You heard of the Barheim Passage? Legend says you can hear the eerie cry of a woman from the depths of that accursed place.
Zalera is an optional boss in Final Fantasy XII. The party can fight him in the Barheim Passage, and obtain him as an Esper summon if successful. He, alongside continuously spawning Dead Bones, is also fought in Zodiac versions' Trial Mode Stage 32, where he has some unique steals: Time Bolts (common), Doom Mace (uncommon) and Hunting Crossbow (rare).
Page 1: ObservationsEdit
Heretic scion who wrapped the world in dark energies, seeking to take the souls of all living things unto himself. Created in opposition to Emet-Selch, Angel of Truth, and scion of light. Originally tasked with the judging of men upon their deaths, his soul was tainted by the curses of those who raged against the heavens, and seizing one of the gods' servants, a shamaness, as a hostage, he rebelled against his creators. Even now, in defeat, he clutches the shamaness to him in his right arm, and with the aid of her death-wail does he summon the soul of darkness to do his bidding.
To fight Zalera, the player must return to Barheim Passage, which requires the Barheim Key obtained from the "patient in the desert" quest in Estersand village. Once inside the party should head north, turn west in the section before the gate crystal. Heading to northwest passage, the player will reach to the long rail known as Zeviah Span. At the end of the long path at No.7 Terminus the player will fight Zalera and his Dead Bones allies.
Zalera must be defeated within 5 minutes or the party will be transported back to the Terminus 7 adjunct and will have to try again.
Once the battle starts, Zalera will "brace against attacks," summoning Dead Bones, whose attacks can cause Blind. As long as there are Dead Bones present, or Zalera has taken no damage (or damage equaling zero), Zalera's Defense and Magick Resist are boosted by 80 each. After defensive mode ends, Zalera gains the Ignore Evade Augment, and during offensive mode, if HP <20% the Magick CT0 augment is gained, and if enraged, the Attack CT0 augment is gained.
Zalera has no abilities that do damage, relying instead on the Bones and status ailments; his attack sequence is Lv. 2 Sleep, Lv. 3 Disable, Lv. 4 Break and Lv. 5 Reverse, affecting characters whose levels are divisible by 2, 3, 4 or 5, respectively, and then Prime Lv. Death, which affects characters whose levels are a prime number. Character levels not affected by any of these spells are levels 49, 77, and 91. Levels (under 100) susceptible to Prime Lv. Death are: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, and 97.
Zalera will constantly use the attack Kill to KO the target. The party shouldn't rely on Espers in this battle, as Zalera will immediately use Kill to defeat them, and shortly after he will aim Kill at the summoner.
The player can bring a set of resist accessories to counter Sleep, Blind and especially Disable. As long as the player equips them right after getting the cast warning, the party will be able to resist the spells.
One effective method is to cast Reflect on the party, or equip Ruby Rings for Auto-Reflect, and cast Curaja, reflecting the spell to the boss for heavy damage. Because of Zalera's Kill, the reflect strategy only effectively works if the Ruby Ring is equipped.
- The symbol on the shamaness's forehead when Zalera uses Prime Lv. Death is the Blood-Sin from Vagrant Story, a tattoo of great power.