This time we will face Two and Four in Sea of Stars, you know, these red hooded enemies that are called by numbers. The previous boss was One and Three.
This battle is quite simple again, a lot hype with the enemies of this group, but the truth is that they are not that big… but hey, let’s go as always with the guide to defeat them in detail!
HOW TO DEFEAT TWO AND FOUR
We will once again have to face two enemies simultaneously, only this time they will be two different members of the group of red hooded men. As always, we will first see their attacks in detail and then some more general tips to make the battle a little easier.
ATTACKS OF TWO
Let’s start with Two’s attacks:
- Magic Area Attack: Attack with which it will hit our entire team, although luckily it doesn’t do much damage. You will see how it will launch a kind of magic that will travel across the ground (creating a path towards each of your characters), when it reaches the characters’ feet is when you should block.
- Group Heal (3 locks): The name is quite illuminating, it is an area heal, so both Two and Four will receive a heal. There are only 3 locks, so you can probably manage to prevent him from launching the attack, but remember that in case of bad luck it is always better to try to eliminate at least one lock.
- Todome (8 locks): Attack in which he will cooperate with Four. Two will create a kind of Ice block and Four will ride on it. He will throw the block at one of our characters, you must block just before impact. Try to eliminate all the locks or bad ones. Eliminate as many as you can to reduce the damage of the attack.
FOUR ATTACKS
Let’s continue now with Four’s attacks:
- Fist Blow: He will approach one of our characters and launch a powerful fist attack with his two hands. You should block before he hits to reduce the damage (shortly after he raises his arms). Be careful because despite being an attack without locks it has a lot of damage.
He only has this attack!
TIPS FOR BATTLE
The key is to focus your attacks on Two, especially to prevent him from launching his heals, which are quite annoying. When he is going to cast the cure (the 3 lock attack) always try to avoid it or at least remove at least some lock to reduce the healing (always save some “do magic without doing magic” elemental orbs just in case). Once you’re done with Two, finishing Four will be a piece of cake.
As always, I recommend you go with Valere, Zale and Seraï. You can switch to Garl if you need some healing (with his Sustain ability) or if you need to clear a lot of bludgeoning damage locks and don’t have enough with Valere (the hammer icon).
Regarding Combo points, I recommend that you save them to use Restorative Light in case your team takes a lot of damage (you know, it’s a very powerful area heal). If your health is very good, I recommend using “Solerang” (it is a Lunerang de Valere fused with a Sol de Zale), this ability causes a lot of damage, especially if we get a lot of hits.
REWARDS
This is what we will get by defeating these bosses. Well, actually we’ll get it a little later, as soon as we move forward a little (nothing, a couple of minutes at most).
- Solstice Amulet: Object that allows us to change the time of day without the need to step on a celestial rune (where until now we were placed to be able to change the time of day) .