Re: 退魔巫女遊戯 試作体験版
To add to that:
For the Ghost train boss: You can also instant-kill all the ghosts with your Song spell if you've learned it, which kills everyone but the conductor and the train itself.
For Sky Garden Boss: Load up on the マスク series of accessories, and you should start healing for 2000+ HP even with your most basic heal spell.
For the Golden Pyramid Boss: The boss is also susceptible to the confuse spell, so there's that.
And in general, abuse your 100TP skill, the fact that you can't game over unless you run out of MP as well, and there's always time to use a revive item before they start hitting you with MP draining H attacks.
Since I can see people are still having problems, I think I should try to write down a couple things or two about the bosses in the game. Note that most of these notes are written down according to one man's experience, and mostly taken from the in-battle comm scenes. Corrections welcome.
First group of bosses
=Sewer boss: The Aggregate One=
Being the first boss in the game, he's really not all that threatening or gimmicky. The small hand uses mild physical attacks relatively often, but isn't very tough so will go down fast. The large hand only attacks at TPMAX, with a hard-hitting but easily-avoidable attack. The main body itself can hit you with AGI-decreasing sludge, but there's really no particular gimmicks to this fight. Just burst down the hands and the main body last, being careful of the low-accuracy hard-hitting attacks and the main body's TPMAX unavoidable, and you'll be fine. He's weak to thunder, though this will probably only be useful in rematches.
=Hillpath boss: The Embattled Amaryllis=
This is the first boss with a notable gimmick. Only one of the four is the real body, while the other three are fake bodies that die to any attack and revive indefinitely. Their positions shuffle, too.
You can smack them all with AoE attacks if you have 'em, but the fakes will come back with a ton of TP so that can be a pretty bad idea (fortunately enough, the fakes here don't have a TPMAX move as far as I can tell)
One way to discern which one is the real body is to eyeball the "Boss TP" meter and see which of the four have more-or-less matching TP scores.
Another way is to hit the boss with an ailment (try the 18TP move) which will let you know which one is real for as long as the ailment lasts.
Alternatively, the game system remembers which enemy you hit the last time you attack, so when you manage to find the main body as long as you don't move the target cursor you'll always target the main body no matter how much they shuffle.
Also, when the boss hits phase 3, he can't revive the fakes anymore, so feel free to pop an AoE and get the three out of the way.
Remember to be careful of the Restraint and Stumble inducing attacks.
=Ghost train boss: The HENTAI Train=
The first "mook maker" type of boss. The train itself does not attack unless it hits TPMAX (unavoidable; you have to guard), but the multiple mooks behind him (excepting the Conductor, who supports the others and summons replacement mooks faster) just love to pelt you with both regular and H-attacks, which can also inflict debilitative ailments. Try to stack up on H Defense if you can. Unfortunately you can't permanently eliminate the mooks (at start), since even with the conductor gone more will pour in over time, so all you can do is to burst down the boss while dealing with the mooks. The fire AoE spell can work wonders.
The boss will lose passengers as its phases advance, but in exchange will gain TP faster, so watch out.
=Coastal cave boss: Dai Kaiju Takora=
There are 8 enemies here; the main body, and 7 tentacles, some of them submerged underwater and rotating every few turns. You can target submerged enemies, but you can't damage them, so random-target attacks are at a disadvantage at first. The main body usually attacks with Stumble-inducing water bursts and sight-covering ink, while the tentacles will probably be doing the bulk of the damage. Fortunately the tentacles can't respawn, so do your best to burst down the tentacles and leave the main body for last, so the TPMAX unavoidable he eventually does won't be as hard to manage.
He's also weak to electricity, so feel free to take the gamble with your thunder spells if you want.
Also, this part of the game is a reference to Go**illa and Ga*era.
=Abandoned mine boss: Ancient G*nd*m=
First things first: the main body is normally invulnerable to all your attacks thanks to its special coating. Don't bother hitting it. The arm, however, is vulnerable, so take that out first. The main body's eye-beams do low damage, though hard to dodge, while the arm is somewhat on the opposite side of the spectrum.
The main body will only open its mouth, and therefore make itself vulnerable, while preparing its TPMAX unavoidable lazor. Wail on him when his mouth is open.
On phase 3, though, the main body will only open its mouth on the exact turn it fires the death ray and close immediately afterwards. All you can do is to load up on as many DEF+ items as you can, keep your HP up, and go all-out when the boss opens its mouth (and taking the death beam full-on to the face).
...If you're unsure about your survivability, use the 100TP ultimate, as it can be used as long as your MP is above 0.
Second group of bosses
=Rot heap boss: The Aggregate Zero=
There's a lot of enemies. The boss has 4 subparts, and is basically immune to damage until the subparts are gone, so you have to take them down first. The boss will initially spend TP on healing and reviving its subparts, so it's a DPS race.
Being wet, the AoE fire attack won't do much, but the AoE thunder attack(if you have learned it) will work very well. Otherwise, it's a matter of beating down the mook enemies it spawns with, then the subparts, and finally the boss' main body.
Aside from that this boss should be more or less similar to the previous bosses you meet - beware of the ailments they inflict and incoming powerful attacks, and you'll be fine.
=Forgotten village boss: Thousand Faces=
Remember the gimmick from the Amaryllis boss? Yeah, it's here again. Multiple fake bodies and one main body, shuffling each turn. The same countermeasures apply, but since the fake bodies now have TPMAX moves, using AoE attacks is a VERY bad idea.
Speaking of which, both the boss and fake bodies only have attacks used by this stage's enemies; the same precautionary measures apply. Just burst down the boss while dodging/defending against the fakes' attacks, and you should be fine.
Come phase 2, the boss will summon even more masks (AoE attacks is an even worse idea now...), but there's nothing new.
At phase 3, all the fakes will die out immediately (thankfully) but the main body now gains a bind move he'll also use on you straightaway, but if you can handle that he's not different than the other bosses.
=Sky garden boss: The Strongest Taimamiko=
Hey, it's her! From the dev's previous game! And she's not on our side. Oh boy.
First off, her title has grounds. She's RIDICULOUSLY strong, and has speed and skill to back it up. If you get hit, you're in for a world of hurt. Thankfully, you have two tanky oni on your side, who are capable of dishing out the damage on their own, and attract most of the heavy fire. Because of the boss' relentless onslaught however, they'll need some help taking it, which is where you come in with healing and revival spells and items. The oni have enormous HP scores, so use percentage-based heals such as the expensive full heal+ailment cure+revival spell. Just keep your party healed up, and the boss'll go down sooner or later.
=Undersea base boss: The UFO Gather=
First things first, the boss is utterly invulnerable at first. Nothing will work no matter how hard you try. Just do whatever you can to keep yourself from getting annihilated until Mayuko mentions the alien managing the barrier on that console up top... And then run away from the battle. No, really.
Backtrack to a side path in the room, walk over to that alien managing the barrier, beat him down, and then interact with the console to blow it up and power down the barrier. Now get back to the boss fight.
The boss itself won't do anything other than summon UFOs and such for the first part of the fight, so feel free to burst the UFOs down and then focus on the boss. The "regular" UFOs are pretty normal enemies, while the "heavy" metal-plated combat UFOs are tough but weak to armor-piercing attacks such as your 22TP move.
The boss will start attacking later in the fight with powerful MP-draining light attacks. Equip light resistance accessories to counter this, and continue on as you did before; it can summon Mecha-Takoras too later on but you should be able to handle them.
=Golden pyramid boss: The Faceless King=
The first thing you should notice is that the main body's 100TP move is an unblockable, undodgeable petrifying gaze that turns you into gold. Since he starts with it. It only lasts for a short time, so you should be fine as long as you start the fight with full HP and decent equipment.
Aside from the boss, there's also a red hand, which attacks with powerful physical attacks, and a blue hand, which attacks with magical attacks (beware of the faint ailment, caused by thunder spells!). As usual, your priority is to burst down the hands, and leave the boss for last.
As for how to deal with the petrifying gaze, well, you equip the ink sunglasses (occasionally dropped by Mecha-Takoras, you probably have a couple of them by now) to intentionally blind yourself with ink, at least one turn before the TPMAX warning (since the ink-blind only starts to take effect the turn after you equip it). As long as you're ink-blinded, you're immune to the gaze.
When he hits phase 2, he'll start attacking normally alongside his hands.
When he hits phase 3, he'll then revive his hands as golden versions instead of his normal ones. The golden hands are invincible, so take no detours and focus solely on the boss.
I'll write up the human enemies later.
To add to that:
For the Ghost train boss: You can also instant-kill all the ghosts with your Song spell if you've learned it, which kills everyone but the conductor and the train itself.
For Sky Garden Boss: Load up on the マスク series of accessories, and you should start healing for 2000+ HP even with your most basic heal spell.
For the Golden Pyramid Boss: The boss is also susceptible to the confuse spell, so there's that.
And in general, abuse your 100TP skill, the fact that you can't game over unless you run out of MP as well, and there's always time to use a revive item before they start hitting you with MP draining H attacks.
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