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Adventurer (The 4 Heroes of Light boss)

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The 4 Heroes of Light Enemy
Adventurer
冒険家 (Bōkenka)
Adventurer Model
Statistics
Level HP Weight
99 9000 - 11250 150
Strength Intellect Spirit
89 250 83
Attack Accuracy Defense
88 300 76
M. Def. Evasion M. Eva.
68 15 10
Elemental Affinities
Fire Water Wind
- - -
Earth Light Dark
- - -
Location Trial Tower
EXP 756
Steal Potion, Adventurer's Garb, Holy Breath
Item Dropped Adventurer's Garb
Gems Dropped Diamond
Abilities Berserk, Protect, Suppress, Cura, Curaga
Status Immunity Petrify, Curse, Death
Other Information Physical attacks may inflict poison or silence.
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Statistics
Level HP Weight
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Strength Intellect Spirit
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Attack Accuracy Defense
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M. Def. Evasion M. Eva.
{{{2 MagDef}}} {{{2 Eva}}} {{{2 MagEva}}}
Elemental Affinities
Fire Water Wind
- - -
Earth Light Dark
- - -
Location {{{2 Location}}}
EXP {{{2 EXP}}}
Steal {{{2 Steal}}}
Item Dropped {{{2 Item}}}
Gems Dropped {{{2 Gems}}}
Abilities {{{2 Ability}}}
Status Immunity {{{2 Resist}}}
Other Information Physical attacks may inflict poison or silence.
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{{{3 Japanese}}} ({{{3 Romaji}}})
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Statistics
Level HP Weight
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Strength Intellect Spirit
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Attack Accuracy Defense
{{{3 Atk}}} {{{3 Acu}}} {{{3 Def}}}
M. Def. Evasion M. Eva.
{{{3 MagDef}}} {{{3 Eva}}} {{{3 MagEva}}}
Elemental Affinities
Fire Water Wind
- - -
Earth Light Dark
- - -
Location {{{3 Location}}}
EXP {{{3 EXP}}}
Steal {{{3 Steal}}}
Item Dropped {{{3 Item}}}
Gems Dropped {{{3 Gems}}}
Abilities {{{3 Ability}}}
Status Immunity {{{3 Resist}}}
Other Information Physical attacks may inflict poison or silence.

The Adventurer is an optional boss in Final Fantasy: The 4 Heroes of Light. During the battle, the Adventurer is accompanied by the Faithful Fox.

Battle Edit

The Adventurer uses a variety of White Magic and acts twice per turn. During the entire battle, the Adventurer will raise his strength with Berserk and attack an individual party member. The Adventurer's physical attacks may inflict Poison and Silence. During the later stages of the battle, he will begin to cast Protect on himself and use Curaga to heal him and the Faithful Fox.

Strategy Edit

During the encounter, the player should be at least level 90. A good setup a Ninja, a White Mage, a Bard, and a Scholar. When fighting the Adventurer, it is advised to have high level equipment and have a Ribbon equipped to some party members. The player should equip their White Mage with the Curaga, Esuna, Arise, Dispel, Lux, and Miracle abilities. The Bard should be equipped with the Motet, Aria, and Fugue abilities. The player's Scholar should be equipped with the Quell and have extra healing spells to support the party. The party's Ninja should be equipped with the Target Dummy and Lightning Fist abilities.

The player should focus on defeating the Faithful Fox first, because the fox has access to many magic abilities that can heal the enemy party and weaken the player. When the battle begins, the player should have their White Mage cast Lux and the Bard should cast Motet on the party; this will raise the party's defense by a lot. The player should have their Ninja cast Target Dummy to avoid physical attacks from both enemies. During the next turn, the player should have their Bard cast Fugue, and with luck this can stop the Adventurer for a single turn and allow the player to focus all their attacks the Faithful Fox. After succeeding in stopping the Adventurer, the player should use Lightning Fist to take down the Faithful Fox. The player should repeat this process until the Faithful Fox is defeated, although the player should watch out since Faithful Fox has access to almost all Dark Magic and can deal heavy blows to a weak party member.

After the Faithful Fox is defeated, the player can begin to take down the Adventurer. The player should have their White Mage cast Miracle to heal the party from any damage caused by the Faithful Fox. The player should have the Bard use Motet and Aria to raise up the party's stats and have their Scholar use Quell to lower down the Adventurer's strength. The player's Ninja should recast Target Dummy to increase their evasion. After doing so, the player should have their Ninja use Lightning Fist. When Adventurer's health gets to HP Critical, he will begin to use Berserk more often and will attempt to annihilate a single party member. The player should keep monitor of their party's HP and use Curaga or Miracle to heal the party and have their Scholar use Quell whenever the Adventurer uses Berserk. After the player is done fully healing the party, the player should having their Ninja continuously attack the Adventurer with Lightning Fist until he is defeated.

Related enemies Edit


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