I. Overview
II. Monster List
III. Monsters by Location
IV. Bosses
V. Item List
VI. Equipment List
VII. Tips & Tricks
I. Overview
The purpose of this guide is to provide players of Koudelka a nearly
comprehensive list of enemies and item drops encountered throughout the game.
These lists are a companion piece to the Koudelka maps I have created, and room
identifiers will be using those maps as a guide.
The information presented here is freely for use as a reference source for both
players and walkthrough writers. It is free for download and may not be sold
nor repackaged and sold. If you would like to utilize the information in this
guide for nonprofit purpose, you may do so as long as it is properly credited
or sourced. Its primary location on the web is www.gamefaqs.com. No part of
this guide may be used for personal profit.
This guide is not intended to be a walkthrough, so you will not see directions
telling you where to go in the game. It will contain some strategies for
fighting monsters. If you need more help in completing the game beyond the
scope of this guide, please consult one of the available walkthroughs for this
game.
This guide was made using the North American version of Koudelka. It is
possible that European and Japanese versions may have some differences.
II. Monster List
Please note that Koudelka does not give names for enemies. The names I use are
based on looking at what is used in the various walkthroughs, the Shadow Hearts
wiki, the Shadow Hearts games, and some mythology where it felt more
appropriate. I have tried to include descriptions for each monster so that they
are more easily identified. If you are not sure what monster you are facing,
please use the Monsters by Location section to pinpoint the possibilities.
Monsters are subdivided by a “rank” that reads A, B, C, etc. The rank value is
obtained based on the area where the monster is fought, such that all C rank
monsters will be from the same area. Generally monsters get stronger with rank,
however there is a section of the game where monsters are weaker than earlier
versions.
Monsters can come in different colors (schism by rank). In many cases these
color variations can tell you what element the creature is likely resistant or
immune to, but this is not a hard fast rule. Also, some monsters can be
difficult to identify color properties on because of how their textures
interact with environments and lighting and that the game likes to keep the
monsters in the dark. Understanding where the monster rank changes is more
effective in tracking monster weak points if you are using this guide.
Note: Monsters with a drop of “General Goods” can drop a variety of items.
Please refer to the Item List section for details.
ALYOSH
Appearance: Large dirt or brain masses with a couple tentacles and misplaced
eyes.
Notable Attacks: Ranged Paralysis
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
C 33 1089 292 General Goods
E 45 2025 812 Water Fire General Goods
L 62 3844 2080 Dark General Goods
Additional Notes: Alyosh are high VIT, but are otherwise hybrid in stats,
average with spells or physical attacks.
BLACK CAT
Appearance: Small black cats.
Notable Attacks: none
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
D 26 676 800 Cat’s Eye
E 30 900 1250 Cat’s Eye
K 38 1444 2450 Cat’s Eye
M 46 2116 4050 Cat’s Eye
Additional Notes: These enemies are worth abnormally high XP.
BLOODSUCKER
Appearance: Giant tick.
Notable Attacks: none
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 13 169 30 General Goods
D 28 784 480 Earth Wind General Goods
K 44 1936 1470 Water Earth General Goods
Additional Notes: Always encountered with Gregor. They have high AGI.
CHIKON
Appearance: These tiny enemies have dog-like bodies with oversized heads with a
single large glowing eye.
Notable Attacks: none
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
C 21 441 292 Brooch
E 30 900 812 Wind Earth Rosario
F 35 1225 1170 Wind Earth Rosario
L 44 1936 2080 Dark Elixir
Additional Notes: These enemies are caster types and are best dealt with by
weapon attacks.
DEMON BEAD
Appearance: Floating orbs with curved shafts.
Notable Attacks: Ranged Silence
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
B 18 324 120 Board
C 22 484 270 Board
E 30 900 750 Earth Wind Pipe
L 42 1764 1920 Water Fire Rod
M 46 2116 2430 Water Fire Rod
Additional Notes: These are caster enemies that will retreat to the back.
EXPLODE CORPSE
Appearance: Lower bodies with their tops missing as if they exploded upward.
Notable Attacks: none
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 25 625 32 Ring
B 30 900 130 Ring
C 35 1225 292 Ring
D 40 1600 520 Wind Earth Jewel, Badge
G 40 1600 520 Wind Earth Jewel, Badge
H 45 2025 812 Dark J Ring
J 50 2500 1170 Wind Earth Jewel, Badge
K 55 3025 1592 Dark J Ring
L 60 3600 2080 Dark J Ring
M 65 4225 2632 Dark J Ring
Additional Notes: They have high VIT (and thus HP), so can take more attacks
before falling. They like to use spells to attack, but also have good melee
attacks. Use spells if your STR is isn’t better than their VIT. The dark red
versions are immune to Dark and drop J Rings.
GHAST
Undead
Appearance: Female zombie in an open skirt
Notable Attacks: Melee Poison
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
B 18 324 120 General Goods
F 36 1296 1080 General Goods
G 27 729 480 Earth General Goods
H 32 1024 750 Fire Water General Goods
I 36 1296 1080 Fire Water General Goods
Additional Notes: This creature prefers spells to melee attacks. As an undead
she will absorb damage from Dark weapons but is damaged by Light weapons and
the Heal spell.
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
C 24 576 270 Knuckle
E 34 1156 750 Earth Wind Claws
L 49 2401 1920 Water Earth Claws
Additional Notes: If your VIT isn’t good, they can do strong damage with a good
shot at a knockback.
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 14 196 30 General Goods
D 31 961 480 Fire Water General Goods
K 48 2304 1470 Water Earth General Goods
Additional Notes: none
HAND OF GLORY
Appearance: A severed arm that at casual glace may seem snake-like.
Notable Attacks: Melee Poison
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 13 169 30 General Goods
B 17 289 120 General Goods
C 21 441 270 General Goods
D 25 625 480 Dark General Goods
G 25 625 480 Dark General Goods
H 29 841 750 Water Fire General Goods
K 37 1369 1470 Water Fire General Goods
H 41 1681 1920 Water Fire General Goods
Additional Notes: Probably the most trivial enemies you’ll face, but tend to
come in packs of three making them easy XP.
HEADLESS GHOUL
Appearance: This is a headless torso with several glass shards impaled in its
body.
Notable Attacks: none
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 18 324 32 Spear, P Spear
C 28 784 292 Spear, P Spear
D 33 1089 520 Earth Wind P Spear, Lance
E 38 1444 812 Earth Wind P Spear, Lance
F 43 1849 1170 Earth Wind P Spear, Lance
G 33 1089 520 Earth Wind P Spear, Lance
H 38 1444 812 Dark Lance, Glaive
I 43 1849 1170 Spear
J 43 1849 1170 Earth Wind P Spear, Lance
K 47 2209 1592 Dark Lance, Glaive
L 52 2704 2080 Dark Lance, Glaive
M 57 3249 2632 Dark Lance, Glaive
Additional Notes: These enemies are fast and can hit hard, especially early on
and are probably second only to the Inverse in low level party fatality
bringing.
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 13 169 27 General Goods
C 22 484 247 General Goods
D 27 729 440 Earth Wind General Goods
H 32 1024 687 Dark General Goods
I 36 1296 990 General Goods
J 36 1296 990 Earth Wind General Goods
K 41 1681 1347 Dark General Goods
Additional Notes: While about as sturdy as a Hand of Glory these enemies
possess better status ailments which can slow you down. Still, easy to kill
and easy XP.
INVERSE
Appearance: A bandit with a strange head that walks on the ceiling and holds a
pistol.
Notable Attacks: none
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 18 324 37 Axe
B 23 529 150 Axe
C 28 784 337 Axe
D 33 1089 600 Tabar, B Axe
E 43 1849 937 Tabar, B Axe
F 43 1849 1350 Dark Tabar, B Axe
H 38 1444 937 Water Fire B Axe, W Axe
I 43 1849 1350 Axe
J 43 1849 1350 Dark Tabar, B Axe
K 47 2209 1837 Water Fire B Axe, W Axe
L 52 2740 2400 Water Fire B Axe, W Axe
M 57 3249 3037 Water Fire B Axe, W Axe
Additional Notes: These enemies will nearly always target Koudelka. If you have
been raising her as a mage and have been neglecting VIT, this may be a problem.
IPPON-DATARA
Appearance: One legged giant.
Notable Attacks: none
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
G 53 2809 800 Dark General Goods
L 77 5929 3200 Earth Wind Idol (random)
M 83 6889 4050 Earth Wind Idol (random)
Additional Notes: These enemies are surprisingly fast. Near the end of the game
they can drop Idols (permanent stat increasing items), but the ones encounter
prior to the point of no return have a very low drop rate, while the ones after
have a high drop rate.
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 13 169 30 Knife
B 18 324 120 Knife
D 27 729 480 Water Fire Dirk, Dagger
E 32 1024 750 Water Fire Dirk, Dagger
K 41 1681 1470 Fire Water C Knife
Additional Notes: none
JEWEL EYE
Appearance: Floating diamond shaped creature with a jewel in the center and two
smaller gems floating to its side.
Notable Attacks: Ranged AoE Hit
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
C 23 529 247 General Goods
E 32 1024 687 Water Fire General Goods
F 36 1296 990 Water Fire General Goods
K 41 1681 1347 Fire Water General Goods
L 45 2025 1760 Fire Water General Goods
M 50 2500 2227 Fire Water General Goods
Additional Notes: These are caster monsters that tend to head to the back row.
LIVING ARMOR
Appearance: Suits of full armor.
Notable Attacks: Melee Paralyze
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 16 256 32 L Mail
D 35 1225 520 Fire Water C Mail
E 42 1764 812 Fire Water C Mail
K 55 3025 1592 Earth Wind P Mail
Additional Notes: You may want to use at least one ranged character to prevent
this from paralyzing your party until you’re strong enough to take it down
fast. Only source of VIT increasing armor.
MARS
Appearance: Small sack-like headed creature with thin, vine-line limbs.
Notable Attacks: Melee Silence
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
E 30 900 812 Water Fire Scroll (random)
L 42 1764 2080 Dark Scroll (random)
Additional Notes: These enemies are fairly trivial. They are the only source
of Scroll items.
MINOTAUROS
Appearance: Crawling bull creature that is missing its lower body.
Notable Attacks: Melee Poison
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
E 46 2116 812 Fire Water General Goods
F 52 2704 1170 Fire Water General Goods
L 63 3969 2080 Earth Wind General Goods
M 69 4761 2632 Earth Wind General Goods
Additional Notes: While they have high VIT, they aren’t that tough. Use spells
for easier kills.
NOBLE GHOST
Appearance: Floating ghost in aristocratic clothing holding a rapier.
Notable Attacks: none
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
D 33 1089 600 Water Fire L Sword
K 51 2601 1837 Fire Water L Sword
L 57 3249 2400 Fire Water L Sword
Additional Notes: They are among the stronger monsters overall and also a good
source for the 2 handed sword varieties.
NOSFERATU
Appearance: Large bat monster that crawls along the floor.
Notable Attacks: Melee Paralysis
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
C 21 441 270 General Goods
G 25 625 480 General Goods
H 29 841 750 Water Fire General Goods
I 33 1089 1080 General Goods
J 33 1089 1080 General Goods
L 41 1681 1920 Water Fire General Goods
Additional Notes: These enemies tend to be very weak.
PHANTASM
Appearance: Floating ectoplasmic cloud with bright eyes and an arm-like limb.
Notable Attacks: Ranged AoE Wind, Ranged AoE Paralysis
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 15 225 37 Rags
D 32 1024 600 Earth Wind Frock
K 48 2304 1837 Dark Robe
Additional Notes: Straightforward fight and encountered alone. Only source of
PIE increasing armor.
POLTERGEIST CHAIR
Appearance: Three floating chairs.
Notable Attacks: Melee Silence
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 15 225 30 General Goods
B 19 361 120 General Goods
E 31 961 750 General Goods
K 39 1521 1470 Fire Water General Goods
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
B 24 576 120 General Goods
K 44 1936 1470 Water Earth General Goods
Additional Notes: none
POLTERGEIST TABLE
Appearance: Floating table.
Notable Attacks: none
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 15 225 30 General Goods
E 31 961 750 General Goods
K 39 1521 1470 Water Fire General Goods
Additional Notes: none
PUPPET
Appearance: Wooden dolls entwined by a snake-like thing.
Notable Attacks: none
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 13 169 30 Club, Hammer
B 17 289 120 Club, Hammer
D 25 625 480 Dark Mace, Hammer
E 29 841 750 Dark Mace, Hammer
K 37 1369 1470 Earth Wind Pickaxe
L 41 1681 1920 Earth Wind Pickaxe
Additional Notes: They are casters that like to hide in the back right corner
more often than not.
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
C 21 441 247 General Goods
F 32 1024 990 General Goods
G 25 625 440 Dark General Goods
I 32 1024 990 Earth Wind General Goods
K 35 1225 247 Earth Wind General Goods
Additional Notes: Be careful with the ravens in the graveyard when Koudelka
is alone as they have good strength and can do serious damage if you haven’t
been raising VIT very much.
SHADOW
Appearance: Semi-transparent floating torsos with a featureless head.
Notable Attacks: Ranged Silence
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 13 169 27 Whiskey
D 25 625 440 Water Fire Whiskey
E 29 841 687 Water Fire Whiskey
K 37 1369 1347 Water Earth Elixir
L 41 1681 1760 Water Earth Elixir
Additional Notes: none
SKELETON
Undead
Appearance: Walking human skeleton.
Notable Attacks: Melee Poison
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
B 26 676 0 Fire Rapier, S Sword
C 30 900 0 Fire Rapier, S Sword
F 47 2209 0 Fire Rapier, S Sword
G 36 1296 0 Water Fire Saber
H 42 1764 0 Fire Water Tulwar
I 47 2209 0 Fire Water Tulwar
Additional Notes: These enemies are fairly fast and have strong durability.
Fortunately, they are Undead and vulnerable to Light and Heal attacks as well
as always being weak to Fire (or Water in the case of those found in the
courtyard areas). They always absorb Dark as Undead creatures do.
SPECTER
Appearance: Floating ghost creature with an abnormally large head.
Notable Attacks: Ranged Water that can hit in a line
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
A 18 324 27 W Sword, Scimitar
C 28 784 247 W Sword, Scimitar
E 38 1444 687 Fire Water Scimitar, L Sword
F 43 1849 990 Fire Water Scimitar, L Sword
L 52 2704 1760 Dark L Sword, B Sword
Additional Notes: none
Tamacoss
Appearance: Baby-like creature with a large growth for a body and extra limbs.
Notable Attacks: Melee Poison, Ranged AoE Paralysis
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
C 22 484 337 Mittens, S Patah
E 30 900 937 Fire Water S Patah, W Patah
L 42 1764 2400 Water Dark Earth Barballa
M 46 2116 3037 Water Dark Earth Barballa
Additional Notes: While not terribly strong, they can paralyze your entire
party with one attack which can become a problem. They do drop one of the
better class of weapons with strong modifiers to VIT and AGI.
TINDALOS
Undead
Appearance: Wolf monster with human-like hindquarters.
Notable Attacks:
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
B 23 529 150 Whiskey
C 28 784 337 Whiskey
F 43 1849 1350 Whiskey
G 33 1089 600 Wind Earth Galahad Sword
H 38 1444 937 Wind Earth Galahad Sword
I 43 1849 1350 Whiskey
J 43 1849 1350 Wind Earth Galahad Sword
M 57 3249 3037 Water Fire Girdle Sword
Additional Notes: These are strong physical attackers and should not be
treated lightly at first. Interestingly, certain varieties drop swords. They
are Undead, so absorb Dark and take damage from Light and Heal.
ZOMBIE
Undead
Appearance: Walking corpse with arms outstretched.
Notable Attacks: Melee Poison
Rank VIT HP XP WEAK HALF NULL Drops
---- --- ---- ---- ----- ----- ----- --------------------------
B 23 529 120 General Goods
F 41 1681 1080 General Goods
G 32 1024 480 Fire Water General Goods
I 41 1681 1080 Water Earth General Goods
K 46 2116 1470 Water Earth General Goods
L 50 2500 1920 Water Earth General Goods
Additional Notes: Typical undead creature – absorbs Dark, hurt by Light and
Heal.
III. Monsters by Location
Nearly every location on the map that has random encounters has 4 different
encounter groups. There are 3 areas that cannot be verified as having all 4
encounter groups. This may be the case that one encounter is listed in the
game code twice or there may perhaps be an extremely rare encounter.
The letter in parentheses after the Room number indicates what Rank of monsters
are found there, so that 1 (A) would tell you that in room 1, all encounters
are rank A for that monster type.
FIRST FLOOR LOCATIONS
ROOM RANK EN# ENCOUNTER
1 A 1 Bloodsucker, Gregor
2 Inverse
3 Phantasm
4 Puppet, Shadow
2 A 1 Bloodsucker, Gregor
2 Gregor x2
3 Poltergeist Chair, Poltergeist Table
4 Shadow x3
3 A 1 Gregor x2
2 Hand of Glory x3
3 Icarus x3
4 Specter
4 BOSS @ Yateveo
No Random Encounters
5 A 1 Gregor x2
2 Hand of Glory x3
3 Shadow x3
4 Specter
6 B 1 Demon Bead, Hand of Glory
2 Ghast, Hand of Glory
3 Hand of Glory, Skeleton
4 Tindalos
STRATEGY: You should be able to easily drop him with the pistol with 3 to 4
shots before being in danger of dying. You can also swap back to the Knife if
you prefer, but if favors attacking over casting you may need to heal. Do not
attempt to fight him only with unarmed attacks as Koudelka will only deal about
2-16 points of damage a hit and it’s unlikely three heals will be enough to
deplete all his HP by fists alone.
YATEVEO
Location: 1-4
VIT: 33 HP: 1089
WEAK: Fire ABSORB: Water
XP: 150
DROP: Icon’s Necklace SPECIAL: Learn Geyser Spell
STRATEGY: This giant plant has three main attacks. The most dangerous is a
melee attack that can also inflict silence, but this can only be used directly
in front of it. Its other attacks are a single target ranged attack that can
cause poison and a wind-damage spell that can hit a line. The Yateveo cannot
move and appears to take higher damage from weapons than its VIT would normally
allow. Just move Koudelka and Edward to the diagonal positions in front of it.
Neither of its ranged attacks should be any threat. If you have a fire weapon,
equip it and attack every round. Koudelka should also be able to cast Flare 2
or 3 times for good damage. Do not use Water or Light weapons, they will heal
the boss.
STRATEGY: The Green and Blue begin in the front rank while the Red one hangs in
the back. If you are under leveled, this fight can be hard as they can do a lot
of damage through magic. All possess a ranged attack spell that can inflict
Silence, so if you plan to make use of attack spells (Geyser and Flare for the
weak points), make sure you have Panacea available to cure Silence. Try and
focus fire on either the Green or the Blue first and leave the Red for last
since it will take more turns to drop. Heal with Bread, Cheese, and Dried Food
if necessary and use appropriate elemental weapons if you have them (don’t
worry about swapping weapons mid-fight, the loss in time is about the same as
waiting, and nearly negligible).
STRATEGY: The zombie in the closet can be a challenging fight if you haven’t
spent any time gaining XP or have had bad luck with weapon drops, but otherwise
shouldn’t be a big deal. She is weak to your new Tornado spell and is the only
boss that classifies as an Undead creature so you can bust out any Light
element weapons or use the Heal spell to damage her. She does have a ranged
attack that inflicts Silence, so have a backup plan if your caster(s) get hit
by this or use a Panacea. She is probably the fastest enemy you’ve encountered
at this point too, but with 3 characters this isn’t enough of an edge for her.
STRATEGY: At first this fight might feel intimidating being 3 on 3, but unlike
the Magic Shard fight from a while ago you should have adequate strength to
take them down. Edward is the physical attacker, so put a high VIT character
up front to reduce his impact and hit him with spells. Koudelka will mostly
stay near the front too, but is a spell caster using Flare and Tornado mostly.
Physical attacks will end her low HP easily. James will take to the back left
corner and keep dropping Geyser or Megalith spells. You should be able to shrug
these off or out heal them. Save him for last using whatever attacks you have
available (note only two party members will be able to melee him, so the third
will have to use magic or the SA Pistol).
STRATEGY: This Noble Ghost looking mini-boss is another enemy without any weak
points, but he’s no more durable than any boss you’ve fought before. Just keep
his melee attacks on a high VIT front line character. Odds are his ranged
spells aren’t threatening (and you can easily heal when needed).
STRATEGY: This strange looking floating monstrosity is potentially dangerous
depending on your level, gear, and stat allocation. He has a multi-hitting
melee attack backed by high STR and is aggressive enough to rush you to use it.
He also has a single hit melee attack that can cause Poison (you can ignore
this). Like so many other bosses to this point, he has a ranged Silence attack.
If you lack Earth weapons and do not overpower him, you’ll want to make sure
you have a caster to throw Megalith every chance, so use Panacea as needed.
Don’t let him push your defender(s) back. Instead, place your caster right
behind your primary frontline character so s/he can’t be knocked back.
STRATEGY: This tendril and mouth filled mass is a physical brute who has high
STR to back up its melee slams and knock back the target fairly often. It also
likes to force you to use physical attacks against it by employing a Silence
ranged attack that will hit everyone. If you’re over leveled, you can easily
bash it to death, but if not, just use basic strategies of a high VIT character
with a caster directly behind and heal as needed. You should have plenty of
Potions to use if you need to heal but are silenced.
ELIAS
Location: 2-11
VIT: 45 HP: 2025
WEAK: none
XP: 3360
DROP: Brown Glass Part, General Goods, Red Key
STRATEGY: Elias is a human and is supported in this fight by a stack of barrels
and a pile of crates. While these obstacles are up, no attack will hit Elias
(even if you knock them back to behind him). Elias is also completely immune to
all spells, including stat debuffs. Just blast the obstacles with fire or
strong weapon attacks, then focus on Elias. He always triple shoots and never
has to reload. Elias uses a rigid attack pattern of attacking Koudelka, then
Edward, and finally James before repeating the pattern. So long as you have
built VIT up enough per character to survive his attacks, you should have no
problem healing low HP characters before they are attacked again. Once the
obstacles are eliminated, he will start to run between the two corners at the
end of the arena. Just position one attacker to the far left and another to the
far right and have your fastest person either use the SA Pistol, Rifle, or
Bowgun or run between the two sides with melee.
CHIMERA
Location: 1-18
VIT: 64 HP: 4096
WEAK: Water NULL: Fire HALF: Wind
XP: 3750
DROP: Icon’s Crown
STRATEGY: This triple headed beast seems to favor magic attacks to physical
ones, but will still aggressively approach you. It has a ranged Poison attack
which isn’t much of a threat and also a ranged Hit spell that will attack all
characters (and Hit effects are very prone to causing knockback). To counter
the latter attack, use the position a caster (or healer) directly behind a high
VIT character. Use Geyser and Water weapons. This boss is substantially
stronger than previous bosses, however, you should be gaining plenty of XP from
random fights that your characters should be up to the task.
STRATEGY: Depending on your level and how you built Koudelka this fight can be
either straightforward or very difficult. Gug has high VIT and will minimize
weapon damage unless you have high STR and DEX. Magic attacks should be
effective (barring lack of Accessories or never raising INT and MND). Gug can
and will hit hard and fast unless you’ve been pumping points into VIT. For most
players, you should only need to use Tornado over and over again to drop it,
often only needing to heal once or twice. It has a melee attack that can cause
Poison and another with the Hit trait which can knock Koudelka back. It has a
lot of HP, so try and deal 1000 damage a spell, using Fortify INT or MND if you
have to. Fortify VIT may also be wise if you feel you are taking too much
damage. If Koudelka has low AGI, use Potions or High Potions to heal instead of
HEAL spell since they are much faster and have no delay.
HAUNTED CHAIR & HAUNTED SHELF
Location: 1-34
VIT: 75 (Chair) HP: 5625 (Chair)
76 (Shelf) 5776 (Shelf)
WEAK: Water (Chair), Earth (Shelf)
HALF: Fire (Chair), Wind (Shelf)
XP: 1080 (each)
DROP: General Goods (only of optional boss is NOT fought)
STRATEGY: This mini-boss fight is much like any number of random encounters
you’ve probably faced before. The Chair can inflict Silence with its melee
attack and the Shelf can inflict Poison. Just keep your caster behind a high
VIT character and you should have no problem cleaning up.
CHARLOTTE (optional)
Location: 1-34
VIT: 68 HP: 4624
WEAK: Water NULL: Fire HALF: Earth
XP: 5400
DROP: Star Brooch
STRATEGY: Charlotte is similar to the Yateveo in that she will not move and
mainly uses ranged attacks. She can use a Poison ranged attack, but, as usual,
the poison is negligible. Use similar position tactics as you did with Yateveo
(attack from the diagonals and use magic to exploit her weakness).
JEZEBEL
Location: 1-38
VIT: 95 HP: 9025
WEAK: Fire NULL: Water
XP: 7350
DROP: Automatic Pistol SPECIAL: Learn Reflect Spell
STRATEGY: This twisted mass of legs and tentacles with a single arm has high
defenses and good speed, but by this point in the game shouldn’t be anything
threatening if you built your characters well. She possesses a ranged attack
that can inflict both Hit and Silence, so she can disrupt your tactics if
you’re not on top of things. She tends to be aggressive until reduced to low
HP, then will attempt to pull back.
APOSTLE
Location: 1-44
VIT: 89 HP: 7921
RESISTANCES: Special – see strategy
XP: 16000
DROP: Crossbow
STRATEGY: This is the trickiest boss in the game and may well prove too much if
fortune is not on your side. He will stay in place and smash your characters
with spells unless they get close, in which case he will use melee attacks as
well. His melee attack can Paralyze the target, and he also has a ranged attack
that inflicts Silence. Lastly he has a close ranged Paralysis attack that will
hit all targets in a line. Avoid the later attack by only bringing one
character into melee range and keeping the other two back or on separate rows.
It is important to remove Paralysis and Silence quickly as left unchecked</pre><pre id="faqspan-2">
these can end your journey through Nementon.
The real challenge Apostle’s presents, however, is that he will change his
resistance frequently throughout the fight, making him weak, null, or absorb
one or more elements (fire, water, earth, and dark) or even physical attacks.
He is not undead, so Heal and Light weapons will always heal him and he is
naturally immune to Wind element. He begins battle with no immunity to physical
attacks so use this moment to frontload as much damage as you can. Most
elements will also work, but the moment he changes his resistances, all bets
are off as he may absorb any of your attacks and heal up to full. There is one
trick to thwarting him, however, and that is in the form of your new Reflect
spell. However, in order for Reflect to work with any speed, you can’t have
high PIE or else you could reduce his damage to 0 and reflect no injury to him.
His spells are not elemental and should always harm him. If you need less PIE,
remove all Accessories and any Rags, Frock, or Robe you possess. Also consider
equipping your Automatic Pistol, Shotgun 6, and Rifle RD or Shotgun RD to lose
more PIE and get decent ranged physical attack to lead with.
GARGOYLE (optional)
Location: 1-23 (must be before you reach the point of no return)
VIT: 176 HP: 30975
WEAK: none
XP: 0
DROP: Idol (random) SPECIAL: Unlocks Sacnoth Sword
STRATEGY: This optional encounter can be fought anytime after you reunite your
party, but it is recommended to face it after you beat the Apostle due to
having more levels and higher stats. The Gargoyle is very fast and has enormous
STR and decent INT. If you are not overleveled, you will need to employ some
tactics in order to best the Gargoyle. He has strong melee attacks that will
slaughter anyone with low to mid levels of VIT (your defender really should
have over 8000 HP, and higher is better, to avoid having to spam healing). He
also has a ranged spell that does high damage and inflicts Poison, Silence, and
Paralysis. If your character is Paralyzed (or Silenced if a caster), remove it
as soon as you can with a Panacea (hopefully you have a good stock).
Now for how to deal with the Gargoyle using only normally available items.
First you want to counter three of the Gargoyle’s fight enders. The Gargoyle’s
high STR will cause knockback a lot, so make sure your high VIT character has
another character directly behind (easy, just change formation before the
fight). The next issue is his high AGI. Counter this by casting Fortify AGI on
the Gargoyle himself which will reduce his AGI. Once he’s taking less than one
action per each of your characters, you should be fine. Designate one caster to
doing this and only this until done. Finally you want to make sure your
defender character can survive round after round of melee with the Gargoyle
with minimal healing. Accomplish this by casting Fortify VIT on the defender
(best to have them self cast). In time the Gargoyle should be hitting for under
3000, and that should be okay. Also use the third character to heal the
defender as needed.With those three facets taken care of you can now focus on
killing the monster. Use your strongest weapons with your best attacker (range
1 weapons should be used by your defender only). The other characters should
focus on healing as needed and casting Fortify STR and DEX on the attacker.
While you can use magic, the Gargoyle has high PIE and you will need to either
reduce it or buff your INT and MND to extreme levels (honestly, stick with
physical attacks unless you already have 70+ INT and MND without gear). It will
take time, but with this set up the Gargoyle will fall.
Alternately, if you want a faster fight, you can use the Scroll items that may
have dropped for you from the Mars creatures. These Scrolls deal very high
damage regardless of (something like INT +100 and maybe MND too). If you do not
have any Scrolls (or discarded them for space), you can go back and farm them
if you want an easier kill, but it will take longer to farm them than the
buffing strategy above.
DEADLY VINE
Location: End Game 1st Floor and 3rd Floor
VIT: 72 HP: 5184
WEAK: none NULL: Earth
XP: 2400 (each)
DROP: Idol (random)
STRATEGY: These vines have decent staying power, but are not terribly strong.
They can inflict Poison with melee attacks and have spells, but they don’t do
too much damage in either event. Focus fire on one at a time to win.
The first encounter you will face 3 of them. The second encounter you will face
one with Patrick’s Vine.
PATRICK’S VINE
Location: End Game 3rd Floor
VIT: 99 HP: 9801
WEAK: none NULL: Earth
XP: 3645
DROP: Idol (random)
STRATEGY: Patrick’s Vine is basically a more powerful version of a Deadly Vine,
easily identified because it has Patrick’s corpse stuck to it. While the Deadly
Vine is still alive, it is also immune to magic attack, ergo, deal with the
Deadly Vine first by using your best spells, then deal with Patrick’s Vine.
This fight isn’t any more difficult than any fight you’ve overcome before.
STRATEGY: First off, this little guy is identical to the rank M Black Cat, but
he is a fixed encounter and gets the boss music score. You will only get this
encounter if you do not have the Pendant in your inventory (either because you
missed it or discarded it). When you go to the secret save point, this fight
will begin. After this fight, you can opt to not loot the Pendant or discard,
and when you try to hit the save point again, he will be encountered again (I
guess you could exploit this for 4,050-12,150 XP with no wandering if you are
low on level). Just hit him with anything except Heal/Light and he’ll die fast.
ELAINE FORM 1 – FIRST ROUND
Location: End Game 5th Floor
VIT: 108 HP: 11664
WEAK: none NULL: Physical, Earth HALF: Water
XP: 0
DROP: nothing
STRATEGY: Elaine’s first form is the only creature in the game to posses the
NULL physical property natively (Apostle can gain it through a phase shift).
This basically means that any character you did not increase INT and MND with
will not be able to harm her. Ideally you have one strong caster to use Fire
and Wind spells on her, if not, this fight will require buffing INT and MND to
take her out. She is aggressive, strong, and has a ranged Poison AoE. Per
normal, Poison can be ignored in most cases. Keep a high VIT character in front
of her to take her melee hits. So long as you mitigate her damage and have good
attack spells, this fight shouldn’t be that hard.
STRATEGY: At first sight you may feel that this fight is just a repeat of the
last fight, but Elaine has changed her defenses. She now absorbs the Fire and
Wind attacks that she was vulnerable to before and still takes half damage from
Water and Earth attacks. For your fighter types, use Normal or Dark weapons (if
you have Dark weapons, use them now). If you have a non-hybrid built caster, it
is advisable to use the Evil Horn or if you lost that a Mace, Cat’s Eye, or Rod
this way that character can use their better attack stats (INT and MND). She
has no new offensive tricks, so use the same defensive strategy from the last
fight.
STRATEGY: If you’ve been generally cruising through the game with the odd
challenging fight here or there, this fight might overwhelm you. Elaine’s final
form is on par in power with the Gargoyle, just without as much VIT and PIE.
She is also very fast and will advance. She has a potent ranged spell that hits
the entire group and very powerful melee attacks. You need a front line with
high VIT and make sure that she cannot advance forward over your front line in
case she defeats your frontline character. Heal using high INT casters or
Elixirs as needed. When you have the chance use whatever spells or attacks you
can (except Dark and of course Light). If you are taking too much damage,
Fortify VIT on your frontline. If Elaine is too fast, reduce her AGI through
Fortify AGI. If you aren’t doing good damage, Fortify STR or INT.
If Elaine beats you your first time, don’t fret as you will get one of two
endings. Simply watch the scenes then reload and come back with a tighter
strategy or spend some time leveling up and then try again. Elaine’s final form
is a serious difficulty leap up from everything previous (save the Gargoyle).
You can also use Scrolls in this fight if you have them for a significant edge,
but unlike with the Gargoyle, you will not be able to farm Scrolls as the Mars
enemy is not available in the End Game areas.
V. Item List
Items are provided by this guide for easy reference. The special time-based
items are not included. If you seek information on those particular items,
please consult a walkthrough.
About General Goods
-------------------
All of the items on the consumables list with the exception of Elixirs fall
into a category I refer to as General Goods. Enemies who drop General Goods can
drop any of the items from this list at complete random with the exception of
Ammo.
Pistol ammo will drop from the beginning of the game, but Rifle, Bowgun, and
Shotgun ammo will only start to drop from enemies rank C and above (rank D for
Shotgun ammo).
CONSUMABLE ITEMS
Item Effect Source
----------------- ------------------------- ----------------------------
Bread Recover 150 HP Varies (General Goods)
Cheese Recover 250 HP Varies (General Goods)
Dried Food Recover 350 HP Varies (General Goods)
Potion Recover 500 HP Varies (General Goods)
High Potion Recover 1500 HP Varies (General Goods)
Listel Recover 40 MP Varies (General Goods)
High Listel Recover 100 MP Varies (General Goods)
Elixir Recover all HP & MP Chikon L, Shadow KL
Whiskey Revive ally with few HP Varies (General Goods)
Roman Nuts Revive ally w/ full HP/MP Varies (General Goods)
Antidote Cure Poison Varies (General Goods)
Panacea Cure all status ailments Varies (General Goods)
Pistol Rounds Reload equipped pistol Varies (General Goods)
Rifle Rounds Reload equipped rifle Varies (General Goods C+)
Shotgun Rounds Reload equipped shotgun Varies (General Goods D+)
Bowgun Arrows Reload equipped crossbow Varies (General Goods C+)
OTHER ITEMS
Item Effect Source
----------------- ------------------------ ----------------------------
Mask Halves random enc. rate Area 1-14
Air Scroll Heavy Wind damage Mars
Fire Scroll Heavy Fire damage Mars
Earth Scroll Heavy Earth damage Mars
Water Scroll Heavy Water damage Mars
STR Idol Increases STR by 3 Ippon-datara LM, Gargoyle,
permanently Deadly Vine, Patrick’s Vine
VIT Idol Increases VIT by 3 Ippon-datara LM, Gargoyle,
permanently Deadly Vine, Patrick’s Vine
DEX Idol Increases DEX by 3 Ippon-datara LM, Gargoyle,
permanently Deadly Vine, Patrick’s Vine
AGI Idol Increases AGI by 3 Ippon-datara LM, Gargoyle,
permanently Deadly Vine, Patrick’s Vine
INT Idol Increases INT by 3 Ippon-datara LM, Gargoyle,
permanently Deadly Vine, Patrick’s Vine
PIE Idol Increases PIE by 3 Ippon-datara LM, Gargoyle,
permanently Deadly Vine, Patrick’s Vine
MND Idol Increases MND by 3 Ippon-datara LM, Gargoyle,
permanently Deadly Vine, Patrick’s Vine
LUC Idol Increases LUC by 3 Ippon-datara LM, Gargoyle,
permanently Deadly Vine, Patrick’s Vine
VI. Equipment List
Equipment data provided by this guide is for easy reference. The special Time-
based items are not included. If you seek information on those particular
items, please consult a walkthrough.
Weapons with values in parentheses, e.g (5-6) are negative values, reducing the
stat in question. Weapons (Mag) refer to weapons that use INT instead of STR.
Weapon (Mag) INT PIE MND LUC VIT Source
------------- ----- ----- ----- ----- ----- --------------------------
Evil Horn 3-4 6-7 4-5 0 0 Dark Young (boss)
Always has Dark trait.
CESTUS
Weapon (Phys) STR VIT DEX AGI LUC Source
------------- ----- ----- ----- ----- ----- --------------------------
Mittens 6-7 6-7 0 6-7 0 Tamacoss C
S Patah 8-12 8-9 0 8-9 0 Tamacoss CE
W Patah 12-15 10-11 0 10-11 0 Tamacoss E
Barballa 12-16 12-13 0 12-13 0 Tamacoss LM
PISTOL
Weapon (Phys) STR VIT DEX AGI PIE Source
------------- ----- ----- ----- ----- ----- --------------------------
SA Pistol (6) 5 (1) 6 6 (1) Start with it
DA Pistol (6) 6-8 (3-4) 8-10 4-6 (3-4) Area 2-11 cut scene
Automatic (10) 8-10 (4-5) 10-12 8-10 (4-5) Jezebel (boss)
Armor VIT PIE LUC Source
------------- ----- ----- ----- --------------------------
L Mail 6-7 0 2-3 Living Armor A
C Mail 15-16 0 5-6 Living Armor DE
P Mail 16-17 0 6-7 Living Armor K
Rags 0 6-7 2-3 Phantasm A
Frock 0 10-11 3-4 Phantasm D
Robe 0 15-16 5-6 Phantasm K
ACCESSORIES
Accessory INT PIE MND LUC VIT AGI Source
------------- ----- ----- ----- ----- ----- ----- -------------------
Ring 3-4 6-7 4-5 0 0 0 Explode Corpse ABC
J Ring 7-8 14-15 10-11 0 0 0 Explode Corpse HKLM
Brooch 8-9 4-5 3-4 0 0 0 Chikon C
Badge 12-13 6-7 4-5 0 0 0 Explode Corpse DGJ
Rosario 7-8 5-6 10-11 0 0 0 Chikon EF
Jewel 9-10 6-7 10-13 0 0 0 Explode Corpse DGJ
Pendant 7-8 5-6 10-11 15-16 0 0 Area 1-28
Star Brooch 9-10 7-8 5-6 0 0 18-20 Charlotte (boss)
Flare Brooch 9-10 7-8 5-6 0 9-10 0 Area 1-34 (event)
VII. Tips & Tricks
ATTRIBUTES
1) DEX and MND are relevant in determining damage, not hit chance (you will
always hit unless the target Nulls the element). Basically STR and INT
determine maximum damage potential and are opposed by VIT and PIE. DEX and
MND oppose target DEX and MND (as near as I can determine) and will be used
to calculate how much of your STR/INT based damage will apply. MND is also
affected by distance when casting spells, with each block of range seeming
to reduce MND by 2 points effectively (not heavily tested).
2) LUC’s function is unclear. Through testing it does not seem to have any
impact (or else very little impact) on the following:
- Drop rates - Drop quality - Encounter rate
- Damage ranges - Monster target - Daniel’s Cross appearance
3) LUC may directly play into Status resistance and recovery. I have observed
times where Edward with high LUC would recover from Paralysis or Silence
very quickly while Koudelka with baseline LUC would rarely recover from
either ailment (using the usual build of Edward > physical, Koudelka >
magic).
4) HP can be increased beyond 9,999; the game will not display beyond higher.
If you look at the bar or take damage that would not reduce HP below 9,999,
you will observe this in action.
EXPERIENCE
5) If you kill an enemy and continue to attack it (through a combo), each hit
following the killing blow will count as an additional kill as far as XP is
concerned. E.g. If you fight a rank M Black Cat worth 4,050 XP and say get
a triple hit where the first hit deals at least enough damage to kill the
cat, the second and third hit will act like you killed the cat an
additional two times and award 4,050 XP for each hit, for a total battle XP
award of 12,150 XP. By weakening high XP enemies and finishing them off
with a character who has level 3 in the equipped weapons, you can maximize
XP growth.
6) The additional XP trick does not appear to affect drop rates, or if it
does, it does not allocate an additional item drop slot. I.e. using the
example from 5, that Black Cat will not drop multiple Cat’s Eyes.
7) Oddly, Skeleton enemies do not award any XP.
8) Spell skill level (and possibly Weapon) increases the potency of the spell
as if adding a bonus to INT (observed from Heal spell hitting 0-4 points on
a high PIE ally at level 1, but increasing to over 200 at rank 2). The
exact bonus is hard to pinpoint (I’d hazard a guess of approximately 5
points).
WEAPONS
9) Weapons with the Vital trait deal less damage than Normal weapons. They
have no element, so will hit any enemy that is not immune to weapon attacks
(there are only two such enemies in the game, both are bosses). Vital
weapons also can never kill an enemy and will only do as much damage to an
enemy to leave them with 1 HP (which is how I uncovered enemy HP and VIT
values).
9) Weapons with the Mystic trait will not deal any HP damage, and instead deal
damage to target MP. They can reduce MP to 0. They use a different damage
calculation than other weapons so that they tend to only deal double digit
MP damage. I did not bother to use Mystic weapons to gather enemy MP and
PIE stats. Though it can be done, it would require getting such values
before an enemy can cast a spell since there is no good way to find out how
much enemy spells cost. If anyone opts to pursue this, pair high AGI with
your Mystic weapon so you get multiple turns before an enemy can complete
the cast. You’ll also need to make a table for PIE to MP conversion to get
PIE values.
10) The Hit trait increases the chance of knocking back a target. It does not
appear that Hit will interrupt multiple attacks from skill, so there should
be no downside from using such weapons.
11) It is possible to cause knockback while making diagonal attacks, but the
chance is greatly reduced.
12) Light element is functionally healing. Outside of the undead enemies
(Zombie, Ghast, Skeleton, Tindalos), these will always heal the target. It
is recommended that you dump Light weapons unless you want to grind weapon
skill levels. Undead enemies can be easily dealt with through conventional
means.
13) Conversely, Dark weapons will heal Undead targets. Early in the game, most
enemies will take normal damage from Dark weapons. By the second half,
however, you will encounter more and more enemies that are either immune or
take half damage from Dark. Use Dark weapons early on, and then dump these
when you need to make space (after dumping Light and Mystic weapons). Do
note that the penultimate boss fight is an opportunity to put Dark weapons
to use, but only if you lack Normal weapons.
ITEMS
14) The Mask reduces random encounter chance by half. It has no other function.
If you plan to grind monsters for XP or drops, do not pick up the Mask (or
discard it if you already have). For completionists, save picking up the
Mask until just before activating the point of no return (this does mean
that farming Idols will take much longer, however).
15) Daniel’s Cross is a magic weapon that can be found behind Daniel’s Grave in
the graveyard. It does not seem to be present in the US localization, but
can be found in the EU and, presumably, JP versions. If you are a US player
and unable to locate this, this is likely why.
SPELLS
16) Heal is 1.5x more potent than attack spells. I.e. if Flare deals about
1,000 damage, Heal will hit for 1,500. This means that against undead
targets, Heal will be the most effective attack unless the enemy is weak to
an element. Nothing is technically “weak” to Heal/Light, just either healed
by it or takes damage from it.
17) Heal when used to attack completely skips the MND part of the combat
equation. If you have a healer who pumps INT but not MND, you can use them
offensively against undead without impairment.
18) Poison can never kill its target. It will, however, display its damage
every time it ticks, regardless of whether it dealt any damage at all.
FARMING
19) Early in the game after getting James, you may wish to spend some time in
area 2-6 where you can encounter Explode Corpse, Headless Ghoul, Living
Armor, and Phantasm enemies. These can drop Rings, P Spears, L Mail, and
Rags respectively, three of which are good equipment to boost your spell
stats or VIT. Spending a little time here can make the Magic Shard fight
trivial, and if you are concerned about over leveling, these enemies at
this point aren’t worth much XP.
20) Other areas to watch for are areas 1-10 (L Sword, C Mail, Lance, and
Jewel), 2-13 and 2-14 (Scrolls, W Patah, and Lance), 1-37 (Robe, Glaive,
B Sword, Cat’s Eye), 2-17 (B Sword, J Ring, and Robe), and 1-46 (B Sword,
Glaive, Rod, Pickaxe, and rarely Idols).
21) If you are pass the point of no return, you can easily farm Idols from the
Ippon-datara enemies in the exterior areas (they are in 2/3 of the possible
encounters). They will drop an Idol nearly every time. You can also restock
Rods, Glaives, and W Axes if you need to as well as obtain Girdle Swords.