How to defeat the Elemental Core and Fused Elemental in Stranger of Paradise: Final Fantasy Origin

The game is a turn-based RPG developed by Square Enix and released on PS4, Steam PC, and Nintendo Switch in January 2019. This walkthrough will help players defeat the final boss of the Final Fantasy Origins edition (known as Stranger) while minimizing time spent grinding levels to level 50 or more.

How to defeat the Elemental Core and Fused Elemental in Stranger of Paradise: Final Fantasy Origin

You’ll come face to face with a weird orb that controls two elemental spirits after surviving the Sunleth Waterscape — sorry, the Refrin Wetlands. The Elemental Core, which hovers ominously above, is guarded by these ghosts, one of fire and one of water. Don’t lose your calm, however; a few good whacks will send those ghosts packing and allow you a chance to strike. In Stranger of Paradise: Final Fantasy Origin, here’s how you fight the Elemental Core and Fused Elemental.

When you enter the boss arena, the Elemental Core will summon one of the two spirits at random after a few seconds. Despite the fact that they both have the same amount of health, their attack tactics are very different. Here are their Phase 1 attacks:

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Lahmu, the Fire Spirit

  • Lahmu’s basic attacks consist of a three-hit combination in a certain direction. All three assaults can be parried, but he’ll likely follow up with another attack, so it’s better to avoid them altogether.
  • Lahmu will charge at a target. This may be parried, but it leaves a path of flaming pitch behind it that can be rather painful, so don’t track him down in a straight line.
  • Lahmu will launch a stream of exploding flames towards a certain target. This spell may be parried or evaded, but it will not fade away and will continue to move ahead until it impacts the surroundings. This is a stealable item that may also be used as an immediate command.
  • Pyrotechnics: Lahmu will blast the area directly surrounding him after a little wait. This is an assault that can be deflected.

Lahamu, the Water Spirit

  • Lahamu’s basic attacks are a one- or two-hit swipe near her, but she can also fling water orbs as a ranged strike. Her basic strikes may also conjure a water geyser underneath her opponent, which will burst after a short pause. Parrying the geysers is possible.
  • Lahamu will conjure six orbs around her in the Bubbling Deluge. These orbs may spawn in any area and are evenly spaced from one another. This strike may be parried, but because to the quick animation, parrying it is very tough.
  • Bubble Nova: Lahamu will launch a massive bubble at a specific target. It’s sluggish and follows you well, so if you go too far away, it’ll pursue you. This attack may be parried, and it can also be Stealled as an immediate action.
  • Jeering Mire is a grab attack that can’t be parried or stopped since it’s a grab attack. This assault must be avoided.

The Elemental Core will collapse to the ground when the HP of one spirit is reduced to zero, enabling you to assault it. To advance to Phase 2, you must lower the Core’s HP to half or its break meter to zero. The Core will relight after a few seconds and call one of the two spirits to resume the onslaught. When you kill a spirit, the Core’s maximum break gauge decreases dramatically. The spirits will fuse together in an awful monster after causing enough harm and tearing apart the Core. The assaults for the Fused Elemental in Phase 2 are as follows:

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  • Basic Attacks: Fused Elemental will swipe up to three times ahead of it, making it difficult to discern which way it is facing. What makes this particularly deadly is that it has the option of using a grab attack instead of a third swipe.
  • Eagle’s Talon: The above-mentioned grab attack. If you’re not at full health, the boss body smashes you to the ground and, following a two-swipe combination, may kill you.
  • Splatter: The Fused Elemental will splatter both Fire and Water around it, doing damage if it hits anything. If you don’t, it becomes a ground hazard that may cause Burn or Dropsy, which are elemental weaknesses that enhance the damage you experience from that element.
  • Crack: The monster will explode in the region surrounding it, but it will also start a chain reaction with any neighboring puddles, regardless of element. This strike may be parried, and it can also be stolen as a quick action.
  • Conflict: This is similar to Crack, except it covers (and causes) a much larger region. Parrying is still possible.
  • Fuse: The monster will fire three ground AoEs that may be parried, but since it’s a line AoE, darting to the side is the easiest way to avoid it.
  • Fused Elemental’s Furious Tide / Raging Blaze causes a conal AoE assault of either a water or fire element in front of it. This strike can be deflected.

Because this new shape is remarkably mobile, you must also remain mobile. It’s recommended to prevent extended attack chains by waiting a few seconds after one or two strikes to observe what the monster does next. For melee attackers, parrying Crack and Conflict is critical, while keeping a look out for Eagle’s Talon and Fuse, which may kill from a high health state.