Master the Treasure Tussle and Harsh Punishment challenges in Kingdom Hearts II's Coliseum. Learn enemy waves, rewards, and boss strategies to earn 540 Medals!
Alright, let's dive into Part 161 of the Coliseum challenges! We've got two tough ones here: Treasure Tussle and Harsh Punishment. Both are rated 3 Stars for difficulty, so be prepared for a fight. They're both located in the Unversed arena, and you'll need to be at least Arena Level 10 to even attempt them.
Treasure Tussle
Unlock: Arena Level 15
Reward: 240 Medals
Rounds: 3
Round 1
You'll face:
- 7 Spiderchests
- 2 Tank Topplers
- 4 Blue Sea Salts
- 4 Red Hot Chilis
- 9 Spiderchests
This round is all about dealing with a lot of Spiderchests, so keep your movement up and try to hit them in groups. The Tank Topplers can be a bit annoying, so prioritize taking them out if they get too close.
Round 2
Get ready for:
- 4 Hareraisers
- 1 Chrono Twister
- 5 Archravens
- 4 Spiderchests
- 4 Archravens
- 3 Hareraisers
- 2 Chrono Twisters
- 9 Spiderchests
This round mixes things up with flying enemies like Hareraisers and Archravens, alongside the ever-present Spiderchests. Focus on aerial attacks or magic to deal with the flyers, and try to manage the Spiderchests efficiently.
Round 3
The final round brings:
- 5 Spiderchests
- 5 Spiderchests
- 4 Prize Pods (they drop Open Sesame)
- 8 Spiderchests
It's more Spiderchests galore here! The main event is the Prize Pods. Make sure you defeat them quickly to get the Open Sesame item, which is super useful for unlocking treasure chests.
Harsh Punishment
Unlock: Arena Level 10
Reward: 300 Medals
Rounds: 6
Round 1
Prepare for a ground assault:
- 9 Scrappers
- 8 Monotruckers
- 9 Shoegazers
- 8 Bruisers
This round is packed with tough ground enemies. Scrappers and Shoegazers can be a pain, while Monotruckers hit hard. Use area-of-effect attacks and keep moving to avoid getting overwhelmed.
Round 2
Things get a bit more varied:
- 6 Axe Flappers, 3 Floods
- 3 Blue Sea Salts, 3 Scrappers
- 6 Axe Flappers, 1 Buckle Bruiser
- 4 Buckle Bruisers, 3 Blue Sea Salts, 3 Scrappers
You'll be dealing with Axe Flappers and Floods, which can be tricky. The Blue Sea Salts are support enemies, so try to take them out first. The Buckle Bruisers are also a threat, so watch out for their powerful attacks.
Round 3
A mix of magic and physical threats:
- 4 Sonic Blasters, 4 Vile Phials
- 3 Blue Sea Salts, 3 Tank Topplers
- 5 Tank Topplers, 3 Blue Sea Salts, 1 Vile Phial
Sonic Blasters can be dangerous from a distance, and Vile Phials add to the chaos. Focus on taking out the Blue Sea Salts to prevent them from buffing the others, and manage the Tank Topplers carefully.
Round 4
More elemental and physical challenges:
- 8 Vile Phials, 1 Tank Toppler
- 3 Tank Topplers, 3 Vile Phials, 1 Chrono Twister
- 3 Buckle Bruisers, 3 Vile Phials, 1 Chrono Twister
- 4 Tank Topplers, 3 Buckle Bruisers, 1 Chrono Twister
This round is heavy on Vile Phials and Tank Topplers, with Chrono Twisters adding some tricky movement disruption. Keep an eye on your positioning and try to take out the Vile Phials quickly.
Round 5
A final wave of diverse enemies:
- 9 Blue Sea Salts
- 9 Archravens
- 9 Bruisers
- 9 Tank Topplers
This is your last chance before the boss. You've got a mix of enemies here, so use your best crowd-control abilities and make sure you're healed up and ready for the final fight.
Round 6: BOSS - Iron Imprisoner III
Stats / Weaknesses:
- Health Points: 1300
- Strength: 24
- Defense: 13
- Status Resistance: Immune to all
- Elemental Weaknesses: Physical x 1.0, Fire x 1.0, Blizzard x 1.0
This big guy is the final challenge of Harsh Punishment. He's immune to status effects, so don't bother trying to poison or slow him. His elemental weaknesses are all 1.0, meaning no particular element is super effective. Focus on dealing consistent physical damage and dodging his attacks. Keep an eye on his HP; at 1300, he's got a decent amount, but he's manageable if you stay focused.
Good luck with these challenges! They're tough but totally doable with the right strategy.
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