Boss tips I posted on
(Titles used are not official in any way and are merely meant to be clear without giving too much away. Things that might be considered spoilers are kept vague or in certain cases spoilered)
At the end of Chapter 2, you get a 40 TP spell that protects you from most enemy binds. You will need this in subsequent chapters.
Chapter 3
Noose Lady:
The nooses she summons can bind you if you don't have the bind guard spell up, and her attacks drain MP. However, if you keep bind guard/HP Regen/MP Regen up, she's not hard (since regen activates between turns, if you have MP Regen up, you should have enough MP before she attacks).
Masks:
The initial enemy just seems to use a bind and casts basic attack spells. When the initial enemy is defeated, the masks take her place (and the initial enemy's bind disappears).
White Mask will try to bind you, and bind-counters all physical moves, including if you counter-dodge its bind attempts. Pink Mask heals the masks, occasionally reviving them too, and reflects magic. The third mask mostly uses status ailments, such as Silence and Poison. Keep bind guard up, bring anti-silence equipment, and target the white mask with fire magic first before using physical attacks on the other two.
Scientist:
First two fights are scripted.
Avoid fighting when bound. Otherwise, use AoE moves when the floor lasers show up, and when the screen starts to turn yellow, you don't have much time before you get stunned (There might be a way to prevent the stun, but I was able to beat her fast enough that I didn't worry about it).
Doll Girl:
You need to equip the "Anti-Fantasy Device" (accessory with a green card icon) to avoid an instant loss. She has a passive hypnosis effect that can be blocked by the bind guard. She frequently casts a barrier on herself that blocks magic, which can be broken by the 20 TP single-target skill. She also summons doll allies, which attack in different ways.
The new move in this Chapter is a 30 TP skill that doesn't activate counters.
Chapter 4
You can't lose the first fight.
Head Nurse:
Use Antitoxin item (received before fight) on turn 1, then keep guard bind up to keep from getting re-poisoned and use AoE to keep her allies from healing her.
Card Dealer:
Say No when asked a question, then only attack using the skill that negates counters.
Dragon:
You can't lose. Even if you KO the characters you control, the other characters will win the battle anyway.
Witch:
Charge your TP then use the 100 TP skill.
Cat Lady:
Defeat the enemies in the rooms next to the boss room beforehand to get accessories. The pendant one is required to survive the instant-death spells. Her minions can only be killed by fire (you can damage them with other stuff, but they auto-revive if the killing blow isn't fire-element), and the glove accessory the other enemy drops makes your attacks fire-element. The minion on the right either hits really, really hard or does practically no damage. At half HP, she revives her minions and gains a status for ~10 turns (skull and crossbones icon) that makes her counter-bind when attacked by anything that doesn't nullify counters, so be careful about damaging her while she has that status.
|Artist|:
The blue painting (which is targetable) heals the minions, and you can't damage the boss until you defeat two waves of minions. After the aura is gone, she casts regen on herself and summons a white canvas. You need to deal enough damage (~1500) with the anti-counter punch to destroy it before the picture is complete. The canvas reflects magic and counters other moves by progressing faster. Destroying the canvas damages her, and she will always spawn a new (blank) canvas within a turn of it is destroyed. She sometimes spawns ropes, which will keep you from using the anti-counter punch if they bind you, and she also attacks with magic every turn. When she gets low on health (~2000), she acts as if the canvas is complete even if it isn't even there initially (seems like a bug, as you can see the canvas is incomplete), so you need to deal as much damage as fast as possible (breaking the bind doesn't work).
Subsequent fights in this chapter are scripted (lose, then win, then use a 100 TP move to progress).
Chapter 5
Shield/Cage Angel:
Attack the shields individually (AoE seems logical, but the enemies reheal to full if you don't kill them in one hit), then charge TP and use your 80 TP skill.
Following fight is scripted (use 80 TP skill to progress).
Medusa Angel:
Basically a stronger version of the generic angel enemy. It gradually petrifies you when you are bound, and summons normal angels as minions. Otherwise, normal strategies apply.
Karma Angel: She will bind you once you do enough damage. She will eventually ask you where Rico is. Don't tell her, and don't give up when asked at any point after that. Use the 100 TP unbind skill when you are ungagged, then defeat her before the countdown reaches 0.
Tentacle Nun: Use the dagger item (appears for this battle only) on turn 1, then use the 20 SP spell every turn until the battle ends.
Sadist Girl: Keep bind guard up. Use the 20 SP Shield skill if she makes her captive climax (hits them twice and they flash pink), as she's going to use a powerful spell the next turn. The best strategy is to target the captive, as the enemy gets more aggressive as their HP drops and the captive will defeat the enemy when freed.
Succubus: Have bind guard up at all times. Use the 20 SP Shield Skill if the second form charges up (star icon). Use the anti-counter punch on the third form.
Final Boss: Losing either part of this battle send you to a bad end dungeon. You have a new skill and new spell during these fights. The spell is a 100 TP version of the anti-bind spell, and you need this effect to stay active. The skill is 50 TP, and it both heals you and deals heavy damage to the enemy.
After the credits, you will gain access to a recollection room in the basement of the Master's house, where you can watch scenes, battle enemies (including the ones in the post-game, even if you haven't fought them yet), unlock stuff in the collectibles section without having to find them, and more. There is by the way a post-game, where you can revisit previous areas and do more stuff. The title screen also changes after you beat the game.
Warning: If you watch either defeat scene for the final boss in the recollection room in version 1.0, you will end up in the bad-end dungeon (which is probably a bug, but has its uses...).
You must be registered to see the links
for Chapter 3-5 bosses:(Titles used are not official in any way and are merely meant to be clear without giving too much away. Things that might be considered spoilers are kept vague or in certain cases spoilered)
At the end of Chapter 2, you get a 40 TP spell that protects you from most enemy binds. You will need this in subsequent chapters.
Chapter 3
Noose Lady:
The nooses she summons can bind you if you don't have the bind guard spell up, and her attacks drain MP. However, if you keep bind guard/HP Regen/MP Regen up, she's not hard (since regen activates between turns, if you have MP Regen up, you should have enough MP before she attacks).
Masks:
The initial enemy just seems to use a bind and casts basic attack spells. When the initial enemy is defeated, the masks take her place (and the initial enemy's bind disappears).
White Mask will try to bind you, and bind-counters all physical moves, including if you counter-dodge its bind attempts. Pink Mask heals the masks, occasionally reviving them too, and reflects magic. The third mask mostly uses status ailments, such as Silence and Poison. Keep bind guard up, bring anti-silence equipment, and target the white mask with fire magic first before using physical attacks on the other two.
Scientist:
First two fights are scripted.
Avoid fighting when bound. Otherwise, use AoE moves when the floor lasers show up, and when the screen starts to turn yellow, you don't have much time before you get stunned (There might be a way to prevent the stun, but I was able to beat her fast enough that I didn't worry about it).
Doll Girl:
You need to equip the "Anti-Fantasy Device" (accessory with a green card icon) to avoid an instant loss. She has a passive hypnosis effect that can be blocked by the bind guard. She frequently casts a barrier on herself that blocks magic, which can be broken by the 20 TP single-target skill. She also summons doll allies, which attack in different ways.
The new move in this Chapter is a 30 TP skill that doesn't activate counters.
Chapter 4
You can't lose the first fight.
Head Nurse:
Use Antitoxin item (received before fight) on turn 1, then keep guard bind up to keep from getting re-poisoned and use AoE to keep her allies from healing her.
Card Dealer:
Say No when asked a question, then only attack using the skill that negates counters.
Dragon:
You can't lose. Even if you KO the characters you control, the other characters will win the battle anyway.
Witch:
Charge your TP then use the 100 TP skill.
Cat Lady:
Defeat the enemies in the rooms next to the boss room beforehand to get accessories. The pendant one is required to survive the instant-death spells. Her minions can only be killed by fire (you can damage them with other stuff, but they auto-revive if the killing blow isn't fire-element), and the glove accessory the other enemy drops makes your attacks fire-element. The minion on the right either hits really, really hard or does practically no damage. At half HP, she revives her minions and gains a status for ~10 turns (skull and crossbones icon) that makes her counter-bind when attacked by anything that doesn't nullify counters, so be careful about damaging her while she has that status.
|Artist|:
The blue painting (which is targetable) heals the minions, and you can't damage the boss until you defeat two waves of minions. After the aura is gone, she casts regen on herself and summons a white canvas. You need to deal enough damage (~1500) with the anti-counter punch to destroy it before the picture is complete. The canvas reflects magic and counters other moves by progressing faster. Destroying the canvas damages her, and she will always spawn a new (blank) canvas within a turn of it is destroyed. She sometimes spawns ropes, which will keep you from using the anti-counter punch if they bind you, and she also attacks with magic every turn. When she gets low on health (~2000), she acts as if the canvas is complete even if it isn't even there initially (seems like a bug, as you can see the canvas is incomplete), so you need to deal as much damage as fast as possible (breaking the bind doesn't work).
Subsequent fights in this chapter are scripted (lose, then win, then use a 100 TP move to progress).
Chapter 5
Shield/Cage Angel:
Attack the shields individually (AoE seems logical, but the enemies reheal to full if you don't kill them in one hit), then charge TP and use your 80 TP skill.
Following fight is scripted (use 80 TP skill to progress).
Medusa Angel:
Basically a stronger version of the generic angel enemy. It gradually petrifies you when you are bound, and summons normal angels as minions. Otherwise, normal strategies apply.
Karma Angel: She will bind you once you do enough damage. She will eventually ask you where Rico is. Don't tell her, and don't give up when asked at any point after that. Use the 100 TP unbind skill when you are ungagged, then defeat her before the countdown reaches 0.
Tentacle Nun: Use the dagger item (appears for this battle only) on turn 1, then use the 20 SP spell every turn until the battle ends.
Sadist Girl: Keep bind guard up. Use the 20 SP Shield skill if she makes her captive climax (hits them twice and they flash pink), as she's going to use a powerful spell the next turn. The best strategy is to target the captive, as the enemy gets more aggressive as their HP drops and the captive will defeat the enemy when freed.
Succubus: Have bind guard up at all times. Use the 20 SP Shield Skill if the second form charges up (star icon). Use the anti-counter punch on the third form.
Final Boss: Losing either part of this battle send you to a bad end dungeon. You have a new skill and new spell during these fights. The spell is a 100 TP version of the anti-bind spell, and you need this effect to stay active. The skill is 50 TP, and it both heals you and deals heavy damage to the enemy.
After the credits, you will gain access to a recollection room in the basement of the Master's house, where you can watch scenes, battle enemies (including the ones in the post-game, even if you haven't fought them yet), unlock stuff in the collectibles section without having to find them, and more. There is by the way a post-game, where you can revisit previous areas and do more stuff. The title screen also changes after you beat the game.
Warning: If you watch either defeat scene for the final boss in the recollection room in version 1.0, you will end up in the bad-end dungeon (which is probably a bug, but has its uses...).
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