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
- Use the sword to reduce the small forms and attack the combined enemy too.
- The fight continues after it splits. Collect the nearby Gilded Falcon before finishing the dream.
Earth Element: avoid falling rocks and attack during pauses
- Fought in Raa's tomb and the desert temple. Keep moving away from falling-rock locations and attack while the enemy is stopped.
- Approach with the sword or hit it with Bombs and retreat. The Chain Throw is also available in the desert.
- The desert trial also requires handling holes and nearby mechanisms. Do not assume exploration ends immediately after the boss: check the remaining rooms.
Saati: distinguish the light orbs from the copies
- Fought deep in Bojes's dream. Avoid rushing into the surrounding glowing orbs; keep room to move while attacking the real body.
- If surrounded by copies, look for an escape route while using Bombs or the sword. No guaranteed one-hit defeat is promised.
Spike Vantage: stay where you will not be surrounded
- The final consecutive battles in the Ancient Temple. Move in one direction to reduce enemy numbers before they close in from every side.
- The Earth Chapter can attack several enemies. Finish the trial's barrel and floor mechanisms before entering combat.
Scare Face: aim at the body rather than the water arms
- Avoid the water arms and projectiles, timing attacks for the body that emerges from the face.
- If the arms chase you into an edge, reposition. Keep enough room to move and wait for the body to appear again.
Demon's Gate: protect the villager being pulled in
- 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.
- Attack by making the enemy inhale Bombs. Check your position relative to the person even while taking out a Bomb.
- 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.
Wolf-form Kline: the fight continues in reality
- 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.
- 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.
Ancient Guard: limit its recovery time
- Fought deep in the cave. Reduce the surrounding acid-spitting enemies to make room to approach the boss.
- Do not chase the lesser enemies endlessly; concentrate attacks on the boss. It recovers HP if left to rest, so use your attack openings.
Helter Skelter: attack the head after the torso changes color
- Fought at the deepest point inside Ofukuro. Attack the torso and confirm its color change.
- 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.
- Do not leave the enemies hatching from eggs unchecked for too long. This follows the fire-carrying sections, so check your healing before battle.
Nirude's trial: break rocks and escape
- After the head event, you escape rather than fight to defeat the giant deity.
- Break rocks blocking the way and run downward. Do not stop and keep swinging: move into the opened path.
Hidden Eye: attack the lowered core
- Appears in the worlds of Eline's dream. Attacking lowers the core; keep hitting the lowered part.
- There are fights against one and against two. Also check each world's footing: slippery ice, sand holes, fire floors and other hazards.
- 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.
Zazan: retreat during spins and counter with the Crusher
- Fought at the top of the Great Tree Tower. Equip the Crusher and retreat beyond the spinning attack's reach.
- Do not hold attack throughout the spin. Approach and attack once it stops.
- Clear a path to avoid being surrounded by summoned Muruta. After winning, collect the Brown and Crimson Crests.
Wilda: Ice Wand to the head, charm against fire
- Obtain the Ice Wand before entering Mount Torla. Repeating the same attacks with the sword or Fire Wand will not advance the fight.
- Hit the head with the Ice Wand when it lowers. Avoid the flames and wait while it is too high to reach.
- Equip Havan's Charm if you have it. Its fire protection serves a different purpose from the Magic Boots used for lava.
Evil Child: the final warp destination in the twins' dream
- After finishing the twins' dream statue mechanisms, collect the Life Vessel and Gilded Falcon beyond the final door.
- 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.
Roein: check your bow and avoid the light from above
- With the William Bow, you can fire charged shots from a distance. The Hunter's Bow cannot charge, so use normal shots.
- Move in response to the light attacks from above, distinguishing the surrounding small orbs from your line of fire to the body.
- Receive the Holy Sword Elnart during the post-battle conversations. Remember to shop for supplies beforehand too.
Zorgia: time sword attacks for its descent
- 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.
- Avoid the flying discs and strike with the sword. Do not chase too far and rush into the discs' return paths.
Melzas's servant: attack when it returns to the ground
- Avoid its airborne flames and aim for when it lands.
- Prepare for sudden descending attacks by keeping an escape route below your stopping position too.
- After victory, the villagers' event restores HP and MP. Confirm that recovery before fighting Melzas himself.
Melzas: the body that appears last, then the head
- Watch the appearance order during the form with multiple copies. The final one to appear is real: attack that position.
- In the giant form, avoid being grabbed and attack the head at the back from the high central route.
- Breaking a hand gives you time to approach. Hands regenerate, so watch for their return before planning the next approach.
- 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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