BOSSES - Atlantica
Shark
| Place |
HP |
EXP |
| Atlantica (B.R.) |
200 |
100 |
| Atlantica (A.R.) |
300 |
500 |
Preparation: The only thing you'd need to beating this mini-boss is to keep your items stocked with things like Hi-Potions and Ethers, and your shortcuts set to Aero and Cure. Thunder works well underwater too, as we know water and electricity don't mix. Since there's no Dodge Roll option here, you won't need it. You might want to have a fair control of battling underwater though.
Defense: The Shark is a mini-boss like Sabor, attacking from the front with its powerful jaws and sharp teeth. Aside from that, it's pretty fast underwater and can turn well.
Strategy: The Shark's main weapons are its teeth, and he may sometimes thrash his tail. If you stay on his side, you'll avoid most of the attacks. Another strategy is to rise or sink before he can bite you, but you'll have to return to the same level as he is on... or wait for him to come to you. Depending on the area you fight the Shark in, you can use the landscape to your advantage as well. At the Sunken Ship, there are nooks and crannies that the Shark can't fit through. The same goes with the Undersea Gorge. Overall, he is a good mini-boss to fight for experience, but not particularly consequential to the game itself. Beat him up and move on.
Ursula, Flotsam & Jetsam
| Enemy |
HP |
EXP |
| Ursula |
450 (B.R.), 1200 (A.R.) |
1000 (B.R.), 1500 (A.R.) |
| Flotsam & Jetsam |
60 (B.R.), 150 (A.R.) |
120 (B.R.), 500 (A.R.) |
Preparation: Be sure you have your MP guage relatively full when you first go into this battle, and stock your items with Ethers if need be. Aero and Cure should be your main shortcuts, and Fire or Blizzard should be the offensive spell.
Defense: The Sea Witch is nearly invulnerable to your physical attacks unless she's knocked out. You must use magic against her cauldron first. Along with that, Flotsam and Jetsam are constantly revived after they've been knocked out.
Strategy: As Triton tells you, Ursula's weakness is the magic cauldron. According to the color of light that comes out of her cauldron, cast Fire (red) or Blizzard (blue) at it until it shoots up a massive column of light and knocks out Ursula for a short time. Afterwards, she'll be invincible again and will spin around the room trying to hit you with her tentacles (while laughing maniacally of course.) This is your opportunity to attack her with the Keyblade. If you run out of MP, hit Flotsam and Jetsam to regain MP. In the meanwhile, avoid the various magic attacks that come out of the cauldron, and swim against the current when the tornado comes out of it trying to suck you in. Try to knock out one of the eels, or use Donald and Goofy/Ariel to keep them occupied while you remain target locked on the cauldron.
Giant Ursula
| Place |
HP |
EXP |
| Atlantica (B.R.) |
900 |
1500 |
| Atlantica (A.R.) |
1200 |
2000 |
Preparation: Aero, Cure, and Mermaid Kick are your mainstays for fighting Ursula. Well, her head anyway. Stock up with Ethers in your items, and use anti-Thunder equipment to help you out.
Defense: Ursula is vulnerable on the sides and back of her gigantic head. The witch has an array of attacks, including balls of thunder that shoot down from above. They appear anywhere you may be, but always around her.
Strategy: Well, don't stay in front of her big ugly mug. Ursula has a range of spells and some nasty breath attacks that will cause you to some major damage if you get hit. Keep using Mermaid Kick to try and get behind her, where the damage will be minimal. The camera here will be less than cooperative, but at least you have only one target to focus on. If you can't swim around her (as Ursula turns to face you) then try to swim up and over her head and then sink back down. Either way, you'll want to use your minions to your best advantage as well. Just keep swimming. (Just keep swimming, just keep swimming, swimming, swimming... ok enough Nemo.)