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Iji 1.6 - Official game guide Introduction - Sector 1 - Sector 2 - Sector 3 - Sector 4 - Sector 5 - Sector 6 Sector 7 - Sector 8 - Sector 9 - Sector X - Sector Y - Sector Z - Misc secrets Unlockables - Weapons - Items - Enemies - Bosses - Trivia - Text dump Bosses This list of bosses shows the same stats as in the unlockable weapon information in the game, but with strategies on how to beat them. The bosses generally move slower on Normal difficulty, but the rest of their skills and stats are the same unless otherwise noted. Click here (opens in new window) for a video of the bosses from Krotera to Asha 2 beaten on Ultimortal. Click here (opens in new window) for a video of Maximum Charge Tor beaten on Ultimortal.
There are several ways to take him out quickly. Get a Buster gun with 25 machinegun ammo and an Attack of 4, and he won't even get to move. The Hyper pulse (Resonance detonator + Pulse cannon + Crack 6) and Spread rockets (Shotgun + Rocket launcher + Crack 5) are also pretty good. If it wasn't for Iji's mercy invincibility, Krotera's rapid-fire MPFB would deal 72 HP damage, which is nearly enough to take out a Komato Annihilator. To avoid fighting Krotera altogether you need to keep the Tasen truce; see Sector 3.
If you have the Plasma cannon (Pulse cannon + Shocksplinter + Crack 8) already, it'll make short work of Asha on Normal. He'll dodge it very frequently on Extreme difficulty though. The Nuke (Rocket launcher + MPFB Devastator + Crack 9) defeats him instantly and nets you a Supercharge. You can even have the Nuke equipped and hold the fire key during the intro chat - keep holding it when the fight begins and you'll win immediately. Hold left as well and you'll be blown towards the Supercharge. Defeating Asha here doesn't count as a kill, and the fight can't be avoided.
One strategy for survival is to hang around the middle platforms and react to its attacks. Always assume it will fire the Plasma cannon next, and remember that Iji moves vertically very quickly. Jump to make Proxima pick up vertical speed and miss with its Plasma shots, or aim its MPFB into the ceiling, etc. Kick Proxima into an electropad when it falls to the floor, then lure it into the other one. The MPFB Devastator and Plasma cannon are good for moving Proxima around as well. The terminals to activate the electropads power up again after Proxima's AI executes a certain numbers of orders. In order words you cannot simply stall by trapping it against one of the bottom walls with kicks - it needs to attack a few times, or at least attempt to attack. If it's is blown across the room enough, it'll lose its bearings and start canceling attacks. Alternatively, bring an MPFB Devastator with 23 ammo and an Attack of 10. This is enough to destroy Proxima without using the electropads, which gives you a Supercharge. The Velocithor helps too. If you're curious, jumping into the electropads deals 3 HP damage. Proxima is also mechanical and doesn't count as a kill.
When Iosa starts flashing, duck or get up to a platform; her Velocithor deals up to 10 HP damage. To drain her health faster, use the MPFB Devastator or Spread rockets (Shotgun + Rocket launcher + Crack 5) and jump out of the way immediately after firing. Of course, to do this with the MPFB requires a Strength of 10. Retribution (see Misc secrets) is also extremely powerful here - with an Attack of 10 it can take off at least 150 HP, if you activate it when Iosa's right on top of you. When the Annihilator exoskeleton explodes, Iosa jumps out to bring the fight to the next stage:
Look at the "safe" arrow to know whether to walk left from her jump attack, jump over her supermove, or duck under her regular swipe. After ducking the swipe, stand up and kick her before she uppercuts. Keep kicking her until she hits the wall, at which point you'll have 10 seconds to crack her Nanofield. Be warned: you can kick her backwards 12 times on Normal, but only 9 times on Hard and 6 times on Extreme/Ultimortal, meaning you'll have to duck her regular swipe further to the right in the room. This in turn means you'll have to work your way to the right without Iosa hitting you. It only takes one successful crack to win, though. Bring Ansaksie along to avoid having to kill Iosa yourself (see Sector 9).
Asha can literally dodge everything, but would rather die than run from someone using a Shotgun or Buster gun - so these are the only weapons/attacks that can hit him. Stand still and wait for Asha to appear, then react appropriately. If he appears standing behind you, fire the Shotgun and duck. If he appears in front of you charging his Plasma cannon at chest height, fire the Shotgun and duck. If he charges the Plasma cannon at leg height, fire the Shotgun and do a short jump. When he appears in the center of the arena with a glowing fist (megasmash), do a high jump to avoid the shockwave. When he clings to the wall (plasma rage), duck under the plasma bolts. When he appears in the center of the arena holding a gun (plasma vortex), duck close enough to him not to get hit by the bolts, or do a high jump if you're feeling skilled. After he's taken some damage, half-transparent afterimages of Asha start appearing. Just ignore them. Bring a Buster gun with lots of ammo and an Attack stat of 10 to this fight to win fairly easily. Also, his electromines deal 1 HP damage if you touch them.
Tor's tier 1 and 2 weapons each have five levels of power that slowly increase every time you dodge them. If you're hit by a weapon, he increases the probability of firing it, while the probability lowers again if it misses. Tor's weapons begin on level 1 on Normal, 2 on Hard, and 3 on Extreme/Ultimortal. Of the tier 3 weapons, Death hail (blue lasers) and Eruption (fast red wave) have three power levels, which increase by 1 when they're fired. They begin at level 1 on Normal and never go above 2, while on Hard they begin at level 2 and reach level 3. On Extreme/Ultimortal they're permanently set to level 3. If Tor has three chargeballs and his HP is over 750 on Normal, 825 on Hard or 900 on Extreme/Ultimortal, he'll fire the Phantom Hammer. It turns Iji into mist and completely wipes all of her stats - but can be avoided by doing a short jump over his shockwave stomp. If his HP is too low, he instead uses Nanostorm which fires a stream of exploding particles each draining 60 armor and hitting you for 3 HP damage if your armor drops below 0. Just keep moving to avoid it. Tor is immune to armor-damaging weapons except the piercing CFIS and Velocithor (MPFB Devastator + CFIS + Crack 10), taking full damage from those and anything explosive. 50 MPFB shots with an Attack of 10 will take him down on Normal difficulty without the need to reflect anything. If you fight Maximum Charge Tor (see Sector X), he starts out with 1200 HP and all weapons at their highest power level, plus he drops less Health pickups and releases two Skysmashers every time he lands. Surviving this on Ultimortal, where no Health is dropped and you're restricted to only the Resonance reflector, is perhaps the toughest feat in the game. Here's a damage chart for reflecting Tor's projectiles: Reflected chargeball: 83 HP Reflected Fractal rocket (brown splitting rocket): 7 HP Reflected Ragebomb (cluster bomb): 7 HP Reflected Tyrian claw (spinning purple blade): 12 HP Reflected MPFB projectile: 3 HP (modified by your Attack stat, the others are not) |