Location: Altar Cave
HP: 120
Weakness: None
Attacks: None
Reward: 132 EXP, 500 Gil
Strategy: Attack with all your characters. Since you don't have any magical means to attack it, other than items, stick to physical attacks. Move injured characters to the back or heal them with a Potion.

Location: Cave of the Seal
HP: 480
Weakness: Ice
Attacks: None
Reward: 160 EXP, 700 Gil

Strategy: Have Fighters or Monks attack and Black/Red Mages cast Ice. White Mages should use a Southwind and stick to curing injured allies.

Location: Bahamut's Nest
HP: 60000
Weakness: None
Attacks: None
Reward: None
Strategy: You can't beat Bahamut, so run.

Location: Bay of Nepto
HP: 60000
Weakness: None
Attacks: None
Reward: None
Strategy: You can't beat Nepto, but you can't run either. Hit reset.

Location: Nepto Shrine
HP: 450
Weakness: None
Attacks: Bolt2, Fire2, Ice2
Reward: 240 EXP, 1000 Gil
Strategy: This boss is pretty hard. You should use a magic-oriented party for this fight. If you have Bolt2, Ice2, or Fire2, throw them back at the Big Rat to cause some good damage. Aero will also do some damage, but you may not have a turn to waste with your White Mage.

Location: Tower of Owen
HP: 980
Weakness: None
Attacks: Break
Reward: 360 EXP, 1200 Gil
Strategy: The only thing to watch out for in this fight is Medusa's Break attack. Use your White Mage to cure the target with a Soft. Everyone else should attack (Fire2 may work well).

Location: Underground Cave
HP: 1400
Weakness: Fire2
Attacks: None
Reward: 500 EXP, 1500 Gil
Strategy: Have your Black Mage cast Ice3 and your White Mage heal the party. Everyone else should attack Guzco. This fight can be challenging, but if you keep your HP up you'll be fine.

Location: Flame Cave
HP: 2100
Weakness: Ice
Attacks: None
Reward: 700 EXP, 1800 Gil
Strategy: This time around, Guzco isn't so easy. Make sure your Fighter(s) is/are equipped with the Iceblade sword and Ice Armor. Flame deals quite a bit of damage, so make sure to heal it when you can. Have your offensive mages use Ice spells and your White Mage use a Southwind or 2 if he can. The Fighter class is the key to winning this battle, considering Salamandr's Flame does not do a lot of damage to him.

Location: Castle Hyne
HP: 1600
Weakness: Variable
Attacks: Bolt2, Fire2, Ice2, WallChange
Reward: 1040 EXP, 2100 Gil
Strategy: If you have a Scholar, have him use Scan to find out Hyne's weakness. Have your Black Mage cast the according spell to toast this foe. Otherwise, have your Black Mage cast Fire 1 and Ice 1 to find out Hyne's weakness, then exploit it on the third round (before he WallChanges).

Location: Sea Cave
HP: 1950
Weakness: Bolt (?)
Attacks: Bolt2, Fire2, Ice2
Reward: 1320 EXP, 2500 Gil
Strategy: If Kraken scores a critical hit, you may be in trouble. Otherwise, his attacks don't do too much damage, so nail him with Bolt2 if you have an offensive mage, and attack with everyone else.

Location: Goldor's Mansion
HP: 2250
Weakness: None
Attacks: Bolt2, Fire2, Ice2, Ice3
Reward: 1640 EXP, 3300 Gil
Strategy: Goldor is pretty tough. Not only does he use Level 2 elemental spells, he occasionally attacks with Ice3 (which will hurt whoever it hits quite a bit). Also, Goldor has the annoying tendency to attack the same character several times in a row. To defeat him, have your Karateka use Buildup, your White Mage/Hunter cast Cure2 often, and everyone else attack. Buildup will result in a LOT of damage to Goldor, but leaves your Karateka open, so watch out.

Location: Salonia Castle
HP: 5000
Weakness: Wind
Attacks: Bolt
Reward: 2200 EXP, 3400 Gil
Strategy: You should have an all Dragoon party. Anyway, Garuda's Bolt attack will take off a LOT of HP (400+), so try to avoid it by jumping. The higher your level, the more damage a Jump attack will do. In the high 20s, Jump attacks will do around 800-1000 damage, so Garuda will die in 2 turns.

Location: Salonia Catacombs
HP: 7000
Weakness: None
Attacks: Atom Edge
Reward: 5000 EXP, 5600 Gil
Strategy: Odin's Atom Edge will deal 400-600 damage to everyone, so you should watch out for it. Have a Dragoon jump, Knights, Hunters and Masters attack, and Black Mages use Fire3. Of course, White Mages and
Hunters should cure when necessary. Remember, if Odin uses Atom Edge when you're in the air, it'll miss (as if that comment was necessary)

Location: Fargabaad
HP: 1100
Weakness: None
Attacks: None
Reward: 4000 EXP, 4000 Gil
Strategy: Shinobi can hit for a lot of damage, so if you have a white mage, cure when your HP is low. Quake deals a lot of damage to Shinobi, so use that with your Black Mage. Every other class should just attack.

Location: Lake Dol
HP: 7000
Weakness: None
Attacks: Big Wave
Reward: 5000 EXP, 5700 Gil
Strategy: Leviathan only attacks if you have a Summoner in your party, so hopefully you've got some equipment for Summoners. He should summon Ramuh and possibly use a Gods Wine on your Mystic Knight. If you have any Dragoons, have then Jump with a Thunder Spear equipped. Black Mages should cast Bolt3 and White Mages should cast Cure3 after a Big Wave. Basically, all other fighters should attack.

Location: Cave of Bahamut
HP: 7500
Weakness: None
Attacks: Mega Flare
Reward: 2800 EXP, 3500 Gil
Strategy: Bahamut is actually defeat-able this time. I suggest a Dragoon/Dragoon/Mystic Knight/White Mage party. Have your Dragoons Jump, your White Mage use a Gods Wine on you M.Knight, and your M.Knight attack. After a Mega Flare attack, be sure to use Cure3 or Cure4 with your White Mage. Bahamut can be tough; it may take you a few tries to beat him.

Location: Cave of Darkness
HP: 6500
Weakness: Earth
Attacks: None
Reward: 4800 EXP, 4900 Gil
Strategy: Hekaton is a push-over. Just nail him with physical attacks and Quake (with a Black Mage).

Location: Ancient's Labyrinth
HP: 7800
Weakness: None
Attacks: Flare
Reward: 4400 EXP, 4500 Gil
Strategy: This guy is just as easy is Hekaton. The only thing that could cause problems is Flare, which is still pretty weak.

Location: Dorga's House
HP: 4500
Weakness: None
Attacks: Brk2, Drain, Quake
Reward: 3400 EXP, 4000 Gil
Strategy: Break 2 is pretty effective, so make sure to have some Soft Potions. If you can, use Quake and Fire3 on Dorga. Everyone else should attack (though white mages should Cure every once in a while).

Location: Dorga's House
HP: 7000
Weakness: None
Attacks: Blzzard, WWind, Wall 
Reward: 4000 EXP, 4200 Gil
Strategy: This will be more of a physical fight, considering Unne uses Wall near the beginning. Haste your warriors, then hack away at her. WWind reduces HP to single digits, a problem you may want to remedy with
Cure3 early on.

Location: Forbidden Land Eureka
HP: 7040
Weakness: Variable
Attacks: Flame, WallChange
Reward: 4200 EXP, 3450 Gil, Full Moon Boomerang
Strategy: Well, Hyne is back, and this time he has a nasty Flame attack. Since you have more firepower this time, kill him with weapons rather than bothering with his stupid WallChange trash. And Cure4 after Flame, otherwise you may end up whooped.

Location: Forbidden Land Eureka
HP: 9000
Weakness: None
Attacks: Mind Blast
Reward: 4800 EXP, 5000 Gil, Masamune Sword
Strategy: Kunoichi is the meaner cousin of Shinobi, who you fought in Fargabaad. His Mind Blast attack will probably paralyze your magic users, meaning you have to hack him to pieces with weapons. Fortunately, that's
not too hard. His physical attacks do 1000 or so damage, but yours should do a little more to him. He's really not that hard.

Location: Forbidden Land Eureka
HP: 12000
Weakness: None
Attacks: None
Reward: 5000 EXP, 5200 Gil, Excalibur Sword
Strategy: This guy has a lot of HP, but other than that is rather weak. His physical attacks take off 700-1200 HP, which is not too bad. Haste your attackers (Mystic Knight, Dragoon, Knight, etc.) and use Fire3 or Bahamut with Warlocks/Summoners

Location: Forbidden Land Eureka
HP: 10000
Weakness: None
Attacks: Flare
Reward: 5200 EXP, 5400 Gil, Eldest Staff
Strategy: Scylla is pretty easy. Cure3 of Cure4 after a Flare, summon Bahamut, and attack her.

Location: Forbidden Land Eureka
HP: 12000
Weakness: None
Attacks: Quake, Wall
Reward: 5400 EXP, 5600 Gil, Ragnarok Sword
Strategy: The Guardian is tougher than Scylla, but is still pretty easy. Simply Cure4 the party after his Quake attack and pound him with your best attacks. He's the last boss in Eureka, so you have nothing much to save
them for.

Location: Sylx Tower
HP: 21000
Weakness: None
Attacks: Flame, Libra, Meteo, Quake
Reward: None
Strategy: I'm assuming you were smart and made a Ninja/Ninja/Sage/Sage party and bought as many Shurikens as you could afford. Zande's Meteo is very powerful (4000 damage), so you need to Cure4 every round with one
Sage. The other Sage should summon Bahamut, and your Ninjas should throw Shurikens at him (6000+). He's tough, but with strong attacks he'll be dead in three or four turns.

Location: Sylx Tower
HP: 65000
Weakness: None
Attacks: FlareWave
Reward: None
Strategy: There's nothing you can do here except lose.

Location: Dark World (Northwest Path)
HP: 23000
Weakness: None
Attacks: Thunder
Reward: 6000 EXP, 6400 Gil
Strategy: His Thunder attack will do 600-900 damage to all, which is pretty pathetic. Have your Ninjas either attack or throw Shurikens and your Sages use Bahamut (Cure4 when needed).

Location: Dark World (Southwest Path)
HP: 32000
Weakness: None
Attacks: Brak2, Death, Drain, Flare, Meteo, Quake
Reward: 8000 EXP, 7000 Gil
Strategy: This guy is tough. Meteo can rack up to 4000 damage, and Quake deal up to 2000 damage. Definitely have a Sage use Cure4 every round. The other Sage should use Bahamut, while your Ninjas throw Shurikens at

Location: Dark World (Northeast Path)
HP: 29000
Weakness: None
Attacks: None
Reward: 7000 EXP, 6800 Gil
Strategy: This Dragon attacks for a lot of damage, so you should watch out. Try to get him out of the picture fast by throwing Shurikens and calling Bahamut with both Sages.

Location: Dark World (Southeast Path)
HP: 35000
Weakness: None
Attacks: Blizzard, Flame, Quake, Meteo, Thunder
Reward: 9000 EXP, 7200 Gil
Strategy: This boss can be very hard. His Meteo attack can deal up to 4000, and he has access to all the major elemental attacks (Blizzard, Flame, Thunder, Quake). As always, Cure4 with one Sage, summon Bahamut with the other, and throw Shurikens with your Ninjas.

Location: Dark World
HP: 45000
Weakness: None
Attacks: FlareWave
Reward: None
Strategy: This is easy. Throw Shurikens with your Ninjas, summon Bahamut, and Cure4. If you want, you can Fast a Ninja to get 9999 damage on the DarkCloud. (Yes, this is actually a final boss)