Karen is invincible because she cheats with some BS health replenishment spell and cannot be defeated even if you max your ATK out to 99999 with a save editor!
I haven't fought her in a while, but if I recall correctly it's fairly easy to last those 10 rounds:
If she attacks you with her arms (think of her attempting to grapple you), follow up with your
Grab Block technique.
If she attacks with her legs, just use
Guard.
However, I remember there being some anomaly attack that was irritating...
Okay I just checked the
walkthrough and things are explained far better there than in my attempt above:
Karen Fight Strategy
========
- Karen presents the most complex strategy thus far in the Tower. Her attacks are telegraphed, but it's not
immediately obvious. She cannot be defeated, only survived, and your gear that you slaved and grinded to upgrade
is a bunch of useless junk for this fight.
- You can prepare for this fight by "donating" some MHP to Cobra, which will make healing much easier, but its really
not necessary unless you have an ungodly amount of HP. If you do, just use the save editor you are already
familiar with to change your HP back to more reasonable levels
- She attacks you will a regular, physical attack every odd numbered turn, and follows up with a special attack every
even numbered turn.
- You will always get to go first.
- Watch the type of animation she does for a physical attack, then use the appropriate defensive move immediately
after.
- If you already have the right defense up from a previous turn, use an attack of your own, or drink a potion if your
health is below half.
- Generally, healing takes priority, but don't neglect your own attacks as this forces Karen to lose her attack buff
and rebuild her stack from the beginning.
- The first time she uses her "foot in face" chain starter, you will have a choice to either "plead" or "refuse".
Pleading inflicts a negative status that reduces your MP and TP to Zero every turn, which will eventually be your
downfall. Refusing allows you to continue the fight as normal, though pinned (guard next turn to prevent chain).
- The list of attack animations and their appropriate responses are as follows:
Slap-----------Grab Block
Insulator (if not already active)--guard next turn if she used Sole to Face Pin
/
Kick to head--
\
Guard (If already Insulated)
Punch----------Grab Block
Bladed Knee----Guard
- After a successful defense, use an attack to reset her buff, or drink a potion/heal if HP is low
- Achieving 20+ turns should be a breeze as long as you have the potions to keep up. Try to keep a good stock of
restoratives, and make a safety save before each attempt at saving a monk.
- First monk takes 10 turns survived, next takes 12, then 14, then 16.
- This is all geared toward hostage fights. I don't care about your stupid gold wagering.