Soul Hackers 2: List of All Boss Fight Guide

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R.S.

R.S. will be the first boss you fight in Soul Hackers 2. There’s not a lot you can do in terms of preparation since your combat options are limited. Fighting R.S. will be a great way to introduce you to boss fights, as well as what to expect.

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Bicorn has the following moves:

  • Rakukaja: Raises Defense of all allies.
  • Attack: Regular physical attack to one target

R.S. has the following moves:

  • Beastly Fist:: Hits a party member twice
  • Power Charger: Doubles the damage of the next physical move
  • Danger Zone: Hits all allies for heavy damage.

R.S. summons a Wilder Bicorn, who is weak to Zan/Force. R.S. himself is weak to Ice. If you picked up a Dormarth from your scout demons, they will be able to set up stacks that help speed up the fight.

Bicorn can use Rakukaja to boost all enemies’ defense, while R.S. can attack a party member twice for powerful damage. R.S. can also use Power Charger, which greatly increases the damage his next physical attack will do. Power Charger will be followed by Danger Zone, which will hit everyone for massive damage unless you Guard.

This battle isn’t too difficult as long as you have the Force element and let Arrow hang on to Poltergeist. If you didn’t get one, your best strategy is to take out Bicorn with regular attacks or Physical/Gun skills, then focus all of your attention on R.S. Without the Bicorn, he should fall to Sabbaths easily.

If R.S.’s attacks are getting on your nerves, you can have Arrow use Sukunda on R.S. to make his attacks less likely to hit. It may not do much, but being able to dodge an attack or two will still be great.

Pixie will be able to use Dia to heal, which makes up for the lack of a Dormarth. Hit R.S. with Bufu and watch your health. If the battle is coming to an end, just go on the offensive until he goes down.

Take-Minakata

Take-Minakata is the boss you fight in Arrow’s Sector, while you are trying to fix Ringo’s condition. It will be a powerful boss, but you have significantly more options when it comes to this boss fight.

Preparation Advice

It would help to have demons who can use Force/Fire. Electric would be great to bring along as well, but Fire and Force are more important. Have an Electric-resistant demon for healing purposes. A demon team of Onmoraki, Mokoi, Cirronnup, and Hare of Inaba would be a great team to bring along.

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Take-Minakata has the following moves:

  • Zio: Deals Electric damage to a target
  • Defense Kuzushi: Deals Physical damage to a target and lowers their Defense
  • Tarukaja: Boosts all enemies’ Attack for 3 turns
  • Mazio: Deals Electric damage to the entire party

Take-Minakata is weak to Fire and Force, while immune to Electric and Ruin. It will boost its Attack and hit the team with powerful moves. Defense Kuzushi will make a party member more vulnerable to Take-Minakata’s attacks.

Throw Agi and Zan at Take-Minakata, buffing/debuffing with anyone who doesn’t have those elements. Make sure you heal anyone whose health gets too low, as Defense Kuzushi can make attacks stronger than anticipated.

Don’t worry about being weak to Zio/Mazio; there’s no helping that given your choice of demons at this stage. It’s not great, but you can’t do much about it either.

Two Cirronnups will appear when Take-Minakata approaches half health, and can cast Dia to heal Take-Minakata. They will also participate in the battle firing Needle Shot at your team. They have the same weaknesses as regular Cirronnups (Fire/Electric) and can be used to get more Stacks for Sabbaths.

If you have time for buffs/debuffs, Tarunda and Sukunda would be great for making Take-Minakata’s attacks less deadly, but you likely won’t have it given the current demon mix you have now. Focusing on attacking is more important.

Without the Cirronnups, Take-Minakata will start using Mazio to hit the entire team. At that point, it’s better to go for an all-out offensive unless you know you can’t finish it off. Keep an eye on everyone’s health and keep targeting its weakness to get more Stacks. Only heal if you think the fight will go on longer than necessary; you won’t last too long against repeated Mazios.

Kaburagi

Kaburagi is the final boss fought at the end of Central Line. He is a tough opponent at first, but once you grasp his team’s weaknesses, forming an effective strategy isn’t hard.

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Preparation

For the upcoming battle, you should have access to Fire, Ice, and Electric elements at a minimum. Fire and Ice are the most important elements to have if you can’t get all three. A demon that can bring along healing spells is greatly appreciated, but you can substitute with items if no one can heal. Make sure you have healing items that can heal the entire party.

Kaburagi has the following moves:

  • Accelerate: Boosts the number of actions Kaburagi can perform in a turn
  • Refresh: Removes all debuffs from the enemies (Dekunda)
  • Fatal Roulette: Deals 2 Gun attacks to random party members
  • Overdrive Mode: Charges power, but does nothing for this turn
  • Execution: Used after Overdrive Mode, deals moderate Almighty damage to the entire team
  • Unfair Game: Deals minor Gun damage to a target and lowers their Defense
  • Electric Shot: Deals minor Electric damage to a target

Kurama Tengu has the following moves:

  • Mazan: Deals minor Force damage to the party
  • Tarukaja: Boosts all enemies’ Attack
  • Arm Chopper: Moderate Physical damage to a single target

Leanan Sidhe has the following moves:

  • Abyssal Veil: Casts a protective barrier on an enemy that nullifies weaknesses
  • Lullaby: Deals Ruin damage to the entire party and inflicts Sleep
  • Media: Heals all enemies with minor health restoration

Kaburagi will summon a Kurama Tengu and a Leanan Sidhe. Kurama Tengu is weak to Electric, resists Gun, is immune to Ruin, and absorbs Force. Leanan Sidhe is weak to Fire and repels Ice. Kaburagi is weak to Ice, resists Electric, and is immune to Ruin.

Leanan Sidhe’s first turn is to use Abyssal Veil on Kaburagi, nullfying his Ice weakness. The barrier only lasts as long as Leanan Sidhe is still standing. Kurama Tengu will throw offensive attacks against the entire team, occasionally boosting their attack with Tarukaja. Kaburagi is the main offensive attacker and the largest threat on the battlefield.

Use the first turn to build up as many stacks as you can (Electric for Kurama Tengu, Ice for Kaburagi, Fire for Leanan Sidhe). When Abyssal Veil is cast, focus your efforts on taking down Leanan Sidhe. The ability to heal will extend the battle length, which isn’t great when three opponents are hitting you with their best attacks.

Kaburagi will hit hard, as he is capable of hitting multiple party members. He can also lower your Defense and hit anyone who has an Electric weakness. Kurama Tengu is a powerful attacker as well, but isn’t nearly as durable. Leave Kaburagi for last while you take Leanan Sidhe and Kurama Tengu down.

When Kaburagi uses Overdrive Mode, have everyone Guard if you can’t finish him off in a single turn. Execution is powerful enough to instantly kill the entire team if they are moderately hurt, and Guarding is the only way to reduce Almighty damage without resorting to debuffs. Once it has been used, resume the offensive.

Without the ability to heal and the additional benefits provided by the demons, Kaburagi becomes manageable. Target his Ice weakness and have everyone else buff/debuff as necessary. While you will get fewer stacks if you take out the demons first, it prevents the battle from getting out of hand. When Kaburagi is the only enemy left, you can take the time to heal and recover as needed.

As long as you know everyone’s weakness and can rely on Sabbaths to quickly take out demons, this battle shouldn’t be difficult. It can be difficult if you don’t know what to expect, but if you can recover from the damage, it’s not a tough battle to win.

Ash

Ash is the first of three bosses fought in Subway Line 14. She can be difficult if you don’t know what to expect, but can easily be overcome once you know what you’re doing.

Preparation

Bringing demons with Force skills will be helpful for the main enemy. They will bring backup, and Ice/Physical skills will be helpful as well. Make sure you have Patra and Lourdes Water items, as you might have to heal status ailments. Resistance to Ruin is great but not mandatory, though you don’t want to be weak to Gun, Fire, or Ruin attacks.

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Ash uses the following moves:

  • Accelerate: Increases Ash’s actions to act twice per turn.
  • Summon: Summons another demon like a Basilisk
  • Blackout: Deals moderate Gun damage to the entire team.
  • Flame Shot: Deals moderate Fire damage to a target.
  • Ashes to Ashes: Deals heavy Almighty damage to a target.

Ash is weak to Force, resists Gun and Fire, and is immune to Ruin. Lilim and the Basilisk are weak to Ice. Basilisk is also weak to Physical. Lilim can use Bewitching Gaze and Frolic. Basilisk can use Demonic Gaze.

Ash summons a Lilim to assist her for this battle. Her attacks aren’t dangerous at the moment, and you might be able to take out the Lilim before the battle gets too complicated. This boss battle revolves around you being too occupied with status ailments to retaliate. Taking out the Lilim quickly will fix that problem. Lilim is weak to Ice, which is perfect for setting up Sabbaths with Ash’s Force weakness.

When Ash uses Accelerate, she will summon a Basilisk. Basilisk is weak to Ice and Physical. Milady and Ringo should easily be able to poke at Basilisk’s weakness with their own attacks. Basilisk will also try to slow you down with status ailments, and you want to take it out quickly.

Ash’s attacks get more powerful after Basilisk appears, but they mostly involve Gun attacks. Ashes to Ashes is her most powerful attack, dealing Almighty damage to a target. She can also hit the entire team with Blackout, which does considerable damage. Consider healing if the status ailments are slowing you down.

Otherwise, focusing on Ash and taking down her health bar is the top priority. When Ash’s health bar turns red, the battle ends.

Goat-Headed Demon

The Goat-Headed Demon (or Baphomet for veteran players) is the second boss you fight in Subway Line 14. While powerful, it can be beaten with proper preparation.

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Preparation

Having demons who can use Ice and/or Electric skills are highly recommended for targeting weaknesses. Demons with Fire resistance will be great to bring along, but try to avoid demons who are weak to Fire.

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Goat-Headed Demon can use the following moves:

  • Beast Eye: Increases Goat-Headed Demons’s actions to act twice per turn.
  • Agilao: Deals moderate Fire damage to a target.
  • Makajamaon: Deals moderate Ruin damage to the party and can inflict Seal.
  • Concentrate: Doubles the damage of the next Magic attack.
  • Fire Breath: Deals 2-4 weak Fire attacks to random targets.
  • Fire Break: Changes a target’s Fire resistance to Neutral for 3 turns.

Goat-Headed Demon is weak to Ice and Electric, resists Force, is immune to Ruin, and repels Fire.

Goat-Headed Demon will always start the battle with Beast Eye to get two actions per turn. It will then hit your team with Fire attacks, throwing in the occasional Makajamaon. It will occasionally use Concentrate followed by Fire Breath, which is capable of wiping out anyone weak to Fire. It can also use Fire Break to remove Fire resistance temporarily.

Fortunately, this battle can be manageable before it gets too bad. Use as many Ice and Electric attacks as you can for powerful Sabbaths. These will remove a good chunk of HP, and will be your primary source of damage. If Baphomet uses Concentrate, have everyone not resistant to Fire use Guard to cut down the damage.

Having Media/Diarama to heal is recommended, as well as other healing items. The damage can add up and this battle might require a few Sabbaths before you can win. You also want to mitigate Makajamaon, which is the only non-Fire attack. If anyone drops below 200 HP, heal them up quickly as Concentrate + Fire Breath will deal significant damage, even when Guarded.

When Goat-Headed Demon’s health bar is red, it starts using Concentrate more often. Go all out at that point, as you likely won’t be able to keep up healing to mitigate Fire Breath’s enhanced damage. As long as you build Stacks with Ice and Electric attacks, you can quickly power through the Goat-Headed Demon before the battle drags on.

Zenon & Iron Mask

Zenon & Iron Mask are the final bosses fought in Subway Line 14, but they cannot be beaten. The goal is to survive, and it is possible to do so if you know what to expect.

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Preparation

Unfortunately, you cannot win the upcoming boss fight. Bringing demons with buffs/debuffs will help but it isn’t strictly mandatory. Just have items that can keep your team healed in a pinch, or powerful healing skills.

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Zenon uses the following moves:

  • Servitor’s Shield: Protects Iron Mask from all attacks
  • Maragion: Deals moderate Fire damage to the party
  • Mabufula: Deals moderate Ice damage to the party
  • Contract’s Ward: Fully heals Zenon, sharply raises its Attack stat, and becomes immune to all attacks
  • Greedy Claws: Deals massive Gun damage to a target and lowers Attack/Defense/Aim/Evasion if it hits
  • Infernal Loyalty: Deals massive Fire damage to the party
  • Turbulent Loyalty: Deals massive Force damage to the party

Zenon can likely use more elements than what is listed above.

Iron Mask uses the following moves:

  • Stun Grenade: Deals weak Ruin damage to the party, potentially inflicting Paralyze
  • Order: Marks a target for Zenon to attack
  • Dual Shot: Deals moderate Gun damage to a target twice

Unfortunately, this battle cannot be won. You must hold out as long as you can.

Zenon has no weaknesses you can exploit, and it always uses Servitor’s Shield to protect Iron Mask. Iron Mask will attack your party while protected, and Zenon stops holding back.

Your best bet is to use debuffs like Tarunda and Sukunda since those can actually affect the two bosses. Have everyone throw a few attacks at Zenon to proceed with the story.

Zenon will soon use Contract’s Ward, becoming invulnerable to attacks as well. It will then start launching powerful attacks against your party. Iron Mask can Mark a party member for Zenon to use Greedy Claws. The targeted party member should Guard to avoid dying (it is capable of taking off 600+ HP). After that, you just hold out until the battle ends.

Ash (Second Fight)

Ash will be your first boss in Ozaki Hope Towers. She is largely the same opponent from before, but she has new demons that can pose a large problem. If you can figure out how the demons are threatening and prepare accordingly, you can win easily.

Preparation

Demons with Ice and Force skills are highly recommended for this battle. If anyone can use Charge with a solid Physical attack, bring them along as well. Any demon with Mediarama is great in case your team runs into an accident.

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Ash uses the following moves:

  • Accelerate: Increases Ash’s actions to act twice per turn.
  • Summon: Summons an Inugami and a Lilim, or a Basilisk and Pazuzu
  • Blackout: Deals moderate Gun damage to the entire team.
  • Flame Shot: Deals moderate Fire damage to a target.
  • Ashes to Ashes: Deals heavy Almighty damage to a target.
  • Spellproof Wall: Repels 1 Magic attack aimed at the party.
  • Overload: Increases the Attack and ailment success rate of an ally, but lowers their Defense.

Pazuzu uses the following moves:

  • Miasma Breath: Fills the battlefield with miasma, which damages your party every turn
  • Zandyne: Deals heavy Force damage to a target.
  • Wind Breath: Deals 2-4 weak Force hits to random targets in your party.

Pazuzu is weak to Ice, resists Fire, is immune to Ruin, and absorbs Force. Ash’s weaknesses and resistances are the same as they were the last time you fought (weak to Force, resists Gun and Fire, immune to Ruin).

Ash summons a Pazuzu at the start of the battle. Pazuzu always starts with Miasma Breath, which will damage your team over time. The damage also increases every turn, eventually KOing the party. Taking out Pazuzu should be your highest priority.

Ice attacks on Pazuzu and Force attacks on Ash should result in powerful Sabbaths that take out Pazuzu in 1-2 turns. Alternatively, hitting it with Charge + any Physical/Gun attack should also deal significant damage. Once Pazuzu falls, the miasma disappears and you fight Ash by herself.

Ash always starts with Accelerate and then fights you by herself. Once Ash goes down to around half health, she starts summoning two support demons at a time. She will first summon an Inugami and Lilim, and her next summon is a Basilisk and Pazuzu.

Inugami only uses Blight and regular Physical attacks. Everyone else uses the same attacks you’ve seen before (treat Pazuzu as if it revived, Liliim and Basilisk hit you with Ruin attacks). Inugami is weak to Force, Lilim is weak to Ice, and Basilisk is weak to Physical and Ice.

The focus should primarily be on Ash, as defeating her will end the battle. She won’t use Summon twice in a turn, and there is a lot of time before she uses Summon again. Defeat her reinforcements or just pile the attacks on quickly. Ash is capable of casting support spells to prolong the battle, which is bad news for you.

If you have demons who are immune to their own magic, you can cast spells after Ash throws up Spellproof Wall to remove the barriers. Overload only works if there are demons around in the first place. However, it’s still better to focus all of your attacks on Ash, as wasting time with reinforcements can tire you out.

This battle is only difficult if you can’t get rid of Pazuzu fast enough or you can’t focus on Ash. As long as she goes down, it doesn’t matter who’s left standing: the battle ends.

Zenon & Iron Mask (Second Fight)

You will fight Zenon & Iron Mask as the second boss during the final part of Ozaki Hope Towers. Unlike the first instance, this fight can be won. It can be difficult to grasp what’s happening at first, but proper preparation will give you the victory.

Preparation

It it highly recommended that you bring a mix of demons that can target all elements (Physical, Gun, Fire, Electric, Force, Ruin). Healing skills like Mediarama are mandatory unless you can use items to make up the difference. Buffs and debuffs are optional, but are highly encouraged.

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Zenon uses the following moves:

  • Vengeful Loyalty: Chance for a Physical counterattack when Iron Mask is attacked. Can inflict Seal
  • Contract’s Ward: Changes Zenon’s affinities
  • Voltaic Loyalty: Deals heavy Electric damage to the party
  • Icy Loyalty: Deals heavy Ice damage to the party
  • Turbulent Loyalty: Deals heavy Force damage to the party
  • Infernal Loyalty: Deals heavy Fire damage to the party
  • Feral Focus: Absorbs any Stacks generated, preventing Sabbaths from being used
  • Greedy Claws: Hits a target marked by Order, deals severe Gun damage and lowers Attack/Defense/Aim/Evasion

Iron Mask uses the following moves:

  • Summon: Summons demons such as Power, Silky, or Vouivre to the battlefield
  • Dual Shot: Deals two moderate Gun damage attacks to a target
  • Stun Grenade: Deals low Ruin damage to the entire party, can inflict Faint
  • Order: Marks a party member for Greedy Claws

Power uses the following moves:

  • Abyssal Veil: Removes all weaknesses from a target as long as Power is active
  • Blast Arrow: Deals moderate Gun damage to all party members

Silky uses the following moves:

  • Diarama: Provides moderate HP recovery for a target
  • Bufula: Deals moderate Ice damage to a target

Vouvire uses the following moves:

  • Demonic Gaze: Deals low Ruin damage to a target, can inflict Dread
  • Agilao: Deals moderate Fire damage to a target
  • Concentrate: Doubles the power of the next Magic attack
  • Zenon is weak to everything (Physical, Gun, Fire, Ice, Electric, Force, Ruin)
  • Iron Mask is weak to Electric, resists Ice, and is immune to Fire and Ruin.
  • Power is weak to Gun, and resists Fire, Ice, Electric and Force.
  • Silky is weak to Fire, is immune to Force and absorbs Ice.
  • Vouivre is weak to Ruin and absorbs Electric

Zenon is fragile in the beginning, but Iron Mask does his best to protect Zenon in this state. Contract’s Ward will change Zenon’s affinities, giving him only one weakness, repelling one element, and resisting everything else. Iron Mask summons Power who will cast Abyssal Veil on Zenon, removing its weakness (and eventually all weaknesses). Everyone else will then attack your team with everything they have.

Try to avoid using attacks that hit multiple targets, as Zenon will use Vengeful Loyalty as a counter if anyone hits Iron Mask. The Seal effect is the real danger, as it can slow your momentum down. Use every element in your arsenal to attack Zenon, as this will help pinpoint its weaknesses when it uses Contract Ward.

Take out Power as soon as you can, because it will make Zenon difficult to kill. You can ignore Silky as it tends to heal Iron Mask and Zenon if they are injured before healing Power. Vouivre can be a powerful attacker, but isn’t as threatening as Power will be. Don’t invest too much effort in defeating every demon, as Iron Mask can always summon more. Always take down Power, but only fight Silky and Vouivre if you can’t afford to ignore them or are using them to generate Stacks.

Taking out Zenon first is always the priority. It is by far the most dangerous attacker, especially with the threat of Greedy Claws. If Iron Mask uses Order on any party member, that party member must Guard if they want to have a chance of surviving. Once Power is defeated, Abyssal Veil will lift, and this gives you a chance to hit Zenon’s weaknesses. Even if Contract Ward is used, you can still pinpoint Zenon’s weakness if you hit him with enough attacks.

Once Zenon falls, the battle becomes significantly easier. Even if Power uses Abyssal Veil on Iron Mask, no one is strong enough to truly threaten you. Heal everyone up and continue your assault. When Iron Mask falls, all other demons will disappear and you will win.

Vritra

Vritra is the boss of Arrow Sector Special, and it is accompanied by two Succubus enemies. This battle isn’t too difficult with the proper preparation, but you must remember to address debuffs/status ailments or you could be in for a rough time.

Preparation

Demons with Electric and Force skills are highly recommended. Being immune to Electric and Ruin damage is preferable, but not necessary. If you have buffs/debuffs, bring them along, especially any Sukukaja-like effects. Having Dekunda will also make things easier, but isn’t mandatory.

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Vritra can use the following moves:

  • Mazionga: Deals moderate Electric damage to the party
  • Ziodyne: Deals heavy Electric damage to a target
  • Concentrate: Doubles damage of the next Magic attack
  • Bamboo Slice: Deals heavy Physical damage to a target. Can pass through resistances

Both Succubus can use the following moves:

  • Acid Breath: Lowers Defense/Aim/Evasion for the party
  • High Pressure: Deals weak Ruin damage and inflicts Dread on the party
  • Makajama: Deals weak Ruin damage and inflicts Seal on a target

Vritra is weak to Force, resists Ice and repels Electric. Succubus is weak to Electric, resists Fire and Ruin, and absorbs Ice.

This isn’t a difficult battle as long as you have prepared in advance. Vritra will attack the team with Physical and Electric moves, while both Succubi will try to debuff your team and inflict status ailments.

Taking down the Succubi is the first priority, since they can be annoying enemies if left unchecked. Heal their ailments and try to remove their debuffs as quickly as you can. When Vritra is left, attack him with your best Force moves.

If Vritra uses Concentrate, you can use Makarakarn to protect yourself. It won’t damage Vritra (they are immune to Electric), but it allows you to keep fighting while protected from the spell. Just throw your most powerful moves at Vritra that aren’t Electric and you should win the battle.

Iron Mask (Third Fight)

Iron Mask, or Raven, can be a tough boss if you don’t prepare properly. He has new tricks and better demons assisting him, and you must be ready for them to win.

Preparation

Make sure you have demons who are able to target Fire, Ice, Electric, and Force. A demon who has Ruin skills equipped should also be brought along/switched out. Mediarama/Mediarahan will be helpful for healing. Buffs and debuffs are highly recommended. Dekunda will help in case debuffs are applied to your team.

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Iron Mask can use the following moves:

  • Stun Grenade: Deals weak Ruin damage to the party and inflicts Faint
  • Dual Shot: Deals two heavy Gun attacks to a target
  • Accelerate: Increases the number of actions taken per turn
  • Reactive Armor: Changes resistances to repel Fire, Ice, Electric, and Force
  • Purge: Deals heavy elemental damage to the party, but is temporarily weak to the element that was used
  • Overdrive Mode: Charges for a powerful attack next turn
  • Aurora Blitz: Used after Overdrive Mode. Deals heavy Almighty damage to the party and lowers their Attack/Defense/Aim/Evasion

Vouivre can use the following moves:

  • Demonic Gaze: Deals weak Ruin damage to a target and inflicts Dread
  • Concentrate: Doubles damage of the next Magic attack
  • Megido: Deals weak Almighty damage to the entire party

Silky can use the following moves:

  • Bufula: Deals moderate Ice damage to a target
  • Diarama: Moderately heals a target’s HP

Power can use the following moves:

  • Deathbound: Deals heavy Physical damage to the party
  • Luster Candy: Increases Attack/Defense/Aim/Evasion of a target
  • Iron Mask is weak to Electric, resists Ice, and is immune to Fire and Ruin.
  • Silky is weak to Fire and absorbs Ice.
  • Vouivre is weak to Ruin and absorbs Electric
  • Power is weak to Gun and resists Fire, Ice, Electric, and Force

While the identity of Iron Mask is obvious at this point, the walkthrough will refer to him as Iron Mask to minimize spoilers as much as possible.

The enemies can look overwhelming, but if you take them out one at a time, they become manageable. Taking out the Vouivre, Silky, and Power first is highly recommended, since they will either enhance other enemies or create more problems on the battlefield. Only attack Iron Mask if you can build Stacks; you are better off leaving him alone in the meantime.

Once the three demons are down, you can focus your attacks on Iron Mask. When the mask falls off (about 1/3 health is gone), Accelerate and Reactive Armor will be used.

Reactive Armor repels every element, and Iron Mask will resist almost everything at this point. It will always be followed up with Purge, which deals elemental damage to the team. The good news is that Purge will make Iron Mask weak to the element that was used (ie. if Purge was Ice-based, Iron Mask will become weak to Ice). The weakness only lasts for one attack; the affinity goes back to Repel after being targeted.

Match your elemental attacks with Purge to keep dealing damage. After getting weaker, Iron Mask will use Overdrive Mode to charge an attack. Have everyone Guard, because Aurora Blitz will hurt your team badly otherwise. After Aurora Blitz is over, recover as quickly as you can.

When Iron Mask gets weaker, 2 Purges will be used per turn. While dangerous, this does make Iron Mask more vulnerable to an elemental assault. Use your most powerful elemental attacks and he should fall.

Azazel

Azazel is the first boss you will fight in the 24th Ward Municipal Tower. It will be a good test to see if you are ready for the upcoming fights, because this boss is no slouch.

Preparation

Demons that can use Force skills should be brought along. Bring Dekunda or Dekunda Mists with you in this battle. Try to avoid bringing demons who are weak to Physical. Healing skills such as Eternal Prayer are great to bring along as well, though Mediarahan will work in a pinch. Be prepared to heal status ailments such as Poison, or have demons/accessories that help you mitigate the effects.

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Azazel can use the following moves:

  • Beast Eye: Increases the number of actions taken per turn
  • Blight: Deals weak Physical damage to the party and can inflict Poison. Can pierce through Resist/Null/Drain resistances
  • Tarukaja: Boosts Azazel’s Attack
  • Torpor Strike: Deals weak Physical damage to a target, lowering their Aim/Evasion
  • Law of Wisdom: Changes Azazel’s resistances
  • Megidolaon: Deals severe Almighty damage to the party
  • Guillotine Fake: Lowers all party members’ HP to 1
  • Law of Phenomena: Changes Azazel’s resistances

Azazael is weak to Force, is immune to Ruin, and repels Physical.

Azazel is only tricky if you don’t pay attention. The only two weaknesses you need to address are Force and Physical. Force will be Azazel’s weakness in the beginning and end, while Physical is Azazel’s weakness after using Law of Wisdom.

The first turn always starts with Beast Eye and then Blight. Azazel will then boost its Attack with Tarukaja and attack you with other moves. Azazel is good at bypassing resistances, with Blight going through everything but Repel and Megidolaon being unblockable.

After losing a third of its health, Azazel will use Law of Wisdom and will now be weak to Physical (while absorbing/draining Force). You will see Guillotine Fake being used here, which lowers everyone’s HP to 1. Thankfully, this tends to be used as the second move, allowing you to recover with Mediarama/Mediarahan. If it is used as the first move, you have to hope for a few misses to survive.

Azazel’s Physical weakness is easy to exploit with Milady and Ringo. Everyone should be using their best Physical skills, or at the very least Milady and Ringo should be using their default attack. If you want to somewhat stall Azazel, use Dekaja/Dekaja Mists to remove Tarukaja. Azazel will almost always re-apply Tarukaja, wasting one action (though the next action will likely hurt).

Don’t forget to heal any Poison that is inflicted due to Blight. Use Dekunda/Dekunda Mists to fix anyone hit by Torpor Strike. You can also use buffs/debuffs of your own to hamper Azazel and make the battle easier.

After reaching the last third of its health, Azazel will use Law of Phenomena to regain its initial resistances (weak to Force, repels Physical). Switch your demons around if needed (don’t forget your Conversion/Master Conversion Commander Skills) and continue the assault. With careful preparation and attention, Azazel shouldn’t take too much effort to take down.

Hozumi

Hozumi is the second boss you will fight in the 24th Ward Municipal Tower. It looks straightforward, but it can be tricky if you go on the offensive too quickly. Learn how the enemies fight, and you will succeed.

Preparation

You want demons who can use Ice, Electric, and Physical skills at the bare minimum. They should all be on different party members as well. Fire and Force skills are great, but the first three are more important. Skills like Mediarahan will be vital in case things go wrong.

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Hozumi can use the following moves:

  • Technique Module: Boosts the enemies’ Aim/Evasion
  • Technique Module: Boosts the enemies’ Attack
  • Technique Module: Boosts the enemies’ Defense
  • Accelerate: Increases the number of actions taken per turn
  • Summon: Summons an additional demon such as Titania

Cerberus can use the following moves:

  • Agidyne: Deals heavy Fire damage to a target
  • Maragidyne: Deals heavy Fire damage to the party
  • Deathbound: Deals 2-4 moderate Physical hits to random targets
  • Ally Counter: Automatically counters if Hozumi is targeted by an attack

Cu Chulainn can use the following moves:

  • Divine Shot: Deals heavy Gun damage to a target
  • Ally Counter: Automatically counters if Hozumi is targeted by an attack
  • Six-Realm Strike: Deals 2-6 weak Gun attacks to a target
  • Ally Counter: Automatically counters if Hozumi is targeted by an attack

Titania can use the following moves:

  • Makarakarn: Protects the team with a Magic-repelling barrier for 1 turn
  • Mediarama: Heals all enemies for a moderate amount of HP
  • Ally Counter: Automatically counters if Hozumi is targeted by an attack

Girimekhala can use the following moves:

  • Mazandyne: Deals heavy Force damage to the party
  • Megaton Press: Deals heavy Physical damage to the party
  • Ally Counter: Automatically counters if Hozumi is targeted by an attack

Hozumi has no weaknesses and is immune to Ruin. Everyone else has the typical weaknesses. (Cu Chulainn is weak to Electric/Ruin, Cerberus is weak to ice, Titania is weak to Physical, Girimekhala is weak to Fire/Ice/Electric/Force).

Hozumi starts the battle by summoning a Cerberus and a Cu Chulainn. The trick to this battle is that Hozumi never takes on a big offensive role. He relies on the demons he summons to fight for him, strengthening them to become powerful fighters. If you try to take him out first, the summoned demons will automatically use Ally Counter to attack the offending individual.

If you are strong enough, you can rush straight for Hozumi and take him out, though it is more dangerous as more demons are summoned. The slower path is to attack the demons’ weaknesses and build up Stacks to hurt Hozumi through Sabbaths. Multi-target attacks don’t trigger Ally Counter (and neither do Sabbaths), which is a great way to hurt Hozumi while damaging the other demons.

Be careful with the attacks, as Hozumi summons demons with a lot of Repel resistances. Titania and Girimekhala are able to repel a lot of attacks, and you need to be careful or you will hurt yourself.

The benefit of taking the demons out is that it lowers Hozumi’s own offensive power. On his own, he can’t hurt you and will almost always summon demons. With powerful spells, you can take out the demons faster than he can replace him. You are also taking his health down slowly with Sabbaths.

Don’t forget to keep your health high during this fight. If you are struggling to take out the demons quickly, they have powerful attacks that can KO a party member. Always focus on hitting weaknesses, monitor everyone’s health, and Hozumi will eventually fall.

Cyber Aion

Cyber Aion is the final boss of the game, but the battle is split into two parts. This section covers the first part of the battle. If you are looking for the second part, please check Cyber Aion (Round 2)

Preparation

This will be a marathon boss fight, and you need to have multiple demons available for the long term. Make sure that you can use Conversion/Master Conversion as they will help switch demons out.

You want to bring demons that can use Fire, Ice, Force, and Electric skills. Physical and Gun skills are great as well, but are better towards the end. Mediarahan/Eternal Prayer is a must. If anyone goes down, use Revival Beads/Balms of Life, or have Samarecarm handy. Have items for healing status ailments just in case someone gets Sealed and you can’t rely on Eternal Prayer.

Don’t worry too much about resistances; it is nice to be resistant to Fire, Ice, Electric, and Force, but it won’t matter much in the short term. If you have Dekunda or Dekunda Beads, bring them along to remove debuffs.

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Cyber Aion has the following moves:

  • Arc Light: Deals moderate Almighty damage to the party, lowering Attack/Defense/Aim/Evasion
  • Tendril Gore: Deals heavy Gun damage to a target
  • Maziodyne: Deals heavy Electric damage to the party
  • Neo Dogma: Deals heavy Almighty damage to a target and lowers their Gun resistance/makes them weak to Gun
  • Dekunda: Removes all debuffs from itself
  • Spike of Grief: Deals heavy Gun damage to a target and inflicts Poison
  • Overclock: Gives an extra action to a copy of Cyber Aion
  • Damage Condenser: Puts a Target on a party member, and all Cyber Aion copies will attack the marked target
  • Master Conversion: Changes the resistances of all Cyber Aion copies

Cyber Aion is weak to Force, resists Gun, Fire and Ice, is immune to Ruin, and repels Electric.

This battle looks intimidating at first, because Cyber Aion can take 3 actions per turn by default. It will always start by using Arc Light to damage your party, then attack with other moves. It can give your party a weakness to Gun, and then capitalize on said weakness.

Your goal should be to hit Cyber Aion with Force attacks and build Stacks for powerful Sabbaths. Heal anyone who is badly hurt, and don’t let up your assault if you can help it. Cyber Aion will do its best to knock out your party one by one, but it doesn’t use Arc Light too often. Unfortunately, 3 actions per turn can add up, and you can fall behind if you act defensively.

When Cyber Aion goes down to 50% of its health, it will summon 4 elemental copies of itself while cloaking its main body in light. You can’t hurt the main body while the 4 elemental copies are present. The copies will use elemental spells matching their color (ie. the blue copy will use Bufudyne). The green copy can use buff skills such as Bloodlust. The blue copy can use Mediarama. The purple copy can use Makarakarn.

The copies are weak to the element of the opposite color (ie. the red copy is weak to Ice). The exception is the purple copy, which is weak to Physical. Bring out your Fire, Ice, and Electric moves to destroy the copies as quickly as you can. When a copy falls, you deal damage to Cyber Aion. Defeating all four copies will almost win you the fight; you just have to land one more hit on Cyber Aion.

Cyber Aion can switch up the copies’ weaknesses with Master Conversion. This only moves the weaknesses around rather than changing weaknesses entirely. For example, if the green (weak to Electric) and red (weak to Ice) copies are left, Master Conversion makes the green copy weak to ice while the red copy is weak to Electric. Knowing this helps you keep track of the new weaknesses and prevents unnecessary experimentation.

Don’t stop fighting when all 4 copies are gone. Cyber Aion will still fight you at 1 HP, and you need to knock it out. Don’t take this time to heal; just end the fight.

Cyber Aion (Round 2)

Cyber Aion is the final boss of the game, but the battle is split into two parts. This section covers the second part of the battle. If you are looking for the second part, please check Cyber Aion

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Cyber Aion can use the following moves:

  • Enthumesis: Deals heavy Almighty damage to the team
  • Physis Paradox: Removes any buffs from the party, then lowers Attack/Defense/Aim/Evasion
  • Flailing Frenzy: Deals multiple heavy Physical attacks to random targets
  • Meta-Sacrament: Boosts Attack/Defense/Aim/Evasion and changes its resistances
  • Thunderbolt Pleroma: Deals heavy Electric damage to the party
  • Inferno Pleroma: Deals heavy Fire damage to the party
  • Blizzard Pleroma: Deals heavy Ice damage to the party
  • Sing: Charges an attack, does nothing for the turn
  • New World’s Dawn: Used after Sing. Deals severe Almighty damage to the party and inflicts Daze
  • Apostle Genesis: Creates a Cyber Apostle
  • Pure Void: Takes less damage from attacks that target its weaknesses
  • Abyssal Eye: Gains a new weakness and boosts Attack

Cyber Aion resists Physical, Gun, Fire, Ice, Electric, and Force, while immune to Ruin.

The Cyber Apostle can use Decoy Protocol, allowing Cyber Aion to use Sabbaths. It has no weaknesses or resistances. Fortunately it only gets two actions per turn instead of three.

You start this battle fully healed, with your MP restored as well. Unfortunately, you won’t be able to do much against Cyber Aion as it resists everything (unless you are willing to use Almighty skills). Using Fire/Ice/Electric/Force attacks does have a use, as it lets you see its affinities later in the battle.

After a few turns, Cyber Aion will use Meta-Sacrament to strengthen itself. Fortunately, it will also gain weaknesses to two elements (Fire and Ice, Electric and Force). This is your chance to deal large amounts of damage, while building Stacks for Sabbaths. Don’t let your guard down though; Cyber Aion starts using more powerful moves as well.

Cyber Aion can also use Apostle Genesis that will create a Cyber Apostle. The Apostle has neutral affinities all around, but it can also use Decoy Protocol to let Cyber Aion use Sabbaths as well. Take it out as quickly as you can to level the playing field.

If Cyber Aion uses Sing, that’s your cue to Guard from New World’s Dawn. The attack is powerful enough to take a significant chunk of health off of your party, and Daze will sap MP rapidly if it isn’t addressed. Guarding will prevent the worst of the effects, but you need to quickly get back up and fight.

Cyber Aion will use Meta-Sacrament to change its weaknesses one more time, then it will use Pure Void to cut down the damage taken from its weaknesses. It will also use Abyssal Eye to boost its Attack, though it gains another weakness in the process. This only happens if the battle takes a long time, but at this point you shouldn’t have too much health to go. Sabbaths will become your primary form of offense at this point, and you should just focus on building Stacks to win.

It might take a long time, but the battle will end if you continue to target weaknesses and keep your health up.

Source: NeoSeeker.com

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