

Vert isn't incredibly useful yet, so stick with Neptune/Compa/IF for this battle. Remember to utilize the break/power attack strategy with your magic attacks. This boss might be difficult, but with persistence in healing and a solid stream of attacks you should be able to win. Repeat the strategy from the ? fight last chapter and make sure to use magic attacks and take advantage of HDD as soon as possible to maximize your damage output. Use Compa, Neptune, and Noire for this fight. Either way, use the magic attacks in conjunction with HDD to take this guy out. Neptune should currently have the most magic attacks, but Noire might also have some depending on how much you've leveled up. Robot/non-organic enemies are highly resistant to normal attacks, but take slightly more damage from magic attacks. This is also a good chance to practice fighting against non-organic enemies, which react slightly differently to organic enemies. Much like Hraesvelgr before Black Heart, this boss is a warm-up. Use her, IF, and Neptune to make short work of this boss by attacking with all three units each turn. If you can survive a hit, have Compa running around to heal whoever got hit the past turn each time she can move, whether with items or SP Skills.Īs you may have realized from the past boss, Noire has some pretty stellar damage output. If this happens, you'll probably want to just quit and grind levels. If you're too low-leveled, Black Heart will be killing everyone in her attack radius every turn. Repeat the strategy from the past two bosses. Since you still only have three characters at your disposal, your line-up is set for you. Depending on your level and item inventory, it may or may not be possible to win. This is the first legitimately difficult fight of the game.

Repeat the strategy from ? at the end of last chapter to ensure your party ends the battle in good health. You do not get healed between this fight and the next, and the next fight begins with the boss letting out a pretty strong attack. This boss is mostly a warm-up for the next boss. Make sure you save and stock up on healing items before fighting Black Heart or going into Avenir Storage #3 - you will need them. The required ingredients are Mystery Glow Items, which drop from Purr4 enemies in West Wind Valley. Be sure to make this as soon as possible to ease the difficulty of the game. In this chapter, you will get the Weaken Enemies Plan. Your attack strategy should be solid Break attacks until you break the boss's guard, then power attacks until her guard comes back. Compa should stay completely out of the boss's attack range at all times and should attack if you got a guard break, heal if someone needs healed, or otherwise just wait for her next turn. Position IF off to a side of the boss out of their attack range (so that attacks don't hit IF and Neptune) and have her attack every turn. Ideally Neptune should attack every turn, but if you're unable to take another hit blocking may be necessary. Neptune is your bulkiest character currently, so put her directly in front of the boss to take blows. This is the same boss you previously fought, but now it is winnable! This may be a little more difficult than the Guard Vermin depending on how mch you've leveled up. You can't win this fight, so just let yourself die and watch the cutscenes leading up to the next battle. Have everyone attack each turn and heal with Compa when necessary. This is a slightly stronger version of the previous boss, but it still shouldn't be too difficult. Within a few turns, this boss will be toast. Have both units attack each turn and heal when (and if) necessary with Compa.

This boss should not be difficult you'll still mostly be in a tutorial at this point.
