Post by Bou on Dec 14, 2010 21:04:28 GMT -5
"Boss Rush" is a term I use for my video series where I simply fight bosses of a game and show how I deal with them, instead of doing the entire game. Yes, I'm aware I explained this in the Wild ARMs 2 thread but this is just for anyone who didn't happen to see that thread.
While I don't record the entire game, I do add a bit of the story into the descriptions below the video, just enough to state why that particular boss fight is happening. Just keep in mind that these are my strategies and aren't meant to surefire or foolproof.
Note #1: I rename characters in the game after friends.
Note #2: Ignore me if I say a spell name and it doesn't match up to the one in the video. I'm very much spoiled when it comes to updated translations so I rarely call 'Fire3' what it is in the game, instead say Firaga.
Boss #01: Guard Scorpion
Guard Scorpion Health Points: 800
First up, we have the Guard Scorpion, which appears in the Sector 1 Reactor shortly after Cloud (renamed to Jeremy) and Barrett (renamed to Seth) have set the bomb to blow the place to Kingdom Come.
It has two main attacks, which it has to prepare for by using 'Search Scope' which will let you know which character will be targeted. After it searches its enemy out it will either do 'Rifle' or 'Scorpion Tail' both doing pretty average damage. 'Rifle' is the weakest of the two. After it loses some health, it'll raise its tail. When it raises its tail, don't attack it. Otherwise it'll counter with 'Tail Laser' a sweeping laser attack that hits both character's for high damage. Just wait it out and after some time passes it'll lower its tail.
Really, this boss isn't a threat. But that's how most first bosses go. The only time it can be a threat is if it gets off a 'Tail Laser' on you. And, it can happen when you're not expecting it. I've had a command already be set and then it raises its tail. Nothing that can be done there. Constant use of Thunder from Jeremy and attacking from Seth will send this guy to the junk yard, though. Use a Limit Break if you get one as well.
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Buster Sword
Armor: Bronze Bangle
Accessory: N/A
Seth (Barrett)
Weapon: Gatling Gun
Armor: Bronze Bangle
Accessory: N/A
Boss #02: Air Buster
Air Buster Health Points: 1,200
The second boss is encountered just outside the Sector 5 Reactor, after setting the bomb like in the Sector 1 Reactor, however, Air Buster was put there, waiting in an ambush set by the President of Shinra to destroy the meddlesome group. However, the group attacks the Boss in a pincer attack, leaving its back vulnerable.
Like always, I'll start off with the bosses attacks and then get into my own thoughts of the boss. And, like always, we'll go from the weakest attacks to the strongest. It has an unnamed attack which I refer to as 'Body blow' due to the nature of it. When attacked from behind it will sometimes counter with its 'Rear Gun' attack. Now, for its stronger attacks: it has 'Energy Ball' but usually it never gets a chance to use this as it only falls back on it after it can't use its most powerful attack. Which is the 'Big Bomber' attack. It can only use this move a total of 4 times and then begin to fall back on using other strong attack.
Much like the Guard Scorpion, it boasts a high HP count for an early boss, however, it has two major weaknesses in the fight. The first is its weakness to the Thunder magic, due to being a mech. The second is its back is exposed to at least one character throughout the fight, leading to high damage when attacked from behind. It can rack up the damage on you pretty fast, however, this is also its down fall, in my opinion. As it fills up the LBG (Limit Break Gauge) quicker, and if you can nail a Limit Break from the back, especially with Jeremy or Seth, you're looking at perhaps half its life cut off in a single swoop.
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Buster Sword
Armor: Iron Bangle
Accessory: N/A
Materia
Buster Sword: All-Thunder
Iron Bangle: Blizzard
Seth (Barrett)
Weapon: Assault Gun
Armor: Iron Bangle
Accessory: N/A
Materia
Assault Gun: Fire
Iron Bangle: N/A
Skye (Tifa)
Weapon: Leather Glove
Armor: Iron Bangle
Accessory: N/A
Materia
Leather Glove: Cure
Iron Bangle: N/A
Boss #03: Aps
Aps Health Points: 1,800
The third boss is encountered after Don Corneo opens a trap door that sends the party falling down into the Sewers, much to everyone's dismay.
As far as its attacks goes. Its weakest attack is 'Lick' but has a chance to inflict the 'Sadness' status effect on the character in question. Just a note, I'd be pretty sad if I got licked by this thing too. It also has an unnamed attack which is best described as a 'Tail Attack' due to the nature of it. Its strongest attack is 'Sewer Tsunami' that comes in two variations. The first is it'll hit the party from the front, doing less damage and the second being it comes from behind, doing more damage. This attack also injures Aps, using the same formula as the party. From the front, less damage and from the back, more damage.
This boss isn't too bad of a threat. Between it hurting itself and being hurt by you, it'll fall in no time. Its weak to the element 'Fire' so if you've got that Materia equipped go at it! It also is vulnerable to being paralyzed, so, Jeremy can achieve this with his Curse Slash (Cross Slash in game. Poor translation.) Aerith (renamed to Emmie) can pull this off too if she has her 'Seal Evil' Limit break.
Below I will list the Equipment of the characters.
Jeremy (Cloud)
Weapon: Buster Sword
Armor: Mythril Armlet
Accessory: N/A
Materia
Buster Sword: All-Thunder
Mythril Bangle: N/A
Emmie (Aerith)
Weapon: Mythril Rod
Armor: Mythril Armlet
Accessory: N/A
Materia
Mythril Rod: Fire
Mythril Armlet: Cure
Skye (Tifa)
Weapon: Metal Knuckle
Armor: Mythril Armlet
Accessory: N/A
Materia
Metal Knuckle: Blizzard
Mythril Armlet: N/A
Boss #04: Reno
Reno Health Points: 1,000
The fourth boss is encountered on a platform connected to the pillar the plate above Sector 7 up. When Jeremy and Co. arrived, Wedge was knocked off a high place and Emmie opted to stay behind with him as Jeremy and Skye ascended the steps. Along the way they found Biggs and Jessie, both injured, and at the top, holding down the fort so to speak was Seth. Shinra's plan was to blow the plate above Sector 7, and they sent in a Turk, Reno, to do the job. He did succeed in arming the bomb which would destroy Sector 7, and then the fight began shortly after.
Reno has three attacks but only two of them do damage to you. The first is an attack with his weapon. Its an unnamed attack and does minor damage. Other than that he has 'Electro-Mag Rod' which does a bit more damage than his unnamed attack but its still not too bad. The real threat comes in the form of his 'Pyramid' technique. He fires it out and it encases a character. That doesn't seem too bad, though. It'll wear off, right? Nope. Its permanent unless you attack the Pyramid and remove it (it only has 10 HP so it'll be removed in one hit). Why is this a threat then? If you happen to let all three characters get trapped then it results in a game over.
Reno isn't weak to any elements and actually only takes half-damage from Thunder. Therefore its best just to rely on physical attacks to take him down. Although, Blizzard and Fire do a bit more damage than physical attacks, so, its your call. Sporting less HP than Boss #2 and #3 means he'll go down quicker than those. Well, he doesn't 'go down' so much as he runs off.
As for the attempt to steal, Reno, in one of the fights you face off with him in, has a Tough Ring that can be stolen, I just don't remember which one.
Below I will list the Equipment of the characters.
Jeremy (Cloud)
Weapon: Buster Sword
Armor: Mythril Armlet
Accessory: N/A
Materia
Buster Sword: All-Thunder
Mythril Bangle: Steal
Seth (Barrett)
Weapon: Assault Gun
Armor: Mythril Armlet
Accessory: N/A
Materia
Assault Gun: Fire
Mythril Armlet: N/A
Skye (Tifa)
Weapon: Metal Knuckle
Armor: Mythril Armlet
Accessory: N/A
Materia
Metal Knuckle: Cure, Blizzard
Mythril Armlet: N/A
Boss #05: Sample H0512
Sample H0512 Health Points: 1,000
Helper Health Points: 300
First thing is first, I made a small mistake in casting Thunder. The Sample halves damage from Thunder, I honestly thought it was Red XIII's (renamed to Kurisu) turn. Pay attention to who's turn it is, lady!
After breaking into Shinra Headquarters in an attempt to rescue Emmie from her captors, the group run across Professor Hojo who is conducting experiments. After ruining his experiment he calls up the elevator that brings out the ugly boss that faces the group.
I'm only going to list the attacks of the boss and not his helpers. It has an unnamed attack which is a 'Claw' attack of sorts that does minor damage. Its 'Shady Breath' doesn't exactly do damage but has a chance of inflicting poison. And its final move is 'Reanimagic' which it will use to revive its henchmen.
As I stated above, it halves damage done by Thunder and is weak to nothing. Like Aps though, it is vulnerable to being paralyzed. Its only bad attack to me is Shady Breath, which induces Poison on your characters. I ignore the poison and just fight on. The thing is going to die before the poison can be at all effective. Seriously though, compared to Reno or even Aps, this boss makes me laugh.
Its helpers are nothing more than a nuisance and should be ignored, in my opinion. He'll just revive them. However, he can only do this a limited number of times, as using 'Reanimagic' consumes MP from the boss. They don't give any extra XP but they do have a chance to drop Tranquilizers. Overall, this boss shouldn't cause any complications.
Below I will list the Equipment of the characters.
Jeremy (Cloud)
Weapon: Hardedge
Armor: Mythril Armlet
Accessory: Star Pendant
Materia
Hardedge: All-Thunder, Steal
Mythril Bangle: N/A
Seth (Barrett)
Weapon: Assault Gun
Armor: Mythril Armlet
Accessory: N/A
Materia
Assault Gun: Fire-Elemental
Mythril Armlet: N/A
Kurisu (Red XIII)
Weapon: Mythril Clip
Armor: Mythril Armlet
Accessory: N/A
Materia
Mythril Clip: Fire-All
Mythril Armlet: Sense
Boss #06 Hundred Gunner & Heli Gunner
Hundred Gunner Health Points: 1,600
Heli Gunner Health Points: 1,000
This boss fight takes place after Sephiroth (actually, Jenova disguised as Sephiroth) has stormed the building and pretty much laid waste to it. This is a two part boss and a little challenging, in my opinion. I'll never forget that this is the boss that gave me my first game over in this game. Anyway, you'll be forced to use Emmie, Seth, and Kurisu for the battle, so, equip them properly for it.
This battle takes place over two elevators, which is quite a bad thing for Kurisu as he can't physically attack the enemy on the other side, instead of having to resort to magic while Seth attacks physically, which is why I have Elemental linked with Thunder on his weapon for higher damage.
I'll start with Hundred Gunner first, since its the first one in the fight. This boss has four attacks and uses them in phases. The lower its health gets, the stronger the attacks it uses. From the gate it has access to its 'Aux Artillery' which can already hit a single character for a little over 100 points of damage. Once it loses some health (you'll know because its visual appearance will change) it'll start using 'Hidden Artillery' which is stronger than the first one but only targets a single character. Again, health drops and it begins using 'Main Artillery' which strikes all members of your party. Less base damage than the one before it, but it hits everyone. As for its last attack, it has to use to charge its final move before it can use it, which is its downfall, as its set to only begin charging after being reduced to 533 HP. However, should it hit you, heal as soon as possible.
Heli Gunner will drop in after Hundred Gunner is defeated to take its place, not giving you a break. This machine comes with less health but is significantly faster and can induce status effects. Its 'AB Cannon' can hit for over 100 and cause sleep. Its 'C Cannon' can do the same damage but cause poison. It also has 'Firing Line' which does high damage to all party members and can inflict both poison and sleep. 'Spinning Bodyblow' attacks one character for high damage and 'Flying Drill' does the same but for higher damage.
The real threat here is the Heli Gunner and you have to fight through the Hundred Gunner before fighting it. Hundred Gunner is there to wear you down, I believe. That's how I've always interpreted it. Both mechs are weak to Thunder and if you have Elemental, you can link them together on Seth's weapon so he'll do extra damage. Emmie should be designated as the healer and Kurisu as the support attacker and healer. Since Kurisu cannot physically attack in this fight, with the exception of Limits, he should pelt them with magic.
Below I will list the equipment of the characters.
Emmie (Aerith)
Weapon: Mythril Rod
Armor: Mythril Armlet
Accessory: Talisman
Materia
Mythril Rod: Restore-All
Mythril Bangle: N/A
Seth (Barrett)
Weapon: Assault Gun
Armor: Mythril Armlet
Accessory: N/A
Materia
Assault Gun: Thunder-Elemental
Mythril Armlet: N/A
Kurisu (Red XIII)
Weapon: Mythril Clip
Armor: Mythril Armlet
Accessory: N/A
Materia
Mythril Clip: Fire-All
Mythril Armlet: Sense
Boss #07 Rufus & Dark Nation
Rufus Health Points: 500
Dark Nation Health Points: 140
This boss fight takes place directly after Emmie & Company defeat the Gunner machines. Its Jeremy Vs two enemies. As bad as that sounds it really isn't.
Starting with Rufus, he only has one attack and that is 'Shotgun' which does minor damage to one target. Other than that, he wastes turns laughing (I guess taunting?).
Dark Nation on the other hand is the one with the attacks. It has 'Bite' where it does as the name says, bites the enemy for minor damage. 'Protect' and 'Shell' to give Rufus and itself a defense and magic defense boost. It can also use 'Thunder' which will hit for average damage.
So, take out the Dark Nation first. A couple of physical hits or a Limit Break will do it in. Then just trade blows with Rufus until its over. There really is nothing to this Boss fight. A filler boss? I think so.
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Hardedge
Armor: Mythril Armlet
Accessory: Star Pendant
Materia
Hardedge: Blizzard-All, Steal, Enemy Skill
Mythril Armlet: Cure
Boss #08 Motor Ball
Motor Ball Health Points: 2,600
This boss takes place after fleeing from Shin-Ra building and after a little mini game down the highway where you have to protect the truck from the oncoming Shin-Ra Soldiers. The damage taken during the mini game also carries over into the actual boss fight.
First thing to point out is this battle always starts as a back attack, there is no avoiding that. However, if all your party members are in the front row before the battle, they'll take minimal damage from the ram he does at the start of the fight. After that, arrange your attackers, in my case, Jeremy and Kurisu to the front row.
Attacks include its 'Back Attack' which it starts the battle off with and does back attack damage to the party. 'Deadly Wheel' does minor damage to one target. 'Arm Attack' does a bit more damage than 'Deadly Wheel' but still ranks as minor. 'Twin Burner' hits all characters with fire element for average damage. 'Rolling Fire' hits all characters with fire element for major damage.
It reduces damage from Fire by half but like any machine, is weak to Thunder, which is where Elemental linked to Thunder comes in handy, which I have on Jeremy's weapon. Coupling that with a Limit Break does quite a bit of damage to it. Its strongest attack, 'Rolling Fire' only will be used when its health drops low, as its scripted to do so. This makes the boss a decent challenge but not too high of a threat.
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Hardedge
Armor: Mythril Armlet
Accessory: Protect Vest
Materia
Hardedge: Elemental-Thunder, Steal, Enemy Skill
Mythril Armlet: N/A
Emmie (Aerith)
Weapon: Mythril Rod
Armor: Mythril Armlet
Accessory: Talisman
Materia
Mythril Rod: Restore-All
Mythril Bangle: Blizzard-All
Kurisu (Red XIII)
Weapon: Mythril Clip
Armor: Mythril Armlet
Accessory: N/A
Materia
Mythril Clip: Fire-All, Sense
Mythril Armlet: Bio
Boss #09 Bottomswell
Bottomswell Health Points: 2,500
This boss fight takes place after arriving at the port town/city of Junon and heading to the beach. A little girl by the name of Priscilla is there playing with her friend, Mr. Dolphin (What the hell Square?) when the sea creature known as Bottomswell swims (flies?) up and attacks. Priscilla is hurt in the process and the team rushes to her aid.
And, just a small note to anyone who might not know: Yuffie (renamed to Izzy) is one of the optional party members of the game so its entirely possible you might not have her before this boss fight. ^_^ I just make it priority to get her as soon as I enter the Junon Area since she's my favorite character so... I guess I shall say: get used to seeing her.
Bottomswell attacks are as follows. 'Tail Attack' that does average damage. Moonstrike which does average damage to a single character. 'Big Wave' which hits all party members for high damage. It also has 'Bodyblow' which targets a single character and does major damage. And, if you remember Reno's 'Pyramid' well this boss has a 'Waterball' that it encases a party member in. Acting much like 'Pyramid' but also draining HP overtime. It can only be destroyed by a magic attack.
Its weak to Wind so if you have Choco/Mog Summon Materia, let it fly at the thing to do a nice bit of damage to it. Also, note that this enemy is considered 'Long Range' and can't be attacked physically by the likes of Jeremy or Kurisu. Not unless they have a Materia known as 'Long Range' equipped. Be sure to be moderately healed before you kill this boss off as it'll go for one last attempt and unleash a final Big Wave on its death. If your characters don't survive, game over even if you killed it.
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Hardedge
Armor: Mythril Armlet
Accessory: Star Pendant
Materia
Hardedge: Thunder-All, Enemy Skill
Mythril Armlet: Elemental-Fire
Izzy (Yuffie)
Weapon: Boomerang
Armor: Carbon Bangle
Accessory: Protect Vest
Materia
Boomerang: All-Cure, Earth, Steal
Carbon Bangle: Blizzard-All, Choco/Mog
Kurisu (Red XIII)
Weapon: Magic Comb
Armor: Mythril Armlet
Accessory: Star Pendant
Materia
Magic Comb: Fire, Sense, Heal
Mythril Armlet: Bio, Chocobo Lure
Boss #09: Jenova-BIRTH
Jenova-BIRTH Health Points: 4,000
After successfully sneaking onboard the cargo ship, all seems to be going fine with the group heading to Costa del Sol. However, suspicious characters are reported on board and they believe they have been found out, however, its not them. Investigating the lower decks and engine room they encounter Jenova (though to them appears as Sephiroth) and after a small bit of banter, Jenova 'flies' off and leaves behind on of her parts to fight the party, this part is known as Jenova-BIRTH.
Jenova-BIRTH can be a little annoying if unprepared. Its main threat comes with the ability to use the magic 'Stop' however it only has enough MP to cast it three times.
Other than that magic it has 'Laser' which it'll shoot at a single target and can do this three times in a row in quick succession, and sometimes to the same target.
'W-Laser' a stronger version of the 'Laser' and highly damaging, what's worse is she can use it up to three times, nonstop. Broken? Jenova? Never!
'Gas' where she spews a putrid green gas at the target. Pretty weak overall but has a chance to poison.
'Tail Laser' which sweeps across the field, damaging all characters. It also has knock back properties as well as doing high damage. She can use it twice in a row at times.
Going in unprepared to this boss fight can lead to a game over due to Jenova's ability to use moves in quick succession. Especially if done to a single character. Stop can be its biggest threat but in my opinion, its Tail Laser is the bigger threat, especially if done twice in a row. Being prepared however gives you a bigger advantage against her but she can still be a threat.
On an unrelated note, Jenova's theme is one of my favorite in the game. ^_^
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Force Stealer
Armor: Shinra Beta
Accessory: Star Pendant
Materia
Force Stealer: Fire, Enemy Skill, Shiva
Shinra Beta: Thunder-All, Long Range
Izzy (Yuffie)
Weapon: Wind Slash
Armor: Shinra Beta
Accessory: Protect Vest
Materia
Wind Slash: Fire, Earth, Steal
Shinra Beta: Blizzard-All, Throw, Choco/Mog
Emmie (Aerith)
Weapon: Striking Staff
Armor: Shinra Beta
Accessory: Talisman
Materia
Striking Staff: Restore-All, Heal, Revive
Shinra Beta: Poison-Elemental, Seal, Chocobo Lure
While I don't record the entire game, I do add a bit of the story into the descriptions below the video, just enough to state why that particular boss fight is happening. Just keep in mind that these are my strategies and aren't meant to surefire or foolproof.
Note #1: I rename characters in the game after friends.
Note #2: Ignore me if I say a spell name and it doesn't match up to the one in the video. I'm very much spoiled when it comes to updated translations so I rarely call 'Fire3' what it is in the game, instead say Firaga.
Boss #01: Guard Scorpion
Guard Scorpion Health Points: 800
First up, we have the Guard Scorpion, which appears in the Sector 1 Reactor shortly after Cloud (renamed to Jeremy) and Barrett (renamed to Seth) have set the bomb to blow the place to Kingdom Come.
It has two main attacks, which it has to prepare for by using 'Search Scope' which will let you know which character will be targeted. After it searches its enemy out it will either do 'Rifle' or 'Scorpion Tail' both doing pretty average damage. 'Rifle' is the weakest of the two. After it loses some health, it'll raise its tail. When it raises its tail, don't attack it. Otherwise it'll counter with 'Tail Laser' a sweeping laser attack that hits both character's for high damage. Just wait it out and after some time passes it'll lower its tail.
Really, this boss isn't a threat. But that's how most first bosses go. The only time it can be a threat is if it gets off a 'Tail Laser' on you. And, it can happen when you're not expecting it. I've had a command already be set and then it raises its tail. Nothing that can be done there. Constant use of Thunder from Jeremy and attacking from Seth will send this guy to the junk yard, though. Use a Limit Break if you get one as well.
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Buster Sword
Armor: Bronze Bangle
Accessory: N/A
Seth (Barrett)
Weapon: Gatling Gun
Armor: Bronze Bangle
Accessory: N/A
Boss #02: Air Buster
Air Buster Health Points: 1,200
The second boss is encountered just outside the Sector 5 Reactor, after setting the bomb like in the Sector 1 Reactor, however, Air Buster was put there, waiting in an ambush set by the President of Shinra to destroy the meddlesome group. However, the group attacks the Boss in a pincer attack, leaving its back vulnerable.
Like always, I'll start off with the bosses attacks and then get into my own thoughts of the boss. And, like always, we'll go from the weakest attacks to the strongest. It has an unnamed attack which I refer to as 'Body blow' due to the nature of it. When attacked from behind it will sometimes counter with its 'Rear Gun' attack. Now, for its stronger attacks: it has 'Energy Ball' but usually it never gets a chance to use this as it only falls back on it after it can't use its most powerful attack. Which is the 'Big Bomber' attack. It can only use this move a total of 4 times and then begin to fall back on using other strong attack.
Much like the Guard Scorpion, it boasts a high HP count for an early boss, however, it has two major weaknesses in the fight. The first is its weakness to the Thunder magic, due to being a mech. The second is its back is exposed to at least one character throughout the fight, leading to high damage when attacked from behind. It can rack up the damage on you pretty fast, however, this is also its down fall, in my opinion. As it fills up the LBG (Limit Break Gauge) quicker, and if you can nail a Limit Break from the back, especially with Jeremy or Seth, you're looking at perhaps half its life cut off in a single swoop.
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Buster Sword
Armor: Iron Bangle
Accessory: N/A
Materia
Buster Sword: All-Thunder
Iron Bangle: Blizzard
Seth (Barrett)
Weapon: Assault Gun
Armor: Iron Bangle
Accessory: N/A
Materia
Assault Gun: Fire
Iron Bangle: N/A
Skye (Tifa)
Weapon: Leather Glove
Armor: Iron Bangle
Accessory: N/A
Materia
Leather Glove: Cure
Iron Bangle: N/A
Boss #03: Aps
Aps Health Points: 1,800
The third boss is encountered after Don Corneo opens a trap door that sends the party falling down into the Sewers, much to everyone's dismay.
As far as its attacks goes. Its weakest attack is 'Lick' but has a chance to inflict the 'Sadness' status effect on the character in question. Just a note, I'd be pretty sad if I got licked by this thing too. It also has an unnamed attack which is best described as a 'Tail Attack' due to the nature of it. Its strongest attack is 'Sewer Tsunami' that comes in two variations. The first is it'll hit the party from the front, doing less damage and the second being it comes from behind, doing more damage. This attack also injures Aps, using the same formula as the party. From the front, less damage and from the back, more damage.
This boss isn't too bad of a threat. Between it hurting itself and being hurt by you, it'll fall in no time. Its weak to the element 'Fire' so if you've got that Materia equipped go at it! It also is vulnerable to being paralyzed, so, Jeremy can achieve this with his Curse Slash (Cross Slash in game. Poor translation.) Aerith (renamed to Emmie) can pull this off too if she has her 'Seal Evil' Limit break.
Below I will list the Equipment of the characters.
Jeremy (Cloud)
Weapon: Buster Sword
Armor: Mythril Armlet
Accessory: N/A
Materia
Buster Sword: All-Thunder
Mythril Bangle: N/A
Emmie (Aerith)
Weapon: Mythril Rod
Armor: Mythril Armlet
Accessory: N/A
Materia
Mythril Rod: Fire
Mythril Armlet: Cure
Skye (Tifa)
Weapon: Metal Knuckle
Armor: Mythril Armlet
Accessory: N/A
Materia
Metal Knuckle: Blizzard
Mythril Armlet: N/A
Boss #04: Reno
Reno Health Points: 1,000
The fourth boss is encountered on a platform connected to the pillar the plate above Sector 7 up. When Jeremy and Co. arrived, Wedge was knocked off a high place and Emmie opted to stay behind with him as Jeremy and Skye ascended the steps. Along the way they found Biggs and Jessie, both injured, and at the top, holding down the fort so to speak was Seth. Shinra's plan was to blow the plate above Sector 7, and they sent in a Turk, Reno, to do the job. He did succeed in arming the bomb which would destroy Sector 7, and then the fight began shortly after.
Reno has three attacks but only two of them do damage to you. The first is an attack with his weapon. Its an unnamed attack and does minor damage. Other than that he has 'Electro-Mag Rod' which does a bit more damage than his unnamed attack but its still not too bad. The real threat comes in the form of his 'Pyramid' technique. He fires it out and it encases a character. That doesn't seem too bad, though. It'll wear off, right? Nope. Its permanent unless you attack the Pyramid and remove it (it only has 10 HP so it'll be removed in one hit). Why is this a threat then? If you happen to let all three characters get trapped then it results in a game over.
Reno isn't weak to any elements and actually only takes half-damage from Thunder. Therefore its best just to rely on physical attacks to take him down. Although, Blizzard and Fire do a bit more damage than physical attacks, so, its your call. Sporting less HP than Boss #2 and #3 means he'll go down quicker than those. Well, he doesn't 'go down' so much as he runs off.
As for the attempt to steal, Reno, in one of the fights you face off with him in, has a Tough Ring that can be stolen, I just don't remember which one.
Below I will list the Equipment of the characters.
Jeremy (Cloud)
Weapon: Buster Sword
Armor: Mythril Armlet
Accessory: N/A
Materia
Buster Sword: All-Thunder
Mythril Bangle: Steal
Seth (Barrett)
Weapon: Assault Gun
Armor: Mythril Armlet
Accessory: N/A
Materia
Assault Gun: Fire
Mythril Armlet: N/A
Skye (Tifa)
Weapon: Metal Knuckle
Armor: Mythril Armlet
Accessory: N/A
Materia
Metal Knuckle: Cure, Blizzard
Mythril Armlet: N/A
Boss #05: Sample H0512
Sample H0512 Health Points: 1,000
Helper Health Points: 300
First thing is first, I made a small mistake in casting Thunder. The Sample halves damage from Thunder, I honestly thought it was Red XIII's (renamed to Kurisu) turn. Pay attention to who's turn it is, lady!
After breaking into Shinra Headquarters in an attempt to rescue Emmie from her captors, the group run across Professor Hojo who is conducting experiments. After ruining his experiment he calls up the elevator that brings out the ugly boss that faces the group.
I'm only going to list the attacks of the boss and not his helpers. It has an unnamed attack which is a 'Claw' attack of sorts that does minor damage. Its 'Shady Breath' doesn't exactly do damage but has a chance of inflicting poison. And its final move is 'Reanimagic' which it will use to revive its henchmen.
As I stated above, it halves damage done by Thunder and is weak to nothing. Like Aps though, it is vulnerable to being paralyzed. Its only bad attack to me is Shady Breath, which induces Poison on your characters. I ignore the poison and just fight on. The thing is going to die before the poison can be at all effective. Seriously though, compared to Reno or even Aps, this boss makes me laugh.
Its helpers are nothing more than a nuisance and should be ignored, in my opinion. He'll just revive them. However, he can only do this a limited number of times, as using 'Reanimagic' consumes MP from the boss. They don't give any extra XP but they do have a chance to drop Tranquilizers. Overall, this boss shouldn't cause any complications.
Below I will list the Equipment of the characters.
Jeremy (Cloud)
Weapon: Hardedge
Armor: Mythril Armlet
Accessory: Star Pendant
Materia
Hardedge: All-Thunder, Steal
Mythril Bangle: N/A
Seth (Barrett)
Weapon: Assault Gun
Armor: Mythril Armlet
Accessory: N/A
Materia
Assault Gun: Fire-Elemental
Mythril Armlet: N/A
Kurisu (Red XIII)
Weapon: Mythril Clip
Armor: Mythril Armlet
Accessory: N/A
Materia
Mythril Clip: Fire-All
Mythril Armlet: Sense
Boss #06 Hundred Gunner & Heli Gunner
Hundred Gunner Health Points: 1,600
Heli Gunner Health Points: 1,000
This boss fight takes place after Sephiroth (actually, Jenova disguised as Sephiroth) has stormed the building and pretty much laid waste to it. This is a two part boss and a little challenging, in my opinion. I'll never forget that this is the boss that gave me my first game over in this game. Anyway, you'll be forced to use Emmie, Seth, and Kurisu for the battle, so, equip them properly for it.
This battle takes place over two elevators, which is quite a bad thing for Kurisu as he can't physically attack the enemy on the other side, instead of having to resort to magic while Seth attacks physically, which is why I have Elemental linked with Thunder on his weapon for higher damage.
I'll start with Hundred Gunner first, since its the first one in the fight. This boss has four attacks and uses them in phases. The lower its health gets, the stronger the attacks it uses. From the gate it has access to its 'Aux Artillery' which can already hit a single character for a little over 100 points of damage. Once it loses some health (you'll know because its visual appearance will change) it'll start using 'Hidden Artillery' which is stronger than the first one but only targets a single character. Again, health drops and it begins using 'Main Artillery' which strikes all members of your party. Less base damage than the one before it, but it hits everyone. As for its last attack, it has to use to charge its final move before it can use it, which is its downfall, as its set to only begin charging after being reduced to 533 HP. However, should it hit you, heal as soon as possible.
Heli Gunner will drop in after Hundred Gunner is defeated to take its place, not giving you a break. This machine comes with less health but is significantly faster and can induce status effects. Its 'AB Cannon' can hit for over 100 and cause sleep. Its 'C Cannon' can do the same damage but cause poison. It also has 'Firing Line' which does high damage to all party members and can inflict both poison and sleep. 'Spinning Bodyblow' attacks one character for high damage and 'Flying Drill' does the same but for higher damage.
The real threat here is the Heli Gunner and you have to fight through the Hundred Gunner before fighting it. Hundred Gunner is there to wear you down, I believe. That's how I've always interpreted it. Both mechs are weak to Thunder and if you have Elemental, you can link them together on Seth's weapon so he'll do extra damage. Emmie should be designated as the healer and Kurisu as the support attacker and healer. Since Kurisu cannot physically attack in this fight, with the exception of Limits, he should pelt them with magic.
Below I will list the equipment of the characters.
Emmie (Aerith)
Weapon: Mythril Rod
Armor: Mythril Armlet
Accessory: Talisman
Materia
Mythril Rod: Restore-All
Mythril Bangle: N/A
Seth (Barrett)
Weapon: Assault Gun
Armor: Mythril Armlet
Accessory: N/A
Materia
Assault Gun: Thunder-Elemental
Mythril Armlet: N/A
Kurisu (Red XIII)
Weapon: Mythril Clip
Armor: Mythril Armlet
Accessory: N/A
Materia
Mythril Clip: Fire-All
Mythril Armlet: Sense
Boss #07 Rufus & Dark Nation
Rufus Health Points: 500
Dark Nation Health Points: 140
This boss fight takes place directly after Emmie & Company defeat the Gunner machines. Its Jeremy Vs two enemies. As bad as that sounds it really isn't.
Starting with Rufus, he only has one attack and that is 'Shotgun' which does minor damage to one target. Other than that, he wastes turns laughing (I guess taunting?).
Dark Nation on the other hand is the one with the attacks. It has 'Bite' where it does as the name says, bites the enemy for minor damage. 'Protect' and 'Shell' to give Rufus and itself a defense and magic defense boost. It can also use 'Thunder' which will hit for average damage.
So, take out the Dark Nation first. A couple of physical hits or a Limit Break will do it in. Then just trade blows with Rufus until its over. There really is nothing to this Boss fight. A filler boss? I think so.
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Hardedge
Armor: Mythril Armlet
Accessory: Star Pendant
Materia
Hardedge: Blizzard-All, Steal, Enemy Skill
Mythril Armlet: Cure
Boss #08 Motor Ball
Motor Ball Health Points: 2,600
This boss takes place after fleeing from Shin-Ra building and after a little mini game down the highway where you have to protect the truck from the oncoming Shin-Ra Soldiers. The damage taken during the mini game also carries over into the actual boss fight.
First thing to point out is this battle always starts as a back attack, there is no avoiding that. However, if all your party members are in the front row before the battle, they'll take minimal damage from the ram he does at the start of the fight. After that, arrange your attackers, in my case, Jeremy and Kurisu to the front row.
Attacks include its 'Back Attack' which it starts the battle off with and does back attack damage to the party. 'Deadly Wheel' does minor damage to one target. 'Arm Attack' does a bit more damage than 'Deadly Wheel' but still ranks as minor. 'Twin Burner' hits all characters with fire element for average damage. 'Rolling Fire' hits all characters with fire element for major damage.
It reduces damage from Fire by half but like any machine, is weak to Thunder, which is where Elemental linked to Thunder comes in handy, which I have on Jeremy's weapon. Coupling that with a Limit Break does quite a bit of damage to it. Its strongest attack, 'Rolling Fire' only will be used when its health drops low, as its scripted to do so. This makes the boss a decent challenge but not too high of a threat.
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Hardedge
Armor: Mythril Armlet
Accessory: Protect Vest
Materia
Hardedge: Elemental-Thunder, Steal, Enemy Skill
Mythril Armlet: N/A
Emmie (Aerith)
Weapon: Mythril Rod
Armor: Mythril Armlet
Accessory: Talisman
Materia
Mythril Rod: Restore-All
Mythril Bangle: Blizzard-All
Kurisu (Red XIII)
Weapon: Mythril Clip
Armor: Mythril Armlet
Accessory: N/A
Materia
Mythril Clip: Fire-All, Sense
Mythril Armlet: Bio
Boss #09 Bottomswell
Bottomswell Health Points: 2,500
This boss fight takes place after arriving at the port town/city of Junon and heading to the beach. A little girl by the name of Priscilla is there playing with her friend, Mr. Dolphin (What the hell Square?) when the sea creature known as Bottomswell swims (flies?) up and attacks. Priscilla is hurt in the process and the team rushes to her aid.
And, just a small note to anyone who might not know: Yuffie (renamed to Izzy) is one of the optional party members of the game so its entirely possible you might not have her before this boss fight. ^_^ I just make it priority to get her as soon as I enter the Junon Area since she's my favorite character so... I guess I shall say: get used to seeing her.
Bottomswell attacks are as follows. 'Tail Attack' that does average damage. Moonstrike which does average damage to a single character. 'Big Wave' which hits all party members for high damage. It also has 'Bodyblow' which targets a single character and does major damage. And, if you remember Reno's 'Pyramid' well this boss has a 'Waterball' that it encases a party member in. Acting much like 'Pyramid' but also draining HP overtime. It can only be destroyed by a magic attack.
Its weak to Wind so if you have Choco/Mog Summon Materia, let it fly at the thing to do a nice bit of damage to it. Also, note that this enemy is considered 'Long Range' and can't be attacked physically by the likes of Jeremy or Kurisu. Not unless they have a Materia known as 'Long Range' equipped. Be sure to be moderately healed before you kill this boss off as it'll go for one last attempt and unleash a final Big Wave on its death. If your characters don't survive, game over even if you killed it.
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Hardedge
Armor: Mythril Armlet
Accessory: Star Pendant
Materia
Hardedge: Thunder-All, Enemy Skill
Mythril Armlet: Elemental-Fire
Izzy (Yuffie)
Weapon: Boomerang
Armor: Carbon Bangle
Accessory: Protect Vest
Materia
Boomerang: All-Cure, Earth, Steal
Carbon Bangle: Blizzard-All, Choco/Mog
Kurisu (Red XIII)
Weapon: Magic Comb
Armor: Mythril Armlet
Accessory: Star Pendant
Materia
Magic Comb: Fire, Sense, Heal
Mythril Armlet: Bio, Chocobo Lure
Boss #09: Jenova-BIRTH
Jenova-BIRTH Health Points: 4,000
After successfully sneaking onboard the cargo ship, all seems to be going fine with the group heading to Costa del Sol. However, suspicious characters are reported on board and they believe they have been found out, however, its not them. Investigating the lower decks and engine room they encounter Jenova (though to them appears as Sephiroth) and after a small bit of banter, Jenova 'flies' off and leaves behind on of her parts to fight the party, this part is known as Jenova-BIRTH.
Jenova-BIRTH can be a little annoying if unprepared. Its main threat comes with the ability to use the magic 'Stop' however it only has enough MP to cast it three times.
Other than that magic it has 'Laser' which it'll shoot at a single target and can do this three times in a row in quick succession, and sometimes to the same target.
'W-Laser' a stronger version of the 'Laser' and highly damaging, what's worse is she can use it up to three times, nonstop. Broken? Jenova? Never!
'Gas' where she spews a putrid green gas at the target. Pretty weak overall but has a chance to poison.
'Tail Laser' which sweeps across the field, damaging all characters. It also has knock back properties as well as doing high damage. She can use it twice in a row at times.
Going in unprepared to this boss fight can lead to a game over due to Jenova's ability to use moves in quick succession. Especially if done to a single character. Stop can be its biggest threat but in my opinion, its Tail Laser is the bigger threat, especially if done twice in a row. Being prepared however gives you a bigger advantage against her but she can still be a threat.
On an unrelated note, Jenova's theme is one of my favorite in the game. ^_^
Below I will list the equipment of the characters.
Jeremy (Cloud)
Weapon: Force Stealer
Armor: Shinra Beta
Accessory: Star Pendant
Materia
Force Stealer: Fire, Enemy Skill, Shiva
Shinra Beta: Thunder-All, Long Range
Izzy (Yuffie)
Weapon: Wind Slash
Armor: Shinra Beta
Accessory: Protect Vest
Materia
Wind Slash: Fire, Earth, Steal
Shinra Beta: Blizzard-All, Throw, Choco/Mog
Emmie (Aerith)
Weapon: Striking Staff
Armor: Shinra Beta
Accessory: Talisman
Materia
Striking Staff: Restore-All, Heal, Revive
Shinra Beta: Poison-Elemental, Seal, Chocobo Lure