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Alundra (PlayStation)

Boss guide: attack openings, tools and forms

Distinguish enemies fought with the sword, those made to inhale Bombs and those requiring the Ice Wand. No unverified fixed HP or required-hit values are given.

Scope: Japanese PlayStation version (released April 11, 1997; additional materials checked October 14, 2026. No hands-on retest performed.) / Content checked: October 14, 2026

Beanoid King: keep tracking enemies after the split

  1. Use the sword to reduce the small forms and attack the combined enemy too.
  2. The fight continues after it splits. Collect the nearby Gilded Falcon before finishing the dream.
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Earth Element: avoid falling rocks and attack during pauses

  1. Fought in Raa's tomb and the desert temple. Keep moving away from falling-rock locations and attack while the enemy is stopped.
  2. Approach with the sword or hit it with Bombs and retreat. The Chain Throw is also available in the desert.
  3. The desert trial also requires handling holes and nearby mechanisms. Do not assume exploration ends immediately after the boss: check the remaining rooms.
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Saati: distinguish the light orbs from the copies

  1. Fought deep in Bojes's dream. Avoid rushing into the surrounding glowing orbs; keep room to move while attacking the real body.
  2. If surrounded by copies, look for an escape route while using Bombs or the sword. No guaranteed one-hit defeat is promised.
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Spike Vantage: stay where you will not be surrounded

  1. The final consecutive battles in the Ancient Temple. Move in one direction to reduce enemy numbers before they close in from every side.
  2. The Earth Chapter can attack several enemies. Finish the trial's barrel and floor mechanisms before entering combat.
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Scare Face: aim at the body rather than the water arms

  1. Avoid the water arms and projectiles, timing attacks for the body that emerges from the face.
  2. If the arms chase you into an edge, reposition. Keep enough room to move and wait for the body to appear again.
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Demon's Gate: protect the villager being pulled in

  1. Fought in Kline's and Gousel's dreams. Stand where the person will not be drawn toward the enemy, watching the suction direction while protecting them.
  2. Attack by making the enemy inhale Bombs. Check your position relative to the person even while taking out a Bomb.
  3. The Gousel fight uses the same tool, but allowing him to be inhaled causes major damage. Do not keep attacking while watching only the remaining HP.
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Wolf-form Kline: the fight continues in reality

  1. After returning from the dream, fight Kline's wolf form in the village too. Check where attacks can land and fight back with your weapon.
  2. This does not require redoing the dream's ice-pillar puzzle. Continue through the post-battle event to the next day's Hunter's Bow.
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Ancient Guard: limit its recovery time

  1. Fought deep in the cave. Reduce the surrounding acid-spitting enemies to make room to approach the boss.
  2. Do not chase the lesser enemies endlessly; concentrate attacks on the boss. It recovers HP if left to rest, so use your attack openings.
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Helter Skelter: attack the head after the torso changes color

  1. Fought at the deepest point inside Ofukuro. Attack the torso and confirm its color change.
  2. Attack the head after the color changes. Do not keep hitting only the head from the start; return to the torso when its condition resets.
  3. Do not leave the enemies hatching from eggs unchecked for too long. This follows the fire-carrying sections, so check your healing before battle.
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Nirude's trial: break rocks and escape

  1. After the head event, you escape rather than fight to defeat the giant deity.
  2. Break rocks blocking the way and run downward. Do not stop and keep swinging: move into the opened path.
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Hidden Eye: attack the lowered core

  1. Appears in the worlds of Eline's dream. Attacking lowers the core; keep hitting the lowered part.
  2. There are fights against one and against two. Also check each world's footing: slippery ice, sand holes, fire floors and other hazards.
  3. There are three boss encounters across the four worlds. The last world visited has different dialogue, but every world still requires exploration and handling its keys.
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Zazan: retreat during spins and counter with the Crusher

  1. Fought at the top of the Great Tree Tower. Equip the Crusher and retreat beyond the spinning attack's reach.
  2. Do not hold attack throughout the spin. Approach and attack once it stops.
  3. Clear a path to avoid being surrounded by summoned Muruta. After winning, collect the Brown and Crimson Crests.
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Wilda: Ice Wand to the head, charm against fire

  1. Obtain the Ice Wand before entering Mount Torla. Repeating the same attacks with the sword or Fire Wand will not advance the fight.
  2. Hit the head with the Ice Wand when it lowers. Avoid the flames and wait while it is too high to reach.
  3. Equip Havan's Charm if you have it. Its fire protection serves a different purpose from the Magic Boots used for lava.
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Evil Child: the final warp destination in the twins' dream

  1. After finishing the twins' dream statue mechanisms, collect the Life Vessel and Gilded Falcon beyond the final door.
  2. Defeating the opponent at the warp destination takes you to Begras's reality. After battle, break the deity statue with the Crusher to open the cage.
  • Its specific attack order, HP and required-hit count await further checking.
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Roein: check your bow and avoid the light from above

  1. With the William Bow, you can fire charged shots from a distance. The Hunter's Bow cannot charge, so use normal shots.
  2. Move in response to the light attacks from above, distinguishing the surrounding small orbs from your line of fire to the body.
  3. Receive the Holy Sword Elnart during the post-battle conversations. Remember to shop for supplies beforehand too.
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Zorgia: time sword attacks for its descent

  1. Fought after obtaining the Silver-White Crest on the island. Do not assume you can hit it while airborne; wait for it to descend nearby.
  2. Avoid the flying discs and strike with the sword. Do not chase too far and rush into the discs' return paths.
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Melzas's servant: attack when it returns to the ground

  1. Avoid its airborne flames and aim for when it lands.
  2. Prepare for sudden descending attacks by keeping an escape route below your stopping position too.
  3. After victory, the villagers' event restores HP and MP. Confirm that recovery before fighting Melzas himself.
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Melzas: the body that appears last, then the head

  1. Watch the appearance order during the form with multiple copies. The final one to appear is real: attack that position.
  2. In the giant form, avoid being grabbed and attack the head at the back from the high central route.
  3. Breaking a hand gives you time to approach. Hands regenerate, so watch for their return before planning the next approach.
  4. Fixed grab damage and required-hit counts have not been cross-checked. Heal according to equipment and remaining HP rather than assuming the fight always ends after a set number of hits.
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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).