Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

FAQ/Walkthrough

by Tricky

+-----+ +-----+ +-+ +-----+ +-+ +-+  +-+ +-+  +-+ +------+
+-+ +-+ | --- | | | | +---+ | | / /  \ \ / /  | / | +----+
  | |   | +---+ | | | |     | |/ /    \ + /   |/  | +----+
  | |   | | \ \ | | | |     | | /\     \ /        +----+ |
  | |   | | | | | | | +---+ | |/\ \    | |        +----+ |     
  +-+   +-+ +-+ +-+ +-----+ +-+  +-+   +-+        +------+

COMPLETE WALKTHROUGH FOR WILD ARMS 3

Version 2.00

History:
1.00 10-23-2003 First version
2.00 05-21-2007 Total revision

+---------------------------------------------------------------------------+
| Index:                                                                    |
+---------------------------------------------------------------------------+

   Introduction and how to use this FAQ ........................... IDXA000

   Characters ..................................................... IDXB001

   Walkthrough .................................................... IDXC000

   Prologue ....................................................... CHAPTR0
   Gob's Hideout (Virginia) ....................................... IDXC001
   Doomed to Obscurity (Jet) ...................................... IDXC002
   Den Of Miasma (Clive) .......................................... IDXC003
   Baskar (Gallows, part 1) ....................................... IDXC004
   Fallen Sanctuary (Gallows, part 2) ............................. IDXC005
   Janus Cascade on the train ..................................... IDXC006

   Chapter 1 ...................................................... CHAPTR1
   Baskar ......................................................... IDXC007
   Fallen Sanctuary ............................................... IDXC008
   Baskar - Report from Fallen Sanctuary .......................... IDXC009
   Jolly Roger .................................................... IDXC00A
   The Ruins Of Memory ............................................ IDXC00B
   Claiborne ...................................................... IDXC00C
   Serpent's Coil ................................................. IDXC00D
   Ka Dingel ...................................................... IDXC00E

   Chapter 2 ...................................................... CHAPTR2
   Little Twister ................................................. IDXC00F
   The Unclean Mark ............................................... IDXC00G
   Lunatic Garden ................................................. IDXC00H
   Sand Canal ..................................................... IDXC00I
   Little Rock .................................................... IDXC00J
   Glimmering Emblem .............................................. IDXC00K
   Leyline Observatory ............................................ IDXC00L
   Humphrey's Peak ................................................ IDXC00M
   Diobarg ........................................................ IDXC00N
   Fortune's Gear ................................................. IDXC00O
   Faraway Lands .................................................. IDXC00P
   The Ark Of Destiny ............................................. IDXC00Q
   Survey Point #17 ............................................... IDXC00R
   The Ark Of Destiny - The Zero Balance .......................... IDXC00S
   Boot Hill ...................................................... IDXC00T
   Baskar - Discussing the clue from Janus ........................ IDXC00U
   Infinitum ...................................................... IDXC00V
   Nidhogg Pass ................................................... IDXC00W
   Green Lodge .................................................... IDXC00X
   Yggdrasil ...................................................... IDXC00Y

   Chapter 3 ...................................................... CHAPTR3
   Balal Quo Naga ................................................. IDXC00Z
   Laxisland ...................................................... IDXC010
   Dragon's Lair .................................................. IDXC011
   Iron Dragon's Nest ............................................. IDXC012
   The World's Footprint .......................................... IDXC013
   Ruins Of Dreams ................................................ IDXC014
   Fila Del Fia ................................................... IDXC015
   Gob's Hideout .................................................. IDXC016
   Caging Tower ................................................... IDXC017
   Discection Facility ............................................ IDXC018
   Ruins Of Memory - Getting the Teardrop ......................... IDXC019
   Gunner's Heaven ................................................ IDXC01A
   Gemstone Cave - Lion's Idol .................................... IDXC01B
   The Abyss ...................................................... IDXC01C
   The Guardian Lords ............................................. IDXC01D
   Dim Root Path .................................................. IDXC01E
   Cradle of the Metal God ........................................ IDXC01F
   Deus Ex Machina ................................................ IDXC01G

   Chapter 4 ...................................................... CHAPTR4
   Sacrificial Altar .............................................. IDXC01H
   Demondo Pillar ................................................. IDXC01I
   Demondo Pillar Rear ............................................ IDXC01J
   Mimir's Well ................................................... IDXC01K
   Nightmare Castle ............................................... IDXC01L
   The Ark Of Destiny - The Grand Finale .......................... IDXC01M
   
   
   Sidequests ..................................................... IDXD000
   Martina van Basten ............................................. IDXD001
   The Secret Garden .............................................. IDXD002
   Decaying Labyrinth ............................................. IDXD003
   The Ark Of Destiny ............................................. IDXD004
   Arioch ......................................................... IDXD005
   Balal Quo Naga II .............................................. IDXD006
   Powered Trask (Ka Dingel) ...................................... IDXD007
   Telepath Towers ................................................ IDXD008
   Heimdall Gazzo (Dissection Facility) ........................... IDXD009
   Sadas (Dissection Facility) .................................... IDXD00A
   Sunset Peak .................................................... IDXD00B
   Gunner's Heaven ................................................ IDXD00C
   Kraken (Little Twister) ........................................ IDXD00D
   Lolithia (Mimir's Well) ........................................ IDXD00E
   Adult Magazine (Leyline Observatory) ........................... IDXD00F


   Monster List ................................................... IDXE000
   Go Back Dungeons ............................................... IDXE001
   Migrant Seals and Booster Kits ................................. IDXE002
   Millenium Puzzles .............................................. IDXE003

   Background stuff ............................................... IDXF000
   Elemental Gems ................................................. IDXF001
   Finest Arts .................................................... IDXF002
   Equipment ...................................................... IDXF003
   The Black Market ............................................... IDXF004
   Material Count (MTC) ........................................... IDXF005

+---------------------------------------------------------------------------+
| Introduction and how to use this FAQ                            | IDXA000 |
+---------------------------------------------------------------------------+
Welcome to my totally rewritten FAQ for Wild Arms 3. Yes, you read this 
correctly this FAQ has been completely rewritten from scratch. If you wanna
know why. Well, even though I played this game very much times before I started
on the original FAQ I didn't know the game as good as I know it now. Result a
good FAQ, but with some errors and many things that can be better. I didn't
want to sort it all out, and since I also wanted to put all my FAQs into a
new layout, this rewrite became needed. That cuts it all short.

Now to use this FAQ. I want you to know that Walkthrough are no fun to use.
It spoils the gameplay. But you can get stuck in games, and that's were I
come in. All missions, and dungeons have been put in the Index with a IDX
code. (IDX stands for InDeX, but I guess you could figure that out yourself)
In most regular browsers you gotta type Ctrl-F (if you are a Mac-user it's
Apple-F) and enter the code as it is in the index. Press enter and you'll be
in the right section of the FAQ. If the browser puts you in the index instead
(which can happen) then click on "Find Next" at the bottom of the screen if 
you use Mozilla Firefox, in IE and most other browers you gotta type Ctrl-G
(Apple-G if you are a Mac User) and you'll be at the right spot.

What are those silly numbers on every line?
In Wild Arms 3, all dungeons are divided in rooms. All these rooms have a 
number. In serpent's coil you can see those numbers, and in other dungeons
you can see those numbers when you have the tracker. The tracker can be 
obtained if you solve the Millenium Puzzle north-west of Laxisland. Read
the "Millenium Puzzle" part for more information on that.
In some dungeons I could not give up all room numbers. That is a technical
issue that is not likely to be fixed, since it was impossible for me to 
get those numbers, you get the Tracker pretty late in the game and some 
dungeons are not left in their oriringal state or disappear completely
after you complete them. So if you see missing room numbers (in that case
I'll write ---: in stead of the number) you know now why.

Why the fuck do I got to search all locations?
Don't ask me, I hate that as much as you do. I did write a Location FAQ to
cover that part up. If you only need to find all locations I recommend that
FAQ. 

When I start every line with an "=" then it means that it there could be a
lot of actions in a room, and it was easier to sum it all up by starting
every action with an "=".

Then an important note about Chapter 3. The game has four chapters and a 
prologue. Every time you end a chapter the game will ask you to save (then
you see "end of chapter 1" as location in your savegame). In most of these
chapters you play most of the dungeons in a specific order. In chapter 3
however you do not. Chapter 3 contains many missions the game won't name
but which are required to finish the game, but can be taken on any moment you
want to others will also not be named and can be taken on when you did 
something before. It's hard to understand from this explanation, but to make
it easy, just following the storyline will get you hopelessly stuck sooner
or later. Therefore, in the 3rd chapter I'll note at the start of every 
dungeon a "Requirement". Missions you must have done before taking this on.
It's annoying I know, but the game makers saw fit in doing it this way for
reasons beyond me.

There's also a compass in the game. It has a red and white part in it.
When I say north, I always mean the red part of the compass.

Then you saw me noting all party members with a number behind it at every
mission and boss fight. That number indicates my level at the time I wrote
this FAQ. Those people who never played an RPG before could do well to be
higher or at least equal to my levels (though I must say that I took on a
few sidequests that can increase your levels like crazy). Experienced players
should forget that I noted these levels in the first place. I don't believe
in levelling up, y'see.

THEN ONE MORE IMPORTANT NOTE BEFORE USING THIS FAQ.
I'll often share my techniques with you. On as well enemies as bosses. 
When your party members learn to use the guardians you can equip them
3 on each party member. Always use this combo:
Virginia: Terra Roar, Flash Hit, Love Charm
Clive:    Fiery Rage, Lucky Hand, Cosmic Cog
Jet:      Moon Spark, Hope Shard, Brave Seal
Gallows:  Aqua Wisp, Gale Claw, Lust Jaw
Always use this combination unless the guardians unless stated otherwise.
You can use other combo's but this FAQ will not go about that.  Of course 
you don't get all these guardians at once, so ignore guardians that are
not in your pocession.



One more thing:
This FAQ has been written while I played the US version of Wild Arms 3. I 
know very little about the Japanese version, only what I know about it (since
I never played it since I don't speak Japanese) has been written in this FAQ.
I will also only use the US names in this FAQ, but I know a few Japanese Names
Janearth Cacase ==> Janus Cascade
Milady Vilente ==> Melody Vilente
Malic Bendict ==> Malik Bendicht
Richard Alcaste ==> Leehalt Alcaste
Tod Dukakis ==> Todd Dukakis
That's all I know folks.

+---------------------------------------------------------------------------+
| Characters                                                      | IDXB001 |
+---------------------------------------------------------------------------+
Wild Arms 3 has only 4 characters which you'll use throughout the entire game.
No switching party members like in Breath of Fire of Final Fantasy.
There they are.

*** Virigina Maxwell
    Good:  Fast, and pretty capable with magic
    Bad:   Weak.
    Guard: Terra Roar, Flash Hit, Love Charm
    Force: Mystic
    ARM:   Rapier Ez, Bantorian 93R
    Tools: Thindercrest, Gale Crest, Change Crest

    Virginia is by far the fastest character in the game, and since she has
    the mystic force that's pretty good. You'll often need her to mystic
    some healing items. (Mystic will make healing items go over the entire
    party in stead of only one, in case you never played a Wild Arms game
    before). Virginia is also good for summons. She's physically the weakest
    or the bunch but she's a lot of other qualities that make it up for it.

*** Clive Winslett
    Good:  Strong
    Bad:   Slow and not very good with magic
    Guard: Fiery Rage, Lucky Hand, Cosmic Cog
    Force: Lock On
    ARM:
    Tools: Bombs, Power Gloves, Hook

    Clive is the strongest character of the bunch. The damage he deals is
    plainly fantastic. His is the slowest of the bunch and he sucks with 
    magic, but this power is more than enough to make it up for it.

*** Jet Enduro
    Good:  Nothing
    Bad:   No expertise in anything, and sucks in magic
    Guard: Moon Spark, Hope Shard, Brave Seal
    Force: Accelerator
    Arm:
    Tools: Boomerang, Radar, Jump Shoes

    Jet is not good in anything. He just fills your party and that's it. 
    His attacks are not bad, better than Gallows and Virginia, but Clive
    tops is easily. His magic sucks and for summons he's not great either.
    Still not having him around can hurt.

*** Gallows Caradine
    Good:  Very good in magic
    Bad:   Weak
    Guard: Aqua Wisp, Gale Claw, Lust Jaw
    Force: Extention
    Arm:
    Tools: Freezer Doll, Steady Doll, Kramer Doll

    Gallows is your main magician. His magics are the strongest in the game.
    Therefore Gallows should also be your first choice as a healer. But when
    you use him on magic (especially when you use an element an enemy's weak
    against) he can be a killer. His physical strength sucks though. He can
    be pretty quick, but not quick enough, though.


+---------------------------------------------------------------------------+
| Walkthrough                                                     | IDXC000 |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| Prologue                                                        | CHAPTR0 |
+---------------------------------------------------------------------------+
The prologue starts with that you gotta play all characters one by one. The
order doesn't matter, you got to play them all anyway. 

+---------------------------------------------------------------------------+
| Gob's Hideout (Virginia)                                        | IDXC001 |
+---------------------------------------------------------------------------+
| Viriginia 1                                                               |
+---------------------------------------------------------------------------+
| Tool: Thindercrest                                                        |
+---------------------------------------------------------------------------+
| Monsters: Gob                                                             |
+---------------------------------------------------------------------------+
013: Go south and use the lever in the southeast
     Exit west
011: You'll encounter two Gobs. Fight them.
     After the fight go up the stairs and exit north
012: Pick up the crates and throw them away (you might find items this way).
     The chest in the north-east contains a thindercrest. The game will
     explain how to use it.
     Exit south
011: Use the thindercrest to light the south torch (beside the west door)
     and the door will open. Exit west
010: The chest to the south cannot be reached from here. Go north
     and exit west at the end
009: The floor is here fragile. You have to tiptoe to the west.
     You can tiptoe by keeping the cancel button pressed (Default O is
     US version and X in Jap version) and moving.
     Exit west
008: Follow the corridor (the west door cannot be opened) and exit east
     at the end of the corridor.
003: = Go south
     = Light the torch with the thindercrest
     = Exit through the door that opens.
007: Get the heal berry from the chest and exit south
003: = Go east
     = Around the corner south
     = Light the torch with the thindercrest
     = Exit through the door that opens
006: Get the heal berry out of the chest and exit south
003: Exit east
005: Make your way down the stairs and use the lever
     go back up and exit north
010: Get the mini carrot from the chest and exit south
005: Go down the stairs and exit west
003: Go north and turn the wheel until the door opens. (the game will
     explain how turning wheels work). After that exit north
004: You can find lots of treasure here. The chest in the northwest
     conatains a picture and a duplicator. You gotta have those two things
     to continue the quest. If you have those exit south.
003: Go south and use the duplicator to open the south door.
     Exit south
002: Go south, exit south
001: And here you'll find the boss of the Gobs. Fight him.
__________
| Boss 01 \
+---------------------------------------------------------------------------+
| Hobgob Boss                                   | Aka Dump & Stupid         |
+---------------------------------------------------------------------------+
| Virginia 1                                                                |
+---------------------------------------------------------------------------+
| Difficulty: More a turtorial than a boss.                                 |
+---------------------------------------------------------------------------+
| Keep Virginia alive until the game starts to explain how Gatling works.   |
| The game will put your FP to maximum. Use the Gatling force to finish     |
| him off. I got to note, only the gatling force can kill this boss!        |
+---------------------------------------------------------------------------+
After this boss Virginia's prologue is over.

+---------------------------------------------------------------------------+
| Doomed to Obsurity (Jet)                                        | IDXC002 |
+---------------------------------------------------------------------------+
| Jet 3                                                                     |
+---------------------------------------------------------------------------+
| Tool: Boomerang (Jet starts with it)                                      |
+---------------------------------------------------------------------------+
| Monsters: Ascomid                                                         |
+---------------------------------------------------------------------------+
001: The door in front of you is locked, so we gotta take the long way 
     around.
     = Go up the small steps east of you
     = Go east
     = Around the corner north
     = Halfaway there's a way up. Go up.
     = Go north and take the other way up
     = Around the corner west
     = Drop off west
     = Go up west
     = Around the corner south
     = Take the way up
     = Take the other way up
     = Go east
     = Around the corner south
     = Around the conrer west
     = Make your way up to the top
     = Break the wooden barrier with your boomerang
     = Enter the building from here.
002: Go north and the floor will break under your feet (tiptoeing won't help
     you here).
003: This room is total chaos. You may want to turn the camera a bit (a
     message on the wall will tell you how that works), but keep in mind
     that I always use the compass' red part as north.
     = Up the stairs east
     = Drop off east
     = Up the stairs south
     = Go west
     = Drop off west
     = If you are in the lower part up the stairs north
     = Up the stairs west
     = Drop off north
     = Upo the stairs east
     = Go stand at the northside beside the stairs
     = Use the boomerang on the target south
     = Drop off east
     = Exit north
004: Run all the way east (US version keep X pressed, Jap version keep O
     pressed) and exit south at the end.
005: Run to the south and exit east at the end.
006: Some people are here looking for somebody. They'll try to hire you to
     search for him, but Jet will refuse (You cannot let him decide otherwise)
     After the talk is over go east and exit east
007: Run to the north and exit west at the end
008: The game will explain how the nets work.
     = Go south and jump into the net
     = Move all the way to the other side and drop off at the end
     = Get the treasure (Mini Carrot)
     = Drop off east
     = Make your way east (watch out for the pikes. They hurt you)
     = Use the ladder to go up.
     = Go south
     = Jump into the net
     = Drop off above the platform in the middle
     = Go north
     = Jump into the other net
     = Move west
     = Drop off at the end
     = Exit west
009: Go south and exit east at the end
010: = Go south
     = Jump into the net
     = Climb up the net
     = Jump into the net above you
     = Climb up it
     = Go north
     = Drop off north
     = Go north
     = Jump into the net above you
     = Climb up the net
     = Go east
     = Claim the treasure (Heal Berry)
     = Stand south of the chest and drop off south
     = Exit east
011: Run to the north and exit west at the end
012: You gotta run to the north in the middle of the road to avoid the
     spear traps.
     Exit north
013: Here you'll meet the boy Pike. After your chat with him you'll have to
     fight a boss.
__________
| Boss 02 \
+---------------------------------------------------------------------------+
| Tatzelwurm                                    | Aka Me fast               |
+---------------------------------------------------------------------------+
| Jet 3                                                                     |
+---------------------------------------------------------------------------+
| Difficulty: More a turtorial than a boss.                                 |
+---------------------------------------------------------------------------+
| This fight is to demonstrate the Accelerator force. Keep Jet alive until  |
| you got 25 or more FP then use the force accelerator and attack it. You   |
| gotta know. No matter how strong you are, you can only kill this boss     |
| when you use accelerator.                                                 |
+---------------------------------------------------------------------------+
     Try to exit upstairs and part of the building will collapse blocking you
     in. Pike will open a secret passage. Exit through that secret passage.
014: = Go west and jump into the net
     = Move south
     = Climb up
     = Jump into the net above you
     = Climb up
     = Go south
     = Drop off east (onto another net)
     = Drop off east (onto another net again)
     = Walk north
     = Jump into the net above you
     = Climb up
     = Jump into the next above you
     = Climb up
     = Exit using the ladder
015: = Go north
     = Jump into the net
     = Climb up
     = Go a little west
     = Throw the boomerang south-east if it hits the wall on the right spot
       it'll fall onto the target lowering a net
     = Jump into the net to the west
     = Climb up
     = Move west
     = Jump into the net above you
     = Move south
     = At the end drop off
     = Go east
     = Jump into the net above you
     = Climb up
     = Go south
     = Try to hit the target on the west (you have to do it by hitting the
       wall)
     = Go south
     = Jump into the net above you
     = Climb up
     = Climb the ladder to exit
016: Go south. A little bit of scenario will follow.
     After this go east and exit south at the end.
This will end Jet's prologue.

+---------------------------------------------------------------------------+
| Den of Misama (Clive)                                           | IDXC003 |
+---------------------------------------------------------------------------+
| Clive 5                                                                   |
+---------------------------------------------------------------------------+
| Tool: Bombs (Clive starts with it)                                        |
+---------------------------------------------------------------------------+
| Monsters: Barghest                                                        |
+---------------------------------------------------------------------------+
001: = Talk to the guy at the entrance. If you do that 3 times you can get
       three heal berries.
     = Go north
     = At the end exit east
002: Follow the corridor and exit east at the end
003: Go north at the end of this corridor is a fragile wall at the west
     You can place a bomb here to blow it up.
     Exit west
004: Go north, blow up the little rocks
     Go north and exit north
005: Follow the path (watch out you don't fall off it) and exit north
006: Go north around the corner west.
     Don't touch those blue jelly things. They'll only hurt you and you 
     can't get past them. Use a bomb to get rid of those.
     Once past those go south and exit south at the end
005: Go west and follow the path exit south at the end.
004: Follow the path and bomb the jelly things that block your way and exit
     west at the end
007: Go north, bomb the little rocks and jelly things and keep going north
     Exit west at the end
     (There's a bomb wall here with treasure (south-west). That blue and
     red thingamabob here is now useless, you can combe back for that later).
008: Clive will already mention the keeper of this Den. If you go north you'll
     meet the boss.
___________
| Boss 03a \
+---------------------------------------------------------------------------+
| Goldrake (1)                                  | Aka Me and my wings       |
+---------------------------------------------------------------------------+
| Clive 5                                                                   |
+---------------------------------------------------------------------------+
| Difficulty: More a turtorial than a boss.                                 |
+---------------------------------------------------------------------------+
| You got to attack it serveral times (and reload when you run out of ammo  |
| which you can do by guarding/defending). When it gets afraid of you it'll |
| start to fly. In this state you cannot hit it. Now make sure you got 25FP |
| or more then Lock-On and shoot it. That will end this battle. However it  |
| leave just another trick. It will poison you                              |
+---------------------------------------------------------------------------+

WARNING! Clive is now poisoned. There's no way to cure this status now. And
         to advanced players, NO THERE ARE NO SPELLS OR ITEMS AT THIS MOMENT
         THAT CAN CURE POISON. You'll get that stuff later in the game.
         This means that at each step Clive makes and each turn in battle
         Clive will lose HP, until it reaches 0 then he dies. This makes that
         you gotta keep a close eye on his HP and heal when needed.

     Bomb the east wall and Exit east
---: = You got some more jellies to bomb but watch out. When you bomb the red
       once they'll only be inactive for 3 seconds and then they'll revive, so
       act quickly with those. Bomb your way east
     = At the end go south and a boulder will fall down blocking your way
     = Place a lot of bombs at once as fast as you can. If they all go of
       in a minimum ammount of time the boulder will be destroyed.
     = Exit south
---: = Drop off south
     = Go east
     = Drop off east at the end
     = Go south and follow the road
     = Take the first exit east
---: Follow the road south and exit east at the end
---: Go west and exit west

You'll be at the end of the dungeon, but you haven't won yet. The guy who
was with you at the start (Borgnine) will carry you to the city of Ballack
Rise. There they'll heal you and nurse you. But the monster of the cave will
now come over town. Time for Clive to finish the job.
You'll receive an antidote to aid you in this battle.
___________
| Boss 03b \
+---------------------------------------------------------------------------+
| Goldrake (2)                                  | Aka Me and my wings       |
+---------------------------------------------------------------------------+
| Clive 5                                                                   |
+---------------------------------------------------------------------------+
| Difficulty: No problem                                                    |
+---------------------------------------------------------------------------+
| You cannot hit it unless you use lock on, so basically you'll have to     |
| build up 25 FP all the time and then Lock-On (reload first if you're out  |
| of ammo).                                                                 |
| Furhtermore it'll poison you at the start of the battle. Use the antidote |
| you got before this battle to cure this (don't worry, it won't poison you |
| again).                                                                   |
+---------------------------------------------------------------------------+
After this fight, Clive's prologue is over.

+---------------------------------------------------------------------------+
| Baskar (Gallows, part 1)                                        | IDXC004 |
+---------------------------------------------------------------------------+
| Gallows 3                                                                 |
+---------------------------------------------------------------------------+
You start this part with a chat with Gallows' younger brother, Shane. After
the chat you'll be in the main area of Baskar. That crazy thing with the 
Mexican hat is a savespot, they are located in all towns. you can use them
to save your game. 

Talk to the woman with the red dress (her name is Ellen) and say the next 
things to her:
= How'd you guess?
= Yeah, you wanna help me out?
= I wanna run away and be free
She'll give you 5 Heal Berries.

After that exit north

You'll be in the town's temple where you'll meet Halle, Gallows' Grandmother.
After your chat with her go outside again.

Go to the south-east where you should find a man named Cordell. Talk to him
and he'll explain the searching system. Now exit south to leave town and
go to the Fallen Sanctuary.

+---------------------------------------------------------------------------+
| Fallen Sanctuary (Gallows, Part 2)                              | IDXC005 |
+---------------------------------------------------------------------------+
| Gallows 3                                                                 |
+---------------------------------------------------------------------------+
| Tool: Freeze Doll                                                         |
+---------------------------------------------------------------------------+
| Monsters: Pillbug                                                         |
+---------------------------------------------------------------------------+
| You must have spoken to Halle and Cordell before you can go there.        |
| = From Baskar go south                                                    |
| = Around the corner west                                                  |
| = At the end south                                                        |
| = At the end east                                                         |
| = As soon as you can south                                                |
| = Search in the corner to reveal the place                                |
+---------------------------------------------------------------------------+
001: Go north and drop off north
     Ignore the stairs up but head north in stead
     Exit north
003: Push the block on the the switch and exit north
004: Exit east
005: The middle chest contains the Freezer Doll, the first tool for Gallows
     You can open the other chests then exit back west
004: Go north and follow the corridor. Put out the flame with the Freezer Doll
     and exit west
006: Follow the corridor and exit south at the end
007: Put out all the fires and exit east
008: Go east and exit east
009: Follow the corridor and exit north at the end
010: Move the block onot the switch and the other switch will lower.
     Step on it and exit west
011: Follow the corridor and ignore the switch, it leads to bonusses for which
     you gotta come back later. You cannot get them now.
     Exit north
013: Go north and exit north
014: Go north, put out all the fires and exit north
015: You'll automaticly go for the Ark Sceptre and be attacked by a boss.
__________
| Boss 04 \
+---------------------------------------------------------------------------+
| Kesaran Pasaran                               | Aka I split endlessly     |
+---------------------------------------------------------------------------+
| Gallows 3                                                                 |
+---------------------------------------------------------------------------+
| Difficulty: More a turtorial than a boss.                                 |
+---------------------------------------------------------------------------+
| Boost out Gallows until he got 25 FP. Then use an Extention with the      |
| spell pressure to win this fight.                                         |
+---------------------------------------------------------------------------+
     After this fight you'll get the Ark Sceptre. Exit south
014: Go south, exit south
013: Go south and you'll be locked in by a force field. Shane will appear
     but he'll be unable to help. Use the Ark Scepter and then talk to Shane.

That will end the prologue for Gallows.


+---------------------------------------------------------------------------+
| Janus Cascade On The Train                                      | IDXC006 |
+---------------------------------------------------------------------------+
| Virginia 3       | Clive 6           | Jet 4             | Gallows 4      |
+---------------------------------------------------------------------------+
After you completed all the individual prologues, you'll get to fight Janus 
Cascade.
__________
| Boss 05 \
+---------------------------------------------------------------------------+
| Janus (1), Romero and Dario (1)               | Aka The Moron Brigade     |
+---------------------------------------------------------------------------+
| Virginia 3       | Clive 6           | Jet 4             | Gallows 4      |
+---------------------------------------------------------------------------+
| Difficulty: Can be nasty                                                  |
+---------------------------------------------------------------------------+
| Virginia should do nothing but guard. She's yet too weak to join the      |
| fight, and if you do make her join the fight she'll end up dead in the    |
| very same turn. Use Gallows to heal everybody who need it. Use Jet and    |
| Clive to shoot these three idiots. As soon as Janus runs out of HP he and |
| his idio.. I mean men will run away.                                      |
+---------------------------------------------------------------------------+
After this fight you'll be dropped off the train near Baskar and that ends
the prologue and starts the first chapter of the game.



+---------------------------------------------------------------------------+
| Chapter 1                                                       | CHAPTR1 |
+---------------------------------------------------------------------------+
You gotta go all the way north (pass the mountain on the west side) to get
to Baskar.

+---------------------------------------------------------------------------+
| Baskar                                                          | IDXC007 |
+---------------------------------------------------------------------------+
| Virginia 4       | Clive 6           | Jet 5             | Gallows 5      |
+---------------------------------------------------------------------------+
As soon as you enter you'll get to meet with Halle and she'll explain you
things about the guardians and the Ark Scepters.  After the chat you can
leave Baskar and go for the Fallen Sanctuary.

+---------------------------------------------------------------------------+
| Fallen Sanctuary                                                | IDXC008 |
+---------------------------------------------------------------------------+
| Virginia 4       | Clive 7           | Jet 5             | Gallows 5      |
+---------------------------------------------------------------------------+
| Guardians: Grudiev (Terra Roar)                                           |
|            Fengalon (Gale Claw)                                           |
|            Schturdark (Aqua Wisp)                                         |
|            Moor Gault (Fiery Rage)                                        |
+---------------------------------------------------------------------------+
I normally do not believe in level up, but boosting Viriginia a few extra
levels can be a good idea. Not much is required, but a few more leels might
save her life. (Best area is the worldmap in the areas south of here).

001: Go up the stairs
002: Here are eight monoliths. Four of them are yet out of reach, you'll have
     to come back for those later. The other four are your targets. When you
     touch them you gotta fight the guardian that is linked to that monolith
     Once you beat the guardian you'll get its medium. Equip it on the 
     proper person (whose name I give most right at the top of the boss-box,
     as I said earlier, if you do something else, this FAQ will not go about
     it, and the game can become significantly harder).
__________          _______________      ____________        __________
| Boss 06 \        / East Monolith \    / Terra Roar \      / Virginia \
+---------------------------------------------------------------------------+
| Grudiev                                       | Aka Crystal Freak         |
+---------------------------------------------------------------------------+
| Virginia 4       | Clive 7           | Jet 5             | Gallows 5      |
+---------------------------------------------------------------------------+
| Difficulty: Can be nasty                                                  |
+---------------------------------------------------------------------------+
| It counters everything, and opens the fight with "Planet Breaker" which   |
| hurts you all pretty bad. Using Virginia to attack is dangerous (don't    |
| hate her, she'll become valuable pretty soon in the game). If you already |
| got the Gale Claw you can try to cast "Vortex" on it.                     |
| That does something :)                                                    |
+---------------------------------------------------------------------------+
__________          ________________     ___________         _________
| Boss 07 \        / North Monolith \   / Aqua Wisp \       / Gallows \ 
+---------------------------------------------------------------------------+
| Schturdark                                    | Aka Blue Turtle           |
+---------------------------------------------------------------------------+
| Virginia 5       | Clive 7           | Jet 6             | Gallows 6      |
+---------------------------------------------------------------------------+
| Difficulty: Can be nasty                                                  |
+---------------------------------------------------------------------------+
| Schturdark counters all attacks but with an accuracy of a pack of messed  |
| up french fries, so that's not really a problem. Make sure you keep the   |
| HP of everybody up, especially Flood Tide can be a killer. But don't      |
| push it. Healing items are pretty rare. If you got the Gale Claw already  |
| then try casting "Inspire" on it.                                         |
+---------------------------------------------------------------------------+
__________          ________________     ___________         _________
| Boss 08 \        / West  Monolith \   / Gale Claw \       / Gallows \ 
+---------------------------------------------------------------------------+
| Fengalon                                      | Aka Nasty Tiger           |
+---------------------------------------------------------------------------+
| Virginia 6       | Clive 7           | Jet 6             | Gallows 6      |
+---------------------------------------------------------------------------+
| Difficulty: Can be nasty                                                  |
+---------------------------------------------------------------------------+
| Fengalon is the guardian of Wind, so you can guess that it's really fast. |
| But on the bright side, it doesn't counter-attack like the other          |
| guardians do. It can cast spells to make you miss it easily that sucks.   |
| if you found the Terra Roar already then cast "Petrify" on it.            |
+---------------------------------------------------------------------------+
__________          ________________     ____________        _______  
| Boss 09 \        / South Monolith \   / Fiery Rage \      / Clive \  
+---------------------------------------------------------------------------+
| Moor Gault                                    | Aka Bloody Bird           |
+---------------------------------------------------------------------------+
| Virginia 6       | Clive 7           | Jet 6             | Gallows 6      |
+---------------------------------------------------------------------------+
| Difficulty: Can be nasty                                                  |
+---------------------------------------------------------------------------+
| Moor Gault is pretty strong and its Vapor Blast can kill Virginia if you  |
| don't let her guard. If you got the Aqua Wisp already then cast           |
| Refridgerate on it.                                                       |
+---------------------------------------------------------------------------+
Once you got them all Gallows will teach you how the summoning system works.
From that moment you can summon guardians, but use it with care.
After that leave the sanctuary and go back to Baskar.

+---------------------------------------------------------------------------+
| Baskar - Report from Fallen Sanctuary                           | IDXC009 |
+---------------------------------------------------------------------------+
| Virginia 6       | Clive 8           | Jet 6             | Gallows 7      |
+---------------------------------------------------------------------------+
As soon as you enter Baskar, Halle will release the true power of the mediums
you acquired. Now the mediums will boost some of your stats and you'll be 
able to use Personal Skills. Plan those skills wisely as they are the key
to victory in much battles. How you plan them is up to you unless I state
otherwise.

After this talk to the merchant (the green guy near the spears) and he'll
tell you about Jolly Roger (when you choose "Chat"). That will be your next
target.

+---------------------------------------------------------------------------+
| Jolly Roger                                                     | IDXC00A |
+---------------------------------------------------------------------------+
| Virginia 6       | Clive 8           | Jet 6             | Gallows 7      |
+---------------------------------------------------------------------------+
| After you've spoken to Roykman in Baskar (he'll leave if you do that),    |
| You can go to the worldmap.                                               |
| = From there head to the Fallen Sanctuary (Don't enter it).               |
| = From there keep following the south wall to the east                    |
| = After you crossed the railway head east                                 |
| = Cross the bridge to the south                                           |
| = Head west                                                               |
| = Follow the shore until you reach a beach. Search there.                 |
+---------------------------------------------------------------------------+
Go to the saloon and talk to the bartender (choose "Chat").
She'll offer you a lead if you accept to eat at her saloon. Accept the deal.
After this talk the party was supposed to split up, but Virginia will make
a proposal to stay together. The others will accept and Virginia will become
the leader of the team. After that chat go outside to meet Janus again. Don't
worry you don't have to fight him (yet). He'll even mention your next target
The Ruins Of Memory. With that you got all the information you need and you
can leave town.,
(One of the containers at the northside can be blown up. There's a Migrant
Seal in there. Those items do come in handy).


+---------------------------------------------------------------------------+
| Ruins of Memory                                                 | IDXC00B |
+---------------------------------------------------------------------------+
| Virginia 6       | Clive 8           | Jet 6             | Gallows 7      |
+---------------------------------------------------------------------------+
| Monsters: Spartoi, Blue Book, Annaberge                                   |
+---------------------------------------------------------------------------+
| From Jolly Roger go east until you can go no further.                     |
| From there follow the shores to the south and keep searching till you     |
| find it. (You must have spoken to Janus in Jolly Roger first).            |
+---------------------------------------------------------------------------+
001: Go north and exit north
002: Go north and exit north
003: You'll meet Janus. You won't have to fight him.
     After the talk, go east and exit North-East
004: Take the path to the south.
     Break the glass (which you can do by placing a bomb or by running 
     against it). 
     Step on the switch and exit south
005: = Go south till the end.
     = Go up the stairs east
     = Throw a boomerang at the target
     = The door to the west will open. Exit through them.
002: You'll be on a bridge. Use the Freezer Doll to put out all Flames and
     Exit west.
006: Break all windows. Then push the block onto the switch. Exit north
007: Go north and exit north
008: Follow the corridor north and exit east.
010: All statues are in red light. However one is in blue light and it's
     missing an arm. Bomb it.
     A switch will be revealed. Step on it and exit east
011: Exit north
012: Bomb the west wall and exit west
013: This is tricky. You need the boomerang to hit the target behidn the 
     pillar. You can steer the boomerang a little with the cursor keys after
     you've thrown it. Once you hit the target (pratise makes perfect) exit
     north
014: = Put out the blue fire with the Freezer Doll
     = Step on the platform that just lowered
     = Light the fire again with the thindercrest (from this platform)
     = Exit north
015: Now you gotta fight Janus and crew.
__________
| Boss 10 \
+---------------------------------------------------------------------------+
| Janus (2), Romero and Dario (2)               | Aka The Moron Brigade     |
+---------------------------------------------------------------------------+
| Virginia 7       | Clive 8           | Jet 7             | Gallows 7      |
+---------------------------------------------------------------------------+
| Difficulty: Pretty easy, but don't push it.                               |
+---------------------------------------------------------------------------+
| Romero and Dario will waste their turns as long as Janus is up. So at     |
| first Janus is the only problem. Their attacks are pretty pathetic and    |
| even the Trinity they are so pimpy about is a miserable excuse for a move |
| so the attacks will not be a true problem.                                |
| What you gotta know is that you shouldn't shoot Romero and Dario. Janus   |
| will immediatly heal them, and he may do that at any time beside his      |
| normal attack. So going down that road will take forever. Focus all your  |
| attacks on Janus. When you keep it up Janus will leave the battle leaving |
| Romero and Dario behind to cover him. From that moment they'll seriously  |
| start to fight. Their attacks are pathetic though, so you shouldn't have  |
| any more trouble to fight them.                                           |
+---------------------------------------------------------------------------+
After you won this fight the dungeon is completed. 

+---------------------------------------------------------------------------+
| Claiborne                                                       | IDXC00C |
+---------------------------------------------------------------------------+
| Virginia 7       | Clive 9           | Jet 8             | Gallows 8      |
+---------------------------------------------------------------------------+
| For this location you're gonna make your first train travel. In Jolly     |
| Roger is a guy named Dennis. Ask him about the train and he'll tell you   |
| about Midland Station. Now leave Jolly Roger, and follow the way north to |
| the railway. Follow the railway west an search when you get close to the  |
| mountain. Enter Midland station. Talk to the clerk and buy a ticket to    |
| Westwood (120 gella). Step on the train. When you arrive at the other     |
| station, leave. You'll be on the worldmap. From there go all the way east |
| When you come close to the railway (I know it's strange that the railway  |
| is so far from the station, don't blame me). Search.                      |
+---------------------------------------------------------------------------+
There are a few things you can do. First of all, this is where the Martina
van Basten Sidequest begins. If you wanna take it on, then read the 
sidequest section. You can already buy horses for 2000 gella in the barn.
You can live without them now, but you will need them later. 

What you got to do is to talk to a girl named Becky. She's out on the streets
somewhere in the east of town. She'll mention the eastern ruins. That's your
next target.

+---------------------------------------------------------------------------+
| Serpent's Coils                                                 | IDXC00D |
+---------------------------------------------------------------------------+
| Virginia 7       | Clive 9           | Jet 8             | Gallows 8      |
+---------------------------------------------------------------------------+
| Monsters: Jelly Blob                                                      |
+---------------------------------------------------------------------------+
| Once Becky has told you were to go tthe ruins can be found in the east    |
| in an alcove on the north.                                                |
+---------------------------------------------------------------------------+
001: Go north, exit north
002: Go north, exit north
006: Go east and exit east
008: Flip the lever, drop off east and exit east
009: Flip the lever to activate the navigation system. (Now you'll see the
     room numbers in this dungeon). Exit west
008: Go north and exit west
010: Go west (ignore the ladder) and exit south
004: Go south and go up the stairs east, exit east
006: = Go to the north door, and drop off east from there
     = Step on the switch (and you'll meet the Schrodingers)
     = After the Schrodingers leave drop off south
     = Exit east
008: Drop off east
     Go north
     Exit west
010: Go west and exit south (ignore the ladder again)
004: Go south up the stairs east, and exit east
006: Exit north
010: Go north exit north
011: = Go north
     = Use the switch 
     = Go north
     = Exit west
012: Go west, exit west
013: Follow the corridor and exit south at the end
014: One of the chests here contains a Migrant Seal
     Exit back north
013: Go back through the corridor and exit east at the end
012: Go south, till you reach a door. You can use the switch to open the
     south door, but east is the exit you gotta take.
011: Maya Schrodinger will bug you by resetting the switch. Drop off
     set the switch right, go north and exit east
012: Go south, go up, blah blah, exit east
011: This time Maya won't come. Go east and exit east.
015: Follow the corridor and exit north at the end
016: = Use the thindercrest on the frozen switch
     = Use the switch
     = Now freeze the switch. (If you don't Maya will reset it).
     = Now go west (Maya will be pissed)
     = Exit west
017: Now you'll seem to have reached Maya's limit of tolerance and she'll
     attack you.
__________
| Boss 11 \
+---------------------------------------------------------------------------+
| The Schrodinger Family                        | Aka The Frustration       |
|                                               |     Foundation            |
+---------------------------------------------------------------------------+
| Virginia 8       | Clive 9           | Jet 9             | Gallows 9      |
+---------------------------------------------------------------------------+
| Difficulty: Can be hard                                                   |
+---------------------------------------------------------------------------+
| First of all, since the game didn't introduce the Schrodingers yet, I'll  |
| tell you the names first, as I hate it to call them by the names they got |
| now.                                                                      |
| Blonde = Maya                                                             |
| Timid Boy = Alfred                                                        |
| Afro = Todd                                                               |
| Cat (?) = Shady                                                           |
| Alright, all that matters is that Maya runs out of HP, as soon as that    |
| point is reached this fight is over. But that's not that easy. Any time   |
| either Maya or Alfred is attacks, Todd will immediatly heal them          |
| regardless if it's his turn or not, and won't keep him from doing his own |
| attacks. Not to mention that his attacks are strongest and that he can    |
| confuse you, so you got nearly all possible reasons to focus your attacks |
| on him first. He has pretty much HP, but if you cast Cremate on him his   |
| afro will catch fire which will make him loose HP every turn.             |
|                                                                           |
| Okay, that handles Todd, but what about the others. Alfred will only      |
| throw some homemade bombs at you. These are not really dangerous but you  |
| can die from them in combination with attacks of others (especially       |
| Todd's). Shady always breathes either fire or ice and for his attacks go  |
| the same as for Alfred's.                                                 |
|                                                                           |
| Maya's attacks are not strong at first, but that will change as she loses |
| HP. When she's running out she can use a supergun (the place where she    |
| keeps that thing stored is quite disturbing) and cause quite some damage. |
| Therefore, it can be wise to get rid of the others first before attacking |
| her, even though taking her down is all that really matters.              |
+---------------------------------------------------------------------------+
     After this fight this mission is not over. 
     Exit north
018: Go north and exit north (East chest contains a duplicator)
019: You'll reach the place where the Eternal Sparkle shields are.
     Try to get it and you'll be attacked by Janus and his moro... I mean 
     man.
__________
| Boss 12 \
+---------------------------------------------------------------------------+
| Janus (3), Romero and Dario (3)               | Aka The Moron Brigade     |
+---------------------------------------------------------------------------+
| Virginia 9       | Clive 10          | Jet 9             | Gallows 10     |
+---------------------------------------------------------------------------+
| Difficulty: Not hard at all                                               |
+---------------------------------------------------------------------------+
| This time the battle has once again a diffrent flow. If you attack Janus  |
| he'll quickly replace himself by either Romero or Dario, so doing that is |
| senseless. So take Romero and Dario out first, so there's no more place   |
| for Janus to hide.                                                        |
| This time the fight is harder than the pervious time. Now Romero & Dario  |
| will fight, andd the Trinity is a lot stronger than it was before. So     |
| keeping an eye on your HP is really required to stay alife. Of course as  |
| soon as one of these morons is taken down, they cannot use the Trinity    |
| any more, and then you got a lot less to fear.                            |
+---------------------------------------------------------------------------+
After this fight this mission is over. You'll end up at the inn in Claiborne
and your next target is Ka Dingel.

+---------------------------------------------------------------------------+
| Ka Dingel                                                       | IDXC00E |
+---------------------------------------------------------------------------+
| Virginia 10      | Clive 10          | Jet 10            | Gallows 10     |
+---------------------------------------------------------------------------+
| Monsters: Pordage, Annaberge, Gagison                                     |
+---------------------------------------------------------------------------+
| From Claiborne go south-west. You'll get on a penynsula. Ka Dingel is     |
| south of the big rock there.                                              |
+---------------------------------------------------------------------------+
001: Exit north
002: = Go north, drop off noth.
     = Make a bridge with the blocks to get on the middle platform
     = With the block on that platform you can make a bridge to the exit
       (Chest contains a lucky card, if you care)
003: Follow the corridor and exit east at the end
004: = Step on the X to lower the platform
     = Stand on the platform and raise it using the wheel
     = (You can use the north exit for treasure (duplicator is one of them)
       but then you gotta start over)
     = Drop off east
     = Stand on the platform and raise it with the wheel
     = Stand on the other platofrm and raise it with the wheel
     = Exit east
006: Follow the corridor and exit south at the end
007: Go south and fight a Wild Arms Cliche boss.
__________
| Boss 13 \
+---------------------------------------------------------------------------+
| Trask                                         | Aka Here I am again       |
+---------------------------------------------------------------------------+
| Virginia 10      | Clive 11          | Jet 10            | Gallows 10     |
+---------------------------------------------------------------------------+
| Difficulty: Not hard at all                                               |
+---------------------------------------------------------------------------+
| At first you attacks won't hurt it. Cast a Cremate on it first after that |
| cast a Refridgerate on it. That will break it defenses and make you able  |
| to do damage on the regular way.                                          |
| Now you gotta note this beast can hit, and counterattacks easily. Still   |
| if you got the water guardian equipped on Gallows so he can heal everbody |
| you should be okay.                                                       |
| Please keep in mind that Trask is poisonous.                              |
+---------------------------------------------------------------------------+
     (Ignore the thing at appears after battle. You cannot deal with it now).
     Exit south
008: Follow the corridor and exit west at the end
009: = Climb the ladder north
     = Get in the nets
     = Go south west and drop off at the end
     = Go south and get in the nets (chest is a heal berry)
     = Go west and drop off
     = Go west
     = Around the corner north
     = Get into the nets
     = Chest is revive fruit. If you get it you gotta start over
     = Climb up
     = Go west
     = Take the northern exit west
010: Follow the corridor and exit south at the end
011: Open the duplicator chest for a booster kit
     Exit north
010: Follow the corridor and exit east at the end
009: Take the southern exit west
012: Follow the corridor and exit north at the end
013: = Freeze the first brazier (while standing on the platform)
     = Go east
     = When you are at the end shoot the freezer doll to the other brazier
     = Go east
     = Exit east
014: Follow the corridor and exit south at the end
015: Go south and you'll have a small earthquake.
     Continue going south. and step on the elevator.
__________
| Boss 14 \
+---------------------------------------------------------------------------+
| Janus (4)                                     | Aka I'm alone now         |
+---------------------------------------------------------------------------+
| Virginia 11      | Clive 11          | Jet 11            | Gallows 11     |
+---------------------------------------------------------------------------+
| Difficulty: Very hard                                                     |
+---------------------------------------------------------------------------+
| If you thought Janus is easier now that he's alone you're in for a deadly |
| surprise. He may now do multiple moves in a turn and counters nearly      |
| everything. Not to mention that his "Rising Nova" is a killer. That in    |
| combination with "Multiblast" means that you are in big trouble here.     |
| There's not really a good formula to win this fight. Just watch your HP   |
| and mysticing a few heal berries may keep you alife.                      |
+---------------------------------------------------------------------------+
After this battle the first chapter is completed.

+---------------------------------------------------------------------------+
| Chapter 3                                                       | CHAPTR3 |
+---------------------------------------------------------------------------+
This episode starts at the inn in Claiborne. 
If you haven't already done so, buy horses at the barn for 2000 Gella.
And after that you gotta be off for Little Twister
(If you're taking on the Martina Van Basten Sidequest, the stop by at the
railway station. Martina ought to be there. Speak to her and continue).

+---------------------------------------------------------------------------+
| Little Twister                                                  | IDXC00F |
+---------------------------------------------------------------------------+
| Virginia 11      | Clive 12          | Jet 11            | Gallows 11     |
+---------------------------------------------------------------------------+
| Make sure you have horses. (Buy them at Claiborne if you don't already    |
| have them). Mount your horses and go all the way west. Jump over the      |
| gorge (jumping over gorges is tricky. It never goes the way you want to   |
| don't need to press a jump button, but you need to steer the horse the    |
| right way to get over. One tiny wrong line and the horse will refuse to   |
| jump). After that follow the south shores until you reach a beach. Search |
| the area north of the beach. (Close ot it).                               |
+---------------------------------------------------------------------------+
Go to the saloon.
Talk to the bartender and chat with her.
Point to a 500 Gella Bottle
Now she'll tell you about a ruin nearby.

After that leave town and head for the ruins.

+---------------------------------------------------------------------------+
| The Unclean Mark                                                | IDXC00G |
+---------------------------------------------------------------------------+
| Virginia 11      | Clive 12          | Jet 11            | Gallows 12     |
+---------------------------------------------------------------------------+
| Monsters: Pordarge, Gerbug, Orc                                           |
+---------------------------------------------------------------------------+
| From Little Twister head north-east. The ruin is close to the shore       |
+---------------------------------------------------------------------------+
001: Go north, exit west
002: In this room you'll meet a girl named Claudia. After some talk with her
     You gotta solve a puzzle. You need to bomb all pyramids, but from the
     moment the first bomb goes off you only got 3 seconds to have the others
     bombed as well. So don't wait for the bombs to go off. Walk, don't stop
     and place all bombs without stopping to walk. That should open the door.
     Exit north
003: Follow the corridor and exit south at the end
005: Go east, first way south.
     Claudia will will start up the device. This is a trap. As soon as she
     uses the switch make sure you move away from the spot you are asap.
     (North or south doesn't matter). After you escaped the trap, talk to
     Claudia. After that go east and exit north
006: Ignore the east-way. I know there's treasure there, but one of the
     chests is a mimic. Opening that chest may cost your life. Come back for
     that if you are higher in level.
     Head North in stead, follow the corridor and exit west at the end.
003: = You may want to turn the camera so that it's facing south
     = You'll see a target. Throw a boomerang to it.
     = Exit west
008: Another one of Claudia's traps. She'll move to a switch plate and there
     she'll wait for you. Talk to her and she'll walk over the switch. As soon
     as you get control, run to the other side before the bridge colapses and
     makes you fall into acid which will hurt you. Talk to Claudia and exit
     north
009: Go north, exit north
010: = Step on the switch
     = Place as many bombs at the moving boxes as you can to create a way
       through (it only works once you stepped on the switch)
     = Go east
     = Exit east
011: Follow the corridor and exit east at the end.
     (Don't bother about the switch and the door it opens. You cannot deal 
     with that yet, you have to come back later).
013: Another bomber. The rules are the same as before. To make sure you make
     it in time place bombs between the paramyds. Like this

        ^   ^   ^   ^
          *   *   *

          *   *   *
        ^   ^   ^   ^
     Be quick. Be prepared you gotta do this one over serveral times.
     Avoid all encounters. If am encounter takes place you gotta start over!
     Exit north  
014: I warn ya. Here you gotta deal with another of Claudia's traps.
     = First of all, go up the steps east and throw a boomerangto the target
     = Now go to the path you made and Claudia will go off by herself.
     = Stand in the center of the road and run all the way north
     = At the end exit east
015: Here you gotta deal with the last of her traps.
     Get the crystal out of the south-west device and get off this spot as
     quickly as you can. After that talk to Claudia and she will show her
     true face.
_______________________
| Boss 15 - Prophets 1 \
+---------------------------------------------------------------------------+
| Melody (1) (Robed Woman)                      | Aka I hate you, Clive!    |
+---------------------------------------------------------------------------+
| Virginia 12      | Clive 12          | Jet 12            | Gallows 12     |
+---------------------------------------------------------------------------+
| Difficulty: Medium                                                        |
+---------------------------------------------------------------------------+
| It's Clive who insulted her. So she's furious with Clive. Result she will |
| only attack Clive and nobody else.  She is pretty quick. Only Viriginia   |
| can beat Melody when it comes to speed. On the other hand you can at the  |
| start of each turn set Gallows to heal Clive. In fact as I said, you know |
| at forehand that she's only gonna attack Clive. However her attacks are   |
| by far stronger than your healing spells. Cut short you may need Virginia |
| to put some heal berries on him. Should Clive die you are in great        |
| trouble. Melody will then use Innihalator to hurt the hell out of you and |
| two of those and the game is over. So keep Clive alive at all costs, as   |
| hard as it may be.                                                        |
|                                                                           |
| Most turns should be like this.                                           |
| Virginia :> Heal Berry on Clive.                                          |
| Clive    :> Attack Melody                                                 |
| Jet      :> Attack Melody                                                 |
| Gallows  :> Cast Heal on Clive                                            |
| That should do the trick                                                  |
| I know that Heal Berries are far too valuable for this, but it's the only |
| way to survive.                                                           |
+---------------------------------------------------------------------------+
     After this fight exit north
016: Go north, exit north
017: Time for another boss fight
__________
| Boss 16 \
+---------------------------------------------------------------------------+
| Janus (5)                                     | Aka The Lizard Man        |
+---------------------------------------------------------------------------+
| Virginia 12      | Clive 13          | Jet 12            | Gallows 12     |
+---------------------------------------------------------------------------+
| Difficulty: Can be hard. Really hard.                                     |
+---------------------------------------------------------------------------+
| Janus will always use a Negative Rainbow, and the turn after that a       |
| normal attack, and repeat that cycle until the battle is over. Those      |
| normal attacks are not worth mentioning. They are pathetic. The move      |
| Negative Rainbow is another story. That move will hurt all party members  |
| pretty bad. In other words, this means trouble! You're gonna have to      |
| mystic a lot of heal berries in this fight. But you might not always have |
| enough FP to do so. Luckily, Gallows can come to the rescue by casting    |
| heal with Extention. Janus does not have that much HP, so this battle     |
| is over pretty quickly.                                                   |
+---------------------------------------------------------------------------+
After this fight this mission is over. You'll end up on the worldmap just
outside Little Twister. Head back to Little Twister and go there to the 
Saloon. Talk to Claudia for a hint on where to go next.

+---------------------------------------------------------------------------+
| Lunatic Garden                                                  | IDXC00H |
+---------------------------------------------------------------------------+
| Virginia 13      | Clive 13          | Jet 13            | Gallows 13     |
+---------------------------------------------------------------------------+
| Tool: Steady Doll                                                         |
+---------------------------------------------------------------------------+
| Guardian: Celesdue (Moon Spark)                                           |
+---------------------------------------------------------------------------+
| Monsters: Marid, Oak                                                      |
+---------------------------------------------------------------------------+
| Claudia should have told you were to look or else you'll never find it.   |
| From Little Twister follow the south shores to the east. Search the       |
| entire shore to find it (it's hard to spot)                               |
+---------------------------------------------------------------------------+
001: = Go north
     = Step on the switch just behind the bridge (you may need to turn the
       camera to see it)
     = Exit north
002: Take the steady doll out of the center chest. It's a tool for Gallows.
     Exit south
001: You can use the steady dolls to reach the switches. (The Duplicator door
     west leads to a Migrant seal). To continue use the doll on the switch
     on the east and exit east.
004: Use the steady doll to push the block onto the switch and exit south
005: Go up the stairs and exit north at the end
004: Exit east
001: Cross the bridge and exit west
006: Go to the block puzzle.
       A B C D
     1 S     2
     2     1
     3      
     4 S     S
     The object is to move all blocks onto a switch with the steady doll.
     = Push B2 south twice (when it gets out of reach turn the camera)
     = Push C4 west twice
     = Push the upper block of D1 to the west
     = Push D1 south three times
     = Push C1 west twice
     All done.
     Exit north
007: Go up the stairs and exit south at the end
008: Go up the higher platform and use the steady doll to reach the switch.
     Exit east
009: = Go north
     = At the end west
     = Go south
     = Drop off so you fall onto the switch
     = Make your way back north
     = Go east
     = Around the corner south
     = Exit east
010: = Go east
     = Ingore the switch. From there go south but stay in line with the switch
     = Use the steady doll from here to use the switch and an elevator will
       carry you up.
     = From the higher platform go west
     = Exit west
009: Go west, exit west
011: Go all the stairs up and exit east at the end
012: You'll be in a courtyard. Pick up crates and throw them at pyramids.
     There are three pyramids in total. If you miss them and run out of crates
     go to the previous room and come back.
     When you're done, exit north
013: Use the steady doll to reach the switch
     After that drop off west, go west and exit west
014: Go north, exit north
015: Another fight. 
_______________________
| Boss 17 - Prophets 2 \
+---------------------------------------------------------------------------+
| Malik (1) (Slickster)                         | Aka Mr. Maniac            |
+---------------------------------------------------------------------------+
| Virginia 13      | Clive 13          | Jet 13            | Gallows 13     |
+---------------------------------------------------------------------------+
| Difficulty: Very extremely hard                                           |
+---------------------------------------------------------------------------+
| Against the prophets you'll fight many times during this game (I suppose  |
| already guessed that). Of all those fights, this one is the hardest one   |
| the entire game. Why's that. Because Malik does nothing better than       |
| causing all statuschanges the game has over you. Since it's pretty early  |
| in the game you can't possible ward yourself against that. That's why.    |
| Having status recovery items ready is strongly recommended, as far as you |
| get a chance to use them.                                                 |
| Malik is also very fast (even faster than Virginia), so that's one        |
| problem more.                                                             |
|                                                                           |
| Lastly Malik has the ability to nullify all normal attacks. You can       |
| remove that ability by casting a Decelerate on him. You gotta do so or    |
| else, this fight will last forever.                                       |
+---------------------------------------------------------------------------+
After this fight the mission is not yet over. First of all you'll get the
Moonspark medium which embodies the guardian Celesdue. Equip it on Jet. 
After that you'll automatcly exit south

014: Go south, then east. Exit east
013: Use the switch on the west platform.
     Drop off east, get onto the east platform and exit south
012: Back in the courtyard. Go west, exit west
011: Drop off south, exit east
009: Go east, exit east
010: = Go east
     = Drop off north
     = Go west
     = Exit west
009: You'll meet Malik and Janus. Malik will summon The King Of Angolmois.
__________
| Boss 18 \
+---------------------------------------------------------------------------+
| The King Of Angolmois                         | Aka Here I am again!      |
+---------------------------------------------------------------------------+
| Virginia 13      | Clive 13          | Jet 13            | Gallows 14     |
+---------------------------------------------------------------------------+
| Difficulty: Rather easy                                                   |
+---------------------------------------------------------------------------+
| Those who played other Wild Arms games know Angolmois as an extremly      |
| strong fellow. In Wild Arms 3 he's not that hard at all. With healing you |
| should easily be able to keep up with him. What you gotta watch out for   |
| though is the traditional move "The 7th Moon". That can hurt you pretty   |
| bad and may require to mystic some healing stuff. The quickest way to     |
| deal with him is by going crazy with the Spell "Grav". If you gave Jet    |
| the moon spark, like I told you, he should have that spell. As long as    |
| you keep your HP up, there's nothing that could kill you.                 |
|                                                                           |
| One final note.                                                           |
| I received a lot of angry e-mails on previous versions of this FAQ and my |
| Boss FAQ, stating that Angolmois doesn't have 7th moon, like in other WA  |
| games. Save yourself the trouble of doing that, cause I won't answer the  |
| mail and ban you from mailing me as added bonus, because I'm pretty tired |
| of it. Angolmois DOES have 7th moon. It's a tradition that's been holy    |
| and it's upheld in this game as well. It is however possible to win this  |
| fight without Angol having used that move even once.  That is true. I've  |
| played this game over 500 times by now, and to me it occurred very often  |
| that I could win this fight with that type of luck. But also very often   |
| I got it that he went crazy with it. Trust me on this one. Angolmois does |
| have 7th moon.                                                            |
| Discussion closed!                                                        |
+---------------------------------------------------------------------------+
After this fight this mission is over. You'll end up in Little Twister.
Talk to Claudia to get the location for the Sand Cannel. And go over there.

+---------------------------------------------------------------------------+
| Sand Canal                                                      | IDXC00I |
+---------------------------------------------------------------------------+
| Virginia 14      | Clive 14          | Jet 14            | Gallows 14     |
+---------------------------------------------------------------------------+
| Monsters: Cave Taurus                                                     |
+---------------------------------------------------------------------------+
| First of all Claudia (at the inn in Little Twister) has to tell you about |
| this place. Then leave Little Twister and head all the way north. On the  |
| west a road that zigzags to the north will form. Follow it. At the end    |
| of the road, search                                                       |
+---------------------------------------------------------------------------+
001: Go northwest until you meet three stupid looking knights.
___________
| Boss 19a \
+---------------------------------------------------------------------------+
| Jasna, Vendidurt and Wisrapt (1)              | Aka The Imbecile Knights  |
+---------------------------------------------------------------------------+
| Virginia 14      | Clive 14          | Jet 14            | Gallows 14     |
+---------------------------------------------------------------------------+
| Difficulty: Pretty Hard                                                   |
+---------------------------------------------------------------------------+
| These three knights require special attention, because they can give you  |
| a pretty hard time. Jasna (the red one) is will only use instant kill     |
| attacks unless he or his fellows are wounded, then he'll try to heal. The |
| HP he recovers is in one word PATHETIC, so keep him healing, cause if you |
| don't, well, I guess you know the concequences. I advice to knock him out |
| first (otherwise you may get an instant kill attack as soon as one of his |
| fellows is knocked out). Vendidurt (the white one) is the main attacker   |
| of this trio. After Jasna is out, Vendidurt should be your next target.   |
| Wisrapt (the blue one), will always cast protect over himself, and after  |
| that he'll cancel your moves. Annoying, but overall hardly dangerous, so  |
| save him for last.                                                        |
|                                                                           |
| Don't bother yourself with powerup moves. It'll be dispelled immediatly.  |
+---------------------------------------------------------------------------+
After this fight the knights will regroup, but you'll see them again in this
very dungeon. This is a boss that contains three rounds, but round 2 and 3
come later.

     Go north-west, exit north-west
002: = Go north-west, and step on the block. 
     = Use the steady doll to hit the switch
     (The duplicator door has a holy root. You may want it to use in the
     secret garden later in the game).
     = Go south-west
     = Around the corner north-west
     = Exit north-west
004: Follow the road. Pick up the throw a way the crates that block your way.
     At the end is a boomerang target. Throw a boomerang to it (You'll need
     to steer it.
     Exit North-East
005: Follow the road. At the end you'll find a bridge, but it's up so you 
     cannot cross it. Bump it. Now you can cross it.
     Follow the road now to the exit
006: Behind the waterfall.... er... I mean, sandfall is the exit.
007: Go north-west, and you'll meet those stupid knights again.
___________
| Boss 19b \
+---------------------------------------------------------------------------+
| Jasna, Vendidurt and Wisrapt (2)              | Aka The Imbecile Knights  |
+---------------------------------------------------------------------------+
| Virginia 14      | Clive 15          | Jet 14            | Gallows 14     |
+---------------------------------------------------------------------------+
| Difficulty: Pretty Hard                                                   |
+---------------------------------------------------------------------------+
| This fight is exactly the same as the previous one. No need to repeat     |
| myself.                                                                   |
+---------------------------------------------------------------------------+
___________
| Boss 19c \
+---------------------------------------------------------------------------+
| Jasna, Vendidurt, Wisrapt (3) and Jasteuch    | Aka The Imbecile Knights  |
+---------------------------------------------------------------------------+
| Virginia 14      | Clive 15          | Jet 14            | Gallows 15     |
+---------------------------------------------------------------------------+
| Difficulty: Pretty Hard                                                   |
+---------------------------------------------------------------------------+
| Now an extra knight has joined the fight. His color is green and his name |
| is Jasteuch. And most importantly, he's very extremely dangerous. He has  |
| a move that can (and will) hurt your entire party very very bad. In       |
| combination with what the other knights can do, you are in trouble.       |
| You may have to mystic a lot of items (I hope you can afford them). And   |
| get rid of the green one ASAP. When you managed then then the rest of     |
| this fight is the same as before.                                         |
+---------------------------------------------------------------------------+
Okay you finally got rid of these complete losers. However this was NOT the
last boss fight in this dungeon, so be prepared.

     Go west, then north-west, exit north-east
008: Go north west, around the corner north-west, exit north-west
010: = Step on the switch
     = Step on the NW platform
     = Step on the next platform (1st one) to go South-West
     = Go moest SW, and at the end use the platform to go north-West
     = Step on the switch
     = Use the platform to go back to the previous isle.
     = Take the platform to go South-east
     = from there step on the other platform that goes SE
     = This is tricky, but by controlling it right you can come on the blue
       platform (this is the unofficial, but much quicker mehtod)
     = Exit south-west
011: This is the most terrible part of the dungeon, and you get two of these
     so be prepared for a hard time. :(
     I'll dictate the directions per color. 
     (Turn the camera so that the compass is in the upper right corner)
     Of course. Wait for the last direction, till the next platform is up.
     Here goes.
     = White: L-L-U  U
     = Green: U  L
     = Blue:  U
     = White: U
     = Green: U
     = Blue:  U   R
     = White: U   R
     = Green: R-R   U
     = Blue:  U
     = White: U
     = Green: U
     = Blue:  U
     = White: R  U
     = Green: U-U  U
     = Blue:  L  U
     = White: U-U  U
     = Green: U  U
     = Blue:  L-L  L
     Go south-west, exit south-west
012: Follor the corridor and take the first exit North-west
013: This one is even harder. Turnt he camera to put the compass it the 
     bottom right, and let's get on it.
     Get on white and follow this route
     = White: U
     = Green: U  U
     = Blue:  U-R  U
     = White: U
     = Green: L  L
     = Blue:  L  U
     = White: U
     = Green: R
     = Blue:  R
     = White: R  R
     = Green: U  U
     = Blue:  U  U
     = White: U
     = Green: R
     = Blue:  R
     = White: U
     = Green: U
     = Blue:  U
     = White: U  L
     = Green: U
     = Blue:  U
     = White: L
     = Green: U
     = Blue:  U  U
     = White: L  L
     = Green: D
     = Blue:  D
     = White: L
     Now you made it. Turn the camera back with the compass pointing to the
     top of the screen. You can use the switch to create a shortcut back.
     Basically you gotta go south-west, over the bridge north-west (ignore
     the pressure switch, you cannot use it now). And exit.
015: Boss time!
__________
| Boss 20 \
+---------------------------------------------------------------------------+
| Janus (6)                                     | Aka The Lizard Man        |
+---------------------------------------------------------------------------+
| Virginia 15      | Clive 15          | Jet 15            | Gallows 15     |
+---------------------------------------------------------------------------+
| Difficulty: A matter of survival                                          |
+---------------------------------------------------------------------------+
| This battle will only last 3 turns, and if you're still alive after the   |
| third turn you win this battle. For that matter it makes no sense to      |
| attack Janus, as his HP is infinite in this fight. You can better keep    |
| defenind so that any possible damage will be reduced. The first turn      |
| he'll always use Proton Beam which hurts. Second turn just a normal attack|
| so you can use that turn to heal. Last turn a super rainbow. If you       |
| survive that you are the winner. I warn ya, it does A LOT of damage.      |
+---------------------------------------------------------------------------+
After this fight this dungeon is over. You'll be at the other side of the
Canal. 
From here you can reach Little Rock.

+---------------------------------------------------------------------------+
| Little Rock                                                     | IDXC00J |
+---------------------------------------------------------------------------+
| Virginia 15      | Clive 15          | Jet 15            | Gallows 15     |
+---------------------------------------------------------------------------+
| From the Sand Canal go west and keep following the southern shores.       |
| At the north of you will be a mountain. Little Rock is in the Alcove.     |
+---------------------------------------------------------------------------+
If you took on the Martina Sidequest, (and spoke to her at the station near
Claiborne) you'll find her now at the inn, and due to the road that sidequest
takes now, this is the last time I'll mention her in the mainquest part.
For more info on her, read on in the Martina van Basten Sidequest in the
sidequest section.

Hear out some people here to find out about a nearby shrine.

Oh yeah, AND REST AT THE INN, YOU FOOL! Your VIT bars must be pretty run out
after your last fight with Janus.

+---------------------------------------------------------------------------+
| Glimmering Emblem                                               | IDXC00K |
+---------------------------------------------------------------------------+
| Virginia 15      | Clive 15          | Jet 15            | Gallows 15     |
+---------------------------------------------------------------------------+
| Guardian: Stare Roe (Flash Hit)                                           |
+---------------------------------------------------------------------------+
| Monsters: HobGob                                                          |
+---------------------------------------------------------------------------+
| Pass the mountain north of Little Rock on the east side to the north      |
| You come past two beaches. North of that the place to be is located.      |
+---------------------------------------------------------------------------+
This dungeon contains 4 seperate parts. The first two must be taken on in
random order, to proceed to the last two parts.
Go up the stairs to proceed either east or west and read on with that secion

West                                   | East
002: = Use the steady doll to push the | 005: Follow the corridor and exit
       Block on the middle isle out of |      East
       the way.                        | 006: = Light the two braziers in
     = Drop off west                   |        the north east.
     = Go up the steps west            |      = On the 2nd row from the north
     = Go north (not on the steps)     |        light the 1st from the west
     = Around the corner east          |      = Light the one in the SE
     = Hit the target with a boomerang |      = Break the glass (bump or
     = Go back west                    |        bomb it).
     = Go up and exit north            |      = Take the northern exit east
003: Push/Pull the blocks that way     | 007: Go west, exit west
     They form a bridge. Take note     | 004: Clean the window with the 
     What happens on the other side.   |      Freezer doll. Drop off north
     Cross the bridge you created and  |
     Go all the way east               | If you did the east part then exit
     At the end go south, and exit     | North. If not, then exit south and
     East                              |
004: Clean the north window with the   |
     Freezer doll and drop off.        |
     Drop off north.                   |
                                       |
If you did the east part then exit     |
North. If not, then exit south and     |
Take on the east part.                 |

008: Break the glass (bump or bomb), Go north and exit north
009: By taking on the ladders, going either east or west you can take on
     the other two parts

West                                   | East
010: = Use the blocks to creat a bridge| 013: = Go to the block South-East
     = Cross the bridge you created    |      = Pull it north twice
     = Go down the steps on the west   |      = Pull it west twice
     = Pull the east block south 7x    |      = Push it west once
     = Push it to the east             |      = Exit east
     = Go north to the other blocks    | 014: = Light the NW brazier
     = Pull the middle block south 3x  |      = Light the Center brazier
     = Pull the west block south 1x    |      = Light the SE brazier
     = Pull it east 1x                 |      = Go south
     = Push it east 1x                 |      = Pick up the NW chest and
     = PUSH it south 2x                |        throw it away
     = Cross the bridge you created to |      = Break the glass north
       the west                        |      = Take the northern exit west
     = Exit north                      | 015: Exit west
011: = From the west platform push the | 012: Use the switch
       Blocks off with the steady doll |      Drop off South-west
     = Push them to the SE area and    |
       Create a bridge there           | From here you can take on the east
     = Cross the bridge you created    | part. If you already did that exit
     = Chest contains growth egg       | North
     = Exit east                       |
012: Use the switch and drop off       |
     south east                        |
                                       |
From here you can take on the east     |
part. If you already did that exit     |
north                                  |

016: Break the glass and exit north
017: Go north and fight a boss.
     (You'll get the Flash Hit Item first. You can equip it during battle.
     equip it on Virginia).
__________
| Boss 21 \
+---------------------------------------------------------------------------+
| Mono-eye Titan                                | Aka I keep an eye on you! |
+---------------------------------------------------------------------------+
| Virginia 15      | Clive 15          | Jet 15            | Gallows 15     |
+---------------------------------------------------------------------------+
| Difficulty: Very extremely EASY                                           |
+---------------------------------------------------------------------------+
| This creature is weak to light. With your new Flash Hit Medium you can    |
| deal with that. Have Virginia to go crazy with "Spectre". For the rest    |
| keep an eye on your HP and you'll win this fight quite easily.            |
+---------------------------------------------------------------------------+
You'll get a Dark Ring after this battle. I advise you not to use it yet but
to keep it for the black market.
     Go north exit north
018: Examine the great device.
     After that exit south
__________
| Boss 22 \
+---------------------------------------------------------------------------+
| Hecto-eye Titan                               | Aka More eyes on you!     |
+---------------------------------------------------------------------------+
| Virginia 15      | Clive 16          | Jet 16            | Gallows 16     |
+---------------------------------------------------------------------------+
| Difficulty: Not that hard                                                 |
+---------------------------------------------------------------------------+
| This one is only a little bit harder than the previous one. In the first  |
| battle you could rely on spectre. This one won't be impressed by that. In |
| fact, it will be completely nullified. But the Light Guardian can help    |
| here. You see, this guy always goes crazy with the "Dark Matter" Spell.   |
| If you can cast Reflect (36 FP required) over every body, it'll all be    |
| directed to him, and o dear, it's its weakness. Sorry, Eye-Guy, but       |
| you're gonna die!                                                         |
+---------------------------------------------------------------------------+
After this fight this mission is over.

+---------------------------------------------------------------------------+
| Leyline Observatory                               (22786,14364) | IDXC00L |
+---------------------------------------------------------------------------+
| Virginia 16      | Clive 17          | Jet 17            | Gallows 17     |
+---------------------------------------------------------------------------+
| Tool: Radar                                                               |
+---------------------------------------------------------------------------+
| Monsters: Cursed Corpse, Targum                                           |
+---------------------------------------------------------------------------+
| In order to get there you have to go to Little Rock first. Somebody there |
| should talk about Leylines. Ask further and he'll mention a labority.     |
| This knowlegde is requred to find the place.                              |
| From there head toward the Glimmering Emblem (Don't enter it).  From      |
| keep following the shore. When you come to some kind of "gorge" search    |
| the area.                                                                 |
+---------------------------------------------------------------------------+
001: Go north, exit north
002: First door west
003: Search the lockers to find the "Rader" for Jet.
     Exit east
002: Take the door east halfaway the corridor.
004: Examine the deivce.
     Password: Inkapilia (CaSe SeNsItIvE)
     Exit west
002: Go north, and take the door at the end of the corridor east
005: Follow the corridor and exit south at the end
007: Search the table to find the ID Card
     Exit north
005: Take the first door east, halfaway the corridor.
     Use the ID card on the device beside it to open the door.
008: Go north
     Exit east at the end of the corridor
011: Examine all terminals to learn about Adam Kadmon. After doing that
     Talk to Jet. He'll find you a secret passage. Exit through that 
     passage.
012: Go north, exit north
013: Examine the device to the east. Password: Guiding Word (Case Sensitive)
     Exit north.
014: Examine the picture on the table. 
     After that use the right half (that picture you find during Virginia's
     prologue dungeon). Some revelations will be done. After that Melody
     will pop up and send Asgard after you.
__________
| Boss 23 \
+---------------------------------------------------------------------------+
| Asgard (1)                                    | Aka Dump Horned Robot     |
+---------------------------------------------------------------------------+
| Virginia 16      | Clive 17          | Jet 17            | Gallows 17     |
+---------------------------------------------------------------------------+
| Difficulty: Medium / Annoying                                             |
+---------------------------------------------------------------------------+
| Asgard has high defenses, so it's not very likely that Viriginia will     |
| hurt it. It's attacks are rather strong, so you'll be healing a lot,      |
| However Asgard will use many turns to make itself invicible. In that time |
| you cannot hurt it, but it can't hurt you either. Make use of such turns  |
| in order to heal or reload. Just stay patient and you'll be fine.         |
|                                                                           |
| If you are hurt, the spell valliant can help to break to his              |
| invincibility shields                                                     |
+---------------------------------------------------------------------------+
After this fight, this mission is over.

+---------------------------------------------------------------------------+
| Humphrey's Peak                                   (23130,11959) | IDXC00M |
+---------------------------------------------------------------------------+
| Virginia 17      | Clive 18          | Jet 18            | Gallows 18     |
+---------------------------------------------------------------------------+
| You start near the Leyline Observatory. Head follow the shore and cross   |
| the bridge. From there head straight south and search the area            |
+---------------------------------------------------------------------------+
Go to Clive's house. (In the northwest, with the blue roof).
Once there you'll meet Clive's wife and daughter. After that the party will
do some research. In this research you'll learn about a group of scientists
called "The Council of Seven". Now you need to find out who they are.
The picture of Virginia's dad will bring the solution. Use it (it'll be
in your inventory as "Taped Photo"). You'll find out some clues about that
council. And it would appear that the Council has serveral members you did
meet during the game. 

Well, after all the research, there are two quests available. Fortune's Gear
and the Gemstone Cave. The order in which you do them is up to you, as long
as you take them both on. 

You can also go for a boss, which you need to get the Sandcraft which you 
need later in the game. And the Secret Garden Sidequest is now available and
I strongly recommend to take it on as it will grand the only supply of healing
items, since you cannot buy them in any store.

After that you can get the show on the road. 
Before you leave Humphrey's Peak, make sure you've spoken with Clive's
daughter with anybody except Clive. She'll mention a railway station.

+---------------------------------------------------------------------------+
| Diobarg                                        (Random, Random) | IDXC00M |
+---------------------------------------------------------------------------+
| Virginia 17      | Clive 18          | Jet 18            | Gallows 18     |
+---------------------------------------------------------------------------+
| This is only a boss located on the worldmap. You need to fight it or else |
| you cannot get the Sandcraft which you need later. For this you need to   |
| be in the Dune Canyon area. The only way to get there is by train. The    |
| most obvious option for that is the station west of Humphrey's Peak.      |
| Clive's daughter should have told you about it. (East Highlands)          |
| Once there you're gonna need horses. If you got a call whistle you can    |
| call the horses. Ride on your horses and when a green exclamation mark    |
| appears, don't avoid the combat as it will probably be the boss you gotta |
| fight.                                                                    |
|                                                                           |
| (To leave Dune Canyon chat with Simon the attendant. He'll tell you about |
| Diobarg)                                                                  |
|_________                                                                  |
| Boss 24 \                                                                 |
+---------------------------------------------------------------------------+
| Diobarg                                       | Aka The horsehunter       |
+---------------------------------------------------------------------------+
| Virginia 16      | Clive 17          | Jet 17            | Gallows 17     |
+---------------------------------------------------------------------------+
| Difficulty: Too easy                                                      |
+---------------------------------------------------------------------------+
| You gotta be a total moron to lose this fight, trust me. Its attacks are  |
| overall pathetic, so you should be able to easily heal them up. It will   |
| also waste a lot of turns trying to paralyze you. While you are on in a   |
| horse-battle, you are not vulnerable to paralysis. It's defenses are high |
| but it's not really a problem. You may wanna try to mystic a Lucky Card.  |
| It DOES pay off.                                                          |
|                                                                           |
| (In stead of healing use Valiiant. You'll do much more damage on it).     |
|                                                                           |
| Some people e-mailed me with the message that Diobarg is an optional      |
| boss, since you can get Dragon Fossils (which it unleashes) at random     |
| after battles. Especially for this version of this FAQ I've done a very   |
| expanded research on this matter to be sure. The conclusion is: Diobarg   |
| is NOT optional. Only when you got the Sandcraft already the Dragon       |
| at random will come, and to be able to obtain the Sandcraft you do need   |
| the ones Diobarg drops, as it is yet the only way to get hem.             |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| Fortune's Gear                                                  | IDXC00N |
+---------------------------------------------------------------------------+
| Virginia 21      | Clive 21          | Jet 22            | Gallows 21     |
+---------------------------------------------------------------------------+
| Guardian: Chappapanga (Lucky Hand)                                        |
+---------------------------------------------------------------------------+
| You need to be in the Dune Canyon area. (Same area as were Diobarg is).   |
| If you ain't there, use the train to get there. (Most obvious Station     |
| could be the one west of Humphrey's Peak. You need to talk to Clive's     |
| daughter with anyone except Clive to unlock it).                          |
| In this area, the place is at the south-east.                             |
+---------------------------------------------------------------------------+
001: Exit north
002: Exit north.
     (The duplicator door upstairs contains the optional boss Black Boss,
     which can only be fought when you opened all treasure chests in the game.
     Pretty obvious you won't be able to fight it until you reach the final
     mission).
004: Follow the corridor and exit west
006: A quick Memory game. You can only make three mistakes or the game
     will mix everything up. The object is easy. Find the matching pairs.
     Here's the setup I got when I wrote this FAQ. 
     +---------------+---------------+
     |      Blue     |      Blue     |
     +---------------+---------------+
     |     Yellow    |       Red     |
     +---------------+---------------+
     |       Red     |     Yellow    |
     +---------------+---------------+
     |      Green    |      Green    |
     +---------------+---------------+
     After you did this exit west
007: Follow the corridor
     (Door North leads to treasure, which includes Adventure 2)
     Exit south to continue the quest
009: Another Memory puzzle. This one ain't so hard, since you don't have a 
     turn limit like before. However the floor is fragile, so you have to
     tiptoe around this entire place. You know how to tiptie. Cancel button
     with directional button (Default O in US version, X is Japanese version)

           Green          Green           Blue            Blue
           Yellow         Red             Yellow          Red

     Exit east
010: Time to kill a boss.
__________
| Boss 25 \
+---------------------------------------------------------------------------+
| Olivier                                       | Aka Me Eat Everything     |
+---------------------------------------------------------------------------+
| Virginia 21      | Clive 22          | Jet 22            | Gallows 21     |
+---------------------------------------------------------------------------+
| Difficulty: Very extremely annoying                                       |
+---------------------------------------------------------------------------+
| What Olivvier does most is inflicting poison and disease. If Viriginia    |
| has the Flash Hit Medium (like I told you) she should have Clearence.     |
| since Olivier goes crazy with poison and disease it doesn't make sense to |
| use that move all the time, but when a diseased party member is running   |
| out of HP, you should let Virginia use Clearance on that person and       |
| should heal him/her.                                                      |
| Clive and Jet should be your attacking team. Valliant does do great her.  |
+---------------------------------------------------------------------------+
     Exit East
011: Freeze three of the devices and examine the only one that is not yet
     frozen. Exit east
012: Follow the corridor. You can bump the switch on the west wall to 
     get treasure from the south room. Exit north to continue the quest.
014: Another memory puzzle, but this is a timed one. Once you lit one you
     get only 2 seconds to light the other. You'll need to use the steady
     doll to do this.
                                            Blue
              Green                                            
                                                      Red
         Yellow        Yellow
                              Red

                   Green                    Blue

     Exit north
015: Here you got the "Chock" again, otherwise known as "Big Thingamajig" :)
     Go north, exit north
016: Meet Janus......... Again.... (Already noticed that of all repeated
     bosses, he'll be the one you fight most?)
__________
| Boss 26 \
+---------------------------------------------------------------------------+
| Janus (7)                                     | Aka I'm powered up        |
+---------------------------------------------------------------------------+
| Virginia 21      | Clive 22          | Jet 22            | Gallows 22     |
+---------------------------------------------------------------------------+
| Difficulty: Can be pretty hard                                            |
+---------------------------------------------------------------------------+
| Janus is powered up with every possible powerup spell in the game by      |
| default. Cast eraser to dispell that all first, if you don't wanna be in  |
| serious trouble. After that you gotta take in mind that Negative Rainbow  |
| is his favorite move. You won't be able to mystic as much as you'll have  |
| to. That makes this battle pretty hard.                                   |
+---------------------------------------------------------------------------+
After this fight this mission is over. Use the train to get back in the
Humphrey's peak area. If you did the Gemstone cave go back to Humphrey's 
Peak, if not then you know what to do.

+---------------------------------------------------------------------------+
| Gemstone Cave                                     (21594,15207) | IDXC00O |
+---------------------------------------------------------------------------+
| Virginia 22      | Clive 22          | Jet 22            | Gallows 22     |
+---------------------------------------------------------------------------+
| Monsters: Rock Baboon, Hodac                                              |
+---------------------------------------------------------------------------+
| From Humphrey's Peak. Call the Horses with a call whistle. and head north |
| jump over the gorge. At the top north search.                             |
+---------------------------------------------------------------------------+
001: Follow the road and exit north-east
002: Follow the road and exit east
003: Oh noooo! Them again. Yes, you gotta fight them this time, but not yet.
     That comes later. After they are gone bomb the rocks under the bridge
     north. Open the chest for 5000 bucks. Go back south and head east
     Exit north-east
004: Follow the road and exit west
003: Cross the bridge and exit west
002: Exit north
005: Maya will place a large boulder to block your way. 
     Just bombing it will get you nowhere. 
     Have Virginia to throw about 10 or 20 thindercrests to it as fast
     as you can, and while the rock is still glowing hot, Gallows should
     freeze it. This requires extreme speed and patience, but if you do it
     well the rock will turn black. Now place a lot of bombs to blow it up.
     Follow the road and exit north-west
006: Go north-east. exit east
009: Go east, follow the road and exit at the end
010: You'll be in a room with holes in the ground. Maya will appear and 
     kick you into one of them.
012: Go east, and go up the ramp. Exit north
011: Follow the road and exit south at the end
010: You're once again in the room with the many holes, but this time Maya
     won't come to bother you.
     Go in a straight line south and jump into the last hole on your right
     side (from players view, which could be left from camera's view. Wind
     direction is west). 
012: Go east. Maya will be totally stressed out because you made progress
     where she did not. After that exit south-east
013: Head east, then north. When you reach the exit Maya and her crew will
     attack you.
__________
| Boss 27 \
+---------------------------------------------------------------------------+
| The Schrodinger Family  (2)                   | Aka The Magic Frustration |
|                                               |     Foundation            |
+---------------------------------------------------------------------------+
| Virginia 22      | Clive 22          | Jet 22            | Gallows 22     |
+---------------------------------------------------------------------------+
| Difficulty: Can be pretty hard                                            |
+---------------------------------------------------------------------------+
| Much of this battle is the same as before. Alfred, Todd and Shady will    |
| follow the same technique as before. Which means that you gotta get rid   |
| of Todd first, since he heals Alfred and Maya all the time regardless if  |
| it's his turn or not, plus even in Maya's current state, Todd is the most |
| dangerous opponent. But as before you can set his Afro on fire to make    |
| him lose HP every round. (This is not without danger as Maya can cast     |
| reflect now). Shady and Alfred will do their regular attacks are not that |
| much of a thread in this fight.                                           |
|                                                                           |
| Maya is a totally diffrent story, this time. It's not just her clothes    |
| which have changed. Her abilities have changed with that as well. She     |
| has become a sorceress this time, and can cast all kinds of nasty spells  |
| and most of them will target your entire party. That will make this fight |
| the hardest fight against the Schrodingers in the game (yes, you'll fight |
| them again later). It makes no sense to cast reflect or any other support |
| magic. Maya will dispell it all in once, and before you think that would  |
| be one turn in which she doesn't attack, don't forget that she has 3      |
| comrades. Ocasionally she'll cast supportive magic (most of all reflect)  |
| on her comrades. That makes that magic is not the way to win this fight   |
|                                                                           |
| You can go to remove Alfred and Shady but it's only taking down Maya that |
| counts.                                                                   |
+---------------------------------------------------------------------------+
After this fight this mission is over.

You can go back to Humphrey's Peak.
If you didn't do the Fortune's gear yet, go for that now. If you completed
that dungeon the game will continue with more research.

+---------------------------------------------------------------------------+
| Faraway Lands                                     (20937,10899) | IDXC00P |
+---------------------------------------------------------------------------+
| Virginia 23      | Clive 23          | Jet 23            | Gallows 23     |
+---------------------------------------------------------------------------+
| Tool: Mighty Gloves                                                       |
+---------------------------------------------------------------------------+
| Monsters: Unknown, Vacuumon                                               |
+---------------------------------------------------------------------------+
| After you did The Gemstone Cave and Fortune's Gear. Talk to the guy next  |
| to the savespot in Humphrey's Peak. He'll hire you for a new mission. The |
| place to be is west of Humphrey's Peak, south of the raiway station.      |
+---------------------------------------------------------------------------+
001: Go downstairs and exit north
002: Go north down the stairs.
     Go up the stairs east of the elevator
     Exit north
004: Stand on the switch and the door to the furnace opens.
     Keep throwing thindercrests in it until you started up the main generator
     Exit west
005: You can get in the nets for treasure. Exit south-east
002: Step on the elevator. Use its console to go down.
006: = Get into the nets by using the west platform
     = Move above the switch
     = Drop off from there to land onto the switch
     = Get into the nets again.
     = Go up
     = Exit south
007: Open the chests to get the Power Gloves.
     A Vacuumon will attack you. This one has more HP and will transport you
     back to the entrance of the Faraway Lands, unless you kill it. Let
     Virginia use a Thunder Gem and Gallows cast Inpire. Jet and Clive should
     attack. That mostly does it. Exit North (if you got transported back, 
     just go down with the elevator and continue).
006: Drop off, and go east.
     Remove the block with the power gloves.
008: You need the power gloves to place the block on the switch
     Exit south.
009: Push all the blue blocks to the north wall, starting with the most
     north one, and so the whole cue to the south. Then push them all to
     the east. Exit east
010: Go up the stairs, exit north
011: Make a way through the blocks with the power gloves.
     Step on the switch, and make your way back.
     Exit west
008: Exit north
013: Go down the stairs and exit east
014: Put the south block on the north switch and the north block on the south
     switch and exit east
015: This is a good spot to use a gimel coin to save.
     Exit north.
016: Take the Kizim Fire and exit south.
015: Fight Asgard.
___________
| Boss 28a \
+---------------------------------------------------------------------------+
| Asgard (2) & Melody (2)                       | Aka Two insane killers    |
+---------------------------------------------------------------------------+
| Virginia 23      | Clive 24          | Jet 23            | Gallows 24     |
+---------------------------------------------------------------------------+
| Difficulty: Very hard                                                     |
+---------------------------------------------------------------------------+
| Preperations: Have at least 1 better 2 potion berries.                    |
+---------------------------------------------------------------------------+
| Asgard will start alone and open with a move that hurts all party members |
| very bad. After that move Melody will join the fight. Now the first thing |
| gotta do is to mystic a potion berry before discussing anything else.     |
|                                                                           |
| Now Asgard will fight with the same strategy as before. Melody will only  |
| cast Eliminate Scanner. This time she'll attack at random and won't focus |
| on Clive, like before. Asgard is by himself not so hard, especially since |
| he does throw turns away like before. However since Melody is helping him |
| you won't get much rest, and when the two of them attack together things  |
| can really get ugly. So watch you HP and don't hesitate to Mystic some    |
| items, since you're not likely to survive if you do.                      |
|                                                                           |
| Focus all your attacks on Asgard. It makes no sense to target Melody as   |
| she'll redirect all attacks to Asgard. When Asgard is out of HP he will   |
| not fall, but cast Wide Barrier to kill the entire party. When that       |
| happens you won this battle.                                              |
|                                                                           |
| If you have started up the secret garden, then going there to harvest can |
| increase your chances to victory,                                         |
+---------------------------------------------------------------------------+
___________
| Boss 29b \
+---------------------------------------------------------------------------+
| Asgard (3)                                    | Aka Damn you, Werner!!    |
+---------------------------------------------------------------------------+
| Virginia 23      | Clive 24          | Jet 23            | Gallows 24     |
+---------------------------------------------------------------------------+
| Difficulty: Very Easy                                                     |
+---------------------------------------------------------------------------+
| Well, Asgard is alone, this time Melody won't help him. And his attacks   |
| are not really impressive either. As long as you heal in time you're      |
| gonna win this fight very easily.                                         |
+---------------------------------------------------------------------------+
After this fight this mission is over.
Going to Humphrey's Peak will trigger the event for the next location.

+---------------------------------------------------------------------------+
| The Ark Of Destiny                                  (9154,2351) | IDXC00Q |
+---------------------------------------------------------------------------+
| Virginia 24      | Clive 24          | Jet 24            | Gallows 24     |
+---------------------------------------------------------------------------+
| For this you must have completed the Faraway Lands and have defeated the  |
| boss Diobarg (IDXC00P and IDXC00M). After that speak to the guy next to   |
| the savespot. After doing that go to the station and take the train to    |
| Midland Station. From there head to Jolly Roger. If you didn't already do |
| that, talk to the ARMS girl there to receive a Sandcraft. (If you don't   |
| get one, you didn't kill Diobarg. Go out and kill it first). Well, when   |
| have the SandCraft, it'll be docked on the beach outside Jolly Roger.     |
| Board it. Head South-west. Ignore the two beaches on your right side.     |
| Go straight to an island. Dock there on the beach. And go west. The place |
| to be is located here.                                                    |
+---------------------------------------------------------------------------+
Keep going north until you meet Lamium, the leader of the Ark of Destiny.
He has a lot to tell you. His speech will however be interupted but some
pressing news about intruders on an excavation site of the Ark. Well, you
could already guess who those intruders are... Sigh...
Leave the Ark of Destiny and head for Survey Point #17.

+---------------------------------------------------------------------------+
| Survey Point #17                                  (10364,23476) | IDXC00R |
+---------------------------------------------------------------------------+
| Virginia 24      | Clive 24          | Jet 24            | Gallows 24     |
+---------------------------------------------------------------------------+
| Monsters: Captor, Urchin Bug                                              |
+---------------------------------------------------------------------------+
| From the Ark go back to your sandcraft and board it.                      |
| Go to the island South of the Ark of Destiny                              |
| Go south and keep going south until you reach a bridge (don't cross it)   |
| From here the place to be is a little north-east.                         |
+---------------------------------------------------------------------------+
This is a one-time dungeon. Once you completed it, it'll be removed from the
world map and you won't be able to come back here again. There are some hidden
treasures here. This will be the only chance to get them. There are no chests
here that are part of the black box side-quest, so don't worry about that.

---: Go down and exit north
---: Follow the corridor exit north
---: Ah, see it's "them" again. Follow the road and exit east
---: Follow the road and exit north
---: Some monsters will be sent after you.
__________ 
| Boss 30 \ 
+---------------------------------------------------------------------------+
| Hound, Feline, Donkey and Flier               | Aka We are monsters!      |
+---------------------------------------------------------------------------+
| Virginia 24      | Clive 24          | Jet 24            | Gallows 24     |
+---------------------------------------------------------------------------+
| Difficulty: Rather easy                                                   |
+---------------------------------------------------------------------------+
| None of these animals is able to cause any sort of trouble. And none of   |
| them has much HP either. Just ignore their powerups and powerdowns. And   |
| make sure you don't run out of HP                                         |
+---------------------------------------------------------------------------+

     Exit north
---: Follow the corridor and exit west
---: In this room Maya and Virginia got to work together.  You gotta 
     control Virginia, the computer will control Maya.
     Maya will take the northern path, Virginia has to take the southern one.
     = Go up the stairs
     = Light the brazier near Maya with the thindercrest
     = Maya will step on the switch to open the way for you.
     = Go west
     = Light the other brazier and Maya will open another way for you.
     = Light the brazier near Maya to grand her passage.
     = Light the eastern brazier and Maya will step on the last switch and
       leave the area.
     = Exit north
---: Follow the corridor and exit east at the end
---: Another place were you gotta work together with Maya.
     You need to be quick since Maya will only open the way for you once and
     the road will close very quickly.
     = Go up the stairs
     = Light the brazier
     = Keep following the road until Maya will trap you in.
     = Light the east brazier and go west ASAP
     = Follow the road and step on the switch at the end
     = Maya will leave the area
     = Drop off, go north and exit north
---: Follow the corridor and exit east
---: The last time in which you gotta work together with Maya.
     This place works in ulitmate precision. You need to act fast and any
     form of hesitation will be punished. After Virginia makes her first move
     two blocks with a dealy pin in it will start moving closer. When it 
     touches either you or Maya, you'll have to start over. These blocks move
     too fast to beat in time. Simply impossible. You can slow them down by
     using the Freezer Doll. On moments you cannot do a thing you'll have to
     let Gallows slow them down.
     Ready?
     = Light the brazier east , and Maya will open the way for you.
     = Go north and light the other brazier
     = Maya will try to goof off. Viriginia will call her back to finish
       the task, but this costs extra time. Keep using the Freezer Doll to
       win time
     = Once Maya opened the north head west and go up the steps and you're out
       of range of the blocks.
     = Make sure your in full condtion and exit north
---: Boss time
__________ 
| Boss 31 \ 
+---------------------------------------------------------------------------+
| Humpty & Dumpty                               | Aka Eggies!               |
+---------------------------------------------------------------------------+
| Virginia 25      | Clive 25          | Jet 25            | Gallows 25     |
+---------------------------------------------------------------------------+
| Difficulty: Very hard!!                                                   |
+---------------------------------------------------------------------------+
| As Wild Arms traditions go, these two couldn't be left out. Humpty (the   |
| small white one) will contineously use all kinds of assist moves and      |
| Dumpty (the big black one) will cast all kinds of attacking magic on you. |
| If you could get Dumpty out this fight will be easier, but that ain't     |
| that easy, since Humpty will cast "Critical Heal" and that makes you      |
| gotta start all over. Still wanna try? Then only attack it for a a round  |
| or three and make sure Virginia reaches 100FP. Then summon Stare Roe      |
| (Flash Hit) and if you did this well, Dumpty is out. This is possible,    |
| however it goes wrong very easily causing Humpty to heal it up again.     |
|                                                                           |
| Method two is harder but a lot more reliable. However it may require to   |
| Mystic some items, so I hope that you have started up the secret garden!  |
| That method is to go at full force a Humpty. Humpty can NOT heal itself   |
| only its comrade. When Humpty is out, the battle won't get any easier,    |
| but at least you can be sure that there's nobody who can heal up Dumpty.  |
| Dumpty is also weak to light, so Spectre can come in handy (be sure that  |
| Dumpty is not under the effect of the "Reflect" spell. If it is, it will  |
| wear off in only a couple of turns).                                      |
+---------------------------------------------------------------------------+
     Exit north
---: Okay, now is a good moment to use a Gimel Coin. There's another
     bossfight coming up (not really hard), and after that a timed part.
     After saving, go north, and exit north
---: Fight the Schrodinger Family.
__________ 
| Boss 32 \ 
+---------------------------------------------------------------------------+
| The Schrodinger Family (3)                    | Aka The Arts Frustration  |
|                                               |     Foundation            |
+---------------------------------------------------------------------------+
| Virginia 25      | Clive 26          | Jet 25            | Gallows 25     |
+---------------------------------------------------------------------------+
| Difficulty: Medium/Easy, depends on how quickly you take out Todd.        |
+---------------------------------------------------------------------------+
| In this fight against the Schrodinger Family a few diffrent rules apply.  |
| This time it's not taking out Maya that counts, this time you gotta take  |
| out ALL FOUR of them. Next this time you CAN attack Maya and Alfred       |
| without Todd curing them immediatly. That about sums it up.               |
|                                                                           |
| Alfred, Todd and Shady follow the same battle technique as before, so     |
| nothing new to tell about them. As always I recommend to take out Todd    |
| first, his attacks are simply the strongest, and he can confuse you. As   |
| before you can set his afro on fire with a fire spell. When Todd is out   |
| this battle becomes easy. Alfred's and Shady's attacks are far from       |
| impressive. Maya is a bit stronger now that she has become a fighting     |
| artist, but she's not even half as bad as she were as a sorceress.        |
|                                                                           |
| The best order to take them out is: Todd > Maya > Shady > Alfred          |
+---------------------------------------------------------------------------+
After this fight the main mission is basically over if things were not getting
out of control. Because of a few things that happened, things are about to
explode. You only got 15 minutes until the explosion takes place. If you
cannot get out of this place before that happens, I suppose the game will
be over. (It never happened to me though).

A few handy things to know about timed missions (there are two ones in this
game).
- Time will flow while walking, but stop when you call for the menu screen.
  This also goes for the tool selection menu.
- During battles time will flow while the commands are executed. The time
  will stop while you are entering your moves.
- You cannot use Gimel Coins during timed missions.

Alright, with that taken in order, let's get the hell outta here!

     
---: Go south, exit south
---: Exit south
---: The "pin-blocks" have been removed. You can take either of the roads
     to go south. Exit west
---: Go west, exit west
---: Follow the road, and exit south
---: Exit west
---: Follow the corridor and exit south
---: Go east, exit east
---: Follow the corridor and exit south
---: Exit south
---: Follow the corridor and exit west
---: Follow the corridor and exit south
---: Follow the corridor and exit south
---: Follow the corridor and exit south

This completes this mission. You'll automaticly end up in the audience room
of the Ark Of Destiny.

+---------------------------------------------------------------------------+
| The Ark Of Destiny - The Balance is zero                        | IDXC00S |
+---------------------------------------------------------------------------+
| Virginia 26      | Clive 27          | Jet 27            | Gallows 27     |
+---------------------------------------------------------------------------+
You'll have a discussion with Lamium. Due to what happened in Survey Point #17
he'll take back the reward because of some done damage. After your talk,
exit south twice, and then exit north west to go into the library.

Examine the bookshelves in the northeast. Here you'll find a book about the
Ygdrassil Project and the role of the Council of Seven in the whole story.
(And even more shocking information). After that leave the Ark Of Destiny
and go to Boot Hill.

+---------------------------------------------------------------------------+
| Boot Hill                                         (10364,23476) | IDXC00T |
+---------------------------------------------------------------------------+
| Virginia 26      | Clive 27          | Jet 27            | Gallows 27     |
+---------------------------------------------------------------------------+
| After reading the book at the Ark Of Destiny go from there to the         |
| Sandcraft. Go west till you reach land. Go south and follow the shore.    |
| When you reach a beach dock there. Go north east. When you see a beach to |
| the north, go to it. Boot Hill is located just west of that Beach.        |
+---------------------------------------------------------------------------+
Go to Virginia's house, which is the big one at the north side of the village
beside the save spot. When you enter it the house, a conversation about 
serveral things you know by now will take place. After everything has been
spoken about. Leave Boot Hill.
Janus will appear and strangely he'll give you a clue on where to go next.
But before you can do anything with his information you need to talk things
over in Baskar first.

+---------------------------------------------------------------------------+
| Bakar Colony - Discussing the clue from Janus     (12998,10911) | IDXC00U |
+---------------------------------------------------------------------------+
| Virginia 27      | Clive 27          | Jet 27            | Gallows 27     |
+---------------------------------------------------------------------------+
| Yes, I know that this location is already on the map, but still this      |
| guidelines to get there. This alternate route will get you to a beach     |
| closer to Baskar and closer to your next destination.                     |
|                                                                           |
| From Boot Hill take your Sand Craft and head north-east.                  |
| North-east from the Ark of Destiny are some strange rocks. Go to them     |
| From there head north. You'll get near Little Twister. From that beach    |
| Go east and keep following the shore. Dock at the first beach you'll find |
| and head north to reach Baskar.                                           |
+---------------------------------------------------------------------------+
Go to the temple at the north of the village, to talk with Halle. 
Halle will tell you where to find Infinitum. 
After a lot of talk leave Baskar and go to Infinitum.

+---------------------------------------------------------------------------+
| Infinitum                                         (12998,10911) | IDXC00V |
+---------------------------------------------------------------------------+
| Virginia 27      | Clive 27          | Jet 27            | Gallows 27     |
+---------------------------------------------------------------------------+
| Guardian: Dan Dairam (Cosmic Cog)                                         |
+---------------------------------------------------------------------------+
| Monsters: Delphin, Premium Delphin, Manticore                             |
+---------------------------------------------------------------------------+
| From Baskar go to the Sandcraft (should be located on the west beach if   |
| you followed my earlier advice). and go straight west and dock at the     |
| beach at the opposite side. From there go straight west and keep          |
| searching until you find it.                                              |
+---------------------------------------------------------------------------+
---: Go north, exit north
---: Follow the corridor and exit west at the end
---: Turn the eastern wheel clockwise until a gear moves. 
     Repeat that twice.
     Do the same with the western wheel and repeat that twice too.
     Step on the switch.
     The west door opens. Exit west
---: Follow the road and exit north at the end.
---: You'll meet a boss here.
__________ 
| Boss 33 \ 
+---------------------------------------------------------------------------+
| Pyrodrake                                     | Aka Let the MF Burn       |
+---------------------------------------------------------------------------+
| Virginia 27      | Clive 27          | Jet 27            | Gallows 27     |
+---------------------------------------------------------------------------+
| Difficulty: Easy                                                          |
+---------------------------------------------------------------------------+
| Of course you realize that this guy is weak to ice. Of course you realize |
| making use of that, is not going unpunished. Every time it's hit by an    |
| ice spell it will counter with Volcannon Trap, which hurts the entire     |
| party with fire. Cut short, not such a good idea. As long as you don't    |
| ice magic on it, it won't do anything impressive so don't worry.          |
+---------------------------------------------------------------------------+
     = Go to the blocks to the east
     = Pick up the southern block and place it in the north "gap"
     = Do the same with the northern block in the south "gap"
     This will form a bridge.
     = Get on the west platform. 
     = Follow the road until you reach a strange device.
     = Let Gallows examine that device.
     = Go north
     = Exit north
---: = Go down the west stairs
     = Go south
     = Turn the camera
     = You'll see a target. Throw the boomerang to it.
     = Go back to the entrance of this room
     = Make the swinging thing kick you to the east and you'll land onto a
       switch
     = Drop off east
     = Go back to the entrance of this room.
     = Make the second swinging thing (so avoind the first) kick you to the
       west
     = Let Gallows examine the machine.
     = Drop off west
     = Go back to the entrance of this room
     = Make your way south avoiding the swining things.
     = Exit south
---: Follow the corridor and exit east at the end
---: I hate this room from the bottom of my heart.
     = Go south, around the corner east
     = Get on the gear
     = Get off it from the north side
     = Go east
     = Around the corner north
     = Get on the gear
     = Get off it north
     = Step on the switch
     = Get on the gear
     = Try to get on the swing on the west (this requires perfect timing)
     = Get off the swing west
     = Step onto the switch
     = Get back on the swing
     = Get back on the gear
     = Get on the swing south
     = Get off the swing south
     = Let Gallows examine the devive
     = Exit south
---: Follow the corridor and exit west
---: Light all braziers in order, starting by I, then II and so on till XII.
     Exit west
---: There's the "big thingamajig" again. Exit north
---: Fight 
___________
| Boss 34a \
+---------------------------------------------------------------------------+
| Asgard (4)                                    | Aka Me fight again        |
+---------------------------------------------------------------------------+
| Virginia 27      | Clive 28          | Jet 27            | Gallows 27     |
+---------------------------------------------------------------------------+
| Difficulty: Easy                                                          |
+---------------------------------------------------------------------------+
| This is gonna be the easiest encounter with Asgard ever. It contineously  |
| tries to powerup, but it will always fail. All attacks though will be     |
| countered. Therefore only let one person do the attack, so that you have  |
| a lot of time healing. Since Clive is the strongest of the bunch it's     |
| only obvious that you use him for that task. Use Gallows to heal him.     |
| Don't worry that Gallows cannot heal all in once. Make use of that by     |
| casting Valliant. And when you HP is being too bad, just don't attack :)  |
+---------------------------------------------------------------------------+
___________
| Boss 34b \
+---------------------------------------------------------------------------+
| Asgard (5)                                    | Aka Me fight again        |
+---------------------------------------------------------------------------+
| Virginia 28            | Clive 29                | Jet 28                 |
+---------------------------------------------------------------------------+
| Difficulty: Medium                                                        |
+---------------------------------------------------------------------------+
| Asgard has in this round infinite HP, so don't bother attacking. Asgard   |
| now be a bit more active and use pretty heavy attacks on you. You gotta   |
| survive for 3 turns to win this fight, which is harder than it sounds.    |
| Since Gallows is your main healer (assuming that you invoked the mediums  |
| the way I recommended), makes you missing something. Asgard can force you |
| to mystic some Potion Berries. Just let everybody defend and use Mystic   |
| with a potion berry when things get rough.                                |
+---------------------------------------------------------------------------+
After this fight, this mission is over.
Janus will give you a clue about Nidhogg. That's your next target

You'll also get Cosmic Cog. Equip it on Clive.

+---------------------------------------------------------------------------+
| Nidhogg Pass                                                    | IDXC00W |
+---------------------------------------------------------------------------+
| Virginia 28      | Clive 29          | Jet 28            | Gallows 28     |
+---------------------------------------------------------------------------+
| Tool: Gale Crest                                                          |
+---------------------------------------------------------------------------+
| Monsters: Mushussu, Amdiuscias, Helterskelter                             |
+---------------------------------------------------------------------------+
| VERY IMPORTANT NOTICE!!!!!                                                |
| ==========================                                                |
| Nidhogg pass has two entrances. You take one entrance first, when you're  |
| done you go all the way back to the worldmap and enter this place through |
| the other entrance.                                                       |
|                                                                           |
| Both entrances start with the boss Nidhogg. And both entrances end in     |
| a central room which gives way to the rest of the dungeon which you can   |
| enter once both entrances have been completed.                            |
| you still follow?                                                         |
+--------------------------------------+------------------------------------+
| Entrance near Baskar:                | Entrance far west of Boot Hill:    |
| When your sandcraft is docked at the | From the beach at Boot Hill go     |
| beach west of Baskar, things are     | West using the sandcraft. And keep |
| easy. Take the sandcraft and go      | following the shores of the        |
| north and keep following the eastern | continent south of you. Dock at    |
| shore. The way will turn to the west | the second beach. Go south and     |
| dock at the first beach to the north | west into the forest. Search there |
| From there go north, and take the    |                                    |
| first way east. Walk into the forest |                                    |
| and search there.                    |                                    |
+--------------------------------------+------------------------------------+
---: Go south and fight Nidhogg        | 008: Go west and fight Nidhogg     
__________                             |_________
| Boss 35 \                            | Boss 35 \
+--------------------------------------+------------------------------------+
| Nidhogg                                       | Aka Me fight again        |
+---------------------------------------------------------------------------+
| Virginia 28      | Clive 29          | Jet 28            | Gallows 28     |
+---------------------------------------------------------------------------+
| Difficulty: Hardy Hard                                                    |
+---------------------------------------------------------------------------+
| Nidhogg's weaknesses are light and darkness. If you have a chance you can |
| make use of that by casting Spectre. However this this freak is an expert |
| on causing all kinds of status changes you don't want you may need to     |
| cast "Clearance" a lot. However use it wisely. It makes no sence to cure  |
| Clive and Jet from Misary/Downhearted to name something. Gallows and      |
| Virginia can be required for that since they are the main healing team.   |
| When it comes to disease, only cure that with Virginia to let Gallows     |
| follow up with heal. Other kinds of status changes is up to your own      |
| strategy to heal them or not. You know by now what is dangerous and what  |
| not. When it comes to dealing damage, rest assured because that hardly    |
| happens, and when it happens it's in one word pathetic.                   |
+--------------------------------------+------------------------------------+
     Exit south                        |      Exit west 
001: Follow the corridor. Exit south   | 009: A boomerang target is hidden
003: Tiptoe over the bridge.           |      behind the south rocks. Try
     If you fall throught he middle on |      to throw a boomerang to it.
     purpose you read a duplicator     |      You gotta steer it, and it's
     door. Otherwise exit east         |      very tricky. Pratice makes
                                       |      perfect. When succesful exit
D-Door             | No D-Door         |      west
004: Make your way | 005: You'll end   | 010: Follow the corridor. Exit west
     Up to find a  |      up at the    | 005: Go south. Drop off south.
     migrant seal  |      spot where   |      Go south. Exit South-East
     A mini carrot |      you'd drop   | 011: Light the braziers. Use the
     and adventure |      off in the   |      stairs to get on the right 
     4. At the end |      D-Door route |      height. Is tricky, but not hard.
     Exit SE       |                   |      When they are all lit, go 
005: Drop off      |                   |      upstairs and exit south.
                                       | 007: Use the switch.
005: Go south and exit south           |
006: = Use the might gloves to put the |
       lower block on the north side   |
     = Move it north again             |
     = Put the upper block on your     |
       northside                       |
     = Put the other block south of ya |
     Tadaaa! A bridge. Cross it and    |
     exit south.                       |
007: Use the switch                    |

From here you are in the central room which gives way to the central part
of the dungeon. You cannot enter it unless you entered Nidhogg pass by the
other entrance as well. If you didn't do that already, do that first and
you'll end up back here. If you did both sides, then exit south to continue
to the rest of this dungeon.

013: = Drop off south
     = Go west
     = South, up the steps
     = Exit west
014: Open the treasure chest to get a Gale Crest and exit back east
013: Use the gale crest to warp all the way east and exit south
015: Follow the corridor and exit south
016: = Use the platform to warp south (over the patform between the roads)
     = Go west
     = Use the switch
     = Go east
     = Use the gale crest to go north without stepping on the switch
     = Go west
     = Get on the north platform
     = Use the gale crest to warp south over all platforms
     = Exit south
017: = Remove the crates in the northeast
     = Step on the switch
     = Use the gloves to form a bridge with the crates between the north
       and the center platform.
     = Cross it
     = Use the Gale Crest to go west
     = Exit west
018: = Use the gale crest to go over the western road north
     = Step on the switch
     = Gale back
     = Use the gale crest to go over the eastern road north
     = Exit east
016: Use the gale crest to go east. Exit east (if that doesn't already
     happen because of the crest)
019: Follow the corridor and exit east
020: = Move the green block with the power glves into the south-west corner
     = Push the blue west
     = Push the blue south
     = The last one can be move without gloves. Push it all the way west
     = Pull it south once
     = Go back to the entrance of this room
     = Stand south of the south brazier
     = Use the gale crest to go south
     = Use the gale crest to go east
     = Exit south
021: = Drop off south
     = Go up the stairs west
     = Use the gale crest to go east, but make sure you're stopped by the
       block on the middle platform
     = Use the power gloves to throw it down
     = Drop off
     = Pick the block you just dropped and put it east of you
     = Do it again
     = Stand south of the block
     = Pick up the other block and put it south of you.
     = Pick up the crates on the south platform and throw them away.
     = Get on the north-west platform
     = Warp east with the gale crest
     = Drop off south and land on the block
     = Make sure Virginia is at Max HP (the others don't matter)
     = Warp south with the gale crest and exit south in the process
023: Fight Leehalt.
___________________________
| Boss 36 - The Prophets 3 \
+---------------------------------------------------------------------------+
| Leehalt (1)                                   | Aka You get what you give |
+---------------------------------------------------------------------------+
| Virginia 29      | Clive 30          | Jet 29            | Gallows 29     |
+---------------------------------------------------------------------------+
| Difficulty: Very extremely easy                                           |
+---------------------------------------------------------------------------+
| If you are in a funny mood, keep defending and see what Leehalt will do.  |
| Did you see it? Indeed he'll do nothing at all. And it will stay that way |
| for the entire fight, however, as soon as you attack him, he'll counter   |
| your attack with "Rule Of Vengeance" which deals as much damage to you as |
| you did to him. So you understand that dealing a lot of damage will cost  |
| you very dear. So fighting slowly doing little damage is best.            |
|                                                                           |
| Here's my strategy.                                                       |
| Virginia -> Attack (since she deals the least of damage)                  |
| Clive    -> Defend. Clive's gonna die when you attack                     |
| Jet      -> Defend. No need to attack. Only extra healing.                |
| Gallows  -> Cast heal on Virginia                                         |
| Keep repeating this cycle (Of course, make Virginia reload when she's out |
| of ammo). Keep this up until Leehalt gives up.                            |
|                                                                           |
| I warn ya, this is gonna be a long and extremely boring battle, but it's  |
| the best way to do this. (And don't use Gatling. You'll pay for that).    |
+---------------------------------------------------------------------------+
__________
| Boss 37 \
+---------------------------------------------------------------------------+
| Balazs                                        | Aka Ugly Alien            |
+---------------------------------------------------------------------------+
| Virginia 30      | Clive 31          | Jet 30            | Gallows 30     |
+---------------------------------------------------------------------------+
| Difficulty: Can be hard and dangerous.                                    |
+---------------------------------------------------------------------------+
| Balazs has a standard cycle of attacking. Three times Outer World and     |
| then Agony Effect. Outer World will not only have all HP, it'll also make |
| him invulnerable for the rest of the turn. Only Virginia is able to beat  |
| him in speed, and her attacks may not be significant. However there's a   |
| really dirty trick to this. First cast Valliant on Virginia and let her   |
| attack all the time. The more Balazs uses Outer World the stronger her    |
| attacks will be. With luck you may be able to kill Balazs in only three   |
| turns. Otherwise four. Won't be more than that.                           |
+---------------------------------------------------------------------------+
After this fight this mission is over and you'll end up in Green Lodge.

+---------------------------------------------------------------------------+
| Green Lodge                                                     | IDXC00X |
+---------------------------------------------------------------------------+
| Virginia 30      | Clive 31          | Jet 30            | Gallows 30     |
+---------------------------------------------------------------------------+
Basically there's some scenario here. Werner will tell you an important thing
After all that leave Green Lodge and go to Yggdrasil.

+---------------------------------------------------------------------------+
| Yggdrasil                                                       | IDXC00Y |
+---------------------------------------------------------------------------+
| Virginia 30      | Clive 31          | Jet 30            | Gallows 30     |
+---------------------------------------------------------------------------+
| Monsters: Cockatrice, Okypete, Clay Puppet                                |
+---------------------------------------------------------------------------+
| Go north-west towards the lake. Go to the west side of the lake. Search   |
| the clearing.                                                             |
+---------------------------------------------------------------------------+
BEFORE YOU START!
You remember what Leehalt did to Virginia, right?
In this dungeon you'll suffer the concequences of that.
Virginia will have to play the entire dungeon without a VITALITY bar. That
is a bigger problem that it looks like, and can require you a lot of items.
She cannot recover VITALITY by using VIT crystals.
After this mission is over (and with that this chapter) Virginia will be
cured from the effects of Leehalt's stunt and then everything will be back to
normal.

One word of advice. Don't let Virginia open Booby Traps chests you may find 
after battle.

001: = Go up the stairs
     = When you reach the door drop off south and land on the switch below
     = Go up the stairs again
     = Exit north

002: There are laser guns here that hurt you when you come in their line.
     Use either the thindercrest or the bombs to destroy them
     Exit north

003: Follow the corridor and exit west at the end

004: There's another set of laser guns here. Use the thundercrest to get
     rid of them. You can get the treasure if you want. Exit south

005: Fight Melody.
___________________________
| Boss 38 - The Prophets 4 \
+---------------------------------------------------------------------------+
| Melody (3)                                    | Aka Miss Venom            |
+---------------------------------------------------------------------------+
| Virginia 30      | Clive 31          | Jet 30            | Gallows 30     |
+---------------------------------------------------------------------------+
| Difficulty: Not really hard                                               |
+---------------------------------------------------------------------------+
| All Melody will do is poison you and counter all attacks with poison.     |
| If you have the possibility to shield all party members against poison    |
| (which is a matter of luck), losing this battle is impossible. I could    |
| shield Clive completely because of the Fiery Rage medium. Therefore I     |
| only let him do the attack. You also need strong attacks as Melody will   |
| always remove 200 points from the total damage you cause her. For that    |
| matter, Virginia and Gallows will not be able to hurt her at all.         |
+---------------------------------------------------------------------------+
     Go south, exit south
006: Follow the corridor and exit east at the end
007:   A B C D E
     1 * . * . *
     2 . * . * .
     3 . * . * .
     4 . * . * .
     5 * . * . *
     = Stand north of B1 and throw a thindercrest south
     = Stand north of D1 and throw a thindercrest south
     = Stand east of E1 and throw a thindercrest west
     = Stand eest of E5 and throw a thindercrest west
     = Exit east
008: You can use the steady doll to reach the chests. South are more chests
     (on which one mimic). West is the exit to take.
010: Follow the corridor and exit south
011: Follow the corridor and freeze all blowers with the freezer doll.
     Exit east at the end.
012: Fight Malik.
___________________________
| Boss 38 - The Prophets 5 \
+---------------------------------------------------------------------------+
| Malik (2)                                     | Aka Don't touch Mama!     |
+---------------------------------------------------------------------------+
| Virginia 30      | Clive 32          | Jet 30            | Gallows 30     |
+---------------------------------------------------------------------------+
| Difficulty: May Lady Luck smile on you. If she doesn't... Goodbye....     |
+---------------------------------------------------------------------------+
| Well, the same goes as before. Malik will be able to nullify all attacks  |
| unless you cast Decelerate on him first. For the rest he's harder than    |
| before. His best trump card is his ability to confuse your entire party   |
| and at this point of the game there's nearly nothing you can do about it. |
| so basically 80% of this battle depends on his mercy, since you cannot    |
| heal in confused state, not to mention his "Inihalator" move which he     |
| quite often. If you don't have Clear Chimes then the only way to win this |
| battle is by praying to Lady Luck. I hope she'll smile to you.            |
+---------------------------------------------------------------------------+
     Exit east
013: Follow the corridor and exit north
014: Go north and you'll be locked in by two walls. You can destroy them
     by placing a lot of bombs in succession.
     Exit north
015: = Use the Gale Crest to cross the bridge west
     = Stand south of the two blocks
     = Pick up the top block and place it south of you
     = Push the other block south
     = Push it east
     = Use the gale crest to go back over the bridge
     = Exit north
017: Follow the corridor and exit west at the end
018: Watch out there are some guns here.
     Stand NE of them and shoot the thindercrest from there to destroy them
     Exit south
019: You'll meet Leehalt
___________________________
| Boss 39 - The Prophets 6 \
+---------------------------------------------------------------------------+
| Leehalt (2) & Janus (8)                       | Aka What the....          |
+---------------------------------------------------------------------------+
| Virginia 30      | Clive 32          | Jet 30            | Gallows 30     |
+---------------------------------------------------------------------------+
| Difficulty: Leehalt is Easy, Janus is medium but can be hard              |
+---------------------------------------------------------------------------+
| Leehalt will open this fight. When running out of HP Leehalt will run     |
| away, and Janus will take over the fight.                                 |
|                                                                           |
| Leehalt:                                                                  |
| 90% of the fight Leehalt will do nothing at all. Ocasionally he'll use    |
| Eliminate Scanner. Basically you need to do the same as before. Viringia  |
| do the attacking using Gallows to heal her, with Clive and Jet in defense |
| since Leehalt will do the same as before, cast "Rule Of Vengeance" on you |
| to deal the damage back you dealt to him. You may have to do some extra   |
| healing because of the Eliminate Scanners he uses.                        |
|                                                                           |
| Janus:                                                                    |
| As I said before, Leehalt will run away and Janus will take over. This    |
| is gonna be the last time you fight him in the game. An advantage is that |
| Janus is taking over the fight, so this isn't a new fight. That means     |
| all FP settings and other nice things you might have, are taken over into |
| your fight with Janus. Janus has some strong moves, like Proton Beam and  |
| Negative Rainbow. It's not as strong as in previous fights though, but    |
| you will need Gallows to heal a lot, and and it's not unlikely you're     |
| gonna have to mystic some Potion Berries. Mostly Janus will not do        |
| anything drastic, but when you are unlucky he'll keep using his strongest |
| moves. That sucks.                                                        |
+---------------------------------------------------------------------------+
     Well, this was the last time you gotta fight Janus, and I hear you think
     FINALLY!!!! 
     Anyway, exit south
020: Follow the corridor and exit east at the end
021: Step on the switch the the pillars will light. Examine them all in the
     same order to open the door. Exit east.
022: Use the steady doll on the south block. After that use the boomerang to
     hit the target. Exit west
024: Follow the corridor and exit south
025: Use the gale crest to go south (if you don't you're not gonna make it).
     Up the ladder is treasure. The Duplicator chest has a booster kit.
     Exit east.
026: Here you'll meet Werner and some information will be given here.
     After all the blah-blah, exit east
027: Follow the corridor and exit north at the end
028: I hate this puzzle, and I suck at it, so I know this is not gonna
     be the shortest way, but I'll give it my best shot
       A B C
     1
     2                 (I hope I got this right. You got a better way,
     3                  mail me).
     B3, B2, B1, C1, C2, C3, C2, C1, B1, A1, C2, B1, C1, A2, A3
     B3, B2, A2, A3, C3, C2, C1, C3, B1, A2, A1, A3, C2, C3, C1
     A3, B1, A1, C1, A3, C2, B2, B3, B3 (step off it and go back)
     C3, C1
     That SHOULD do it. Exit north
029: Fight the prophets.
___________________________
| Boss 40 - The Prophets 7 \
+---------------------------------------------------------------------------+
| Leehalt (3), Melody (4) and Malik (3)         | Aka Three Freaks          |
+---------------------------------------------------------------------------+
| Virginia 31      | Clive 33          | Jet 31            | Gallows 31     |
+---------------------------------------------------------------------------+
| Difficulty: Can be hard, but will get easier as the fight goes on         |
+---------------------------------------------------------------------------+
| There we go, all three of them together. This fight is not as hard as it  |
| appears to be. The prophets will only use Eliminate Scanner on a random   |
| target. No nasty status changes or counter-attacks this time. They all    |
| go the same statistics, so it doesn't matter in which order you take them |
| out. Make sure you keep your HP up, and a few mystics can be needed to    |
| keep heal everybody.                                                      |
+---------------------------------------------------------------------------+
After this fight this mission and this chapter are over.
(And Virginia will be cured from her curse that blocks her VITALITY bar).

+---------------------------------------------------------------------------+
| Chapter 3                                                       | CHAPTR3 |
+---------------------------------------------------------------------------+
Chapter 3 is a total disaster. A lot of dungeons have to be taken on in order
but there are a lot that are never mentioned can be taken on at any moment
but in the end you gotta do them in order to finish the game. Bad news for
you as you can hopelessly get stuck. Bad news for me, as it makes it 
impossible to write a waterproof Walkthrough about this game.

I place all missions in the order in WHICH I TOOK THEM ON! In my opinion the
best order, but NOT the most logical one. 
At the start of every mission I'll give up the requirements which most often
a refference of the IDX code where the requirement can be fulfilled.

+---------------------------------------------------------------------------+
| Balal Quo Naga                                    (18652, 8860) | IDXC00Z |
+---------------------------------------------------------------------------+
| Virginia 32      | Clive 34          | Jet 31            | Gallows 32     |
+---------------------------------------------------------------------------+
| Requirement: None                                                         |
+---------------------------------------------------------------------------+
| This is only a boss located on the worldmap. You need to fight it or else |
| You cannot get the Guardian Raftina you need later in the game, and it    |
| blocks some other missions, and a city as well.                           |
|                                                                           |
| To get there, best is to go to Jolly Roger. And board the Sandcraft from  |
| there.                                                                    |
| Head east. Go under the bridge south-west. Follow the shore to the left   |
| of you. When you see some rocks blocking the way. Go to them and you'll   |
| meet Balal Quo Naga                                                       |
|                                                                           |
|_________                                                                  |
| Boss 41 \                                                                 |
+---------------------------------------------------------------------------+
| Balal Quo Naga                                | Aka Big Stupid Beast      |
+---------------------------------------------------------------------------+
| Virginia 32      | Clive 34          | Jet 31            | Gallows 32     |
+---------------------------------------------------------------------------+
| Difficulty: Too easy                                                      |
+---------------------------------------------------------------------------+
| Preperations: Gather 50 dragon fossils all around the world by beating    |
|               monsters. And use them in Jolly Roger to make the Ark Smash |
|               Make sure it's equipped (with the set function)             |
|               Also set the crew right there. Make Virginia the gunner     |
+---------------------------------------------------------------------------+
| When Virginia is the Gunner, and when you got the Ark Smasher, things are |
| easy. You got 25FP or more. Perfect. (If not use the wait feature to get  |
| that). When you are set on gunner (which is most likely), use the force   |
| feature and fire all ammo in once. You win.                               |
+---------------------------------------------------------------------------+
After beating Balal Quo Naga go back to Jolly Roger and talk to the ARMS girl.
She'll give you a Goddess Idol. You need that later to obtain Raftina 
(See Guardian Lords section).

+---------------------------------------------------------------------------+
| Laxisland                                        (17780, 19029) | IDXC010 |
+---------------------------------------------------------------------------+
| Virginia 34      | Clive 36          | Jet 33            | Gallows 34     |
+---------------------------------------------------------------------------+
| Requirements: Defeated Balal Quo Naga (IDXC00Z)                           |
|               And Neil (in Boot Hill) must have mentioned the place       |
+---------------------------------------------------------------------------+
| Tool: Kramer Doll                                                         |
+---------------------------------------------------------------------------+
| From the spot where you fought Balal Quo Naga head north. When you reach  |
| an island with a volcano go west and go north as soon as possible.        |
| You'll see two beaches. Dock at the east one                              |
| Laxisland is on the north-east of this island. If you cannot find it,     |
| sure you spoke to Neil in Boot Hill. He's there in one of the huts lying  |
| on a bed.                                                                 |
+---------------------------------------------------------------------------+
Go to the ARMS shop and chat with the shopkeeper. He'll give you the Kramer
Doll. He'll also tell you about the fire volcano and to keep out there.
Of course, that is NOT what we're gonna do :)


+---------------------------------------------------------------------------+
| Dragon's Lair                                    (18004, 13162) | IDXC011 |
+---------------------------------------------------------------------------+
| Virginia 34      | Clive 36          | Jet 33            | Gallows 34     |
+---------------------------------------------------------------------------+
| Requirements: Received Kramer Dolls in Laxisland (IDXC010)                |
+---------------------------------------------------------------------------+
| Monsters: Necrosaurus, Virsago                                            |
+---------------------------------------------------------------------------+
| From Laxisland, take the sandcraft. and go to the volcano south. The      |
| beach is a the eastside of the island. The entrance is at the southside   |
| of the mountain                                                           |
+---------------------------------------------------------------------------+
This dungeon is a total chaos, so we gotta take this on step by step, and
one error and you can hopelessly get lost.

---: = Fromt the entrance turn left
     = Climb the ladder
     = Exit 

---: = Follow the corridor
     = Go up the ladder
     = Exit NE

---: = Drop off North-East
     = Climb the ladder
     = Bomb the south wall
     = Exit south

---: Follow the corridor and drop off west

---: = Climb the south ladder
     = Bomb the east wall
     = Exit east

---: = Climb the ladder (turn the camera if you don't see anything)
     = Go north
     = Bomb the east wall at the end
     = Exit east

---: The upper lane leads to treasure.
     = To continue go down (Drop off or use the ladder)
     = Bomb the east wall
     = Exit east

---: = Go south
     = Use the ladder to exit up

---: = Climb the south ladder
     = Head west (under the bridge)
     = Exit north-west

---: Drop off into the hole south-west

---: Exit south-east

---: = Drop off east
     = Climb the ladder to exit up

---: = Cross the bridge
     = Bomb the north wall
     = Exit north

---: Follow the corridor (the cave will collapse behind you)
     Keep following the corridor and exit north.

???: Use the Kramer Doll
__________
| Boss 42 \
+---------------------------------------------------------------------------+
| Lombardia                                     | Aka Robots in disguise    |
+---------------------------------------------------------------------------+
| Virginia 34      | Clive 36          | Jet 34            | Gallows 34     |
+---------------------------------------------------------------------------+
| Difficulty: Too easy                                                      |
+---------------------------------------------------------------------------+
| OH MY GOD, IT'S POWERING UP ITSELF, OOOOH I'M SCARED!!! WHAT SHOULD I DO? |
| I suppose you already found out that I was being sarcastic. Lombardia is  |
| a pathetic excuse for a dragon, and those powerup is the last you should  |
| worry about. In fact there's no need to worry at all. Just keep attacking |
| and heal when needed (which is most probably never), the only thing you   |
| should do is cast "Eraser" in the 3rd turn to dispell his powerups. After |
| a lot of attacks Lombardia will even waste turns by doing nothing.        |
|                                                                           |
| When Lombardia is out of HP he'll start asking questions. That is part    |
| of this fight. One wrong answer means                                     |
| DDDDD  EEEEE  AAA  TTTTT H   H                                            |
| D    D E     A   A   T   H   H                                            |
| D    D EEE   AAAAA   T   HHHHH                                            |
| D    D E     A   A   T   H   H                                            |
| DDDDD  EEEEE A   A   T   H   H                                            |
| (You can use a Gimel Coin when that happens)                              |
|                                                                           |
| Here are the answers                                                      |
| = I want what you want                                                    |
| = Yes                                                                     |
| = I will give you something more                                          |
| = Something to quenche your desire                                        |
| That's all                                                                |
+---------------------------------------------------------------------------+
After this fight this mission is over, and not only that. Lombardia will lend
you now transportation by air. Now you can reach places that were out of your
reach before.
On thing in your reach now is the Millenium Puzzle West of Laxisland.
I recommend to take it on. The tracker you get there will make usage of this
FAQ much easier in future dungeons. :)

+---------------------------------------------------------------------------+
| Iron Dragon's nest                                (13672, 6452) | IDXC012 |
+---------------------------------------------------------------------------+
| Virginia 34      | Clive 36          | Jet 33            | Gallows 34     |
+---------------------------------------------------------------------------+
| Requirements: You must have spoken to Lamium, the boss of the Ark of Des. |
+---------------------------------------------------------------------------+
| Tool: Jump Shoes                                                          |
+---------------------------------------------------------------------------+
| Monsters: Basilisk, Black Pudding                                         |
+---------------------------------------------------------------------------+
| After Lamium has requested you to take dispose of the mine shaft. You can |
| take the sandcraft (or Lombardia if you already got her) and go north     |
| dock/land at the beach of a small piece of land. (Not the beach at Ka     |
| Dingel). Search the mountain wall                                         |
+---------------------------------------------------------------------------+
This is a one-time dungeon. Once you're done here you cannot come back here.

Upon your arrival you'll meet a girl named Helga, who'll tell you what the
order expects of you.

If you have the tracker, activate it. It can help in using this FAQ for the
rest of the game. :)

001: Exit north
002: = Follow the corridor until you come past three crates
     = Pick one up
     = Throw it at the pyramid
     = Exit north
003: Go north (Some blah-blah), exit north
004: = Follow the corridor till the end
     = Remove a crate and step on the switch
     = Exit north
005: Follow the corridor and use the switch (some blah-blah). Exit north
006: Follow the corridor and use the switch (more blah-blah). Exit west
007: Follow the corridor and exit west
008: Follow the corridor and exit east
009: Use the switch (once again, some blah-blah), exit east
010: Follow the corridor and exit north
011: Go west and open the chest to get the jump shoes (or Radical Sneakers as
     the game calls them).
     Go east and step on the trampoline. Use the shoes to jump up.
     Here you'll find the bomb. Activate it.
     Now you have 20 minutes to get the fuck out of here or you're gonna die.
     Drop off south, and exit south
010: Follow the corridor and exit west
009: Go west, exit west
008: Follow the corridor and exit east
007: Go east, exit east
006: Follow the corridor and exit south
005: Go south, exit south
004: Follow the corridor and exit south
003: Go south, exit south
002: Follow the corridor and exit south
001: Fight a boss.
__________
| Boss 43 \
+---------------------------------------------------------------------------+
| Buer                                          | Aka Light in the eye      |
+---------------------------------------------------------------------------+
| Virginia 35      | Clive 37          | Jet 34            | Gallows 35     |
+---------------------------------------------------------------------------+
| Difficulty: Not hard                                                      |
+---------------------------------------------------------------------------+
| Attacks won't hurt it. When you cast Spectre it will lower its defenses   |
| for the rest of this turn. So let Virginia cast "Spectre" every turn, let |
| Gallows do the healing and the others the attack. It's attacks are strong |
| but mostly it'll die in only 2 turns. Please take note that the timer is  |
| still running!                                                            |
+---------------------------------------------------------------------------+
After this fight this mission is over. You won't get your reward right away.
Helga will be in a staircase in the Ark Of Destiny. Seek her out if you want
your reward. (I know you want it, since it's quite some money).

+---------------------------------------------------------------------------+
| The World's Footprint                             (9400, 15514) | IDXC013 |
+---------------------------------------------------------------------------+
| Virginia 35      | Clive 37          | Jet 35            | Gallows 35     |
+---------------------------------------------------------------------------+
| Requirements: Iron Dragon's Nest completed.                               |
|               Spoken to Halle in Baskar. (She'll send Shane with you).    |
+---------------------------------------------------------------------------+
| Monsters: Wise Man, Christine, Apocrypha                                  |
+---------------------------------------------------------------------------+
| Don't be mad at me if it goes wrong. I used Lombardia to get there, but   |
| when you didn't do the quest to get Lombardia yet, you gotta use the      |
| sandcraft. In that case I hope it's docked at the beach southwest of      |
| Baskar. Board it and go north. Follow the west shore, and dock when you   |
| find a beach on the south side. Now go south. The place is near the south |
| shore.                                                                    |
| When you got Lombardia, it's even easier. Use Lombardia to fly over       |
| Infinitum (South-west of Baskar) and head straight north from there.      |
| Cross the quicksand (aka dune), and land as soon as you reach the shore.  |
| (Ignore any small islands). Search there.                                 |
+---------------------------------------------------------------------------+
001: Go north, exit north
002: Go north, exit north
003: Step on the switch and tiptoe all the way north. Exit north
004: You'll find a mural and Shane will start explaining things.
     After that go north-east and exit east
005: Go north, follow the corridor and exit north
007: Some more explainations by Shane.
     Go north-east, exit east
008: Go east, exit east
009: Switches
       A B C
     1 . . .
     2 . . .
     3 . . *
     Step on them in this order
     B2, A3, C2, B1, C1, B3, A1, A2
     
     Exit east
010: More stuff from Shane. After that go south-east, exit south
011: Follow the corridor. East exit is treasure, south is the way to continue
013: Once again, Shane will start explaining things.
     Go south-west, exit west
014: Follow the corridor. South=Tresure, East=continuing the mission
016: Another painting that Shane will explain.
     Go north-west and exit north
017: Use the thindercrest on the white block to make it red.
     Next use the mighty gloves to put all blocks on their respective
     plate of the same color. Exit north
018: go north, exit north
019: Go north for the final mural and the final explanation from Shane.
     After that exit back south
018: The prophets will appear, tough looking difrent, still as insane as ever.
     They'll summon some beasts for you to fight.
__________
| Boss 44 \
+---------------------------------------------------------------------------+
| Scarecrow, Steamgear, Leonhart                | Aka Light in the eye      |
+---------------------------------------------------------------------------+
| Virginia 35      | Clive 38          | Jet 35            | Gallows 35     |
+---------------------------------------------------------------------------+
| Difficulty: Medium                                                        |
+---------------------------------------------------------------------------+
| The Scarecrow is the most dangerous one of the three, since he's          |
| favorite move is Hellsize Masquerade which kills you instantly. He's weak |
| for light, but also very eager to cast reflect on itself, getting rid of  |
| him first is a true stroke of wisdom, but alas, nearly impossible since   |
| Leonhart is constantly healing him to full HP. There's nothing you can    |
| do about that, but thanks to it this fight will take forever unless you   |
| do something drastic. A good course of action could be to set Clive to    |
| 100FP as soon as possible and let him use Gatling on Leonhart. Gotta      |
| note though, that only works if Clive has at least 4 bullets. I also      |
| gotta tell you that Leonhart counters everything, not really serious      |
| damage out there though. After that taking down the others is easy unless |
| you lose some party members because of Hellsize Masquarade. The steamgear |
| is alos a master of confusion, but in spite of that no true danger.       |
| (and weak to thunder).                                                    |
+---------------------------------------------------------------------------+
After this fight this mission is over.
The prophets will leave you alone for the time being, and you'll end up in
Baskar. There you'll also get the clue for one of the next missions.

I personally took on this moment to get the Love Guardian Raftina first.
For more information about that see the "Guardian Lords" section at IDXC01D.

+---------------------------------------------------------------------------+
| Ruins Of Dreams                                  (20142, 16737) | IDXC014 |
+---------------------------------------------------------------------------+
| Virginia 37      | Clive 39          | Jet 37            | Gallows 37     |
+---------------------------------------------------------------------------+
| Requirements: World's Footprint completed                                 |
+---------------------------------------------------------------------------+
| Monsters: Zaebos, Grabsk, Myconid                                         |
+---------------------------------------------------------------------------+
| Sandcraft:                                                                |
| Go straight south from The Ark Of Destiny. There's a small group of       |
| islands there. Dock at the only with with a beach. Search this island     |
|                                                                           |
| Lombardia:                                                                |
| Fly to Laxisland, and fly east from there. The island with beach is the   |
| you gotta search.                                                         |
+---------------------------------------------------------------------------+
001: The nets can be jumped in with the sneakers. It only leads to treasure.
     North is the exit you gotta take to continue
004: Turn the wheel on the northwall clockwise until the door is 100% open
     (Your character will automaticly release the wheel when that happens
     and you'll hear a "click").
     Exit north
005: Follow the way down and exit west
006: After Clive's explanation follow the path and exit east at the end.
007: Ignore the lasers, go east, exit east
008: Behind the cylinder in is a pyramid. Throw a cate to it.
     Go upstairs and exit west
007: Bomb the devices to disable the lasers.
     Drop off south
     Take the path north
     Exit north
009: = Use the sneakers to go into the north net
     = Climb up
     = Use the boomerang on the target
     = Exit east
010: Follow the way down.
     Bump the switch on the west wall
     Exit north
011: Go downstairs and exit west
013: = Go north
     = When on the net drop off west
     = In the NE corner of this place
     = Use the sneaker to jump into the net
     = Move over the switch
     = Let go
     = In the NE corner of this place
     = Use the sneaker to jump into the net
     = Climb up
     = Go east
     = Exit east
014: Go east. When the floor moves, throw a boomerang to the target SouthEast
     Exit east
015: Follow the way up and exit west at the end
016: Fight Humbaba.
__________
| Boss 45 \
+---------------------------------------------------------------------------+
| Humbaba                                       | Aka Icon of uglyness      |
+---------------------------------------------------------------------------+
| Virginia 37      | Clive 39          | Jet 37            | Gallows 37     |
+---------------------------------------------------------------------------+
| Difficulty: Easy. Just a trick                                            |
+---------------------------------------------------------------------------+
| Humbaba's attacks are really pathetic and it's weak against all elements  |
| So we have the recipe here for an easy win. However, Humbaba has the      |
| ability to kill the entire party in once. An that move is used pretty     |
| much. If Clive is equipped with Cosmic Cog, have "Fallen Ward" maxed out  |
| on him, so that that ability won't hurt Clive at all. The others can be   |
| protected by casting Status Lock on them. With that part covered the rest |
| of the fight is not worthy of my notice.                                  |
+---------------------------------------------------------------------------+
     Exit north to complete this mission.

+---------------------------------------------------------------------------+
| Fila Del Fia                                     (20142, 16737) | IDXC015 |
+---------------------------------------------------------------------------+
| Virginia 37      | Clive 40          | Jet 37            | Gallows 37     |
+---------------------------------------------------------------------------+
| Requirements: Ruins of Dreams (IDXC014) completed                         |
+---------------------------------------------------------------------------+
| Tool: Grappling Hook                                                      |
+---------------------------------------------------------------------------+
| Monsters: Walking Dead, Barbarossa                                        |
+---------------------------------------------------------------------------+
| Sandcraft:                                                                |
| Get on the sandcraft from Laxisland. The beach is located to the west.    |
| If you see a huge crater, you've come tot he right place.                 |
|                                                                           |
| Lombardia:                                                                |
| From either Baskar or Ballack Rise fly north. A little bit west (when you |
| fly from Baskar) is a huge Crater. That's the place to be.                |
|                                                                           |
| Fila Del Fia is in the middle of the crater.                              |
+---------------------------------------------------------------------------+
001: Exit north-west
002: Go north-west, drop off south-west. Exit south-west
003: Grappling Hook. 
     (For those who played Wild Arms 1, 2 or Alter Code F, this hook works
     diffrently. In stead of helping you over gorges and gaps, this one is
     shot straight up, and will help you up, so that you can reach higher
     areas).
     Exit north-east
002: Hook up, drop off north-east
     Go north and hook up
     Drop off north and exit north
004: Examine the north device. Exit west
005: Shoot a hook to the target above. Go west, exit west
006: Tiptoe over the way to the north. Beside the north exit is a crack in
     the wall. Bomb it. Exit west
007: Get the migrant seal (and other stuff) and exit east
006: Exit north
008: Follow the corridor and you'll automaticly examine the device.
     After that exit east
009: = Go all the way east.
     = Stand north of the two blocks and use the gloves to move them both
       to the north
     = Hook up
     = Drop off east
     = Exit east
010: Go north, exit north
011: Fight Chameleon Man.
__________
| Boss 46 \
+---------------------------------------------------------------------------+
| Chameleon Man                                 | Aka Schele! (Dutch)       |
+---------------------------------------------------------------------------+
| Virginia 37      | Clive 40          | Jet 37            | Gallows 37     |
+---------------------------------------------------------------------------+
| Difficulty: Can be hard. With luck easy. You can help lady luck a little. |
+---------------------------------------------------------------------------+
| Every time Chameleon Man is attack it'll become invisible making it       |
| invulnerable for physical attacks. Best is only to let Clive attack it    |
| when it's in visible state. It's weak to ice, and that can be used even   |
| when this fellow is invisble and won't make it invisible either. It's a   |
| master of instant kill attacks. Cosmic Cog can protect its wearer for     |
| that, and the spell "Status Lock".                                        |
+---------------------------------------------------------------------------+
     North, around the corner east, exit east
012: = Go all the way up
     = Turn the wheel clockwise to put the target upside down.
     = Freeze the wheel with the freezer doll.
     = Go back down
     = Shoot a hook to the target
     = Go back up
     = Exit west
013: Go north, exit north
014: Drop off north
     North-east = Treasure  (with Immitator)
     North-west = room where this mission ends
016: Examine the great computer. Clive will uncover some valuable information
     After that exit South-East to complete this mission.

+---------------------------------------------------------------------------+
| Gob's Hideout                                    (15694, 24722) | IDXC016 |
+---------------------------------------------------------------------------+
| Virginia 38      | Clive 41          | Jet 38            | Gallows 38     |
+---------------------------------------------------------------------------+
| Requirements: Iron Dragon's Nest (IDXC012) completed                      |
+---------------------------------------------------------------------------+
| Monsters: Gob                                                             |
+---------------------------------------------------------------------------+
| All the way south of Boot Hill. Can't miss it.                            |
+---------------------------------------------------------------------------+
You've been here before. It was Virginia's starting dungeon. Now you have to
be here to get the Wolf Idol which you need to obtain Luceid.

001: Go north, exit north
002: Exit north
003: Exit east
005: Go upstairs, and exit west there
003: Go west, exit west
008: Go north, and exit east at the end of the corridor
009: Move north, till you reach the lower platform
     Jump on it with the sneakers.
     Climb up the ladder
014: Open the chest to get the Wolf Idol
     Exit south
015: Go south, down the stairs. Use the Thindercrest to light the torch and
     exit east
008: Go south, exit east at the end of the corridor
003: Go east, exit east
005: Go downstairs and exit east down there
003: Exit south
002: Exit south
001: Exit south

Mission completed. You can take on the next quest or go to the Fallen 
Sanctuary to obtain Luceid (IDXC01D)

+---------------------------------------------------------------------------+
| Caging Tower                                       (9420, 9123) | IDXC017 |
+---------------------------------------------------------------------------+
| Virginia 39      | Clive 42          | Jet 39            | Gallows 39     |
+---------------------------------------------------------------------------+
| Requirements: Fila Del Fia completed (IDXC015)                            |
+---------------------------------------------------------------------------+
| Monsters: Barbarossa, Nybass                                              |
+---------------------------------------------------------------------------+
| North east of Claiborne.                                                  |
+---------------------------------------------------------------------------+
001: Go up the stairs, exit east
002: Go up the stairs, exit west
003: Don't step in the balls. If you do you'll be captured. Wriggle with
     the directional keys to get out if that happens.
     Examine how they appear and disappear. Make your way up and bomb the
     device. Exit west
004: Go up the stairs (north = treasure) and exit east
006: Go east, exit east
007: Go up the stairs and exit west
008: If you step in the balls this time you'll end up in a cell in room 006.
     If that happens you can break out of the cell by bumping the door.
     Get the way back here to try it again.
     Look well how the balls appear and disappear before making any movement
     = Go north and step on the trampoline
     = Jump with the sneakers
     = Walk to the chest and drop off from there.
     = Step on the trampoline
     = Jump with the sneakers
     = Go south
     = Bomb the device
     = Exit west
009: Go up the stairs (north=treasure) and exit east
011: Oh.... it's them again....
__________
| Boss 47 \
+---------------------------------------------------------------------------+
| The Schrodinger Family (4)                    | Aka The combination       |
|                                               |     Frustration Foundation|
+---------------------------------------------------------------------------+
| Virginia 39      | Clive 42          | Jet 39            | Gallows 39     |
+---------------------------------------------------------------------------+
| Difficulty: Not superhard, but you must stay alert                        |
+---------------------------------------------------------------------------+
| This is the last time you're gonna fight the Schrodingers in the game.    |
| (I suppose you're glad about that). This time things are a bit diffrent.  |
| As long as Alfred, Todd and Shady are all 3 up, they'll use the combo     |
| "Wild Bunch". Though the damage is not impressive, it hurts your entire   |
| party, so that may give you a hard time healing it all up. Maya will not  |
| do a thing at all as long as the boys do this combo.                      |
| Still despite all, be ready to mystic some potion berries.                |
|                                                                           |
| As always you can set Todd's afro on fire.                                |
|                                                                           |
| As soon as one of the three boys is taken out (and I suggest you take     |
| Todd out, as always) everybody will start to fight like they did before.  |
| For that matter Alfred and Shady will no longer be big deal once Todd is  |
| out (I'd deem you a fool if you didn't take Todd out). Alfred will once   |
| again use his homemade blast which is not impressive. Shady's attacks     |
| are a bit stronger, but still no big deal. I do suggest to take them      |
| both out though, because Maya will join the fight now too, and as long    |
| as she's at full HP, she won't be dangerous, but when her HP is getting   |
| low she'll starting to use the move "Calamity Jane" which may only hit    |
| one character, but does quite a lot of damage. You don't want any more    |
| damage from others when she starts to choose that move.                   |
+---------------------------------------------------------------------------+
     Jump on the north swith with the sneakers
     exit north and go to 1F
001: Open the duplicator chest to get the black pass. You can use it to go
     to the black market in Little Twister
     Exit north and go to 5F
011: Exit east
012: Go up the stairs and exit west
013: This is the most horrible ball puzzle of all. When it goes wrong you're
     back at floor 006, but you can use the elevator to go back to 5F which
     will make you end up in floor 11.
     = Take the road North-west, and park yourself in the North-East corner.
     = From here you can go west. Look well if the balls allow you.
     = Hook to go to the upper platform west
     = You can open the chests (one of them is a mimic)
     = Drop off south
     = When the balls allow you go south and wait at the door
     = From here you can south-east (when the balls allow you) and wait in
       the South-west corner.
     = When the balls allow you to go east
     = From here you can hook to the higher platform east.
     = Destroy the device with a bomb.
     
     Now things are easy

     = Drop off north
     = Take the middle road to go west
     = Exit west
014: Take the stairs up and exit east
015: More balls. When you mess up, you'll be at floor 006. You know how to
     get back here, doncha?
     (Ignore all chests until you destroyed the ball device).
     = Stand on the eastern trampoline
     = You can land in a ball by jumping so jump when the time is right
       (You'll go north)
     = Stand on the eastern trampoline and jump (you'll go north)
     = When you got a nearly clear road, run east
     = Destroy the device.

     = Go west
     = Jump on the trampoline
     = Go east
     = Exit east
016: Go up the stairs and exit west to complete this mission.

Before doing anything else go back to Claiborne and talk to Dessinsey
(he's in the hut east of the entrance).
Leave Claiborne to see a cutscene with the Prophets.

+---------------------------------------------------------------------------+
| Dissection Facilty                               (17702, 24129) | IDXC018 |
+---------------------------------------------------------------------------+
| Virginia 42      | Clive 45          | Jet 42            | Gallows 42     |
+---------------------------------------------------------------------------+
| Requirements: = Dragon's Lair Completed  IDXC011                          |
|               = Caging Tower Completed   IDXC017                          |
|               = Spoken to Dessinsey in Claiborne (IDXC017)                |
+---------------------------------------------------------------------------+
| Monsters: Chimera Wing, Chimera Fray, Chimera Muse, Chimera Geo           |
+---------------------------------------------------------------------------+
| Go to Boot Hill, from there you gotta fly with Lombardia.                 |
| Fly over the hill south east and land on the other side                   |
| Search the center of this area.                                           |
+---------------------------------------------------------------------------+
NOTICE! From the enemies here you will be able to pickpocket elemental rings.
        I suggest you do so, since they will be very important in some 
        sidequests.

001: Ignore the duplicator door on the west. There's nothing but junk out 
     there. (unless you really want to do the Black Box sidequest).
     Go north, exit north
003: Exit east
004: The big block can be moved with the mighty gloves. Pusing it east to 
     have a way for the gale crest leads to treasure.
     To go further with the quest:
     = Push it south 6x
     = Push it north 3x
     Now you can go upstairs head west and exit west
003: Exit north
006: The cell doors can be opened by bumping them (for treasure).
     Go north and examine the door. Todd will open it for you.
     Exit east.
007: Exit north
008: = Go onto the higher platform
     = Go north till the way is blocked.
     = Use the steady doll from here to activate the southern switch
     = Exit north
010: Examine the door. Shady will open it for you
     Exit north
011: = Drop off north
     = If you landed on a block drop off that as well
     = Push the northern block north with the mighty gloves
     = push it east
     = Climb up the ladder
     = Drop off and land on a block
     = Use the Gale Crest to cross over to the north
     = Exit west
013: Go north, exit north
014: The door west leads to an optional boss. (See sidequests)
     Pick up the book. It belongs to Maya. After picking it up, Alfred will
     open the north door. Exit north
016: Examine the computer on the north-east wall to complete this dungeon.
     (the small one. Not the big one).

+---------------------------------------------------------------------------+
| Ruins of Memory - Getting the Teardrop                          | IDXC019 |
+---------------------------------------------------------------------------+
| Virginia 47      | Clive 48          | Jet 46            | Gallows 47     |
+---------------------------------------------------------------------------+
| Requirements: Dissection Facilityu Competed IDXC018                       |
+---------------------------------------------------------------------------+
| Monsters: Spartoi, Blue Book, Annaberge                                   |
+---------------------------------------------------------------------------+
| Remember where it is? South-west of Jolly Roger.                          |
+---------------------------------------------------------------------------+
001: Go north, exit north
002: Go north, exit north
003: Go north-east, exit north-east
004: Take the way south, exit south
005: Exit west
002: Exit west
006: Exit north
007: Go north, at the very north is an exit south-east
003: Hook the way up and exit north
016: Let's number the statues from 1 till 5, with 1 as most west and 5 as
     most east
     Examine statue 2, 3 and 4
     Exit north
010: Cross the bridge and exit north
017: Burn the painting with the thindercrest
     exit north
018: Check your inventory and open the paperback. You'll find a keycard in it.
     Use it to open the door. Exit north
019: Pick up the teardrop and exit south
018: Go south, exit south
017: Exit south
010: Cross the bridge, exit south
016: Go south, exit south
003: Go west and fight the Prophets. 
___________________________
| Boss 48 - The Prophets 8 \
+---------------------------------------------------------------------------+
| Leehalt (4), Melody (5) and Malik (4)         | Aka Demon Freaks          |
+---------------------------------------------------------------------------+
| Virginia 47      | Clive 48          | Jet 46            | Gallows 47     |
+---------------------------------------------------------------------------+
| Difficulty: Depends on your preperations                                  |
+---------------------------------------------------------------------------+
| Preperations: = Have everybody protected against poison                   |
|               = Other status protection is not required but will do fine  |
|               See Black Market section for more info                      |
+---------------------------------------------------------------------------+
| This time the prophets will put in some more battle than the previous     |
| when all they did was eliminate scanner. This time more technique is      |
| required. Malik will once again be invulnerable to attacks, so            |
| decelerate him. He'll also cause all kinds of nasty status changes. If    |
| have not protection against that, get rid of him first.                   |
|                                                                           |
| Melody should be second on your list. All she does is eliminate scanner   |
| however, she counters everything with Venom Strike, which means that only |
| characters who are protected from poison should attack her.               |
|                                                                           |
| Leehalt should be left for last. If either Melody or Malik fall, cancel   |
| ALL attacks, as you DON'T want anybody to attack Leehalt unintended.      |
| Leehalt will (as usual) spend most of the fight doing nothing at all      |
| countering everything with Rule Of Vengeance giving you your own damage   |
| back. Just heal everybody first, and once again, let Virginia do the      |
| attacking on Leehalt and let Gallows heal her up. Easy.                   |
+---------------------------------------------------------------------------+
After this fight this mission is over.
(Oh yeah, forget Alfred's coordinates. There is something at that spot,
but it's locked with a barrier, there's NO WAY AT ALL to remove it. No
the barrier can not be dispelled. Not now, not later, never, understand?)

One word of advice. The Telepath Tower Mission is now available.
It's a mission perfect for experience boosting. Extremely much can be earned
with that.

+---------------------------------------------------------------------------+
| Gunner's Heaven                                                 | IDXC01A |
+---------------------------------------------------------------------------+
| Virginia 48      | Clive 49          | Jet 47            | Gallows 48     |
+---------------------------------------------------------------------------+
| Requirements: None  (But it's easier to find when you got Lombardia)      |
+---------------------------------------------------------------------------+
| From Laxisland head east. When you see the forest around Ygdrassil go fly |
| west over the continent north of it. When you see a railway go south. You |
| will find another railway. It ends in the south. Search the area at the   |
| south                                                                     |
+---------------------------------------------------------------------------+
Most of Gunner's heaven is sidequest. 
In Gunner's heaven you can take on 3 leages in fights in the arena in order
to win prizes. Only the Novice Leage is part of the main quest the rest
is optional. You'll get 5 fights which you must win within 25 turns.
Here's a discription of the fights in the Novice Leage.
(PS. There's no experience or Gella to earn, so don't bother using Lucky Cards
or Gella Cards).
+---------------------------------------------------------------------------+
| Novice Leage                                              | Turn Limit 25 |
+---------------------------------------------------------------------------+
| Main Prize: Item Scope                                                    |
+---------------------------------------------------------------------------+
| Virginia 48      | Clive 49          | Jet 47            | Gallows 48     |
+---------------------------------------------------------------------------+
| Round 1: Ganga  x3                                                        |
| No weaknesses, and quite some HP. This can really give some trouble,      |
| however, you don't have to worry, is the upcoming rounds, can make it up  |
| for that.                                                                 |
+---------------------------------------------------------------------------+
| Round 2: Wendigo x1                                                       |
| Strong fellow, but weak to wind. A few Vortexes should do the trick.      |
+---------------------------------------------------------------------------+
| Round 3: Shambling Mound x6                                               |
| Summon Moor Gault (Fiery Rage). You win. (Assuming you got quite some FP) |
+---------------------------------------------------------------------------+
| Round 4: Balor x1                                                         |
| If there are some characters in bronze cause of the previous fight cure   |
| them first. Further more this fellow is weak to thunder. So cast inspire  |
| to get rid of it.                                                         |
+---------------------------------------------------------------------------+
| Round 5: Armordrake x1                                                    |
| It has pretty high defense, but is weak to wind. So Vortex does do a lot  |
| of damage.                                                                |
+---------------------------------------------------------------------------+
Now you should get the Item Scope, which you'll need to find the Guardian
Justine. For the other leagues in Gunner's Heaven I refer to the sidequest
section.

+---------------------------------------------------------------------------+
| Gemstone Cave - Lion's Idol                       (21594,15207) | IDXC01B |
+---------------------------------------------------------------------------+
| Virginia 50      | Clive 50          | Jet 47            | Gallows 50     |
+---------------------------------------------------------------------------+
| Requirement: First League of Gunner's Heaven Competed (IDXC01A)           |
+---------------------------------------------------------------------------+
| Monsters: Rock Baboon, Hodac                                              |
+---------------------------------------------------------------------------+
| You remember the place. Over the gorge north of Humphrey's Peak.          |
+---------------------------------------------------------------------------+
001: Go north, exit north-east
002: Go east, exit east
003: Go east, exit north-east
004: Follow the corridor and exit west at the end
003: Go west, cross the bridge and exit west
002: Exit north
005: Go all the way up and exit exit north-West
006: The west wall has a spot that can be bombed. Do so and exit west
007: Go north. Bomb the north way (spot is close to the west wall)
     Exit north
008: Go north, exit north
Now you'll end up on a small place on the world map. Search this area.
A sign will appear. Seach again. The Lion Idol will appear, pick it up.
(If the Lion's Idol doesn't appear you didn't do the first League Of 
Gunner's Heaven).

+---------------------------------------------------------------------------+
| The Abyss                                         (21594,15207) | IDXC01C |
+---------------------------------------------------------------------------+
| Virginia 55      | Clive 54          | Jet 51            | Gallows 54     |
+---------------------------------------------------------------------------+
| Requirements: = People in Little Rock must have mentioned the place       |
|               = Dragon's Lair Completed (IDXC012)                         |
+---------------------------------------------------------------------------+
| Monsters: Aello, Cannon Buffalo, Calupdis, Mad Gasser. Baskerville,       |
|           Balphon                                                         |
+---------------------------------------------------------------------------+
| From Humphrey's Peak, take Lombardia and fly south when you reach the     |
| Dunes go east. You see a path blocked by a rock. Shoot it to destroy it.  |
| Land  and continue on foot. Go east, and follow the way north. It's       |
| located at the north.                                                     |
+---------------------------------------------------------------------------+
There are many stories around the internet stating that the Abyss is an 
optional dungeon. Alas, it's not. Or better say, most of it is optional, but
a part of it is not. You have to get the Dragon Idol here which
you need to obtain Zephyr, and without Zephyr you cannot finish the game.
It is not completely part of the main quest though.
The Abyss is divided in four sections. Only the first section has to be done
to compete the game, the other three are optional (and I really recommend 
not to take on the rest of the Abyss unless you're level 90+. This is the
dungeon were the "awesome" Ragu o Ragla dwells, and even though he's easy,
you will not stand a chance unles you've seriously been working out.
Well, that all is explained in detail in the Sidequest section.

What is the object?
The Abyss has 100 levels (of which you only have to do the first 10 for now)
Each level blue gems. When you pick them all up the exit will open up and
you can advance to the next level. When you reach the end of a section
you'll meet a boss. Defeat it and you'll get a prize (for the first one
it's the Dragon Idol). After that get out of here (unless you are absolutely
sure you can deal with the rest. See the sidequest section to see if you are
ready.

Let's talk about the boss, shall we:
__________
| Boss 49 \
+---------------------------------------------------------------------------+
| Ephrem Zein                                   | Aka Demon Freaks          |
+---------------------------------------------------------------------------+
| Virginia 55      | Clive 57          | Jet 51            | Gallows 54     |
+---------------------------------------------------------------------------+
| Difficulty: Depends on your preperations                                  |
+---------------------------------------------------------------------------+
| Unless you are too high in level, you can win this fight without a        |
| scratch if you only let Clive do the attack.                              |
+---------------------------------------------------------------------------+
After the boss the part you gotta do is finished. I recommend to leave
the place, and come back later if you wanna do the rest.



+---------------------------------------------------------------------------+
| Fallen Sanctuary - The Guardian Lords                           | IDXC01D |
+---------------------------------------------------------------------------+
| Requirement: You must have the jump shoes. For the rest read on.          |
+---------------------------------------------------------------------------+
In order to proceed to Dim Root Path, you must find all guardian lords and
activate them here. The guardian Lords appear in Idols. Whenever you got
such an idol you can use that idol on the respective Monolith and fight
the guardian. When you defeated it, you'll get the guardian and even upgrade
two other guardians. I personally go for it to upgrade Aqua Wisp (Schturdark)
and Flash Hit (Stare Roe) first.

First of all you need to jump shoes to reach the monoliths. I took on the
guardians on many diffrent times in the game, so the levels can be really
far away from each other. I'll tell ya what you need and when I took it on.
__________    _____________   _________   ____________        __________
| Boss 50 \  / NW Monolith \ / Goddess \ / Love Charm \      / Virginia \
+---------------------------------------------------------------------------+
| Raftina                                       | Aka Blonde Chick          |
+---------------------------------------------------------------------------+
| Virginia 36      | Clive 38          | Jet 36            | Gallows 36 (!) |
+---------------------------------------------------------------------------+
| Difficulty: Can be nasty                                                  |
+---------------------------------------------------------------------------+
| Requirement: Defeated Balal Quo Naga (IDXC00Z) and gotten the Goddess     |
|              Idol from the Arms girl in Jolly Roger afterwards            |
+---------------------------------------------------------------------------+
| I took it on: After completing World's Footprint                          |
+---------------------------------------------------------------------------+
| GALLOWS MUST BE LEVEL 36 OR HIGHER OR THIS TECHNIQUE WON'T WORK!!!!       |
|                                                                           |
| Turn 1:                                                                   |
| = Remove the Flash Hit from Virginia and give it to Gallows.              |
| = Let Gallows do Extention + Reflect                                      |
| = Raftina will be quicker and do Copy Ability. No big deal.               |
| = The others should just attack (or make Virginia mystic a lucky card) :) |
|                                                                           |
| Turn 2:                                                                   |
| = Put the Flash Hit back on Virginia (and sort out her personal skills).  |
| = Let everbody perform a normal attack                                    |
| = Raftina will cast weaken. Thanks to the reflect wil will bounce back.   |
|                                                                           |
| If you couldn't reflect the Weaken you'll be in BIG trouble. If you could | 
| then you are in a true advantage. Now all her pells will bounce back for  |
| 2 turns or so, which is good for you. After the effect of reflect has     |
| worn off, no need to cast a new one. Just let Jet and Clive attack now    |
| let Virginia and Gallows go crazy with all kinds of elemental spells.     |
| This way, the battle should be over in a flash.                           |
+---------------------------------------------------------------------------+
__________    _____________   ______      __________          _________ 
| Boss 51 \  / NE Monolith \ / Wolf \    / Lust Jaw \        / Gallows \ 
+---------------------------------------------------------------------------+
| Luceid                                        | Aka Purple Wolf           |
+---------------------------------------------------------------------------+
| Virginia 38      | Clive 41          | Jet 38            | Gallows 38     |
+---------------------------------------------------------------------------+
| Difficulty: Not that hard                                                 |
+---------------------------------------------------------------------------+
| Requirement: Completed Gob's Hideout in chapter 3 obtaining the Wold Idol |
+---------------------------------------------------------------------------+
| I took it on: After completing Gob's hideout, which I took on after I     |
|               completed Fila Del Fia.                                     |
+---------------------------------------------------------------------------+
| Luceid is overall pretty easy. This attacks do not have any impressive    |
| effects, and the move "Dark Luceid" has even no effect at all. Just keep  |
| attacking and heal the wounded. The move "Dark Destruction" hits all      |
| characters but is nevertheless far from impressive.                       |
+---------------------------------------------------------------------------+
__________    _____________   ______      ____________        _____      
| Boss 52 \  / SE Monolith \ / Lion \    / Brave Seal \      / Jet \     
+---------------------------------------------------------------------------+
| Justine                                      | Aka The Lion sleep tonight |
+---------------------------------------------------------------------------+
| Virginia 50      | Clive 50          | Jet 47            | Gallows 50     |
+---------------------------------------------------------------------------+
| Difficulty: Absolutely Pathetic in every single way                       |
+---------------------------------------------------------------------------+
| Requirement: Got the Lion's Idol from the special Exit at Gemstone Cave   |
|              (IDXC01B). You need the Item Scope from Gunners Heaven       |
|              (IDXC01A) to find it.                                        |
+---------------------------------------------------------------------------+
| I took on the required missions after completling Dissection Facility     |
+---------------------------------------------------------------------------+
| None of Justine's attacks are impressive. They are easily healed. His     |
| summon move does instant kill, but the accuracy of that move is only      |
| 0.00001% Cut short, it always misses.                                     |
| It's just a waste of time, but you gotta do it in order to complete the   |
| game.                                                                     |
+---------------------------------------------------------------------------+
__________    _____________   ________    ____________        _____      
| Boss 53 \  / SW Monolith \ / Dragon \  / Hope Shard \      / Jet \     
+---------------------------------------------------------------------------+
| Zephyr                                       | Aka I give you my heart    |
+---------------------------------------------------------------------------+
| Virginia 64      | Clive 62          | Jet 61            | Gallows 64     |
+---------------------------------------------------------------------------+
| Difficulty: Very extremely hard                                           |
+---------------------------------------------------------------------------+
| Requirement: Completed the first 10 levels of The Abyss (IDXC01C)         |
+---------------------------------------------------------------------------+
| I took on the required missions after completling Dissection Facility     |
+---------------------------------------------------------------------------+
| The gap in difficulty between Zephyr and the others is terribly big.      |
| The difficulty lies especially in the Exploder spell. The one hit by this |
| spell will die in the next turn, damaging the rest of this party (Pending |
| on how much HP that character has left). Exploder always hits, the only   |
| means of defense you have against it, is casting reflect on all party     |
| members. This way the Exploder spell will bounce back, too bad it doesn't |
| kill Zephyr, but at least you aren't dead either.                         |
|                                                                           |
| For the rest, the regular attacks of Zephyr aren't very impressive. His   |
| move Phantasmic Heart can deal quite some damage on the entire party, so  |
| be prepared to spend a lot of time with healing.                          |
+---------------------------------------------------------------------------+
If you did all four of these fights then you'll be able to enter Dim Root Path.

+---------------------------------------------------------------------------+
| Dim Root Path                                     (21594,15207) | IDXC01E |
+---------------------------------------------------------------------------+
| Virginia 64      | Clive 62          | Jet 61            | Gallows 64     |
+---------------------------------------------------------------------------+
| Requirement: Completed ALL previous parts of this chapter                 |
+---------------------------------------------------------------------------+
| Monsters: Evil Dead, Anzu, Lycantrope                                     |
+---------------------------------------------------------------------------+
| Go to the Ark of Destiny and speak to Lamium. He'll tell you about a      |
| tunnel the Ark is digging. Leave the Ark and board Lombardia.             |
| Fly straight south and cross the dune. You'll see a bridge. Go to the     |
| west side of that bridge. Turn to the north and you'll see a rock. Fly    |
| near that rock and have Lombardia to destroy it. Land, and seach the      |
| place were the rock used the be                                           |
+---------------------------------------------------------------------------+
001: Open the door. If it doesn't open you haven't done all previous
     sections. Once you got all guardians the door should open.
     I received many e-mails with the question:
     "I cannot open the door at Dim Root Path, and I have all guardians"
     My standard reply will be:
     "No you have not, if you had, the door would open".
     Check out all pervious sections of this chapter to set this right.
     Exit south-east
002: Exit north-east
003: Open the west chest to find the Change crest, and with that you should
     have all tools now. You can access the other chests with this new toy.
     Exit south-west
002: Go up the stairs and use the change crest on the ECN crystal to warp
     over. Exit south-east
004: Use the change crest on the VIT crystal that's on the button.
     Exit south-east
005: Follow the corridor
     Exit north-east
006: Use the mighty gloves to create a path to the north-east if you want
     treasure. (access it with gale crest) South-east is the path to take
     in that case you can clear the path with either the gloves or the 
     changecrest.
008: Remove all orange blocks with the change crest. 
     You created a bridge you can cross with the gale crest. do so.
     Get the Violator out of this chest.
     CAUTION! Use this item with care. It gives the "Finest Arts"  skills
     be carefull who to give it to. (See the Finest Arts section for more
     information).
     Exit south-east
009: Use the mighty gloves to put a orage block on each switch
     Exit south-east
010: Follow the corridor and exit south-west
011: Use the mighty gloves to place a block on all switches.
     Exit south-west
012: Pile the orange blocks up two piles in the center of the path with the
     mighty gloves and cross it with the gale crest. Exit south-east
     (North-west is treasure. One of them a Migrant seal)
014: Use the Change crest on the ECN crystal to warp through the net.
     Exit south-east
015: = Use the change crest to remove all orange blocks. 
     = Then use the steady doll to remove the others.
     = Use the changecrest on the VIT crystal
     = Use the galecrest to get over the "bridge"
     = Use the gloves to move the orange block to the edge above the boomerang
       target
     = Hit the orange block with the boomerang so that it falls on the target
     = Exit south-east
016: Object get all VIT crystals in 1 second. 
     Impossibe?
     = Use the change crest on all VIT Crystals 
     = Use the gloves to move them next to each other in one line
     = Use the change crest to turn them back in crystal
     = Run to get all VIT cyrstals in once.
     Voila!
     Exit south-east
017: Go south-east and open the door (you'll be trapped in)
     This ends Dim Root Path and will start the Cradle of the Metal God
     mission.

You'll see a girl doing something with Malik. You may have seen this girl
before since she was seen on some occasions in the game. Remember this girl
well, as she will become important in the next chapter.

+---------------------------------------------------------------------------+
| Cradle of the Metal God                                         | IDXC01F |
+---------------------------------------------------------------------------+
| Virginia 64      | Clive 62          | Jet 61            | Gallows 64     |
+---------------------------------------------------------------------------+
| Monsters: Haboryn, Fleurety                                               |
+---------------------------------------------------------------------------+
001: The north-east device will recover your health, ECN bar and VIT bars.
     Exit south-east
002: Go south-east, exit south-east
003: Avoid the searching lights. You can destroy them by standing under them
     using the Grappling Hook.
     Do so and step on the swith. Use the Steady Doll to access the lever.
     Exit south-east
004: Go south-east and kill Ose
__________
| Boss 53 \
+---------------------------------------------------------------------------+
| Ose                                          | Aka Liquid Cat             |
+---------------------------------------------------------------------------+
| Virginia 64      | Clive 62          | Jet 61            | Gallows 64     |
+---------------------------------------------------------------------------+
| Difficulty: Pretty Easy                                                   |
+---------------------------------------------------------------------------+
| All attacks are nullified. Use Refridgerate to turn it into a cat. Now    |
| you can attack it. Ose is a master of paralysis. Aside from that it's     |
| very easy.                                                                |
+---------------------------------------------------------------------------+
     Exit south-east
005: Examine the terminal and use the elevator to exit
006: Exit south-east
007: Destroy all searching lights
     Now you have 5 seconds to step on all switches (if taken too much time
     the switches will reset)
     Exit south-east     
008: Follow the corridor. Destroy the searching light and exit south-west
010: Use the sneaker to jump into the nets to avoid the lasers. Time this
     well, and is very tricky. Make your way accros this corridor this way.
     Exit south-east
011: Don't worry about Asgard. You'll automaticly go to the next room.
012: Go south-east, exit south-east
013: = use the sneakers to get into the net
     = Move north-east
     = When the plaform is under you let go
     = Jump into the other net
     = Climb up
     = Go south west
     = Use the switch
     = Drop off north west
     = Jump into the nets
     = Drop off on the moving platform
     = Jump into the other nets
     = Get onto the other platform
     = Jump into the next nets
     = Drop off onto the third platform
     = Jump into the final nets
     = Climb up
     = Exit north-east
014: In the south-east room you can recover (floor 015)
     Follow the corridor and exit at the end
016: Fight Malik and Melody
___________________________
| Boss 54 - The Prophets 9 \
+---------------------------------------------------------------------------+
| Melody (6), Malik (5)                        | Aka Two Freaks Freaked Out |
+---------------------------------------------------------------------------+
| Virginia 64      | Clive 62          | Jet 62            | Gallows 64     |
+---------------------------------------------------------------------------+
| Difficulty: Depends on your preperations                                  |
+---------------------------------------------------------------------------+
| As always decelerate Malik first, and get rid of him first, as his status |
| changes are very annoying. After that aim for Melody, who'll once again   |
| counter everything with poison. Basically this fight is the same as the   |
| previous one. Only Leehalt is missing. That's all.                        |
+---------------------------------------------------------------------------+
And that is the end of Melody and Malik. Good riddance.
     Go around the obstacle and exit south-east
017: Go south-east, exit southeast
018: Go up the stairs. Avoind the searchlng light use the steady doll to
     reach the lever. No make your way down the stairs, destroy all searching
     lights and exit south-east
019: Use the elevator
020: You'll see an autobattle between Maya and Siegfried. After that you get
     to play with our heroes again.
     Exit south-east
021: Exit north-east
022: You still know the trade from floor 010. You gotta climb up in the
     last net now and use a boomerang on the target north of it to open the
     door. Exit south-east
023: Go south-east, exit south-east

That completes this dungeon. Now you only gotta fight the Wyvern.
__________
| Boss 55 \
+---------------------------------------------------------------------------+
| Wyvern                                       | Aka Dragon Battle          |
+---------------------------------------------------------------------------+
| Virginia 65      | Clive 62          | Jet 62            | Gallows 64     |
+---------------------------------------------------------------------------+
| Difficulty: Not hard                                                      |
+---------------------------------------------------------------------------+
| Have Virginia and Gallows to cast Celenbral Matter and Epidermal Shell    |
| after that just go crazy with "Missle Might" (Gun Icon). This fight       |
| is above all very boring.                                                 |
| Be glad there aren't so many air battles.                                 |
+---------------------------------------------------------------------------+
After this battle this mission is over. The only thing left now is Deus Ex
Machina. That's the final mission of this chapter. 

+---------------------------------------------------------------------------+
| Deus Ex Machina                                                 | IDXC01G |
+---------------------------------------------------------------------------+
| Virginia 68      | Clive 65          | Jet 65            | Gallows 68     |
+---------------------------------------------------------------------------+
| Monsters: Quox, Jabberwock, Bandersnatch                                  |
+---------------------------------------------------------------------------+
| Deus Ex Machina is the hardest dungeon to find. To bad I cannot tell you  |
| where it is, since that's diffrent every game. That makes it so hard to   |
| find it. First of all Deux Ex Machina is floating in the air, so it's     |
| not so hard to guess that you need to get there using Lombardia. Mostly   |
| it floats near the middle dunes, around Laxisland, Dragon's lair. Those   |
| kinda spots. When you see that the air is distorted, then you found the   |
| place. Shoot in in serveral times and it will become visible. When it's   |
| completely visible you can fly straight to it to enter it.                |
|                                                                           |
| Something I'm not sure about. There's a telescope in Ballack Rise. Using  |
| it will give you a hint were to look. I'm not sure if this is required to |
| do in order to find the place                                             |
+---------------------------------------------------------------------------+
001: Follow the corridor and exit east at the end
002: A bomb will destroy the laser, go south, exit south
003: Make a path with the change crest and exit south
004: The moving bridge is impossible to cross. You need to use the gale crest
     but time it right or else you'll mess up. The best moment is when the
     layer most east is almost at the end of it's move when it comes out.
     You follow? 
     Anyway, when you make it through climb the ladder and use the switch
     go down the ladder and exit east
005: Two lasers to bomb. go east exit south
006: Follow the corridor and exit west
007: You'll meet the Schrodinger Family. No more fighting with them though.
     In fact you'll need their help if you wanna complete this dungeon.
     Good, after a few words, exit north
008: Exit west
009: Examine the terminal. Maya will suggest to go back to the previous room.
     Do as she says.
008: Examine the terminals and the Schrodingers will take positions here.
     Nice to know is that you can talk to Alfred twice to save the game
     and to Todd twice to recover Health, ECN bar and VIT bars.
     When you're done here, exit west
009: Examine the terminal. Maya will show you some keys of your controller
     you gotta push. After that you got 10 seconds to type Maya's code over.
     When you succeed the door will open, when you fail you gotta try it again
     (but you'll get a difrent code).
     When you succeed exit south.
010: Follow the corridor and exit east at the end.
022: = Push the small block north twice
     = Push the southern big block south with the might gloves five times
     = Push it west
     = Pull the small block south once
     = Go around the northern big block to come to the north side of the 
       middle big block
     = Push the middle big block south 8x
     = Pull the small east twice
     = Push it south untill you can't push it any further
     = Push the last big block south till you can't push it any further
     = Go north
     = Exit east
012: Three targets all must be hit with a boomerang. I recommend to try the 
     one most behind first. Then the one in the middle and the one on the 
     conveyor last.
     Exit north
013: Destroy the lasers with a bomb.
     Go north, exit east
014: Fight Fafnir.
__________
| Boss 56 \
+---------------------------------------------------------------------------+
| Fafnir                                       | Aka Me too big for you     |
+---------------------------------------------------------------------------+
| Virginia 68      | Clive 65          | Jet 65            | Gallows 68     |
+---------------------------------------------------------------------------+
| Difficulty: Medium                                                        |
+---------------------------------------------------------------------------+
| It will always use "Contaminated Crust" to make sure that the entire      |
| party loses HP every turn. I must note that wind is it's weakness but     |
| don't even think about that. It'll be countered with a move you won't     |
| like. You may have a hard time to keep it up with the healing. Mystic     |
| or extension will have to suffice. Clive and Jet should just attack.      |
+---------------------------------------------------------------------------+
     Follow the corridor, exit south
015: = Hook into the moving hook-point. 
     = Let go on the middle patform
     = Go up and throw a boomerang at the target
     = Hook into the hookpoint
     = Release when you are just before the road. Not above it. Time it right.
     = Exit south
016: Your final fight with Leehalt go for it.
____________________________
| Boss 57 - The Prophets 10 \
+---------------------------------------------------------------------------+
| Leehalt (6), Melody Clone, Malik Clone       | Aka Attack of the clones   |
+---------------------------------------------------------------------------+
| Virginia 68      | Clive 65          | Jet 65            | Gallows 68     |
+---------------------------------------------------------------------------+
| Difficulty: Medium                                                        |
+---------------------------------------------------------------------------+
| Melody and Malik are dead, so we replace them with clones. Hah, what a    |
| pathetic way to increase the difficulty of this fight. Well, you know     |
| the prophets can do. This fight is exactly the same as the one in the     |
| ruins of memory for one 3 tiny details.                                   |
| = Malik Clone does not have to be decelerated. (Like I care).             |
| = In the Ruins of Memory Leehalt did nothing at all, now he can use       |
|   Eliminate scanner from time to time.                                    |
| = Melody Clone does not always counter with Venom Strike. Mostly it does. |
| As always get rid of the Malik Clone first, then focus on the Melody      |
| clone and Leehalt himself should be last.                                 |
| BE SURE TO CANCEL WHEN ONE OF THE CLONES FALL, SINCE YOU DON'T WANT TO    |
| ATTACK LEEHALT BY ACCIDENT.                                               |
|                                                                           |
| As for Leehalt. The same Rule of Vengeance trick, so Virginia should do   |
| the work, with Gallows as healer.                                         |
+---------------------------------------------------------------------------+
     This was your very last fight with the prophets, and I hear you think
     "Good Riddance".
     Before leaving this room examine the terminal. Some shocking discoveries
     will be done (if you didn't already find it out yourself).
     After that, go east, exit north
017: Go west, and freeze the moving wall. Then use bombs (a lot) to blow it up.
     Go west, exit north
018: Follow the corridor and exit east
019: Go south. Examine the terminal.
     Once again, Maya will give a code to type over. Only more keys this time.
     (Just stay calm or you'll mess up)
     Exit south
020: Time to fight Siegfried
__________
| Boss 57 \
+---------------------------------------------------------------------------+
| Siegfried                                    | Aka Blue pile of junk      |
+---------------------------------------------------------------------------+
| Virginia 68      | Clive 66          | Jet 66            | Gallows 68     |
+---------------------------------------------------------------------------+
| Difficulty: Medium                                                        |
+---------------------------------------------------------------------------+
| You remember your battles with Janus when he was using the power of the   |
| dark spear? This fight is much alike. Since Janus was using Siegfried's   |
| power, that to be expected.                                               |
|                                                                           |
| First thing you must do is Pickpocket the Teardrop from him. If you don't |
| this fight will take forever. Litterally, since the game is protected not |
| to let you win as long as you don't steal that teardrop.                  |
|                                                                           |
| For the rest, you know what Janus could do, so you know what Siegfried    |
| can do. It's even less impressive then when Janus did it, so as long as   |
| you keep an eye on your HP you should be fine.                            |
+---------------------------------------------------------------------------+
     After this fight, the mission should have been over, but the game makers
     saw fit to make you have to walk the entire way back this time.
     Sigh.
     Exit north.
019: Go north, exit west
018: Follow the corridor. Exit south
017: Follow the corridor. Exit south
016: Go east, exit north at the end
015: = Hook into the moving hook-point
     = Let go above the middle platform
     = Hook onto the other hook-point
     = Let go above the east platform
     = Exit north
014: Follow the corridor. Exit west
013: Go south, exit south
012: Go south, exit west
022: Go south, exit west
010: Follow the corridor, exit north
009: Go east, exit east.
008: The Schrodinger Family is still here. You can still speak with Todd
     if you need healing, and speak with Alfred if you wanna save the game
     (speak twice to them in order to do this).
     Exit south
007: Go south, exit west
006: Follow the corridor and exit north
005: Go west, exit west
004: = Go south
     = Climb the ladder
     = Go west 
     = Drop off north
     = exit north
003: Go north, exit north
002: Go north, exit west
001: Follow the corridor and exit south
In order to complete this mission you gotta fight Dragna Sieg.
__________
| Boss 58 \
+---------------------------------------------------------------------------+
| Dragna Sieg                                  | Aka Never give up, huh?    |
+---------------------------------------------------------------------------+
| Virginia 68      | Clive 66          | Jet 66            | Gallows 68     |
+---------------------------------------------------------------------------+
| Difficulty: Waste of time.                                                |
+---------------------------------------------------------------------------+
| Siegfried just has to act up once more. Not really worth mentioning.      |
| This is an air battle. Which makes this battle rather boring. My version  |
| of Lombardia even had 55FP by default. Let's start with all powerup moves |
| Then go crazy with Missile Might and reload when needed. BO-RING!         |
+---------------------------------------------------------------------------+
After this battle this mission and chapter is over.

+---------------------------------------------------------------------------+
| Chapter 4                                                       | CHAPTR4 |
+---------------------------------------------------------------------------+
Well, in this chapter are only a few missions that have to be taken on in
order, no submissions which can be taken on at any moments or anything. So
there's no more need to have to figure this out forever in order to proceed.
I need to note though, that by now most sidequests are available, if you
truely wanna say that you finished WA3 you should take them on. Also if you 
wanna keep up with my levels, hunt some Hayonkontons (or Creeping Chaos for
those who do not know the true Wild Arms termology).

First of all you start in Baskar (not really much to make a section for).
Find Shane. He's in the west side of the village. Have a little chat with
him. After that chat this final chapter will truely begin and your first
mission will be the Sacrifial Altar.

+---------------------------------------------------------------------------+
| Sacrificial Altar                                               | IDXC01H |
+---------------------------------------------------------------------------+
| Virginia 72      | Clive 67          | Jet 68            | Gallows 70     |
+---------------------------------------------------------------------------+
| Monsters: Scorpius, Eel Volk                                              |
+---------------------------------------------------------------------------+
| It couldn't be any easier. Fly over the mountain north of Baskar and land |
| immediatly at the other side. In the middle of this area is the place to  |
| search.                                                                   |
+---------------------------------------------------------------------------+
001: Enter the building
003: Go north, exit north
004: Use the sideways and the steady doll, to push the dark blocks to the
     center to form a bridge you can cross with the Gale Crest.
     Exit north.
005: You can go for the duplicator door west if you want.
     North is the exit for the rest of the quest
007: Put out all the torches and exit wait. Two torches will be relit.
     Take the exit where that happens. (Probably west)
008: Put out all the torches and exit wait. Two torches will be relit.
     Take the exit where that happens. (Probably North)
009: Put out all the torches and exit wait. Two torches will be relit.
     Take the exit where that happens. (Probably west)
010: Put out all the torches and exit wait. Two torches will be relit.
     Take the exit where that happens. (Probably South)
011: Follow the corridor, and exit north at the end.
012: Fight the monster that appears.
__________
| Boss 58 \
+---------------------------------------------------------------------------+
| Hydra                                        | Aka Many Heads             |
+---------------------------------------------------------------------------+
| Virginia 72      | Clive 67          | Jet 68            | Gallows 70     |
+---------------------------------------------------------------------------+
| Difficulty: Easy, but there is something you should know.                 |
+---------------------------------------------------------------------------+
| This fight is not hard at all. Attacks are pathetic, and it's not likely  |
| this beast will have a single chance to cause you an6y sort of trouble.   |
| HOWEVER...                                                                |
| One it's HP is getting low this beast will regenerate to full HP. You     |
| cannot prevent this move from being used, so if you don't know how to     |
| deal with this, this fight will take forever, yes, even when you are      |
| level 100. Every time you cast fire on the Hydra the power of that        |
| healing move will reduce by 50% and there lies the only key to victory.   |
| You can keep this up serveral times, since the result of the reduction    |
| is always rounded down, you can reduce it to 0. And that'll be funny,     |
| because then it will only try to heal itself with no chance, giving you   |
| a very easy win.                                                          |
+---------------------------------------------------------------------------+
     Go north, exit north
014: The east wall can be bombed (look for the crack) for treasure.
     The north exit continues the quest.
015: Follow the corridor and exit south at the end.
016: The big hole has a hidden path. Use the freezer doll to make it
     visible, but this is only temporary. As soon as the freezer doll 
     isn't used the path becomes invisible again. Make your way south this
     way. (that's not hard, trust me).
     Exit south
017: go south, exit south, and you'll got another fight.
__________
| Boss 59 \
+---------------------------------------------------------------------------+
| Salamandra                                   | Aka Great Balls of Fire    |
+---------------------------------------------------------------------------+
| Virginia 72      | Clive 67          | Jet 68            | Gallows 70     |
+---------------------------------------------------------------------------+
| Difficulty: Depends.                                                      |
+---------------------------------------------------------------------------+
| I cannot really help. I already had all party members 100% fire proof and |
| all this beast can do is fire attacks. It opens the battle with fire zone |
| double the effects of fire and to halve the effects of ice. Casting ice   |
| it (which is his weakness) will be countered. To me this fight was        |
| impossible to lose from the start thanks to my preperations.              |
+---------------------------------------------------------------------------+
After this battle this mission is over. Next target Demondo Pillar.

+---------------------------------------------------------------------------+
| Demondo Pillar                                    (18452, 6447) | IDXC01I |
+---------------------------------------------------------------------------+
| Virginia 75      | Clive 70          | Jet 71            | Gallows 73     |
+---------------------------------------------------------------------------+
| Monsters: Buckbaird                                                       |
+---------------------------------------------------------------------------+
| From Baskar follow the way to Jolly Roger until the bridge (don't cross   |
| it). From there head east and search at the end of the way.               |
+---------------------------------------------------------------------------+
001: Exit north
002: Bomb the pin and exit north
003: = Go north
     = Around the corner west
     = At the end jump fout times
     = Use the change crest to warp west
     = Exit west
004: Follow the corridor and exit east at the end
005: Watch the platform and warp your way east at the right moment.
     Exit east
006: Follow the corridor and exit west at the end
007: Freeze one of the pins, then use the thindercrest on it, then bomb it.
     exit west
008: Follow the corridor and exit east
009: Go east and fight Gespenst
__________
| Boss 60 \
+---------------------------------------------------------------------------+
| Gespenst                                     | Aka Undead on wheels       |
+---------------------------------------------------------------------------+
| Virginia 75      | Clive 70          | Jet 71            | Gallows 73     |
+---------------------------------------------------------------------------+
| Difficulty: Is this really a boss?                                        |
+---------------------------------------------------------------------------+
| Cast "Requiem".... You win!                                               |
+---------------------------------------------------------------------------+
     Exit east
010: Under the road a boomerang target is hidden. Hit it to open the door
     at the end and exit through it.
011: Follow the way as it leads west, and exit west
012: Follow the way. Destroy the pins (Freezer Doll+Thindercrest+Bomb). Exit
     east at the end
013: Follow the way and avoid the things that come over the path. Exit north.
011: = Go north. 
     = Use the gale crest to go west and land on the platform with the
       trampoline.
     = Jump on the trampoline
     = Exit north
014: Go north and exit north.
015: Fight Asgard.
__________
| Boss 61 \
+---------------------------------------------------------------------------+
| Asgard (6)                                   | Aka Me serve one more time |
+---------------------------------------------------------------------------+
| Virginia 75      | Clive 70          | Jet 71            | Gallows 73     |
+---------------------------------------------------------------------------+
| Difficulty: Easy when well prepared. If not impossible to win.            |
+---------------------------------------------------------------------------+
| Preperations: Best is to have everybody shielded against instant death.   |
|               "Fallen Ward" of Dan Dairam (Cosmig Cog) can do that.       |
|               "Fallen Ward" of item Holy Grail can do that.               |
|               "Focus" for Justine (Brave Seal) can do that too,           |
+---------------------------------------------------------------------------+
| Asgard is not as hard as he used to be. His "Wide Barrier" will kill the  |
| entire party in once though, and it never misses, so if you do not shield |
| yourself against that you cannot win this fight, now matter how strong    |
| you are. Following the preperations above will help a lot, if you cannot  |
| shield everybody, then cast Status Lock and seal that with Permanence.    |
|                                                                           |
| With that taken in order the rest of the fight is easy.                   |
+---------------------------------------------------------------------------+
After this fight this mission is over. Next target: Demondo Pillar Rear.

+---------------------------------------------------------------------------+
| Demondo Pillar Rear                               (24618,10478) | IDXC01J |
+---------------------------------------------------------------------------+
| Virginia 76      | Clive 71          | Jet 71            | Gallows 74     |
+---------------------------------------------------------------------------+
| Monsters: Radiant (in all sorts and colors)                               |
+---------------------------------------------------------------------------+
| First of all go to Humphrey's Peak and enter the village. Clive will      |
| temporary leave the party. So you have to do without him for awhile.      |
| Don't worry, he'll rejoin the party before this is all over. After that   |
| leave Humphrey's Peak and board Lombardia.                                |
| Fly south over two mountains, then go west and land at the start of the   |
| pass that leads up. If you are doing the telepath tower mission I suggest |
| you summon your horses. Go the way all up the pass. (When you encounter   |
| Hayonkontons (or if you really need Creeping Chaos) you can better be     |
| on a horse than on foot). When you reach the top, search the north        |
| part of this area to find what you are looking for.                       |
+---------------------------------------------------------------------------+
Virginia & Co. will start this dungeon. Later on Clive will join (sorry for
that spoiler). Virginia and Clive will have both their own part and will
then have to help each other. When I call the name you gotta switch to the
person whose name I call. Alright?

Virginia & Co.
001: Exit north
002: Warp to the north-east platform with the change-crest and exit east
003: = Drop off east. 
     = Go east till the way is blocked
     = Stand south of the two "things"
     = Shoot a boomerang through them from here.
     = Jump onto them and jump onto the eastern platform
     = Exit east
004: Follow the corridor and exit west at the end
005: Go west until you get blocked in. You'll have to fight a boss.
__________
| Boss 62 \
+---------------------------------------------------------------------------+
| Nebiros                                      | Aka I do what you want     |
+---------------------------------------------------------------------------+
| Virginia 78            | Jet 73                  | Gallows 76             |
+---------------------------------------------------------------------------+
| Difficulty: Just be prepared                                              |
+---------------------------------------------------------------------------+
| Preperations: Have all your party members 100% resistant against two      |
|               elements (all of them the same elements)                    |
+---------------------------------------------------------------------------+
| At the start of every it'll ask which element to use on you. Always       |
| choose the element you are resistant against, and you can't lose. It's    |
| weak to Holy. If that's worth something to you.                           |
+---------------------------------------------------------------------------+
After this battle the game will automaticly switch to Clive who'll be at the
entrance of this dungeon.

Clive:
001: Exit north
002: Bomb the pins in the west, and exit west
006: Follow the corridor and eixt east at the end
007: Destroy the device on the east (this will set Virginia's group free)
     Stand on the yellow switch

Virginia & Co.
005: Exit south
008: Stand on the black switch

Clive:
007: Exit south
008: Stand on the yellow switch

Virginia & Co:
008: Exit east
011: Stand on the yellow switch

Clive:
008: Exit west
009: Stand on the black swutch

Virginia & Co:
011: Exit east
012: Follow the corridor and wait at the door at the end

Clive
009: Stand on the yellow switch

Virginia & Co:
012: Exit at the door that just opened
013: = You can you the steady doll to access the chests
     = Go west and destroy the thingamabob that blocks you path with the
       thindercrest
     = These's another thingamabob above a boomerang target. Freeze it
     = Now throw a boomrang to hit the target.
     = Exit west
014: Switch to Clive

Clive:
008: Stand on the blue switch

Virginia & Co:
014: Exit west
015: Stand on the red switch

Clive:
009: Exit west
010: Follow the corridor and exit east at the end

Clive will meet Virginia and the rest of the team, and the party will be
whole again.
015: = Use the gloves to put a block on each switch
     = Go south
     = Open the treasure (mimic) to get an item that can shield against
       all elements. Handy when you have hard luck finding elemental rings.
     = Exit east
016: Go east, exit east
017: Follow the corridor and exit west at the end
018: Make your way to the thingamabob in the middle and avoid the moving
     thingies that circle around. The red thingamabobs can be bombed but will
     only be gone for one second, so move quickly.
     When you reach the grey thingamabob. Freeze it and place a couple of 
     bombs to blow it up.
     Now make your way north, and exit north.
019: You'll find another receiver. Clive will destroy it. After that 
     Go north, past the receiver and exit north.
020: Exit north to complete this mission.

Next Target Mimir's well.

+---------------------------------------------------------------------------+
| Mimir's Well                                        (440,19520) | IDXC01K |
+---------------------------------------------------------------------------+
| Virginia 82      | Clive 74          | Jet 78            | Gallows 79     |
+---------------------------------------------------------------------------+
| Go to Boot Hill and check out the grave of Virginia's Mom. There's a      |
| letter on it. In that letter, Werner will give you his final instructions |
| on sealing Hyades.                                                        |
| The place to look is north of Gunner's Heaven.                            |
+---------------------------------------------------------------------------+
You don't have to do anything here, just watch the show and find out
some final interesting things. Once the show is over you gotta head to the
final Dungeon. The Nightmare Castle.

+---------------------------------------------------------------------------+
| Nightmare Castle                                                | IDXC01L |
+---------------------------------------------------------------------------+
| Virginia 83      | Clive 75          | Jet 79            | Gallows 80     |
+---------------------------------------------------------------------------+
| Monsters: Sammael, Doomsday, Doppelganger                                 |
+---------------------------------------------------------------------------+
| First go to Baskar and go to the house which you can use as Inn where     |
| Gallows, Halle and Shane will point some important things out. After that |
| go to the Sacrificial Alter.                                              |
| In floor 001, walk around the building by the east side. And go up the    |
| the stairs. On the top is an entrance. Enter it. From here you can get    |
| into the Nightmare castle.                                                |
+---------------------------------------------------------------------------+
At the start of this mission Shane will give you the Exodus Orb. With it you
can warp to the entrance of any dungeon. Completing the Nightmare castle
without it is impossible.

Ok, first of all, the Nightmare castle is not an ordinary dungeon.
In contains 6 sub-missions. And a main mission.
If you want you can skip the submissions, however this is something you only
should do when you're either suicidal or protected against all elements. 

What is exactly the point.
There are 7 disasters in this castle. 1 in the main mission and 1 in each
sub-mission. If you defeat the one in the main mission, it will become Tiamat
and use the power of all other disasters you didn't kill. When not fully 
protected this will mean DEATH! When you kill a disaster in a submission, 
that makes one power less Tiamat can use against you.

I'll take on all submissions one by one, when you completed one, I suggest
to use the Exodus Orb to warp back to the start of this dungeon, but that's
up to you.

Floor 003 is the central room. All submissions start from there.
Are you ready?

*********
* EARTH *
*********
003: Go to the south-east of this room, and shoot the hook at the target above
     Go back to the center, then up the stairs, then west and exit north
040: Follow the corridor and exit north
041: A lot of big blocks blocking the way.
     = Push the NE block north
     = Walk the west way north till the way is blocked
     = Push the block east of you south
     = Push the SW block west
     = Go into the western way and go around the corner east
     = Push the block south of you (at the end) south twice
     = Push the block east of that south as well.
     = Push the eastern block south
     = Now you can push the block in the center east and exit north
042: Go north exit north
043: Another puzzle like this
     = Push the SW block west
     = Push the SW block west twice
     = Take the west way north
     = Around the corner east
     = At the end push the block south of you south
     = Push the block east of that south as well
     = From here you can make your way north and exit north
044: Go north, exit north
045: Fight the Disaster
_____________________
| Boss 63 - Disaster \
+---------------------------------------------------------------------------+
| Disaster Earth                               | Aka Let's shake the earth  |
+---------------------------------------------------------------------------+
| Virginia 83      | Clive 75          | Jet 79            | Gallows 80     |
+---------------------------------------------------------------------------+
| Difficulty: Easy                                                          |
+---------------------------------------------------------------------------+
| Master of earth, and weak to wind. Not much to it.                        |
+---------------------------------------------------------------------------+
That ends this sub-mission.

********
* FIRE *
********
003: Go to the candles in the north-east and light the unlit ones with your
     thindercrest. Exit east
010: Follow the corridor and exit east
011: North wheel = 1, Center wheel = 2, South Wheel = 3
     When I say turn, keep turning till the puzzle moves
     = Turn wheel 2 clockwise twice
     = Turn wheel 3 clockwise once
     = Turn wheel 1 counter-clockwise once
     Cross the bridge you created and exit east
012: Follow the corridor and exit east
013: = Boommerang the target
     = Use the gale crest to go east just after the bars disappeared
     = Hook on the moving target above
     = Drop off east
     = Stand on the brown area
     = Jump 6 times with the sneakers
     = Exit east
014: Go east exit east
015: Fight the disaster
_____________________
| Boss 64 - Disaster \
+---------------------------------------------------------------------------+
| Disaster Fire                                | Aka Burn Baby Burn         |
+---------------------------------------------------------------------------+
| Virginia 86      | Clive 77          | Jet 81            | Gallows 82     |
+---------------------------------------------------------------------------+
| Difficulty: Easy                                                          |
+---------------------------------------------------------------------------+
| Master of fire and weak to ice. No need to say more.                      |
+---------------------------------------------------------------------------+
That completes this part.

********
* MOON *
********
003: In the south-east is a crumbly wall. Bomb it.
016: Follow the corrind and exit south
017: Touching the balls with either the Thindercrest or the Freezer Doll
     will show how the path goes. It will immediatle disappear though.
     You gotta find your way south and exit south.
     And if I may give one hint. The Freezer Doll works best. :)
     This is one of the worst parts of the Nightmare Castle, and onfortunatly
     it takes away the hardest disaster power from Tiamat, so it's not wise
     to skip it.
018: Exit south
019: Same recipe as in floor 017. Only a diffrent route.
020: Follow the corridor and exit south
021: Fight the disaster.
_____________________
| Boss 65 - Disaster \
+---------------------------------------------------------------------------+
| Disaster Moon                                | Aka We dance beneath the   |
|                                              |     Moon                   |
+---------------------------------------------------------------------------+
| Virginia 86      | Clive 77          | Jet 82            | Gallows 83     |
+---------------------------------------------------------------------------+
| Difficulty: Hard                                                          |
+---------------------------------------------------------------------------+
| This disaster can become a disaster with its Merciless Queen (in which    |
| it mimics Celesdue). That attacks is never lethal but can cost you quite  |
| some HP. Be prepared to have to use Mystic with Potion Berries a lot.     |
+---------------------------------------------------------------------------+
After this fight this sub-mission is over. Be wise, use the Exodus Orb to
get out of here.

*********
* WATER *
*********
003: Pick up a box and throw it to the pyramid east.
     Exit through the passage that opens
004: Follow the corridor and exit north
005: Stepping on the brown "thing" will make a moving bridge. Follow it, but
     don't be too quick and don't be too slow. Time it just right.
     When on the next platform you got another of this.
     Exit north at the end
006: Go north, exit north
007: Warp to the second platform with the change crest. Now step on the
     moving bridge but this time it will go in many diffrent ways.
     It's impossible for me to write and take this on at the same time, so
     I'm afraind you gotta puzzle this out for yourself. I gotta say, none
     of the ways it goes will end in a new platform, but you can warp to
     a ECN crystal with the change crest when you picked the right one.
     Exit north
008: Go north, exit north
009: Disaster time.
_____________________
| Boss 66 - Disaster \
+---------------------------------------------------------------------------+
| Disaster Water                               | Aka Bridge over troubled   |
|                                              |     water                  |
+---------------------------------------------------------------------------+
| Virginia 87      | Clive 78          | Jet 82            | Gallows 83     |
+---------------------------------------------------------------------------+
| Difficulty: Easy                                                          |
+---------------------------------------------------------------------------+
| Master of water and weak to lightning. No problem.                        |
+---------------------------------------------------------------------------+
Another one done.... Next

********
* WIND *
********
003: At the north wall in the west section of the lower level are two
     big switch, press one of them, and stay where you are. Access the
     other with the steady doll.
     Exit west
028: Follow the corridor and exit west
029: Exit west
030: Exit north
031: Exit east
032: Exit south
033: Exit west
034: Follow the corridor and exit west
035: Exit north
036: Exit north-east
037: Exit east
038: Go west, exit west
040: Let's fight another disaster
_____________________
| Boss 67 - Disaster \
+---------------------------------------------------------------------------+
| Disaster Wind                                | Aka Fangad av en stormvind |
+---------------------------------------------------------------------------+
| Virginia 89      | Clive 80          | Jet 85            | Gallows 86     |
+---------------------------------------------------------------------------+
| Difficulty: Easy                                                          |
+---------------------------------------------------------------------------+
| Master of wind and weak to earth. Don't ask.                              |
+---------------------------------------------------------------------------+
Next!


*********
* LIGHT *
*********
003: Go to the upper platform and go west.
     Pull the 2nd statue from the south.
     Go to the lower platform and exit through the passage you opened.
022: Follow the corridor and exit south
023: Shoot the south monument with the next tools in this order
     = Thindercrest
     = Freezer Doll
     = Boomerang
     = Change Crest
     Go south, exit south
024: Go south, exit south
025:   A B C D E 
     1 
     2   X X X
     3   X X X
     4   X X X
     5
     Use the Mighty gloves to move the blocks this way
     = C2 to D1
     = C3 to B2
     = D2 to C1
     = D1 to C2
     = C1 to D2
     = D3 to E4
     = D4 to E3
     = E4 to D3
     = E3 to D4
     = C4 to B5
     = B4 to C5
     = B5 to C4
     = C5 to B4
     = B3 to A2
     = Top block B2 to C3
     = B2 to A3
     = A2 to B3
     = A3 to B2
     Exit south
     (YOu may need the gale crest to pass over gaps here)
026: Go south, exit south
027: And it's time for a disaster
_____________________
| Boss 68 - Disaster \
+---------------------------------------------------------------------------+
| Disaster Light                               | Aka Love shine a light     |
+---------------------------------------------------------------------------+
| Virginia 91      | Clive 83          | Jet 87            | Gallows 87     |
+---------------------------------------------------------------------------+
| Difficulty: Easy                                                          |
+---------------------------------------------------------------------------+
| Master of light and weak to darkness. In case you didn't know             |
+---------------------------------------------------------------------------+
Done them all, already?


********
* MAIN *
********
When you have done all sections you can safely take on this one.
003: Exit north
046: Go north, exit north (Open the door and confront the enemy)
047: The final disaster
_____________________
| Boss 69 - Disaster \
+---------------------------------------------------------------------------+
| Disaster Luck & Tiamat                       | Aka Lucky Lips             |
+---------------------------------------------------------------------------+
| Virginia 94      | Clive 85          | Jet 89            | Gallows 89     |
+---------------------------------------------------------------------------+
| Difficulty: Medium/hard... actually pending                               |
+---------------------------------------------------------------------------+
| This fight starts with Disaster Luck, once you defeated that one it will  |
| Morph into Tiamat.                                                        |
|                                                                           |
| Disaster Luck:                                                            |
| Most of the time it uses Unlucky shot which damages you entire party. Not |
| much, but enough to give you a hard time healing everybody up.            |
|                                                                           |
| Tiamat:                                                                   |
| The difficulty of Tiamat is pending. All Tiamat can do is the move        |
| Final Disaster which does in fact unlucky shot and all the summon based   |
| moves of all disasters you haven't defeated. When not fully protected     |
| that can do a lot of pain. Not to mention that if you didn't beat         |
| disaster Moon that you suffer even more. When all disasters have been     |
| defeated things may be easier. (Personally I used Finest Arts to beat     |
| this fellow).                                                             |
+---------------------------------------------------------------------------+
ALL RIGHT READ ON VERY WELL BEFORE YOU PROCEED ANY FURTHER AFTER THIS FIGHT.
When you go north, you'll go into the final part of Wild Arms 3. Once you took
that on, you will return to the world map, but you can no longer save your
game anymore, and many sidequests will be disabled. Since the grand finale
is all that is left at that point you can guess the game will stay that way
FOREVER! So if you have any sidequests or other stuff to take on DO IT NOW!

     Exit north
048: Go north, and open the door. After that the game will ask you to save.
     This is the last time you can save your game, so I recommend to do so.
     After that exit north
049: You'll meet Beatrice at last, and now it's time to battle it out.
__________
| Boss 70 \
+---------------------------------------------------------------------------+
| Beatrice (1)                                 | Aka Mad Girlie             |
+---------------------------------------------------------------------------+
| Virginia 100     | Clive 94          | Jet 96            | Gallows 95     |
+---------------------------------------------------------------------------+
| Difficulty: Rather Easy                                                   |
+---------------------------------------------------------------------------+
| Beatrice hardly offers a true fight. Some Sleep Wards can be handy though |
| to prevent yourself from falling asleep in her Nightmare spell. For the   |
| rest she'll waste a lot of turns on powerdown spells. She can also cast   |
| darkness, but since it's so easy to protect yourself against it, this     |
| hardly affect the battle. Just fire the best shot you got.                |
+---------------------------------------------------------------------------+
After the fight, Beatrice will blow up the Nightmare Castle. You only got
15 seconds to get out of the castle. Which is impossible on foot. So use the
Exodus Orb to get out of the castle. That completes this mission.

Now go to the Ark of Destiny for the Grand Finale.

+---------------------------------------------------------------------------+
| The Ark Of Destiny - The Grand Finale                           | IDXC01M |
+---------------------------------------------------------------------------+
| Virginia 100     | Clive 94          | Jet 96            | Gallows 95     |
+---------------------------------------------------------------------------+
Immediatly upon your arrival a large part of scenario will take place. In
which you'll also see the Schrodinger Family for the last time. After the
scenario the final battles will begin.
__________
| Boss 71 \
+---------------------------------------------------------------------------+
| Beatrice (2)                                 | Aka Mad Girlie             |
+---------------------------------------------------------------------------+
| Virginia 100     | Clive 94          | Jet 96            | Gallows 95     |
+---------------------------------------------------------------------------+
| Difficulty: Rather Easy                                                   |
+---------------------------------------------------------------------------+
| This fight is exactly the same as the previous one. So you know what to   |
| do.... Right?                                                             |
+---------------------------------------------------------------------------+
__________
| Boss 72 \
+---------------------------------------------------------------------------+
| Nega Filgaia                                 | Aka 10 times madness       |
+---------------------------------------------------------------------------+
| Virginia 100     | Clive 94          | Jet 96            | Gallows 95     |
+---------------------------------------------------------------------------+
| Difficulty: Not really hard                                               |
+---------------------------------------------------------------------------+
| Preperations: Have a few party members with MTC 4 or 5+                   |
|               Make sure somebody has the skill "Finest Arts" (Violator)   |
+---------------------------------------------------------------------------+
| Nega Filagaia is only a mere excuse for a final boss. However this fight  |
| can take a long time, since Nega Filagia has 10 forms, and each form      |
| requires its own strategy. So let's take on all forms one by one, shall   |
| we!                                                                       |
|                                                                           |
| Form 1:                                                                   |
| It saves up all damage you deal to it, and gives that back at the end of  |
| the turn. After serveral turns it may split in two. I never really found  |
| out how that is supposed to affect the battle, though.                    |
|                                                                           |
| Form 2:                                                                   |
| Not really dangerous, but after 3 turns it'll reset the battle making you |
| have to start over. Be sure to beat it withing that margin. It has not    |
| much of HP, so it's no problem, I suppose                                 |
|                                                                           |
| Form 3:                                                                   |
| Make sure Clive has full ammo. Then put the Cosmig Cog on Virginia.       |
| (Make sure she has 100FP and not one point less). Let Virginia cast       |
| Replay on Clive and let Clive shoot it. Keep this up until the next form. |
|                                                                           |
| Form 4:                                                                   |
| 4 lizard of a specific element. Let Virginia mystic a gem of a specific   |
| element, then let Gallows cast a spell with "Extension" of the opposite   |
| element. (For example: Virginia > Mystic + Earth Gem,                     |
| Gallows > Extention + Vortex.                                             |
|                                                                           |
| Form 5:                                                                   |
| Two dino like creatures. They do power up each other and can heal.        |
| Therefore it's important to come with strong attacks. Casting Hyper can   |
| do some big deal here.                                                    |
|                                                                           |
| Form 6:                                                                   |
| This form can cast all elemental arcana spells in one turn. Some          |
| protection against that, can save your ass. Aside from that this form     |
| is absolutely not dangerous.                                              |
| (It's also weak against all elements, but once that element it used it    |
| will no longer be weak against it)                                        |
|                                                                           |
| Form 7:                                                                   |
| Basically this is just a matter of attacking and healing when you are     |
| hurt. No big deal.                                                        |
| (Just like previous form. Weak to all elements, but will no longer be     |
| weak against an element previously used).                                 |
|                                                                           |
| Form 8:                                                                   |
| This form has two little sidekicks that will contineously take the damage |
| and are hardly vulnerable, and killing those makes hardly sense since     |
| they will be revived the very same turn. The best way to get rid of this  |
| form is by using summons. Only summon when you are at 100FP though.       |
|                                                                           |
| Form 9:                                                                   |
| For form 9 the same goes as for form 8.                                   |
|                                                                           |
| Form 10:                                                                  |
| Before doing anything else, you might want to cast "Pickpocket" in order  |
| to obtain the last "EX-File Key". After that, we gotta kill this form in  |
| one blow if we don't want serious trouble, as this form has some killer   |
| moves and will be stronger and invincible as times goes by. If somebody   |
| has been equipped with the Violator that person has Finest Arts. Make     |
| him/her out of ammo and at full FP. Make sure thhe Finest Arts skill is   |
| maxed out and use Gatling. YOU WIN                                        |
+---------------------------------------------------------------------------+
After this fight the game is over.
CONGRATULATIONS, you finished Wild Arms 3.

You can create an EX-File game (I recommend a new slot for that, as you cannot
return to the game with it). Serveral extra features are available in that
file, but they are all locked, and you can unlock them with the EX-File
keys you found. Most features are useless, but I guess it never hurts to
take a look at them :)






+---------------------------------------------------------------------------+
| Sidequests                                                      | IDXD000 |
+---------------------------------------------------------------------------+
Like every Wild Arms (so far), Wild Arms 3 is loaded with sidequests. 
Whether or not they are worth the trouble is up to you.

What puzzles many people are the EX-File keys which is the reward for many
sidequests. They have no particular value. They can unlock certain bonus
features you get when you finished the entire game. In the game itself they
have no value. (See EX-File Keys section)

+---------------------------------------------------------------------------+
| Martina van Basten                                              | IDXD001 |
+---------------------------------------------------------------------------+
| Available: When you reach Claiborne (Chapter 1)                           |
+---------------------------------------------------------------------------+
| Reward: EX-File key                                                       |
+---------------------------------------------------------------------------+
The Martina van Basten sidequest can be started early in the game, but to
complete it you must be pretty far in the game, as you'll need to go to 
almost all cities in the game. 

What is the object? Martina is the little girl who you'll find at the inn
in Claiborne. It belongs to her mother, but she's working elsewhere in order
to repay some debts she has. (Martina's "evil" aunt has taken over the inn
in the meantime). Martina hasn't received any letters from her mother and she
wants to look for her. So she'll start a journey. Your task is to guide her
along the way.

All you basically have to do is seek her out in all the locations she visits 
and talk to her. For those who have teleport items, keep in mind that Martina
doesn't have any teleport items, so she needs time to travel. So warping to
all cities in the order listed below won't help ya, as Martina may not yet 
have arrived. Between two locations it's best to take on either a dungeon or
to rest twice at an inn where Martina WON'T BE! So don't rest in a town 
Martina currently is, or in a town where she's expected to come. Of course,
in case you wanna rest, you know that inns are expensive so I recommend to 
rest in Humphrey's Peak, Boot Hill or Baskar, since the inn is free there.

Here's the location list
= Inn at Claiborne
= On the platform at Westwood (railway station)
= Little Rock at the inn
= Little Twister on the streets
= Humphrey's Peak in the house south-east
= Humphrey's Peak under the small roof north-east
= At the inn in Jolly Roger
= In Ballack Rise on the streets with a boy
= Laxisland, upstairs in the inn
= Humphrey's peak (Martina won't be there, but talk to the nurse instead)
= Laxisland (Nurse is helping to heal Martina's Mother)
= Laxisland (Mother has been healed)

When that's all done go back to Claiborne, and talk to Martina, she'll give
you the EX-File key.


+---------------------------------------------------------------------------+
| The Secret Garden                                 (17695, 8239) | IDXD002 |
+---------------------------------------------------------------------------+
| Virginia 20      | Clive 20          | Jet 20            | Gallows 20     |
+---------------------------------------------------------------------------+
| Available: Once you got the horses in Claiborne (chapter 1), though I     |
|            recommend to go for them once you got the Flash Hit. (Chap. 2) |
+---------------------------------------------------------------------------+
| Reward: Growing healing items. You can work out for other rewards, which  |
|         includes an EX-File Key                                           |
+---------------------------------------------------------------------------+
| To get there. East from Midland Station (region Baskar & Jolly Roger),    |
| there is a gorge. You need your horses to get over there. From there is a |
| road going along a forest. Follow it. At the end you gotta search.        |
+---------------------------------------------------------------------------+
First of all, talk to the girl, and she'll send you out on another sidequest.
(Decaying Labyrinth, see section below this one).

After having done that the Secret Garden will be fully available. How does
it work?

First you sow a certain item on a bed. To get seed you must sacrifice one
item, but then you got an unlimmited seed supply. Once you have sowed the
beds (I do recommend to have one bed of for each item you can sow, and if 
you have spare ones to go for Potion berries and mini carrots in those ones).
Now if you go out on your adventures the things you planted will grow, and 
when you get back you can harvest. There are complicated tables on how fast
things grows, but I'll spare you those.

When you choose to breed items will grow faster. Each time you breed an item
grows faster. When you bred it out to 100% you can longer breed, and the
item will be in stock of the Black Market (see Black Market section). Having
bred out all items, you'll get an EX-File Key.

+---------------------------------------------------------------------------+
| Decaying Labyrinth                                (15346, 9649) | IDXD003 |
+---------------------------------------------------------------------------+
| Virginia 20      | Clive 20          | Jet 20            | Gallows 20     |
+---------------------------------------------------------------------------+
| Monsters: Rachael, Rat Monkey, Undead Reptile                             |
+---------------------------------------------------------------------------+
| Available: Once you got the horses in Claiborne (chapter 1), though I     |
|            recommend to go for them once you got the Flash Hit. (Chap. 2) |
+---------------------------------------------------------------------------+
| Reward: Required mission in the Secret Garden Sidequest                   |
+---------------------------------------------------------------------------+
| Go to the Secret Garden first and talk to the little girl there. From     |
| head back to the gorge. The place is at the north of the gorge.           |
+---------------------------------------------------------------------------+
NOTICE! This dungeon contains 2 parts. Before and after the boss. Don't avoid
        any encounters until you met the boss.

HINT! All enemies here (including the boss) are weak to light.

001: Go north and enter the building
002: Go north and exit north
003: Go north and exit north
004: Follow the road and exit east
005: = Push the block east
     = Go to the center and step on the switch
     = Approach the North-West box from the south
     = Push it to the north
     = Go west from here and exit west
006: Follow the road and take exit north
007: Step on the switch under the bridge and exit north
008: Go north, exit north
009: Go north and the door will close behind ya.
     Drop off north and open the chest to meet the boss.
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Ringleader                                    | Aka Big teeth             |
+---------------------------------------------------------------------------+
| Virginia 20      | Clive 20          | Jet 20            | Gallows 20     |
+---------------------------------------------------------------------------+
| Difficulty: Pretty Hard                                                   |
+---------------------------------------------------------------------------+
| The attacks of this beast are pretty strong so you'll be needing your     |
| Magic a lot. Casting Spectre does some deal, since this fellow is weak to |
| light magic. Overall, you should be able to deal with this guy. True      |
| trouble will begin when this guy is starting to run out of HP. Then it    |
| will start to cast "Arcana Disposal" and that will mean that all Arcana   |
| moves (general magic spells) will be completely nullified. Any assist     |
| magic you casted before will not be dispelled though and guardians can    |
| still be summoned, but in that stage this fight can be pretty demanding   |
| on your items, and since they are rare (until you finished this quest)    |
| you have to dare some risks in order not to spend too many items.         |
+---------------------------------------------------------------------------+
After this fight the game offers you to take a ring. If you don't take it you
cannot make use of the Secret Garden, so take it. As a penalty all you 
characters' HP will be reduced to 1, until this quest is finished.
(If you wanna avoid combats, this is the time to do so).
     Go north, exit north
010: Follow the corridor and exit west
011: Go north, and follow the road, exit south
012: = Push the block south until you stepped on the switch
     = Go west
     = Pull the block to the east
     = Go back to the spot where the first block used to be.
     = From here go west till you hit the switch
     = Go south till you reach the center
     = Go west to the switch and go back to the center
     = Go south and step on the switch
     = Go east
     = Push the block east
     = Exit south
013: Go west and follow the road the road. Exit south
014: Follow the corridor and exit east
007: Cross the bridge and exit east
015: Follow the road and exit north
016: = Push the block north
     = Step on the switch to the west
     = Make your way to the center
     = Push the block all the way north until it falls off
     = Pull the east block west
     = Push the west block east
     = Go back to the center
     = Go east
     = Go south
     = Pull the block north
     = Go north all the way
     = Step on both switches
     = Go back to the center
     = Go west
     = Go north
     = Step on both switches
     = Go to the center
     = Go south
     = Go east
     = Step on the switch
     = Exit south
017: Follow the corridor and exit west
018: Go north, follow the road and exit south
019: Follow the road. Step on the switch and exit south
003: Drop off south, go south, exit south
002: Go south, exit south
001: The ring that brought you back to 1 HP will be destroyed due to the
     exposure to sunlight. Exit south, and go back to the secret garden
     to complete this sidequest.


+---------------------------------------------------------------------------+
| The Ark Of Destiny                                              | IDXD004 |
+---------------------------------------------------------------------------+
| Available: When you reach the Ark of Destiny                              |
+---------------------------------------------------------------------------+
| Reward: Serveral Rewards                                                  |
+---------------------------------------------------------------------------+
The cellar of the Ark of Destiny has serveral puzzles. Various items can be
found here. Some are VERY useful.
                          +-----------------------+
                          | Open the door with a  |
                          | Duplicator. Open the  |
                          | blue chests for a     |
                          | Holy Root and a big   |
                          | grab bag. Open the    |
                          | duplicator chest for  |
                          | a growth egg          |
+-------------------------+--------      ---------+-------------------------+
| Open the door with a    |                       | Open the door with a    |
| duplicator                                        Duplicator              |
|                                                                           |
| Reward: LVL Apple.      |                       | Reward: Tiny Flower     |
+-------------------------+#######################+-------------------------+
| Use a duplicator to     |                       | Use a duplicator to     |
| open the door.          |         ^^^^^         | open the door. Use the  |
| Use the Gale Crest to       Use change crest      Grappling hook to go up |
| get over the "bridge"       to remove the                                 |
|                         |   barrier             | Reward: Full Carrot     |
| Reward: Name Tag x2     |                       |                         |
+-------------------------+                       +-------------------------+
|                                                                           |
 

|                                                                           |
+------    --------+-------      ------+-------      ------+-------    -----+
| Open the door    | Use the Mighty    | Go down the ladd. | Open door with |
| with duplicator  | Gloves to remove  | Use the jump sh.  | duplicator.    |
|                  | the blocks        | on the trampoline | Use Kramer     |
| Reward:          |                   |                   | Doll to start  |
| Warp Star x3     | Reward:           | Reward:           | boss fight     |
|                  | - Dragon F. x10   | Duplicator        | with Bombur    |
|                  | - Map Scope       |                   |                |
|                  |                   |                   | Reward:        |
|                  |                   |                   | Prism Stick    |
+------------------+-------------------+-------------------+----------------+
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Bombur                                        | Aka Forget me             |
+---------------------------------------------------------------------------+
| Virginia 72      | Clive 67          | Jet 68            | Gallows 70     |
+---------------------------------------------------------------------------+
| Difficulty: Medium                                                        |
+---------------------------------------------------------------------------+
| Bombur's trumpcard is the Move "Wheel Laser", which hurts all party       |
| members. It's a non-elemental move, so it's not possible to set up any    |
| defenses against it. That is actually all that makes this boss hard. For  |
| the rest he can only do normal attacks which are not only pathetic, but   |
| also miss easily. He also likes to cause Amnesia. Oh, well.               |
+---------------------------------------------------------------------------+


+---------------------------------------------------------------------------+
| Arioch                                                          | IDXD005 |
+---------------------------------------------------------------------------+
| Virginia 35      | Clive 37          | Jet 35            | Gallows 35     |
+---------------------------------------------------------------------------+
| Available: Once you got Lombardia (Chapter 3)                             |
+---------------------------------------------------------------------------+
| Reward: EX-File Key                                                       |
+---------------------------------------------------------------------------+
001: = Go north
     = At the end exit east
002: Follow the corridor and exit east at the end
003: Go north
     Exit west
004: Go north, blow up the little rocks
     Go north and exit north
005: Follow the path (watch out you don't fall off it) and exit north
006: Go north around the corner west.
     Don't touch those blue jelly things. They'll only hurt you and you 
     can't get past them. Use a bomb to get rid of those.
     Once past those go south and exit south at the end
005: Go west and follow the path exit south at the end.
004: Follow the path and bomb the jelly things that block your way and exit
     west at the end
007: Bomb the west wall and exit through the exit you created (it's possible
     you already bombed the wall when you came here in Clive's prologue).
008: Play the Kramer Dolls at the strange thing SW.
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Arioch x4                                     | Aka 100 times annoying    |
+---------------------------------------------------------------------------+
| Virginia 35      | Clive 37          | Jet 35            | Gallows 35     |
+---------------------------------------------------------------------------+
| Difficulty: Easy, and will get a little harder                            |
+---------------------------------------------------------------------------+
| At first Arioch is killed in one blow, even by Virginia. The experience   |
| you get is pathetic, so save your lucky cards. But with beating these     |
| little fellows the battle may end but not the war. Now Arioch may appear  |
| in any dungeon coming in as a normal encounter, and this will happen 99   |
| times, so altogether you may meet them 100 times. Each time they'll be    |
| a little stronger. When you defeated them 100 times altogether they'll be |
| gone forever and you'll get an EX-File key as reward.                     |
|                                                                           |
| One note. Arioch will only appear once in a dungeon, never twice, unless  |
| you met Arioch in an other dungeon first. So haning around forever in the |
| same dungeon hoping to encounter them, won't make sense.                  |
+---------------------------------------------------------------------------+
     Exit East
007: Go east, exit east
004: Drop off east, exit south
002: Drop off south, go west, exit west
001: Go south, exit south

Well, happy Arioch hunting.

+---------------------------------------------------------------------------+
| Balal Quo Naga II                                  (5547, 3814) | IDXD005 |
+---------------------------------------------------------------------------+
| Virginia 40      | Clive 43          | Jet 40            | Gallows 40     |
+---------------------------------------------------------------------------+
| Available: Once you get Lombardia                                         |
+---------------------------------------------------------------------------+
| Reward: EX-File Key                                                       |
+---------------------------------------------------------------------------+
| Go to the strange rocks in the dunes south of Little Twister with         |
| Lombardia. Have Lombardia to shoot in those rocks and something will      |
| happen. Now go back land, and use the Sandcraft to go into these rocks    |
| The game will ask you to evade. Say "No".                                 |
|_________________                                                          |
| Side-Quest Boss \                                                         |
+---------------------------------------------------------------------------+
| Balal Quo Naga                                | Aka Big Stupid Beast      |
+---------------------------------------------------------------------------+
| Virginia 40      | Clive 43          | Jet 40            | Gallows 40     |
+---------------------------------------------------------------------------+
| Difficulty: Too easy                                                      |
+---------------------------------------------------------------------------+
| The procedure is the same. Make sure you have the Arc Smasher and use the |
| force "Fire All Ammo At Once". In 99% of the cases it causes instant      |
| victory. In the 1% of the cases that won't happen, reload, set you FP to  |
| 25 and Fire All Ammo At Once again.                                       |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| Powered Trask (Ka Dingel)                                       | IDXD006 |
+---------------------------------------------------------------------------+
| Virginia 42      | Clive 45          | Jet 42            | Gallows 42     |
+---------------------------------------------------------------------------+
| Available: Once you got the Kramer Dolls                                  |
+---------------------------------------------------------------------------+
| Reward: Golden Dawn - Adds skill that doubles the capacity of a VIT bar   |
+---------------------------------------------------------------------------+
Go to Ka Dingel, and proceed all the way to floor 007.
There you'll find a Holo-Image. Play the Kramer Doll when you are close to it
and Powered Trask will come out.
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Powered Trask                                 | Aka Powered up Cliche     |
+---------------------------------------------------------------------------+
| Virginia 42      | Clive 45          | Jet 42            | Gallows 42     |
+---------------------------------------------------------------------------+
| Difficulty: Medium                                                        |
+---------------------------------------------------------------------------+
| Preperations: Make sure that you have the guardian Luceid (Lust Jaw)      |
+---------------------------------------------------------------------------+
| This guy is invulnerable to anything. The only thing that will hurt him   |
| is the move Dark Luceid. A move you can only use if you got the guardian  |
| Luceid, so if you don't have Luceid, victory will be impossible.          |
| The moves Power Trask has are pathetic. Problem is when his HP is running |
| out. Then he'll use the move Contaminated Crust, which will hurt you in   |
| each passing turn. Bringing some Potion Berries is a good idea.           |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| Telepath Towers                                                 | IDXD007 |
+---------------------------------------------------------------------------+
| Available: After defeating the Prophets in The Ruins of Memory (Chap 3).  |
+---------------------------------------------------------------------------+
| Reward: EX File key, and if played out well, extremely much EXP           |
+---------------------------------------------------------------------------+
First all go to Laxisland. There talk to Roswell (Ventura, Ventura).
Now the telepath towers are activated.

What's the object?
There are 15 telepath towers in Filgaia. You gotta destroy all 15 (which
are mini-boss fights). When all 15 are destroyed you gotta take out telepath
tower #0 (becomes available once all towers are destroyed). 
When you destroy 5 towers a new enemy will come in play. The Hayonkonton
(I refuse to call them "Creeping Chaos"). After defeating one you can now
meet those in random encounters everywhere on the worldmap. If you are 
warded agaist much status changes those ones can give you a Tsunami of
Experience points, so if you love high levels, this sidequest it the best
out there. 
With the destruction of telepath tower #14, the UFOs will come in the Dunes
you gotta use the Sand Craft to seek them out. When you destroyed 5 of
those the UFOs will get into the sky. You can use Lombardia to seek them out
and fight them. 
When you destroyed 20 of those with Lombardia AND destroyed all telepath
towers including tower #0 you may encounter the Mothership when flying
with Lombardia (it requires luck). When the Mothership has been destroyed
you'll get an EX-File Key. Unfortunately that will also remove the 
Hayonkontons from the map, so I suggest you only do that when you are
satisfied about your levels :)

I'll keep the mothership for last, let's get on the locations of the telepath
towers. Basically all have magic attacks which you can easily reduce with
"Protect" and "Distortion". All of them have one or more specific status
changes. I'll note those and the locations in the list below.
(Basically the difficulty goes up as the number of the tower is higher.
So #1 is the easiest #15 and #0 the hardest)
+----+---------------+----------------+-------------------------------------+
| 01 | (16606,18154) | Amnesia        | West of Laxisland                   |
+----+---------------+----------------+-------------------------------------+
| 02 | ( 4878,15146) | Disease        | South of Yggdrasil Forest           |
+----+---------------+----------------+-------------------------------------+
| 03 | (10080,16277) | Poison         | North East of World's Footprint     |
+----+---------------+----------------+-------------------------------------+
| 04 | ( 6632, 9648) | Sleep          | West of the Unclean Mark            |
+----+---------------+----------------+-------------------------------------+
| 05 | (  843,22655) | Misary         | On continent northwest of Ygg. Fst  |
+----+---------------+----------------+-------------------------------------+
| 06 | ( 8988, 5516) | Paralysis      | Island North-west of Ka Dingel      |
+----+---------------+----------------+-------------------------------------+
| 07 | (20809, 7661) | Glass          | On a pass far south of Hum. Peak    |
+----+---------------+----------------+-------------------------------------+
| 08 | (12922,15569) | Confusion      | East of Ballack Rise                |
+----+---------------+----------------+-------------------------------------+
| 09 | (24862,22830) | Bronze         | Small island south of Little Rock   |
+----+---------------+----------------+-------------------------------------+
| 10 | (24095, 8349) | Death          | South-west of Demondo Pillar Rear   |
+----+---------------+----------------+-------------------------------------+
| 11 | (13919, 1258) | Amnesia        | West of Boot Hill. Hidden under a   |
|    |               | Disease        | rock. Use Lombardia to destroy it   |
+----+---------------+----------------+-------------------------------------+
| 12 | (22412,22568) | Sleep          | Go north from Gunner's Heaven by    |
|    |               | Poison         | by horse. At the fork turn left.    |
|    |               |                | As soon as you see a crack jump     |
|    |               |                | over it. Search the "Arch"          |
+----+---------------+----------------+-------------------------------------+
| 13 | ( 6807,22037) | Misary         | At the southern point of the higher |
|    |               | Paralysis      | platform west of Dim root path      |
+----+---------------+----------------+-------------------------------------+
| 14 | (15342, 4845) | Poison         | From Jolly Roger take Lombardia.    |
|    |               | Misary         | Fly over the hill and destroy the   |
|    |               | Amnesia        | rock on the other side. Go back and |
|    |               | Disease        | go to the passage you created with  |
|    |               |                | your sandcraft.                     |
+----+---------------+----------------+-------------------------------------+
| 15 | ( 5856,12915) | Death          | From Sunset Peak (see IDXD00B) call |
|    |               | Bronze         | your horses. From there follow the  |
|    |               | Confusion      | railway northwest. At the end is    |
|    |               | Sleep          | a gorge. Jump over it and search    |
|    |               | Paralysis      |                                     |
+----+---------------+----------------+-------------------------------------+
| 00 | (15638, 2530) | All            | After destroying all other towers   |
|    |               |                | Use the Teleport Orb (which you can |
|    |               |                | get in Millenium Puzzle #14) and    |
|    |               |                | warp to Boot Hill. Take the         |
|    |               |                | Sandcraft, cross the dune and       |
|    |               |                | search the area.                    |
+----+---------------+----------------+-------------------------------------+
As I said before, once you destroyed all telepath towers. Make sure you
destroy 5 UFOs in the Dunes. After that destroy 20 UFOs in the sky. After
that keep flying around. The next encounter could be the mothership (this
is a random factor, but sooner or later you will encounter it).
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Mothership                                    | Aka Great big thing       |
+---------------------------------------------------------------------------+
| Virginia 100     | Clive 94          | Jet 96            | Gallows 95     |
+---------------------------------------------------------------------------+
| Difficulty: Pathetic                                                      |
+---------------------------------------------------------------------------+
| I find the Mothership quite pathetic. Of course, my levels were extremely |
| high. But since defeathing the Mothership takes away the best source of   |
| experience boosting out of the game, I do not recommend to take on the    |
| mothership, unless you are really sure you don't want to level up any     |
| more.                                                                     |
|                                                                           |
| When it comes to the fight itself. The fight against the mothership in an |
| air battle, and the air battles are already easy overall. The attacks     |
| mothership does are rather pathetic. If you use all the powerup moves     |
| Lombardia has to offer, this fight will get even easier. After powering   |
| I suggest to go crazy with "Missile Might" and of course to reload when   |
| your getting out of ammo (*IF* that actually happens).                    |
| Lombardia has a healing move, but the chance you'll need that is almost   |
| zero. In all the times that I fought Mothership I never needed to heal.   |
+---------------------------------------------------------------------------+
After defeating the Mothership you'll no longer be able to encounter 
Hayonkontons (or Creeping Chaos), you'll also no longer be able to encounter
any UFO's. You get an EX-File key for the trouble and this sidequest is over.


+---------------------------------------------------------------------------+
| Heimdall Gazzo (Dissection Facility)                            | IDXD008 |
+---------------------------------------------------------------------------+
| Virginia 56      | Clive 55          | Jet 53            | Gallows 55     |
+---------------------------------------------------------------------------+
| Available: Once you get in the Dissection Facility                        |
+---------------------------------------------------------------------------+
| Reward: Golden Pass - All prices in shops have been reduced significantly |
+---------------------------------------------------------------------------+
Go to the Dissection Facility and proceed all the way to room 011.
011: Drop off north
     Push the southern button aside.
     Exit south through the passage that appeared
012: Play Kramer Dolls near the Holoimage to summon Heimdall Gazzo.
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Heimdal Gazzo                                 | Aka Eye-Spy               |
+---------------------------------------------------------------------------+
| Virginia 57      | Clive 55          | Jet 53            | Gallows 55     |
+---------------------------------------------------------------------------+
| Difficulty: Depends on your preperations                                  |
+---------------------------------------------------------------------------+
| Preperations: = Have the Guardian Luceid (Lust Jaw)                       |
|               = Have the Guardian Raftina (Love Charm)                    |
|               = Have everybody resistant against darkness                 |
+---------------------------------------------------------------------------+
| If you fit in all preperations than it requires a miracle to lost this    |
| battle.                                                                   |
| Turn 1: Have Virginia equipped with both Love Charm and Lust Jaw and      |
|         cast Weaken: Dark Element on it. The others should just go for    |
|         a normal attack. (Gallows might use a Gella Card on it).          |
| Turn 2: Give the Lust Jaw back to Gallows and make sure Virginia has her  |
|         own Mediums again (Terra Roar, Flash Hit and Love Charm) and have |
|         anybody to do a normal attack.                                    |
| Turn 3: If Virginia has 64FP or more cast "Copy Ability" (if not let her  |
|         attack until she has it).                                         |
| Turn 4: If Virginia sucesfully copied Heimdal Gazzo's abilities mystic a  |
|         Lucky card. Have Gallows equipped with the Love Charm and let him |
|         use Copy Ability to (this will make him lost the spell "Heal"     |
|         but you won't need it, and it once the battle is over he'll get   |
|         his original abilities back. The little times you gotta heal can  |
|         better be done with items in this fight.                          |
| Rest of battle: Make sure That Virginia and Gallows have their own        |
|                 mediums equipped and check your personal skills. For the  |
|                 Rest, let Virginia and Gallows go crazy with Screaming    |
|                 Mad, and let Clive and Jet just attack. Use a potion      |
|                 berry every time you gotta heal and keep it up until this |
|                 bugger is dead.                                           |
|                                                                           |
| If you got a spare Dark Ring, and the Guardian Zephyr (Hope Shard) then   |
| use Mystic + Dark Ring on both Clive and Jet and cast Permanence on both  |
| makes this battle go even faster :)                                       |
+---------------------------------------------------------------------------+
There is another optional boss here. You can seek that one out too if you
want. If not make your way back out of this place.

+---------------------------------------------------------------------------+
| Sadas (Dissection Facility)                                     | IDXD009 |
+---------------------------------------------------------------------------+
| Virginia 60      | Clive 59          | Jet 56            | Gallows 60     |
+---------------------------------------------------------------------------+
| Available: Once you get in the Dissection Facility                        |
+---------------------------------------------------------------------------+
| Reward: Holy Root                                                         |
+---------------------------------------------------------------------------+
Go to the Dissection Facility and proceed to room 014.
014: Open the duplicator door west and exit west
015: Fight these two pieces of trash
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Sadas & Sadas Jr.                             | Aka Eye-Spy               |
+---------------------------------------------------------------------------+
| Virginia 60      | Clive 59          | Jet 56            | Gallows 60     |
+---------------------------------------------------------------------------+
| Difficulty: Medium                                                        |
+---------------------------------------------------------------------------+
| All that counts is destroying Sadas Jr. The big Sadas will protect Sadas  |
| Jr and blow itself up every turn only to be revived by Sadas Jr the next  |
| turn. Only between this destruction and revival you can hurt Sadas Jr.    |
| Sadas Jr. has very little HP, so it should only take a few turns to kill  |
| it. Make sure everybody has more than 2400 HP.                            |
+---------------------------------------------------------------------------+
Open the chest for Holy Root.

+---------------------------------------------------------------------------+
| Sunset Peak                                                     | IDXD00A |
+---------------------------------------------------------------------------+
| Available: After you get Lombardia                                        |
+---------------------------------------------------------------------------+
| Reward: EX-File Key, Migrant Seal, Access to Telepath Tower #15 and       |
|         Millenium Puzzle #20                                              |
+---------------------------------------------------------------------------+
Sunset Peak is a station in the middle of nowhere. It's been abandoned for
years and you cannot get there on foot, by horse, sandcraft or Lombarida.
Still it gives acces to some nice things.
How to get there?

First of all you need the teleport orb. Solve Millenium Puzzle 14 to get it.

Then go to Southfarm, the railway station north-east of Boot Hill.
Buy a ticket to the East Highlands there and depart.

Now you won't end up in the East Highlands, but at Sunset Peak.

Before leaving Sunset Peak, bump the clock post and an EX-File key will fall
out of it.

Outside you can find (if you got the Item Scope from Gunner's Heaven) a
migrant seal, and here are also Millenium Puzzle #20 and Telepath Tower #15.

If you're done in the Sunset Peak region the only way out is a teleport orb
The only way to get back here lateron is to use the teleport orb to warp
to "SunSet Peak".

+---------------------------------------------------------------------------+
| Gunner's Heaven                                                 | IDXD00B |
+---------------------------------------------------------------------------+
| Available: When getting there in Chapter 3                                |
+---------------------------------------------------------------------------+
| Reward: Some prizes in the Leagues, Dist Dims, and EX-File Key            |
+---------------------------------------------------------------------------+
Gunner's heaven has 3 leagues you can complete onces you completed one within
a maximum use of turns, you cann proceed to the next league. 
When you completed all three leagues (the last one does not have to be
within the turn limit for that, only for the prize, which is worthless), you
can go for two optional bosses who dwell in this place.

Let's first get on with the leagues.
+---------------------------------------------------------------------------+
| Novice Leage                                              | Turn Limit 25 |
+---------------------------------------------------------------------------+
| Main Prize: Item Scope - Find items on the world map                      |
+---------------------------------------------------------------------------+
| Virginia 48      | Clive 49          | Jet 47            | Gallows 48     |
+---------------------------------------------------------------------------+
| Round 1: Ganga  x3                                                        |
| No weaknesses, and quite some HP. This can really give some trouble,      |
| however, you don't have to worry, is the upcoming rounds, can make it up  |
| for that.                                                                 |
+---------------------------------------------------------------------------+
| Round 2: Wendigo x1                                                       |
| Strong fellow, but weak to wind. A few Vortexes should do the trick.      |
+---------------------------------------------------------------------------+
| Round 3: Shambling Mound x6                                               |
| Summon Moor Gault (Fiery Rage). You win. (Assuming you got quite some FP) |
+---------------------------------------------------------------------------+
| Round 4: Balor x1                                                         |
| If there are some characters in bronze cause of the previous fight cure   |
| them first. Further more this fellow is weak to thunder. So cast inspire  |
| to get rid of it.                                                         |
+---------------------------------------------------------------------------+
| Round 5: Armordrake x1                                                    |
| It has pretty high defense, but is weak to wind. So Vortex does do a lot  |
| of damage.                                                                |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| Journeyman League                                         | Turn Limit 20 |
+---------------------------------------------------------------------------+
| Main Prize: Sonar Kit - See unexplored spots and items on the worldmap    |
+---------------------------------------------------------------------------+
| Virginia 74      | Clive 70          | Jet 71            | Gallows 73     |
+---------------------------------------------------------------------------+
| Round 1: Mercurius x4                                                     |
| This guys have no weaknesses, and too many HP. This can cost you too much |
| tuns, making to have you make it up for it in the next rounds. They are   |
| also masters of thunder.                                                  |
+---------------------------------------------------------------------------+
| Round 2: Gasher Skeleton x3                                               |
| Undead guys. Weak to light. I had Luceid at the time, and the Weakness    |
| skill on Gallows. That works wonders if you let him use Light Gems. What  |
| also works (not enough to kill, but gets you very good on the way is to   |
| let Virginia summon Stare Roe (Flash Hit).                                |
+---------------------------------------------------------------------------+
| Round 3: Bamulvris x1                                                     |
| Weak to fire and ice. If you got the weakness skill you can make use of   |
| that. :)                                                                  |
+---------------------------------------------------------------------------+
| Round 4: Audhumla and Sleipnir                                            |
| You need to deal quite some damage to defeat these within the turn limit. |
| Normally not that dangerous, only Sleipnir can do Instant Death. There    |
| are many ways to protect yourself from that.                              |
+---------------------------------------------------------------------------+
| Round 5: Egregori x6                                                      |
| Let everybody with 90FP or more summon a regular attacking guardian.      |
| That can be Stare Roe (Flash Hit), Moor Gualt (Fiery Rage), Zephyr        |
| (Hope Shard), Schturdark (Aqua Wisp), Fengalon (Gale Claw) and Luceid     |
| (Lust Jaw).                                                               |
| That should get rid of them in one turn.                                  |
|                                                                           |
| DON'T USE THESE GUARDIANS:                                                |
| Raftina (Love Charm), Chapappanga (Lucky Hand), Dan Dairam (Cosmig Cog)   |
| Celedue (Moon Spark), Justine (Brave Seal).                               |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| Master League                                             | Turn Limit 15 |
+---------------------------------------------------------------------------+
| Main Prize: Relic Coin - Save wherever you want                           |
+---------------------------------------------------------------------------+
| Virginia 86      | Clive 77          | Jet 82            | Gallows 83     |
+---------------------------------------------------------------------------+
| A few notes before I start. I did NOT complete this within the turn limit |
| while writing this FAQ. I do remember that I managed to do that serveral  |
| years ago, and I do not remember how. But honestly all you miss is a      |
| Relic Coin (which is absolutely worthless) and some money (I personally   |
| could swim in my Gellas when I took this one). For the two optional       |
| bosses that come available after this league you do not have to beat the  |
| turn limit, only to win all 5 rounds.                                     |
|                                                                           |
| One important note. Make sure all party members are resistant against     |
| Instant Death. If not you will not win the final round.                   |
+---------------------------------------------------------------------------+
| Round 1: Daredevil x3                                                     |
| These buggers can eat up a lot of turns and be very deciding whether or   |
| not you're gonna make it. They will often be using spells like Quicken    |
| and turbulence. They are weak to earth. Mysticing Earth Gems or letting   |
| Gallows use them (with the weakness skill) does do a lot of damage, it's  |
| alas not enough to kill so serveral turns are needed. If you are          |
| Protected from wind, you are not likely to be hurt.                       |
+---------------------------------------------------------------------------+
| Round 2: Sphere x6                                                        |
| Summon Luceid (Lust Jaw) with anybody with more than 80 FP (Preferably    |
| Gallows).                                                                 |
+---------------------------------------------------------------------------+
| Round 3: Death Mask x1                                                    |
| Master of death and powerdown attacks. It's weak to light.                |
+---------------------------------------------------------------------------+
| Round 4: Dantalion x1                                                     |
| This guy is closed one turn and open one turn. When closed, it can only   |
| be hurt with Magic attacks, when open it can only be hit with physical    |
| attacks.                                                                  |
+---------------------------------------------------------------------------+
| Round 5: Doll Drone x1                                                    |
| This guy can only do one thing. Kill you. All his attacks kill you no     |
| matter how strong you are. All you can do is make sure that everybody     |
| has Fallen Ward. If you don't have that you can protect your characters   |
| with "Status Lock" and seal that with "Permanence", but of course you     |
| realize that if you DO want to beat the turn limit that that costs very   |
| valuable turns.                                                           |
|                                                                           |
| Then there's something else. This fellow is completely immume to any      |
| sort of physical attack. So magic will have to do. Not only that but its  |
| magic resistance is way too high. To beat that do two things. Cast weaken |
| on him, with an element of your choice, and cast also Feeble Mind on it.  |
| Now only use Arcana or gems with the element you chose, and keep on doing |
| until it dies.                                                            |
+---------------------------------------------------------------------------+
Well, having completed all three leagues you can fight two optional bosses.
Once you defeated one, the other will become available. 
The first one in Emperor Marduk. To meet him enter the arena, and exit west.
Follow the corridor and exit north at the end. Here you'll meet the Duke.
Talk to him and he'll appear to be pocessed by something. He'll challenge
you to a fight. If you accept the challenge you'll get to fight 
Emperor Marduk.
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Emperor Marduck                               | Aka Kill water with water |
+---------------------------------------------------------------------------+
| Virginia 87      | Clive 78          | Jet 83            | Gallows 84     |
+---------------------------------------------------------------------------+
| Difficulty: Hard                                                          |
+---------------------------------------------------------------------------+
| Preperations: = Have all guardians.                                       |
|               = Have all party members 100% protected from darkness       |
|               = Have the violator equipped on somebody (I took Clive, but |
|                 it really doesn't matter). And have that person maxed out |
|                 in the skill "Finest Arts"                                |
|               = Bring a lot of healing items                              |
|               = A spare dark ring can help                                |
+---------------------------------------------------------------------------+
| In the first turn I had Virginia equipped with both Lust Jaw and Love     |
| charm, in order to cast weaken on it with the dark element.               |
| In the next turn I had the guardians in their original setting, (see      |
| indruction parts of this FAQ).                                            |
| Now we've created part of an interesting situation.                       |
|                                                                           |
| Next turn let Virginia cast "copy ability".                               |
|                                                                           |
| Turn three and four should be used to mystic a dark ring on Clive and     |
| Jet, and sealing that off with Permanence.                                |
|                                                                           |
| Lastly you can choose to mystic a lucky card and to use a gella card      |
|                                                                           |
| That covers all the preperations. :)                                      |
|                                                                           |
| Now let's fight. Most attacks of Emperor Marduk can be easily dealt with  |
| Sattelite Extinction however is a total disaster. It'll hurt you pretty   |
| bad and it hurts ALL party members. So you'll be healing a lot.           |
|                                                                           |
| When the one you gave the Violator is at 100FP and out of Ammo, don't let |
| him/her reload but use a Gatling in stead. The result will be awesome :)  |
|                                                                           |
| Virginia, who will have Screaming Mad, thanks to the ability copy, should |
| go crazy with screaming Mad.                                              |
|                                                                           |
| The fight can get annoying because he can heal quite a lot of damage in   |
| one turn, but if all preperations were taken in order this should cause   |
| no real trouble.                                                          |
+---------------------------------------------------------------------------+
After this fight go back to the main room and chat with Ortega (the same
guy you can talk to to enter the arena). He'll say that he saw your fight 
with Marduk, and he was so impressed that he challenges you to a fight in
the arena.  When you accept Ortega will enter the ring under the name
"Bad News" (Where did I hear THAT name before?)
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Bad News                                      | Aka Take off that silly   |
|                                               |     apron will ya.        |
+---------------------------------------------------------------------------+
| Virginia 92      | Clive 83          | Jet 87            | Gallows 88     |
+---------------------------------------------------------------------------+
| Difficulty: Boring                                                        |
+---------------------------------------------------------------------------+
| The fight against Bad News is long and boring, and hardly hard. Bad News  |
| has some heavy attacks, but nothing really serious and if you take the    |
| time to shield everybody (and seal that with permanence) the fight will   |
| get even easier. The only real problems are a. chance to confusion. Well  |
| if you're not protected against that you can always cast "Status Lock".   |
| And b. he has a very strong healing move "Believe in yourself". It's that |
| move that may make this fight last like what seems forever. Well how do   |
| we do this?                                                               |
|                                                                           |
| Cast all powerup moves over all partymembers and seal them all off with   |
| permanence. (Only use status lock when people are not protected from      |
| confusion and amnesia). Next of all, make sure somebody is able to do     |
| Finest Arts (see Finest Arts Section). As soon as the person with Finest  |
| Arts is at 100FP and out of ammo, use Gatling. That is the only true way  |
| deal more damage than Bad News can heal by believing in himself.          |
+---------------------------------------------------------------------------+
When this battle is over you receive an EX file key, and with that this
entire sidequest is over.
+---------------------------------------------------------------------------+
| Kraken (Little Twister)                                         | IDXD00C |
+---------------------------------------------------------------------------+
| Virginia 81      | Clive 72          | Jet 76            | Gallows 77     |
+---------------------------------------------------------------------------+
| Available: Once you get the Kramer Dolls                                  |
+---------------------------------------------------------------------------+
| Reward: Comet Mark - Item which can make you stronger (figures)           |
+---------------------------------------------------------------------------+
Go to Little Twister and use the Kramer Dolls at the water well.
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Kraken                                        | Aka Kill water with water |
+---------------------------------------------------------------------------+
| Virginia 81      | Clive 72          | Jet 76            | Gallows 77     |
+---------------------------------------------------------------------------+
| Difficulty: Medium                                                        |
+---------------------------------------------------------------------------+
| Preperations: Have everybody protected against water at 100%.             |
|               This can be done with Aqua Wisp (on Gallows) and Water      |
|               Rings on the other party members                            |
+---------------------------------------------------------------------------+
| Let Virginia use Copy Ability in the first turn, and lateron go crazy     |
| with "Hydro Launcher". If you have spare Water Rings you can Mystic that  |
| on Clive and Jet, you can also choose to have  the hope shard and         |
| Aqua Wisp on one person to attack water on them. Effect is the same.      |
| And seal that with "Permanence".                                          |
|                                                                           |
| After that make sure everybody has their own guardians, and start killing |
| When taken on with a lot of patience this fight won't be so hard.         |
|                                                                           |
| P.S. Don't let Gallows copy the abilities. You WILL need him for healing  |
|      spells too much in this battle!                                      |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| Lolithia (Mimir's Well)                                         | IDXD00D |
+---------------------------------------------------------------------------+
| Virginia 83      | Clive 74          | Jet 78            | Gallows 80     |
+---------------------------------------------------------------------------+
| Available: After passing Mimir's Well                                     |
+---------------------------------------------------------------------------+
| Reward: Ice Ring - Protection from ice                                    |
+---------------------------------------------------------------------------+
Go to Mimir's well and go to the far north, to the terminal.
Password: TOMORROW (Case Sensitive) will open the door for some nice treasure.
Password: emeth (Case Sentive) will summon Lolithia.
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Lolithia                                      | Aka Deja Vu!              |
+---------------------------------------------------------------------------+
| Virginia 83      | Clive 74          | Jet 78            | Gallows 80     |
+---------------------------------------------------------------------------+
| Difficulty: Easy                                                          |
+---------------------------------------------------------------------------+
| Lot's of ice attacks, nut hardly difficult. You can easily keep things    |
| up with healing spells. I killed it in only 6 turns                       |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| John Dee (Green Lodge)                                          | IDXD00E |
+---------------------------------------------------------------------------+
| Virginia 89      | Clive 80          | Jet 85            | Gallows 86     |
+---------------------------------------------------------------------------+
| Available: Once you got the Kramer Dolls                                  |
+---------------------------------------------------------------------------+
| Reward: Ebony Shadow - Seems to block magic pending on your FP level      |
+---------------------------------------------------------------------------+
You need to get to Green Lodge. The only way to get there is by taking on
Nidhogg Pass once again. (I hate that as much as you do).
Once there play the Kramer Doll at the Holo Image
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| John Dee                                      | Aka Deja Vu!              |
+---------------------------------------------------------------------------+
| Virginia 89      | Clive 80          | Jet 85            | Gallows 86     |
+---------------------------------------------------------------------------+
| Difficulty: Hard                                                          |
+---------------------------------------------------------------------------+
| John Dee is one of the hardest optional bosses. Not that you can't        |
| protect yourself against him, but doing so requires very much luck. You   |
| need light rings for that, and the chance that you find those is next to  |
| nothing, so I won't bother taking that in this FAQ.                       |
|                                                                           |
| If you are not gifted with light rings am I in trouble?                   |
| Yes. John has a very powerful light spell that hurts all party members.   |
| If you don't have the extreme luck of finding those (though a prism crown |
| does already do a great thing), it's very likely only Virginia is         |
| protected due to her Flash Hit Medium.                                    |
| The only other thing you can do to stand a chance is being high in level. |
| With high, I mean really high. 80+ will have to do.                       |
|                                                                           |
| You'll be doing a lot of healing in this fight. You can speed this fight  |
| up by giving John a weakness. And don't attack when low in HP since John  |
| counters nearly everything.                                               |
|                                                                           |
| I can recommand Finest Arts in this game (see the Finest Arts section).   |
| and don't use powerup spells. John dispells it all, and since John        |
| counters a lot also, it's just a waste of turns.                          |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| Adult magazine (Leyline Observatory)                            | IDXD00F |
+---------------------------------------------------------------------------+
| Virginia 94      | Clive 86          | Jet 89            | Gallows 90     |
+---------------------------------------------------------------------------+
| Requirement: Migrant level 18 or higher and a duplicator                  |
+---------------------------------------------------------------------------+
| Reward: Adventure 10 - Nice to complete the Adventure sidequest           |
+---------------------------------------------------------------------------+
Go to the Leyline Obersvatory
001: Exit north
002: Exit east at the north end of the corridor
005: Follow the corridor and exit east halfaway the corridor
008: Go south, exit south
010: Examine the bookshelf in the southwest. You'll see a book called
     "Adult Mag". Read it. The game will ask for a duplicator. Say yes.
     You'll get a warning, and the question if you still want to proceed.
__________________
| Side-Quest Boss \
+---------------------------------------------------------------------------+
| Adult Magazine (x12)                          | Aka You dirty minded #@#$ |
+---------------------------------------------------------------------------+
| Virginia 94      | Clive 86          | Jet 89            | Gallows 90     |
+---------------------------------------------------------------------------+
| Difficulty: Hope for the best.                                            |
+---------------------------------------------------------------------------+
| Let ALL party members summon one of these guardians                       |
| = Schutdark (Aqua Wisp)                                                   |
| = Grudiev (Terra Roar)                                                    |
| = Stare Roe (Flash Hit)                                                   |
| = Moor Gault (Fiery Rage)                                                 |
| = Zephyr (Hope Shard)                                                     |
| = Fengalon (Gale Claw)                                                    |
| = Luceid (Lust Jaw)                                                       |
| After that you can only hope that you killed them all. If not you are in  |
| big trouble. These magazines are masters of "Grav" which can do quite a   |
| damage. Never lethal but still dangerous. They can also do Agony effect   |
| of 1000+ damage, and that can kill you in combination with Grav.          |
| They are weak to fire. That can be nice to know. :)                       |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| The Abyss                                                       | IDXD00G |
+---------------------------------------------------------------------------+
| Virginia 95      | Clive 87          | Jet 91            | Gallows 91     |
+---------------------------------------------------------------------------+
| Available: Chapter 3                                                      |
+---------------------------------------------------------------------------+
| Reward: = Section 2 - Booster Kit                                         |
|         = Section 3 - Bone (has some effects with mystic)                 |
|         = Section 4 - Sheriff Star (worthless) & EX-File Key              |
+---------------------------------------------------------------------------+
| Preperations: = Be average level 90+                                      |
|               = Have all characters 100% fire protected (VERY IMPORTANT)  |
|               = Be protected for 100% for at least 6 (out of 8) elements  |
|               = Have the Violator so somebody can use Finest Arts.        |
+---------------------------------------------------------------------------+

The Abyss is a place that is divided in 100 levels, which you have to do in
order to complete it.
In level 1 all you gotta do in to step in the teleporter.
In level 2 till 99 you will simply have to get all blue crystals in order
to proceed. 
In level 100 you'll have to beat Ragu O Ragla (as traditional the strongest
boss in the game). After that you'll be warped back to level 1 where you have
to fight Ragu O Ragla again, but in a powered up form.

The Abyss is divided in 4 sections. 
Section 1 has 10 levels (thus, level 1 till 10)
Section 2 has 20 levels (thus, level 11 till 30)
Section 3 has 30 levels (thus, level 31 till 60)
Section 4 has 40 levels (thus, level 61 till 100)

Once you entered the Abyss proceeded to level 2 you cannot get out of it.
Only when you reach the end of section 1, 2 or three you can get out, or
of course when you beat Ragu O Ragla. 

Each section ends with a boss enemy. When you take this on as sidequest I 
suppose you have already taken on the first one (Emphrem Zein). (I'd consider
you a fool when you take the rest on immidiatly after taking that boss on
since when you have to complete the first section for Zephyr you are 
probably not well prepared). These bosses are not hard. None of them, not
even Ragu, but you need to be well prepared.

Preperations: = Be avergate level 90+                                     
              = Have all characters 100% fire protected (VERY IMPORTANT)  
              = Be protected for 100% for at least 6 (out of 8) elements  
              = Have the Violator so somebody can use Finest Arts.

If you don't fit in these preperations don't take this sidequest on and 
especially not the fourth section which leads to Ragu O Ragla. If you still
try.... Well nice knowing ya. Trust me, you will be dead.

Another thing I need to note which is very important.
I hope you don't mind leaving your PS2 on for more days an go to bed
leaving that thing on. "Why?" you ask. Simple. 100 levels is quite a task
and it's very unlikely you finish the Abyss in one day, unless you have
no life and thus the time to finish the Abyss in one day and even then it'll
be hard to finish the game in one day. I hear you come up with it. 
"I can use a Gimel Coin".
No you can't. Gimel Coins are not allowed to use in the Abyss. Even the
Relic coin is out of bounds here. Cut short there's NO WAY TO SAVE THE GAME
WHILE TAKING ON THE ABYSS. 
For that matter I suggest to save the game before entering and when you get
out alive.... Save before doing anything else.

Then finally, one last note about getting out before reaching level 100
(which can be done at level 10, 30 and 60), if you do that the computer
won't remember where you got out. Cut short, if you get out and want to take
on the Abyss further on to Ragu, you have to do everything all over again
only the bosses you beat before will not appear again.

Okay, here are the bosses:
__________                                                        ___________
| Boss 49 \                                                      / Level 10 |
+---------------------------------------------------------------------------+
| Ephrem Zein                                   | Aka Let's see the light   |
+---------------------------------------------------------------------------+
| Virginia 55      | Clive 57          | Jet 51            | Gallows 54     |
+---------------------------------------------------------------------------+
| Difficulty: Depends on your preperations                                  |
+---------------------------------------------------------------------------+
| Unless you are too high in level, you can win this fight without a        |
| scratch if you only let Clive do the attack.                              |
|                                                                           |
| As noted earlier, this boss is not optional!                              |
+---------------------------------------------------------------------------+
__________________                                                ___________
| Side-Quest Boss \                                              / Level 30 |
+---------------------------------------------------------------------------+
| Lunaire Zein x3                               | Aka Darnkess is upon you  |
+---------------------------------------------------------------------------+
| Virginia 95      | Clive 87          | Jet 91            | Gallows 91     |
+---------------------------------------------------------------------------+
| Difficulty: Depends on your preperations                                  |
+---------------------------------------------------------------------------+
| All it can do is counter with Phantom Hazard. I myself had all characters |
| protected from darkness at this point, which made that the couldn't harm  |
| me. If you don't have this protection that let only one person (Clive) do |
| the attack. When two of them are out and there's only one left, it won't  |
| counter any more, but go all the way with Phantsom Hazard                 |
| They are weak to light.                                                   |
+---------------------------------------------------------------------------+
__________________                                                ___________
| Side-Quest Boss \                                              / Level 60 |
+---------------------------------------------------------------------------+
| Zavera Zein x4                                | Aka Monsieur Cannibal     |
+---------------------------------------------------------------------------+
| Virginia 96      | Clive 88          | Jet 92            | Gallows 92     |
+---------------------------------------------------------------------------+
| Difficulty: Medium                                                        |
+---------------------------------------------------------------------------+
| These fellows are absolutely dangerous. When Clive is below level 90 it   |
| can be that he can attack them without being countered. So let only Clive |
| attack. If they counter they do that with a move that hits the entire     |
| party, and it's non-elemental. After serveral turns they'll merge into    |
| one being. That is bad news, trust me, since it'll put all statistics in  |
| a sum. In other words they can become very strong. In that case Finest    |
| Arts can work                                                             |
+---------------------------------------------------------------------------+

Once you reach level 100 you'll no longer have to collect crystals. You'll
find a Holo Image in stead. Stand next to it and play the Kramer Dolls to
summon Ragu O Ragla.
__________________  
| Side-Quest Boss \ 
+---------------------------------------------------------------------------+
| Ragu O Ragla                                  | Aka Fear me!              |
+---------------------------------------------------------------------------+
| Virginia 97      | Clive 90          | Jet 93            | Gallows 93     |
+---------------------------------------------------------------------------+
| Difficulty: Easy.... Really...                                            |
+---------------------------------------------------------------------------+
| Preperations: = Be average level 90+                                      |
|               = Have all characters 100% fire protected (VERY IMPORTANT)  |
|               = Have the Violator so somebody can use Finest Arts.        |
+---------------------------------------------------------------------------+
| Now I really hope you have taken my advice for preperations seriously. If |
| not, then I guess, it's been nice knowing ya. If you did, this fight is   |
| gonna be very easy. Trust me.                                             |
|                                                                           |
| First of all, patience is gold. Before starting to fight, it really pays  |
| off to cast all powerup moves over all party members, and be sure to seal |
| it all with "Permanence". When you did that, let's fight.                 |
|                                                                           |
| Well, as you noticed, Ragu's attacks are strong but easily evaded. Ragu   |
| does have the awesome 100 Billion degrees move. It's the only thing that  |
| can make this fight hard, or rather said, impossible. If you have         |
| protected all party members against fire , like I told you (which can be  |
| done with Moor Gault or Fire Rings, in case you didn't know) that move    |
| will be completely nullified. If you are not protected you'll be dead.    |
|                                                                           |
| Ragu's defenses are incredibly high. It's not likely that Virginia or     |
| Gallows will hurt him, so they gotta act as healers if you need to heal   |
| (which could be never, but just in case). All attacks are countered, but  |
| since that's all evaded no problem here. Magic attacks, such as Arcana    |
| and Summons will cost you dear. Ragu counters that with a move that is    |
| non elemental (so defense against it) and hurts the entire party dearly.  |
| so be wise, and only use physical attacks.                                |
|                                                                           |
| Lastly, since Ragu as extremely much HP, you may want to use Finest Arts  |
+---------------------------------------------------------------------------+
Winning this fight won't get you experience or Gella, but in stead you will
get the "Sheriff Star". Was it in WA1 and WA2 the best item in the game. In
WA3 it's completely worthless. But it's nice to have as a trophy.
The exit will also open up now. Step in the exit and you'll be at level 1.
There you cannot reach the exit. The way is blocked by another holographic
image. Play the Kramer Dolls again, to meet second version of Ragu O Ragla
__________________  
| Side-Quest Boss \ 
+---------------------------------------------------------------------------+
| Ragu O Ragla                                  | Aka Going Somewhere?      |
+---------------------------------------------------------------------------+
| Virginia 97      | Clive 90          | Jet 93            | Gallows 93     |
+---------------------------------------------------------------------------+
| Difficulty: Easy.... Really...                                            |
+---------------------------------------------------------------------------+
| Preperations: = Be average level 90+                                      |
|               = Have all characters 100% fire protected (VERY IMPORTANT)  |
|               = Be protected for 100% for at least 6 (out of 8) elements  |
|               = Have the Violator so somebody can use Finest Arts.        |
+---------------------------------------------------------------------------+
| This version of Ragu is a bit harder as it has more HP and a few more     |
| tricks upon its sleeve. Nothing to be seriously worried about though.     |
| Ragu can this time use powerfull spells of all elements. If you are       |
| protected. Good. If you are not. Not really a problem, as long as you've  |
| protection against other elements and especially fire.                    |
|                                                                           |
| This time you will also not be able to hurt it. Damn. The only way to     |
| cause it any damage is by using Finest Arts (see Finest Arts section).    |
| But before going into that I do recommed to cast all powerup spells and   |
| to seal them off with "Permanence".                                       |
|                                                                           |
| I guess that's all there's to it. As long as your preperations are good   |
| you're not likely to lose this battle. If you didn't do these             |
| preperations. Well.... See ya in the nether world.                        |
+---------------------------------------------------------------------------+
Afer beating this version of Ragu this side-quest is over. You'll get an
EX-File key. You can walk to the exit to get out of here.
(Oh yeah, and don't forget to save your game).


+---------------------------------------------------------------------------+
| Monster List                                                    | IDXE000 |
+---------------------------------------------------------------------------+
| This is a list of all monsters I encountered. I included a short          |
| discription with them that might help you to defeat them.                 |
| Please note that Bosses and arena monsters are NOT included in this list  |
| There are also no sandcraft monsters in this list. For all of them counts |
| Make sure you got the Arc Smasher and fire all ammo in once.              |
+---------------------+-----------------------------------------------------+
| A Bao A Qu          | Stong beast. Master of Wind. Weak to earth          |
+---------------------+-----------------------------------------------------+
| Aello               | They can steal and leave in once. Very annoying.    |
|                     | Weak to earth                                       |
+---------------------+-----------------------------------------------------+
| Agawogdent          | Lots of HP, but after being hit serveral times it   |
|                     | won't attack any more.                              |
+---------------------+-----------------------------------------------------+
| Amdiuscias          | Masters of death. Kill them ASAP or you'll pay dear |
|                     | Weak to fire.                                       |
+---------------------+-----------------------------------------------------+
| Amon Gamech         | Master of power down moves. Weak to light. Easy!    |
+---------------------+-----------------------------------------------------+
| Annaberge           | Lots of HP and masters of poison. They are a threat |
+---------------------+-----------------------------------------------------+
| Anzu                | Weak to earth                                       |
+---------------------+-----------------------------------------------------+
| Apocrypha           | Masters of Grav and with that very terrible. Weak   |
|                     | to fire.                                            |
+---------------------+-----------------------------------------------------+
| Ascomid             | You shouldn't be afraid of them.                    |
+---------------------+-----------------------------------------------------+
| Balphon             | Can reduce you to 1 HP. Weak to ice.                |
+---------------------+-----------------------------------------------------+
| Balloon             | Just shoot it. Even a level 1 Virginia can kill it  |
|                     | in one shot.                                        |
+---------------------+-----------------------------------------------------+
| Bandersnatch        | Masters of darkness, weak to all elements but all   |
|                     | spells will be bounced back, and eraser won't help  |
|                     | against that.                                       |
+---------------------+-----------------------------------------------------+
| Barghest            | Not a serious problem. mostly killed in one shot.   |
|                     | If you meet more of those in one battle you may     |
|                     | have to reload.                                     |
+---------------------+-----------------------------------------------------+
| Barbarossa          | Master of thunder. No weaknesses                    |
+---------------------+-----------------------------------------------------+
| Basilisk            | Tries to turn you into bronze, or to poison you.    |
|                     | Cast refridgerate and it's history.                 |
+---------------------+-----------------------------------------------------+
| Baskerville         | Only do fire attacks. Weak to ice.                  |
+---------------------+-----------------------------------------------------+
| Black Knight        | Kill this sucker with Light.                        |
+---------------------+-----------------------------------------------------+
| Black Pudding       | Resistant to normal attacks. Cast Spectre           |
+---------------------+-----------------------------------------------------+
| Blue Book           | Cast all sorts of magic. Rather annoying than       |
|                     | dangerous.                                          |
+---------------------+-----------------------------------------------------+
| Buckbaird           | Weak to thunder                                     |
+---------------------+-----------------------------------------------------+
| Calupdis            | Steals tons of money and will run away. Set         |
|                     | everything to everything to defeat him in two turns |
+---------------------+-----------------------------------------------------+
| Cannon Bufallo      | Strong and annoying. Weak to fire                   |
+---------------------+-----------------------------------------------------+
| Captor              | Nothing special. Weak to fire.                      |
+---------------------+-----------------------------------------------------+
| Cave Taurus         | Have plenty of HP, but that's all there's to it.    |
+---------------------+-----------------------------------------------------+
| Chimera Fray        | Masters of Fire, weak to Ice                        |
|                     | You can steal a Fire Ring from them                 |
+---------------------+-----------------------------------------------------+
| Chimera Geo         | Masters of Earth, weak to wind.                     |
|                     | You can steal a Earth Ring from them                |
+---------------------+-----------------------------------------------------+
| Chimera Muse        | Masters of Water, weak to thunder                   |
|                     | You can steal a Water Ring from them                |
+---------------------+-----------------------------------------------------+
| Chimera Wing        | Masters of Wind, weak to Earth.                     |
|                     | You can steal a Wind Ring from them                 |
+---------------------+-----------------------------------------------------+
| Christine           | Use spectre or light gems on them. When in large    |
|                     | numers, summoning Stare Roe (Flash Hit) will help.  |
+---------------------+-----------------------------------------------------+
| Clay Puppet         | Masters of earth. Weak to wind                      |
+---------------------+-----------------------------------------------------+
| Coatl               | Lots of HP. Master of Wind. No weaknesses.          |
+---------------------+-----------------------------------------------------+
| Cockatrice          | Masters of poison and earth. Weak to wind           |
+---------------------+-----------------------------------------------------+
| Cursed Corpse       | Undead guys, weak to light. Masters of Paralysis    |
+---------------------+-----------------------------------------------------+
| Delphin             | Weak to wind.                                       |
+---------------------+-----------------------------------------------------+
| Doomsday            | No weaknesses. Very strong and able to put your max |
|                     | HP down. You don't wanna meet these.                |
+---------------------+-----------------------------------------------------+
| Doppelganger        | Mimics your party and copy all statistics and spells|
+---------------------+-----------------------------------------------------+
| Dryad               | Can cause Amnesia. Weak to fire.                    |
+---------------------+-----------------------------------------------------+
| Eel Volk            | Masters of water and thunder. No weaknesses. These  |
|                     | fellows can be very annoying.                       |
+---------------------+-----------------------------------------------------+
| EM Being            | Immune to physical attacks. Masters of thunder      |
|                     | Weak to Water                                       |
+---------------------+-----------------------------------------------------+
| Evil Dead           | Cast Spectre.... Goodbye                            |
+---------------------+-----------------------------------------------------+
| Fleurity            | Master of ice. Weak to fire.                        |
+---------------------+-----------------------------------------------------+
| Gagison             | Masters of disease. Weak to earth                   |
+---------------------+-----------------------------------------------------+
| Gerbug              | Masters of Poison. Weak to earth, but if you use    |
|                     | that against them they'll make you pay dearly.      |
+---------------------+-----------------------------------------------------+
| Gob                 | Will skip turns easily. Easy to kill.               |
+---------------------+-----------------------------------------------------+
| Giant Maximum       | Strong, and lots of HP. Not hard to beath though.   |
|                     | Only a bit annoying.                                |
+---------------------+-----------------------------------------------------+
| Grabsk              | Weak to thunder                                     |
+---------------------+-----------------------------------------------------+
| Great Pumpkin       | Masters of water. Weak to fire.                     |
|                     | Somehow they slow down the game. Don't be scared by |
|                     | that. Nothing wrong with your system.               |
+---------------------+-----------------------------------------------------+
| Grendel             | Has heavy spells and instant kill on ALL characters |
+---------------------+-----------------------------------------------------+
| Haboryn             | Masters of fire. Weak to ice                        |
+---------------------+-----------------------------------------------------+
| Harvest Man         | Can do instant kill. Weak to Light                  |
+---------------------+-----------------------------------------------------+
| Helterskelter       | Pretty nasty attacks. Weak to light, but lots of HP |
+---------------------+-----------------------------------------------------+
| Hobgob              | Their attacks are very strong, though they miss     |
|                     | miss easily. Still they can give you a terrible time|
+---------------------+-----------------------------------------------------+
| Hodac               | When with Rock Baboon it will kill the Rock Baboon  |
|                     | first before attacking you. You can abuse that! :)  |
+---------------------+-----------------------------------------------------+
| Jabberwock          | Masters of fire. Weak to ice.                       |
+---------------------+-----------------------------------------------------+
| Jelly Blob          | Normal attacks won't hurt it. A spell of any        |
|                     | element will do to kill them. Sometimes you get 5   |
|                     | them. Then you got a nice chance to test out your   |
|                     | guardians. Summon when you got FP 50+               |
+---------------------+-----------------------------------------------------+
| Last Battalion      | Weak to thunder                                     |
+---------------------+-----------------------------------------------------+
| Leprechaun          | Weak to light. Arcana is blocked. Use gems instead  |
+---------------------+-----------------------------------------------------+
| Lycantrope          | In Dim Root Path:                                   |
|                     | Master of all sorts of magic. No weaknesses         |
|                     | On World Map                                        |
|                     | Weak to light.                                      |
+---------------------+-----------------------------------------------------+
| Manticore           | Masters of wind. Weak to earth, though it may       |
|                     | require more than one shot to kill it.              |
+---------------------+-----------------------------------------------------+
| Mad Gasser          | Tries to cancel your turns. Really a laugh.         |
+---------------------+-----------------------------------------------------+
| Marid               | When it's not active they'll always activate a      |
|                     | water zone to half thunder attacks and double water |
|                     | attacks. Their Amnesia attacks are very annoying    |
+---------------------+-----------------------------------------------------+
| Master Therion      | The wisest course of action is: RUN AWAY!           |
+---------------------+-----------------------------------------------------+
| Mushussu            | Masters of sleep. Weak to ice. Can drop Alarm Clock |
+---------------------+-----------------------------------------------------+
| Myconid             | Can cause nasty things. Weak to fire                |
+---------------------+-----------------------------------------------------+
| Necrosaurus         | Weak to light but they'll counter that with Rotten  |
|                     | breath.                                             |
+---------------------+-----------------------------------------------------+
| Nosferatu           | Cast requim... You win                              |
+---------------------+-----------------------------------------------------+
| Nybass              | Master of magic, weak to light                      |
+---------------------+-----------------------------------------------------+
| Oak                 | Can paralyze you. Weak to fire.                     |
+---------------------+-----------------------------------------------------+
| Okypete             | Steals your items. Weak to earth                    |
+---------------------+-----------------------------------------------------+
| Orc                 | Cast Pressure on them. Bye-bye                      |
+---------------------+-----------------------------------------------------+
| Pillbug             | You need to boost Gallows up to 10 FP and then cast |
|                     | Refridgerate to get rid of these.                   |
+---------------------+-----------------------------------------------------+
| Pordarge            | Can disease and pickpocket you. Weak to earth.      |
+---------------------+-----------------------------------------------------+
| Quox                | When it flies only spells or lock on can hurt it    |
+---------------------+-----------------------------------------------------+
| Racheal             | Normally no true threat, but when you are in the    |
|                     | 1 HP part of the quest they can bother you.         |
+---------------------+-----------------------------------------------------+
| Radiant (...)       | There are many kinds of these. All the same if you  |
|                     | ask me. Pretty much HP and weak to darkness.        |
+---------------------+-----------------------------------------------------+
| Rat Monkey          | Cast Spectre.... Bye-bye                            |
+---------------------+-----------------------------------------------------+
| Rock Baboon         | When with Hodac it will kill the Hodac first before |
|                     | attacking you. You can abuse that :)                |
+---------------------+-----------------------------------------------------+
| Sammael             | Weak to ice. They can turn you to bronze.           |
+---------------------+-----------------------------------------------------+
| Scorpius            | Weak to water.                                      |
+---------------------+-----------------------------------------------------+
| Spartoi             | Not much of a treat, but can be annoying. They are  |
|                     | weak to light, but since you don't have the         |
|                     | guardian for that element that info is pretty       |
|                     | useless.                                            |
+---------------------+-----------------------------------------------------+
| Targum              | Have all kinds of nasty spells. Weak to fire.       |
+---------------------+-----------------------------------------------------+
| Undead Reptile      | Has quite some HP, but no threat. Weak to light and |
|                     | its steam cannon does no damage at all.             |
+---------------------+-----------------------------------------------------+
| Unknown             | It's really its name. Don't fear their bronze       |
|                     | attacks. Time enough to get rid of them before it   |
|                     | can cost you. Just cast Devistate to get rid of 'em |
+---------------------+-----------------------------------------------------+
| Urchinbug           | Come in large groups and a good in suicidal attacks |
|                     | can be a real pain in the ass.                      |
+---------------------+-----------------------------------------------------+
| Vacuumon            | Their Grav is fucking annoying. Use Inspire on 'em  |
+---------------------+-----------------------------------------------------+
| Virsago             | Likes to wait for you to counter you. That's        |
|                     | annoying, but not truely dangerous.                 |
+---------------------+-----------------------------------------------------+
| Vodianoi            | Weak to thunder. Lots of HP.                        |
+---------------------+-----------------------------------------------------+
| Walking Dead        | Undead fellows. Weak to light.                      |
+---------------------+-----------------------------------------------------+
| Wise Man            | Attacks not very strong. Do powerup everything.     |
|                     | Weak to thunder                                     |
+---------------------+-----------------------------------------------------+
| Zaebos              | Refridgerate = Bye bye!                             |
+---------------------+-----------------------------------------------------+
| Zohak               | Lots of HP, nasty status changes. Weak to Light     |
+---------------------+-----------------------------------------------------+

+---------------------------------------------------------------------------+
| Go back stuff                                                   | IDXE001 |
+---------------------------------------------------------------------------+
Many dungeons contain treaures and stuff that is out of reach. You can come
back for it later when you got the right tools to obtain the prize.

o===========================================================================o
| Dungeon         | Room | Prize            | How to do it                  |
o===========================================================================o
| Doomed to Obsc. |  002 | Migrant Seal     | Use the steady doll to reach  |
|                 |      |                  | the chest on the other side   |
|                 |      |                  | of the crack                  |
+-----------------+------+------------------+-------------------------------+
| Fallen Sanct.   |  011 | Migrant seal     | Use the change crest on the   |
|                 |      | Mini Carrot      | VIT crystals. Then use the    |
|                 |      | Ambrosia (dup)   | Power gloves to place the     |
|                 |      |                  | box you made on the switch to |
|                 |      |                  | open the door to claim the    |
|                 |      |                  | prize                         |
+-----------------+------+------------------+-------------------------------+
| Sand Canal      |  013 | Grab Bag         | Jump on the switch to open    |
|                 |      | Nine Lives (dup) | the door.                     |
+-----------------+------+------------------+-------------------------------+
| Unclean Mark    |  011 | Elder Record     | You need the power gloves.    |
|                 |      | Grab Bag         | Use them to put the box onto  |
|                 |      | Name Tag         | the switch                    |
|                 |      | Duplicator       |                               |
+-----------------+------+------------------+-------------------------------+
| World's Footp.  |  005 | Big Grab Bag     | Remove the orage block with   |
|                 |      | Migrant Seal     | the change crest. Then remove |
|                 |      |                  | the other by pusing it. Then  |
|                 |      |                  | use duplicator to open the    |
|                 |      |                  | door.                         |
+-----------------+------+------------------+-------------------------------+

+---------------------------------------------------------------------------+
| Migrant Seals and Booster Kits                                  | IDXE002 |
+---------------------------------------------------------------------------+
You can use these to evade encounters easier. Migrant seals raise your
migrant level, so that it costs less points to avoid an encounter, booster
kits give you more points you can use to avoid an encounter.

You don't have to "use" these items. They're automaticly used on the moment
you find them.

*** Migrant seals
    01. In a container in Jolly Roger. Blow up a wall of it to reach it.
    02. In a chest in Serpent's Coils, room 014

*** 01. In chest in Ka Dingel
    02. In chest in Yggdrasil


+---------------------------------------------------------------------------+
| Millenium Puzzles                                               | IDXE003 |
+---------------------------------------------------------------------------+
Once you defeated Diobarg you can chat with the ticket attendant in Dune 
Canyon to activate the Millenium Puzzles. There are 20 of them all over the
world. When you take them on you can get a reward for each puzzle. When you
complete them talk to the ticket attendant of Dune Canyon again to get an
EX File key.

The rules
- Push or pull two or more blocks of same color to remove them from the game
  Remove them all to complete the puzlle.
- Blocks pushed of the edge do not count as cleared.
- Jumping of the edge gets you out and resets the puzzle
- You can clear the same puzzle twice or more, but only get the reward once
- Blocks with another block on them can not be moved
- Tools are not allowed

Here goes:
+---------------------------------------------------------------------------+
| 01 | Coords: 20500, 10500  | Diff: *.... | Reward: Cait's Boots           |
+---------------------------------------------------------------------------+
| How to get there: North Of Fortune Gear                                   |
+---------------------------------------------------------------------------+
| This one is SUPPOSED to be easy. I hate to tell you, but there are easier |
| ones around. Well, it's not really hard. It's rather demanding on your    |
| eyes. One with quick eyes, can see an easy solution.                      |
| The hardest part is on getting started, and that will be what I help you  |
| with.                                                                     |
|                                                                           |
|   A B C D E F G H I                                                       |
| 1                                                                         |
| 2 B Y G B R Y G Y B                                                       |
| 3                                                                         |
| 4 Y G Y R B Y G B R                                                       |
| 5                                                                         |
| 6 R Y G Y B R Y B R                                                       |
| 7                                                                         |
| 8 R B Y R Y B R Y G                                                       |
| 9                                                                         |
|                                                                           |
| Let's first start with the easy removals shall we?                        |
| = A8 to A7                                                                |
| = E6 to E5                                                                |
| = H6 to H5                                                                |
| = I6 to I5                                                                |
| = G4 to G3                                                                |
| = F4 to F3                                                                |
|                                                                           |
| Suddenly this puzzle has become a bit nicer on your eyesight, hasn't it?  |
| = D4 to E3                                                                |
| = C4 to B3                                                                |
| = C2 to C4                                                                |
| = C6 to C7                                                                |
| = C7 to I7                                                                |
| = C8 to C6                                                                |
| = F6 to D6                                                                |
| = G8 to G7                                                                |
| = G7 to D7                                                                |
| = A8 to A2                                                                |
| = G6 to G2                                                                |
| = G8 to F3                                                                |
| = D2 to E2                                                                |
| = I2 to G2                                                                |
| = F3 to F2                                                                |
| = E8 to F8                                                                |
| = A4 to G4                                                                |
| = G4 yo G8                                                                |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 02 | Coords:  7320, 21190  | Diff: *.... | Reward: Amulet                 |
+---------------------------------------------------------------------------+
| How to get there: South-West of Dim Root Path                             |
+---------------------------------------------------------------------------+
| It would be wise not to under estimate this puzzle. It has a few traps    |
| that can make it impossible to solve it.                                  |
|   A  B  C  D  E  F  G  H                                                  |
| 1                                                                         |
| 2    R  GR R  G  YG G                                                     |
| 3    GR R        G  YG                                                    |
| 4    R     R  G     G                                                     |
| 5    B     B  Y     Y                                                     |
| 6    RB B        Y  BY                                                    |
| 7    B  RB B  Y  BY Y                                                     |
| 8                                                                         |
|                                                                           |
| = Pull C3 south                                                           |
| = Push D1 North                                                           |
| = Push B5 west                                                            |
| = Push A5 south                                                           |
| = Pull E3 west 3x                                                         |
| = Push C3 north                                                           |
|                                                                           |
| So that cleans things up, doesn't it?                                     |
|                                                                           |
| = Pull F3 west                                                            |
| = Pull E5 north twice                                                     |
| = Push E3 east                                                            |
|                                                                           |
| Two more piles to go                                                      |
|                                                                           |
| = Push D7 south                                                           |
| = Pull D5 south                                                           |
| = Pull D1 south                                                           |
| = Push D2 west                                                            |
| = Push C2 south all the way till the red ones disappear and most of the   |
|   blue ones with it.                                                      |
|                                                                           |
| One more go go!                                                           |
|                                                                           |
| = Pull F6 north once                                                      |
| = Pull D8 North twice                                                     |
| = Push D6 east till the puzzle is cleared.                                |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 03 | Coords:  1000, 24790  | Diff: *.... | Reward: Pocket Book            |
+---------------------------------------------------------------------------+
| How to get there: Small island in middle of nowhere. Nav on coords        |
+---------------------------------------------------------------------------+
|   A B C D E F G       R = Red                                             |
| 1 B   G   G   Y       G = Green                                           |
| 2   X Y X R X         B = Blue (some call it grey)                        |
| 3 R B G B Y B R       Y = Yellow                                          |
| 4   X Y * R X         X = Higher Level                                    |
| 5 Y R G Y B Y R       * = Starting position (on higher level)             |
| 6   X Y X G X                                                             |
| 7 Y   G   B   B                                                           |
|                                                                           |
| = Drop of south to land on the spot on D7                                 |
| = Push E7 to F7                                                           |
| = Pull C7 to E7                                                           |
| = Push G5 to G4                                                           |
| = Pull G1 to G5                                                           |
| = Push E1 ti D1                                                           |
|                                                                           |
| That cleans the outside ring a little. Only 4 blocks in the west part of  |
| the ring. Will be done later :)                                           |
|                                                                           |
| = Pull A7 to C7                                                           |
| = Pull E5 to F5 then push it to G5                                        |
| = Push G5 to G3                                                           |
| = Pull A5 to A6                                                           |
| = Pull D5 to E5                                                           |
| = Move E5 to E7                                                           |
| = Push E7 to A7                                                           |
| = Pull A3 to A5                                                           |
|                                                                           |
| Ok, except for one blue the outside ring is now cleared. Don't be too     |
| hasty. If you looked well we have an odd number of blue, 3 to be exact    |
| so the blue ones must be removed with care.                               |
|                                                                           |
| = E3 to F3                                                                |
| = E4 to E3                                                                |
| = F3 to G3                                                                |
| = G3 to G2                                                                |
| = D3 to E3                                                                |
| = E3 to E6                                                                |
| = C3 to E3                                                                |
| = E3 to E4                                                                |
| = PUSH G2 to G3                                                           |
| = PULL G3 to F3                                                           |
| = PUSH F3 to C3                                                           |
| = C5 to E5                                                                |
| = E6 to E3                                                                |
| = E3 to D3                                                                |
| = A1 to C1                                                                |
| = C1 to C3                                                                |
|                                                                           |
| Voila!                                                                    |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 04 | Coords: 24883, 22290  | Diff: **... | Reward: Growth Egg             |
+---------------------------------------------------------------------------+
| How to get there: Best to navigate on the coordinates.                    |
+---------------------------------------------------------------------------+
| Two stars difficulty. Yeah right.                                         |
| = Push the red towards the red one in the bottom left of the wall.        |
| = Push the blue to the blue left of the red in the wall.                  |
|                                                                           |
| Only one pile left                                                        |
| = Move a green to the green at the bottom of the stack                    |
| = Move the nothern yellow between the two other yellow ones               |
| = Push the western blue to the eastern blue                               |
| = Move the two green ones to each other                                   |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 05 | Coords: 22549, 10222  | Diff: **... | Reward: Holy Grail             |
+---------------------------------------------------------------------------+
| How to get there: Fly with Lombardia over the mountain south of H. Peak   |
+---------------------------------------------------------------------------+
| This puzzle is harder then it looks like, and you need good vision to     |
| solve this one. (Reward is worth it).                                     |
|                                                                           |
|  N          * 1 *                                                         |
|  ^          2   3                                                         |
|             * 4 *                                                         |
|                                                                           |
| * = a pile of blocks. The numbers are spot numbers.                       |
| = Put in a green on spot 2                                                |
| = Put a blue in spot 2                                                    |
| = Put a yellow on spot 4                                                  |
| = Put the red one to the other red one.                                   |
| = Put a green one on spot 3                                               |
| = Put a blue one on spot 3                                                |
| = put a yellow one on spot 1                                              |
| = Put the free green on spot 1                                            |
| = Push the yellow one against each other                                  |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 06 | Coords: 19240, 15910) | Diff: **... | Reward: Duplicator             |
+---------------------------------------------------------------------------+
| How to get there: North of Dragon's Lair                                  |
+---------------------------------------------------------------------------+
| The first move decides whether or not you may solve this puzzle.          |
| = Push the green against the middle tower (straight east)                 |
| = Push the red against the middle tower (straight north)                  |
| = Push the blue against the middle tower (straight west)                  |
|                                                                           |
| This must be quite workable.                                              |
|                                                                           |
| = Get the north green out and move it to the other.                       |
| = You now have four movable blue ones. Move them all to a blue in the     |
|   corners.                                                                |
| = Move the two remaining yellow ones to each other                        |
|                                                                           |
| 5 red ones left. An odd number, so watch out.                             |
| = Move 3 red ones to each other                                           |
| = Move the last 2 to each other to complete the puzzle.
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 07 | Coords: 21420, 19929) | Diff: **... | Reward: Weather Vane           |
+---------------------------------------------------------------------------+
| How to get there: Island, north of Ruins Of Dreams                        |
+---------------------------------------------------------------------------+
|   A B C D E       B = Blue Block                                          |
| 1 R   B   R       G = Green Block                                         |
| 2   G   Y         R = Red Block                                           |
| 3 B   R   G       Y = Yellow Block                                        |
| 4   Y   B         * = Start Position                                      |
| 5 *   G   Y                                                               |
|                                                                           |
| = Push B4 north                                                           |
| = Pull C5 west                                                            |
| = Push B5 west                                                            |
| = Push D4 east                                                            |
| = Pull C3 south                                                           |
| = Push C4 west twice                                                      |
| = Pull D2 south                                                           |
| = Pull E5 west twice                                                      |
| = Pull C5 north three times (that clears the yellow ones)                 |
| = Pull E4 west twice                                                      |
| = Push C4 west                                                            |
| = Pull C1 south twice                                                     |
| = Push B4 north (that clears the blue)                                    |
| = Push B2 east twice                                                      |
| = Pull A5 east 4x                                                         |
| = Pull D5 north                                                           |
| = Pull E3 west (that clears the green)                                    |
| = Pull E1 west twice                                                      |
| = Pull A4 east                                                            |
| = Push B4 north until the red ones are gone.                              |
| Voila!                                                                    |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 08 | Coords:  8500,  8730  | Diff: ***.. | Reward: LVL Apple              |
+---------------------------------------------------------------------------+
| How to get there: On the lower part west of caging tower                  |
+---------------------------------------------------------------------------+
|   A B C D E F        P = Pile of Blocks                                   |
| 1 Y B Y B R B        R = Red Block                                        |
| 2 G Y B Y B Y        G = Blue Block                                       |
| 3 B G Y G Y G        B = Blue Block                                       |
| 4 Y R B Y R B        Y = Yellow Block                                     |
| 5      *             * = Starting Position                                |
| 6                    = = Lower Platform                                   |
| P =========== P                                                           |
|                                                                           |
| = Pull F4 south                                                           |
| = Pull F5 west twice                                                      |
| = Pull E4 south                                                           |
| = Push E5 south twice (I know it will fall down. Don't panic)             |
| = Push D5 east twice                                                      |
| = Push F5 south twice                                                     |
| = Pull B4 south                                                           |
| = Push B5 east 4x                                                         |
| = Push F5 south twice                                                     |
| = Pull D4 south                                                           |
| = Push D5 east twice                                                      |
| = Push F5 south twice                                                     |
| = Pull F3 south twice                                                     |
| = Push F5 south twice                                                     |
|                                                                           |
| That's one pile out of the way. Now the other.                            |
|                                                                           |
| = Push C4 east                                                            |
| = Pull B3 south twice                                                     |
| = Pull B5 south once                                                      |
| = Push B6 west                                                            |
| = Push A6 south                                                           |
| = Pull A4 south                                                           |
| = Push A5 south twice                                                     |
| = Pull A3 south twice                                                     |
| = Push A5 south twice                                                     |
| = Pull C3 west                                                            |
| = Pull C2 south twice                                                     |
| = Pull C1 south                                                           |
| = Pull E2 west                                                            |
| = Push E3 south                                                           |
| = Push E4 east                                                            |
| = Pull E1 south 4x                                                        |
| = Push E5 west 4x                                                         |
| = Psuh A5 south twice                                                     |
|                                                                           |
| That makes two piles out. Now clean up the other junk                     |
|                                                                           |
| = Push D3 west 3x                                                         |
| = Pull A1 south twice                                                     |
| = Pull A3 east                                                            |
| = Push B3 east until it disappears                                        |
| = Now move the last blue ones against each other                          |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 09 | Coords: 20720, 13290  | Diff: ***.. | Reward: ?                      |
+---------------------------------------------------------------------------+
| How to get there: North-west of Humphrey's Peak. Close to the gorge       |
+---------------------------------------------------------------------------+
| Maybe in a later version.                                                 |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 10 | Coords: 16030, 18899  | Diff: ***.. | Reward: Tracker                |
+---------------------------------------------------------------------------+
| How to get there: Fly to the higher platform west of Laxisland            |
+---------------------------------------------------------------------------+
| = Push the blue west twice                                                |
| = Push it south three times                                               |
| = Pull the green west                                                     |
| = Push it north until it disappears                                       |
| = Pull the red the just fell north                                        |
| = Pull it west 3x                                                         |
| = Pull it south twice                                                     |
| = Pull the free blue north once                                           |
| = Pull it east 5 times                                                    |
| = From the blocks in the SE, pull the northern green north twice          |
| = Push it north                                                           |
| = Pull the red that fell south once                                       |
| = Pull it west 7x                                                         |
| = Push it north twice                                                     |
| = From the blocks in the NW, pull the blue one south 3x                   |
| = Pull it east 5x                                                         |
| = Push it south                                                           |
| = Push the free green north 4x                                            |
| = Push it west 4x                                                         |
| = Push it north                                                           |
| = From the blocks in the NW, pull the yellow east                         |
| = Push it east until it disappears                                        |
| = Push the NW blue all the way east                                       |
| = Pull the NE yellow west 6x                                              |
| = Push the last two remaing yellow ones to each other                     |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 11 | Coords:  7670, 15810  | Diff: ****. | Reward: Weather Vane           |
+---------------------------------------------------------------------------+
| How to get there: On continent South-East of Ygdrasil Forest              |
+---------------------------------------------------------------------------+
|   A B C D E F G                                                           |
| 1 # # # #                                                                 |
| 2 # R G B                                                                 |
| 3 # Y R . .                                                               |
| 4 # G . * . Y #                                                           |
| 5     . . G B #                                                           |
| 6       Y B R #                                                           |
| 7       # # # #                                                           |
|                                                                           |
| = Move F5 to C5                                                           |
| = Move D2 to D5                                                           |
| = Pull F6 to F5 (That removes the blue)                                   |
|                                                                           |
| = Move C3 to D2                                                           |
| = Pull C2 to C3                                                           |
| = Pull B4 to C4 (that removes the green)                                  |
|                                                                           |
| = Move A3 over B3 and B4 to A4                                            |
| = Move D6 to C5                                                           |
| = Pull F4 to D4                                                           |
| = Pull C6 to C4 (that removes the yellow)                                 |
|                                                                           |
| = F6 to F4                                                                |
| = F4 to C4                                                                |
| = Push C4 to C2 (that removes the red and clears the puzzle)              |
+---------------------------------------------------------------------------+
+---------------------------------------------------------------------------+
| 13 | Coords: 13110,  2689  | Diff: ***.. | Reward: Lion Shield            |
+---------------------------------------------------------------------------+
| How to get there: North-West of Telepath Tower 11                         |
+---------------------------------------------------------------------------+
| = Pull out a green and place it against the green under the red NW to     |
|   ignite a chain reaction that'll remove 90% of all blocks.               |
| = Now drop a yellow to the east of the red block that remains (not the    |
|   other yellow)                                                           |
| = Put the two blue ones against each other.                               |
| = The last yellow can be dropped between the two yellow ones below        |
| = Make the green ones pop                                                 |
| = And make a series of three red ones below. That should do it!           |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 12 | Coords: 24980, 14630  | Diff: ***.. | Reward: Pocketbook             |
+---------------------------------------------------------------------------+
| How to get there: Higher platform north of Little Rock                    |
+---------------------------------------------------------------------------+
|   A B C D E F G H I                                                       |
| 1 B Y B       R B R                                                       |
| 2 R B Y . . . B G Y                                                       |
| 3 B R G . . . R Y G                                                       |
| 4 Y B R       Y R B                                                       |
|                                                                           |
| = G3 to D3                                                                |
| = H3 to G3                                                                |
| = D3 to H3                                                                |
| = C3 to H3                                                                |
| = B3 to C3                                                                |
| = A3 to B3                                                                |
| = H1 to H2                                                                |
| = B1 to B2                                                                |
| = I2 to H2                                                                |
| = H2 to H3                                                                |
| = H3 to A3                                                                |
| = A2 to A3                                                                |
| = A3 to H3                                                                |
| = H3 to H1                                                                |
| = I4 to I3                                                                |
| = I3 to B3                                                                |
| = B3 to B1                                                                |
+---------------------------------------------------------------------------+


+---------------------------------------------------------------------------+
| 14 | Coords: 21380, 5749   | Diff: ****. | Reward: Teleport Orb           |
+---------------------------------------------------------------------------+
| How to get there: From Millenium puzzle 7, use Lombardia to fly striaght  |
|                   North and land on the first island you find.            |
+---------------------------------------------------------------------------+
| This is one I recommend you to take on. It saves you a lot of time, and   |
| it enables the Sunset Peak mission.                                       |
|                                                                           |
| = Pull the yellow east of you 3x to the west                              |
| = Push it north                                                           |
| = Pull the green east of you 3x to the west                               |
| = Push it north                                                           |
| = Stand on the blocks on the east and drop off north                      |
| = Pull the blue east                                                      |
| = Pull the red east twice                                                 |
| = Go west                                                                 |
| = Pull the blue east                                                      |
| = Pull it north                                                           |
| = Push it north                                                           |
| = Pull the yellow one spot east                                           |
| = Push it all the way east against the other yellow                       |
| = Go west                                                                 |
| = Pull the green two spots east                                           |
| = Push it all the way east to the other                                   |
| = Go west again                                                           |
| = Pull the red and the blue both one spot south                           |
| = Pull the blue all the way east to the other blue                        |
| = Go back west and pull the red one spot east                             |
| = Push it all the way to the other red                                    |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 15 | Coords:  4500, 18210  | Diff: ****. | Reward: 10-Gal Hat             |
+---------------------------------------------------------------------------+
| How to get there: South of the lake in Yggdrasil Forest. Go through       |
|                   Nidhogg Pass                                            |
+---------------------------------------------------------------------------+
| = Pull the blue onto the other blue                                       |
| = Pull the red west ONE SPOT                                              |
| = PUSH the red onto the other red                                         |
| = Pull the yellow to the west two spots, then PUSH it onto the other      |
| = Pull the green onto the other                                           |
|                                                                           |
| That clears all blocks of the top level. You're standing on a yellow now  |
|                                                                           |
| = Drop off east                                                           |
| = Push the yellow west                                                    |
| = Pull the yellow west                                                    |
| = Pull the green west                                                     |
| = Pull the blue east                                                      |
| = Pull the red east                                                       |
|                                                                           |
| Another level out. You're standing on a green block now.                  |
|                                                                           |
| = Drop off east                                                           |
| = Push the west yellow west                                               |
| = Push the west green west                                                |
| = Pull the the yellow west                                                |
| = Pull the green west                                                     |
|                                                                           |
| One more level to go                                                      |
|                                                                           |
| = Drop off west                                                           |
| = Push the blue east                                                      |
| = Push the yellow west                                                    |
| = And move the two red ones to each other                                 |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 16 | Coords: 14340, 10210  | Diff: ****. | Reward: 10-Gal Hat             |
+---------------------------------------------------------------------------+
| How to get there: Over the mountain south-east of Baskar                  |
+---------------------------------------------------------------------------+
| = Drop off north                                                          |
| = Pull the red in the east section west                                   |
| = Push it south                                                           |
| = Pull it west 5x                                                         |
| = Push it south 2x                                                        |
| = Pull the green in the north section to the south 2x                     |
| = Pull the green in the west section to the east x3                       |
| = Push the green in the south section west x1                             |
| = Pull it north 2x                                                        |
| = Push it west 2x                                                         |
| = Pull the yellow in the north section south 3x                           |
| = Pull the yellow in the east section to the west 2x                      |
| = Push it south 1x                                                        |
| = Pull it west 2x                                                         |
| = Pull the yellow in the west section east 1x                             |
| = Push it south 1x                                                        |
| = Push it east 3x                                                         |
| = Pull the middle blue one in the north section south 1x                  |
| = Puil the yellow SE in the north section to the west once                |
| = Pull the most north red, south 1x                                       |
| = Pull the yellow most west in the north section to the east 1x           |
| = Pull the SW green in the north section north 1x                         |
| = Pull it west 1x                                                         |
| = Push it west 1x                                                         |
| = Pull the last red in the north section east twice                       |
| = pull it north 1x                                                        |
| = Push it south 4x                                                        |
| = Pull the red in the west section east 5x                                |
| = Pull the blue in the west section west 3x                               |
| = Pull the blue in the north section west x2                              |
| = Pull it south 5x                                                        |
| = Pull the one in the west section east x2                                |
| = Push it south                                                           |
| = Push it east x3                                                         |
| = Pull the green in the north section east twice                          |
| = Pull it south x5                                                        |
| = Pull the one in the east section west                                   |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 17 | Coords:  4430, 13720  | Diff: ****. | Reward: Arctic Blade           |
+---------------------------------------------------------------------------+
| How to get there: Somewhere south of Yggdrasil Forest                     |
+---------------------------------------------------------------------------+
| = Drop the blue beside the east pile                                      |
| = Drop the red beside the west pile                                       |
| = Drop the green beside the east pile (nothing will happen)               |
| = Drop the yellow onto or beside the west pile                            |
| = Drop off                                                                |
| = Move the green ones to each other                                       |
| = Move the blue west to the other blue                                    |
| = Move the red to the north side of the east pile                         |
| = Move the yellow against it                                              |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 18 | Coords:  9360, 13679) | Diff: ***** | Reward: Migrant Seal           |
+---------------------------------------------------------------------------+
| How to get there: Island south of World's Footprint                       |
+---------------------------------------------------------------------------+
| This puzzle is unique in every single way. It's the only puzzle that has  |
| a ramp. You cannot move blocks over this ramp, so don't try it. And I got |
| to tell. There's no short way to do this.                                 |
|                                                                           |
| I'll divide this in rounds, and I'll announce a new round every time you  |
| gotta walk the ramp.                                                      |
|                                                                           |
| Round 1:                                                                  |
| = Move the red one onto the platform below.                               |
| = Drop off south (and leave the red, for now)                             |
| = Pull the blue to the east.                                              |
| = Drop off east                                                           |
| = Move the yellow onto the next platform                                  |
| = Stand on the yellow and drop off west                                   |
| = Pull the green two spots west                                           |
| = Drop off and walk the ramp, to end up at the top of the puzzle again    |
|                                                                           |
| Round 2:                                                                  |
| = Push the blue onto the next platform                                    |
| = Stand on the blue and drop off south                                    |
| = Stand on the yellow and drop off south                                  |
| = Push the green onto the next platform                                   |
| = Stand on the green, and drop off south                                  |
| = Pull the green south                                                    |
| = Go up the ramp for round #3                                             |
|                                                                           |
| Round 3:                                                                  |
| = Stand on the blue and drop off south                                    |
| = Stand on the yellow and drop off in one of the two directions           |
| = Move the yellow onto the next platform                                  |
| = Stand on the yellow and drop off west                                   |
| = And up we go                                                            |
|                                                                           |
| Round 4                                                                   |
| = Stand on the blue and drop off                                          |
| = Move the blue onto the next platform                                    |
| = Stand on the blue and drop off                                          |
| = Move the blue over the yellow onto the next platform                    |
| = Stand on the blue and drop off                                          |
| = Another go over the ramp                                                |
|                                                                           |
| Round 5:                                                                  |
| = Move the red onto the next platform                                     |
| = Stand on the red and drop off                                           |
| = Move the red onto the next platform                                     |
| = Stand on the red and drop off                                           |
| = Move the red onto the next platform (Over yellow and blue)              |
| = Stand on the red and drop off west                                      |
| = Pull the red west                                                       |
| = Ramp time                                                               |
|                                                                           |
| Round 6:                                                                  |
| = Make your way dropping off the platforms until you are standing east of |
|   the red                                                                 |
| = Push the red against the pile and FINALLY the first blocks are cleared. |
| = Pull the blue west and go up the ramp                                   |
|                                                                           |
| Round 7:                                                                  |
| = Make your way dropping off the platforms until you are standing east of |
|   the blue                                                                |
| = Push the blue against the pile                                          |
| = Pull the yellow to the west and go up the ramp for the last time        |
|                                                                           |
| Round 8:                                                                  |
| = Push the yellow against the pile                                        |
| = Now push the eastern green north                                        |
| = Move the eastern green to the western green to FINALLY clear the puzzle |
|                                                                           |
| Who was it who said "Looking for a shortcut can lead you astray"?         |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 19 | Coords: 11627,  9065  | Diff: ***** | Reward: Vambrace               |
+---------------------------------------------------------------------------+
| How to get there: Straight north of Claiborne                             |
+---------------------------------------------------------------------------+
| I warn ya! This is by far the hardest of all Millenium Puzzles.           |
|                                                                           |
|   A B C D E           G = Green Block                                     |
| 1 G B Y R Y           R = Red Block                                       |
| 2 Y R G B G           B = Blue Block                                      |
| 3   *   R B           Y = Yello Blox                                      |
| 4     X X X           * = Starting Position                               |
|                                                                           |
| = Pull A2 south                                                           |
| = Pull A3 east                                                            |
| = Push B3 east                                                            |
| = Pull B2 south                                                           |
| = Push B3 south                                                           |
| = Push B4 east                                                            |
| = Pull C2 west                                                            |
| = Pull B2 south                                                           |
| = Push B3 south                                                           |
| = Pull C3 west                                                            |
| = push B3 west                                                            |
| = Push A3 south                                                           |
| = Pull C1 south                                                           |
| = Pull C2 west                                                            |
| = Push B2 west                                                            |
| = Pull B1 south                                                           |
| = Push B2 south                                                           |
| = Push B3 west                                                            |
| = Pull D1 west                                                            |
| = Pull C1 south                                                           |
| = Pull D3 west                                                            |
| = Pull A2 east                                                            |
| = Push B2 north                                                           |
| = Pull A3 east                                                            |
| = Push B3 west twice                                                      |
| = Pull E2 west twice                                                      |
| = Push C2 south ONCE!!!                                                   |
| = Pull A1 south                                                           |
| = Pull A2 west                                                            |
| = Push C3 west                                                            |
| = Pull E5 south                                                           |
| = Pull A4 east                                                            |
| = Pull B4 north                                                           |
| = Pull E2 west three times.                                               |
|                                                                           |
| Admit it. You're glad this one is over!                                   |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| 20 | Coords:  7145, 12288  | Diff: ***** | Reward: Gunstar Sign           |
+---------------------------------------------------------------------------+
| How to get there: North of Sunset Peak                                    |
+---------------------------------------------------------------------------+
| = Stand on the yellow                                                     |
| = Push the yellow east                                                    |
| = Pull the red west                                                       |
| = Push the red west                                                       |
| = Move the red north twice (two red ones cleared)                         |
| = Push the green south, then west                                         |
| = Pull the yellow south                                                   |
| = Push the blue north                                                     |
| = Move the blue all the way against the west wall                         |
| = Push it north tiwce to clear two blue ones.                             |
| = Push the yellow north till the end (Beware NOT to push it off)          |
| = Move it all the way against the west wall                               |
| = Push it north twice to clear two yellow ones.                           |
|                                                                           |
| Of the northern pile only a green is left. There is a trap in this part   |
| since you'd be tempted to use the southern green here. NOT the way to go  |
| = Just pull the northern one south instead to clear the north stack.      |
|                                                                           |
| = Pull the southern one east, and move it all the way north till the end  |
| = Push it east to clear the eastern green                                 |
| = Pull out the blue west and push it south                                |
| = Push the yellow north twice                                             |
| = Move it all the way to the west wall                                    |
| = Move the blue all the way north and push it to the west wall.           |
|                                                                           |
| Only two red ones left                                                    |
|                                                                           |
| = Move the red north till the end.                                        |
| = Move the red wets till the end                                          |
| = Push it north to clear the puzzle.                                      |
|                                                                           |
| This puzzle ain't that hard, but it's that trap on the green that can     |
| make it impossible.                                                       |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| Background stuffs                                               | IDXF000 |
+---------------------------------------------------------------------------+

+---------------------------------------------------------------------------+
| Elemental Gems                                                  | IDXF001 |
+---------------------------------------------------------------------------+
As you know, sometimes you can receive elemental gems after a battle. Like
a water gem, or a fire gem. These gems can be used to cast a spell over the
enemy of the specific element. In the days that I was still active on game
forums I found out that lots of people thought that these gems were give at
random. I need to clear that one up, because it ain't given at random.

Each time you kill an enemy with a magic elemental attack (by either Arcana,
Summons or Gems) a gem will be awarded of the element you used.

This only counts for those three, since you can also attack elements to 
your weapon. If you kill an enemy that way this won't count.

Elemental Gems are not awarded when:
- A booby trapped chest explodes destroying all treasure inside
- When using magic against arena monsters

+---------------------------------------------------------------------------+
| Finest Arts                                                     | IDXF002 |
+---------------------------------------------------------------------------+
Finest Arts is a skill that can be learend when you find the Violator. The
Violator can be found in Dim Root Path. 

Now be careful, the Violator is a unique item. Think well who to give it to
because when you take off equipment the item will disappear and same goes
for the Violator. 

Now what does "Finest Arts" do?
On the moment you perform a "Gatling" without ammo, it will always deal a 
certain ammount of damage. Full effect will be when you are at 100 FP.
When performed at 100FP and no ammo the damage will be incredible.
(Your level * 1000 damage)

Now there is one act of stupidity lots of people do and I'll tell you why
I think it's stupid.
That act is, not to give Clive more bullets in his ARM, in order to perform
Finest Arts. Sounds clever, but it is not!
Why!
First of all, on the moment you obtain the Violator, you've already completed
90% of the game (sidequests included). You're handicapping yourself for 
something that can only benefit in a small part of the game.
Second, Finest Arts only takes full effect when at 100FP. Unless you wanna go
crazy with carrots (which will run out way to fast that way, even when you 
grow them in the secret garden), you can better have a loaded gun to build up
FP again.

+---------------------------------------------------------------------------+
| Equipment                                                       | IDXF003 |
+---------------------------------------------------------------------------+
Wild Arms 3 has a very unique equipment system. In stead of weapons and armor
you equip guardians, and those guardians can equip special items. These items
will have no effect by just equipping them though. They give you skills. These
skills can be activated using PS points (your total of them is always as high
as your experience level). 

If you remove an item, the skill is remove as well, making you able to equip
a new item for a new skill.

However!
ALWAYS KEEP IN MIND THAT WHEN YOU TAKE OFF AN ITEM THAT IT WILL DISAPPEAR AND
WILL NEVER BE BACK. THE ONLY WAY TO GET THAT SKILL AGAIN IS BY FINDING YOURSELF
A NEW COPY OF THAT ITEM, AND MOST OF THESE ITEMS ARE EITHER RARE OR EXPENSIVE!
sOME EVEN UNIQUE.

THAT ALWAYS REQUIRES EXTRA CARE WITH "THE VIOLATOR". WITHOUT THE FINEST ARTS
SKILL IT GIVES YOU CANNOT DEFEAT THE FINAL BOSS SO IF THAT ITEM DISAPPEARS
YOU'LL BE IN BIG BIG TROUBLE!!!

In other words, handle all equippable items with care.

+---------------------------------------------------------------------------+
| The Black Market                                                | IDXF004 |
+---------------------------------------------------------------------------+
The Black Market becomes available once you obtain the Black Pass in the
Caging Tower. It's located in the cellar of a small hut in Little Twister
At first the merchendise may appear worthless there. But it can be made 
more interesting on the following ways.

All items that grow in the secret garden can become merchandise at the Black
Market once you bred those items for 100% in the secret garden.

Second all elemental rings, and items that protect against one status change
can be sold at any shop and they will become merchendise in the Black Market.

So if you find an elemental ring or a status blocker for the first time, don't
be too hasty to equip it, but consider to sell it first, since the Black Market
will have an unlimmited supply afterwards (it is expensive though).

+---------------------------------------------------------------------------+
| Material Count (MTC)                                            | IDXF005 |
+---------------------------------------------------------------------------+
Summing Guardians require MTC (and all your FP). You cannot get the MTC you
spend back in dungeons (unless you got Dist Dims which can only be obtained
by defeating an optional boss). The only way to get lost MTC back is by 
resting. However each kill you make with a summon is counted. By killing a
certain ammount of enemies your MTC will increase. Therefore, using summons
on high ammounts of enemies can work out good. 

Personally I hardly use summons on bosses (the only time I used it in a 
boss fight was against form 8 and 9 of the final boss). Large ammounts of 
enemies are the perfect set up for summons.





+----------------------------------------------------------------+---------+
| Copyrights and permissions                                     | IDXH001 |
+----------------------------------------------------------------+---------+
This FAQ has been copyrighted by Jeroen Broks aka Tricky, formely known as
Tricrokra. This FAQ may be viewed, downloaded and printed for personal use
only. It may not be sold, or used as a basis for commercial work. This FAQ
may also not be modified. Parts of it may not be copied to your own FAQs 
without my permission.

This FAQ is NOT officially authorized by SCEE/SCEA or Media Version or any
other party that is related to Wild Arms

If you want to host this FAQ, it's allowed, if you ask my permission first,
permission will be granted assuming that the FAQ stays in this form 
unmodified, that users can view it FREE OF CHARGE, and that pop-ups have been
added to the page that views this FAQ.

Sites with permission to host this FAQ:
---------------------------------------
GameFAQs            http://www.gamefaqs.com
Mogolgott           http://www.mogolgott.de
Supercheats         http://www.supercheats.com

Sites banned from hosting this FAQ:
-----------------------------------
Neoseeker           http://www.neoseeker.com


+----------------------------------------------------------------+---------+
| Contacting the author                                          | IDXH002 |
+----------------------------------------------------------------+---------+
Before contacting me, please read carefully.

If you want me to answer questions about the game itself please visit this
site:

      http://www.tbbs.nl/QuestionGen.php4

That is my Q&A site where I (or others) will answer all your game questions.
If you do, please check if the question you want to ask hasn't been asked 
before. :)

If you want to inquire about me as a person, or when you have anything to 
say about the FAQ itself, like asking permission to host, got suggestions
for this FAQ, something like that please mail it to

       [email protected]

       AND PUT [Tric-FAQ] IN THE SUBJECT OR ELSE MY SPAMFILTER MAY
       REJECT YOU!

If you see that I missed things in this FAQ, then in stead of calling me
names, you may tip me about that part, or if you want even come up with 
a complete workout of that part, that I will copy into this FAQ (I may alter
your lay-out to make it fit with the rest) and even credit you for your
trouble. This also goes for alternate boss techniques.

AND NEVER FORGET TO TELL ME WHICH FAQ OF MINE YOU'RE TALKING ABOUT!
I get a lot of mails in which I must guess which FAQ it is we're talking 
about, and since I'm very busy as a contributor for GameFAQs, and ocasionally
other sites, I have quite a lot of FAQs here. So it will help me a lot when
I know which FAQ/Game it is you're talking about. :)

And one last thing. Below are remarks I got a lot about my FAQs. Some are
funny, and some are just plainly too stupid for words. I don't want to be
an arrogant bastard or anything, but some of them tire me a lot.
So here are those mails with my standard replies:

  M: Fix your English
  A: Some people say they hardly hear the diffrence between me and an
     English speaking fellow. Others say it sucks. Well, I honestly don't
     care in which category you are. English is NOT my first language. If 
     I spoke my own language you probably couldn't read my FAQs at all.

  M: You suck in levelling up
  A: I know. I'm a real RPG player. I don't waste my time hours of levelling
     up. In my vision that's a sort of cheating. If I wanted to do that,
     I'd buy a gameshark. That works a lot faster.
     No offense to those who do believe in that.

  M: HEY IDIOT! FIX YOUR FAQ!
  A: Anyone who sends mail like this won't receive a reply. In fact they
     will be banned from ever mailing me again. I can understand you do not
     agree with my technique. There are as many as there are people. I can
     also agree you detected that I made a mistake. Well, I'm human you know.
     Making mistakes is part of my nature, as much as it's yours. If you 
     detect errors in my FAQ you can tell me about it in a civil way, and 
     I'll fix it if I agree with you.

  M: I took on the bosses you brant HARD on much lower levels with no problem
     at all.
  A: Good for you.

  M: Are you a man? A woman? How old are you? Where do you live?
  A: I really got that kind of mails a lot. I don't mind that you know.
     I was quite amused by such mails actually.
     Well, my name is Jeroen Broks. I'm not going to give my private adres
     in this FAQ or anywhere else on the internet, but you may know that
     I live in the Netherlands, I am a man, and I was born in 1975. So on
     the moment I started on this version of this FAQ I was 31 years old.

  M: Fsdasdadasf afsdfasd afdfsaf
  A: Whatever you say I don't understand it. If you mail me, please only do
     so in either English or Dutch or if you really need in German. 
     (Be perpared that if you speak German to me, you might get an answer in
     English, tough).
     I don't speak any other language.

  M: May I translate your FAQ into another language?
  A: If you ask my permission, mostly no problem

  M: Why is Neoseeker banned from hosting your FAQs?
  A: That's something between me and Neoseeker. I don't find it necesary to
     go into detail about that. I noted it in my FAQs to make sure they     
     will never pop up there unnoticed. So don't mail me about it
     cause I won't answer. I got very good reasons for it. That's all you
     need to know.

  M: You know NOTHING about this game or RPG in general?
  A: That I know nothing about RPG in general is something you can't say.
     I spend 80% of my free time in RPG (which is quite a lot, trust me),
     and I even develop them myself for a hobby. And about this game,
     trust me when I say that all games I wrote a FAQ about have been played
     multiple times from start to finish, and after I completed the FAQ
     the game is played over and over again and again, so I can upgrade 
     the FAQ if I find something new, to make sure my FAQs offer the best
     you can get. All games I wrote FAQs about are games I'm very devoted
     to. No exceptions. If I am not sure I know the game, I won't write a
     FAQ on it.


And so far this FAQ. I hope you have good use for it!

(c) Copyright 2003, 2007, JBC-Soft, Jeroen Broks (Tricky)