NothingMan's Seiken Densetsu 3 Boss Guide, version 1.02
Questions? Comments? Corrections? Flames? E-Mail me!
davewjr@earthlink.net

V1.02
March 5, 2001


New in v1.02 
-------------------

   - Ironed out various spelling, grammar, and continuity issues
     that I had missed before or was too lazy to correct ;P
   
   - Added information about Hawk's Deadly Weapon skill
   
   - Added a few spells to Archdemon's arsenal that I had missed before
   
   - Listed all of Dragon Emperor and Koren's spells
   
   - Updated spell lists for a few other bosses, too



This guide is meant to provide winning strategies to defeating the 
bosses in Seiken Densetsu 3. I really enjoyed playing this game, and I feel 
it is one of the best games ever made for the SFC/SNES. As such, I thought I
would share my tips and experiences in playing this game so that I might help
other's make their experiences easier and more enjoyable, as it can also be 
quite challenging. I have gone through this game about 10 times now, and I
plan on starting again sometime soon. Being the perfectionist I am, I have 
developed very refined strategies for defeating this game's bosses as quickly
and efficiently as possible. This is my first attempt at a guide/FAQ. Rather
than writing a full-blown walkthrough, I decided to do something lighter and
more focused for my first project. Any comments and suggestions are welcome.
Depending on how this goes, I may do walkthroughs for other games in the 
future. Well, I hope you find my guide useful and have as much fun playing
the game as I did!
 


Guide Layout 
--------------------

- Boss Name - pretty self explanatory

- Location - again, self explanatory
- Music - The musical track that plays during this boss fight (not really 
relevant information, but still fun ;P )
- Weakness - The element(s) that work exceptionally well against this boss. If
you have any of the spells/skills listed here, then by all means use 
them!
- Strengths - The element(s) that have little or no effect against this boss, 
or even heals the boss. Stay away from using these spells in this 
particular fight.

- Magic - A list of magical spells this boss uses

- Special Attacks - A list of unique attacks that this boss uses, many with a 
wide variety of effects.

 - Recommended party level - The level range of your party members I feel will
will allow you to defeat the boss effectively but with a moderate
challenge as well. Obviously, if your levels are lower, the battle will be 
more difficult, and if they are higher, it will be easier.

- Recommended inventory - These are items that should be in your inventory ring
when you enter battle with this boss. Some of characters have skills 
that effectively replace these items, so if this applies to your 
party members, use the space in your inventory ring for something 
else. An example of this are the Scales I mention many times 
throughout this walkthrough, which raise your stats considerably. If 
you have Lise in your party as a light-class you will not need these
Scales at all, as she has skills which produce the exact same effects,
so use the inventory space for something else. And obviously, if you
have a healer, you will not need healing items as much, but they still
are helpful, as they don't have the casting time that Heal Light does.


*A general tip - The Black Market in Byzel sells invaluable items, eg the 
Scales (Stat-Ups), Claws (Sabres), and Mama Poto/Poto Oil. Do not overlook 
these items! They are among the most useful in the game, and if your party is
not capable of casting the spells that these items are derived from, they will
be essential for killing bosses throughout the entire game.

*An observation - Hawk as a Nightblade has a skill called Deadly Weapon that
reduces the Max HP of any monster it is used on, and from what I've observed,
even bosses! I tried using this skill on the Archdemon, and the battle seemed
to go by _much_ quicker. So if you plan on having Hawk in your party, I 
would highly recommend making him a Nightblade for this reason alone....plus
the fact that he's just awesome. =)



And now, on to the guide!




Full Metal Hugger
--------------------------

Location - Cave of Waterfalls
Music - Nuclear Fusion
Weakness - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre, 
                                       Demon Breath, Death Spell)
Strengths - Light (Holy Ball, Saint Beam, Light Sabre)

Magic -
Holy Ball - Level 1 Light-based spell
Heal Light - Recovers target's HP

Special Attacks - 
Eye Beam - Targets one character for small magical damage
Bubble Breath - Hits all characters for moderate magical damage
Dive Attack - Hits all characters for moderate physical damage

Recommended Party Level - 4-5
Recommended Inventory - 9 Round Drops


This is the first boss you will encounter. It may seem like he has a
ton of HP, but don't worry. Just pound on him with physical attacks and he 
should eventually go down. However, don't get too cocky. FMH can poison your
characters, causing their HP to gradually decrease, so watch your HP level.
When he closes his eyes, he is about to do a full screen attack that hits 
both characters for about 40 hp damage, so make they stay above that. When
he is at about 1/4 hit points, he will begin healing himself, so don't dawdle.
You shouldn't have too much trouble with this boss. 



Machine Golems x 2
------------------------------

Location - Cleft of the Earth
Music - Nuclear Fusion
Weakness - None
Strengths - None

Special Attacks -
Drill Missile - hits all targets in path for moderate physical damage
Rocket Launcher - hits one character for heavy fire-based damage

Recommended Party Level - 5-7
Recommended Inventory - 9 Round Drops, a couple Angel's Grail just in case


	
The machine golems can be a pretty tough fight. Their normal attacks
hit for moderately high damage, and their Rocket Launcher attack can do up to
100 damage to a single character...unless they are at full health there's
really not much you can do about this, either revive that character or keep
fighting without him/her. Try to take them out one at a time, that way you cut
their collective offense in half as soon as possible, and the other golem will
be easy pickin's. 




Jewel Eater
-----------------

Location - Dwarf Tunnels
Music - Obsession
Weakness - Wind (Air Blast, Thunderstorm, Stun Wind, Thunder Jitsu, 
                            Thunder Sabre)
Strengths - Earth (Diamond Missile, Earthquake, Stone Cloud, Earth Jitsu, 
                           Diamond Sabre)

Magic - 
Protect Up - raises target's resistance to physical attacks
Speed Down - lowers target's hit and evade rates
Diamond Missile - Level 1 Earth-based spell

Special Attacks - 
Grand Slam - Hits all members for moderate-heavy physical damage
Power Punch - Hits all members for moderate physical damage

Recommended Party Level - 7-8
Recommended Inventory - As many healing items as possible, as many Angel's
                                       Grail as you can afford at this point


	
This will be the first really long boss fight you will encounter. Jewel
Eater liberally uses a skill that lowers the defense of the affected party
member (it looks like Full Metal Hugger's poison attack), dramatically
increasing the effectiveness of Jewel Eater's attacks to that character.  When
you get him to about 2/3 of his hit points, he will use his Power Punch attack,
which hits all your characters. Make sure to keep your hit points from dropping
too low. Sometime in the fight, he will cast Protect Up on himself, making your
attacks seemingly do next to no damage. If Kevin is in your group, be 
absolutely sure to fight Jewel Eater at night...the werewolf's extra attack
power will make this fight a lot easier. If you have Angela, cast Holy Ball
until she expends her MP. It doesn't do a whole lot of damage, but it's the
best way for her to support the fighters. When Jewel Eater is near death, he
will use Grand Slam, which does massive damage to all members. Just keep at it,
and keep your HP level up, and you should eventually beat him.



Tzenker
------------

Location - Corridor of Wind
Music - High Tension Wire
Weakness - Earth (Diamond Missile, Earthquake, Stone Cloud, Earth Jitsu,
                            Diamond Sabre)
Strengths - Wind (Air Blast, Thunderstorm, Stun Wind, Thunder Jitsu,
                           Thunder Sabre)

Magic - 
Speed Up - Raises target's hit and evade rates
Air Blast - Level 1 Wind-based spell
Protect Down - lowers target's defensive power

Special Attacks - 
Supersonic - Hits party for moderate magical damage

Recommended Party Level - 9-10
Recommended Inventory - Plenty of healing items and Angel's Grail, just in
                                       case, 3 Drake's Scale, 3 Molebear's Claw

	
	
Extremely easy battle. Use the Molebear's Claws and Drake's Scales on
all of your party members as soon as the fight begins, then just pound on her,
you'll win in no time. Don't let hit points drop too low, as she will cast a
full screen Air Blast at least once throughout the battle. She also
occasionally puts members to sleep, but if you keep up the pressure, she won't 
have time to do much damage. Angela's Diamond Missile also works very well, 
but it isn't really necessary if you use Molebear's Claws and Drake's Scales.
She also uses Supersonic that does about 60-70 hp to all characters, but if
you hit her quickly enough, she won't even have a chance to cast it. You'll
know she is near death when she casts Speed Up on herself.



Genova
-----------

Location - Rolante
Music - The Secret of Mana
Weakness - Water/Ice (Ice Smash, Mega Splash, Cold Blaze, Water Jitsu,
                                  Ice Sabre)
Strengths - Fire (Fireball, Exploder, Blaze Wall, Fire Jitsu, Rocket Launcher,
                        Flame Breath, Flame Sabre)

Magic - 
Fireball - Level 1 Fire-based spell
Exploder - Level 2 Fire-based spell
Power Up - Increases target's attack power


Special Attacks - 
Trap Level 1 - Hits one target for light physical damage
Trap Level 2 - Hits one target for moderate physical damage
Lava Wave - Hits party for moderate fire-based damage
Spawn Shapeshifter - Spawns a shapeshifter into the battlefield

Recommended Party Level - 10-12
Recommended Inventory - Standard healing items, Angel's Grail,
                                       3 Drake's Scale, 3 Poseidon's Claw


	
This is a pretty easy fight. Use the Drake's Scales and Poseidon
Claws immediately, then just pound on the main boss. Ignore the Shapeshifters
...there's no real benefit in defeating them, and they only pose a minimal
threat. Just concentrate on the boss and the fight will be over in no time.



Bill and Ben
------------------

Location - Rolante
Music - Rolling Cradle
Weakness - None
Strengths - None

Special Attacks - 
Shruiken - hits one or all targets for moderate physical damage, lowers hit
 rate of target(s)
Fire Jitsu - hits one target for fire-based damage, lowers effectiveness of
 target's magic
Earth Jitsu - hits one target for earth-based damage, lowers hit and evade
 rate of target
Water Jitsu - hits one target for water-based damage, lowers attack power of
 target
Thunder Jitsu- hits one target for wind-based damage, lowers defensive power
 of target
Shadow Dive - hits one target for moderate-heavy physical damage

Recommended Party Level - 10-12
Recommended Inventory - Standard healing items and Angel's Grail,
                                       Bullete's Scales and Drake's Scales,
                                       Stardust Herbs.

	
	
Tough. Use Bullete and Drake Scales on all members immediately. Bill
and Ben start out as one enemy. When you wear them down a bit, they will split
into two, and this is where it gets difficult. They frequently use shruikens
and elemental Jitsus, which lower your stats. Use Scales and Stardust Herbs
to negate these effects. They also frequently use Shadow Dive, which can be
devastating if they both target the same party member within a short period of
time. Keep Angel's Grails on hand. Do not use magic, they will rip you apart
while you try to cast. Instead, keep moving and pounding away with physical
attacks. 



Gorva 
---------

Location - Ghost Ship
Music - Faith Total Machine
Weakness - Light (Holy Ball, Saint Beam, Saint Sabre)
Strengths - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre,
                                      Demon Breath)

Magic -
Evil Gate - Level 1 Shadow-based Magic
AntiMagic - Negates target's status and elemental sabres

Special Attacks -
Ghost Road - Hits party for moderate-heavy magical damage
Black Rain - Hits party for moderate-heavy magical damage

Recommended Party Level - 11-14
Recommended Inventory - Standard healing items, Faerie Walnuts,
                                       Puipui Grass/Stardust Herbs/Mama Poto Oil


	
This battle can be a pain. If you have Angela and/or Carlie, then
cast Holy Ball repeatedly. If not, hit him with your strongest physical
attacks. Gorva can only be hit by physical attacks when he is near the ground.
Don't bother with scales in this fight, Gorva frequently casts AntiMagic,
which negates the positive effects of the scales. If he silences one of your
spellcasters, use a Stardust Herb or Puipui Grass to cure them and get them
back in action as soon as possible. Gorva also uses Evil Gate and a couple of
damaging full-screen magical attacks, so don't let your HP fall too low. It
may take a while, but you shouldn't have too much trouble if you're stocked
with healing items.



Machine Golems x 3
------------------------------

Location - Subzero Snowfield
Music - Nuclear Fusion
Weakness - None
Strengths - None

Magic - 
Earthquake - Level 2 Earth-based Magic
Mega Splash - Level 2 Water-based Magic
Thunderstorm - Level 2 Wind-based Magic
Exploder - Level 2 Fire-based Magic

Special Attacks -
Drill Missile - Hits all targets in path for moderate physical damage

Recommended party level - 18+ with first class change
Recommended inventory - Angel's Grail, Drake's Scale, Bullete's Scale,
                                       Sahaugin's Scale


	
This battle is similar to the first Machine Golem battle, only this
time, there are three of them, and they hit a lot harder and have a greater
variety of attacks at their disposal. Use Scales at the beginning of the
fight, and just pound away with physical attacks. Using magic will only give
them more time to kill you, so don't do it. EACH golem will cast a full
screen Level 2 spell at least once throughout the battle, so watch your HP at
all times. The Sahaugin's scales will reduce the amount of damage done by
these spells, so unless you like reloading the game, you would do well to use
them during this fight, as three consecutive Level 2 spells can devastate the
entire party at this point in the game.



Bill and Ben, revisited
--------------------------------

Location - Desert of Scorching Heat
Music - Rolling Cradle

Recommended Party Level - 18+ with first class change

	
	
This battle is almost exactly the same as the first one in Rolante,
except they hit a lot harder and use their special attacks more liberally.
Follow the same steps as outlined previously and you should be fine.




Lugar
--------

Location - Moonlight Forest
Music - Obsession
Weakness - None
Strengths - None

Magic -
Moon Sabre - physical attacks replenish a portion of the caster's HP, amount
 is proportional to damage done
Energy Ball - raises target's critical hit rate

Special Attacks - 
Dead Crush - hits one party member for moderate physical damage
Water-Moon Slice - hits one party member for moderate physical damage
Veritubach - hits one party member for moderate physical damage
Bastard Slam - hits one party member for moderate physical damage
Seiryuu Death Fist - hits entire party for moderate-heavy physical damage
Sakuza Sky Dance - hits entire party for moderate-heavy physical damage

Recommended Party Level - 21-24
Recommended Inventory - Angel's Grail, Drake's Scales, Bullete's Scales,
                                       Poto Oil

	
	
This fight is only as difficult as you make it. First, Use Drake's
and Bullete's Scales on the entire party (Lise's Stat-Ups take too long to
cast for this situation). If you have Lise as a Dark Class, cast as many
Stat-Downs as you can, they will help a lot. Hawk's Jitsus also work, but
be ready for a counterattack. By doing these two things, Lugar will do very
little damage to your party, even with Sakuza Sky Dance and Seiryuu Death Fist
(each only did around 60-70 damage to my party). However, do not use
offensive magic, as Lugar will counter it with one of his nasty techs. If any
of your characters get below 100 HP, heal with items, as the casting delay
for Heal Light leaves you vulnerable for quite a while. This shouldn't be too
hard if you keep your cool and don't do anything stupid.



Gildervine
--------------

Location - Lampflower Forest
Music - Strange Medicine
Weakness - Moon (Moon Sabre, Lunatic), Wind (Air Blast, Thunderstorm,
                             Stun Wind, Thunder Jutsu, Thunder Sabre)
Strengths - Tree (Posion Bubble, Pumpkin Bomb, Poison Breath, Leaf Sabre)

Magic - 
Sleep Flower - puts target to sleep
Posion Bubble - damages and poisons target
Counter Magic - reflects all magical attacks back to caster

Special Attacks -
Hammer Bean - damages target and lowers magic effectiveness/resistance
Pollen Jet - poisons target
Spined Kelp - moderate physical damage to party

Recommended level - 23-25
Recommended inventory - Angel's Grail, Drake's Scale, Siren's Claw

	
	
This battle shouldn't be too difficult. Use your Scales and Siren's
Claws at the beginning of the battle, and pound away. Take out the creatures
the boss summons as they can do damage if given the opportunity. Thunderstorm
works well, but be careful not to cast it after Gildervine casts Counter
Magic, else you'll be hurting. About halfway through the battle, Gildervine
will change form and start hitting you with a variety of special attacks. Just
keep you HP level up and you shouldn't have anything to worry about.



-----------------
God Beasts
-----------------

After you visit the Mana Holyland, the eight God Beasts will be
released. You may defeat the first seven beasts in any order, but the beast
of Darkness is always the last one you will face. You should be at the very
least level 25 to even stand a chance against the God Beasts (30 for Dolan
and Lightgazer). Keep in mind that every time you defeat a God Beast, the
power of the monsters in the areas of the remaining God Beasts increases by
two levels, so don't rush too much, else you'll find yourself having trouble
even reaching the God Beasts. A healthy amount of fighting in each of the
seven areas should keep you well prepared for the challenges ahead, and so
long as you gain at least two levels in each area, you shouldn't have any
problems. You can fight the God Beasts in any order you wish, but the order I
present them is the order I think is easiest.
	

Note - fighting the God Beasts on their opposing element's "day" will make
the fights a lot easier. For example, fight Dangaard on Gnome's Day, as Earth
based attacks will do more damage on that particular day. Conversely,
fighting the God Beasts on their own respective days will make the battles
considerably tougher. Take note of which day it is and decide whether or not
it is a good idea to fight the God Beast on that day.
	
	

Dangaard - God Beast of Wind
---------------------------------------------

Location - Corridor of Wind
Music - High Tension Wire
Weakness - Earth (Diamond Missile, Earthquake, Stone Cloud, Earth Jitsu, 
                            Diamond Sabre)
Strengths - Wind (Air Blast, Thunderstorm, Stun Wind, Thunder Jitsu,
                           Thunder Sabre)

Magic -
Air Blast - Level 1 Wind-based Magic
Thunderstorm - Level 2 Wind-based Magic
Stun Wind - Level 3 Wind-based Magic, may cause silence on targeted character.
Speed Up - Increases target's hit and evade rates

Special Attacks -
Thunderball - Hits one character for moderate magical damage
Air Slasher - Powerful Wind-based Spell, lowers defense of party

Recommended Inventory - Drake's and Sahaugin's Scales, Angel's Grail,
					Poto Oils, Molebear Claws

	
	
This fight should not be too difficult if you make the proper
preparations. If you don't have a character who can cast Diamond Sabre, stock
up on as many Molebear Claws as you can, you'll need them all. When the fight
begins, cast your Stat-Up spells on the party, or use Scales if necessary.
Lise's Stat-downs are always nice, as well as Hawk's Elemental Jitsus,
however, do NOT use Hawk's Thunder Jitsu attack...it will only heal
Dangaard, and it won't even lower his defense, so don't bother with it.
Dangaard has a massive amount of HP, about 20,000. Don't let the numbers
intimidate you though. With Diamond Sabre and Power Up your fighters will do
at least 200 damage per hit. Each time you take off about 5,000 HP, the battle
view changes. One thing to keep in mind is you must re-cast Diamond Sabre and
Stat-Ups each time the view changes. Same thing with the Stat-Downs and Jitsus
on Dangaard. If you rely on items, you can only use two of each item every
round if you want to have enough to last throughout the battle, so give them
to your two strongest fighters, and let the other character heal or use attack
magic (Earthquake works well). During the last half of the battle, Dangaard
becomes more aggressive, and casts Air Slasher and Thunderstorm quite a bit,
so do not hesitate to use healing items and magic. He should go down pretty
easily if you keep hitting him constantly and keep his spellcasting to a
minimum. 




Mispolm - God Beast of Tree
------------------------------------------

Location - Forest of Wonder
Music - Frenzy
Weakness - Moon (Lunatic, Moon Sabre), Wind (Air Blast, Thunderstorm,
                            Stun Wind, Thunder Jitsu, Thunder Sabre)
Strengths - Tree (Poison Bubble, Pumpkin Bomb, Poison Breath, Leaf Sabre)

Magic - 
Poison Bubble - Causes damage and poisons target
Sleep Flower - puts target to sleep
Counter Magic - reflects magical attacks back to caster

Special Attacks -
Pumpkin Bomb - hits one target for small Tree-based damage
Grenade Bomb - hits one or all party members for moderate Tree-based damage
Killstinger - hits all party members for moderate magical damage

Recommended Inventory - Angel's Grail, Siren's Claw, Drake's Scale, Poto Oils
	
	
	
This ridiculous looking God-"Beast" is one of the easiest battles of
the game, and the only truly easy God-Beast. Start off the fight like you
would any other, casting Thunder Sabre or using Siren's Claws, and casting any
Stat-Up and Stat-Down spells you have. Then just whack away at him. He should
go down very quickly, as he only has about 8000 HP. His most powerful attack,
Killstinger, isn't even all that powerful, as long as all members are above
150 HP they will survive it. Beware Counter Magic, however...this can ruin
your day if you aren't careful. If you have any trouble at all with this boss,
you probably need to gain a few levels, but if you are at least level 28 or 
so, you should have nothing to worry about.
	




Xan Bie Xavier - God Beast of Fire
-------------------------------------------------

Location - Valley of Flames
Music - Obsession
Weakness - Water/Ice (Ice Smash, Mega Splash, Cold Blaze, Water Jitsu,
                                  Ice Sabre)
Strengths - Fire(Fireball, Exploder, Blaze Wall, Fire Jitsu, Rocket Launcher,
                       Flame Breath, Flame Sabre)

Magic - 
Fireball - Level 1 Fire-based Magic
Exploder - Level 2 Fire-based Magic
Blaze Wall - Level 3 Fire-based Magic
Flame Sabre - Imbues target's weapon with Fire damage
Power Up - Increases attack power of target

Special Attacks-
Lava Wave - Hits party for moderate fire-based damage
Heat Beam - Hits one target for moderate-heavy magical damage, lowers
 target's defense
Gigaburn - Powerful Fire-based Spell, lowers party's magic
 effectiveness/resistance

Recommended Inventory - Angel's Grail, Drake's Scale, Sahaugin's Scale,
                                       Poseidon's Claw, Poto Oil


	
This battle shouldn't be too difficult. Start off by casting Ice Sabre
or using Poseidon's Claws, and by using any necessary Stat-Ups/Scales and
Stat-Downs/Jitsu's, however, don't use Fire Jitsu, as it heals Xan Bie and has
no negative effect on his stats. Xan Bie does have a few powerful attacks, but
if you've boosted your stats and are stocked with healing items you should be
OK as long as you keep an eye on your HP level. One thing to watch for is
occasionally Xan Bie will cast Flame Sabre on one of your party members. If
this happens, immediately take control of that party member to prevent him/her
from healing the beast, then recast Ice Sabre and Power Up as soon as you can
to get them back into the action. When Xan Bie is near death he will cast
Power Up on himself.



Fiegmund - God Beast of Water
----------------------------------------------

Location - Labyrinth of Ice Walls
Music - Strange Medicine
Weakness - Fire(Fireball, Exploder, Blaze Wall, Fire Jitsu, Rocket Launcher, 
                         Flame Breath, Flame Sabre)
Strengths - Water/Ice (Ice Smash, Mega Splash, Cold Blaze, Water Jitsu,
                                 Ice Sabre)

Magic - 
Ice Smash - Level 1 Ice-based Magic
Mega Splash - Level 2 Ice-based Magic
Cold Blaze - Level 3 Ice-based Magic, may turn target into a Snowman
Mind Up - Increases magical effectiveness/resistance

Special Attacks -
Icicle - Hits party for small magical damage, lowers evade rate of party
Ice Cradle - Powerful Water-based Tech, lowers attack power of party

Recommended Inventory - Angel's Grail, Drake's Scale, Sahaugin's Scale,
                                       Kerberos' Claw, Poto Oil


This boss is more of an annoyance than a threat. Start the battle off
with your standard buffs...Flame Sabre or Kerberos' Claws, Stat-Ups/Scales,
and Stat-Downs/Jitsus, but don't use Water Jitsu for obvious reasons. Watch
for Cold Blaze...this annoying spell turns a party member into a Snowman for
a short period of time. If this happens, either use a Puipui Grass or just
wait out the effects. At least once during the battle, Fiegmund will go
underneath the platform, making him invulnerable to physical attacks. If you
have Exploder and/or Fire Jitsu, cast them now, as it is the only way to do
any significant damage during this time. If you don't have either of these two
spells, just make sure your HP remain pretty high, as Fiegmund will
continually cast spells at you. Eventually, he will return to the top of the 
platform and you will be able to hit him with physical attacks again. When
Fiegmund is near death, he will cast Mind Up on himself. 



Land Umber - God Beast of Earth
-------------------------------------------------

Location - Gemstone Valley
Music - Rolling Cradle
Weakness - Wind (Air Blast, Thunderstorm, Stun Wind, Thunder Jitsu,
                            Thunder Sabre)
Strengths - Earth (Diamond Missile, Earthquake, Stone Cloud, Earth Jitsu,
                           Diamond Sabre)

Magic - 
Earthquake - Level 2 Earth-based Magic
Stone Cloud - Level 3 Earth-based Magic
Protect Up - Raises target's resistance to physical attacks
Speed Down - Lowers target's hit and evade rates

Special Attacks -
Hammer Punch - hits one target for moderate physical damage
Crashball - halves target's current HP
Hypercannon - hits party for heavy magical damage

Recommended Inventory - Angel's Grail, Drake's Scale, Bullete's Scale, 
                                       Siren's Claw, Poto Oil

	
	
Land Umber can dish it out, but can't take it. He uses a variety of
powerful attacks, but has so few hit points (about 7500), that he should go
down before he even has a chance to use most of them. Start with the standard
buffs....Thunder Sabre/Siren's Claw, Stat-Ups/Scales, Stat-Downs/Jitsus....by
doing these three things your fighters should be doing at least 250 damage a
hit to Land Umber. Just watch your HP and he should go down in no time. If he
casts Protect Up, counter it with Thunder Jitsu or Protect Down so you will
be able to continue doing maximum damage.




Dolan - God Beast of Moon
----------------------------------------

Music - Black Soup
Weakness - Tree (Posion Bubble, Posion Breath, Pumpkin Bomb, Leaf Sabre)
Strengths - Moon (Lunatic, Moon Sabre)

Magic -
Body Change - Changes target into a Chibikko
Half Vanish - Reduces target's current HP by half
Moon Sabre - physical attacks replenish a portion of the caster's HP, amount
 is proportional to damage done
Energy Ball - Increases Critical Hit rate of target

Special Attacks -
Spiral Moon - Reduces maximum HP of entire party
Howl - Hits party for moderate physical damage and lowers party's defense
Graviton Press - Hits party for moderate-heavy physical damage and lowers
 party's hit and evade rates

Recommended Inventory - Angel's Grail, Drake's Scale, Bullete's Scale,
                                       Poto Oil

	
	
Now THIS is a God-Beast! In addition to looking damn cool, Dolan is
by far the hardest God-Beast you've faced yet. Start the battle like you would
any other, using your Stat-Ups/Scales and Stat-Downs/Jitsus (Sabres have
little effect in this battle), and get ready for one hell of a fight. Dolan
frequently uses extremely dangerous Lunar magic such as Body Change and Half
Vanish, and he uses Graviton Press QUITE a bit, which does a lot of damage to
the party, in addition to lowering the party's hit and evade rates. If Dolan
uses Howl, be sure to recast Protect Up or use Bullete's scales again, as Howl
significantly reduces your party's defense. However, his most deadly attack
by far is Spiral Moon, which in addition to doing massive damage, lowers the
Maximum HP of the entire party. The only way to undo these effects are to use
Stardust Herbs, but be careful, as they cancel all positive effects of
Stat-Ups/Scales as well. When Dolan is near death, he usually casts Moon
Sabre. Good luck!



Lightgazer - God Beast of Light
----------------------------------------------

Music - Faith Total Machine
Weakness - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre,
                                        Demon Breath, Death Spell)
Strengths - Light (Holy Ball, Saint Beam, Saint Sabre)

Magic - 
Holy Ball - Level 1 Light-based Magic
Saint Beam - Level 2 Light-based Magic
Heal Light - Recovers target's HP
Saint Sabre - Imbues target's weapon with the power of Light

Special Attacks - 
Prisoner - Damages and Moogles entire party
Geyseblast - Hits party for heavy magical damage

Recommended Inventory - Angel's Grail, Drake's Scale, Sahaugin's Scale, 
                                       Poto Oil, Mama Poto Oil


	
This battle will either be tough or very easy depending on the
composition of your party. If by any chance you have a party member who can
cast Dark Sabre, then do it! This is one of the few points in the game where
you will actually need that spell. Shadow magic such as Dark Force and
Death Spell are also very useful. If you have neither of those two, then
don't worry, the battle will be tougher, but still manageable. Start off
casting Power Up and Mind Up, and use any Stat-Downs/Jitsus you have on
Lightgazer. Watch for LG's physical attack, as it lowers the targeted party
member's attack power, effectively canceling the Power Up spell. LG's most
powerful attack is Geyseblast, which hits the party for an enormous amount of
magical damage. Make sure your hit points stay above 300 at all times. LG also
uses a spell that damages and Moogles the entire party, so be sure to bring
some Mama Poto Oils. Also, similar to Xan Bie, LG will cast Saint Sabre on a
party member, causing that member's attacks to heal LG. If this happens,
recast Dark Sabre if you can, or use a Stardust Herb to cancel the effects....
but keep in mind you must recast your Stat-Ups on that particular member if
you use the latter method. When LG is near death, he will begin healing
himself, so keep up the pressure.


------------------------------------------------------------------------------
Beat the first seven God Beasts? Great! On to the last one....it's recommended
that you have performed your second class change before attempting to fight
this God Beast




Zable Fahr - God Beast of Darkness
Music - Three of Darkside
Weakness - Light (Holy Ball, Saint Beam, Saint Sabre)
Strengths - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre, 
                                      Demon Breath, Death Spell)

Magic - 
Evil Gate - Level 1 Shadow-based Magic
Dark Force - Level 2 Shadow-based Magic
AnitMagic - Negate's targets status and elemental sabres
Death Spell - Instantly kill a single target if below caster's level
Black Curse - Lowers all stats of specified target

Special Attacks - 
Hell Cross - hits entire party for heavy magical damage
Demon Breath - hits entire party for moderate magical damage, lowers party's
 magic effectiveness/resistance
Darkness Beam - hits one target for moderate magical damage, lowers target's 
 magic effectiveness/resistance
Summon Demon - hits one target for heavy physical damage

Recommended Inventory - Angel's Grail, Honey Drinks, Poto Oil, Stardust Herbs,
                                       Drake's Scales, Sahaugin's Scales,
                                       any other healing items

Recommended Level - 38+ with second class change


	
VERY tough battle....If you have a character who can cast Saint Sabre,
or you were lucky enough to stumble upon some Papa Poto Claws, use them now,
they will tip the scales in your favor. If Angela is in your party as a Light
Class, have her casting FS Saint Beam constantly. Aura Wave will also prove
very useful in this fight if you have members capable of performing full
screen attacks. The boss starts out as two heads on opposite sides of the
screen, each has about 5000 hp or so. Cast all your buffs immediately...and
be careful, as the heads very frequently use techs that lower your magic
effectiveness and resistance. Lise as a Light Class is invaluable, but if
you stock up on Sahaugin's scales, you should be ok. When the two heads are
defeated, they will be revived, and the main entity of the boss will appear
in the middle of the screen. Immediately following the regeneration of the
heads, ZF will cast Hell Cross, so make sure you have full HP when the heads
are revived. Concentrate your physical attacks on the main boss, and use
healing items and spells liberally. Use any Stat-downs and Elemental Jitsus
you have on the main boss, they will make your life easier. ZF casts Death
Spell at least once during the battle, so unless you're really high level, be
prepared to use Angel's Grail. ZF also loves to cast FS Dark Force, so keep an
eye on your HP level. This is a very tough battle, but if you constantly use
healing spells and counter ZF's magic defense reducing spells with Stat-Ups
you should eventually win.



------------------------------------------------------------------------------

Once you defeat the God Beast of Darkness, the game branches off into
three paths....which path you follow depends on who your main character is.

For the final bosses, since there are many, many different party
variations, I have provided tasks that each character and each of their
particular classes should be performing in the final boss fight, besides
using physical attacks.



----------------------
Hawk/Lise
----------------------

Difficulty - Hard



Jagan (Earl of the Evil Eye)
---------------------------------------

Music - Obsession 
Weakness - Fire (Fireball, Exploder, Blaze Wall, Fire Jitsu, Rocket Launcher,
                          Flame Breath, Flame Sabre)
Strengths - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre,
                                      Demon Breath, Death Spell)

Magic - 
Dark Force - Level 2 Shadow-based Magic
Death Spell - Instantly kills a target if lower level than the caster

Special Attacks -
Ghost Road - hits party for moderate magical damage
PsychoWave - hits party for moderate physical damage

Recommended Level - 40+ w/ second class change
Recommended Inventory - Angel's Grail, Drake's Scale, Kerberos's Claws,
                                       Poto Oil
					
	
This battle actually isn't too difficult if you know Jagan's weakness,
which isn't always apparent. Cast Flame Sabre or use Kerberos' Claws at the
beginning of the fight, and use your standard Stat-Up and Stat-Down buffs.
Take out his minions first, as they can prove troublesome if ignored for too
long. When you hit Jagan, you'll do an enormous amount of damage to him if you
used Flame Sabre. Be careful, though, Jagan frequently uses nasty fullscreen
attacks, so don't hesitate to use healing items and magic. He may also cast
Death Spell, so have some Angel's Grail on hand. As long as you heal
constantly Jagan will go down pretty quickly. 





Bigieu (Isabella)
-----------------------

Music - Rolling Cradle
Weakness - None
Strengths - Fire, Wind, Moon

Magic - 
Moon Sabre - physical attacks replenish a portion of the caster's HP, amount
 is proportional to damage done
Lunatic - lowers target's maximum HP
Half Vanish - halves target's current HP
Lamia Naga - Lvl 3 Summon Spell - hits party for moderate-heavy magical damage
Body Change - Transform party into Chibikkos
Energy Ball - Raises target's critical hit rate

Special Attacks -
Rose Highclaw - Powered up physical attack

Recommended Level - 43-45 w/ second class change
Recommended Inventory - Angel's Grail, Drake's Scale, Bullete's Scale,
                                       Poto Oil, Mama Poto Oil


	
Bigieu has a ton of HP, so this is going to be a rather long fight.
Start off by casting your standard buffs...don't use sabres, they have little
effect. Hawk's Fire and Thunder Jitsus also have no effect. If you lower
her attack power and raise your defense, her normal attacks should do very
little damage. You still have to watch for her annoying Lunar magic, and don't
let your HP drop too far, as Lamia Naga does quite a bit of damage. Also,
bring plenty of Mama Poto Oils, as she likes to cast Body Change. This battle
may take a while, but shouldn't be too difficult.





Archdemon (The Dark Prince)
-------------------------------------------


Music - Sacrifice Part Two, Sacrifice Part Three
Weakness - Varies
Strengths - Varies


Magic - Part One
Earthquake - Level 2 Earth-based magic
Stone Cloud - Level 3 Earth-based magic
Dark Force - Level 2 Shadow-based magic
Black Curse - lowers all stats of target
Death Spell - Instantly kills one target if lower level than caster
Body Change - Pygmizes (shrinks) entire party
Half Vanish - Halves target's current HP
Stun Wind - Level 3 Wind-based magic, causes Silence
Thunderstorm - Level 2 Wind-based magic
Mega Splash - Level 2 Water-based magic
Cold Blaze - Level 3 Water-based magic, turns target into Snowman
Exploder - Level 2 Fire-based magic
Blaze Wall - Level 3 Fire-based magic

Special Attacks - Part One
Hypercannon (Earth) - hits party for heavy magical damage
Hell Cross (Dark) - hits party for heavy magical damage
Spiral Moon (Moon) - lowers Maximum HP of party
Air Slasher (Wind) - Powerful Wind-based spell, lowers defense of party
Ice Cradle (Water) - Powerful Water-based spell, lowers attack power of party
Gigaburn (Fire) - Powerful Fire-based spell, lowers magic
 effectiveness/resistance of party


Magic - Part Two
Power Up - raises target's attack power
Protect Up - raises target's defense power
Black Curse - lowers all stats of target


Special Attacks - Part Two
Air Slasher - Powerful wind-based spell, lowers defense of party
Gigaburn - Powerful Fire-based spell, lowers magic effectiveness/resistance
 of party
Hypercannon - hits party for heavy magical damage
Demon Scream - hits one target for small magical damage, lowers target's
 attack power
Demon Breath - hits party for moderate Shadow-based damage, lowers party's
 magic effectiveness/resistance
Hell Cross - hits party for heavy magical damage
Catastrophe - Archdemon's strongest attack, hits party for massive magical
 damage


Recommended Level - 50+
Recommended Inventory - As many scales and healing items as you can get



This is it, the final battle, and by far the most difficult battle of
the game. Archdemon has two forms. In the first form, he will constantly
change his weakness and method of attack...this can be determined by his
color. The opposing element is his weakness at this time, so if you have a
party capable of casting FS elemental sabres, then do so, but don't bother 
using Claws, your inventory space is much better used with healing items and
scales. You'll have to keep juggling your elemental sabres, since you run the
risk of healing him if you're using the wrong sabre, so make sure you pay
close attention to what his weakness is at the time. As always, cast your
standard buffs, and if any of your stats are decreased during the battle, be
sure to counter with scales or Stat-Ups. The most important stat is magic
resistance, so make sure this doesn't fall too low. Archdemon's most dangerous
forms are Moon, Earth, and Shadow. As Moon he will cast Half Vanish and Spiral
Moon, which reduces the party's Max HP. As Earth, his final attack before
changing his form again, Hypercannon, does massive damage to the entire party,
so make sure you keep you HP up while he is in this form. As Shadow, he casts
DeathSpell, so make sure you have some Angel's Grail on hand. Wind, Fire, and
Water are not quite as dangerous, but still be careful, as he casts many
damaging full screen spells as well as spells that affect stats and status,
so be prepared to counter with the appropriate magic and items.


Halfway through the battle, Archdemon's appearance will change, and so
will his method of attack. In this form, Archdemon loves to cast Demon Scream
and Demon Breath, so be ready to counter the effects of these spells. Keep hit
points higher than 400 at all times, as he uses his strongest attack,
Catastrophe, with little warning. This form is not quite as difficult as the
first one, but it's far from a cakewalk. When Archdemon is nearing death, he
will cast Power Up and Protect Up, so be ready to counter with
Jitsus/Stat-Downs. After a while, Archdemon will die a fantastic death.
Congratulations! You've just defeated the hardest boss of the game. Now just
sit back and enjoy the ending, you've earned it!



Party Roles for Final Battle
--------------------------------------

Hawk as Wanderer - Counter Magic may come in handy, as will Aura Wave
Hawk as Rogue - Just fight
Hawk as Ninja Master - use Elemental Jitsus to lower stats
Hawk as Nightblade - use Elemental Jitsus to lower stats, use Deadly Weapon

Kevin as God Hand - use Heal Light if needed, Aura Wave is also useful
Kevin as Warrior Monk - use FS Heal Light when needed, cast Leaf Sabre if 
 needed
Kevin as Death Hand - Just fight
Kevin as Dervish - Ditto

Lise as Vanadies - cast Stat-ups on entire party
Lise as Star Lancer - cast Stat-ups on entire party
Lise as Dragon Master - cast Stat-downs on enemy
Lise as Fenrir Knight - cast Stat-downs on enemy

Duran as Paladin - use Heal Light if needed
Duran as Lord - use FS Heal Light when needed
Duran as Sword Master - FS Sabres will come in handy
Duran as Duelist - Just fight

Angela as Grand Divina - Cast Double Spell
Angela as Arch Mage - Cast Rainbow
Angela as Rune Master - Cast Death Spell if high enough level
Angela as Magus - Cast Ancient

Carlie as Bishop - use FS Heal Light when needed, Magic Barrier is useful as
 well
Carlie as Sage - use FS Heal Light when needed, FS Sabres will come in handy
Carlie as Necromancer - use FS Heal Light when needed, cast Black Curse
Carlie as Evil Shaman - use FS Heal Light when needed, Demon Breath might be
 useful




--------------------
Duran/Angela
--------------------


Difficulty - Medium


Darkshine Knight 
-------------------------

Music - Fable
Weakness - Light (Holy Ball, Saint Beam, Saint Sabre)
Strengths - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre,
                                      Demon Breath, Death Spell)

Magic - None

Special Attacks - 
Whirlwind Sword - hits party for moderate physical damage
Vacuum Blade - hits party for heavy physical damage
Eruption Sword - hits party for heavy physical damage

Recommended Level - 40+ w/ second class change
Recommended Inventory - Drake's and Bullete's Scales, Angel's Grail, Poto Oil 

	
	
The Darkshine Knight can be a pain. He uses very powerful Sword
Techniques, sometimes in rapid succession, which can devastate your entire
party. Start the fight casting the necessary stat-ups and stat-downs, they
will mean the difference between life and death. If you have a character who
can cast Saint Sabre, then do so, it will help a lot, as the Darkshine Knight
is weak against Light. Angela's Saint Beam can help, but isn't really
necessary. Just keep your hit points maxed at all times and you shouldn't
have a whole lot of trouble.



Koren (The Wizard of Red Lotus)
-----------------------------------------------

Music - High Tension Wire
Weakness - None
Strengths - Magical attacks (don't use em!)

Magic - 
Air Blast - Level 1 Wind-based Magic
Thunderstorm - Level 2 Wind-based Magic
Ice Smash - Level 1 Water-based Magic
Mega Splash - Level 2 Water-based Magic
Diamond Missile - Level 1 Earth-based Magic
Earthquake - Level 2 Earth-based Magic
Fireball - Level 1 Fire-based Magic
Exploder - Level 2 Fire-based Magic
Evil Gate - Level 1 Shadow-based Magic
Dark Force - Level 2 Shadow-based Magic
Holy Ball - Level 1 Light-based Magic
Saint Beam - Level 2 Light-based Magic
Ancient - Powerful non-elemental Magic

Recommended Level - 43-45 w/ second class change
Recommended Inventory - Scales, Angel's Grail, Matango Oil

Koren will either be a pain or the easiest boss you've fought in the
whole game. If you have Hawk as a Wanderer....great! Cast Counter Magic,
and most of Koren's spells will be reflected right back at him. If you don't
have Hawk as Wanderer, don't worry. In the Forest of Wonder, the Darth
Matangos randomly drop Matango Oils, which have the same effect as Counter
Magic when used. Fight around there a bit and get 3 of them, and save them
for the battle against Koren. Just use the Oils and pound away....he won't
even be able to hurt you unless he casts Ancient, which he doesn't do often, 
but at least make sure your HP stays up since it does hurt quite a bit.

	
If you don't want to use this cheese-filled technique, then just use
your standard buffs, as always, and pound away with physical attacks...magic
has little effect, so don't bother.



Dragon Emperor Ryuutei
------------------------------------

Music - Sacrifice Part Two, Sacrifice Part Three 
Weakness - Varies
Strengths - Varies

Magic - 
Thunderstorm - Level 2 Wind-based spell
Stun Wind - Level 3 Wind-based spell, causes Silence
Exploder - Level 2 Fire-based spell
Blaze Wall - Level 3 Fire-based spell
Mega Splash - Level 2 Water-based spell
Cold Blaze - Level 3 Water-based spell, causes Snowman status
Earthquake - Level 2 Earth-based spell
Stone Cloud - Level 3 Earth-based spell
Half Vanish - Halves target's current HP
Body Change - Pygmizes (shrinks) entire party
Ancient - Powerful non-elemental magic

Special Attacks - 
Spiral Moon - damages party and lowers Max HP
Prisoner - damages and Moogles party
Air Slasher - Powerful Wind-based spell, lowers defense of party
Gigaburn - Powerful Fire-based spell, lowers magic effectiveness/resistance
 of party
Ice Cradle - Powerful Ice-based spell, lowers attack power of party
Dragon Shout - hits party for light physical damage and lowers hit and evade
 rates
Fang Rush - bites a party member, causing some physical damage.
Flare - DE's strongest attack. Hits party for massive magical damage.

Recommended level - 48+
Recommended Inventory - As many Scales and healing items as you can get

	
The Dragon Emperor will be the last enemy you face if you chose Duran
or Angela as your main character. The Dragon Emperor is more difficult than
the Dark Lich, but easier than the Archdemon. Unlike the Archdemon, the Dragon
Emperor only has one "form" to deal with, but he does like to move around the 
battlefield a lot. Start off the fight like you would any other, casting your
Stat-Ups and Stat-Downs. If you have a character capable of casting elemental
sabres, then you may do so if you wish, just make sure you pay attention to
the Dragon Emperor's current weakness, as it does change often, and you could
find yourself healing him if you aren't careful. The Dragon Emperor can cast 
almost every Level 2 and 3 elemental spell, as well as a few other dangerous 
and annoying spells such as Prisoner and Spiral Moon. Have Mama Poto Oils and
Stardust Herbs on hand to counter these effects. He will also periodically 
cast Ancient with little warning, so make sure your HP level stays fairly 
high. After a certain amount of time, DE will fly from his original position on
the battlefield down toward the bottom of the screen. In this position, DE can
do little but bite your party and use Dragon Shout, which causes damage and 
lowers your party's hit and evade rates. Be warned, though, for immediately
after he leaves this position, he will use Flare, which hits your party for an
immense amount of magical damage, so make sure you keep your hit points high
while DE is positioned at the bottom of the screen. The music will change
halfway through the battle. When DE is nearing death, he will cast Power Up
on himself. If you can, counter this will Stat-Downs, as his physical attacks
can cause quite a bit of damage. When he is defeated, just sit back and enjoy
the ending.




Hawk as Wanderer - Counter Magic may come in handy, as will Aura Wave
Hawk as Rogue - Just fight
Hawk as Ninja Master - use Elemental Jitsus to lower stats
Hawk as Nightblade - use Elemental Jitsus to lower stats, use Deadly Weapon

Kevin as God Hand - use Heal Light if needed, Aura Wave is also useful
Kevin as Warrior Monk - use FS Heal Light when needed, cast Leaf Sabre if 
	needed
Kevin as Death Hand - Just fight
Kevin as Dervish - Ditto

Lise as Vanadies - cast Stat-ups on entire party
Lise as Star Lancer - cast Stat-ups on entire party
Lise as Dragon Master - cast Stat-downs on enemy
Lise as Fenrir Knight - cast Stat-downs on enemy

Duran as Paladin - use Heal Light if needed
Duran as Lord - use FS Heal Light when needed
Duran as Sword Master - FS Sabres will come in handy
Duran as Duelist - Just fight

Angela as Grand Divina - Cast Double Spell
Angela as Arch Mage - Cast Rainbow
Angela as Rune Master - Cast Death Spell if high enough level
Angela as Magus - Cast Ancient

Carlie as Bishop - use FS Heal Light when needed, Magic Barrier is useful as
 well
Carlie as Sage - use FS Heal Light when needed, FS Sabres will come in handy
Carlie as Necromancer - use FS Heal Light when needed, cast Black Curse
Carlie as Evil Shaman - use FS Heal Light when needed, Demon Breath might be
 useful




-----------------
Kevin/Carlie
-----------------

Difficulty - Easiest (but still by no means easy)


Deathjester
----------------

Music - Obsession
Weakness - None	
Strengths - None

Magic -
Stun Wind - Level 3 Wind-based Magic, causes Silence
Cold Blaze - Level 3 Water-based Magic, causes Snowman status
Blaze Wall - Level 3 Fire-based Magic
Stone Cloud - Level 3 Earth-based Magic
Deathspell - Kills target if lower level than caster



Recommended level - 40+ w/ second class change
Recommended Inventory - Scales, Angel's Grail



At the very beginning of the fight, Deathjester will split into three,
but only one of him can be damaged. Cast any full-screen spell to see which
one is the real on, and focus all your attacks on that one. Make sure you're
packing some Angel's Grail, as DJ likes to cast Deathspell. Just focus all 
your attacks on the real target, and heal as necessary, and DJ should go down
without too much trouble.



Heath, The Fallen Cleric
-----------------------------------

Music - Innocent Sea
Weakness - Dark/Shadow (Evil Gate, Dark Force, Black Rain, Dark Sabre,
                                        Demon Breath, Death Spell)
Strengths - Light (Holy Ball, Saint Beam, Saint Sabre)

Magic - 
Heal Light - Recovers target's HP
Saint Beam - Level 2 Light-Based Magic
Black Curse - Lowers all stats of target

Special Attacks -
Marduke - Lvl 3 Summon Spell - Damages and silences party
Jormungand - Lvl 3 Summon Spell - Damages and poisons party
Freya - Lvl 3 - Summon Spell - Damages and pygmizes party

Recommended level - 43-45 w/ second class change
Recommended Inventory - Scales, Mama Poto/Poto Oil, Angel's Grail


	
Ugh...this guy is irritating. He casts many annoying summoning spells,
and heals himself _quite_ frequently. If you have Dark Sabre, then use it now,
as this is the last place you'll need it. Casting Stat-Ups and Stat-Downs also
help a lot, because the key to defeating Heath is to be very fast, as he is
not afraid to cast Heal Light. Make sure you have Mama Poto Oils on hand, as
Heath's summons inflict various status ailments. If you constantly keep up the
pressure, he will eventually go down.

	

Dark Lich (The Masked Mage)
-------------------------------------------

Music - Sacrifice Part Two, Sacrifice Part Three
Weakness - Varies
Strengths - Varies

Magic - 
Dark Force - Level 2 Shadow-Based Magic
Death Spell - Instantly kills a target if lower level than the caster
Poison Bubble - Tree-based damage and poison status on target
Tree Sabre - Target's weapon will drain MP proportional to damage done
Cold Blaze - Level 3 Water-Based Magic, turns target into snowman
Earthquake - Level 2 Earth-Based Magic
Stone Cloud - Level 3 Earth-Based Magic
Saint Beam - Level 2 Light-Based Magic
Ancient - Powerful non-elemental Magic
Speed Up - Increases target's hit and evade rates
Power Up - Increases target's attack power


Special Attacks - 
Hell Cross - Hits party for heavy magical damage
Death Ecstasy - Hits party for heavy magical damage
Killstinger - Hits party for moderate magical damage
Hypercannon - Hits party for heavy magical damage
Prisoner - damages and Moogles party

Recommended level - 47+
Recommended Inventory - As many Scales and healing items as you can get


The Dark Lich is the easiest of the three final bosses, but that 
still doesn't mean he is easy. The DL has a limited arsenal of spells compared
to the other two bosses, most of which do heavy damage and little else. Start
off the battle casting your Stat-Ups and Stat-Downs. If you have Mind Up and 
Mind Down, this battle will be a cakewalk, as even the DL's most damaging 
spells won't be very threatening. During the battle, the background will change.
This indicates the Dark Lich's current method of attack as well as his 
weakness. At the initial background, the Dark Lich will attack with Dark
Magic, such as Dark Force and Hell Cross. He also may cast Death Spell, but he
rarely does. He may even cast Ancient, so make sure your hit points remain 
high. During this phase he is vulnerable to Light based attacks. There
are two other "backgrounds" as well. One of them covers the battlefield with
water. In this phase, DL will attack with Tree and Water based spells. This 
method of attack is the least threatening of the three, the only spell to 
really watch for is Cold Blaze, which will change the target into a Snowman
for a brief period of time. DL is vulnerable to Fire during this phase. His
last method of attack comes when the background shifts to a desert-like 
setting. This method is more dangerous, as he does cast Prisoner, which
Moogles your party, and Hypercannon, which hits for quite a bit of damage.
Be prepared to counter these attacks. In this form, DL is vulnerable to Dark
and Wind based magic. In all three forms, Dark Lich will frequently cast Death
Ecstasy, which is almost as powerful as Ancient. However, if you did your 
homework and remembered to bring some Scales, you'll find that even DL's
most powerful attacks don't do a terrible amount of damage, and even less if
you have a character capable of using Stat-Downs. Overall, this battle 
isn't too difficult, and should be over rather quickly. Halfway through the
battle, the music will change. DL will cast Speed Up and Power Up when he is
nearing death.


Note - If you have Carlie as a Bishop, cast Turn Undead as much as possible,
it only costs 1 MP, and does 999 damage to Dark Lich!




Hawk as Wanderer - Counter Magic may come in handy, as will Aura Wave
Hawk as Rogue - Just fight
Hawk as Ninja Master - use Elemental Jitsus to lower stats
Hawk as Nightblade - use Elemental Jitsus to lower stats, use Deadly Weapon

Kevin as God Hand - use Heal Light if needed, Aura Wave is also useful
Kevin as Warrior Monk - use FS Heal Light when needed, cast Leaf Sabre if 
 needed
Kevin as Death Hand - Just fight
Kevin as Dervish - Ditto

Lise as Vanadies - cast Stat-ups on entire party
Lise as Star Lancer - cast Stat-ups on entire party
Lise as Dragon Master - cast Stat-downs on enemy
Lise as Fenrir Knight - cast Stat-downs on enemy

Duran as Paladin - use Heal Light if needed
Duran as Lord - use FS Heal Light when needed
Duran as Sword Master - FS Sabres will come in handy
Duran as Duelist - Just fight

Angela as Grand Divina - Cast Double Spell
Angela as Arch Mage - Cast Rainbow
Angela as Rune Master - Cast Death Spell if high enough level
Angela as Magus - Cast Ancient

Carlie as Bishop - use FS Heal Light when needed, Magic Barrier is useful as
 well, Turn Undead rocks against DL
Carlie as Sage - use FS Heal Light when needed, FS Sabres will come in handy
Carlie as Necromancer - use FS Heal Light when needed, cast Black Curse
Carlie as Evil Shaman - use FS Heal Light when needed, Demon Breath might be
 useful




Possible Future Addenda and Fixes
---------------------------------------------------------

- Hopefully in a later version I'll add the bosses' HP, EXP, and Gold values

- Since the late game bosses have so many attacks, I may have missed some of
  them. If you know of any special attacks/spells that a boss uses that isn't
  listed, please let me know ASAP so I can update accordingly.
  
- I believe some of the musics of the late game bosses vary depending on who
  is in your party. For example, when battling the Darkshine Knight with Duran
  in your party, a sad type of music plays. I've never fought the Darkshine 
  Knight without Duran, so if someone could verify the music that plays 
  without him in the party, it would be much appreciated. The same goes for 
  Heath without Carlie in the party.
  
- Strategies for the Black Rabite....someday  ;P
  
- Any other errors that may be present within this document. Please let me
  know if you find any!
  


Version History
-----------------------

Started - 1/27/01

2/27/01 - Version 1.0 completed!

3/05/01 - v1.02, Ironed out various spelling, grammar, and continuity issues
   that I had misssed before or was too lazy to correct ;P
   
   - Added information about Hawk's Deadly Weapon skill
   
   - Added a few spells to Archdemon's arsenal that I had missed before
   
   - Listed all of Dragon Emperor and Koren's spells
   
   - Updated spell lists for a few other bosses too



Props and Slops
------------------------

Props! 

- Squaresoft, for making such an excellent game!

- Neill Corlett and company, for doing such an fantastic translation so that 
  us non-Japanese speakers can enjoy this killer game.
  http://www4.ncsu.edu/~nscorlet/sd3/
  
- The ZSNES team: zsKnight, _Demo_, and Pharos, for creating the best SNES
  emulator in existence.
  http://www.zsnes.com
  
- All other FAQ writers out there, whose dedication and perseverance inspired
  me to write an FAQ of my own

- GameFAQ's for posting my guide!
  http://www.gamefaqs.com
  
- Rachele, for supporting me and being such a great friend! =)

  
Slops!

- Squaresoft, for giving us Americans Secret of Evermore instead of this
  game....boo!
  
- Those who fail to appreciate the beauty of retro-gaming. Long live the SNES!



Legal Crap
----------------

Seiken Densetsu, Secret of Mana, and all related objects are Trademarks of
SquareSoft, Inc. 

This FAQ by Dave Watts, Jr. (c) 2001
davewjr@earthlink.net

If you wish to use this guide on your site, then that is fine with me, so long
as nothing is changed. I also welcome all sorts of feedback, so if you have
any questions, or you just want to compliment me, then feel free to drop me
a line.

And that, as they say, is that.....
