Comfortable levels for fighting bosses
Levels for: Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 5
One basic Advice: If you can't fight, flee.
Eh, but try not to flee too often from the boss, usually you die on the 2nd
attempt to flee.
You do not need much finesse in fighting most bosses. Therefore, only the more notably difficult ones are written in detail.
Chapter 1 | |||
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Mini bosses & Bosses | normal | evil | insane |
Miner Foreman (optional) | 5 | 5-6 | 6-7 |
Abilities: nil Comments: Easy The foreman is not difficult to beat even if you don't spend any initial
skill points on damage increase. It is the monsters in the cave that needs
work. If possible, enter the cave with 20 Healing Potion. Try to have at
least 1 Healing Flask on hand for emergency healing while fighting him. Heal
when necessary. |
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Zombom | 9-10 | 10-12 | 12-13 |
Abilities:
Comments: Slightly difficult To defeat Zombom, it is best if you have a few healing potions that can heal 25hps or more. Throw Blast potions interspersed with some attacking as blast potions might be resisted. Having 10 in the inventory should be more than sufficient. If you wish to, you can purchase iron shortsword which deals out higher damage from White River before moving on to Zombom. Suggest you spend 3 skill points on melee haste before confronting him since he can haste himself. Maintain Rohane's health above 40hps at all times since Zombom can deal out 31hps damage. Have some health to spare in the event that he has 2 consecutive turns. Please make sure you have
sufficient potions leftover as you might need them while making your way
back to underground cave> White River Town |
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Sand Grundo | 12-13 | 12-14 | 14 |
Abilities:
Comments: Average Behaves like normal monsters but with critical attack
and can give 34hps damage
so heal with care. You shouldn't have any problems with Mipsy around. |
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Ramtor I | 14 | 14 | 16+ |
Abilities:
Comments: Average Just halve his hitpoints. You may get mesmerized so you may want some magic resistance. Heal with care. Provide some leeway for hps. Keep in mind that Ramtor can hit up to 55hps anytime. ps: You may like to hunt around the fringes of the monster-free zone outside Meridell Castle (free rest after defeating Ramtor I) to level up. |
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Ramtor II | 15-17 | 15-18 | 18-20 |
Abilities: Refer to Ramtor I Comments: Average Similar to Ramtor I. You have to finish him this time, not
halve his hitpoints. The demonic grarrls seems to be the hurdle for some
people. Well, if that is the case, don't hunt in level 2. |
Chapter 2 | |||
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Mini bosses & Bosses | normal | evil | insane |
Leximp (optional) | 16-20 | 17-20 | 19-21 |
Abilities:
Comments: Slightly difficult I don't encourage skipping Leximp because it is a long way to Mountainside Inn & you might need to top up your potions from Chia Oscuro as the monsters in Chapter 2 hit harder. Go straight for Leximp once you reach Chapter 2. Do not hunt until after you defeat him. Try not to go under level 15, trust me. It's tough. Mipsy's direct damage
(DD) and damage potions doesn't work well so Rohane would be your main attacker.
You may like to invest a point for Mipsy's group haste before Leximp so she
wouldn't be wasting her turns. Leximp can dole out more than 30 damage so err on the side of caution and
don't heal only when you are in the red. Having a few Regeneration potions
on hand would be a bonus. |
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Kolvars | 22-24 | 23-25 | 24-26 |
Abilities:
Comments: Easy It doesn't attack much. Just plain old attack and Direct Damage + heal when
appropriate would be fine. DD may be resisted 30% of the time. R&T's attack
give small damage (single digit) |
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Scuzzy | 28-30 | 29-30 | 30 |
Abilities:
Comments: Average Nothing special worth noting. Slow him if you like. While you can beat Scuzzy with lower levels, it is advisable to leave chapter 2 at level 29 and above or you'll find it tough in Chapter 3. |
Chapter 3 | |||
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Mini bosses & Bosses | normal | evil | insane |
Silicast | 30-32 | 31-32 | 32-33 |
Abilities:
Comments: Average What you need to watch out for are the monsters before Silicast. Heal liberally during and after each fight to ensure you have near full health before you move on. Invest on some heal potions as you probably need to heal after fighting each set of 4 monsters. If you are the cautious type, hunt in the desert till you near your target level before moving to the Temple of the Sky as the monsters in there hit harder and can mesmerize. Mipsy's DD and potions don't work very well
on Silicast. You may want to group haste at the start. Silicast could do
group damage of 44, so try to keep their Hps above 80. After he casts group
dmg, he becomes slow so take advantage of that. Stunning Strike becomes
handy in this chapter so do invest 1-4 points if you haven't on the previous
chapters. |
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Pharoah, Gebarn II | 32 | 33 | 34-35 |
Abilities:
Comments: Average Depending on your level, he can be somewhat resistant to damage potion, direct damage and
slow potions. However, you have Group Haste.*Muahaha* As he can give 77hp dmg,
watch their health and you'll be fine. |
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Revenant of the Dunes | 34 | 34-35 | 35-36 |
Abilities:
Comments: Average You can choose to concentrate on the Revenant and ignore
his sidekicks. Finish off the Revenant and the skeletons will die. If you
find the sidekicks SO irritating that you simply have to get them out of the
way, mesmerize them or kill them off before Revenant. If not, just ignore
them. DD 50%
resisted. |
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Coltzan's Ghost | 36 | 37 | 36-38 |
Abilities:
Comments: Average What should I say about Coltzan? You should be a pro at fighting bosses by now...He is just so...bland. Haste if you like. |
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Anubits | 37-38 | 38-39 | 40-41 |
Abilities:
Comments: Slightly difficult It can heal, so what? You can too. Too
fast? Slow it. |
Chapter 4 | |||
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Mini bosses & Bosses | normal | evil | insane |
Meuka (optional) | 39-40 | 40-41 | 42 |
Abilities:
Comments: Easy You can skip if you like but I would fight him just hoping he would give me the +3 mesmerization weapon, in fact any weapon upgrade before facing the faeries would do. Yes, he can cast Infestation. So what? You have Velm. |
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Spider Grundo | 42-43 | 42-44 | 43-45 |
Abilities:
Immune to Rohane's Stunning Strike Comments: EasyToo bad you can't skip this one. That spider is blocking the way! |
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The 4 Faeries | 45-47 | 46-48 | 48-50 |
Dark Faerie Abilities:
Fire Faerie Abilities:
Water Faerie Abilities:
Earth Faerie Abilities:
Comments: Tough Please fully stock up on your Heal, Corrode & Sloth Potions at Auger Faunt. If you wish to, you may buy some Haste potions. You DO NOT need to buy resurrect potions as you can talk to Auger Faunt to have free rest. BUT if you don't have any resurrect potions remaining from previous chapters, please buy a few for future use. There's no fixed strategy to defeat them. Each battle is different. The most common methods are:
Divide the 20 Corrode potions among the 4 faeries. You can easily replenish at Auger Faunt after the fight for King Terask 2. Haste your party members, or slow the faeries. Should try to attack more than defend. Heal cautiously. Don't wait for Velm to heal the member if he takes too long to his next turn when you know the next faeries (e.g. earth & fire) can hit hard. I like to cast Group Shield as it helps deflect Petrification/Mesmerization to a certain extent. On the whole, I find the four faeries harder than King Terask on the
account that I've lost to them before but not KT. They have all the skills KT
has and they are 4 against 4. |
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Hubrid Nox (optional) | 47 | 48 | 49 |
Abilities:
Comments: Tough Skip or not to Skip? Your choice. You can fight it to enjoy the full NQ2 experience. Not recommended in Insane mode. Be careful when you meet more than one Hand of Nox. Hubrid is not that difficult when continually slowed. Heal with caution and don't freak out when it heals every 1 to 2 turns. Do keep him slowed & haste your team. Your inventory will most probably be nearly depleted of Sloth Potion at the end of the fight. You may have to retrace your steps to Augur Faunt for a restock if you depleted your Stamina & Vitality potions. The toughest part is trying not to fall asleep due to extreme boredom. I nearly did. Took me forever to finish it. Skip. |
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Esophagor | 48 | 48-49 | 49 |
Abilities:
Comments: Easy Not much Levelling up to do after the Faeries. Gives out >100hps damage so heal with caution. Slow it, haste your team & you'll finish it in two shakes. |
Chapter 5 | |||
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Mini bosses & Bosses | normal | evil | insane |
Fallen Angel | 49-51 | 49-50 | 49-51 |
Abilities:
Comments: Easy |
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Devilpuss | 51-52 | 51-53 | 51-54 |
Abilities:
Comments: Average No surprises here, even at level 51 in insane mode, you can beat it. It is just that hunting can be super boring later on (with the bionic cybunnies which love to focus) that you may want to level up to 53 in cumulonimbus and normal walk all the way through Faerie City-Palace. Just watch out as the Devilpuss can hit 100+ damage. Heal with care. Use slow potion when necessary. Haste is optional. |
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Faerie Thief 1 | 52-54 | 52-54 | 52-54 |
Abilities:
Comments: Easy Lower her hitpoint by 1/3 and she'll flee. You should be able to handle the thief all three times even if you do not use any potions. She uses Astral Maelstrom but with Velm's Group Heal, you shouldn't have any problems. |
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Faerie Thief 2 | 53-54 | 53-55 | 53-55 |
Comments: Easy Lower her hitpoint by 2/3 and she'll flee again. No change in strategy. |
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Faerie Thief 3 | 54-55 | 55 | 56 |
Comments: Easy You meet her for the third and final time. Defeat her. |
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Pant Devils | 56 | 56-57 | 56-57 |
Abilities:
Comments: Average If you find them fast, slow them. But I find that the
fight doesn't require any slow or damage potions. Just heal with care as they
can deal out 100+ damage. |
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Terask I | 57-59 | 58-60 | 59-60 |
Abilities:
Comments: Slightly difficult Have a full stock of these potions in
your inventory: Check that your team are equipped with the right weapons/armours. Terask 1 can easily be defeated without much use of potions and he doesn't heal as often as Terask 2. Try to use only the Hurricane, Coma and Speed of Light potions as they can be replenished by Lyra later.
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Terask II | 58-60 | 59-60 | 60 |
Abilities:
Comments: Tough
At this time, you should have maxed your attacks and haste with the additional boost from your weapons/armours. Switch Rohane's weapon to Father's Sword (FS), if you have it, as it is more consistent in giving out high damage than the Sword of Apocalypse. If you have sold off your FS, RELAX! You can live without it. I and so many others survived on SOA & lousier weapons before we knew about the FS secret.
Difference between fighting KT2 in insane and other modes Insane KT2 has much higher hitpoints. That's obvious. More defensive acts have to be taken. For normal and evil mode, from the start, keep KT2 slowed, pay attention on attack and less on maintaining the hasting stuff. King Terask II is resistant to Tally's slowing strike & shockwave, Rohane's stunning strike, Mipsy's Direct damage, Velm's Memerization & Celestial Hammer. You can forget trying to mesmerize Terask. It won't work. Of all these, Talinia's has a higher probability of working. In Insane mode, they may but DO NOT expect them to work. Battle Strategy From the start, keep King Terask II slowed 80% or more at all times. It's best to slow him before he casts his group shield. Don't wait for the slow potion to wear off before throwing another. Usually, I'd try to renew the slow potion after 4-5 rounds. However, if it gets resisted, don't panic and start throwing slow potions at every turn. Remember that he is still slowed & you still have time to slow. Attack him before trying again. If the slow potion wears off while his shield is on, you have to try to slow him! While his shield is on, focus more on melee attack and less on throwing potions since they work less efficiently. As his shield is weakening or down, attack then throw potions. You can use Mipsy to test the shield by throwing one of those leftover low grade(<100) damage potions. Hey, if it works, great! If it doesn't, no loss. Keep all attackers hasted either through haste potions (recommended) or Mipsy's group haste if the potion wears off and you haven't had the opportunity to haste the player. You'll find that everyone gets a turn + additional turns before Terask and you wouldn't have any problems beating him. Rohane & Talinia are good attackers so use them for attack. Talinia is the swiftest and on many occasions, a 65% hasted Talinia can manage 2-3 turns before Terask's turn when KT2 is 80% slowed. Use her to alternately attack & throw damage potions. Mipsy is not particularly useful as 90% of the time her direct damage doesn't work. She can be put to better use by throwing slow or damage potions at Terask. Use her to cast Group haste if the others are not hasted or their haste potions have worn off. She seems to be better at throwing slow potions. Cast her damage shield (DS) if you like. (In my opinion, the presence of DS doesn't make much difference. It is too passive and I feel that DS affects the attack power of my other attackers. I don't know if that is a psychological effect and I haven't found a way to verify it so cast all you like!)
If you have used Mipsy for the above in the previous rounds, all
spells are still holding along and Terask has just casted his group shield;
you don't know what to do with her then you use DD. A note on group heal: I don't like group heal when faced with KT2. I prefer using healing potion if an individual is fatally hit. That way, I can heal and yet keep everyone a few pts short of full health. Why? Granted, my method is unorthodox, but should any member be mesmerized, Velm can un-mesmerize them when his turn is up and not wait for the member to get attacked or for mesmerization to wear off. No one in my team should be idling!
In fact, should you decide to spend on Heal rather than Group Heal, I think
Battle Taunt would be a nice complement skill since you would only need to
heal one person. However, group heal is a potion saving skill and is
extremely useful when fighting other bosses and monsters. |
Levels for: Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 5 | Back to previous page
created 22nd April 2004, last modified: 26th Sep 2006