Sith is relatively harmless, most of his time is
spent either voiding one of his alies weakness or casting boost spells. He is
also capable of using Dia and Zandyne very rarely. Ubelluris will
only use physical attacks including Body Rush, Hell Thrust, and Mad Rush.
All but Mad Rush are single target attacks, so he shouldn't be a problem as
long as you heal often. Ganga, however is the most dangerous of the trio.
She knows all of the third tier elemental spells and their multi target
counterparts. There is almost no possible way to avoid her hitting a weakness
and gaining an extra press turn. Unfortunately, because of their properties
you can only use single target skills/magic on them. Focus on taking
out Ganga first, utilizing Earth magic and physical attacks. Once she's
gone start taking out Ubelluris using Force spells and other magic. Finally,
take out Cu Sith using Fire spells and physical attacks. As long as you
keep your Hp high you should survive.



<<<Boss 5: The Tribhvana 2>>>

---Preparations---

Keep the same skill set you had in the last battle. Just equip Void Elec on
someone.

Recommended Level: 15-20

---Yaksa Cu Sith---

Hp: 1200
Weak: Fire
Null: Force, Death, Expel, Ailments
Press Turns: 1
Attacks: Attack       (Phys-Single)
         Void skills
         -kaja skills
         Zandyne      (Force-Single)
         Dia

---Yaksa Ubelluris---

Hp: 1700
Weak: Force
Null: Physical, Earth, Death, Expel, Ailments
Press Turns: 1
Attacks: Attack      (Phys-Single)
         Body Rush   (Phys-Single)
         Hell Thrust (Phys-Single)
         Mad Rush    (Phys-Random)

---Yaksa Ganga---

Hp: 1000
Weak: Earth
Null: Fire, Death, Expel, Ailments
Press Turns: 1
Attacks: Attack         (Phys-Single)
         -Dyne spells   (Element-Single)
         Ma-Dyne spells (Element-All)

---Combo---

Cu Sith + Ubelluris + Ganga:

Bolt Rain (Elec-All)

---Reward---

Karma: 2400
$: 9000
Item(s): Scarlet Pearl x1

Well, the Tribhvana are back, and practically the same as before. The key
difference in this battle is their new combo, Bolt Rain. This extremely
powerful Elec based attack hits the entire party for around 130 damage and
can cause Shock. You really don't want this attack to connect, so have
someone cast Void Elec every turn. Meanwhile, attack Ganga using Earth
spells and physical attacks. Once she's gone the Tribhvana will be unable
to use their combo. From that point on this is almost the same as the last
fight. Keep your Hp high and you'll win eventually.

<<<Boss 6: Asura Agni + 2x Beast Gdon>>>

---Preparation---

Equip your party members with Ice magic and Ice Boost. If you want to use
Serph give someone Void Fire. Equip Media on someone.

Recommended Level: 25-30

Part 1:

---Human Karma Soldier x4---

Hp: 130
Null: Death, Expel
Press Turns: 1
Attacks: Rifle               (Phys-Single)
         Various Elem. Items (Element-All)

These guys are almost exactly like normal Karma Soldiers. They can use
Rifle and various elemental items like Land Mine and Ice Blast. However,
they are terribly weak, just kill them with multi target physical skills
and/or magic to make Agni appear.

Part 2:

---Asura Agni---

Hp: 2000
Weak: Ice
Drain: Fire
Null: Death, Expel, Ailments
Press Turns: 1
Attacks: Attack       (Phys-Single)
         High Counter (Phys-Counter)
         Agidyne      (Fire-Single)
         Double Slash (Phys-Random)
         Hell Fang    (Phys-Single)

---Beast Gdon x2---

Hp: 800
Weak: Ice
Drain: Fire
Null: Death, Expel
Press Turns: 1
Attacks: Attack    (Phys-Single)
         Counter   (Phys-Counter)
         Drain Ice 

---Reward---

Karma: 4292
$: 2160
Item(s): Molotov x1, Soma x1

This battle shouldn't be too difficult, provided you have void Fire.
Agni loves to cast Agidyne, usually on Serph, and he can also use
Double Slash and Hell Fang. He will also occassionally use
Mind Charge and then Agidyne. One of his allies will cast Ice Drain
every turn, the other will usually just attack. Be careful, his allies
have Counter and he has High Counter. Cast Void Fire every
turn ang focus on killing his allies while keeping your party healed.
Once they're gone finish Agni using Ice spells.



<<<Boss 7:Yaksa Abaddon>>>



---Preparations---

This battle can be extrmely difficult, you're stuck with Cielo for this
battle and if you haven't leveled him you'll be in for some difficulty.
You'll want the Fire, Earth, and Force elemental spells of the second tier or
higher between your characters. Also, equip the corressponding Boost spells,
have at least two characters equipped with Media, and bring Sukunda and/or
Sukukaja.

Recommended Level: 25-30

---Yaksa Abaddon---

Hp: 3700
Properties Vary
Press Turns: 3
Attacks Vary

---Reward---

Karma: 3000
$: 20000
Item(s): Great Chakra x1

---Phase 1:---

Weak: Force
Null: Physical, Earth, Death, Expel, Ailments
Attacks: Attack         (Phys-Single)
         Body Rush      (Phys-Single)
         Mad Rush       (Phys-Random)
         Power Wave     (Phys-All)
         Hell Thrust    (Phys-Single)
         *Gate to Abyss
         *Bellow
         *Noxious Cloud (Phys(?) [Poison]-All)
         *Regurgitate

Abaddon's first phase mimics Ubelluris in properties and strategy. He'll
focus on physical attacks in this mode, some of which can be quite strong
and tend to critical quite often. To cause him to change phases attack with
Force based magic and any other spells besides Earth. Keep your Hp close to
max using Media, or Angelic Grace, which increases your defense too. Cast
Sukunda and/or Sukukaja to the max as well.

* Once enough damage has been inflicted he'll eat one of your allies with
Gate to Abyss, rendering them unable to act. He'll spit them out if
you continue to damage him or after a set amount of time (although he'll
also use Noxious Cloud). He'll then use Bellow to change his properties,
and use his final press turn to attack, moving to the next phase.


---Phase 2:---

Weak: Earth
Null: Fire, Death, Expel, Ailments
Attacks: Attack         (Phys-Single)
         -Dyne spells   (Element-Single)
         Ma-Dyne spells (Element-All)
         *Gate to Abyss
         *Bellow
         *Noxious Cloud (Phys(?) [Poison]-All)
         *Regurgitate

During this phase he mimics Ganga's properties and attacks. This can be a
very difficult phase, his spells are strong and hit weaknesses very often.
You can have one of your characters cast a Void spell to compensate for
a weakness, but this means you get less turns and will only reduce
the chance of him hitting a weakness. Alternately, you could attack him
relentlessly with Eart spells until he switches. Obviously keep your
Hp at nearly max value.

* Once enough damage has been inflicted he'll eat one of your allies with
Gate to Abyss, rendering them unable to act. He'll spit them out if
you continue to damage him or after a set amount of time (although he'll
also use Noxious Cloud). He'll then use Bellow to change his properties,
and use his final press turn to attack, moving to the next phase.

---Phase 3:---

Weak: Fire
Null: Force, Death, Expel, Ailments
Attacks: Attack         (Phys-Single)
         -kaja skills
         -nda skills
         Silent Howl    (Mute damage [Mute]-All))
         Zandyne        (Force-Single)
         *Gate to Abyss
         *Bellow
         *Noxious Cloud (Phys(?) [Poison]-All)
         *Regurgitate

This phase mimics Cu sith's attacks and properties. This phase is probably
the least dangerous, the only powerful skill is Zandyne. He can mute and
weaken you characters while boosting his own stats. However, he is far
easier than the other phases. Just exploit his weakness and stay healed until
he switches.

* Once enough damage has been inflicted he'll eat one of your allies with
Gate to Abyss, rendering them unable to act. He'll spit them out if
you continue to damage him or after a set amount of time (although he'll
also use Noxious Cloud). He'll then use Bellow to change his properties,
and use his final press turn to attack, moving to the next phase.

* After Phase 3 Abaddon will continue to cycle through his 3 phases until his
Hp is depleted.



<<<Boss 8: 2x Device Laser Cannon>>>

---Preparations---

This really isn't a boss, but it can be troublesome, so I'll count it as one.
You'll want a party with few elemental weaknesses, so include Cielo and
two other people Also, equip one of your other party members with the
Hee-Ho Ring, if you have it. Equip Zionga or Mazionga and Elec Boost
on most of your characters. Also, equip Media on someone.

Recommended Level: 30-35

---Device Laser Cannon x2---

Hp: 1500
Weak: Elec
Resist: Physical
Null: Death, Expel, Ailments
Press Turns: 1
Attacks: Flare Ray    (Fire-All)
         Magna Ray    (Earth-All)
         Sonic Blast  (Force-All)
         Plasma Ray   (Elec-All)
         Freeze Ray   (Ice-All)
         Revert Pulse Reverts a character.

---Reward---

Karma: 3000
$: 15000
Item(s): None

This battle can be difficult if you don't know what you're doing. The cannons
can use multi target attacks from every elemental and can occassionaly revert
your characters to human form. The cannons will hit your weaknesses often.
The best way to win is to keep yourself healed and pummel the cannons with
Elec spells until they are destroyed.



<<<Boss 9: 2x Device 20mm Machinegun>>>

---Preparations---

This battle is almost exactly like the first except no elemental attacks.
So, you don't have to use Cielo.  Besides that, just use the same skills as 
the last battle.

Recommended Level: 30-35

---Device 20mm Machinegun x2---

Hp: 1500
Weak: Elec
Resist: Physical
Null: Death, Expel, Ailments
Press Turns: 1
Attacks: Fire       (Phys [Sleep]-Single)
         Fire       (Phys [Stun]-Single)
         Fire       (Phys [Poison]-Single)
         Barrage    (Phys-Random)
         Sharpshoot (Phys-Single) High critical rate.

---Reward---

Karma: 3000
$: 15000
Item(s): None

Unlike the last battle these guns prefer physical attacks to elemental ones.
The three Fire skills are exactly the same except for the statuses they can
cause. Barrage is a multi target and multi hit attack that can be very
dangerous. Sharpshoot is a powerful physical attack that has a very high
critical rate. This battle is a lot like the last one; simply keep your Hp
high and exploit their weaknesses, you should be fine.



<<<Boss 10: Device Gate Core + Device Laser Cannon +>>> 
<<<         Device 20mm Machinegun                  >>>

---Preparations---

You should include Cielo in your party for this battle, and equip the 
Hee-Ho Ring if you have it. Also put the skill Void Fire on someone.
Beside that just use the same skills as the last battle.

Recommended Level: 30-35

---Device Gate Core (Closed)---

Hp: 2200
Resist: Physical, Elements
Null: Death, Expel, Ailments
Press Turns: 1
Attacks: Load
         Open

---Device Gate Core (Open)---

Weak: Elec
Null: Death, Expel
Press Turns: 1
Attacks: Flare Cannon (Fire-All)
         Close

---Device Laser Cannon---

Hp: 1500
Weak: Elec
Resist: Physical
Null: Death, Expel, Ailments
Press Turns: 1
Attacks: Flare Ray    (Fire-All)
         Magna Ray    (Earth-All)
         Sonic Blast  (Force-All)
         Plasma Ray   (Elec-All)
         Freeze Ray   (Ice-All)
         Revert Pulse Reverts a character.

---Device 20mm Machinegun---

Hp: 1500
Weak: Elec
Resist: Physical
Null: Death, Expel, Ailments
Press Turns: 1
Attacks: Fire       (Phys [Sleep]-Single)
         Fire       (Phys [Stun]-Single)
         Fire       (Phys [Poison]-Single)
         Barrage    (Phys-Random)
         Sharpshoot (Phys-Single)

---Reward---

Karma: 3000
$: 16000
Item(s): Wild Bomb x1

This battle is very similar to the other two. The two guns will do the exact
same thing as they did in the last two battles. However, the Gate Core in
the center is new. It will use its turn to count down from five every turn.
When it reaches one it will use Load, which does nothing. The next turn it
will open, and the turn after that it will use the extremely powerful
Flare Cannon. You really do not want this attack to connect, so cast Void
Fire after the Gate Core opens. Besides that, simply continue attacking
the other guns with Elec attacks, starting with the Laser Cannon. Once
both of the guns are gone, the Gate Core will enter Genocide Mode and
remain open permanently. During this mode it uses Flare Cannon every turn.
You must cast Void Fire every turn during this mode or you'll be healing
constantly. Just continue using Elec attacks and it will die eventually.



<<<Boss 11: Yaksa Raja Naga + 2x Dragon Naga>>>

---Preparations---

Remove Gale from your party for this battle; equip your party members
with single target Earth and Fire magic with their respective boosts.
Also equip Media or better on at least one of your characters. Bring
along a few Dis-Mute items as well.

Recommended Level: 30-35

Part: 1

---3x Dragon Naga---

Hp: 650
Weak: Earth, Fire
Null: Death, Expel, Ailments
Repel: Elec
Press Turns: 1
Attacks: Attack    (Phys-Single)
         Void Fire
         Ziodyne   (Elec-Single)
         Maziodyne (Elec-All)
         Makajam   (Mute [Mute]-Single)
         Makajamon (Mute [Mute]-All)

These guys are just a warm up. Cast Earth and Fire spells and they will
die very quickly.

Part 2:

---Yaksa Raja Naga---

Hp: 2500
Weak: Fire
Null: Earth, Death, Expel, Ailments
Repel: Elec
Press Turns: 2
Attacks: Attack        (Phys-Single)
         Mute Blow     (Phys [Mute]-Single)
         Maziodyne     (Elec-All)
         Vanity        (Almighty [Ailmemts]-All)
         Reinforcement

---2x Dragon Naga---

Hp: 650
Weak: Earth, Fire
Null: Death, Expel
Repel: Elec
Press Turns: 1
Attacks: Attack    (Phys-Single)
         Void Fire
         Ziodyne   (Elec-Single)
         Maziodyne (Elec-All)
         Makajam   (Mute [Mute]-Single)
         Makajamon (Mute [Mute]-All)

---Combo---

Raja Naga + 2x Naga:

Conviction (Phys-All) Kills Muted character 100%

---Reward---

Karma: 7000
$: 18000
Item: Hope Diamond x1

The only part of this battle that can pose a serious threat is Conviction.
All of the other attacks these guys can use are pretty weak. Cielo and Roland
resist Elec attacks, while the mute status and Vanity are mere annoyances.
The best way to tackle this battle is to take out at least one Naga on the
first turn using Fire and Earth attacks. Once one of them is gone they
won't be able to use Convivtion anymore. After that kill the other one and
start attacking Raja Naga with Fire and physical attacks. He can use
Reinforcement to summon new Nagas, but only one at a time. As long as
you keep killing them and attacking Raja Naga you'll win, eventually.



<<<Boss 12: Yaksa Vritra + Yaksa Tentacle x2>>>

---Preparations---

Equip Zionga/Mazionga and Elec Boost on all of your party members. Also,
equip someone with Void/Drain Fire and at least one character with Mediarama.
Bring someone with Sukunda and/or Sukukaja as well. If possible equip
the Hee-Ho Ring and Dragon Ring on two of your party members. Bring along
around 10-20 Dis-Mute items.

Recommended Level: 35-40

---Yaksa Vritra---

Hp: 3000
Weak: Elec
Null: Death, Expel, Ailments
Drain: Fire
Press Turns: 2
Attacks: Silent Howl   (Mute damage [Mute]-All)
         Agidyne       (Fire-Single)
         -nda spells
         Gelid Torrent (Ice-All)
         Power Wave    (Phys-All)
         Inferno Roar  (Almighty-All)
         Sonic Wave 
         Regenerate
         

---2x Yaksa Tentacle---

Hp: 500
Null: Fire, Death, Expel, Ailments
Press Turns: 1
Attacks: Attack (Phys-Single)
         Sweep  (Phys-All)

---Rewards---

Karma: 9230
$: 37500
Item(s): Soma Drop x1

This battle can be very challenging if you don't know what you're doing.
While his tentacles are alive Vritra will use Silent Howl, -unda skills,
and Agidyne a lot. Only occassionaly will he use Gelid Torrent, a powerful
ice attack that hits everyone. It can freeze you, but if someone has the
Hee-Ho Ring you should be fine. The only thing his tentacles can do
besides attack is use Sweep, which is just a physical attack that hits your
whole party. Start the battle by casting Sukunda and/or Sukukaja to the
limit. While his tentacles are alive cast Void/Drain Fire every turn
and attack them evenly with whatever you have. Once both of them are
gone Vritra will change his pattern. He'll still use Agidyne, but he'll
also use Inferno Roar, an immensly powerful Almighty attack. Since it can't
be blocked you'll have to heal immediately after he uses it. Use Mediarama,
since Media is useless against an attack dealing that much damage.
Attack his head using Elec attacks until he decides to Regenerate his
tentacles. Repeat the process until he dies, which will take awhile.



<<<Boss 13: Yaksa Real Varna + Yaksa Fake Varna>>>

*Thanks to Zeruel for the data on Black Impulse and White Impulse.

---Preparations---

None

---Yaksa Real Varna---

Hp: 1800
Weak: None
Null: Death, Expel, Ailments
Press Turns: 1
Attacks: Attack        (Phys-Single)
         Black Impulse (Death damage-Single)

---Yaksa Fake Varna---

Hp: 1800
Weak: None
Null: Death, Expel, Ailments
Press Turns: 1
Attacks: Attack        (Phys-Single)
         White Impulse (Expel damage-Single)

---Reward---

Karma: 80000
$: 0
Item(s): Soma x1

The key to this battle is Agni. He possesses Agidyne, which is capable of
causing huge damage to either Varna. Winning this battle is very simple,
have Agni use Agidyne while Serph heals every few turns. Seriously this
battle is very easy, you really shouldn't have any trouble.



***There are 4 optional bosses available now. If you do not defeat them
before you finish the Airport they become unavaiable. Info available in the
optional boss section. Use Ctrl-F and search for <<<**4 Archangels**>>>.



<<<Boss 14: Yaksa Chernobog>>>

---Preparations---

Have a party of Serph, Sera, and someone else. Unequip all of their skills.
Equip them all with some Fire attack and Fire Boost. Equip one of them with
Mediarama and Void/Drain Fire. You can equip one with Void Phys if you wish,
but it's unneccessary.

Recommended Level: 46-51

---Yaksa Chernobog---

Hp: 3300
Weak: Fire
Null: Death, Expel, Ailments
Press Turns: 2
Attacks: Attack         (Phys-Single)
         Rage
         Calamity
         Dark Slumber
         Dark Awakening
         Power Charge
         Gate of Hell   (Phys [Stone]-All)
         Death Blow     (Phys [Curse]-All)
         Wicked Curse   (Death damage [Curse]-All)

---Shadow ****---

Hp: abou 2x that of the original
Weak: Same as original
Resist: Same as original
Null: Same as original
Press Turns: 1
Attacks: Same as original

---Reward---

Karma: 15000
$: 100000
Item(s): Purple Crystal x1

At the outset of this battle Chernobog will use Calamity to make shadow
clones of two of your characters. He then use Dark Slumber and becomes a
sword, making any attacks you target him with miss. He won't act during
this time either, and the clones get his Press Turns. The clones share the 
attacks of the originals, which is why I suggested you unequiup all but
the neccessary skills. Provided you took my advice, All you need to do
is cast Void/Drain Fire every turn and attack the clones using Fire spells
and the Attack command. Once they're dead Chernobog will use Dark Awakening
and you'll be able to attack him. All you need is Fire attacks, use them and
keep your Hp high and he should go down without much trouble. If you really
want an easy time just cast Void Phys every turn once his clones are gone
and he'll be completely helpless.



<<<Boss 15: Yaksa Kartikeya>>>

---Preparations---

Use a party of Serph, Sera, and Cielo. You'll want the Dekunda combo,
2x -kaja skills. You can bring the Dekaja combo, 2x -unda skills or just use
the Dekaja Rock. As always, equip Mediarama. If you want, equip either Void
Force or Void Elec.

Recommended Level: 48-53

---Yaksa Kartikeya---

Hp: 4000
Weak: Gun
Null: Earth, Death, Expel, Ailments
Press Turns: 2
Attacks: Attack         (Phys-Single)
         Mazandyne      (Force-All)
         Maziodyne      (Elec-All)
         Vivid Gust
         Taunt
         Chi Blast      (Phys-All)
         Makakaja
         Tarukaja
         Tempest        (Force-Random)
         Jupiter's Fury (Elec-Random)
         Myriad Spears  (Phys-All)

---Reward---

Karma: 20000
$: 120000
Item(s): Malachite x1

This battle is pretty standard. He mostly uses Force and Elec attacks, one
of which you can void if you so choose. He can also use some powerful
physical attacks, which are survivable, provided you dispell his boosts and
heal regularly. The only attack that can be problematic is Vivid Gust. As
long as it's in effect your accurracy is reduced to almost nothing. Keep
trying to attack, if one of them connects Vivid Gust is dispelled.
His only weakness is Gun, so just attack him with your best skills until he
goes down, or revert someone to human form to exploit his weakness.



<<<Boss 16: Asura Hayagriva>>>

---Preparations---

Equip everyone with Ice spells and Ice Boost. Equip someone with Void/Drain
Fire and someone with Mediarama.

Recommended Level: 50-55

---Asura Hayagriva---

Hp: 3000
Weak: Ice
Null: Death, Expel, Ailments
Drain: Fire
Attacks: Attack      (Phys-Single)
         Firestorm   (Fire-All)
         Void Ice
         Psycho Rage
         Skewer      (Fire-Single)

---Reward---

Karma: 15300
$: 150000
Item(s): Soma Drop x1

Just like in the last game Hayagriva only has Fire attacks. Just cast
Void/Drain Fire every turn and attack using Ice spells or physical attacks.
This battle really shouldn't be much trouble.



<<<Boss 17: Asura Camazotz>>>

---Preparations---

Equip your characters with Elec and Earth spells and their respective
Boosts/Amps. Equip someone with Void/Drain/Repel Force and someone with
Mediarama and Enervate or Tarunda.

Recommended Level: 55-60

---Asura Camazotz(Normal)---

* Thanks to Zeruel for the data on Zotzilha Bane.

Hp: 4600
Weak: Elec
Null: Earth, Death, Expel, Ailments
Press Turns: 1
Attacks: Attack        (Phys-Single)
         Spiral Edge   (Phys-All)
         Rage
         Winds of Hell (Force-All)
         Psycho rage
         Zotzilha Bane (Almighty [Bat]-Single) Drains Hp
         *Guard

---Asura Camazotz(Guard)

Weak: Earth
Everything Else: About 1 Damage

---Reward---

Karma: 20000
$: 300000
Item(s): Purple Crystal x1

Camazotz is almost the same as in the first game. Only difference is that
he is now weak to Elec and Zotzilha Bane restores a very small amount of
his Hp. You'll want to use the opening turns of the battle to cast
Enervate, and Void/Drain/Repel Force if you're using Argilla. Attack him
using Elec spells and he'll use Guard eventually. Once he uses it every
attack will do about 1 damage, but he becomes weak to Earth attacks. After
a while he'll start using Zotzilha Bane on your characters. This attack
inflicts the Bat status, which turns your characters into bats, making them
weak to Force and greatly decreasing their stats. There is no way to cure
it, so just use Void/Drain/Repel Force and heal yourself until it wears off.
Continue attacking Camazotz until he dies.



<<<Boss 18: Asura Rahu>>>

---Preparations---

Equip your characters with Fire and Force attacks and their respective
Boosts/Amps. Equip one or more characters with a healing spell and Void/
Drain/Repel Earth.

Recommended Level: 60-65

---Asura Rahu(Head)---

Hp: 3500
Weak: Force
Null: Elec, Fire, Death, Expel, Ailments
Press Turns: 1
Attacks: Dragon Thrash
         Reunite
         *Attack       (Phys-Single)
         *Mind Charge
         *Rage
         *Power Charge
         *Ziodyne      (Elec-Single)
         *Diarama

---Asura Rahu(Body)---

Hp: 3500
Weak: Fire
Null: Ice, Force, Death, Expel, Ailments
Press Turns: 1
Attacks: Attack       (Phys-Single)
         High Counter (Phys-Counter)
         Dragon Quake (Earth-All)
         Gate of Hell (Phys [Stone]-All)
         Tarukaja
         Rakukaja
         Rakunda
         Psycho Rage
         

---Reward---

Karma: 30000
$: 300000
Item(s): Malachite x1

Attacks marked with an * are only used once his body is dead.

Rahu is the same as he was in the last game. The only dangerous attack here
is Dragon Quake, Null it if you so desire with Void/Drain/Repel Earth. The
head can use Dragon Thrash, which captures one of your characters and renders
them unable to act. The head will absorb some of their Hp after every action
as long as he has them. There isn't anything you can do about Dragon Thrash,
so just continue to attack the body with Fire attacks and cast Void/Drain/
Repel Earth every turn. Once the body dies the head will stop using Dragon
Thrash. At this point the battle should be a breeze, just attack using Force
attacks and he'll go down quickly.



<<<Boss 19: Asura Ravana>>>

---Preparations---

Don't use Gale for this battle, the Elec attacks later on will kill him fast.
Make sure all your characters have a -dyne spell and coresponding Amp, the
element dosen't matter. Equip someone with Void/Drain/Repel Force and
someone with Enervate and/or Spell Gloom and Dekaja. Having a good Almighty
spell, like Reincarnate is a must. Like always, equip someone with
your best healing spell.

Recommended Level: 67-72

---Asura Ravana---

Hp: 11000
Weak: None
Resist: Physical
Null: Death, Expel, Ailments
Press Turns: 2
Attacks: Attack         (Phys-Single)
         Executioner    (Phys-Single)
         Skull Cleave   (Phys-Single)
         Infinite Wind  (Force-All)
         Rage
         Jupiter's Fury (Elec-Random)
         Maziodyne      (Elec-All)
         Magic Repel
         Makakaja
         Genocide       (Phys-All)
         Psycho Rage
         Mind Charge
         Tentarafoo     (Panic damage [Panic]-All)
         

---Reward---

Karma: 30000
$: 500000
Item(s): Medical Gear x1

Ravana's physical attacks can be quite annoying, so start the battle by using
Enervate and Dark Mirage to weaken him. He won't start using Infinite Wind
until he takes some damage, so you should focus on debuffing him and healing
for the first few turns. Once he's weakened start attacking him with your
-dyne spells and healing as neccessary. Once he takes around 2000 damage
he'll start using Infinite Wind. At this point you should start casting
Void/Repel/Drain Force every turn while attacking and healing. Another
3000 damage and he'll start using Rage and Magic Repel. You'll want to start
using any Almighty attacks you may have while casting Void/Repel/Drain Force
and healing. If he starts using Makakaja make sure to use Dekaja after he
casts two of them. Once his Hp is in the red he'll start using Psycho Rage.
At this point continue to attack, heal and cast Void/Repel/Drain Force until
he dies.



<<<Penultimate Boss: Yaksa Meganada>>>

---Preparations---

Equip someone in your party with Void/Drain Phys and someone with Void/Drain
Elec. You'll want Debilitate or the combo, Mind Charge and any -nda skill,
with the Synchro Ring. It is also helpful to bring Rakukaja. You'll also want
at least Null Charm and Null Panic or Null Ailment on all of your
characters. At least one person should have Mediarahan as well.

Recommended Level: 68-72

---Yaksa Meganada (Physical)---

Hp: 9000
Weak: None
Null: Physical, Death, Expel, Ailments
Drain: Elec
Press Turns: 2
Attacks: Attack       (Phys-Single)
         Mad Rush     (Phys-Random)
         Black Bhakti
         Viraj Blade  (Almighty-Random)
         *Moksha

---Yaksa Meganada (Magic)---

Weak: None
Null: Fire, Earth, Ice, Force, Death, Expel, Ailments
Drain: Elec
Press Turns: 4
Attacks: Dekunda
         Tentarafoo   (Panic damage [Panic]-All)
         Fatal Charm  (Charm damage [Charm]-All)
         Vanity       (Almighty [Ailments]-All)
         Black Bhakti
         Meru Thunder (Elec-All)
         *Moksha

---Reward---

Karma: 40000
$: 500000
Item(s): Great Chakra x1

* Moksha is used to change Meganada's state.

Meganada begins this battle in his physical state. His physical attacks are
immensly powerful, you must cast Void/Drain Phys evey turn if you want to
survive. You should use the first few turns of the battle to cast Debilitate
on him four times and Rakukaja on yourself four times. Do not attack during
this period, just cast Void/Drain Phys. Once you're ready start attacking
him using Almighty and any magic attacks besides Elec. After a short while
he'll use Black Bhakti and then Attack. On the next turn he will use Viraj
Blade, an unblockable and extremely powerful attack. Make sure he is fully
debilitated and your Hp is at full. He'll do this intermittently during his
physical state, just continue to attack and cast Void/Drain Phys every turn
until he uses Moksha to change his state. When he change states he'll most
likely cast Dekunda, but it really shouldn't be a big deal, but he also
gains two more Press Turns. He can use numerous status altering spells,
but with Null Panic and Null Charm you should be fine. Like his last form
he will use Black Bhakti, but this time he'll use Meru Thunder on the next
turn. You must cast Void/Drain Elec after he use Black Bhakti or you will
die. Other than that, just attack using Physical attacks and Almighty
attacks. He will use Moksha to switch back to his physical state after a
while. He'll use his remaining three Press Turns to Attack your characters,
but he shouldn't kill anyone. Once he changes you should recast Debilitate
and Rakukaja at least twice if he casted Dekunda. Just keep attacking and
following the strategy for each state. He will start to speed up his use
of Moksha and Black Bhakti as he lose Hp, but you should be fine as long as
you follow the strategy.



<<<Final Boss: God Brahman>>>

---Prepartaions---

Between your characters you'll want Fire, Earth, Ice, Force, and Elec Drain
spells. Dekaja and Dekunda are a requirement. You'll want Mediarahan on at
least one character. You should try to have Null Death and Null Expel on
almost everyone. You'll want Debilitate or the combo, Mind Charge and any
-nda skill, with the Synchro Ring. Null Ailment can be helpful, but is
far from a neccessity. I like to use Mind Charge and Last Word together
to devestate him, but anything will do really.

Recommended Level: 69-74

---God Brahman One---

Hp: 4000
Weak: None
Drain: Fire
Press Turns: 5
Attacks: Light       (Almighty-All)
         Trisagion   (Fire-All)
         Agidyne     (Fire-Single)
         Makanda
         Mind Charge
         Hamaon      (Expel-Single) 80% Hp reduction.
         Xanadu      (Expel damage-All)
         Megidolaon  (Almighty-All)

During this form Brahman will use Fire attacks almost exclusively. Just cast
Drain fire every turn and use anything but Fire spells to attack him. Cast
Debilitate four times. Once his Hp is gone cast Drain Force instead of
Drain Fire sice he'll switch next turn.

---God Brahman Two---

Hp: 4000
Weak: None
Drain: Fire
Press Turns: 5
Attacks: Light        (Almighty-All)
         Vayviva      (Force-All)
         Zandyne      (Force-Single)
         Fatal Charm  (Charm damage [Charm]-All)
         Power Charge
         Gate of Hell (Phys [Stone]-All)

Much like the last battle, cast Drain Force while attacking with anything
but Force attacks. Once his Hp is depleted cast Drain Earth since he'll
switch next turn.

---God Brahman Three---

Hp: 4000
Weak: None
Drain: Earth
Press Turns: 5
Attacks: Light        (Almighty-All)
         Titanomachia (Earth-All)
         Teradyne     (Earth-Single)
         Wicked Curse (Death damage [Curse]-All)
         Eternal Zero

Much like the last battle, cast Drain Earth while attacking with anything
but Earth attacks. He can now use Eternal Zero, which maximizes his stats
and minimizes yours. Cast Dekaja and Dekunda immediately afterward. Remember
to recast Debilitate as well. Once his Hp is depleted cast Drain Elec
since he'll switch next turn.

---God Brahman Four---

Hp: 6000
Weak: None
Drain: Elec
Press Turns: 5
Attacks: Light        (Almighty-All)
         Narukami     (Elec-All)
         Ziodyne      (Elec-Single)
         Neural Shock (Nerve damage[Stun]-All)
         Power Charge
         Mind Charge
         Eternal Zero

Much like the last battle, cast Drain Elec while attacking with anything
but Elec attacks. He can still use Eternal Zero, which maximizes his stats
and minimizes yours. Cast Dekaja and Dekunda immediately afterward. Remember
to recast Debilitate as well. Once his Hp is depleted cast Drain Ice
since he'll switch next turn.

---God Brahman Final---

Hp: 6000
Weak: None
Drain: Ice
Press Turns: 5
Attacks: Light        (Almighty-All)
         Nilfheim     (Ice-All)
         Bufudyne     (Ice-Single)
         Silent Howl  (Mute damage [Mute]-All)
         Mind Charge
         Eternal Zero
         Marevert
         Revert

Much like the last battle, cast Drain Ice while attacking with anything
but Ice attacks. He can still use Eternal Zero, which maximizes his stats
and minimizes yours. Cast Dekaja and Dekunda immediately afterward. Remember
to recast Debilitate as well. This time he also has a new attack he'll use
once his Hp is in the red. It doubles in power each time it is used and can
be very dangerous if he uses Eternal Zero before. It may be a good idea to
use an Impel Stone and kill him as soon as his Hp becomes red. Either way,
keep attackind and he'll die eventually.

(I never saw his almighty attack, so if someone could tell me what it's
called I would be grateful)

<<<Congratulations! You just beat the game.>>>



//---V.Optional Bosses---\\



<<<**4 Archangels**>>>

---To Unlock---

To unlock the following four bosses reenter the EGG and talk to the
scientist near the entrance.

Answer the first chain of questions with the second, first, second, first,
third, and second answers.

Answer the second chain of questions with the first, second, second, third,
and second answers.

Answer the third chain of questions with the first, first, and first answers.

Talk to the scientist one more time to learn about the angels.



<<<Optional Boss 1: Light Uriel>>>

---Location---

Back in the EGG facility, where you fought Abbadon.

---Preparations---

Have a party of Sera, Serph, and Cielo for this battle. Have the best Ice
elemental spell you can stand to master on all of your characters as
well as Ice Boost. Equip someone with Void/drain Fire and someone
with the Divine Ring if you have it. Equip Mediarama on at least one
character.

Recommended Level: 37-42

---Light Uriel---

Hp: 3500
Weak: Ice
Null: Earth, Death, Expel, Ailments
Drain: Fire
Press Turns: 2
Attacks: Megido         (Almighty-All)
         Ziodyne        (Elec-Single)
         Skull Cleave   (Phys-Single)
         Judgement      (Fire-All)
         Jupiter's Fury (Elec-Random)
         Mahamaon       (Expel-All) 80% Hp reduction.
         Mind Charge
         Explode        (Fire-Random)

---Reward---

Karma: 1538
$: 37500
Item(s): Hope Diamond x1

Uriel begins this battle using Ziodyne, Megido, and Skull Cleave at random.
During this part of the battle just keep your Hp high and use ice attacks.
Once half of his Hp has been depleted he'll start using Judgement and
Jupiter's Fury. Both are very powerful, but Judgement, a Fire attack, is
the most dangerous. However, if you cast Void/Drain Fire every turn the
attack will be rendered harmless. Just continue attacking with Ice spells
and healing to win.



<<<Optional Boss 2: Light Raphael>>>

---Location---

In the Internment Facility, where you picked up the canned food.

---Preparations---

Use a party of Sera, Serph, and Cielo. Equip all your characters with the
best Elec spell you have and Elec Boost. Also, equip someone with Void/Drain
Force and Mediarama. Try to equip someone with the Divine Ring if you have
it.

Recommended Level: 39-44

---Light Raphael---

Hp: 3500
Weak: Elec
Null: Earth, Death, Expel. Ailments
Drain: Force
Press Turns: 2
Attacks: Mahamaon       (Expel-All) 80% Hp reduction
         Ziodyne        (Elec-Single)
         Zandyne        (Force-Single)
         Venom Fang     (Phys [Poison]-All)
         Winged Fury    (Force-All)
         Blood Bath     (Phys-All)
         Mazandyne      (Force-All)
         Maziodyne      (Elec-All)
         Jupiter's Fury (Elec-Random)
         Rakunda
         Debilitate
         Tempest        (Force-Random)

---Reward---

Karma: 1538
$: 37500
Item(s): Star Ruby x1

Raphael will start the battle by using Elec attacks which shouldn't be a
problem as long as you heal every turn or two. He can use Zandyne, but only
on once in a very long while. Just use Elec attacks until he loses half his
Hp. At this point he'll start using Winged Fury and Blood Bath. Winged Fury
is a powerful force attack and can lower your accurracy/agility. Just cast
Void/Drain Force every turn and keep using Elec attacks until he dies.



<<<Optional Boss 3: Light Gabriel>>>

---Location---

The Karma Society Tower, where you fought the Tribhvana the first time.

---Preparations---

Have a party of Serph, Sera, and Gale. Equip everyone with Force attacks and
Force Boost. Equip someone with Mediarama and Void Charm if possible. If
you have it, equip the Skull Ring. Bring along a lot of status curing items.

Recommended Level: 42-47

---Light Gabriel---

* Thanks to Zeruel for the data on Heavenly Smile.

Hp: 3500
Weak: Force
Null: Earth, Death, Expel, Ailments
Drain: Elec
Press Turns: 2
Attacks: Tentarafoo     (Panic damage [Panic]-All)
         Silent Howl    (Mute damage [Mute]-All)
         Neural Shock   (Nerve damage [Stun]-All)
         Fatal Charm    (Charm damage [Charm]-All)
         Wicked Curse   (Death damage [Curse]-All)
         Mamudoon       (Death [Death]-All)
         Heavenly Smile (Almighty [Charm/Panic]-All) 80% chance of success,
                        no damage.
         Demon Rage     (Phys-All)

---Reward---

Karma: 1538
$: 37500
Item(s): Star Sapphire x1

Gabriel is only capable of inflicting minimal damage. However, she can
inflict your party with every ststus effect imaginable. For the first half
of the battle, she follows a predictable pattern of Tentarafoo, Silent Howl,
Neural Shock, Fatal Charm, Wicked Curse, and Mamudoon used in that order.
Once you deplete half her Hp she'll use Heavenly Smile, which can
cause random ailments. Then she'll follow her usual pattern. Once you
deplete three quarters of her Hp, she'll start using her attacks randomly.
The best way to win this battle is to cast Void Charm either every turn or
when she is going to cast Fatal Charmor Heavenly Smile. Attack using Force
skills, heal, and cure other status ailments until she dies.



<<<Optional Boss 4: The Archangels>>>

---Location---

In the Occupied Sector, on the highest level, Surface.

---Preparations---

You'll want a party of Serph, Sera, and Cielo. You'll want the Force, Elec,
and Ice elemental spells on as many of them as possible. If you can, include
the Boosts as well. Equip at least one, preferably two of them with
Mediarama. You'll want someone with Void/Drain Fire and Void Charm. Bring
along at least Sukunda and Sukukaja. If possible Rakukaja is also helpful.
Equip your party with the Skull Ring, Divine Ring, and Hee-Ho Ring if you
have them. Bring along numerous status curing items, and an Impel Stone
for emergencies. If you feel it neccessary, include Void Force for Raphael.

Recommended Level: 45-50

*If you are using -kaja spells do not use more than two of each.

Part 1:

---Light Uriel---

Hp: 3500
Weak: Ice
Null: Earth, Death, Expel, Ailments
Drain: Fire
Press Turns: 2
Attacks: Megido         (Almighty-All)
         Ziodyne        (Elec-Single)
         Skull Cleave   (Phys-Single)
         Judgement      (Fire-All)
         Jupiter's Fury (Elec-Random)
         Mahamaon       (Expel-All) 80% Hp reduction
         Mind Charge
         Explode        (Fire-Random)

Exactly the same as last time:

Uriel begins this battle using Ziodyne, Megido, and Skull Cleave at random.
During this part of the battle just keep your Hp high and use ice attacks.
Once half of his Hp has been depleted he'll start using Judgement and
Jupiter's Fury. Both are very powerful, but Judgement, a Fire attack, is
the most dangerous. However, if you cast Void/Drain Fire every turn the
attack will be rendered harmless. Just continue attacking with Ice spells
and healing to win.

Part 2:

---Light Raphael---

Hp: 3500
Weak: Elec
Null: Earth, Death, Expel. Ailments
Drain: Force
Press Turns: 2
Attacks: Mahamaon       (Expel-All)
         Ziodyne        (Elec-Single)
         Zandyne        (Force-Single)
         Venom Fang     (Phys [Poison]-All)
         Winged Fury    (Force-All)
         Blood Bath     (Phys-All)
         Mazandyne      (Force-All)
         Maziodyne      (Elec-All)
         Jupiter's Fury (Elec-Random)
         Rakunda
         Debilitate
         Tempest        (Force-Random)
         Revelation     (Phys [Mute]-All)

Raphael will start the battle by using Elec attacks which shouldn't be a
problem as long as you heal every turn or two. He can use Zandyne, but only
on once in a very long while. Just use Elec attacks until he loses half his
Hp. At this point he'll start using Winged Fury and Blood Bath. Winged Fury
is a powerful force attack and can lower your accurracy/agility. Just cast
Void/Drain Force every turn and keep using Elec attacks until he dies.

Part 3:

---Light Gabriel---

* Thanks to Zeruel for the data on Heavenly Smile.

Hp: 3500
Weak: Force
Null: Earth, Death, Expel, Ailments
Drain: Elec
Press Turns: 2
Attacks: Tentarafoo     (Panic damage [Panic]-All)
         Silent Howl    (Mute damage [Mute]-All)
         Neural Shock   (Nerve damage [Stun]-All)
         Fatal Charm    (Charm damage [Charm]-All)
         Wicked Curse   (Death damage [Curse]-All)
         Mamudoon       (Death [Death]-All)
         Heavenly Smile (Almighty [Charm/Panic]-All) 80% chance of success,
                        no damage.
         Demon Rage     (Phys-All)

Almost the same as last time, but you should take Cielo out of your party.

Gabriel is only capable of inflicting minimal damage. However, she can
inflict your party with every ststus effect imaginable. For the first half
of the battle, she follows a predictable pattern of Tentarafoo, Silent Howl,
Neural Shock, Fatal Charm, Wicked Curse, and Mamudoon used in that order.
Once you deplete half her Hp she'll use Heavenly Smile, which can
cause random ailments. Then she'll follow her usual pattern. Once you
deplete three quarters of her Hp, she'll start using her attacks randomly.
The best way to win this battle is to cast Void Charm either every turn or
when she is going to cast Fatal Charm or Heavenly Smile. Attack using Force
skills, heal, and cure other status ailments until she dies.

Part 4:

---Light Michael---

Hp: 4800
Weak: None
Null: Death, Expel, Ailments
Press Turns: 2
Attacks: -Dyne spells   (Element-Single)
         Demon Rage     (Phys-All)
         Explode        (Fire-Random)
         Cold Wave      (Ice-Random)
         Tempest        (Force-Random)
         Jupiter's Fury (Elec-Random)
         Vanity         (Almighty [Ailments]-All) No damage.
         *Rage
         *Dekunda
         *Dekaja
         *Mind Charge
         *Power Charge
         Megidolaon     (Almighty-All)
         *Ragnarok      (Almighty-All)
         Omnipotence    (Phys-All)
         Bloodbath      (Phys-All)

---Reward---

Karma: 6614
$: 412500
Item(s): Gospel x1

---Unlocks---

Dragonslayer Mantra

Make sure you return Cielo to your party if you removed him for Gabriel.

Attacks marked with an * are only used if a -kaja or -unda spell is used
thrice or more. If you cast three or more of a -kaja spell, he'll use Rage,
Dekaja, Mind Charge, and then Megidolaon. If you cast three or more of a
-unda spell he'll use Rage, Dekunda, Power Charge, and then Ragnarok.

For his normal pattern he'll spend his time using various -dyne spells and
Demon Rage. Start by casting Sukunda on him only twice and Sukukaja/Rakukaja
on yourself twice. Heal constantly and attack him whenever possible with
whatever you have, while casting Void/Drain Fire every turn. Once half his Hp
is gone he'll stop using the -dyne spells and begin using everything
from Explode to Vanity. Just keep doing the same thing and cure the status
effects as neccessary. Once he only has one quarter of his Hp remaining
he'll start using the extremely powerful Omnipotence and Megidolaon. At this
point keep doing the same thing, but try to end the battle quickly. If you
find yourself in trouble, use the Impel Stone to get back on your feet.



<<<**Jack Frost**>>>

---To Unlock---

Answer all 100 of Jack Frost's questions correctly to get the Certificate.



<<<Optional Boss 5: Nether Jack Frost>>>

---Location---

Sun, 3rd Layer 2nd floor, up an elevator near the Large Data Node.

---Preparations---

Your preparations will depend upon what startegy you want to use:

Strat 1: Equip everyone with Agidyne, Fire Amp and Fire Boost. Equip
someone with the Hee-Ho Ring if you have it and someone with Repel/Drain
Phys. Also, make sure someone has Spell Gloom and Dark Mirage. As always
equip someone with your best healing spell. If at all possible, learn Null
Panic as it can be very useful.

Strat 2: Equip everyone with Agidyne, Fire Amp and Fire Boost. Equip
someone with the Hee-Ho Ring if you have it and someone with Void Ice.
Also, make sure someone has Spell Gloom and Dark Mirage. As always equip
someone with your best healing spell. If at all possible, learn Null
Panic as it can be very useful.


Recommended Level: 65-70

---Nether Jack Frost---

Hp: 6000
Weak: Fire
Resist: Force, Elec, Physical
Null: Death, Expel, Ailments
Drain: Ice
Press Turns: 2
Attacks: Attack     (Phys-Single)
         Breath     (Ice-Single/Multi hit)
         Tentarafoo (Panic damage [Panic]-All)
         Megidolaon (Almighty-All)
         Dekunda
         Zandyne    (Force-Single)

---Reward---

Karma: 20000
$: 300000
Item(s): None

---Unlocks---

Access to the Magatama Ammo and Pass Ring contained in the strange objects
in his room.

Jack Frost is much harder than he looks. He is also very smart. His best
attack is Breath, a very powerful Ice attack that can hit one character
up to two times and almost always Freezes them. Afterward, he'll use
Psycho Rage and Attack the frozen character relentlessly until they die.
You might think you can avoid this by casting Void Ice. But Jack won't
attack any character who is immune to Ice attacks, and if your whole party
is immune, he'll use double Megidolaons instead. There are two ways to
approach this battle:

Strat 1: Use Spell Gloom to lower his magic attack and Dark Mirage to lower
his Accuracy/Agility. Cast Repel/Drain Phys every turn and attack him with
Agidyne. He'll still be able to use Breath, but his physical attacks will be
rendered useless. You'll have to heal often and recast Spell Gloom and Dark
Mirage when he uses Dekunda. Just watch out for Tentarafoo, it can really
mess you up if you don't have Null Panic.

Strat 2: Use Spell Gloom to lower his magic attack and Dark Mirage to lower
his Accuracy/Agility. Cast Void Ice every turn and attack using Agidyne.
Jack will use two Megidolaons almost every turn. You'll have to heal
a lot in order to survive. Just remember to recast Spell Gloom and Dark
Mirage when he uses Dekunda. Just watch out for Tentarafoo, it can really
mess you up if you don't have Null Panic.

Neither approach is easier than the other. You should choose which one to use
based upon the skills you have available.



//---VI. Credits---\\

- Zeruel and his "Digital Devil Saga 2: Official Guide Book for
Investigater" for the attack attributes for Gorge, Black Bind, Dark Impulse,
White Impulse, Heavenly Smile, and Zotzilha Bane.

- Atlus for making this amazing game.

- CJayC



//---VII. Disclaimer---\\

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Copyright 2005 LightKagutsuchi

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