

How you tackle this really does depend on your team. If it wasn’t for its all-for-one victory condition, this fight wouldn’t be much to worry about, but with how little time you have to dispatch them all before one comes back, you’ll need to whittle each down to an inch of its life and hope a final spell or a few banked turns can finish it off. Avoid any elements not listed as a weakness. A level 2 Bard has the skills to hit this dual Insect/Plant boss hard, while Monk, a Vanguard (with Flamebough,) and a Black Mage can all exploit its various weakness. It’s the debuffs you’ll want to be wary of: Contagion, Freeze, and Paralysis will sap you of any strategy, so accessorize accordingly. One head prioritises heals and buffs, the other debilitating debuffs, leaving the center head to hit with team-wide physical blows. It can’t be defeated until all three heads are killed within a couple of turns of each other-lest one come back at half HP and threaten to essentially reset the fight. This is one of the more annoying bosses you’ll have faced so far. Prep yourself for a fight against the mother of all Ochu. Pull back and take the first North turning to reach a save point. Head back down and go as right east as possible to obtain Oak Staff. Take the middle path here to get Courage Ring and the upper path for 3x Remedy. Head west, up, and around until you hit another new zone. Save if needed and you’ll see a cutscene showing Dagg and Selene on the same mission. Instigate fights if you want to add the creatures to your lore book, otherwise just make a mad dash for your invisible objective.įollow the pathways all the way up and around the back of the zone, then take the lower path as you approach the far-left section to enter a new zone. At this point in the game, the creatures in Miasma Woods will run scared of you, but that doesn’t mean the boss will.
