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Boss Battle Bonuses by Hunter_Rose
Version: 1.0 Final | Updated: 03/30/06
SHADOW HEARTS: From the New World BOSS FIGHT BONUS REWARDS FAQ Author: Vincent Briscuso (Kimber Boh on the message boards) Platform: PlayStation 2 Category: RPG Developer: Aruze Group; Nautilus Distributor: XSEED Games My E-mail Address: VBKorik27@aol.com ------------------------------------ Version 1.0 FINAL - Finished all Sidequest Bosses including the Pagoda and Golden Tinny. - Received the reward for 100% Ring Perfect against Tirawa. - This is the final version, with all bosses (both Story and Sidequest) complete. - Removed Tabs to prevent scrolling. ----------- Version 0.9 -All story Bosses through the end game complete, with all 4 drops listed. -Most of the sidequest Bosses complete, with the exception of the Golden Tinny and some sidequests. I have yet to finish all the rewards for the UMA Bosses or the Pagoda Bosses. -Missing the reward for 100% Ring Perfect in the fight against Tirawa. Possibly the only Boss I had difficulty with in this game. Also missing all rewards for the Golden Tinny, since I was so flabbergasted that I beat it, I never bothered shooting for a 100% Ring Perfect or even noticed if there were battle bonuses. Probably easy to get a 100% Ring Perfect on the Tinny, since all you do is physical attack it a couple of times and then Heal and Rez like a madman :oP -Missing the first 3 cat fights in the Pagoda. I am sure there is at least a reward for getting 100% Ring Perfects in these three fights. --------------------------------------- Please Note: There are some possible Spoilers in this FAQ, although they involve "who" you fight and not actual story spoilers. I've tried to mark anything I consider a spoiler with a notation. INTRODUCTION I noticed way back on my first playthrough of SHADOW HEARTS: Covenant that most Bosses have special "unlockable" drops based on your performance in battle. On my second playthrough of Covenant (SH:C from here on), I started recording some of those bonuses for each boss. Alas, I never completed that list and now it is lost to the winds of time. When I first picked up SHADOW HEARTS: From the New World (FtNW from here on), I decided that I would compile a fairly complete list of these Bonus Rewards. FtNW actually rewards you with even more goodies than SH:C for each boss, and some of these goodies are pretty damn good. Please read the Frequently Asked Questions section for my purpose in writing this FAQ. I apologize if the FAQ seems unpolished, or lacking pizzazz, but I wanted to make it concise and useful rather than flashy. ------------------------------------------------------------------- Contents: I. General Frequently Asked Questions II. Brief Strategies for Boss Fights III. Detailed List of all Battle Bonuses from Boss Fights IV. Summation V. Disclaimer and Legal Stuff VI. Credits and Thanks ----------------------- <<< I. General FAQ >>> Q: Why choose Boss fight rewards as a topic to write a FAQ? A: The main reason is that not only are the rewards very, very good, they are kind of a "secret" unlockable bonus in the game. For those who are completionists, getting all the rewards for a boss fight provides a great feeling of accomplishment. It also provides you with a goal to strive for. There is also nothing more satisfying than finishing off a Boss before it ever gets a turn, beating it to a pulp with a 129 Hit Combo for 13,480 damage and a Combo Magic Defeat! Q: Why didn't you include random encounters in your FAQ? A: I noticed almost immediately than in nearly all dungeons in this game, the Battle Bonuses are random during random encounters. One fight with the exact same group of enemies might net you +3 Soul for a 100% Ring Perfect, while the next will be a +50% Stock boost. It is too random to even bother with. I will stress though, that getting at least one or two Battle Bonuses during random encounters is well worth your time. It can provide you with nearly unlimited Stock in certain areas (so you can keep raising your characters' Affinity). Also, the drops for Combo Magic Defeat on random encounters is often Accessories that are either very handy for the upcoming Boss of that dungeon, or sellable for a few thousand dollars! Q: Boss "X" is pulping my ass into ground beef! Please tell me how to beat it! A: This is not a boss strategy guide. I am not going to list a detailed strategy on how to beat each boss. I have listed the elemental weakness of each boss, and a helpful accessory you may want to wear, but that is the extent of it. Please refer to other FAQs, particularly the Walkthrough ones, for help. Q: You provide some tips on how to perform High Hit # Combos, but I need step- by-step instructions! A: That is not the purview of this FAQ. It is not my intent to hold people's hands and show them exactly how to get that 70+ Hit Combo in one of the Pit Fights. There is a much greater sense of satisfaction in figuring some things out yourself. I've provided the details on nearly all the Special Moves and Stellar Magic in the game. Just use your own intuition and pay close attention at all times to an enemy's height. Q: I can't get 100% Ring Perfects! How the hell do I do it? A: Again, this is not the objective of this FAQ, and frankly, it boils down to how good your hand-eye coordination is. Equip either Coral Lariats (gauge spins 25% slower) or Coral Pendants (gauge spins 50% slower), and if neither of those help, then I don't know what to tell you. Q: I can't get Combo Magic to highlight on my 4th character's turn during a Combo or D-Combo. Help! A: There are two possibilities. The first is that the 4th character does not have 2 Stock. You can't execute Combo Magic if lack 2 Stock, regardless of whether it is a standard Combo or D-Combo. Secondly, during a D-Combo, when you reach the 4th character's turn, the default is set to "Double". You can't use a Double action when casting Combo Magic. Hit R1 or L1 to switch from "Double" to "Standard", and that will unlock the choice to use Combo Magic. Q: I want to end a fight with Combo Magic, but all my choices were "????" and the one I chose wound up missing the boss! A: Each character provides access to one specific Combo Magic based on their innate element (see the Tips section below). However, the choices are all going to be hidden by ???? until you've cast that Combo Magic once. And you can't figure out who is contributing to each ???? since they are arranged randomly, and not according to your characters' charts to the right. Basically, fight a few random battles before facing a boss that you intend to finish with an opposite-aligned Combo Magic, and end each random fight with Combo Magic. This will eliminate the frustration and guesswork of entering a boss fight with all ???? for your Combo Magic. Q: Hey, you left out a full description of Shania's melons! You suck! A: Well, we all know the real reason we love this game so much, don't we? =D ------------------------------------------------------------------ <<< II. Brief Strategies for Boss Fights >>> In order to get all 4 Bonus Rewards for each boss, you are going to need some strategy and you are going to need some skill. You need to plan carefully if you intend to reach a certain Hit # Threshold for that nice reward. And you are gonna need adequate hand-eye coordination if you want that 100% Ring Perfect reward. First, here are the 4 possible bonus rewards that you can attain: 1) Hit # reward- this is a threshold for doing a high Hit # Combo on the boss. I am not recording the "absolute" minimum # of Hits needed, just how many I did on each playthrough of that boss fight. Try to reach the lowest # I achieved for some reward. <NOTE: Hit # rewards are not available in any of the one-on- one fights in the game; ie- the Pagoda fights, Shania's spirit battles, etc> 2) 100% Ring Perfect- very simply, you must finish the fight without a single miss of the Strike area on any Ring. This can be very tricky, especially in D-Combos where the Strike area for two high-end Spells can be miniscule. And the Combo Magic Strike area is also very tiny. <NOTE: If a specific Ring lacks a Strike area, then it does not affect your chances for obtaining a 100% Ring Perfect; ie- Johnny's Snap, using certain items like Soul Benediction, etc.> 3) Combo Magic Defeat- you must finish off the boss with Combo Magic. That means that the Combo Magic at the end of your Combo or D-Combo must do enough damage to kill the boss. <NOTE: This reward is unobtainable in any fight in which you are not fighting with 4 characters; ie- the Pagoda fights, Frank's battle against the Jonin, Shania's spirit battles, etc> 4) Enemy Turn #- there is almost always a reward for restricting the Boss' total number of Turns. The bonus is usually awarded for keeping the enemy's turns within a certain range. This could be 0 to 4 turns, but any more than that and you would lose the reward drop. I did not record the "absolute" range for low Enemy Turn #s, just what I kept the boss to. If I recorded 0-4 Turns, then that was the # I reached and still got the reward each time I fought the boss (So succeeding in keeping that boss' turn # to 5 may still result in the same bonus). Now that we know what the rewards are, how does one go about attaining them in each Boss Fight? I can't really help you with 100% Ring Perfect, other than to suggest using Coral Lariats or Coral Pendants (whichever you are most comfortable with) on each character. Let's start with the high Hit # reward. These are easy to obtain if you enter every boss fight with a full 2 Stock for each character, and performing a D-Combo. Basically, that's 8 turns between your 4 characters, and you can really rack up the number of hits with a D-Combo. The key is to always pay close attention to the enemy's Height Gauge in its status bar (available if you had Johnny Snap the boss). Read the instruction manual or search the Help function in the game's menu to learn what those bars indicate. Just juggle the Boss carefully by planning a couple of moves in advance during a D-Combo and you'll be fine. Below is a more-or-less complete list of all the damage-related Special Moves and Stellar Magic in the game, including what Height ranges it hits and the direction the opponent will move when hit: <Legend> /\ = High-Angle or enemy is knocked in the air. \/ = Knockdown or enemy is smashed to the ground from the air. -> = Standard or enemy's height status remains unchanged by this attack. => = Hard Hit or enemy is hit so hard it loses a percentage of its Stock. This type of hit attribute can only end a Combo or D-Combo, it cannot be chained in the middle of a combo. <NOTE= Most enemies rarely exist at one specific height. Usually, they occupy two heights at one time (ie- ground and midrange). Thus any Special or Spell that hits either ground or midrange will hit the enemy at that particular time. You can get an enemy to occupy just one Height range however, so pay careful attention to where it is. For instance, hitting a flying enemy in the midrange and air Height slots with a Spell that is Air-specific and High-Angle /\, will knock the enemy even further into the air, and it will no longer reside in both the midrange and air heights> <SPECIAL MOVES> _Johnny_ - Phone Call (84 MP): Non-Elemental, Large Area, Midrange, 1 Hit => - Dual React (88 MP): Non-Elem, Medium Area, All Heights, 24 Hits => _Shania (all Fusions)_ - Dusk Proud (20 MP): Dark, Small Line, Ground, 4 Hits -> - Bar Rod (20 MP): Wind, Single enemy, Air, 7 Hits \/ - Ebony Cluster (36): Dark, Sm Area, Air, 6 Hits /\ - Slash Rain (68): Dark, Med Area, Air, 8 Hits /\ - Rumble Roar (68): Dark, Med Line, Ground, 6 Hits \/ - Current Breath (68): Dark, Med Direct Hit, Midrange, 4 Hits \/ - Shining Zephyr (84): Non-Elem, Single enemy, Midrange, 1 Hit \/ - Sun Flare (120): Non-Elem, Lg Area, All Heights, 30 Hits \/ _Natan_ - Slug Shell (64 MP at max upgrade): Wind, Single, Midrange, 12 Hits \/ - Rapid Shot (68 at max): Wind, Sm Area, Ground, 15 Hits /\ - Soul Valet (84): Wind, Sm Area, Air, 26 Hits -> _Frank_ - Ninja Star (20 MP): Light, Sm Area, Air, 3 Hits \/ - Siesmic Wave (36): Light, Med Line, Ground, 7 Hits \/ - Demon Bomb (68): Light, Med Area, Midrange, 4 Hits \/ - Fast Snowball (84): Light, Lg Line, Ground, 11 Hits /\ _Mao_ - Cat Touch (64 MP at max upgrade): Water, Single, Midrange, 7 Hits /\ - Sake Cup Purge (88): Water, Lg Direct Hit, Midrange, 5 Hits => _Slim Hilda_ - Thorn Whip (36 MP): Earth, Med Area, Air, 5 Hits \/ - Pumpkin Bomb (68): Earth, Lg Area, Air, 8 Hits -> - Floral Ray (84): Earth, Lg Area, Midrange, 10 Hits \/ _Curvy Hilda_ - Grand Slam (48 MP): Non-Elemental, Single, All Heights, 4 Hits => _Ricardo_ - Fade-Fast Flower/Rage (36 MP): Fire, Med Line, Midrange, 8 Hits /\ - Girl's Letter/Rage (68): Fire, Med Area, Midrange, 13 Hits /\ <STELLAR MAGIC> _Level 1 Stellars_ - Hail Dust (16 MP): Water, Sm Direct Hit, Midrange, 3 Hits -> - Evil Eye (16): Dark, Sm Area, Midrange, 1 Hit \/ - Rock Bump (16): Earth, Sm Line, Midrange, 5 Hits /\ - Gale Rod (16): Wind, Single, Air, 7 Hits \/ - Bright Rage (16): Light, Med Area, Midrange, 2 Hits /\ - Red Nova (24 MP): Fire, Sm Area, Midrange, 1 Hit => _Level 2 Stellars_ - Hail Solid (32 MP): Water, Med Area, Air, 3 Hits -> - Evil Shade (44 MP): Dark, Med Area, Midrange, 1 Hit => - Rock Burst (32): Earth, Single, Ground, 9 Hits -> - Gale Blast (32): Wind, Med Line, Midrange, 8 Hits \/ - Bright Oracle (32): Light, Med Direct Hit, Midrange, 3 Hits -> - Red Bounce (32): Fire, Med Area, Midrange, 2 Hits /\ _Level 3 Stellars_ - Hail Exceed (64 MP): Water, Lg Line, Ground, 6 Hits -> - Evil Servant (64): Dark, Med Direct Hit, Midrange, 3 Hits -> - Rock Javelin (64): Earth, Sm Line, Midrange, 9 Hits /\ - Gale Vortex (64): Wind, Sm Area, Air, 11 Hits \/ - Bright Decide (64): Light, Lg Area, Midrange, 3 Hits /\ - Red Gravity (80 MP): Fire, Lg Direct Hit, Midrange, 2 Hits => _Level 4 Stellars_ - Hail Crest (80 MP): Water, Lg Line, Midrange, 8 Hits -> - Evil Crest (80): Dark, Lg Direct Hit, Ground, 5 Hits \/ - Rock Crest (80): Earth, Med Line, Ground, 13 Hits /\ - Gale Crest (80): Wind, Sm Area, Air, 15 Hits \/ - Bright Crest (80): Light, Lg Area, Air, 5 Hits -> - Red Crest (80): Fire, Lg Direct Hit, Midrange, 2 Hits /\ <COMBO MAGIC> [All are 64 MP] - Shock Max (Mao in party): Water, Lg Direct Hit, Midrange, 2 Hits /\ - Meteor Burst (Shania in party): Dark, Lg Line, Ground, 1 Hit \/ - Strong Earth (Hilda in party): Earth, Lg Direct Hit, Ground, 2 Hits /\ - Air Shot (Natan in party): Wind, Lg Area, Air, 1 Hit \/ - Holy Pulse (Frank in party): Light, Lg Area, Air, 1 Hit \/ - Flame Mine (Ricardo in party): Fire, Lg Direct Hit, Midrange, 2 Hits /\ - Tempest (Johnny or Shania in Tirawa Fusion): Non-Elem, Lg Area, Midrange, 1 Hit => The best tip I can give you when doing a D-Combo and going for a Hit High # or Combo Magic Defeat (or both) is the following: There are two strategies, although one is better for the High Hit #. Try to juggle the enemy, using the highest Hit # Spells or Specials where one knocks the enemy down and the other high-angles it back in the air (or vice-versa). If each character does this, you shouldn't have much issue worrying about its Height. But don't take your eye off its Height gauge at any point in the Combo. In the above scenario, you are not just choosing the 2 Spells/Specials with the highest Hit total for that character, but the two with the highest Hit # and opposite attributes (ie- High-Angle and Knock Down). This will still wind up giving you a very high hit total, enough to get the Bonus Reward. Another way to approach this, especially if you are going for a Combo Magic Defeat and aren't so worried about total Hits, is the following. Get the enemy in a Height Zone that you know is compatible with the opposite element Combo Magic with the first attack. Then make sure every attack after it is a Standard -> attribute move. This will maintain the enemy at one Height until you fire off the Combo Magic. That's about all I am going to go into on reaching the plateau for high Hit # or Combo Magic Defeat. If you experiment and pay attention to the enemy's Height at all times you'll be ok. MAKE SURE you save before every boss fight! Mastering D-Combos will usually wind up nabbing you 3 Bonus Rewards for nearly every boss: High Hit #, Combo Magic Defeat, and Low Enemy Turn # (since you will be annihilating the boss before it ever goes). One last hint: Always cast Arc Surge before you start a Combo or D-Combo. Since all your attacks are gonna be Special Moves or Stellar Spells (Do NOT EVER bother to add in physical attacks to a combo. They don't have high hit #'s and there is always a chance of swinging and missing which will break the combo) you will want that +36% Boost to the power of said Moves and Spells that Arc Surge provides. If you are still not sure if the Combo Magic at the end will kill the enemy, try to cast Entrance on the character you want to go LAST in the Combo (preferably Hilda in the Slim Mask or Slim Mask of the ?? form with Warlock Earrings on--> you will never have to worry about damage!!). -------------------------------------------- <<< III. Detailed List of all Battle Bonuses from Boss Fights >>> I am going to use a simple format to maximize the info you can obtain while keeping it concise. Here's a sample format: - Name: Boss' Name - Location: Where in the game you will encounter the boss. - Weakness: The element that will do extra damage to the boss (opposite its innate element, obviously). - Anomalies: Status Effects - Rewards: The 4 Battle Bonuses you can get (High Hit #, Low Enemy Turn #, 100% Ring Perfect success, Combo Magic Defeat). The above is pretty self-explanatory. Anomalies are the status effects the Boss might use AGAINST you, so you may want to be prepared. The Rewards will list all 4 Battle Bonuses the Boss can give (if the boss provides all 4). - DEEP ONE - Location: Erich Theater - Weakness: None - Anomalies: None - Rewards: *There are none for this fight. Shania fights alone in Thunderbird form, and the fight ends without a reward screen. I am including it here for the sake of completeness. - IGNORAK - Location: Arkham Univ underground - Weakness: Light - Anomalies: Poison - Rewards: > 24-35 Hits = Schofield II (Natan's 2nd gun in the game). > 0 Enemy Turns = Lottery Ticket > 100% Ring Perfect = +300 Cash > Combo Magic Defeat = +24 Experience Pts - SASQUATCH <Sidequest boss> - Location: Grand Canyon UMA Hunt (Natan must be in your party). - Weakness: Water - Anomalies: None - Rewards: > 18 Hits = +3 Soul// 25 Hits = +5 Soul > 0 Enemy Turns = +10 Experience Pts > 100% Ring Perfect = Lottery Ticket > Combo Magic Defeat = +133 Cash - TATAN'KA <Solo boss> - Location: Grand Canyon (Shania solo battle) - Weakness: None - Anomalies: None - Rewards: > 0 Enemy Turns = Studded Belt > 100% Ring Perfect = Hit Area Expand > (I did 39 Hits on Tatan'ka and got nothing for it) - MAFIOSO <Mini-boss> - Location: This is a Scripted Mini-Boss battle in Chicago. - Weakness: Fire and Earth - Anomalies: Ring Anomalies - Rewards: > 1 Enemy Turn = +78 Cash > 100% Ring Perfect = Lottery Ticket - RONWEI - Location: Alcatraz - Weakness: Water - Anomalies: Seal - Rewards: > 31-42 Hits = +5 Soul > 0-1 Enemy Turns = Gurkha Khukuri (Johnny's 3rd weapon). > 100% Ring Perfect = Hit Area Expand > Combo Magic Defeat = +560 Cash - PROCYON - Location: Roswell - Weakness: Earth - Anomalies: Ring Anomalies - Rewards: > 43-44 Hits = Strike Area Expand > 0 Enemy Turns = Silk Shawl (generic armor, available in next town). > 100% Ring Perfect = +6 Soul > Combo Magic Defeat = +700 Cash - The MEOWMENATOR <Sidequest boss> - Location: Purramount Studios (Mao solo Pagoda battle). - Weakness: Light - Anomlaies: Ring Anomalies - Rewards: > 100% Ring Perfect = Chainmail Vest (generic armor, available in town) > *There are no Rewards for low Enemy Turn # in the Pagoda fights. - LA SIRENE <Solo Boss> - Location: Caribbean Sunken Ship (Shania solo battle). - Weakness: None - Anomalies: Ring Anomalies - Rewards: > 0 Turns = Lottery Ticket > 100% Ring Perfect = Whirlwind (Shania's 4th Axe). - TIHOZHODHI <Sidequest Boss> - Location: Caribbean Sunken Ship UMA Hunt (Natan must be in party). - Weakness: Fire - Anomalies: Ring Anomalies - Rewards: > 49-55 Hits = +5 Soul > 0 Enemy Turns = +58 XP > 100% Ring Perfect = Fruity Fiber > Combo Magic Defeat = +330 Cash - MALICE EDNA - Location: Las Vegas 10th Floor - Weakness: Fire - Anomalies: Mental Break - Rewards: > 38 Hits = Pure Root// 60 Hits = Stone Belt (+strength accessory) > 2 Enemy Turns = +980 Cash > 100% Ring Perfect = +9 Soul > Combo Magic Defeat = Strike Area Expand - CHUPACABRA <Sidequest Boss> - Location: Chichen Itza UMA Hunt (Natan must be in party). - Weakness: Light - Anomalies: Ring Anomalies - Rewards: > 36 Hits = +3 Soul// 53 Hits = +5 Soul > 0 Enemy Turns = +122 XP > 100% Ring Perfect = Angel Souffle (+25 Calories for Hilda). > Combo Magic Defeat = +560 Cash - JEB NIGLAS - Location: Chichen Itza - Weakness: Dark - Anomalies: Seal - Rewards: > NOTHING (you do gain XP, $ and Soul, but there is no reward screen) - KERUFE - Location: Machu Picchu - Weakness: Earth - Anomalies: Poison, Slow - Rewards: > 45-53 Hits = +13 Soul > 1-4 Enemy Turns = Dancing Simba (generic armor available at new town) > 100% Ring Perfect = Strike Expand > Combo Magic Defeat = +1200 Cash - SAMMO MEOW <Sidequest boss> - Location: Purramount Studios (Mao solo Pagoda battle). - Weakness: Wind - Anomalies: Ring Anomalies - Rewards: > 100% Ring Perfect = Lottery Ticket > Again, there are no rewards for low turn #. - KILLER & DAOROS - Location: Vilcabamba - Weaknesses: Killer to Water; Daoros to Fire - Anomalies: Apathy - Rewards: > 45 Hits = Hit Area Expand > 4-7 Enemy Turns = Mirror Bracelet (accessory that prevents Petrification). > 100% Ring Perfect = +1400 Cash > Combo Magic Defeat = +60 Soul [NOTE: Eliminate Daoros ASAP, then do your D-Combo on Killer] - DELGET - Location: Aito Caves - Weakness: Wind - Anomalies: Ring - Rewards: > 45-60 Hits = Dominator (Ricardo's 3rd weapon) > 1-6 Enemy Turns = +1540 Cash > 100% Ring Perfect = Fruity Fiber (-25 Calories consummable for Hilda) > Combo Magic Defeat = +40 Soul - CAT MORITA <Sidequest boss> - Location: Purramount Studios (Mao solo Pagoda battle). - Weakness: Earth - Anomalies: Slow (Very hard to prevent this until you get a Crucifix)! - Rewards: > 100% Ring Perfect = Hit Area Expand - MEOWARA <Sidequest Boss> - Location: Purramount Pictures (Mao solo fight) - Weakness: Dark - Anomalies: None - Rewards: > 100% Ring Perfect = Strike Area Expand - ROGOTOMHERE <Sidequest Boss> - Location: Aito Cave UMA Hunt (Natan must be in your party) - Weakness: Wind - Anomalies: Paralysis - Rewards: > 45 Hits = +3 Soul > 0 Turns = +650 Experience Pts > 100% Ring Perfect = Strike Area Expand > Combo Magic Defeat = +1130 Cash - KILLER (2nd fight) - Location: Uyuni Salt Lake - Weakness: Water - Anomalies: Instant Death - Rewards: > 51-72 Hits = +1680 Cash > 0 Enemy Turns = Cosmic Bracelet (accessory cancels certain statuses) > 100% Ring Perfect = +25 Soul > Combo Magic Defeat = Strike Area Expand - SKY FISH <Sidequest Boss> - Location: Uyuni Salt Lake UMA Hunt (Natan must be in your party). - Weakness: Earth - Anomalies: None - Rewards: > 50 Hits = +3 Soul// 62 Hits = +5 Soul > 0 Enemy Turns = +800 Experience Pts > 100% Ring Perfect = Seal of Aura *** (Seals are VERY rare in this game). > Combo Magic Defeat = +660 Cash - BRUCE MEOW <Sidequest Boss> - Location: Purramount Pictures (Mao solo battle). - Weakness: Water - Anomalies: None - Rewards: > 100% Ring Perfect = Seal of Force *** - TAMARIS - Location: Garland Mansion - Weakness: Dark - Anomalies: Panic - Rewards: > 60 Hits = Strike Area Expand > 8 Enemy Turns = +36 Soul > 100% Ring Perfect = Zodiac Bracelet (prevents a couple of statuses) > Combo Magic Defeat = +1800 Cash <NOTE: Since you need to take so many Snaps of this boss, I don't know if there is a better reward for lower Enemy Turns> - DANA <Sidequest Boss after opening the Gate> - Location: The Doll House (Ricardo must be in your party) - Weakness: Fire - Anomalies: Petrify!! - Rewards: > 61-65 Hits = Seal of Vitality *** > 2 Enemy Turns = Strike Area Expand > 100% Ring Perfect = +1800 Cash > Combo Magic Defeat = +70 Soul - THE JONIN <Sidequest Boss after opening the Gate> - Location: Iguassu Falls (Frank solo battle) - Weakness: Earth - Anomalies: Apathy (Wear a Crucifix though!) - Rewards: > 100% Ring Perfect = Seal of Wisdom *** [There was no reward for 2 Enemy Turns, so apparently nothing more] - MALICE KILLER - Location: The Gate (story boss) - Weakness: Water - Anomalies: Instant Death - Rewards: > 47 Hits = Pure Extract// 80-92 Hits = Seal of Life *** > 0-2 Enemy Turns = Strike Area Expand > 100% Ring Perfect = +35 Soul > Combo Magic Defeat = +1800 Cash - MALICE SOAKER <Mini-Bosses> - Location: Beyond the Gate (there are 4 of these Mini-Bosses) - Weakness: Wind - Anomalies: Not sure but they are immune to Spells and Specials. - Rewards: > 1 Enemy Turn = +1000 Experience Pts > 100% Ring Perfect = +30 Soul [NOTE: These rewards are available for all 4 Malice Soakers!] - MALICE GILBERT - Location: Beyond the Gate (story battle) - Weakness: Light - Anomalies: Panic - Rewards: > 65-68 Hits = +4000 Experience Pts! > 0 Enemy Turns = Fifth Key! > 100% Ring Perfect = +70 Soul > Combo Magic Defeat = +4500 Cash! [The rewards here are EXTREMELY nice!] - JANUS <Random encounter Mini-Boss> - Location: Area of the Gate beyond Gilbert (random encounter) - Weakness: Light - Anomalies: Instant Death - Rewards: > 0 Enemy Turns = Strike Area Expand > 100% Ring Perfect= +5 Soul > 57 Hits = +200 Experience Pts [NOTE: I included the Janus random fights because these suckers drop Strike Area Expands if you beat em before they get a turn! Strike Expands sell for 20,000 $ each in the end game!] - TIRAWA <Sidequest Boss after opening the Gate> - Location: Garvoy Valley (Shania and Johnny ONLY!) - Weakness: None - Anomalies: Wear Crucifixes on both characters, to be safe! - Rewards: > 100% Ring Perfect = Seal of Vitality *** - MUDOPKAN <Sidequest Boss after opening the Gate> - Location: Guiana Highlands UMA Hunt (Natan must be in your party). - Weakness: Dark - Anomalies: Ring - Rewards: > 83 Hits = +70 Soul > 0-1 Enemy Turns = Seal of Strength *** > 100% Ring Perfect = Strike Area Expand > Combo Magic Defeat = +1800 Cash - GOLDEN TINNY <Final Pit Fight> - Location: Arkham University (must complete all other rounds of Dr. Lovecraft's Pit Fights, thus you must have reached the second-to-last story boss at the Gate). - Weakness: None - Anomalies: Kill (You MUST inflict Apathy on this lion, or it will wipe you out with its Stock)! - Rewards: > 100% Ring Perfect = Seal of the Soul *** [Golden Tinny only takes damage from Poison or Deadly Poison inflicted by attacking and praying that it lands] ---------------------------------------------------------- <<< IV. Summation >>> Well, I think you can see that the rewards available for many of the bosses in the game are well worth the time and effort to attain them. Hopefully, this will be of use to many of my fellow Shadow Hearts fans who really want to experience everything this excellent game has to offer. I am always looking for criticism (or praise!), so please drop me an e-mail if you have any questions, requests or critiques. ----------------------------------------------- <<< V. Disclaimer and Legal Stuff >>> This FAQ was written by me, Vincent Briscuso, and is my work in its entirety. All the work seen here was used by me in the game, so I can confirm it. I am not affiliated with Aruze Group or Nautilus, Inc. This is not an unauthorized FAQ, just free for your perusal. I am not good with Legal mumbo-jumbo. All I ask is that if you'd like to use this FAQ on a Shadow Hearts fansite, please e-mail me first, and please credit me as the author on your site. ------------------------------ <<< VI. Credits and Thanks >>> - First and foremost, my wife Lisa for putting up with my RPG hobby. I love you very much! - A special thanks to Aruze, Nautilus and especially XSEED Games for bringing this awesome RPG to the U.S. - A special thanks to Transience on the SH: FtNW message boards for all his knowledge of the game. It helped at many points during my playthrough! - tsurara_mai for the excellent Walkthrough FAQ which was immeasurably helpful even playing the American version of FtNW! - And lastly, to CJayC and the staff at GameFAQs for the most useful game resource site on the web!