Evenicle 2:Collection

Just like the original, the collection is divided into four categories. You can find them across the playthrough. Some of them return rewards as you complete the list.

Point of Interest
These interests are scattered across the overworld. They can be cataloged by walking into special sparkling markers.

Rewards
You receive a reward for every ten points of interest uncovered.

Strategy
Tapir Master: Beatable at the end of Chapter 1. He has a weak physical attack that Yuragi should have no trouble tanking. His main attack is a powerful AOE with a charge turn. Focus on stunning him with Kano's Shuriken or Alex's Anesthesia whenever he charges up. Otherwise just spam your most powerful attacks.

Giga Goldfish: Has a normal attack and a physical AOE that can stun himself or your party. Not much you can do in the way of strategy, just hit him with your strongest attacks and have Alex try to keep your team alive. Probably worth coming back for this in Chapter 3 after Kano get her Rupture skill, seeing that the monster has high defense and it vulnerable to Armor Break status.

Firemane (Male): Beatable at the end of Chapter 3. Can attack one or two people or an AOE that hits everyone. He can also buff himself for a guaranteed critical next turn which can be any of his attacks. He is weak to ice, so Alex should have Ice Arrow and Ice Affinity. Be prepared to stun him after he buffs or just heal after the attacks. All of his attacks seem to ignore guard so Yuragi will just be another damage dealer. You can buy Fire Amulet's to reduce fire damage from Nacre Harbor.

Sukekiyo: Alternates between attacking the front and the whole party. Has 100,000hp, high stun resistance, and inflicts poison. It is aquatic and weak to Thunder. Due to its stun resistance, party-wide attacks, and high hp value for when you first encounter it (level ~30), it's better left for when you are simply stronger than this boss (Level ~40), as standard strategies will fail. When returning, make sure to use Kano and Platina's thunder skills to exploit its weakness. Alex can also utilize his laser attacks (doesn't matter what type) for significant damage whenever he's not healing, while Charlotte should buff the party's defense against the onslaught of attacks.

Elephant Bambara: Spams party wide attacks. Can occasionally enrage itself (remove using Platina's Calming Cut). Weak to Ice.

Firemane (Female): Starts enraged and continues to enrage itself (at no turn cost) every 2-3 turns. When in Enrage OR Critical, it can one shot the entire party at level 55 using current plot armor at the start of chapter 6. Boasts high stun resistance. Keep Platina's Calming Cut and Charlotte's Dispel always at the ready to remove this boss's buffs as if even one enraged/critical party-wide attack gets through the fight will be over. Both will need at least 120 accuracy to never miss their attack. It is worth applying Kano's Rupture to weaken its defense and lastly, this boss can be poisoned so putting on Poison Coating for Kano is a good idea as well. Even with the given strategy, the earliest you should approach this boss is level 50.

Boss Boner: Comes with 3 frontliners who constantly replenish their Guard status. The boss itself only spams a party-wide Dark attack. All the enemies are skeletons and thus, are weak against Light. Use party wide attacks to hit the boss, as at 50% health it will sacrifice a guard to recover hitpoints. This is much faster than trying to take down the guards first due to their high health, defense, and ability to guard one another. Alex, Kano, and Platina have attacks that hit all opponents, so make sure to put those attacks on, especially Alex's Flashstorm. Charlotte can use Focus and Mass Charge to keep everyone's BP up so that you can use those attacks more often. Yuragi should keep her guard up to protect Kano and Platina from the skeleton guards.

Haniwa Fever: Can attack multiple(3-5?) times in one turn that bypasses Yuragi entirely and has a high chance of stun. Also has a single target attack that can petrify and/or poison. Has high magic resistance, so Alex is best left to a support role. RNG heavy battle as its multi-attacks can keep hitting the same target for an unavoidable KO and there's also a chance it may petrify Alex. Is a Mollusk, so Kano's Shiv can be useful. Put Field Treatment on Alex help to keep the party status-free, as he isn't suited for an offensive role in this battle. Charlotte lacks the offensive skills to help in this battle, but can help mitigate damage by buffing the party's defense or can use Focus and Mass Charge to give powerful attack skills more uptime. Can be beat as early as level 50 with some luck.

Octoking: This aquatic Mega Monster has a powerful physical attack and an AOE that does 888 damage to everybody. He also has a high crit rate, but his AOE deals fixed damage so it doesn't matter for that attack. However, a crit on his normal attack will do around 15,000+ damage, so have Charlotte use Dispel to cancel his crits just in case. It's best to kill him as fast as you can, as his attacks can wear through Alex's MP quickly so make use of Kano's Rupture/Rend to maximize damage. Has very high evade, so consider using Accuracy boosting accessories. Earliest you should attempt this boss is when you obtain weapons from Blue Circle, else your damage may be lacking against his 300,000hp.

Golkyus: This armored Mega Monster entirely single-targets so Yuragi soft counters it. Mind, it also has a single target skill that it uses every third hit that will do 6666 damage (magic guard can't block this either), counter with Intensive Medica. Since it only hits single target, it's possible to rely on Alex's Smelling Salts combined with Focus + Mass Charge from Charlotte to constantly keep 3 targets in front and chip away at it's health once you run out of MP for full-healing Yuragi. Keeping Hiragi's Kunai on Charlotte helps with trying to keep BP up.

Outer-zone: Alternates between a physical attack and an AOE that will poison your entire party. Neither attack is that dangerous, just make sure Alex has an AOE heal to keep your team healthy and hit the boss until it goes down. It is flying so Charlotte can use Aerial Barrage to do decent damage, but it's better to do standard buffs/BP charging and let the rest of your team beat it down with their stronger attacks. Has very high evade, consider Accuracy boosting accessories. Similar to Sukekiyo, this is a boss that you simply have to be stronger than due to its stun resistance, party-wide attacks, poison, and 450,000hp. Earliest you should approach this boss is level 65.

Pressure: Def down works, poison is very useful. When it skips a turn or two, it will release a party wide attack that is very likely to stun everyone but Yuragi. Has a ridiculously large hp pool, can be surprisingly tough to take out due to this, be sure to defend against the party wide attack to make your MP last longer. At level 85 and the final storebought equipment, I was shy of damage(~= 15% hp left) on two attempts when I tried to just tank the damage without defending.

Hanny Robot: You can access this battle as early as Chapter 3, but will not be strong enough to beat it until the endgame. Has a fairly powerful normal attack and an AOE that deals 3333 damage. Pretty straightforward battle, just have Yuragi tank the normal attacks and Alex heal up after each AOE. Hanny Robot counts as a Hanny and Machine so Platina's Hanny Slayer and Charlotte's Dissassemble can deal good damage. It isn't immune to magic like a real hanny though so Alex can also deal damage with his magic. It is a lot easier to stun then most Megamonsters, so equipping some stun gear can be useful.

Adolf: This animation Mega Monster has a basic single-target attack that Yuragi can Guard against and block with Shield Parry/Shield Ward. He also uses two AOEs, one of which only deals damage, while the other also inflicts poison/stun/petrify. Alex's Magic Barrier prevents all status conditions in addition to nullifying damage, so it can be used to protect your frailest party members. All of Adolf's attacks are magical, so magic resistance and Yuragi's Magical Absorption are helpful for mitigating damage taken. He has very high defense, so be sure to keep the Rend defense debuff on him at all times. Being weak to Thunder, Platina's Thunderbolt is very effective against him. When Adolf reaches low health (less than ~20%), he will start spamming his AOEs, so make sure to have enough BP at that point to quickly finish him off. Because Adolf's AOEs are far more dangerous than his basic attack and he has a random attack pattern, the battle can be fairly RNG-heavy.

Akashi Kaigyo: He starts the battle enraged and continues to enrage himself occasionally. He also has a moderate critical hit rate. Thus, you should always try to keep enough BP to remove his buffs with Platina's Calming Cut and Charlotte's Dispel when needed. If you are unable to remove his Fury and/or Critical status before his next turn, you can use Alex's Magic Barrier to prevent Yuragi (who should always keep her Guard up) from taking a nasty hit. Akashi Kaigyo's single-target attack can inflict stun/poison, so increasing Yuragi's Endurance might be helpful. His AOE attack is not affected by magic resistance; however, since it is Dark-based, you can reduce damage taken by equipping Darkness Amulets (available from Budda) and Sour Gal Monsters (which can be encountered around Budda). Reducing Akashi Kaigyo's defense with Kano's Rupture/Rend is very worthwhile. You can take advantage of his Light weakness by equipping Alex with a Crystal Staff (available from Blue Circle). Alex's Light spells and Charlotte's Solar Ray are also effective, but keep in mind that using Solar Ray will prevent Charlotte from casting Dispel on her following turn.

Gunagan: He uses the same attack on each of his turns: a fairly powerful AOE that cannot be dodged or reduced by magic resistance. Since the attack is Fire-based, you can drastically reduce damage taken by equipping Fire Amulets (available from Nacre Harbor) and Frozen Gal Monsters (which can be encountered in the northern area of Royal Garden). In addition, he retaliates every time he is attacked, unless he is stunned. His retaliation attack is a much weaker, dodgeable AOE. Even though the retaliation attack is not very damaging, it does reduce the duration of the highly effective Rupture/Rend defense debuff; for this reason, you should generally avoid attacking Gunagan with weak attacks when he has the debuff but is not stunned. Alex's Anesthesia is the best way to keep him continuously stunned, although you might want to restart the battle until Platina manages to stun him with an early Sword Thrash (in order to save some MP). Use Yuragi's Drumming and Charlotte's Comeback to extend the duration of stuns and debuffs. Since Gunagan only uses AOE attacks, Yuragi's Guard ability is useless in this battle.

Success in this battle will depend on creating long windows where Stun and Rend are both applied. It will often be correct to defend for many turns in a row until your BP and the turn order line up nicely to go on the offensive. Winning this combat at level 85 will require a lot to go right, in addition to good strategy and appropriate equipment.

Hanny King: He has a moderate damage AOE that can stun and a single target attack that deals 8282 damage and will mostly (but not always) alternate between the two attacks. Alex can't deal damage since the boss is a hanny, and Magic Barrier doesn't work against fixed damage attacks, so all he can really do is spam Smelling Salts. Even if Yuragi can survive the 8282 damage, don't try to heal up with Intense Medica or you will run out of MP too fast, just try to bring up whoever dies with Smelling Salts and save MP for Mass Medica when the AOE starts wearing your team down. Yuragi can try to keep a guard up to protect more valuable team members from the big attack, but everybody else just needs to focus on DPS. Remember that Platina's Hanny Slayer can deal good damage against this boss.

Gal Monsters
The skill "Bondage Rope" from Yuragi is required for capturing. Kano and Charlotte's "Forehead Flick" is useful when overleveled as it prevents accidental kills and Alex's "Anesthesia" is useful for keeping the Lucky Can-Can around until you can capture it.