Uploaded August 2016 | Updated September 2026, 2 weeks ago
“Ready the Hydra Cannon…”
The battle against Galcian's sky fortress, The Hydra. The Round indicators on the command grid (green, yellow, red, C!) aren't terribly informative — there are a few “hidden” Chance (C!) Rounds amongst the Turns — so I've provided a summary of the Rounds in each Turn below. It's almost always more worthwhile concentrating attacks on Chance (C!) Rounds rather than Super Cannon Rounds, as during the latter the Hydra almost always Guards. Don't attack on the last Round of any Turn except with Torpedoes — all non-Torpedo attacks will be “Lost”. Red Rounds deal double damage (200%); however, on all Rounds where the Hydra Cannon is fired, with one exception, damage is 110% instead. Oh yes, and the Hydra is completely immune to Yellow elemental attacks.
Boss from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.
Turn 1:
One Super Cannon Round and one Chance Round as the first and second Rounds. There is a “hidden” Chance Round as the third Round, although this is also a “Lost” Round; for maximum damage you can fire a Torpedo in Round 1 for Round 3, and fire a Primary Cannon in Round 2. However, you might want to save Spirit for firing the MoonStone Cannon on the next Turn, as there is a small chance the Hydra will not Guard.
Turn 2:
One Super Cannon and one Chance Round like before. There is a small chance that the Hydra will not Guard against a MoonStone Cannon attack here. Both the second and third Rounds are Chance Rounds, not just the second, and so is the last Round though this is also a “Lost” Round. You should be safe from the Hydra's attacks on the last Round, which should be “Lost”.
Turn 3:
Two dangerous-looking Red Rounds at either end. But at this stage, it seems only the first is used; the Hydra will fire its Primary Cannon on the first Red Round for double damage, but only ever seems to Guard on the last Round. It will also Guard on the third Round, leaving the marked Chance Round as the only Round worthwhile attacking in.
A choice is now presented, between attacking the upper part of the Hydra, or the hull. The Hydra can cast Sacres on either of these Turns, which can easily be blocked with Sylenis.
Turn 4, Upper:
The Hydra will cast Sacres on the third Round, so fire Sylenis on Round 1 or 2 to stop it; do not fire Sylenis on the third Round, as this is a “Lost” Round, along with the fourth. The third Round is also a “hidden” Chance Round, albeit a Torpedo-only one. This Turn is the least damaging of the two choices, as the Hydra can only successfully attack on the first Round.
Turn 4, Hull:
The Hydra may cast Sacres on the Red fourth Round, otherwise it will fire its Primary Cannon for double damage. It will Guard on the third Round, leaving only the marked Chance Round as the Round worth attacking in.
At this point, the Hydra Cannon will be revealed, regardless of the Hydra's health.
Turn 5:
The Hydra will predictably fire the Hydra Cannon on the Red Round at the end. As usual, the Hydra will Guard on the Super Cannon Round at the start. The third Round should be marked as a Chance Round. However, there is something particular to note about this Turn — the Red fourth Round is, arguably, a “hidden” Super Cannon Round. It's not possible to fire the MoonStone Cannon in it, and all non-Torpedo attacks will be “Lost”, but any incoming Torpedoes will do a massive double damage. Take advantage!
Turn 6:
Another Red Round at the end, but the Hydra will fire its Primary Cannon instead of the Hydra Cannon, often alongside a Secondary. The third Round should arguably be Green, not Yellow, and again should be marked as a Chance Round.
The choice between attacking the upper part of the Hydra and the hull is presented again; take care, as the options have switched places.
Turn 7, Upper:
Seems to be identical to Turn 2, though I haven't yet seen the Hydra do something other than Guard on the Super Cannon Round at the start.
Turn 7, Hull:
A Super Cannon Round on a Red Round — this is the big chance to do some serious damage to the Hydra. Be warned, however — the Hydra Cannon will do double (200%) damage here, rather than the usual 110% damage; this can easily knock off half of the Delphinus' health when not Guarding. In the video I have three Armor items equipped on the ship (Alloy Deck [70], Heavy Armor Deck [55], Compound Deck [40]), the Strengthened Status Effect multiplying this already large Defense by 150%, an unusually high-level Vyse with high defensive Vigor, and still it manages to knock off 15,000. Be sure to heal fully before trying to pull this off. Aside from this Round, the third Round should again be marked as a Chance Round.
Turn 8:
Identical to Turn 3, except it will now fire the Hydra Cannon on the Red fourth Round, and not Guard on the third, making the third Round a “hidden” Chance Round.
After this, the Turns loop back to Turn 4.
“Ready the Hydra Cannon…”
The battle against Galcian's sky fortress, The Hydra. The Round indicators on the command grid (green, yellow, red, C!) aren't terribly informative — there are a few “hidden” Chance (C!) Rounds amongst the Turns — so I've provided a summary of the Rounds in each Turn below. It's almost always more worthwhile concentrating attacks on Chance (C!) Rounds rather than Super Cannon Rounds, as during the latter the Hydra almost always Guards. Don't attack on the last Round of any Turn except with Torpedoes — all non-Torpedo attacks will be “Lost”. Red Rounds deal double damage (200%); however, on all Rounds where the Hydra Cannon is fired, with one exception, damage is 110% instead. Oh yes, and the Hydra is completely immune to Yellow elemental attacks.
Boss from Eternal Arcadia / Skies of Arcadia, original Dreamcast version.
Turn 1:
One Super Cannon Round and one Chance Round as the first and second Rounds. There is a “hidden” Chance Round as the third Round, although this is also a “Lost” Round; for maximum damage you can fire a Torpedo in Round 1 for Round 3, and fire a Primary Cannon in Round 2. However, you might want to save Spirit for firing the MoonStone Cannon on the next Turn, as there is a small chance the Hydra will not Guard.
Turn 2:
One Super Cannon and one Chance Round like before. There is a small chance that the Hydra will not Guard against a MoonStone Cannon attack here. Both the second and third Rounds are Chance Rounds, not just the second, and so is the last Round though this is also a “Lost” Round. You should be safe from the Hydra's attacks on the last Round, which should be “Lost”.
Turn 3:
Two dangerous-looking Red Rounds at either end. But at this stage, it seems only the first is used; the Hydra will fire its Primary Cannon on the first Red Round for double damage, but only ever seems to Guard on the last Round. It will also Guard on the third Round, leaving the marked Chance Round as the only Round worthwhile attacking in.
A choice is now presented, between attacking the upper part of the Hydra, or the hull. The Hydra can cast Sacres on either of these Turns, which can easily be blocked with Sylenis.
Turn 4, Upper:
The Hydra will cast Sacres on the third Round, so fire Sylenis on Round 1 or 2 to stop it; do not fire Sylenis on the third Round, as this is a “Lost” Round, along with the fourth. The third Round is also a “hidden” Chance Round, albeit a Torpedo-only one. This Turn is the least damaging of the two choices, as the Hydra can only successfully attack on the first Round.
Turn 4, Hull:
The Hydra may cast Sacres on the Red fourth Round, otherwise it will fire its Primary Cannon for double damage. It will Guard on the third Round, leaving only the marked Chance Round as the Round worth attacking in.
At this point, the Hydra Cannon will be revealed, regardless of the Hydra's health.
Turn 5:
The Hydra will predictably fire the Hydra Cannon on the Red Round at the end. As usual, the Hydra will Guard on the Super Cannon Round at the start. The third Round should be marked as a Chance Round. However, there is something particular to note about this Turn — the Red fourth Round is, arguably, a “hidden” Super Cannon Round. It's not possible to fire the MoonStone Cannon in it, and all non-Torpedo attacks will be “Lost”, but any incoming Torpedoes will do a massive double damage. Take advantage!
Turn 6:
Another Red Round at the end, but the Hydra will fire its Primary Cannon instead of the Hydra Cannon, often alongside a Secondary. The third Round should arguably be Green, not Yellow, and again should be marked as a Chance Round.
The choice between attacking the upper part of the Hydra and the hull is presented again; take care, as the options have switched places.
Turn 7, Upper:
Seems to be identical to Turn 2, though I haven't yet seen the Hydra do something other than Guard on the Super Cannon Round at the start.
Turn 7, Hull:
A Super Cannon Round on a Red Round — this is the big chance to do some serious damage to the Hydra. Be warned, however — the Hydra Cannon will do double (200%) damage here, rather than the usual 110% damage; this can easily knock off half of the Delphinus' health when not Guarding. In the video I have three Armor items equipped on the ship (Alloy Deck [70], Heavy Armor Deck [55], Compound Deck [40]), the Strengthened Status Effect multiplying this already large Defense by 150%, an unusually high-level Vyse with high defensive Vigor, and still it manages to knock off 15,000. Be sure to heal fully before trying to pull this off. Aside from this Round, the third Round should again be marked as a Chance Round.
Turn 8:
Identical to Turn 3, except it will now fire the Hydra Cannon on the Red fourth Round, and not Guard on the third, making the third Round a “hidden” Chance Round.
After this, the Turns loop back to Turn 4.

![MGSV TPP: Paz final scene [graphic]
The third and final scene involving Paz, once all 11 memento photographs are acquired. MGSV TPP: Paz final scene [graphic]](https://i.ytimg.com/vi/JBOzWdiNEtg/mqdefault.jpg)




![MGS1 [GC]: Boss — Sniper Wolf 1 & 2, no Nikita
Both Sniper Wolf bosses, from the GameCube remake of MGS1. From what I hear the controls are significantly easier in the GameCube remake, but theyre still very sensitive. Its still possible to use the Nikita in the second battle. MGS1 [GC]: Boss — Sniper Wolf 1 & 2, no Nikita](https://i.ytimg.com/vi/LrX-LyUIaSs/mqdefault.jpg)



