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Walkthrough

by Cyril

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Wild Arms 3
FAQ/Walkthrough
Playstation 2
By: Cyril [Stephanie Nutter]
Version 2.0
Last Updated: September 2nd, 2008 

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

There will be no storyline spoilers or discussion of the story in this guide,
though there may be minor spoilers when it comes to locations and character
names.  You've been warned.


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                      Table of Contents                        *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Section 1:  Introduction
Section 2:  Basics                     -bsics-
Section 3:  Characters                 -chrts-
Section 4:  Walkthrough                -wlktr-

     Prologue:                         -prolg-

Virginia                               -prlvg-
Jet                                    -prljt-
Gallows                                -prlgw-
Clive                                  -prlcv-

     Chapter 1:                        -chpt1-

Beginnings
Guardians
Enemies or Allies?
Arrivals
Drifters

     Chapter 2:                        -chpt2-

A Hive of Scum and Villainy
Playing Hero
Playing in the Sand
Ouch!
A Tale of Two Dungeons
Faraway Pasts
Sand Dancer
All work and no play...
Home Again
The Last Guardian Shrine
Three for the Price of Two
Life

     Chapter 3:                        -chpt3-

Demolition
A Few Side Quests
Histories
Research
Gunner's Heaven
Capture
Lombardia
Teardrops
Infiltration
Deus Ex

     Chapter 4:                        -chpt4-

Brotherly Love
Demondor
Revelations
Finale

Section 5:  Bosses                     -bssgd-
Section 6:  Optional Dungeons          -optdn-
     The Decaying Labyrinth
     The Abyss
Section 7:  Optional Bosses            -optbs-
     Ring Keeper
     Bombur
     Kraken
     Emperor Marduk
     Bad News
     Heimdal Gazzo
     John Dee
     Power Trask
     Lolithia
     Adult Mag
     Black Box
     Arioch
     Balal Quo Naga, Part 2
Section 8:  Coordinates                -crdts-
Section 9:  World Map Items            -wmits-
Section 10: Migrant Seals, Booster Kits-mgsbk-
Section 11: Millennium Puzzles         -mlnpz-
Section 12: Telepath Towers            -tlptr-
Section 13: Gunner's Heaven            -gnshv-
Section 14: Other Side Quests          -othsq-
     Martina
     Florina
     EX File Keys
Section 15: Arcana                     -aclst-
Section 16: ARMS                       -armgd-
Section 17: Sandcraft                  -sndct-
Section 18: Item List                  -itmls-
Section 19: Music Guide                -mscgd-
Section 20: Song Lyrics                -snglr-
Section 21: Closing                    -clsng-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                        Introduction                            *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-


Welcome to Cyril's Wild ARMs 3 FAQ/Walkthrough.  This guide is meant to help
you through all of the game, step by step. This update has me going through
the game again and close to rewriting the entire guide. originally, this
guide was typed up based off of my handwritten notes, but this version will
also have edits made from playing the game at the same time.

Compared to some of my other guides, this one has a different approach to
directions. Because of an in-game Compass that is constantly on, I've
used terms like "north and then south" rather than "left and then right."
All directions will be based on the cardinal directions rather that up,
down, left, and right.

Also, like in any FAQ, you can use Control (ctrl) + F to search around
to get to the point you want faster.  All you do is need to type in the name
of the section (such as Introduction, Basics, Walkthrough, or the names
of the Chapters and area you're having problems with.)

Unfortunately, due to real life circumstances I am unable to accept EMails
at this point.  I thank everyone for their comments and I apologize for
being unable to answer any questions.

This guide is based off of the US version of Wild ARMs 3, but it can be used
in other versions.


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                          Basics                                *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-bsics-

This section is going to run over all the basics of Wild Arms 3.  This is best
recommended for players new to the series or RPGs in general.  In here, I
will run through battle and field exploration and controls, along with menu
commands.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Controls                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The controls in this section are based off of the default control scheme. If
anything in particular really bugs you, you can change your configuration.
I'll go over the controls in battle and in the field in this section.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Left Analog Stick/Directional Buttons:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This, like in every other video game, moves your characters.  Pressing it in
the direction you want to go will make the character move.  Using the Analog
stick is easier to move, but the directional buttons are better in battle, and
on the menu screen; as they are more precise.

=-=-=-=-=-=-=-=-=-=-=-=-
The Almighty 'X' Button:
=-=-=-=-=-=-=-=-=-=-=-=-

 _
|X|

This the the Almighty X button.  X is the main command button in Wild ARMs 3.
It allows you to do basically everything.  Its usually called the 'action'
button. You'll be pressing this more than any other button in the game. 

----------------------
In Towns and Dungeons:
----------------------

*It allows you to talk to people when you are facing them.

*It allows you to examine objects and get items or messages from them.

*It allows you to sprint - but be careful with this, as you may fall off
a ledge in certain dungeons and puzzles.

*It allows you to push, pull, or do anything else.

-----------------------------
In the Menu or Battle screen:
-----------------------------

*Allows you to select commands.

*Basically a 'Yes' button.


=-=-=-=-=-=-=-=
The 'O' Button:
=-=-=-=-=-=-=-=

The O button is the button that contradicts the Almighty X button.  When the X
button is Yes, the O button is No.

----------------------
In Towns and Dungeons:
----------------------

*Allows you to avoid random encounters when you have enough points on your
encounter gauge.

-----------------------
In the Menu and Battle:
-----------------------

*Allows you to cancel commands, or get off a certain screen.

*Basically the 'No' command.


=-=-=-=-=-=-=-=-=-=-
The 'Square' Button:
=-=-=-=-=-=-=-=-=-=-

The Suqare button is the second most used button, other than the X button.
It works to search areas, and use tools.  Imperative for all the puzzles in
the game and to find new areas on the World Map using search.

----------------------
In Towns and Dungeons:
----------------------

*Allows the use of the current 'Tool' of the character at the head of the
party.

-----------------
On the World Map:
-----------------

*Uses the 'Search' command.  It basically flashes out a pretty green light,
and searches the area around you for items, towns, dungeons, etc. This is one
of the most used commands in the game.

-----------------
On the Sandcraft:
-----------------

*Allows you to head to Jolly Roger on Auto-Pilot.


=-=-=-=-=-=-=-=-=-=-=-
The 'Triangle' Button:
=-=-=-=-=-=-=-=-=-=-=-

The Triangle button allows your party to access the menu screen.  We all know
what we can do from there...

--------------------------------------
In Towns, Dungeons, and the World Map:
--------------------------------------

*Allows you to view/access the menu screen.


----------
In Battle:
----------

* Allows you to see item, Arcana, etc. descriptions.


-------------------
On the Menu Screen:
-------------------

* Allows you to see item, Arcana, etc. descriptions.


=-=-=-=-=-=-=-=-=-=-=-
The R1 and L1 Buttons:
=-=-=-=-=-=-=-=-=-=-=-

These buttons allow you to see what you are, where you are, and what you are
doing.  They rotate the screen.

--------------------------------------
In Towns, Dungeons, and the World Map:
--------------------------------------

*They rotate the screen so you can view different camera angles.


=-=-=-=-=-=-=-
The R2 Button:
=-=-=-=-=-=-=-

The most useless button, when pressed along with the 'X' button, allows you to
search for objects around you.

----------------------
In Towns and Dungeons:
----------------------

*Press R2+X and you will search for items around you.  Such a signs, and other
puzzle related objects.


=-=-=-=-=-=-=-
The L2 Button:
=-=-=-=-=-=-=-

This button changes characters.  it is a faster alternative to some of the
other buttons that change characters, and works well when you are doing a
puzzle that requires rapid changing of characters.

--------------------------------------
In Towns, Dungeons, and the World Map:
--------------------------------------

*Allows you to change characters.


=-=-=-=-=-=-=-=-=-=
The 'Start' Button:
=-=-=-=-=-=-=-=-=-=

This button allows you to change your characters' Tools.  This is required
later in the game when you need to use different tools to get through harder
puzzles.

--------------------------------------
In Towns, Dungeons, and the World Map:
--------------------------------------

*Allows your party to change 'Tools'.  Also changes characters if you select
the tool of a character not at the head of your party.


=-=-=-=-=-=-=-=-=-=-
The 'Select' Button:
=-=-=-=-=-=-=-=-=-=-

This button only functions on the world map and only works if you have the
World map item.

-----------------
On the World Map:
-----------------

*Allows you to view the world map.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Battle                                  --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Battles, like any normal RPG, are the main focus of the game (other than the
story, of course).  You will fight hundreds upon hundreds of battles by the
end of the game and with Wild ARMs 3's encounter rate you'll be so sick
of them that you'll never want to see the game again. 

This section is meant to help you when you are starting the game and have no
idea how to fight battles.  This will also help you if you need to have a
certain part of the battle screen or commands cleared up.

Battles start off with each of your four characters standing ready.  There
will be five commands from here:

Medium
Auto-Battle
Formation
System
Get Ready

Each of these has its own uses.


=-=-=-=
Medium:
=-=-=-=

Mediums are generally prepared before battles, but there are times when you
will use this command. For example, if you're fighting a strong enemy and
only have Status 'Wards' equipped and need Elemental 'Wards,' you'll use
this command to change your points around.
You can also change mediums from one character to another by using this
command.  It's basically the same as the menu screen. 

=-=-=-=-=-=-
Auto-Battle:
=-=-=-=-=-=-

Auto-battle will help you a lot in the long run.  It lets the AI do the
fighting for you.  You will have three choices:

Manual: You can select the characters commands.
All Out Attack: Character only uses physical attacks.  Best on characters like
Clive and Jet.
Balanced: Character will use Physical attacks, magical attacks, items and
skils to heal the party of kill off the enemies.  This is best on a character
like Gallows and Virginia.

Use this command on normal enemies if you are mad at random encounters.


=-=-=-=-=-
Formation:
=-=-=-=-=-

Formation stands for the order you select commands for your party.  If you
want to select commands for Clive before Virginia, you can change the
formation.  This is probably the least useful of the commands.


=-=-=-=
System:
=-=-=-=

System is for setting your system prefrences.  If you're really mad at
the controls or button configuration in the middle of battle, you can
set them here. Like the Medium command, you're more likely to use this out
of battle than in.


=-=-=-=-=-
Get Ready:
=-=-=-=-=-

This is the main command that you will choose in battles, it lets you choose
commands for each character based on their Mediums, Current FP, and special
abilities.

------
Shoot:
------

Shoot is in the center of the 5 commands.

This command allows you to attack physically.  When your character runs out of
bullets, this will turn into a white hand and they wont shoot, but rather
attack with their ARM(s).

------
Guard:
------

Guard is on the bottom of the five commands.

This command allows you to reduce the damage taken from all attacks.  This
also allows you to reload ammunition if you ran out, or are going to use
Gatling and need full ammo. Compared to many other RPGs where Guard is just
"there," you'll use this command quite often in Wild ARMs 3.

-----
Item:
-----

Item is on top of the five commands.

This command allows you to use one item on one party member. Scroll down to
see all the items you can use.  You'll be using this one a lot, too.

----------------
Force Abilities:
----------------

Force is on the left of the five commands.

This command allows you to use each character's Force abilties. These include
the Personal ability, Gatling, and summoning a Medium in battle.  The Personal
ability changes with the character, and you can summon one medium for all FP.

-------
Arcana:
-------

Arcana is on the right of the five commands.

Arcana is basically magic.  You can use Arcana if you have enough FP to use
the spell.  Depending on what mediums you have equipped, you can use different
Arcana spells.


=-=-=-=-=-
In Battle:
=-=-=-=-=-

After choosing your battle commands, you will watch the battles go out.  What
character acts first depends on the speed of the character.  A character with
fast speed will act before a character or enemy with low speed.

This is usually how batles will go:

Virginia
Jet
Enemies
Gallows
Clive

But of course, all enemies are not that slow, or that fast.  But that is the
order that will likely dominate 80% of your game.


=-=-=-
Stats:
=-=-=-


Now that we have battle speed out of the way, we have damage.  Damage is
determined by your ATTACK stat and how much damage you receive is based off
your DEFENSE stat.  The higher both are, the higher damage you do and the
less damage you take, respectively.  Also, enemies with high attack and
defense will be able to do the same to you.  Some enemies have high physical
defense, but low magical defense.  You need to plan accordingly, and be
prepared for every situation before battle.

There are a lot of other stats as well.  AIM is your relative hit percentage,
REFLEX is how often you're going to dodge attacks. An enemy with high aim
and low reflex will hit often, but not dodge atacks.  If he has low aim
and high reflex it will be hard to hit him with physical attacks, but his
attacks wont hit often.

Remember that there is a difference between magical defense and physical
defense.  Magical defense defends against magic and physical defense defends
against physical attacks, as their names imply.

LUCK may actually be the best stat.  The higher luck you have, the better
chance you have for doing a lot of things.  Namely, doing critical hits in
battle, dodging attacks, and opening chests after battle.


=-=-=-
Other:
=-=-=-

You will notice that in battle, there will be a command that
says "Challengable."  This is a very important command!  When you see this,
you can press O to stop that command and make a completely new command to do.
Take note that this costs 25 FP though, and you wont be able to do it
otherwise. But this skill can save your life, if you use it properly.  This is
usually called Inertia Cancel.

Also, certain enemies have elemental weaknesses and strengths.  If an enemy is
strong versus Earth attacks, then earth wont do as much damage (if not any) to
them.  And if that same enemy was weak versus Wind attacks, the damage would
rise.  It is very important to try and find an enemies' elemental weakness in
battle.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Status Effects                           --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Status attacks in Wild ARMs 3 are very, very bad.  Unfortunately for the
players, negative statuses occur quite often in Wild ARMs 3, more often than
what you're probably used to from other RPGs. You should have at least 20 items
that recover status effects in your inventory throughout the entire game.

The 'Item to Recover' is the item that heals the staus effect.  The 'Personal
Skill Item' is the item that gives you prevention to the status effect through
Mediums and personal skill points.


=-=-=-=-=-=-=-=-=-=-
Amnesia:
=-=-=-=-=-=-=-=-=-=-

-----------------------------
Item to Recover: Toy Hammer
Personal Skill Item: Memo Pen
-----------------------------

Amnesia stops your character from getting EXP from a battle.  This status is
especially bad if you are fighting a boss or any other enemy who gives
you a lot of EXP.  You need all the EXP you can get and this skill stops you
from getting it.  Frustrating, but not deadly. This status effect lasts after
battle.

=-=-=-=-=-=-=-=-=-=-
Poison:
=-=-=-=-=-=-=-=-=-=-

-------------------------------
Item to Recover: Antidote
Personal Skill Item: Moon Stone
-------------------------------

Poison will probably the most annoying status effect.  Poison removes 1/5 of
your characters' Max HP at the end of each round, meaning that a character at
full HP can die in 5 rounds if not cured or healed.  This status also makes
you lose HP when you walk in the field screen and lasts after battle.
Cure this status effect immediately, as it is very dangerous.

=-=-=-=-=-=-=-=-=-=-
Disease:
=-=-=-=-=-=-=-=-=-=-

---------------------------------
Item to Recover: Medicine
Personal Skill Item: Hazel Spring
---------------------------------

This can be another very bad status effect if left uncured. A character hit
with disease can not be healed with Arcana or items, or even VIT. Said
Character's HP will be restored and his status removed if you stay at an inn,
but when this happens in the middle of a dungeon and you have nothing to cure
it with, you're in some trouble.
To make it worse, in battle the character can only attack, defend, and use
Force abilities. He or she can't use items or Arcana. 
Disease lasts after battle.

=-=-=-=-=-=-=-=-=-=-
Misery:
=-=-=-=-=-=-=-=-=-=-

-------------------------------
Item to Recover: Peppy Acorn
Personal Skill Item: Heart Leaf
-------------------------------

This staus effect wont let you use anything that has to do with FP.  So no
Force Abilities or Arcana.  You can use items though, so it's better than
Disease. Not as dangerous as some of the other statuses, but it can slow
you down.
This remains after battle.

=-=-=-=-=-=-=-=-=-=-
Sleep:
=-=-=-=-=-=-=-=-=-=-

--------------------------------
Item to Recover: Breath Mint
Personal Skill Item: Alarm Clock
---------------------------------

Sleep is annoying. The character with the sleep status won't receive any
commands and can not take any action until it wears off.  If the inflicted
character is damaged, sleep will wear.
This status will not last after battle.

=-=-=-=-=-=-=-=-=-=-
Confusion:
=-=-=-=-=-=-=-=-=-=-

--------------------------------
Item to Recover: Pinwheel
Personal Skill Item: Clear Chime
--------------------------------

Confusion, like in all other games, is as deadly as it is annoying. What's
worse, in Wild Arms 3, you can not heal it with physical attacks as is
popular in some other RPGs.  If a strong character, like Clive or Jet,
attacks a weaker party member (like Virginia)  they can easily do 3 times or
more damage than to the normal enemies.
You should cure this immediatly, even using inertia cancel.

=-=-=-=-=-=-=-=-=-=-
Bronze:
=-=-=-=-=-=-=-=-=-=-

-------------------------------
Item to Recover: Magic Cleanser
Personal Skill Item: Ankh
-------------------------------

Bronze is an odd status effect.  When your character is turned to bronze, he
has 5 turns (including the one he was turned on) or else he will become a
statue.  During the time between the 5 turns and 0, the character will go
last, no matter what.  Even fast characters like Jet and Virginia go last
when they are inflicted with Bronze.  If you are turned to bronze, your
character wont take any damage, but he wont be able to move, either.  If the
entire party is set to bronze, the game is over.

=-=-=-=-=-=-=-=-=-=-
Paralysis:
=-=-=-=-=-=-=-=-=-=-

--------------------------------
Item to Recover: Pixie Dust
Personal Skill Item: Blue Bracer
--------------------------------

This status, like KO and sleep, will not allow your character to move or take
any actions.  Unlike KO though, your party wont die if they are all
paralyzed.  When paralyzed, your character can not enter any commands or
dodge atacks.  This status effect usually lasts around 3 rounds.

=-=-=-=-=-=-=-=-=-=-
Glass:
=-=-=-=-=-=-=-=-=-=-

---------------------------------
Item to Recover: Seed Powder
Personal Skill Item: Soul Feather
---------------------------------

Glass is one of the odder status effects.  Basically, for a single turn (the
turn you are turned to glass, and the turn after) you are completey immune to
magical attacks, but you will not be able to act.  It is rather like an
adavaced paralysis. Take note that if you are attacked physically in this
time, your character will be instantly slain.  It is rather a double edged
sword.

=-=-=-=-=-=-=-=-=-=-
KO (Death):
=-=-=-=-=-=-=-=-=-=-

-------------------------------
Item to Recover: Revive Fruit
Personal Skill Item: Holy Grail
-------------------------------

First off, the Holy Grail will NOT stop you from dying,  it just stops you
from being killed instantly.  Instant death isn't really a status effect, 
rather an action that causes you be to be incapacitated instantly. KO is like
an advanced paralysis.  Your HP will be set to 0, and you can not act or move
until your HP is restored.  When your HP is restored, that is, you're revived,
your HP is only 1/4 of its maximum until you heal, so be careful.
The instant death status effect basically instantly kills a member (or members)
of your party.  And remember, if your entire party is KOed, the game will be
over.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Field Screen                            --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The field screen is any screen other than the world map, battle, or menu
screens.  This counts for dungeons, towns, ruins, etc. Anywhere you can
interact is technically a field screen.


=-=-=-
Towns:
=-=-=-

Towns are the main safe havens in Wild Arms 3.  You will not get into any
encounters when strolling through a town.   There will be people to talk and
interact with.  Towns are also an excellent way to stock up and prepare for
dungeons ahead.

-----
Inns:
-----

Inns are one of the most frequently used facilities in the game.  When you pay
to spend the night at one, your HP, MPC, VIT, and status will be restored
completely.  The cost to stay at one rises each time you level up, so be
warned.

-----------
ARMs Shops:
-----------

ARMs shops are a place where you can upgrade the stats on your ARMs.  Using
these shops is almost required, as ARMS greatly increase stats and the
character's performance in battle.  You should check out the shop every time
you enter a new town.

----------
Item Shop:
----------

In some towns, you will see a strange man in green.  This man is called
Roykman.  He will sell you items and weapons.  When you want to buy items,
select buy, and then he will give you a full inventory of status healing and
other items.

You can buy all items in white.  If you dont have enough money for certain
items, the object will be in grey.

=-=-=-=-=-=-=-=-=-
Roykman Inventory:
=-=-=-=-=-=-=-=-=-

Antitidote     20
Medicine       10
Pixie Dust     40
Pinwheel       60
Toy Hammer     10
Peppy Acorn    40
Breath Mint    40
Seed Powder    20
Magicleanser   40
Call Whistle  100
WorldScreen 5,000*

*You can only buy the World Screen item once.  But luckily, you wont be
needing more then one of them.


=-=-=-=-=
Dungeons:
=-=-=-=-=

Dungeons are what you will most frequently be visiting in Wild ARMs 3.  There
are more of them than any other field screen in the game.  Because you are in
them so often, I will give you a basic rundown of what to expect.  Take note
that there will be no puzzle solutions here; I will save those for the
walkthrough.

-----------
Encounters:
-----------

As I explained earlier, you will get to random encounters in dungeons.  You
can tell that you are going to get into a random encounter when a exclamation
point (!) appears over the top of your character's head.  These exclamation
points come in three colors:

White
Green
Red

Each color has a specific meaning.

Now when anywhere, take a look at that weird gauge in the top corner of your
screen.  That is called the encounter gauge.  Wild ARMs 3's encounter system
allows you dodge encounters by pressing the O button when you see one of
these exclamation points.

The exclamation point will not turn green until you have a higher Migrant
level (raised by Migrant seals found throughout the entire game).  This means
that dodging the encounter will not cost any points on that gauge, the ECN.

When the gauge is red, two things can happen, each depending on your current
ECN points.  If the gauge is too low, and you wont be able to stop the battle,
then the exclamation point will be red.

The second red exclamation point is far more dangerous.  You will usually
start seeing these in Chapter 2. There are two things that can happen with a
red exclamation point. Either your party will be back attacked (and the
enemies have an entire turn on your party), or ONE party member will have to
fight the battle alone.  For 3 rounds the party member will be alone, and at
the enemies' mercy. This is very bad. Try to avoid both of these for your own
sake.

-----
Gems:
-----

In dungeons, you will notice oddly colored gems.  These gems, found in White
and orange, are always beneficial to your party.  The White gems restore some
points on your parties ECN gauge, and the Orange gems restore some points to
your party's VIT.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Menu Screen                              --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The menu screen is where you will do all of your party preparations for
dungeons and battles.  The menu screen is also one of the more used screens in
the game.  Take note that to get to the menu screen, you have to press
Triangle (in the default control settings).

=-=-=-
Items:
=-=-=-

The item screen is the command on the far left of the menu screen.  Here, you
can rearrange and use items as you see fit.  There are three commands on
this screen.

----
Use:
----

This is the command that lets you use any items you have in your inventory.
You can not use items that are greyed out, only 'white' items.  You can search
through an items description by pressing the Triangle button, to see what the
item does.  Scroll up and down, and press X to use the item.

-----
Move:
-----

This allows you to rearrange items as you see fit.  This is the long route to
rearranging them, but it works nontheless.

-----
Sort:
-----

This automatically sorts your items for you.  This is definitely useful when
you have a wide variety of items and you don't have the time to move them all
into their proper places. You'll likely use this and the move command to
make your inventory nice and clean.


=-=-=-=-
Mediums:
=-=-=-=-

This second command allows you to equip, change, or invoke mediums.  This is
an area you have to master if you want to conquer the game.

-------
Invoke:
-------

This allows you to invoke, or equip, a medium on a character.  To do this,
select the command and then chose which character you want to invoke a
medium for.  Then you should have a list of what mediums are available and
what mediums the character has equipped.  Select what medium you wish to
invoke (or remove) by scrolling up and down, and then press X.

The stat changes are shown on the left side of the screen.

----------------
Personal Skills:
----------------

This command lets you set and choose personal skills for a character. When
you choose personal skills, your list of 4 characters will pop up, as well
as the PS available for use out of the PS abailable total.
You gain 1 PS skill point when you gain a level.

Now that you can see the skill points, you know if you can equip skills on
that character or not.  Scroll up or down to the character that you want to
set skills for and then press X.  You will be shown a screen. This screen
is for setting skills.  You can only set skills if a Medium is invoked.

When you see the skills, scroll over to the one you want and you should see
how much FP it costs to make one level of that Skill (It's in the top right
corner of the screen).  If you have enough, press X, and set one level of the
skill.  You can set up asmany levels as the game allows you to with the
skill.  Some skills only allow one level, and others allow four.
Those 'blocks' show how many levels you can power the skill up.

------
Equip:
------

This area is for equipping mediums with items.  The items you equip on a 
medium give additional personal skills to each medium. If you're to equip a
Clear Chime on one medium, the character equipped with that medium will gain
the Confusion Ward personal skill. It's very, very important to note that
THESE CHANGES ARE PERMANENT. In capitals because it's so important.
If you want to remove the item, the item that you used will be lost forever.
Choose wisely when selecting which items to place on Mediums.

Mediums can only equip 5 skills.


=-=-=-=-=-=-
Auto-Battle:
=-=-=-=-=-=-

Auto-battle will help you a lot in the long run.  It lets the AI do the
fighting for you.  You will have three choices:

Manual: You can select the characters commands.
All Out attack: Character only uses physical attacks.  Best on characters like
Clive and Jet.
Balanced: Character will use Physical attacks, magical attacks, items and
skils to heal the party of kill off the enemies.  This is best on a character
like Gallows and Virginia.

Use this command on normal enemies if you are mad at random encounters.


=-=-=-=-=-
Formation:
=-=-=-=-=-

Formation stands for the order you select commands for your party.  If you
want to select commands for Clive before Virginia, you can change the
formation.  This is probably the least useful of the commands.


=-=-=-=
Status:
=-=-=-=

This command lets you see each character's status.  You can see their luck
and all of their other attributes with this command.  You can use the
directional buttons to switch pages.  Each page has different information on
it.

-------------------
Stats:
-------------------

LVL: This is the characters current level.  Raised by getting more EXP.

HP: Characters Current HP/Max HP.

FP: Characters FP at the start of a battle.  Goes up one point when you level
up.

VIT: Current VIT/Max VIT. VIT allows your character to resotre HP after battle.

MTC: Material count.  If you have 1 or more of these points, you can 'Summon'
a medium in battle. Summoning a medium costs all FP.  This can only be
restored by sleeping at an inn.

EXP: The characters' total experience.

NXT: This means next  The less numbers here the better.  Shows how much EXP
until you reach the next level.

ARM: The name of the ARM your character uses.


-------------------
Parameters:
-------------------

ATT: Attack.  This shows how much damage your character does physically when
he or she attacks.

DEF: Defense.  The higher this stat is, the lower physical damage the
character will take in battle.

MAG: The higher this stat is, the more damage the character does with magical
attacks.  Also the higher the stat is, the character will heal more HP with
heal spells.

MGR: Magic Resistence.  Basically magic defense.  The higher this stat is, the
less damage the character will take from magical attacks.

RFX: Reflex.  The higher this parameter, the better chance a character has to
dodge attacks.  Also, the higher it is the faster the character will be in
battle.  A character with high RFX will go earlier in the battle turn then
someone with lower RFX.

AIM: Self-explanitory.  The higher this is, the better chance your character
will hit the enemy with a physical attack.

LCK: With a higher LUCK stat, your character will have better chance getting
pre-emptive attacks and have more of a chance of doing critical hits in
battle.

-------------------
Personal Skills:
-------------------

Here you can view the personal skills that a character has equipped, and can
use all around.  Only skills in yellow are ones that the character has
equipped.

-------------------
Arcana:
-------------------

This area lets you view the arcana a character can use in battle and its FP
cost.

-------------------
ARMS:
-------------------

This lets you view what your character's ARM(S) parameters are.  These can
only be changed in an ARMS shop.


=-=-=-=-
Options:
=-=-=-=-

This command lets you set your in game options to suit your styles.  Most
people use default, but if you want to change them, this is the command you
will choose.


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                         Characters                             *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-chrts-

This section is devoted to the playable characters in Wild ARMs 3.  I will
give you a basic rundown on each characters, strengths, weaknesses, bio,
battle abilties, and ARM abilities.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Virginia                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Virginia is a kind hearted young woman who becames a drifter while looking for
her father.  She has a strong sense of 'justice' and will take down those who
she feels are 'bad.'  Sadly, she is green, and tends to trust the wrong
people.

=-=-=-=-=-=-=-=-=-=-
Virginia In Battle:
=-=-=-=-=-=-=-=-=-=-

In battle, Virginia's Force skill is one of the most useful in the game.  It's
called Mystic and allows you to use items on your entire party.  That means
you can heal your entire party in one turn, using one item.  It saves a 
lot of items in the long run and is definitely worth the 25 FP it costs to
use.  Both early in the game and late in the game this skill shines and gets
you through the tough spots.  It also allows you to double your EXP in
boss battles with the Lucky Card + Mystic combo.  Using four rare items
for the price of one is always fun.

Virginia in battle is meant for speed.  She is the best healer in the game, as
she goes before almost every enemy.  And because of her great Force skill, she
makes a better supporter than Gallows. Virginia has the weakest physical
attacks in the game, but she has the highest reflex. She has the second
highest magical attack, so she works better as a magical attacker then a
physical attacker. She has the lowest HP in the game.

Give her the Personal Skill Green Thumb for nice results.

=-=-=-=-=-=-=-=-=-=-
Virginia's ARMS:
=-=-=-=-=-=-=-=-=-=-

Virginia, like most female characters in video games, is meant for speed and
spells.  Virginia is not a naturally strong physically attacking character,
and that is her main weakness.  Other thea that, she has a good HIT, a low
CRT, and excellent skills in both WGT and BLT.

Because of this odd setup, you should probably use most of her upgrade slots
for SHT, HIT, and CRT.  Since she already has the lightest weight weapon in
the game, you don't need to bring the WGT down as much as you do for some
other characters. But its a good idea to actually bring it up, because she
wont do as much damage with SHT as the other characters, and with a higher
WGT, she can use Gatling more often. Her SHT actually wont be needed as much
as you think it would, mainly because of the fact that Virginia will be the
main healer throughout the game, and will be on support and defense most of
the time.  A good Critical skill is needed because of the lack of damage she
does normally.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Clive                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Clive is the studious character of the bunch.  While he does havw a sense of
justice, he would much rather learn about the world than save it.  He is kind
and caring, and very loyal to all of his friends and jobs he does.  But he
also has a sharp tongue - get on his bad side, and you're in for some major
tongue lashing.

=-=-=-=-=-=-=-=-=-=-
Clive in Battle:
=-=-=-=-=-=-=-=-=-=-

Clive's force skill is called Lock-On.  Lock-on allows Clive to hit a
single enemy with 100% accuracy.  This means he wont miss no matter how high
evasion the enemy has.  It also doubles his normal damage.  This is probably
the least useful of the Force powers, because Clive already has the highest
AIM in the game and there is not much he can miss with his normal attacks.
Some players will find this more useful then Gatling though, as it comes at a
cheaper cost.

Clive is the strong man of Wild Arms 3, being this, he is the slowest
character, and will remain so throughout the entire game.  He will almost
always go last, even when you are at level 80 or above.  But his physical
attacks are the strongest, doing more then twice the amount of Jets and more
than three times the amount of Virginia's.  Because he has such high AIM, he
rarely misses, as well.  Surprisingly, Clive has decent magical power.  While
it's not up to Virginia's, it isnt as low as Jet's, either.  But his physical
attacks are so strong that you most likely won't be needing to attack magically.
He has average stats all around, but thats not a bad thing.

=-=-=-=-=-=-=-=-=-=-
Clive's ARM:
=-=-=-=-=-=-=-=-=-=-

Clive is actually just about the opposite of Virginia. he is yet another Video
game cliche, also like Virginia.  He is the strong physical character that
can't do magic worth crap.   He has both the highest attack (SHT) and the
highest Hit (HIT) percentage.  He also is excellent at critical (CRT) (also
the highest...) attacks.  His main weaknesses are his decently heave ARMS
weight, and his absolutely HORRID Bullet (BLT) count.

All right, since he is good at just about everything, the first stat Clive
needs
to level up is his Bullets.  I suggest by the end of Chapter 2 Clive having at
least 5 Bullets.  Because he is so meant for physical attacking, you may want
him to have a good SHT as well.  Since his base SHT and HIT are high, and grow
faster then normal, he is the best physical attacker.  He also has a high base
CRT, so put more on the WGT then that.

Actually, for Clive I find it useful to take a balanced approach.  I suggest
getting to level 3 on each of the stats, if you want him balanced.  He can
easily be a powerhouse, but what use is that if he isn't all around balanced
otherwise?


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                 Jet                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Jet is the mystery in Wild Arms 3.  He has no memory of his past, nor does
he care to find it.  He can be cold, as he only cares for himself.  He also
does things only for the prize: the money.  Its hard to keep him on your side,
but it is doable.

=-=-=-=-=-=-=-=-=-=-
Jet In Battle:
=-=-=-=-=-=-=-=-=-=-

In battle, Jet's Force Command is called Accelerator. This skill is a mixed
bag.  While it certainly is not nearly as useful as Extension or Mystic, it is
more useful than Lock-On.  Basically, it allows Jet to use 25 FP to ALWAYS get
the first attack for that turn.  That means whatever action he does will be
first in that round, even before Virginia.  This is good when you need to do
some healing quickly, or when you want to revive a character, and have
Virginia Mystic the entire party.  As I said...a mixed bag.  You will most
likely use Gatling more then this.

Parameter-wise, Jet is the worst magical attacker in the game.  While he is
always one of the fastest characters, you will want to use him soley for
physical damage.  He has the second-highest evasion, so his average physical
defense can be excused.  He has average all around stats, but his physical
attack is the second highest in the game, right behind Clive's. Depending
on which Mediums you rquip, it can easily get over Clive's. His high
speed makes him a great and powerful attacker.

=-=-=-=-=-=-=-=-=-=-
Jet's ARM:
=-=-=-=-=-=-=-=-=-=-

Jet is actually somwhere in the middle of Clive and Virginia. He has a great
attack(SHT) and HIT skill, and everything else seems a bit more balanced.  he
is actually the most balanced characters, ARMS-wise.  His main weakness is his
rather high base WGT, which really isn't all that high.

Since Jet has a good BLT and CRT, make sure to wait for upping those until
last.  Start with his weight, actually.  Since he has all around good stats,
his weight needs to be upped so he can attack more often.  Then go for hit
SHT, and then HIT.  And from there, you can go wherever you want, depending on
your play style.  A good SHT skill will be great at the end of the game, as he
will be another main physical attacker.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Gallows                                  --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Gallows is our bad boy.  He is wild and all he wants is freedom.  He speaks
his mind often and will be quite brash - making decisions without thinking.
His quick tongue is usually the downfall for the party. 

=-=-=-=-=-=-=-=-=-=-
Gallows in Battle:
=-=-=-=-=-=-=-=-=-=-

Gallows' Force Ability is called Extension.  This is tied with Virginia's
Mystic for best skill in the game.  Extension gives gallows the ability to
cast magic on all the enemies (or all of your allies) on screen.  This is
obviously a lot faster than doing it normally and works especially well on
your party.  He becomes an excellent character on defense and for healing when
you use Extension properly.  Sadly, his slow speed makes him a bad healer, but
that does not mean you cant use Extension to cast support spells on your
entire party at once.

Parameter wise, Gallows has the worst stats of any character.  Yes, he has the
highest HP, but he needs it.  he has the lowest defense and dodge (well
Gallows seems to dodge less then Clive...but Clive is slower) of any
character.  He is slow, to make matters worse.  He also has average AIM, which
just goes downhill because of his absolutely crappy ARM.  Luckily, he has the
best magical attack and defense in the game.  His physical power is higher than
Virginia's, but you will use him for magical attacks and not physical attacks.

=-=-=-=-=-=-=-=-=-=-
Gallows' ARM:
=-=-=-=-=-=-=-=-=-=-

First things first: Gallows has probably the worst ARM in the game.  Almost
all of his stats are low, and average at best.  But I guess that does deal
with how the game was made, because he is actually the best physical attacker
in the game (*hint* Valiant *hint*).

Because of the sheer low stats of his weapon, I suggest actually mainly
leveling attack.  Also, to make the game easier, use Gallows for defense.
Don't ever use his Gatling skill, and save all of his FP for his invaluable
Extension skill.  this will, leave you with a better chance to level the
skills he actually needs to improve.  In the latter stages of the game, he
needs all the physical attack power he can get, so make sure to up his SHT
well.  And you probably noticed...but Gallows has the single worst hit
percentage ever( I mean +5?  What were they thinking?).  You will obviously
need to up that quite a bit to actually get it up to normal levels. Focus
mainly on those, and then go for his bullets and CRT skills.


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                           Walkthrough                          *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

-wlktr-

This section is a full walkthrough for Wild ARMs 3.  As I said before, this is
step by step, room by room, etc.  So if you dont like FAQs that hands-on, this
FAQ may not be the one for you.  But if you do, please, by all means, read on.

I will discuss all sorts of puzzles in here, and give their answers.  Also,
remember: THIS IS A WALKTHROUGH!  THERE ARE GOING TO BE SPOILERS!  I will try
and keep the spoilers to a minimum though, and only say: watch a scene and
then go here.  But if you want to look at the enemies, and then the latter
dungeons, things may be spoiled for you by names.

Read on, if you still want to, now that you know what you're getting into.


*****************************************************************************

*************                   Prologue                        *************

*****************************************************************************
-prolg-

During the beginning, just watch a scene.  Soon, you will be given a choice.
There are four characters to choose from, each with a different story and
difficulty. I will start from the easiest, and go to the hardest.  You can do
these in any order you want.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Virginia                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Girl in First Class: Difficulty: 1/3
-prlvg-

Watch a few scenes, and you'll learn the backstory.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Gob's Hideout                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,698, Y: 24,616
Enemies: Gob
Boss: Hobgob Boss
Items: Tool: Tindercrest, Heal Berry, Heal Berry, Mini Carrot, 400 Gella, Heal
Berry, Duplicator, Gimel Coin
Key Items: Torn Photograph
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You start out with the bare bones in items.  Try to not use any Heal Berries
unless absolutely necessary, as you dont have enough of them to waste.

From where you begin, have Viginia head directly south until you reach a
wall.  Then haver her go east, flipping that switch (press X when facing it).
This will open the door.  Now go through the newly opened door to the west.
On this next screen, watch a scene and you are automatically forced into a
battle.

After the battle, head directly west (up on this screen) and go through the
door on the north wall.  In here, break all the boxes, press the X button to
lift the boxes and then X again to throw them, to the north and northeast.
Once the path is cleared, open the chest in the corner for the Tindercrest.
To use this, have Virginia face an item (or a direction) and press the Square
button. Now, head south and exit this room.  Take note that you will now get
into random encounters, so be careful.

Once back in the room where you fought that first set of Gobs, notice the door
to the west of you.  Equip the Tindercrest (press Start and then X), and then
go over to the far side of the door.  Face the unburning light and use
the Tindercrest.  This will light the candle and open the path to the next
screen.  Go through the door and on the next screen head west and then
north.  Go up the stairs, and enter the door on the west wall.

Here is yet another puzzle.  Well not really...
----
Hold down the O (circle) button and walk directly west 5 blocks 
(dont fall through the holes!).  Then go north one, and west three more.  Go
through the door on this side of the room.
----

In this next room, head south from the entrance and follow the hallway to
doorway on the east wall. Head south in this large room, lighting the candle
here.  This will open a door.  Now head north and enter that newly opened
door.  In this smaller room, head over to the chest, and open it for a Heal
Berry.  Head back to the previous screen.

Back on this screen, head east and then south.  At the end, light the candle
here to open yet another door. Now head back north and go through the second
newly opened door.  In here, open the chest to the north for another Heal
Berry.  Exit the same way you entered.  Back in the upper level of the main
hall, head through the door to the southeast of Virginia.  In here, head down
the stairs (two sets) and press the switch on the bottom to open the door
halfway up the stairs.  Now, go back up the stairs (this time, only one set)
and go through the door at the halfway point.  Open the chest here for a Mini
Carrot.  Go back to the previous room.

Now, head back down the stairs and, at the bottom, go through the door on the
west wall.  Watch a short scene, and Virginia gives you a hint on what to
do.  In the center of the main hall, head north, and then you will notice a
handle.  Press R2 and X at the same time if you miss it.  Now go over to that
handle, and hold X.  Virginia will grab onto it.  Now twirl the left analog
stick counter-clockwise a few times, and the door will open.

Head through the open double doors and you will notice that this area is full
of fun treasures.  Break all of the boxes, and open all of the chests for 400
Gella, a Heal berry, a Gimel coin and a Duplicator.  Open the chest in the
north corner last (this is the one with the Duplicator).  When you get it,
watch a short scene, and you will also get the Torn Photograph.  You
cannot discard this item.  After getting all the items in this room, exit
through the double door the same way you entered.

Now, back in the main hall, head directly south, where you'll notice an odd
door. Use the Duplicator you got from the previous room on this door and you
will be able to go through it.  In this next room, heal, save with a Gimel
Coin, and go directly south through the door.  Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hobgob Boss
EXP: 24
Gella: 30
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Hopefully, you got Virginia to level 3 or 4 before this battle.  Hobgob Boss
(how original...) is strong compared most of the enemies in this dungeon,
doing 4 or 5 damage to Virginia.  Luckily, Virginia has high RFX (evasion) and
he will miss her a lot of the time.

Have Virginia attack physically, her attacks should do around 30 damage.
Heal her if she gets around 10-15 HP with a Heal berry.  After about 3 rounds
of trading blows, Virginia will freak out, and her FP will shoot up to 100. 
Guard on this turn to get your bullets back, and then choose the Gatling
command. Virginia will atack Hobgob boss 5 times for over 100 damage each hit!
The battle will then end and you can reap the spoils.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and Virginia's POV will end. You must now
choose another characters POV.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                 Jet                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The Boy Who Broke In: Difficulty: 2/3
-prljt-

As with Virginia, watch a scene.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Doomed To Obscurity                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 23,984,  Y: 16,137
Enemies: Ascomid
Boss: Tatzelwurm
Items:  Heal Berry, 600 Gella, Mini Carrot, Heal Berry, Revive Fruit x2, Gimel
Coin
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you can control Jet, head up the stairs to the east and then go north.
Go up the next set of stairs to the left (west).  Up here, head north, and
then west.  At the end, jump onto the lower level and head west up the
stairs. Go south and then go up the stairs to the north.  Go up another set
of stairs, and circle around the top of the 'pyramid'.   Go up another two
sets of stairs, and you will notice a barricade. Examine it with the X button,
and Jet will take out his Boomerang. Press Square now and the barricade will
break.  Go down into the dungeon.  In here, head north towards the chest, and
watch a scene.

Aren't we having a good day?  From where you begin, head north and up the
stairs to the east.  Jump down to the easternmost lower level, then go up the
stairs south of you.  Here, head west, and jump onto yet another lower level.
Head west here, and open the chest for a Heal Berry.  Go up the stairs to the
north, and then go west.  Head north, go down the stairs, and go up the stairs
to the east.  Open the chest up here for 600 Gella, and now head to the north
wall. 
To unlock the door. . .
----
Stay on the north wall and walk along the small platform west.  At the end,
face south, and have Jet use the Boomerang on the Light (lamp?). This will
open your path for you.
----

Head east, and jump into the newly revealed area.  Exit through the door on
the north wall.  In this room, be cautious.  Head west, and some spears will
shoot out from the ground.  Use Jets Boomerang on them 3 times (they have
3 'HP') and they will break.  Continue down the path without taking any
damage and enter the door on the south wall.

Here, head directly south, and break some more spears halfway through the
screen.  Exit through the eastern door, and watch a short scene.  You can talk
to the people, if you wish, but it's not required.  Head directly east and
exit through the door here. Head down this path, break some more spears
(Annoying aren't they? Well there's a lot more to go.), and exit to the west.
In this larger room, watch a short scene. Jet gives you a hint on what to
do next.
Crossing the Netting, 1:
----
Start by going all the way south (do NOT drop down) and jump onto the netting
above you (press X and it will happen automatically).  Holding onto the
netting, head all the way west, and drop down. Open the chest for a Mini
Carrot.  Now, jump off the east side, and head east, being careful not to step
on any area where there are four holes.  Now go up the ladder on the far side
and head south again.
Get back onto the netting, and head south.  Drop down halfway (you'll see the
landing below you..if you miss it, try, try again), and go north.  If you're
missing the drop, watch Jet's shadow to make it easier, also stay on the north
side of the net.
Jump onto the northern net and head east.  Drop down near the eastern door and
go through it.
----

On this screen, head south, picking up any crystals needed on the way.  Exit
through the eastern door.
Crossing the Netting, 2:
----
Here, head south, and jump onto yet another piece of netting.  Press X near
the side of the netting and Jet will climb up onto the upper level.  On top of
the netting, jump onto the second set, right above you, and climb this net by
pressing X at the side. Head north and jump off of the top of the netting and
onto another netting.  From here, jump onto the northeastern-most netting. 
Climb above it, opening the chest for a Heal Berry.  Finally, jump off to the
far south, and go through the door on the southeast wall.
----

Head north, breaking some more spears - there are two sets this time.  Exit
to the west.  On this screen, head north, and there will be three spears.
These come out of the wall at you, so you need to be careful.  Break them the
same way you do the normal spears.  After passing the spears, open the
chests to the west for Revive Fruit x2, and a Gimel coin.  Use the Gimel coin
now, and head down the stairs to the north.  Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Tatzelwurm
EXP: 48
Gella: 52
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Have Jet start by attacking normally.  Dont use any FP, as you are going to
need it later.  Jets attacks are strong, doing 50-70 damage to Tatzlwurm.
Tatzel is fast, but not as fast as Jet.  His attacks do about 2-5 damage,
which is nothing if you gained a level or so while running through the dungeon.
Baking Breath, his strongest move, does about 10 damage.  After a few turns,
the Tatzelwurm will heal himself with Recovery.  Jet will now tell himself what
to do. 

Use Jet's Force Command, Accelerator, and Tat will be killed. If you don't
have 25FP when the cutscene starts, attack again to hit that.  Guard if you
don't have any bullets so you can reload.  If you have bullets, use
the Accelerator to end the battle, no matter how much HP the boss has.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


After the battle, head south and try to go up the stairs.  Watch the scene
and go through the newly opened door.
Crossing the Netting, 3:
----
Go west and jump onto the netting at the far western wall.  Climb onto the
top of the net and jump and jump up onto the netting to the south. Climb to
the top of this, too, and continue south. Jump down onto the net on the
southern wall. From here, jump down to the north or east to the lowest net,
which is right above the ground.
Jump onto the netting to the north and climb onto the top of it. Head onto
the net to the east.  Flip up this one, and climb up the ladder. to the next
screen.
----

Crossing the Netting, 4:
----
Here, jump onto the northeast net, climbing onto the top.  Turn south, and
light up the crystal.  If you're having problems hitting it, stand at the
far southwest corner and face that direction.  You can control Jet's
boomerang by using the left analog stick.
When you get it, jump onto the netting above you to the west. Flip up and
continue up to the second net. Climb up that one, too, and fall down to the
lowest level to the far south. On this low level, stand at the northeastern
corner of the net and target the second lamp with your boomerang. This
lowers the path above you.
Jump up to the newly opened path and flip up onto the top. Climb onto the
far southern net and go up the ladder to the southwest.
----

In here, watch a scene and head southeast. Examine the wall and watch a
scene.  Jet's POV will end.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Gallows                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A Suspicious Intruder: Difficulty: 2/3
-prlgw-

Watch a scene.  And be careful to read Gallows' newspaper when the game closes
in on it...it has absolutely nothing to do with the article title!  The Arc
Scepter article title has information about horses and Call Whistles...

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Baskar Colony                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 13,005, Y: 10,912
Shops: Inn, Save Point
Items: Heal Berry x5, Gimel Coin x3
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Gallows is the only character that starts in a town.  When you gain control of
Gallows, head east and talk to 'Ellen'.  She will ask you three questions.
Chose the top answer first, and then chose the second answers the next two
times (basically you want to tell her you're leaving and the reason why)
he will hand you five Heal Berries and three Gimel coins. New items in hand,
head north and enter the northmost door (it's a cave).  This is the
Sanctuary.  Watch a scene here, and exit the screen to the south.  Continue
going south on the main town screen.  Speak with the man near the exit,
his name is Cordell. He'll teach you how to search on the World Map.
You can't continue the game without speaking to him, as you'll be unable
to search.
Exit the Baskar Colony to the far south.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         World Map: Filgaia                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Enemies: Balloon
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This will be your first time on the world map.  Outside Baskar, head south,
and when you can, go through the mountains to the west, continuing south after
that.  By the beach, head southeast, and before you reach the desert area,
search around the grass to the south. To search, press the Square button.
You'll emit a green light around you.  If doing Square does nothing, you need
to head back to Baskar and speak to Cordell, who will tell you what Search is
and what it does. It also unlocks the search feature.
You'll soon find the Southern Sanctuary, AKA the Fallen Sanctuary.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 12,945, Y:8,506
Enemies: Pillbug
Boss: Kesaran Pasaran (x4)
Items:  Heal Berry, Tool: Freezer Doll, Gimel Coin
Key Items: Arc Scepter
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: All the enemies in the Fallen Sancutuary are weak versus Ice attacks.
Have Gallows use Refrigerate on all of them, and you will get ice gems after
battle.  Now this is important.  Get as many ice Gems as possible (hopefully
over 20) as you can sell them for quite a bit of Gella later on.

From where you begin, watch a scene. Head north, jump down to the lower level,
and pull the lever to the north.  This will allow you to exit the Sanctuary
by bringing the stairs behind you out of the wall.  Now, ignore those steps,
and go north some more.  Go through the door to the far north and enter the
main dungeon.

In here, go north, and when you see a block, press X to push it.  Push it 3
squares (basically steps) north, and onto the switch. This opens the door.  Go
through it.  In this room, head a bit north, and enter the room to the east.
In here, open the three chests for a Tool: Freezer Doll, a Heal Berry, and a
Gimel Coin.  Exit the room the same way you entered.

Back in the hall, follow the path north. At the end, there will be a lone
flame.  Have Gallows equip his Freezer Doll, and press Square when facing the
flame.  This will put it out, and open the door. Go through it.

In this next room, head west, and then south.  Go through the door at the
end.  In here, you will notice that there are four fires, instead of one.
The Four Flames:
----
Go into the center of all four of these flames, and hold the square button down.
Rotate the left analog stick (while holding square) and Gallows will turn all
the way around, putting all of the fires out. This will open the door. Unlike
Virginia's Tindercrest, Gallows can hold his Freezer doll on infinitely.
----

Head through the newly opened door. In this next room, head east down the path,
and through the door at the end.  In the next room, go north and through yet
another door.

In this room, there are two switches and a block.
The First Block Puzzle:
----
Move the block 3 Spaces west and one south.  It should be on the floor switch
now.  Now, walk over to the newly lowered switch, and step on it.  This will
open the next door.  Go through it.
----

In this next room, head north and ignore the floor switch.  You wont be able
to access that for a long, long time.  So go through the northern door.
Continue north through the next room, and go through yet another door.

Continue north in this room, and you will see more flames.
Multiple Flames:
----
Do as you did before with the four flames.  Have Gallows stand in the center
of the circle of flames and hold down the square button.  Rotate the left
analog stick around in either direction and he'll put the flames out,
opening the door.
----

Save, and then go through the door.
In here, watch a scene, and the inevitable happens...

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Kesaran Pasaran (x4)
EXP: 48
Gella: 52
Item: Ice Gem
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is four against one, so things can get out of hand if you are
weak.  Luckily, Gallows has high HP and should be able to survive a lot of
their attacks.  But still, be cautious.  Their attacks do 5-10 damage with
each hit. That means up to 40 damage a round.  Gallows can't stand long
against that, so have him heal if he gets under 70 HP.

Gallows should physically attack as the battle starts. It will take two or
three physical attacks to kill off one of the bosses.  The goal isn't really
to kill them off though, it's to hit 25FP.  Depending on how often Gallows
evades the enemies, this may take three or so rounds.
Do not kill a second Kesaran Pasaran off if you kill the first before you
hit 25FP.  If you do, the first two will respawn and you'll be back to where
you where right when the battle started!

Once you have 25FP, you can win the battle. Have Gallows use his Force
Ability, called Extension, and use it along with the Refrigerate spell. This
lets your normally single target refrigerate hit all 4 bosses for over
100 damage! The battle ends after this. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene and head south and out of the screen.
Continue south here, and go to the screen previous. Continue south, and watch
a scene.  Talk to Shane, and he will tell you what to do.  Now, open the Menu,
and chose Item.  Use the Ark Scepter from your inventory.  Now talk to Shane
again and watch a scene.

Gallows' POV will end.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Clive                                  --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A Drifter Guardsman: Difficulty: 3/3
-prlcv-

Clive has the shortest introduction, but the hardest mission.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Den of Miasma                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 11,969, Y: 16,942
Enemies: Barghest
Boss: Goldrake
Items:  Heal Berry, Heal Berry, Revive Fruit x2, Gimel Coin, 300 Gella, Heal
Berry
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

The enemies here must be the slowest enemies in the game.  They are slower
than Clive, which is not something you'll normally see. Clive's battles are
going to be a bit longer than the other character's because of his lack of
bullets in his ARM. He must defend to restore them, so be patient.

When you have control of Clive, talk to the villager, who will give you a
Heal Berry.  Now head north, and folow the twisting path onto the next
screen.  Next, go east and through the door onto the next screen.  Here, open
the chest to the south for a Heal berry, and then head north.  You will notice
that its a dead end.  Rotate the camera so its facing the western wall, and
you will notice that it is oddly colored. Have Clive use his tool, the Bomb,
near the wall, and then the door will be blasted open.

There wil be an intersection here immediately.  Go down the west path, and
enter the door on the south wall.  On this screen, blow up those weird blobs
with some bombs, and walk over them quickly (they can regenerate).  Open the
chest for Revive Fruit x2.  Now head back over past the blobs and go back
through the door.  On the previous screen, head east and north, bombing those
rocks out of the way.  At the top go through the door.  Here, walk north,
being careful not to fall off the edge.  Go through the door at the end of
the 'bridge'.

In here, head north, and west when needed.  Kill off some more dangerous blue
blobs (with more bombs...aren't we glad Clive has unlimited usage for them?)
and head through the door at the top of the screen. Follow the wall and cross
this 'bridge,' being careful not to fall off as the path twists west and then
south onto the next screen. Follow this next screen south and west. Destroy
two or three more of those blue blobs that look a bit like ameobas. Pass the
door to the west, instead opening the chest to the far south for a Gimel Coin.
Head into the western door. In here, head directly west, and bomb the wall.  Go
through the newly opened door.  In here, you will notice a mysterious red
orb.  You cant do anything with this red orb until much later in the game, but
you can still look and ponder over what it does.  Open the two chests in
here for a Heal Berry and 300 Gella. Head back through the door.

Break the rocks to the north, and bomb the blobs.  Go through the door at the
end.  Here, save, watch a scene, and head north along the wall.  Watch another
scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Goldrake
EXP: 64
Gella: 60
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

First off, like 90% of the other enemies in the game, Goldrake will go before
Clive.  This means you need to be on the ball with Clives HP.  Clive has
excellent defense, but that doesnt mean he cant be in danger.  Goldrake does 7-
10 damage with his normal attacks.  Don't worry about Clive missing throughout
the battle, he rarely misses any enemy with his normal attacks. His normal
physical attacks do over 70 damage, even this early on.

Defend when you run out of bullets and continue attacking.  After around 275
damage, the Goldrake will begin to fly, and then you can not hit him with
normal attacks.  Now, Clive needs one bullet, and 25 FP, so defend if needed.
Now, use his force skill, Lock-On, and the battle will end.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, Clive will be poisoned.  You cant do anything about it at
this point, so deal with it.  He will lose HP as he walks or all around
moves.  And you also have to get out of here.  This is going to be a long,
painful walk back to the enterance.

From the Goldrake's nest, bomb the wall to the far east and go through the door.
You have quite a few of the poisonous blobs to deal with here. Remember that
the red ones regenerate, so destroy the blue ones first with your bombs. Head
east and then south to watch a short scene.
A boulder falls into your path.
The Boulder:
----
Admittedly, I had some problems with this my very first time through the game.
Get as close to the boulder as possible, stay in one place, and press the
square button as rapidly as possible about ten times. Each of these presses
will set a bomb. It needs to be done fast so the bombs explode in succession.
After about six or eight bombs, the boulder blows up.
If you're not fast enough, the boulder won't be destroyed and you'll have to
do it again. Head through the door.
----

Here, jump down to the lower level, and go south.  Jump down another level,
pass the first door, and enter the second.  Continue south through the next
door.  Finally, head west and go through the final door.  Watch a scene.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Ballack Rise                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Enemies: None
Boss: Goldrake
Items:  Antidote
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene, and you will receive an Antidote. Shortly after, you're forced
into another boss fight.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Goldrake (Round 2)
EXP: 72
Gella: 80
Item: Antidote
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, the Goldrake will always act before Clive and you
should treat that as a threat.  Clive has high defense, but the Goldrake is
much stronger this time.  Also take note that this battle will be quite a bit
longer than the first one. Whenever Clive's HP hits around 30 you'll want to
cure him with a Heal Berry.

On the first turn, Goldrake will use his poison attack.  Have Clive attack the
first round and on the second use the Antidote.  The Goldrake will not use
the poison attack again.  Now you need to attack the Goldrake as much as
possible.  Because he is permanently flying in this battle, it is hard to hit
him.  It takes a bit to get Clives FP up, so you may want to use a Mini
Carrot.  But have him attack until he gets 25 FP, and every time he does, have
him use Lock-On.

Have Clive use Lock-On not once, but 2-3 times and he will die.  This battle
can be annoyingly long if you are weak, but it's still doable if you keep your
HP up and remember to defend when you have no bullets.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Clives POV will now end.


*****************************************************************************

*************                  Chapter 1                        *************

*****************************************************************************
-chpt1-

Chapter 1 starts after you have finished all 4 of the prologues. You can do
them in any order, but Chapter 1 will start when you finish them all.  Watch a
few scenes, and your party will be together.  You won't have any chance to
upgrade and your levels and stats are kept from the time you finished the
bosses in each character's respective areas.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Beginnings                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                                Train                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Enemies: None
Boss: Janus, Romero, Dario
Items: None
Key Items: Arc Scepter
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a few scenes, and you are forced into a battle immediately.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus, Romero, Dario
EXP: 56
Gella: 200
Item: Heal Berry x2, Mini Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot harder than the previous boss battles.  Even though you
have all 4 party members, this can still be a challenging fight.  Especially
if your characters are under-levelled.  Try to get all of your characters to
around level 5 in their respective dungeons.  Virginia will be the hardest
character to keep alive here, as she most likely will only be at level 3 or
4.  She has the lowest physical defense at this point, as well as the
lowest HP, so keep her at full health at all times.

You should start by killing off the weakest of the baddies, Romero, first.
You can kill Janus to end the battle more quickly, but it will be harder and 
far more dangerous if you go that route.  Janus himself is the worst threat of
the battle, doing 10-30 damage to all party members at once.  The other two dont
hit very often, but getting rid of them will make the battle a lot easier.

Kill Romero with pure physical attacks.  If you need to have the entire party
healed have Gallows use Extension-Heal or Virginia use Mystic-Heal Berry.  But
have Gallows heal with his spells most of the time, and it should work.  Jet
and Clive should constantly attack, and defend when they run out of ammo. If
Virginia is taking a lot of damage, you should probly just defend with her
until someone needs healing.

After killing off Romero, go for Dario.  He is as easy to kill as Romero was,
but save Jets and Clives FP if you are saving it up.  Just keep attacking and
keeping Virginia at full health.  After killing off Dario, use all your FP for
Gatling, and use it on Janus. This should easily kill him off, but if it
doesn't, just continue to attack and heal and he should fall in no time.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene. Now you're on the world map.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Filgaia                                 *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Enemies: Balloon, Gob
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Your goal is now Baskar Colony. You may want to spend a bit of time levelling
up in the wastelands near where you were unloaded though, especially if
Virginia is weak. Also, remember that whenever you travel around, you should
use the Search feature (Square) over and over.  You never know what you might
find!

From where you begin head northwest, and then west. When you reach the
mountains, continue west past Fallen Sanctuary, which should look familiar
to you.  At the beach, go northeast and enter Baskar Colony.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Guardians                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Baskar Colony                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates:X: 13,005, Y: 10,912
Suggested Level: 6
Shops: Inn, Save Point
Items: Revive Fruit, Heal Berry, Heal Berry
Key Items: 1,200 Gella, Ark Scepter
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter the town, watch a scene.  During this scene, you will get 1,200
Gella and the Ark Scepters.  Head south and exit the town.
There's a Revive Fruit in a barrel in Gallows' house if you want to get that
before leaving town, too. There's also a Heal Berry in the barrel in the
house at the far southeast of town.  There's another one in a barrel in
a house to the southwest.

It's time to go (yet again) back to Fallen Sanctuary.  In case you don't
remember the way, it's another short walk. Head south and west from Baskar.
Once you reach the beach, head east and the Sanctuary is right there.

Save before entering, there are four bosses ahead of you!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Fallen Sanctuary                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 6
Enemies: Pillbug
Bosses: Grudiev, Moor Gualt, Fengalon, Schturdark
Items:  None
Key Items: Fiery Rage, Aqua Wisp, Terra Roar, Gale Claw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Inside, head north, and go up that set of stairs you ignored the first time
you came in.  You should be out in the open and a scene should play.  If this
is where you are, this is where you need to be.

After the scene, you need to approach any direction to fight the Gaurdians.
I suggest starting with the Earth or Water Guardians, as their support will
help you on the harder Fire and Wind.  You can fight them in any order that
you want to, but be sure to equip the Medium you just won after each battle!

The directions are as follows:
Grudiev - Earth: East
Moon Gault - Fire: South
Fengalon - Wind: West
Schturdark - Water: North

If you speak to Halle in Baskar, she suggests you fight Gurdiev (Earth)
first, then Fengalon (wind), then Schturdark (water), and finally Moor
Gault. Again, it's your choice.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Grudiev
EXP: 34
Gella: 0
Item: Terra Roar
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is with the Earth Guardian.  He has the strongest defense of the
guardians, as well as the higest HP.  He doesn't hit the hardest of the
Guardians you'll be fighting, but his attacks do pack a whole lot of punch. 
He has an area attack, Planet Breaker, that hits all of your party for around
50 damage to everyone! Whenever he uses this skill, have Virginia or Gallows
heal the party.  Again, Virginia's low HP may prove to be a problem here,
especially if you didn't fight a few battles out in the wasteland.  If you 
can't keep her alive you may want to get her to level 6 or so.

Grudiev sometimes counters with 'Megasmash', but it rarely hits.  If it does
hit, it will do around 40 damage. Keep your entire party over 80 HP
at all times and attack normally.  You may not want to have Virginia attack
and risk the counters, even if she'll likely dodge them. Better safe than
sorry. This bosses counters will hit more often than that of the Water
Guardian, Schturdark's.

Save your FP for Gatling and pound away slowly with physical attacks.  If this
isn't your first battle, equip a Medium to Gallows and have him use magic
on the boss instead of attacking physically. He'll do more damage that way,
especially if Gruidev raises his physical defense.  Then stop attacking
with Virginia and Gallows at all, since they're not going to do much. Virginia
probably won't even break 10 damage.  If you've beaten Fengalon, you can do
double damage with his Wind Arcana. This battle takes a bit of patience.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you will receive the Terra Roar medium.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Moor Gault
EXP: 34
Gella: 0
Item: Fiery Rage
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Moor Gault is the second fastest Guardian, just right behind Fengalon.
I suggest not fighting Moor Gault (and Fengalon, for that matter) until
you've beaten Schturdark and Grudiev so that you have the advantage of
being able to heal and defend your characters with Heal and Shield,
respectively. You may even want to wait until after Fengalon, since
Moor Gault can hurt you rather badly.

This battle is a lot faster than the other battles, as Moor has little
physical defense. He'll likely take full damage from even Virginia and Gallows'
physical attacks. Unfortunately, Moor is the strongest of the Guardians.
While he has the lowest HP, his attacks and counters can kill you quickly.
Vapor Blast, his special attack that hits everyone will do 80-100 damage and
is quite capable of taking out low HP characters like Virginia in one hit.
To make matters worse, his physical attacks do 80-90 damage and he counters
almost every attack with a high hit percentage. He also has Cremate, but that
spell is the least of your worries, as it only does around 50 damage.

So, ouch.  As you'd expect, you want to keep everyone's HP at max.  Don't
physical attack with Virginia, as you're just asking to kill her if you do.
Instead have her heal with Heal Berries, or, if you've fought other Guardians
before this (and I really hope you have, because it's rough) have her
buff or heal your characters. The battle will go quickly as long as you
keep everyone alive. If you have Grudiev, cast his buffs on the low HP
Virignia first, as it may be a struggle to keep her alive if you're
at low levels. If you've beaten Schturdark, he will do double damage
with his water or ice Arcana.

This is, in my humble opinion, the hardest of the guardian battles.  You
may want to go outside and grind a bit before trying this one.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you receive the Fiery Rage Medium.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Fengalon
EXP: 34
Gella: 0
Item: Gale Claw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
As you may (or not) have expected. Fengalon is very fast.  He is faster than
most of your party. and so you must heal beforehand, to make sure he
doesnt kill you before your party can even react. You need to plan ahead
and make sure that, hopefully, each member can stay at full health at the
end of each turn.

Though he is fast, Fengalon has the weakest attacks of all of the Guardians.
He has average defense, so physical damage against him shouldn't be too
much of a problem.  If this isn't your first Guardian, have Gallows and/or
Virginia attack with magic over their physical attacks, since it will do
more. The main problem with this battle is that Fengalon uses a lot of
support spells on himself, including one that raises his speed and one that
raises his evasion. The former isn't really a problem since Fengalon attacks
before you, anyway, so you won't really see the effects of it. However,
raising Reflex(Evasion) can be annoying for Jet, who can't hit as well as
Clive with physical attacks.  You may want to use Lock-On if this proves to
be too annyoing.

Fengalon's physical attacks do about 50 damage and his magical attacks around
30.  Hi-Speed Ripper, his special attack that hits everyone does around 50
damage. Like the other guardians, Fengalon tends to counter.  Unlike some of
the others, his counters rarely ever miss, so be very careful when attacking
with Virginia, especially if she has lower than 60 HP. If you've beaten
Gurdiev, you can deal double damage on this boss with his Earth Arcana.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you receive the Gale Claw medium.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Schturdark
EXP: 34
Gella: 0
Item: Aqua Wisp
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Surprisingly, this enemy is not a magical attacker.  In many video games, the
water elementals are magical attackers, but this boss has its strength in
physical attacks.  His special, attack-all move is called Assault Tide, and
it does around 30-70 damage. It seems to be weaker than the other Guardian's
special attacks. His magical attacks do around 30 damage to a single
character. Keep everyone above 80 HP so that they survive Assault Tide, and
after each Tide use Mystic - Heal Berry. You won't have Extension - Heal
until after this battle is complete, since Halle took Gallows' Medium away.
Schturdark is very slow and tends to attack last, so it gives you time to
heal between attacks.

Schurturdark has high physical defense, which is rather obvious, considering
that he's a turtle.  Schurturdark counters your attacks with "Big press,"
but it will miss a lot of the time, even on low Reflex characters like Gallows
and Clive. Big Press' low accuracy means it's safe for Virginia to attack
physically to help her gain FP. However, Big Press, when it hits, can do
around 50 damage, so keep your HP up. Use Clive and Jet's FP for Gatling
while Virginia's is saved for Mystic. If you've beaten Moor Gualt, you can
do double damage with his Fire based Arcana.

If this isn't your first battle, have Gallows equipped with a Medium and
have him use Arcana instead of attack physically, since the turtle has
high defense.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you receive the Aqua Wisp.

Once you have all of the Mediums in your posession, it's time to head back to
Baskar Colony and talk to "Granny" Halle.

Head down the stairs and back into the main sanctuary.  Watch a scene, and
your party is automatically brough back to the World Map.
Remember that Baskar Colony is just to the west, north, and northeast of the
Fallen Sanctuary.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Baskar Colony                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates:X: 13,005, Y: 10,912
Suggested Level: 7
Shops: Inn, Save point, Item
Items: Revive Fruit, Heal Berry, Heal Berry
Key Items: Fiery Rage, Aqua Wisp, Terra Roar, Gale Claw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, watch a scene, and its time to 'Invoke' your new mediums.
This is a delicate process, and you will want to keep the same Mediums
equipped throughout the game. While you probably equipped them for the
Guardian battles, they actually have stats on them now, as well as 
"Personal Skills." 

Making a choice for Gallows is actually the hardest of the four. I suggest
giving him Terra Roar or Aqua Wisp.  Because Gallows has the Extension
ability, both of these paired with it will help considerably.  With
Aqua Wisp, Gallows can Extension - Heal, but with Terra Roar,Gallows can
use buffs on everyone.  I suggest, early on, having Gallows with Aqua Wisp
to make healing easier, but giving him Terra Roar later so he can help buff.

My setup looks like this:
Virginia - Terra Roar
Clive - Gale Claw
Jet - Fiery rage
Gallows - Aqua Wisp

But it's your game, and I am here to guide you through it, not dominate it.

After you have Invoked all of your new mediums, head south and talk to the man
in green.

Note: If you did what I said, and had Gallows get quite a bit of Ice Gems
during his trip to the Fallen Sanctuary, you will be in luck here.  Sell those
Ice Gems (you may want to keep around 5, just in case) for 100 Gella each, and
you should easily get quite a bit of money. I got around 3,000 Gella just from
those Ice Gems at this point.  And if you do this, you will be able to buy the
World Map, for 5,000 Gella.  You will need this, so I suggest buying it as
soon as possible.  And if you can, why not now?

Select Chat, and the man will tell you where to go.  Head out of Baskar, and
watch a scene.



*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 7
Enemies: Balloon, Gob, Beast Slug, Spartoi
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

FOr once, we are actually leaving this horrid, tiny area. yay!

From Baskar, head southwest and then east past the Fallen Sanctuary.
Continue east and you will eventually get to a large, flat stretch of land.
From here, head southeast until you see some railroad tracks. Once here, turn
completely east until you see a small "land bridge" going over the south.
Cross over it onto the new stretch of land. Here, head southwest, searching
around the area with the Square button. Near the beach to the southwest
you'll find the town of Jolly Roger, your goal.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                         Enemies or Allies?                          --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Jolly Roger                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,368, Y: 5:457
Suggested Level: 7
Shops: ARMS, Inn, Item, Save Point
Items: Mini Carrot, Heal Berry, Dragon Fossil, Gimel Coin, Migrant Seal
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Take note of the item shop.  The item shop is sometimes randomized from
all of the locales you have visited and it may take a while to find it.  But
note that he will always be there the first time you enter the town. The
item shop is that man in green clothes.

When you enter Jolly Roger watch the scene and head west.  Enter the first
door to the south (it has a sign that says: ARMS by it).  In here, talk to the
woman, and you will get to the ARMS shop.

Note: there will be a lot of ways to customize your ARMS, but it mainly is
done by how you play the game.  You may want Virginia weaker, but having a
good Gatling ability. That would be more WGT (less?) onto her ARMS.  Or you
may want to have Gallows as a physical attacker and neglect all of his other
stats.  Look in the ARMS section to learn about some suggestions I have
for upgrading ARMs.

Make sure to upgrade at this point, as you should have the money.When you are
done, exit, and head west.  Enter the largest building in town (it has a sign
that says 'Bell Star').  In here, talk to the woman, and select 'Chat'.  The
lady will now give you an incredible deal, so make sure you select 'Yes, it's
a deal' when you can, and watch a scene.

After spending the night and watching the scenes, head out of the saloon/inn.
Outside, watch yet another scene (which shows you the true creepiness level
of our dear rival's sidekicks) and then head east up the stairs, and out of
the town.

If you're looking for items in town, most items are found in barrels and
boxes.  At the top floor of the Inn you'll find a Heal Berry in a barrel
near the exit to the outside. Outside, there's a Mini Carrot in the barrel
on the deck. There's a Dragon Fossil in the counter behind the ARMs dealer,
you get there from the same area behind the Inn as the previous two items.
The lower level of the inn has a Gimel Coin in a barrel near the counter.

Finally, there's a rare Migrant Seal in this town.  See the large box near
the exit?  Have Clive walk around the box using bombs. the souther side of
the box will give in and walk into it.  You'll find the Migrant Seal in here.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 7
Enemies:  Gob, Beast Slug, Spartoi
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Jolly Roger, head southeast, searching every few steps.  You should find
1,500 Gella. This is around X:17,393, Y:4427. Continue going southeast until
you reach the end of the peninsula. Search around the end, and you should find
your next dungeon, the Ruins of Memory.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Ruins of Memory                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 18,169, Y: 3,779
Suggested Level: 7
Enemies: Annaberge, Blue Book, Spartoi
Bosses: Janus, Romero, Dario
Items:  Heal Berry, 1,500 gella, Gella Card, Dragon Fossil, Lucky Card, Gimel
Coin, Mome Pen, Growth Egg
Duplicator Chest: Name Tage x3
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


Note: You may want to bring an Antidote or two or this dungeon, as some of
the enemies, namely the Annaberg, can cause the Poison status.

When you enter, head north onto the next screen.  In here, continue north, and
into the main hall of Ruins of Memory.  Watch a scene here.  After the scene,
head north and east.  Go through the northeast door, and the real dungeon
begins.

In this room, go south, ignoring the second door (for now).  Here, you will
find a switch surrounded by blue.  That blue is glass. Have Clive use his Tool
(bomb) on the side of the glass, and it will shatter.  Step on the switch, and
the door will open.  Go through it.

In this room, head south.  At the dead end, go east and up the stairs.  Face
the lamp (globe? Whatever are these things called?) and have Jet use a
Boomerang to hit it.  This will light the lamp and open the door.  Head back
down the stairs and go northwest.  Go through the western door. In here, you
will notice that you are on an upper level. Put Gallows in the lead, and have
him use his Freezer Doll tool. Hold down square and rotate the left analog
stick like you did in Fallen Sanctuary, and when all the fires are out the
door will open. Go through it.

Head north down the stairs, and use Clive.  Have him break the glass
surrounding each of the three items with his bombs.  Start by opening the
chest to the far south, and you will get a Heal Berry.  Now head north, and
push the block Five steps (spaces) north, and onto the floor switch.  This
will open the door.  Go through it.

In this room, immediately break the glass west of you and open the chest for
1,500 Gella.  Now head north, and there will be two doors.  The door to the
south is unless (It will be useless until much later in the game), so enter
the door to the north.  Start by breaking the glass north of you, and getting
the Gella card from the chest.  Now head west and follow the path north.

Ignore the eastern door for now and go through the northern door.  Open all
three (jackpot!) chests for a Dragon Fossil, Lucky Card, and a Gimel Coin.
when you have all of them, exit the room the way you entered.  Now go south
and enter the eastern door. The door closes behind you.
The Locked Room:
----
You're locked in here until you solve a short puzzle. Go east and pass
under the bridge.  The northeastern statue on this side is missing an arm.
Bomb this statue and you reveal a floor switch.  Step on it, and both doors
will open.  Go through the far eastern door.
----

In here, head south, and break the glass to the west.  Flip the switch here
for a shortcut back to the main hall of the ruins. Don't go there just yet,
instead head back east and then north, entering the northmost door.  In this
'study', head west and bomb the far western wall, where a door should be
revealed. IGNORE THE BOOK THAT NEEDS A DUPLICATOR, it's just a waste of
a rare item.  Go through the door.

In here, open the chests to the south for a Memo Pen and a Growth Egg. You
cant open the sealed chest yet,  so dont worry about it. You need to open
that door.
Hitting the blocked Lamp: 
----
Walk over to the far western edge of the upper level (that is, the level with
the chests on it), and you should see a Lamp.  You will need to -steer-
Jet's Boomerang if you want to be able to hit the lamp that is positioned
behind the pillar. To steer it, you just use the left analog stick when
the boomerang is in mid-air.  
Once you hit the lamp, it may take a few tries, the door will open. 
---

Head down, and go through the northern door. You're immediately faced with
another puzzel.
Multi-Colored Flames:
----
Put Gallows in the lead and have him put out the single blue fire with his
Freezer Doll.  Switch leader to Virginia and walk her over to the platform that
was just lowered by putting out the blue flame. Make sure she's on top of it.
Turn her south and line up with the flame. Use your Tindercrest on the 
candle, which will light the flame again. However, with Virginia on the
platform, you're taken up to the lower level and can exit the room through the
northern door.
----

Save and go through the north door.  In here, go north, examine the wall,
and watch a scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus, Romero, Dario
EXP: 112
Gella: 250
Item: Duplicator
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is basically a longer version of the previous battle with the trio.
Each of the enemy's attacks do more damage this time, but nothing too extreme.
You should approach this battle a bit more cautiously than the previous battle,
as they do have some new attacks.

Trinity is their most devastating move.  This does 100+ damage to a single
party member.  So keep your HP above 150 at all times or your character will
die.  Dario has a move called Zip Up that ups his physical defense, and Romero
loses his will to fight, causing his evastion to rise. Everything else is just
a powered up versions of their older attacks. The worst of them is probably
going to be Janus' attack-all, Multiblast.

First off, have Virginia cast support spells on the party.  Or use her as a
healer and nothing else.  You want to get her up to 25 FP though, so attack
until you reach that amount.  Once you have that amount, you need to have
Virginia use Mystic.  Now have her use a Lucky Card on the entire party for
the cost of one.  This will double everyone's EXP after you win the battle!
You will need to do this a lot throughout the game, and should do so in every
boss battle possible. 

Gallows should have either Aqua Wisp or Terra Roar and should use them.  Have
Gallows use Extension-Heal or Extension-Shield.  The latter will help reduce
the damage your party takes.  If Virginia has Terra Roar, have her spend a few
turns casting the Shield on herself and Jet.  Other than that, have her heal
with Mystic - Heal Berry.  Keep everyone as healthy as possible.

Now that we have the basics down, we can work on strategy.  Janus is the
strongest character in this battle, attacking all of your party members for 20-
30 damage.  He also tends to counter most of your attacks, making him harder to
safely kill off. Unfortunately, this time you have to target Janus before his
sidekicks though, as strong as he is.  At the beginning of the battle, don't
try to attack Romero or Dario, as Janus will just feed them Heal Berries, 
which pretty much negates any damage that you can do to them.  You just
have to eat their damage for a while until you can kill Janus. To make
the battle a bit easier though, the three will only buff themselves up
(making the battle harder later on) and use Trinity Attack.

Foucus all of your attacks on Janus.  Attack normally, or with magic.
Whatever you want will do.  After Janus dies, he will leave the battle, and
then Romero and Dario lose the ability to use the Trinity attack.  Now you
have to deal with these two alone.  Start with Romero, as always.  He's
stronger than Dario, technically. However, the problem with Romero is
that during the first part of the battle he raises his evasion, making it
hard to hit him with normal attacks.  You'll probably want to use magic
with Virginia and Gallows, while using Lock-On whenever Clive has the FP
for it. Jet should just attack and hope he hits. Fortunately, he has low
HP and will die after a few critical attacks.

Dario is more resiliant, since he raises his physical defense. Magical
attacks work well, as does anyone with Gatling and FP left from after
Romero. Alone, Dario isn't a threat anymore, he just might last a bit
longer than his brethen due to higher defense and HP.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you will be brought back outside.

Note: I suggest you go back into the Ruins and open that chest with your
newly acquired Duplicator.  It shouldnt be that hard to find at this point
and the enemies should be simple.  It only contains a Name Tag x3, but still,
you want to open every chest in the game.

Head southwest to Jolly Roger.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Jolly Roger                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,368, Y: 5,457
Suggested Level: 9
Shops: ARMS, Inn, Item, Save Point
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now that you are back, I suggest going and spending the night at the inn.  You
should also have quite a bit more money, so upgrade your ARMs some more, if
nescessary. Head west from the entrance and talk to the NPC Dennis.  He will
tell you about Midland Station, your next goal.  Do everything you need to do,
save, heal, shop, etc., and head out of the town.  We are going to a new area
of the world map!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Midland Station                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 14,552, Y: 6,868
Suggested Level: 9
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You should know this entire area of the World Map rather well by now, but
still I am going to give directions in case you've stopped playing for a few
days and forget.
The goal is where you first started Chapter 1, near the railroad tracks
between Fallen Sanctuary and Jolly Roger.

From Jolly Roger, head northeast and over that odd land bridge again.  On the
other side, head west.  Eventually, you will reach some railroad tracks.  Once
you can see the railroad tracks, search around them, and you will eventually
find Midland Station to the far southwest portion of the tracks.  This area
is your goal.

The Midland Station is, as you probably guessed, a train station. It's
basically a safe haven.  Talk to the man in the ticket booth to the west. You
need to buy a ticket to Westwood at this point, for 120 Gella.  This isn't
optional, you must buy the ticket to continue the game. If you need money,
head outside and kill monsters with magic, selling their Gems for 100 Gella
each.

After buying your ticket, head east and talk to the man in the train. Tell him
that you're ready, and you'll immediately head out to the Westwood Station.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Arrivals                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Westwood                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,642, Y:7,149
Suggested Level: 9
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now that you're here, talk to the man in charge of the train station, and then
chose 'chat.  Ask him about the area, and then he will tell you about a town
called Claiborne.  That is your next destination.  Head east and out of
Westwood.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 9
Enemies: Dryad, Pordarge
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back on the world map, head directly east.  You will be on grassy plains with
some new enemies, but it still wont be too hard.  Keep going east until you
hit the railroad tracks. Search around near them and you'll find Claibone.
It shouldn't be too difficult to find.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                               Claiborne                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 11,739, Y: 7,141
Suggested Level: 10
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes: Revive Fruit, Mini Carrot, Gimel Coin,
Heal Berry, Revive Fruit, Pinwheel, Duplicator
Key Items: Horses (2,000 Gella)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: This is the very first chance you have to buy horses.  if you have 2,000
gella to spare, by all means buy them.  But they are not required until a bit
later in the story.  If you DO chose to buy the horses, this is your first
chance to do The Secret Garden Sidequest. Take note, though, that it will be
very difficult to do at this point.  Even if you have better levels than most
people.  You'll need to be well over five levels higher than the suggested
level to survive well in there.  It's your choice though.

When you enter Claiborne, head directly north into the inn.  Talk to little
Martina in the corner a few times, asking whenever you can.  This starts the
Martina sidequest that you will do throughout the entire game.  Then head
over and talk to the innkeeper (bartender, whatever) and choose chat.  Ask
some more questions and you will learn some more about Martina.  Sleep, if
you need to, and leave the inn/Saloon.

Outside, head east, and talk to the lady roaming around the eastern side of
town.  Becky will tell you about a dungeon that some Drifters were asking
about and its location.  Now that you have this information, head west and
south, and exit Claiborne when you're ready.

We are going to head for that dungeon.

If you're interested in items in Claiborne, there's a Revive Fruit in one of
the boxes you can break near Becky (the eastern side of town).  There's a
Mini Carrot just nother of her in a barrel under the stairs. If you head up
those stairs into the house, you'll find a Gimel Coin inside one of the 
barrels in there.  In a barrel behind the Saloon/Inn you'll find a Heal
Berry.  Inside of Otto's ARM shop, you'll find a Revive Fruit inside of
another barrel. In the empty house across from the ARMs shop you'll find
a Pinwheel in the barrel near the bookshelf.  Finally, one last item.  The
Duplicator in this town is inside the barn where the horses are raised. In
here, head through the eastern door to reach a small room.  Examine the large
stack of hay to the far east to find the Duplicator.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 10
Enemies: Dryad, Pordarge
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Claiborne, head directly east.  Eventually, you will pass a railroad
tunnel.  Continue east here, and search around the area.  You should find the
dungeon in the center of this little side area.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Serpent's Coils                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 13,768, Y: 7,806
Suggested Level: 10
Enemies: Jelly Blob
Bosses: Blonde, Timid Boy, Afro, Cat(?), Janus, Romero, Dario
Items:  Gella Card x2, 2,000 Gella, Nothing, Nothing, Nothing, Gimel Coin,
Lucky Card x3, Clear Chime, Migrant Seal
Duplicator Chest: Nectar
Key Items: Andro Shield
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Sadly, this place lives up to its name.  It is rather large and very
confusing.  Luckily, there is a little switch that will make this area
easier.  Just wait until I tell you where that is though...

Note: The Jelly Blobs here can only be damaged by magical attacks.  They are
immune to physical attacks, so dont try it on them.  Also, have whoever has
Gale Claw use Inspire (the Lightning elemental attack) instead of Vortex, as
that is what the Jelly Blobs are weak against. But this is a great time to
level up.  You get Gems each time you kill an enemy with magic, and each gem
sells for 100 Gella.  That means you get a minimum of 300 Gella per battle.
If you ever need Gella for a while, level up here and it will come quickly to
your pocket. You'll want at least a few thousand to buy your horses with
later, as well as any spare pocket change to upgrade your ARMs.

When you enter the Coils, watch a scene and head north onto the next screen.
Here, head north, ignoring the side doors, and go through the most northern
door.  In this larger room, head northeast and go through the door.  In here,
head north, and flip the switch.  Now, jump off the platform, and go through
the eastern door.  In this room, head east, and open the two chests for 
2,000 Gella and  Gella Card x2. Now, flip that switch. It works as a
virtual map, telling you what floor you're on inside the dungeon.  This
navigator will show you that you are currently on Floor 9 (bottom right
corner).

After setting the navigator, head back to the previous screen.  Here, (F8),
head northwest and through the door.  Now head west and go through the south
door.  Now you should be on 4F.  Here, go south, and go up the stairs to the
west and go though the door on the western wall.  Open all three chests here.
Each will have nothing in them, but you still need to open them for them to be
part of your chests total. After doing this, exit this room.

Head south and jump off the end of this platform.  Here, go east and up these
stairs.  Enter the  northern door on the upper level.  In this room, head north
and jump onto the lower level (not the bottom level, but the mid level).  Go and
press the switch and watch a rather interesting scene.  After the scene, jump
off the platform to the south and head through the eastern door.  In here,
jump down, and head north.  Go through the western door. Next, go west and
through the southern door.  Continue south and go up the second set of stairs,
to the east, once again going through the eastern door.

Now you are where you need to be.  Head north through the door that you opened
by pressing that switch.  Dont worry, you aren't timed in this area (it isnt a
race, even though the game makes it seem so).  Go north through this next
door and you should be on 11 F.   Head north, and pull the eastern lever.  Go
north again, opening the two chests to the east for a Gimel coin and Lucky
Card x3.  Now, go through the western door.

Here, go south and up the stairs.  Pull the lever to open the door.  Ignore
that door for now, and head a bit east and then north.  Go through the eastern
door, and beyond, watch a scene.  Go back to the previous screen.  Now on 12F
once again, head south, and then north. Go through the western door (this is
NOT the door to the far south).

In this hall, follow the path south down the stairs. Go through the door, and
there will be three chests.  You wont be able to open the chest that is sealed
by magic just yet, but you will be soon.  Open the other two for a Clear Chime
and a Migrant seal.

Note: Migrant seals are rare and very valuable items.  Your Migrant level
goes up one number with each Migrant Seal you get.  The higher your Migrant
level, the less points dodging an encounter (by pressing O) will take from
your ECN gauge. Get as many of these as you can, as you will be needed every
one of them.

After getting these chests, head back to 12 F.   Once back on 12F, go south
and go through the door you opened with the lever.  Jump off (or climb
down...) and go through the southern door.  Here, go south, and go up the
second set of stairs once again.  On 6F, head through the northern door and
into 10F. Go north through 10F and onto 11 F.  Press the switch here again,
continue north, and go through the western door. FINALLY!

Here go south, up the stairs, and through the eastern door.  Head east across
the area (careful not to fall off, you don't want go through all that again)
and go through the door.  On 15F, head east and down the stairs to the
north.  Go onto the next screen. You'll find an icy switch. 
Tricking the blonde:
----
Start by using the Tindercrest to defrost the switch. Once defrosted, pull
it so that the door to the west opens. Change to Gallows and use his
Freezer Doll on the switch.  You can pass the area freely without any more
intervention from the blonde, now.
----

Head west down the stairs and watch a scene.  Save your game now and go
through the door at the bottom.  Watch another scene, and it's time to fight!


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Blonde, Timid Boy, Afro, Cat(?)
EXP: 184
Gella: 200
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is one of the first challenging bosses in the game.  I suggest getting
the Clear Chime item, and then equipping it on one of your characters.
preferably one of your characters that has strong physical attacks.  Use most
of your PS points on the Confuison Ward skill, as you will need it.

This battle is somewhat like the Janus, Dario, and Romero battles, except that
there are four foes instead of three, and they are a lot stronger than Janus' 
party.  Afro is the worst of them, as he heals, and also has the strongest
attacks.

Your first priority is getting rid of Afro.  He does over 100 damage to a
single member with some of his attacks, and can confuse your members.  His
normal attacks do around 50 damage, so he is a serious threat.  If your entire
party is confused, it will wipe out itself without the enemies even getting a
chance to attack you. Obviously, wiping yourself out isn't a good thing, so
you need to go after Afro first.

Remember the trick we did with the last Janus battle?  Where Virginia used
Mystic-Lucky Card?  You want to do that in this battle as well.  This battle
will give you quite a bit of EXP, and with the Mystic-Lucky Card combo you
will get even more.  After having Virginia do that, have her use Shield on
herself.  You may even want to Shield the party BEFORE the Mystic.

Have Gallows use Extension-Heal or Extension-Shield on the party.  He is not
strong physically, but you need those FP, and so have him attack just to get
it.  Jet and Clive should stick to normal attacks, their main strength.
If anyone goes below 150 HP, have whoever has Aqua Wisp heal them.

Now, you have a choice.  You can get more EXP by killing off all the enemies,
or you can finish the battle quickly by killing the Blonde.  I suggest doing
the former, but if you want to just finish the battle quickly, go after the
blonde.

If you chose the former, kill off Cat(?) before the Timid Boy.  Cat does 30-50
damage with his attacks.  Take note that Blizzard Breath is a lot stronger
than the normal Fire Breath.  He doesnt have the highest HP, but he will still
take a while to kill off.

After Cat(?) go for the Timid Boy.  The Timid boy himself is the weakest of
the enemies and isnt much of a threat, even to the lower defense characters.
Timid boy should die within a few turns.  Dont waste any strong attacks on
him.

Now that you only have Blonde left, use all of your strongest attacks on her.
If Jet and Clive have enough FP, have them both defend to get their bullets
back and have them both use Gatling (or have Clive use Lock-On, whatever
floats your boat) and she should easily be killed by that.  if not...just keep
pounding and she will die fast enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and then you will learn your new rival's
name.  After Maya leaves, follow her through the door.  Here, head north to
the end of the room.  there will be two small sets of stairs.  Go up the
eastern set, and head south.  Open the chest here for a Duplicator.  Now jump
off, and head north again.  Go up the stairs on the west, and then go south.
Open the chest here, and you will get a Gimel Coin.  Jump off, and head north
once again.

Note: You can go back to 14F and open that sealed chest, now that you have a
Duplicator.  It contains a Nectar, and is well worth the effort of getting
it.

Before going through the door, save your game.  Go through it, head north.  Go
up the stairs, examine the wall, and watch a scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus, Romero, Dario
EXP: 150
Gella: 164
Item: Mini-Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Compared to the battle with Maya, this one is childs play.  Janus is still a
threat, though.  He has gained quite a bit of power since we last fought him,
so be warned.  His attack all spell does about 50+ damage and he counters 
some attacks.

As always, Janus is still the biggest threat of the battle.  Also like the
Maya battle, you can kill Janus off first and the battle will end.  But if
you do that, you wont get all the EXP possible for the battle, and is not
really worth it.

Start with Romero first.  He sems stronger than Dario in this battle, with
high accuracy attacks. Both Dario and Romero's attacks do around 40 damage,
as well.  Just keep your HP over 120 and you'll be fine from their physical
attacks.  You may want to use Shield on Virginia, though, just to be on the
safe side. Also, you'll notice an incredible defense bonus on Romero compared
to when you last fought him. He doesn't start off with the bonus of naturally
raised evasion this time, since you don't have to kill Janus off before him.
It will probably take a few rounds to kill Romero just because of his rather
large increase in strength and stamina. Save your FP while killing Romero
so that you can kill off Dario quickly with Gatling attacks.

I'd also like to note the Mystic - Lucky Card combo once again to help you
double your EXP in this battle.  From here on out you'll want to use this
on every boss.  Gella Cards are good on single target bosses, but don't work
as well with multiple targets. I will remind you every now and then to use
Mystic and Lucky Card, but you should do it yourself just to make the game
easier.

After Romero, go with Dario.  He should be a faster kill then Romero was, as
he has lower evasion. It's really your own choice whether or not to use
Gatling attacks on him, since you probably have the FP for it after killing
Romero. If you use them, he'll fall incredibly fast, but you'll need to
builf up your FP for Janus again and killing Janus, the strongest of the
three, will take that much longer. I suggest having only Jet use Gatling on
Dario, while Clive saves FP for Janus.  Virginia should be saving FP for
Mystic and Gallows should be saving his for Extension, so they'll likely
not get the chance to use Gatling.

Last, go after Janus.  Keep your HP higher, because Janus counters your
attacks. He retains multiblast, which does around 40 damage to all of your
characters.  Attack him however you want, I suggest magic with Gallows while
keeping Virginia on healing duty. Use Gatling (or Lock-On) with Jet and Clive
and Janus should fall quickly once Romero and Dario are gone. Do whatever
you like to do and the battle will end quickly, it's a bit easier than the
previous battles with Janus and his goons.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle watch a scene. You will get the Andro Shield and information
on where to go next.  You also automatically exit to Claiborne.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Drifters                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Claiborne                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 11,739, Y: 7,141
Suggested Level: 12
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes
Key Items: Horses (2,000 Gella)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You are atuomatically brought here.  Watch a scene, and your party will then
decide what to do.  Head south, and exit Claiborne like you would normally.
Make sure to stock up on items before you leave. Also, sell all of your
elemental gems from the Goos in the Serpent's Coils.  You'll probably earn
a few thousand Gella from alone. Use the money to buy the Horses in the
stables or to upgrade your ARMs.

Once you've exited Claiborne, head southwest, past a plateau, and onto the far
peninsula.  Head all the way down past the beach and search the area.  In the
center of the souther portion of the peninsula lies Ka Dingel, the next
dungeon.



*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Ka Dingel                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,710, Y: 4,408
Suggested Level: 12
Enemies: Pordarge, Gagison, Annaberge, Empusa
Bosses: Trask, Janus
Items:  Lucky Card x2, Duplicator, Gella Card x3, Gimel Coin, Heal Berry,
Revive Fruit x2, Blue Bracer, Gimel Coin, Mini-Carrot
Duplicator Chest: Booster Kit
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well, this is the last dungeon in Chapter 1.  It isn't the hardest, but it is
decently long.  Just keep your HP up and you shouldn't have any problems.
You will want to buy a few medicines and Antidotes before taking on this
dungeon, otherwise you're going to end up killing your characters to remove
negative status effects, and we never like to do that.

From the entrance, head directly north and into the second screen.  You are
immediately confronted with a puzzle. 
Block Bridges:
----
Head north, and jump down onto the lower level. Go to the two blocks to the
west and push the eastern block one step north and two steps east.
Abandon that block for a second and go back to the western block. Push this
one three steps east so that they are lined up with each other.
Now, head north and go east around the room. Head south and up the stairs, 
then walk over that block bridge you just made.
You have to push the third block around now. Push this third block two steps
east and two steps north off of the edge. Cross the new path you made and
open the chest here for Lucky Cardx2.
Finally, fall down on the eastern side of the block and push the block you
just used to get the Lucky Cards four steps to the west so that it makes the
path to the door to the next level.
----

Once the puzzle is completed, head back over the two block bridges and through
the door in the northwest corner of the room.

In here, head west up the stairs, and through the eastern door.  In this room,
step on the floor switch and then head south.  There will be a lever for you
to turn, like in Virginia's prologue.  Hold X, and rotate the analog stick
clockwise. The platform will slowly raise itself to the higher level. Once you
reach the upper level, head east and jump down to the north, to a slightly
lower level.  Go through the door here to find three chests that contain
a Gimel Coin, a Gella Cardx3, and a Duplicator.  Head back to the previous
room.

Back in this larger room, jump off to the west, and step on the floor switch
once again.  Go rotate the lever once again.  Back on the upper level, go
east, and jump off to the far side (inaccessable normally).  Over here, step
on the floor switch and roate the lever to go up to the upprt level. Use
the second lever to bring yourself up to the highest level in the same way that
you did the previous two levers. Go through the western door to the next area.
On the next screen, head west through the area. Save your game before heading
through the door to the south.

Once through the southern door, continue south and you're forced into a
random encounter that isn't all that random. . .

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Trask
EXP: 250
Gella: 1,500
Item: MoonStone
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As you can see, trask is well armored, to say the least.  If you try
attacking him, he will just reduce the damage.  Even your strongest attacks
damage will not do more then 5 damage or so.  That is the first problem you
will face. Don't even try to damage him physically at the beginning of the
battle.

The second is Trask's frequent counter attacks.  He will counter your party
with an attack called Bio-Missle, which does around 90 damage.  This means
that you need to keep your party's HP over 200 hundred at all times or else
they can be slaughtered by the counter attacks alone.  Limit the amount of
attacks that you do to him per round to lower the damage that you take.
Finally, Trask likes to cause multiple status effects, including Poison.
Be absolutely sure to use an Antidote on the poisoned character, as he'll
start killing himself every round just by acting.

You should just attack with Virginia physically until she gets 25 FP. After
this, use Mystic - Lucky Card and then have her stop attacking. On the
same round, have either Virginia or Gallows use a Gella Card on the boss. He
drops an amazing 1,500 Gella! When doubled, that is up to 3,000, which you
desperately need this early in the game. Once the Gella and Lucky cards
have been used, have Gallows focus on healing and Virginia on buffing.
It's not worth it to attack with either of them because of the bosses
defense.

All right, now that the basics are out of the way, I'll tell you the trick to
beating the boss. As you'd expect, it deals with cracking through the bosses
defense.  If you've been reading most of the books through the game, one of
them in Claiborne tells you about this trick. Since I'm assuming you haven't
been, I'll tell you right off.

First off, have whatever character you have with Fiery Rage the very
beginning of the battle by casting Cremate on Trask.  That very same round
(or the next, but the same round saves you time) have the character with 
Aqua Wisp invoked use the Refrigerate spell, so you go from Fire -> Ice.
This will crack the Trask's armor and he'll not longer be impenetrable.

Now that Trask's armor is broken, all physical attacks do around 200+ damage.
Take note that he will still counterattack, but this time with the attack Big
press, which you should know by now, doesnt hit very often. Big press isn't
nearly as bad as his Bio-Missile counter-not only because it misses, but
it just doesn't hit as hard. Now you can attack him, and he should die within a
few rounds.  Even Virginia will do over 100 damage with her physical attacks. 
Reap the wonderful 3,000 Gella spoils!
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, head south, and through the door. You can't do anything
with the floating red ball until much later in the game.

Here, go northeast and west onto the next screen.  Now you are in yet another
large room, and you need to get to the other side.
Oh look, another Netting Puzzle!
----
Climb the ladder to the north. Go west and jump onto the netting. Continue
west and jump off the netting at the far southwest corner, hopefully landing
on an upper platform. Now go south and jump down to the chest. Open it to
find a Heal Berry. Jump back down to the lowest level and climb back up
the ladder at the northeastern corner of the room to start over again.

Climb back onto that net to the west and jump off at the far southwest corner,
like you did the first time.  Head all the way south and jump on the net over
here. Continue west and fall off at the end of the netting onto an upper
level. Make your way north to the third net and jump onto that. head over to
the northwest corner of the net and fall off, opening the chest for some
Revive Fruitx2. Wow!

Now we have to start all the way back over again. Don't worry, getting all
of the chests will be worthwhile later on. Head all the way back to the
northeast ladder and climb up, following the three nettings south and then
all the way west.  Once you're at the northwestern netting, jump up onto
it and Flip/Climb up. Remember how you did that with Jet? Stay near the
edge of the netting and press X to flip up to the top.

You're done with this big room now.
---

Once on top, notice that there will be two doors to the west.  Start by going
through the north door. Head east down the stairs and enter the southeastern
door at the bottom. There will be two chests in here.  Open the first chest
for a Blue Bracer and use a Duplicator on the second chest to get a rare
Booster Pack.  Now, exit the room the same way you entered.  Head west up the
stairs, and go back into the larger room where the netting puzzle was.

In the larger room, head south and go through the southern door. Follow the
stairs up to the next puzzle room.
Lights and Levels:
----
There are two fires in here that you need to manipulate on and off to get
through this room. Stand on the southernmost platform with Gallows in the
lead and have him put -only- the souther (that is, left) fire out with his
Freezer Doll.

Once you're on an upper level, fall down to the north, leaving that fire out.
Keep Gallows in the lead and walk as far north as you possibly can to the
third platform.  From here, use the Freezer Doll to put out the second fire.
This brings you tp the upper level again, where you can jump off to the
north and go up the stairs.
----

Head through the northern door of the puzzle room. Continue southeast up
this next set of stairs to the final room.

There is no puzzles in this final room.  Open the chests immediately south of
you for a Gimel Coin and a Mini-Carrot.  Now, go east, and watch a scene.
Now would be an excellent time to use that Gimel Coin.  Continue east, and go
up the final elevator.

On this top floor, watch an excellent scene, and prepare for the final battle
in Chapter 1!

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 310
Gella: 380
Item: Mini-Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Janus fights alone this time, but he is about 5 times stronger than he was in
the previous battles. He is faster and he always counters your attacks.  Be
warned that you have to be very cautious in this battle.  If you go on an all
out attack spree, Janus will slaughter your party with counter-attacks, and I
can promise you, that will not be fun. You will not want to attack (even with
magic) with Virginia and Gallows unless you're trying to get 25FP for
Mystic or Extension.

Janus ghas a shiny new attack called Rising Nova this time, too, to help
add to his damage from counters.  This ability hits for well over 200 damage,
so keep everyone above 300 HP and you may even want to use Shield to save
yourself some damage.

First off, do not use magical attacks on Janus.  He will just heal himself for
300 HP with a Heal Berry.  So you are limited to physical attacks and
defensive spells.  Virginia may want to Shield your party, and use Mystic-Heal
Berry.  Of couse, have Virginia use the Lucky Card combo first.  You may
actually want to use some of those Mini-Carrots you may have stocked up on
before this battle if you haven't already.

Janus's attacks do 50-60 damage to the entire party now, and his normal
physical attacks do 40 damage.  Janus's physical attacks are stronger then his
normal attacks, and do 60 or so damage.  He has 2-3 attacks per round, as well
as the counters, making him a very fast, and strong opponent.

Attack him only with physical attacks, and soon he will start COUNTERING
with  Multiblast (the attack-all ability he uses) this point is the most
dangerous time.  He can kill off characters that dont even attack him!  Becuse
of this, you need to limit your attacks, or else have Virginia and Gallows on
constant healing duty.  When he starts this, things can get extremely messy.
As I mentioned with Mini Carrots just up there, you can get FP without having
to worry about damaging your party and it will help you Gatling faster.

For an offense, have Clive and Jet use Galting.  As I said, use Mini-Carrots
to do more damage to Janus.  This battle will be fast, but like the Moor Gault
battle, it is deadly.  Kill Janus as fast as possible, and dont let your party
members die off. Damage piles up fast with the counter after counter, and once
Janus starts using multiblast over and over, make sure everyone stays above
300 HP. Hopefully Janus will die quickly enough once his HP gets low that
Rising Nova and Multiblast won't kill you.

PS: Use a Gella Card.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


After an epic battle, Chapter 1 will end.  Watch the  scenes and your party
is automaticaly back in Claiborne.


*****************************************************************************

*************                  Chapter 2                        *************

*****************************************************************************
-chpt2-

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-=-=                     A Hive of Scum and Villainy                     --=-=

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*****                              Claiborne                              *****
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Coordinates: X: 11,739, Y: 7,141
Suggested Level: 14
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes
Key Items: Horses (2,000 Gella)
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As you enter, your path is already laid out before you.  Head south, and
exit the Saloon/Inn.  Outside, head east and talk to the odd looking woman
(Becky) once again.  She will tell you where to go.  Now, if you havent bought
the horses already, you must at this point.  If for some reason you're lacking
the money to buy them, head into the Serpent's Coils and kill the Goos there
for elemental crystals, which sell for 100 Gella each.

The barn where you buy the horses is just east of the Saloon.  Speak to the
man inside and agree to pay the 2,000 Gella. You can use Horses anywhere
that you can walk on Filgaia, but you need a Call Whistle to call them from
a distance.

After buying the horses, you are ready to go.  Exit the barn and head west.
Go south, and exit Claiborne.  As you exit, watch a scene.


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*****                              Filgaia                                *****
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Suggested Level: 14
Enemies: Dryad, Pordarge, Oak, Orc, Axe beak
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Note: before you head to Little Twister, you should go to the Westwood
station and speak with Martina there to continue her side quest. Speak to
her twice in Westwood. You'll see more of her later on.

Your goal is the town 'Little Twister'.  From outside of Claiborne, jump onto
your horse with the X button and head directly west.  Pass Westwood and you
will see some land that is barren.  Dont slow down, and head over to the
area.  If your horse stops, back up, and run over west once again.  If he
jumps over, you are where you need to be.  If he keeps stopping, back up
farther each time. Jumping over the ridge can be rather annoying sometimes
with the horse controls.

After you're able to jump over the ridge, head southwest, and walk along the
area at the edge of land.  Once you see a beach, head a bit north, and
search.  You will find Little Twister.

Before entering town though, you may want to head just a tad bit southeast and
search around.  Over here there's a little bag of Gella around X: 6,620 and
Y: 7,810. If you find it, you get an easy, and much needed, 3,500 Gella.


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*****                           Little Twister                           *****
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Coordinates: X: 6,105, Y:8,301
Suggested Level: 14
Shops: ARMS, Item, Inn, Save Point
Items: Grab Bag, Potion Berry, Peppy Acorn, Revive Fruit, Gimel Coin, 
Duplicator, Black Market items (not yet)
Key Items: None
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This is Little Twister, the Mos Eisley of Wild ARMs 3.  Everyone here is
engaged in illegal activities, like the Black Market.  Also, this is the
birthplace of the now infamous Janus Cascade.

From where you enter, head north, and follow the town as it curves east.  Go
through the door in the middle of the Sheriffs office and the Saloon/Inn.
This is a tiny house. Head north and examine the lever on the wall. Press and
hold the X button by it and rotate your left analog stick clockwise until the
door to the west opens up. Head through the newly opened door.

Once back outside, you are on the far, less populated, side of Little Twister.
Break the box east of the door and head outside the towns boundaries (dont go
too far, or else you will leave town).  Head northwest, and open the chest
here for a Duplicator.  Head back to the doorway where you entered this side
of town and head west. A bit in the western direction you'll notice an empty
shack just past the building that says "ARMS SMITH" (where, as you'd expect,
you can upgrade your ARMs). Upgrade if you wish and continue south.  Stick to
the western wall and toss those boxes behind an empty building.  One of them
contains a Grab Bag.

From here, follow the wall very closely Once to the north.  You'll find a
hidden building situation slightly to the north of the abandoned house.
Inside this building, head down the stairs. In a barrel to the south you'll
find a Gimel Coin.  There's nothing else you can do in here right now, so
head back up and go through the door we raised back into the main town.

Back in the main town, head west and enter the largest building in town, which
is the Saloon.  Kinda makes you wonder what they do with their time, doesn't
it? In here, make sure you have 500 Gella, and then talk to the
owner/barkeep/inkeeper.  Now choose chat, and when given an option, choose
1: "Point to the 500 Gella bottle".   Now, watch a scene.  Talk to the lady in
charge once again and select chat.  She will tell you where you need to go.
Now head out of the inn.  Head in either direction, prepare your party, and
exit Little Twister.

If you're looking for items, there's a Potion Berry in a barrel by the eastern
exit.  In the empty shack on the outside of town, there's a barrel inside the
house that has a Peppy Acorn inside it. There's a Revive Fruit in a barrel
by the save point, too.


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-=-=                           Playing Hero                              --=-=

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*****                          The Unclean Mark                           *****
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Coordinates: X: 7,282, Y: 9,552
Suggested Level: 14
Enemies: Orc, Pordarge, Gerbug, Mimic
Bosses: Robed Woman, Janus
Items: Gella Card x2, Lucky Card x2, Gimel Coin, Mimic(Duplicator x2)
Duplicator Door: 3,000 Gella, Dragon Fossil, Heart Leaf, Heal Berry x3
Key Items: None
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To find this next dungeon, once you're back on Filgaia, head north. Circle
the mesa to the east and head for the far northeastern coast.  The dungeon
is rather close to Little Twister, so it shouldn't take you too long to
find it.

When you enter, head north and through the western door.  On this screen,
watch a scene. Now, your goal is to open that door.  
The Gem Door:
----
These "Gem Doors" can be extremely annoying to open, mostly because if you get
into an encounter while trying to open them, your bombs will be reset and you
have to start over. 
Put Clive in the lead and position yourself near the center of the four gems.
You need to have him bomb the four gems in rapid succession, without having
an encounter before each of the bombs goes off. There is something of a time
limit, so move quickly.
When all four are lit at once, the door will open.  
----

Go through the northern door.

In here, head north and use a Duplicator on the western door.  Go through the
door, where you will see quite a few chests.  Open all four chests for 3,000
Gella, a Dragon Fossil, a Heart Leaf, and some Heal Berry x3.  Now exit the
room the way you entered.  Back on the previous screen, head east, and through
the southern door.

Now, head east, and go south onto the small platform.  Watch a scene, and when
you can control your character head north, and dodge the trap. That is, the
moment the cutscene ends head north or south to walk out of the way. Speak
with Claudia. Now, head north again, go east and through the newly opened
eastern door.

In this hall, immediately go through the door to the east (your right).  There
are four more chests in here, another nice jackpot! Open all four of them for
Lucky Card x3, a Gimel Coin, some Gella Card x2 and a Mimic.  The Mimic you must
fight off. The Mimic is a normal enemy with a ton of HP and hits extremely hard
(over 400 damage a character) so keep your HP up.  After you kill him, you get
the item in the chest, which is 2 Duplicators! Well worth the risky battle.
Exit the room the way you entered.

Back in the hall, head north and west.  Go through the western door.  In here,
head south, and west.  When you can see a lamp to the side, stop, and face the
lamp.  Stand about directly above it, and have Jet throw Boomerang at it.  It
if hit the wall, the Boomerang will rop and fall onto the lamp.  The door
should open.  If it misses, do it again until it DOES hit.  Go through the
door.

In here, watch a scene, and talk to Claudia.  Hold down the X button, and you
will run across the path.  Don't let go of the X button until you hit Claudia.
When you're across, talk to Claudia and continue through the door.  Head
north, and through the door at the end to get to the next screen , where
you'll find another puzzle waiting for you.
Danger Room:
----
Put Clive in the lead, and step on the switch. Run "into" the blocks and set
bombs the entire time around the same place.  You need to be fast here or
you'll be pushed off the edge. If done correctly, the bombs will blow up some
of the first blocks, leaving you still on the platform.
----

Head through the eastern door once you've destroyed the blocks and are safe. 
In this hall, head south and ignore the block and floor switch. You'll use
that later, but for now you can't access them. Go through the eastern door.
Another, easily the worst puzzle in this dungeon, awaits you.
Gem Door, 2:
----
This one will likely be extremely annoying.  Hopefully you have a full ECN
Gauge, as you're going to need to dodge encounters throughout this puzzle.
Like the first one, if you get into an encounter while the bombs are un-
exploded, the bombs will be gone after the battle ends, making it so that you
must start all over.
Start by noticing the 8 gem blocks in the room, in two sets of four. With
Clive and his bombs we need to turn them all on at the same time. There is
a time limit, as the blocks do go off after a short time.
Head north through one set of blocks and turn the screen south. Place a bomb
between these two gems and walk south. Put another bomb inbetween these two
gems as well. Going quickly, put two bombs through the "main" path on the
second set of gems (that is, the second set of two, not the center two)
and walk north doing the same over there. It will probably take a few times
to get it right.

A short little figure, the numbers representing the lights you must light in
that order. Put the bomb between the two 1s, then the two 2s, then the 3s,
and finally, the fours.

1  1  4  4

2  2  3  3

This puzzle will probably take a few times to complete.
----

When the puzzle is complete, head through the newly opened northern door.

In here, walk up the stairs to the east, and have Jet throw a Boomerang to
light the lamp.  Now that the path is clear, Claudia will go ahead.  Head
north, following Claudia. At the second "block" (or platform, whichever you
prefer) spears will jump out of the wall, like in Jet's prologue. Use his
Bommerang to destroy the spears and continue to the third block/platform.
More spears come out of the third wall, so destroy them with Jet's boomerang
to continue on. Save your game as you continue into the final room..

In this final room, talk to Claudia and then search the area to the south.
You will get the Gem she was just mentioning. This also releasing a trap, so
move towards Claudia quickly in order to avoid taking damage.  If you do eat
the damage, be sure to use a Heal Berry on everyone, since it does quite a
bit.

Talk to Claudia again and watch a scene.


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Boss: Robed Woman
EXP: 390
Gella: 420
Item: Potion Berry
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Your first battle with this...mysterious robed woman is easily the easiest of
all the battles with her, but she can still be dangerous.  This will be a
quick battle, usually only lasting two rounds, but the woman can still do some
serious damage to your party.

First off, the Robed womans main attack is called 'Eliminate Scanner'.  This
attack is exceedingly strong, and does from 250 to 350 damage to a single
character.  Because of the sheer power of this attack, have your entire parties
HP over 400 at all times. Note that the damage is not reduced, even if you're
defending.  She'll start with attacking Clive only (in her anger) so just
focus on keeping him alive. He'll die in two hits, so someone needs to be
healing him every round if you want to keep him alive. Unfortunately, the
Robed Woman is quite fast, and you'll need either Jet or Virginia to do the
healing. Also, unfortunately, if you let Clive die, it will be close
to impossible to revive and keep him alive.

Attack her physically, as magical attacks dont work too well.  She doesnt have
a high dodge, so almost all of your attacks will hit.  Just keep your HP up,
and this battle should be done in a flash.  Remember to wait to kill her until
Virginia has done the Mystic-Lucky Card combo though.  Maybe have one of your
main atackers defend on the second round...
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After the battle, follow the woman into the northern door.  You may want to
save again...

Watch another scene, and you are forced into yet another battle.


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Boss: Janus
EXP: 540
Gella: 580
Item: Baselard
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Unfortunately for your party, the previous battle was the easier one.  This
battle will be much harder.  Janus has gained a hell of a lot of strength
since your last encounter with him on top of Ka Dingel, so be warned.

Janus has completely different attacks in this battle.  His big damage dealer
is called "Negative Rainbow".  This attack does 200 damage or more to the
entire party.  This is probably the most serious threat Janus presents.
Luckily, Janus can not do the attack every round, but he CAN do it every other
round.  And he will.

So now you know Janus does 200 damage to your entire party every other round.
But his attacks dont stop there.  He counters your physical attacks with Dark
Spear, which does 90 damage to the party member that attacked.  His normal
attack does around 100 damage to a single member.  Take note that after a
certain point of damage, Janus will start to counter more often. Don't
attack with Virginia or Gallows unless you're trying to get the FP to use
Extension or Mystic, as they'll just eat items and turns as you try to
recover their HP from the counterattacks.

Luckily, to make things more survivable, Janus is much slower in this battle.
He may even go after Clive, depending on your level.  This allows your party
to be healed with Extension-Heal or Mystic-Heal Berry and so you can continue
with the offense. Just start playing defensively if one of your attackers is
in critical HP - you don't want the counters to kill you.

Attack however you want.  Physical attacks do normal damage to him, and
magical attacks, with a strong magical attacker (Gallows) do quite a bit of
damage as well.  Do whatever suits you.  You may want to have whoever has Gale
Claw cast Turbulance so the characters attacking physically can evade Janus'
powerful counters.

One last note...you may want to use Mini Carrots on Virginia so she can keep
the party constantly healed with Mystic and Heal Berry.
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Note: The Baselard you get after the battle is definitely an awesome item.
this gives a Guardian the ability to Inertia Cancel (when you see
Challengeable!) for free (0 FP) and at any time.  This will definitely save
your hide, so do whatever it takes to equip it on one of your characters.

After the battle, watch a scene.

Back in Filgaia, head south and enter Little Twister.


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*****                            Little Twister                           *****
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Coordinates: X: 6,105, Y:8,301
Suggested Level: 16
Shops: ARMS, Item, Inn, Save Point
Items: Grab Bag, Potion Berry, Peppy Acorn, Revive Fruit, Gimel Coin, 
Duplicator, Black Market items (not yet)
Key Items: None
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When you enter, watch a scene.  Now head north, and enter the Saloon/Inn.  In
here, talk to Claudia, and she will tell you information on where you need to
head next. Now exit the Saloon and Little Twister and you will head to your
next dungeon.

Note: Before you leave town, you'll want to buy a few status recovery items.
The next dungeon introduces the status Amnesia, which stops you from getting
EXP after battle.  The boss at the end gives you Disease, Misery, and Amnesia
statuses in a single attack, so be sure that you have items that can cure all
three of these.


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*****                           Lunatic Garden                            *****
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Coordinates: X: 7,800, Y: 6,613
Suggested Level: 16
Enemies: Orc, Marid
Bosses: Slickster, King of Anglomois
Items: Tool: Steady Doll, 3,500 Gella, Gella Card x3, Growth Egg, Lucky Card
x2, Gimel Coin, Duplicator
Duplicator Door: Migrant Seal, Tiny Flower, Revive Fruit x2
Key Items: Moon Spark
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It's time to find our next dungeon.
Once again back on Filgaia, head southeast from Little Twister and stay near
the edge of the continent. Pass the beach and search every few steps. It's
southwest from the railroad tunnel in the wall. This is the dungeon.

At the entrance, head north.  Step on the switch to the east, and the door to
the north will open.  Go through it. In here, there are three chests.  They
contain Tool: Steady Doll (which will go on Gallows and is required for
finishing this dungeon), 3,500 Gella and some Gella Card x2.  Exit the room
the same way you entered.

Back in the first hall, have Gallows lead, and equip him with his brand new
Steady Doll tool.  Now, head over to the west, and use it on that switch
behind the barrier you could not reach normally.  This will lower the barrier
and you will be able to see a door.  Go over to the door, and use a Duplicator
on it.  Now go through the newly opened door, and reap the spoils from the
chests here.  A Migrant Seal, a Tiny Flower, and Revive Fruit x3 are your
prizes for using the Duplicator.  Well worth it.  Now, exit back to the hall.

Back here, head west, and use the Steady Doll on the switch to the west. If
you're having problems hitting it, remember that you can control the Doll
when it's out, as long as you stay within the box range. It can fly around to
wherever you move the analog stick.  By hitting the switch to the west, the
platform descends and lets you continue into the dungeon.  Use a Duplicator
on this door. There are three chests in here.  The lower two chests contain
a Tiny Flower and Revive Fruit x2.  To get the top chest, you must stand
across from it and use the Steady Doll. You'll receive a rare Migrant Seal
after you open this chest.  Exit the room.

Back in the first hallway, use the Steady Doll on the switch to the eastern
side of the room this time, and the platform lowers.  Enter the far eastern
door to continue on with the dungeon. The dungeon's first puzzle is in here.
Block Pushing, 1:
----
To move the block to the east of the entrance you must use the Steady Doll.
Stand on the west side of the block and push it one step east, it should be
against the far eastern wall. Heal around the wall and face north from the
south of the block.  Use the Steady Doll on the block, and it's pushed up
onto the switch.  The door opens.
----

Go through the door and head south, west, and then north up the stairs. Go
through the northern door to the upper level and then head directly west to
the next screen. Continue west across the bridge and enter the southwestern
door. Our second puzzle is in this room.
Block Pushing, 2:
----
This one's a bit harder than the last one, with three blocks instead of one.
Walk up to the upper level to the west and face south.  use the Steady Doll
to push the block on top of the other one down to the ground to the south.
With all three blocks on the ground, push the far norther block (that is,
the one we just pushed the top off of) three times to the west by standing
on the east side and using the Steady Doll on it three times. It should be
on the switch. That's exactly where we want it, so leave it there and move
to another block.

The center block is next, that is, the one that is to the east.  Stand
north of this one and hit it South two times with the Steady Doll. Now walk
around the small area to the eastern side and hit it to the west twice, where
it will be on the switch.  This is in place.

The last one is rather easy with both gone, just hit it once to the south
while you're facing the north direction twice.
Once all three blocks are on the switches, the door opens.
----

Head back up the stairs, go west, and through the northern door.

In here, go up the stairs, and go through the southern door.  Now go west, and
south up the stairs.  Face the button on the wall to the north and use the
Steady Doll to press it.  This will open the door.  Go through it.

In this larger room, head north until you reach an intersection at the far
northern wall. Up here, head west and follow the far western wall as it
goes south.  At the very end, jump off, hopefully landing on that stuck floor
switch.  This will un-stick it and the door will open. If you miss, head back
and try again.
Once the door is opened, head to the far north wall and this time head east to
the far eastern wall. Head south all the way and open the chest here to find
a Growth Egg. Head through the eastern door.

Here, open the two chests for some Lucky Card x2, and a Gimel Coin.  Now head
southeast and stay against the wall.  At the far southern wall (stay at the
wall!) and turn towards the switch.  Use the Steady Doll on the switch, and
you will rise up when the platform rises. You need to stay as far south as
you can while still being in range of the switch. Go west and through the
door on the upper level. Head west through another door, and in the new room
head up the stairs, continuing through yet another western door.


Now you should be outside.  You need to light three gems. 
Outdoor Gems:
----
Once you're outside you have a new puzzle to do. Remember, if you run out of
boxes to throw, just change areas and come back - they'll all be restored.
Start by heading east and up the stairs.  Go south, and at the center, pick up
a box with the X button. Face west towards the gem and throw the box at it.
It should be lit now. If you miss, just throw another box at it until you hit
it.  Once this one is lit, open the chest to the southeast and you'll find
a Duplicator.  Head back down the stairs.

Pick up a box and go to the far west near the center. Stand on the stairs right
before the upper level.  The problem you'll have with this one is trying to
find a range close enough but also far enough away so that you don't hit the
wall.  The best place for this is to stand right at the very top of the stairs,
your feet on that white-ish "line" in the grass. One more left.

Pick up another box and head to the far southwestern corner, right below
where you tossed the last box.  This one is off the screen a bit, but if
you rotate the angle you'll see the gem. Face the game and throw the box
at it.  This one can be a bit tricky, too. 

Once all three gems are lit, the door in the northeastern corner opens.
----

Head through the newly opened northeastern door.  In this room, immediately
turn west and use the Steady Doll on the lever across the way from you.  This
lowers the path and lets you cross. Jump off to the west and go through the
door.  This would be a good time to save your game.

In this final room, head west and then north.  Ignore the revolving object
and head north through the door.  Watch the scene.


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Boss: Slickster
EXP: 480
Gella: 500
Item: Clear Chime
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This battle is quite different from the previous battle with the Robed Woman.
First off, Slickster is a fan of status attacks.  That is his main offense,
though he also has a few attack skills. The Slickster likes to use a
status attack called "Tri-Injury" over and over again.  It is by far his
most annoying attack, as it causes Amnesia, Disease, and Misery. As I
mentioned earlier, Amnesia is easily one of the most annoying statuses
in the game, as it stops you from receiving EXP after the battle. Cure
the Amnesia first.  The Disease shouldn't be a problem, since you
probably won't need to heal too often in this battle.

One of the major threats that Slickster poses is the confusion status effect.
Without a fast cure, confusion can be devastating and your party can wipe
themselves out. Have a Confusion ward on as many of your characters as
possible (even if you only have one, that will help). This will prevent at
least one character from being confused and may even save your party.

The only attack that Slickster has is Elimiate Scanner.  This is not nearly as
strong as Robed Womans, doing only 200-250.  This will only be a threat if he
does it on the same character two turns in a row, which is very rare. The
only other time it will be bad is if the character has Disease and you can't
heal them.

As you'll likely notice, the Slickster is radiating and blurred.  This means
his evasion is buffed up.  Whenever you fight the Slickster he starts the
battle off with this advantage.  You won't be able to hit him very well at 
all when this is on.  The cure?  The Decelerate Arcana. This will lower his
speed and evasion down to normal levels where you won't have problems hitting
him.

Attack the Slickster with physical attacks once you've used Decelerate on him.
This battle will be long because you should be healing status effects over
and over again. While the Slickster isn't particularly strong, he is very
annoying. You'll want one or two characters to be curing statuses every round
just to make sure that everyone keeps Amnesia off. I suggest not trying to get
Disease or Misery off, since that just takes extra time. You can just kill the
Slickster with physical attacks, so there's no need for anyone, except maybe
Virginia to have the Misery off until after the battle.

Remember not to kill him until you have all of your characters cleared of
the Amnesia status so that everyone can get EXP from the battle. This makes
the battle a bi more challenging and possibly drawn out, but why lose the
EXP?
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene and you get the Moon Spark Medium.  Now you
need to head out of Lunatic Garden. Unfortunately, there's no automatic
exit for us this time - we have to walk it.

Now, head south, and exit east.  Here, go south, press the switch and jump off
to thr east.  Go through the southern door.    Now go all the way west and
exit back into the main dungeon.  Jump down the stairs, and go through the
door at the bottom.  Continue east through two rooms and fall off the
northern ledge. Go through the western door and watch a scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: King of Angolmois
EXP: 600
Gella: 650
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is a rather...odd battle.  The King has a hell of a lot of HP and is
physically strong.  It would take a long time to kill him off normally, but
luckily, the game sets up a trick for you to do beforehand.

Start by equipping someone With the Moon Spark Medium, preferrably on Gallows
or Virginia.  This will make the battle a lot shorter and easier.  The Moon
Spark as a spell that rarely works on bosses called 'Grav'.  This is somewhat
like a Demi spell from Final Fantasy.  It takes off a certain number of HP
based on the enemy's current HP.

Start this battle with a small precatution.  While Grav does a lot of damage
to the King, he is a very strong enemy nonetheless.  His attacks do about 200
damage to a single party member, and you wont be able to stand up to that for
too long without healing.  Have Gallows or Virginia Heal (whichever of them
doesn't have Moon Spark) whenever anyone gets attacked so that everyone's HP
stays around or above 300.  The King has a special skill called "The Seventh
Moon" which does around 170 damage to everyone, so everyone's HP definitely
needs to stay up.  To help prevent some damage, equip whoever has Moon Spark
with the Dark Ward.

Now that you know the preparations...Have the character with Moon Spark cast
Grav every turn.  For the first 5 rounds of battle, this will take away about
1,600 HP.  Have your other members attack as well because Grav can not kill
the King.  Your attacks will do a bit less than normal damage, but attack him
anyways.

After baout 4-5 turns, the damage Grav does will go down, and you will know
that he is alsmot dead.  Continue attacking, but this time only with physical
attacks. He will die within a few turns, and the battle will be won.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene and NOW the game will get you automatically
out of Lunatic Garden. This time you start automatically in Little Twister.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                        Playing in the Sand                          --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Little Twister                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 6,105, Y:8,301
Suggested Level: 17
Shops: ARMS, Item, Inn, Save Point
Items: Grab Bag, Potion Berry, Peppy Acorn, Revive Fruit, Gimel Coin, 
Duplicator, Black Market items (not yet)
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After watching a few scenes, talk to Claudia again and exit the inn.  Head
south, and talk to Cormano near the entrance of town.  Ask him about what he
has to say, and he will tell you about where to go.  Now, exit Little Twister.


Note: This is a good time, if you are VERY confident of your abilities, to go
and do the Decaying Labyrinth Side Quest.  I will give you a walkthrough for
getting there now.  After the walkthrough for Decaying Labyrinth, I will help
you go forward in the game.  If you don't feel ready for Decaying Larbyrinth
-just- yet go ahead and skip it until later.  First, you need to head to
Midland Station.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Midland Station, you should use a Call Whistle.  With your horses, you
are ready to head over into the area where Decaying Labyrinth resides.  Head
northeast from Midland Station and jump over that rift to get onto the grassy
area.  (Remember, if you dont make it over the rift the first time, you can
turn around and try again).  Now stay on your horse, and head east around the
forest (you can go directly through, if you wish, as well).  At the end you
will see a little circle of grass.  Search around here, and you will find a
town.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           The Secret Garden                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 17,709,  Y: 8,239
Suggested Level: 20+
Shops: None
Items: Heal Berry x10, Duplicator
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Though this is technically a town, there is only one inhabitant.  When you
enter, head north and talkl to the girl.  Watch a rather interesting scene,
and you will receive Heal Berry x10.  Now you have a mission, should you
choose to accept it.

While you're here, head into Florina's house.  In a barrel in here you'll
find a Duplicator.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From The Secret Graden, head north and then west, staying along the edge of
the continent.  Search along the way and you will find 2,000 Gella at
around X:16,341 and Y:10,248. On the far western side of this side area you will
find the Decaying Labyrinth: Home of Video Game annoyances.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Decaying Labyrinth                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,339, Y: 9,627
Suggested Level: 20+
Enemies: Rachael, Rat Monkey, Undead Reptile
Boss: Ring Keeper
Items: None
Key Items: Curse (Corpse?) Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*sigh* well to start off, you need to figure out if you are strong enough to
take on this dungeon.  You need to have both Virginia and Jet faster than the
Rachael's and be able to kill off at least one of them before they can go.
The Undead Reptiles need to do 0 damage to at least one of your party members
with their attacks.  And you need to have some decently high evasion rates, as
well.  If you have all of these, you can proceed.  If not, you should level a
bit more, and make sure you are ready.  The beginning of the dungeon is the
easy part...

Note: I was able to do this dungeon with little problem at level 17.  It is
possible to do it earlier, but I was not willing to risk that much. You may
have some problems if you go before level 17, but it is possible. However,
if you do this battle early in the game, expect to get three or so levels
off of the boss and to use at least the 10 Heal Berries from Florina.
Also, expect at least a few Game Over screens from the Rachaels in sets
of four, so bring a few Gimel coins with you.

Last Note: Dont dodge any encounters for the first half of this dungeon.  I'll
tell you when you can dodge encounters, but you need to fight all of these.

When you enter, head north, up and down some stairs, and enter the inside of
the dungeon.  Head north down the stairs and onto the next screen.  On the
next screen, continue north, and through the next door you will face your
first puzzle.

Well, not technically a puzzle, you need to walk around this room making sure
you dont fall off.  Head north, and go east along the thin platform.  Head
east, north, east, and go down the second path to the south. Go through the
eastern door onto the next screen. There's another set of short catwalks in
here, this time with their own puzzle.
Catwalks and Boxes:
----
In here, go east and push the block east one step (space).  Now go north, and
east when you can.  Be careful not to fall off the platforms, or the puzzle
will reset!  Step on the floor switch in the center of the room.  Now head
north and west.  Pull the block one space east, and go back to the floor
switch.  Go west, north, and through the western door.
----

Here, head south and west down the stairs  Go west, and through the northern
door.  Now go north, and step on the floor switch under the bridge.  This will
open the door.  Before heading through it, save your game, and dive on in.  In
here, the door closes behind you. Head north, and jump down the different
levels and onto the floor.  Examine the chest and you are forced into a boss
battle.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ring Keeper
EXP: 3,900
Gella: 4,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Depending on when you do this battle, the Ring keeper is either hard, or
extremely easy.  The earlier in the game you do the battle, the harder the
battle will be.

Ring keeper has two main attacks: a physical attack and an attack-all magical
attack.  the magical attack is Dark elemental so the Moon Spark Medium and
whatever other Mediums that are equipped with Dark Rings will do well in this
battle. Both of his attacks do around 200 damage.  The attack all does 200
damage to all members who don't the Personal skill Dark Ward.  Also take note 
hat he counters at times, doing even more damage to the party. Be careful while
attacking with Virginia and even Jet, who has naturally low HP.

Now, depending on your level, the above may seem kinda crazy.  And it is.  The
Ring Keeper is decently fast, but nothing too bad and nothing Virginia can't
handle.  Have Virginia on constant defense.  You probably shouldnt even have
her attack, unless you are out of Mini-Carrots.  You probably wont have to
even use Mystic other then the Lucky Card Combo.  But if you dont, Gallows
will be needing to be on healing duty as well.  Everyone needs to stay over
450 HP at all times or the counters paired with his attacks will kill you
before you can heal.

Have Jet and Clive attack normally, saving up FP for Gatling. Use Gatling
whenever you can and you will slowly whittle the Ring Keeper down.  Magical
attacks work, but are not the strongest. If you are going to use magic, use
support spells first.  Especially spells that up your defense and evasion.
You'll probably want to use Shield on every character.

After a certain point of HP, the Ring Keeper will start casting Anti Arcana
zone.  This will stop your entire party from using magical Arcana attacks, but
the Ring keeper can still cast his. You need to heal soley with Heal and
Potion Berries now, so you need quite a large amount of them.  Anti-Arcana
zone stays for 3 turns. Try to use Shield before you get the Boss' HP too low.

Even at a low level this isnt the most challenging battle in the game and at
higher levels, it is one of the easiest.  Just attack however you wish, and
heal when a character gets under 500 HP, and you should do just fine. He has
no extremely nasty tricks up his sleeves as long as you're willing to
dedicate more than one character to healing every round.

PS: Gella Cards are your friends.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, choose NO.  I repeat: Choose NO.  Now save your game, and if
you are POSITIVE you are ready, select yes.

Now, this is one of the most annoying parts of the game.  Your HP is set to 1
maximum.  In battle you will only have 1/1 HP, and you have no VIT.  You will
not be able to save, or use any healing items.  This is a time where you have
to dodge every encounter you have, even if it means falling off the edge of a
platform to do it.  This is also why I told you NOT to dodge encounters
throughout the beginning of the dungeon.  You still have a lot to go, so good
luck!

Note: You may want to turn the music down in this section...they want to make
you go crazy, and it does work.  It will also be annoying and throw you off.

After getting the Curse ring go north through the first door.  Sprint north
through this second screen, and go through the door to the west.  In here, go
north, west, and south through the southern door.

Catwalks and Boxes, 2:
----
This is where things get extremely annoying and you'll probably be forced
into encounters if you want to finish the puzzle.
Push the first block one space south.  Go west and step on the first switch.
Now, head south and push the next block one space to the south. Go east from
here and step on this switch. Now, go west, and step on yet another switch
in the cleared path. From the western side, head south and push the box here
one step to the south,  Head east and step on the final floor switch.
This opens the door.

To get out of the room once the door is open, continue east and push the block
here one space east. Head south through the door. One annoying part is done!
----

In here, go south down the western path, and go through the door at the end.
Head south through the eastern door.  And in this next screen, head east onto
yet another screen.  Now WALK (yet another screen you need to not fall off on)
east, south, east, north, south, east, and north again.  Go through the
northern door.

Catwalks and Blocks, 3:
----
Here is yet another block puzzle.  Start by pushing the first block one space
north and press the western switch.  Now head east, going north when
possible.  Push the blobk north one step.  Now go east, and south, pushing the
block south.  Step on the eastern switch.  Go back to the block, and pull it
two spaces north. 

Continue north and push the block to the far north one space north.  Step on
yet another switch to the east.  Now pull the block you just pushed to the
north two spaces south. Head south and go west when possible. Head all the way
to the western side of the room and go north.  Push the block up here one step
north and then walk all the way east to where you pulled a block south.  To
the north is the next switch.

After doing this, head back west and push the center (that is, the middle of
the screen) block three spaces to the south. Head over to the western side
of the room and -pull- the northwestern block two spaces south. Head back
to the center of the room and go north and then west, stepping on the
remaining switches.
This should open the door. Now, fall off the side of any catwalk to
reset the puzzle.

Once the puzzle is reset, push the first block one space north, and go east.
Push the far eastern block east, and go through the southern door.  This
puzzle will finally be completed, as the absolute worst part of the
dungeon is over!
----

On the next screen rush sout, and go through the western door.  Next, head
north, west, and then south, and go through the southern door.

Now that you are in another walking room (where you nered to walk across the
platforms) head all the way over to the west, pressing the switch.  This will
open the door. Go through the newly opened door and head south.  Drop down
to the lower level, and continue south.  So close!

Continue south through two more screens, and the curse will be broken!  Your
HP, VIT, ENG, and everything else will be set to maximum and you are invited
to take a deep, and very much needed breath.  Head south and exit the
Labyrinth, being happy you never have to enter it again.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now that you are back on Filgaia, you need to head back to The Secret Garden.
Head east, past or through the forest, and re-enter the garden.  Talk to
Florina, and she will reward you with the excellent ability to Garden plants.
This side quest is finished, and you should be relieved never to have to do it
again.

BIG NOTE:  This is the end of the side quest.  You are going on in the game
now, and I will assume you are at Little Twister from my directions at
Filgaia.

From Little Twister, head northwest.  There's a hard to see path that leads up
the plateau to the northeast, north, and then west. Head all the way out to
the end of the peninsula where you'll find the Sand Canal.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Sand Canal                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: 
(First Entrance): X: 4,215, Y: 10,937
(Second Entrance): X: 2,294, Y: 12,079
Suggested Level: 16
Enemies: Cave Taurus, Mimic
Boss: Jansa, Vendidurt, Wisraspt (Battle One), Jansa, Vendidurt, Wisraspt
(Battle Two), Jansa, Vndidurt, Wisraspt, Jasteuch (Final Battle), Janus
Items: Lucky Card x2, Gimel Coin, Heal Berry, Gella Card x3, 4,000 Gella,
Duplicator, Seed Powder x2, Gimel Coin, Mimic (Soul Feather)
Duplicator Door: Name Tag, Holy Root
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*sigh*  People, please bare with me.  This is going to be one of the hardest
dungeons in the game for me to write for.  It has a lot of: 'take one step
here and take another step in this direction' crap.

Note: If at this point you haven't switched Aqua Wisp from Gallows to Virginia
I suggest you do so in the near future.  Gallows just isn't fast enough to be
your main healer anymore, and instead should focus on area buffs, like Shield.

When you enter the Sand Canal, you are automatically brought into a scene, and
then into a battle.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Jansa, Vendidurt, Wisraspt (Battle One)
EXP: 360
Gella: 420
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You will, most surprisingly, be fighting these guys more then once.  You need
to master your technique in the first battle though, so you can fight them all
later and finish them with ease.

Now, since there are three of them, they can do what your party does.  One of
them heals, one casts support spells, and one attacks.  Jansa is the healer,
Wisrapt casts support spells on his party, and Vendidurt attacks.  Also, take
note that they will dispel the support you spells if you cast them, so they
will be worthless in this battle.

Kill off Jansa, the red one, first, because he is definitely what makes
this battle a pain.  He is the main healer of the group and he is -fast-.  He
also has an instant death attack, which instantly kills the party member it
connects with .Because he is the biggest threat and the healer to boot, he gets
top priority on the death order.

After Jasna, go after Wisraspt.  He casts support spells and will dispel the
support spells cast on the party.  Not only that, but he tends to cancel
your actions over and over again, which is very annoying, at times even deadly
when you're trying to heal. Wisrapt makes the battle longer than necessary
Vendidurt attacks for maybe 150 damage and that is all he really does.
The others attack for the same amount.

Now that you know the damage and the order to get rid of them, you just need
to attack them.  Magical attacks work, as do physical attacks.  Any style of
gameplay works well in this battle.  If any of them gets the Shield status,
have whichever character is equipped with the Moon Spark Medium use "Eraser"
to dispel the effect and you'll be able to damage the bosses effectively.

Take note that you probably dont want to use Mystic-Lucky Card because of the
lack of EXP the battle gives you.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle watch our little power-rangers run with their tails between
their legs and you will gain control of your party.  Head northwest, and go
onto the next screen.

Now you are in the main dungeon.  Continue northwest, and step on that blueish
tile in the sand.  Have Gallows lead, and use his Steady Doll on the switch.
To hit it, make sure you're facing southwest. With the switch on, the blue
block moves across the sand, bringing you to the other side. Once you are on
the other side, open the Duplicator door to the north.  In this room, open the
chests for a Name Tag and a Holy Root.  Exit the same way you entered.

Out in the sand hall, head southwest and through the northwestern door.  In
here, break the boxes in front of you so you can pass.  Now go north, and put
Jet in the lead.  Have him throw a Boomerang, and steer it (remember, we did
this at Ruins of Memory and Doomed to Obscurity?) at that Gem lamp hidden
behind the pillar.  When it hits the lamp, the door will open.  Go through it
and onto the next screen.

In here, head north and follow the path as it goes northwest.  A the end, open
the chest for a Lucky Card x2.  Now, head a bit south, and you will notice an
odd wall on the sand side of the room.  Dash (with X) into the wall, and it
will fall over.  Cross the sand to the southwest, and go northwest through the
door onto the next screen.

In this room, go southwest, and walk through the area below the waterfall.  Go
northeast and break the boxes around the chest, and proceed to opening the
chest.  You will get a Gimel Coin.  Now, head back under the waterfall, and go
south. There's a hidden door under the waterfall. It's a bit hard to see, but
that's where you go next.

On this screen, you may want to save your game. Head northwest, and watch a
scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Jansa, Vendidurt, Wisraspt (Battle Two)
EXP: 360
Gella: 420
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot like the last one.  In fact, it's nearly identical, but
remain cautious just in case.

Remember that Jasna heals and has the instant death attack, Wisraspt casts the
support spells, and Vendidurt is the attacker.  If you remember this
formation, you can take them out to your lesuire. The order you want to kill
them in is Red -> Blue -> White, staring with the healer, then the supporter,
and finally the attacker.  As with the previous battle, if Wisrapt uses a
particularly annoying buff on his party, you can dispel it using Moon Spark's
Eraser Arcana.

The enemies do seem to do a bit more damage in battle this time.  They do from
100-150 damage.  Most of the time it seems to be closer to the 150 mark
though.  Keep your HP over 300 to stay safe.

As in the previous battle, you should go for Jasna (the red one) first.  He
still has that instant death attack and is ready and willing to use it.  He
also heals himself and his other allies for 200-300 HP, making him the most
annoying enemy in the battle.  If you have all of your characters attack him
you can kill him in one or two turns, even if he has healed himself twice.

After Jasna, go for the ever annoying Wisraspt.  He casts spells that lower
magical and physical damage to his party, and causes the battle to drag out
longer then it should.  He is far more of an annoyance.

Lastly, Vandidurt.  All he really does is attack, and rarely a few others
things.  he is the least annoying of the three.

One last thing, you shouldnt use Mystic-Lucky Card here, either.  You dont get
that much EXP from this battle, so its probably a waste.  Wait until the next
battle, and you will do well.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle watch another scene, and the Power Rangers come back at you,
this time with their strong friend!

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Jansa, Vendidurt, Wisraspt, Jasteuch (Final Battle)
EXP: 480
Gella: 560
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle poses are far more serious threat than the former battles with our
Power Ranger friends.  You would be surprised how much more dangerous it is
just because of one extra enemy.

Well, first off the enemies attacks seem to do a bit more damage.  More to
the 150 level than the 100.  And Jasna still heals while Wisraspt casts
support spells. use Moon Spark and Eraser to dispel any of the positive
status effects that Wisrapt causes on his party.

But even with Jasna's instant death attack, he isnt the biggest threat in this
battle.  Jasteuch is.  Jasteuch has an attack that does 100-200 damage to the
entire party.  He is also extremely fast, making healing annoying.  His
physical attacks do around 200 damage, so keep your HP above 400 at all times
in this battle, or you will find yourself in critical condition. Use Shield
on lower HP characters so that they'll take less damage. 

As always, start with Jasna.  He is still the healer, and still has that
annoying instant death attack.  He is the second worst of the bunch.  After
Jasna, you will want to go for Wisraspt, as always.  He still casts support
spells on his allies, and is as annoying as ever.

You can get Jesteuch and Vendidurt out in whatever order you want, but
Jasteuch is the FAR bigger threat. I personally prefer taking out Vendidurt
first, since he seems to have the lowest HP of the bunch and it only takes a
few attacks to kill him.

One last thing...you may actually want to use Mystic-Lucky Card in this
battle.  This battle gives you 100 more EXP then the previous two, and is much
more worth it.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Sadly, after beating these Power Rangers, the battle is won but the war is
far from being over.  You still have to finish the longest parts of this area.
From here on out, it may be a bit confusing, but this is difficult to write,
since the area is taken, literally, one step at a time.

Watch a scene, and head west and through the northwestern door.

In this new section of the Sand Canal, head northwest, and go south through
the door.  Open the two chests in here for a Heal Berry and a Gella Card x3.
Exit the same way you entered.  Back in the hall, head northwest up the
stairs and go through the northwestern door.
Sand and Floating Blocks:
----
In here, step on that first floor switch.  Now, walk onto the white block to
the northeast.  When you can, walk onto the second block to the north you
encounter.  Stay on this block until it reaches some stable land.  Open the
chest here for 4,000 Gella.  Fall into the sand, and you start over at the
entrance.

Back at the beginning of this area, head onto the northwestern white block,
and when 3 blocks meet, go onto the far northeastern white block (the on the
farthest from you).  Hop off the block and open the chest once you're on
stable land for a Duplicator. When the block comes back over to you, step on it
and let it take you to where the three blocks intercept each other.  This time,
step onto the center block. When this block meets a second block, hop onto it
and when two blocks meet on the way, you must -very very quickly- walk from
the block you're on to the block it passes for only a second.  You may fall
a few times trying this, though. Hop off onto dry land and open the chest for
Seed Powder x2.

Now, when the white block comes back to the platform again, step onto it, and
step off at the next platform. Now, walk onto the southwestern white block,
and when it meets with two others, go onto the south block.  When the blocks
meet yet again, go onto the northern block.  Head onto the next block, and
when on dry land, step on the switch to start the second part of the puzzle.

Now there will be two colors of blocks moving, black and white.  From the
switch, jump into the sand to be back at the entrance. Once here, go onto the
northwestern white block and when it meets the other blocks, step onto the
farthest block.  On this block, wait until it meets two other blocks, and then
step onto the northeastern block and wait until that leads you to a platform
where there was a Treasure chest.  Now, this will be the first time you get
onto a Black block.  Jump onto the black block to the east, and then walk onto
the last switch.  Fall into the sand and go back to the entrance once again.

Back at the entrance for the last time, step on the blue block to the south
and ride it.  Head through the southwestern door and be glad that this first
room is done.
----

Just when you thought you wouldnt have to deal with a block puzzle another one
comes immediately.  Sadly, this one is even longer and harder to explain then
the previous.  *sigh* This is going to be a long strategy.

Note: You may want to stop the game after every block and try to read this.
this can be a very annoying puzzle, as you have to step perfectly.

Sand and Sinking Blocks:
----
Start by stepping onto the far side of the white blocks, and waiting. When
some black blocks come up, step onto those.  Step south onto the lone blue
block, and west onto the white block when it rises. Continue onto the lone
black block.  When the blue blocks rise, step onto them, and then the white
blocks to the north. Step onto the black blocks to the north, and onto the
blue block to the west.  Now step onto the lone white block to the west, and
then the black block.

Go onto the next blue block, and go north onto a set of white ones.  Go west
onto a black block, and then south onto a blue set.  Step west onto some
whites, and then west onto a lone black. Go south onto some blues, and take a
deep breath.  This puzzle is FINALLY done.
----

Head south, and off the screen.  In here, go northwest, and then south.  Open
the two chests her for a Gimel Coin and a Mimic which contains a Soul Feather.
Head northwest, and through the northern door.

Time for yet another sinking block puzzle.  This one is a bigger and the same
rules apply.  This is a bit hard to write, but I'm doing the best I can.
Sand and Sinking Blocks, 2:
----
Walk onto the white blocks, and go onto the southern black blocks. Now go onto
the southern blue blocks, and then go onto the southern white block.  Go onto
the southern black block, and east onto some blue blocks.  Go south onto a
white block, and then south onto another black block.  Go west onto a blue
block, and then west onto more white blocks.  Go west onto a set of black
blocks, and step onto the southwestern (middle) blue block.  Go onto the two
white blocks, and then step south onto some black blocks.  Go south onto a
blue set, and south onto another white set.  Continue south onto some black
blocks, and and west onto a blue block.  Step west onto a set of whites, and
south onto a black.  Go south onto yet another blue, and onto another set of
whites.  Go south onto a black, and onto the western blue.  Go west onto a
white block, and then south onto a black block.  Now go west onto some blue
blocks, and west onto some whites.  Go south onto a black block, and and east
onto a blue.  Go east onto a white, and step off onto (FINALLY!) dry land.
----

Head east, and flip the swicth here.  This opens the door, and allows you
never to do that evil puzzle again.  Now go west, and up the stairs.  Ignore
the floor switch, save, and go through the northern door.  Watch a scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 540
Gella: 600
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After all those annoying puzzles, this battle will probably be WELCOME.  Well,
sadly, you dont have to win and you most likely wont. All you need to do is
survive for 3 rounds, and the battle will automatically end.

Janus isn't too much stronger in this battle.  His negative Rainbow still does
200 damage to all members, and his physical attacks do 100.  He does counter
every attack though, so keep your HP over 400. Proton Beam hits for around
180 damage.

As I said, you only need to survive three turns, so attacking isn't really
nescessary.  But if you want the EXP, you need to have Virginia and Gallows
use Mini Carrots, and have the party attack.  Use Gatling, and continue
attacking.  Its very hard to win, but it is doable. (or so I have heard)

If you dont beat him, you wont get any EXP or Gella, so dont use any of those
boosting items.  You wouldn't want to use a Gella Booster (Card) in this
battle, anyways.  It would be a waste.

After three turns, Janus will cast UltraNegative Rainbow for 800 damage to the
entire paryty, or bringing your parties' HP down to one.  Clive should attack
after this, so have defend on the final turn of battle so he isnt countered
and killed.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you automatically exit.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                Ouch!                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 17
Enemies: Trilobite, Cursed Corpse
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You are probably a bit mad after that Sand Canal.  I know I was after those
annoying puzzles.  There's a short break to find the next town now,
fortunately.  Just head west as far a possible, ignoring the path to the
north. At the far west, search and you will find the town you are looking for.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Little Rock                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 25,292,  Y: 12,559
Suggested Level: 17
Shops: ARMs, Item, Inn, Save Point
Items: Any Items you find in boxes: Duplicator, Mini Carrot, Name Tag, Heal
Berry, Dragon Fossil, Gimel Coin
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north and enter the Inn.  This is a very special Inn.  It
allows you to listen to music for FREE. This is an awesome feature if you are
into the music in Wild Arms 3.  Event 12 is highly recommended.  After healing
and spending the night, exit the inn, and head over to the west.  Talk to
Kovahn here, and he will tell you about a decaying ruins.  Now that you have
this information, you can exit Little Rock.

If you spoke with Martina in Westwood station, you'll find her here in the Inn.
Speak with her to continue her quest.

If you're interested in items, in one of the boxes to the far west near Kovahn
has a Duplicator. Inside the ARMs shop one of the Barrels has a Mini Carrot.
At the very top of the area to the far west inside of the win cellar you'll
find a Name Tag in one barrel.  There's another chest that you can't get until
later on up here, too.  Also on the upper level, head to the top of the Inn
and examine the barrel for a Heal Berry.  In the Mine shafe in the far east
you'll find a Dragon Fossil in a barrel. There's a Gimel Coin in a barrel
on the top floor of the Inn.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 17
Enemies: Trilobite, Cursed Corpse
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back on the world map, head a bit east, and go up to the north.  Follow the
path north, Before the beaches is 5,000 Gella at around X: 837, Y: 13,835.
After the beaches you will find the dungeon that's your goal.  For now, ignore
it, and continue northwest.  Search, and eventually you will find another
dungeon.  this one should be familiar.  This was Jet's first dungeon, Doomed to
Obscurity.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Doomed To Obscurity                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 23,984,  Y: 16,137
Suggested Level: N/A
Enemies: Ascomid
Boss: None
Items:  Any items you did not get previously, Migrant Seal
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is basically the same as before, except now you have the ability to get
another item that you missed the first time.

Head up the stairs to the east, and then go north.  Go up the next set of
stairs to the left (west).  Up here, head north, and then west.  At the end,
jump onto the lower level and head west up the stairs. Go south, and then go
up the stairs to the north.  Go up another set of stairs, and circle around
the top of the 'pyramid'.  Enter the room where Jet originally fell down, and
you will notice the chest is still there. Have Gallows use the Steady Doll on
the Chest, and you will get a Migrant Seal.  Very cool.

Head out of the room, jump south off three levels of the pyramid, and exit
Doomed to Obscurity.  There is nothing more to do here.

It's time to continue the game, so head back to the southeast to the
dungeon you originally passed.  Make sure you come prepared though, it's a
doozy!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Glimmering Emblem                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 23,317,  Y: 15,496
Suggested Level: 17
Enemies: Hobgob, Fairylight
Bosses: Mono-eyed Titan, Hecto-eyed Titan
Items:  4,200 Gella, Heal Berry x2, Mini-Carrot, Gella Card x3, Duplicator,
Gimel Coin, Lucky Card x2, Growth Egg
Key Items: Flash Hit
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is going to be a long, hard dungeon.  If you need to, feel free to go
back to Little Rock at any time and stay the night at the Inn.  The switches
you press will not reset themselves.

When you enter, you will automatically be faced with 3 paths.  Meet this
dungeon: You have to solve 4 puzzles to get to the switch to open the path.
Basically this dungeon has about 10 puzzles that need to be solved.

Note: I am adding a header to the path areas.   This will make it easier for
you people who only use the walkthrouhgh for one puzzle or so.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
East Path 1
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Start by taking the eastern path up the stairs and into the eastern door.  In
here open the chest for 4,200 Gella.  Now go east, up the stairs, and through
the door.

Now you face your first puzzle.  
Lots of Lights:
----
Put Virginia in the lead.  You need to light four fires with the Tindercrest.
lThe ones to light are: the one in the northwest corner, the one in the center
of the row closest to the glass, the one south of the northwest candle, and
the southeastern most candle.  This should open the door.  
----

Have Clive break the glass with a Bomb and head through the newly opened door.
In this room there are two chests to the north.  Get them by walking into the
center of that thin platform and using the Steady Doll on both of them.  They
contain a Mini Carrot and some Heal Berry x2. Now head west and exit the
screen.

Here, Equip Gallows with the Freezer Doll.Face the edge where you can jump
off, (DONT jump) and spray around the window.  This should solve one half of
the puzzle.  You know you did it if a short scene starts to play. Once you
have cleaned the window, jump off the ledge, and head south.  Exit the screen
and you will be back on the original screen.

Back on the original screen, go south, and head up the west stairs and through
the go through the door.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
West Path 1
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You're immediately confronted with a puzzle down the western path.

Blocks and Lamps:
----
Jump down to the lower level and go up the western set of stairs.
Equip Gallows with the Steady Doll, and face east.  Push the northern
block 2 spaces east with the Steady Doll.  Now go north, and look south. Push
the second block here two spaces.  Now, have Jet lead and use his Boomerang
to light the Gem lamp.  The door will now open.  Go north and through the
door.
----

The second room contains a puzzle, too.
Blocks and Blocks:
----
In here there are 3 blocks to the east.  Take the block to the farthest north
and pull it west two spaces.  Now push it north one space. This block will be
in place. 
Now get the block that was once in the center of the three and pull it three
spaces west, and push it two spaces north.  
Now get the last block, pull it three spaces west and then push it one more
space west.  Now push it three spaces north, and the puzzle is done.
----

Head up the stairs and cross east over the two sets of blocks that you made
into a bridge. Exit through the eastern door.

In here, open the chest to the south for a Gella Card x3.  Now go north and
spray the window the same way you did the previous (with the Freezer Doll) and
the second path will be open.  Jump down, and you will be done with this path.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Normal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Once on the ground, head north and through the newly opened door.  In here,
use Clive and bombs to break the glass and go through the northern door.

This room is part two of the dungeon.  As with before, there are three paths,
and I will give you a walkthrough for both as I did in the previous manner.

Start by going up the eastern ladder.  Now go through the eastern door.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
East Path 2
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you start the east path, go southwest, and you will notice a lone box.
Pull the box on the lowest level two spaces North and then two west.  Push it
once more west, and the door will open.
Go through the door and onto the next screen. There's more fires in here.

Lots of Lights, 2:
----
This one is a bit different from the earlier fire puzzle.  Put Virginia in
the lead and have her light the center, northwest and southeast candles.
However, this will not finish the puzzle.  Now go south and you will notice
3 boxes.  Break the box to the far northwest, and then the puzzle will be
solved.
----

Have Clive break the glass with a bomb and go through the newly opened
door.  In this room, go down the stairs and open the chests to the north for
a Gimel Coin and a Duplicator.  Go through the western door onto the next
screen.

In here, go north and pull the switch.  This will solve the first part of the
puzzle.  Now jump down to the south, and continue south back onto the
intersection screen.  This time go up the ladder to the west, and go down the
longer western path. Make sure you pick up the Lucky Cardx2 before you enter
the door!


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
West Path 2
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

In here you are immediately confronted with three blocks and, as you probably
guessed, another puzzle.

Blocks and Switches:
----
Jump off, and pull the center block one space west and then push it once
space north.  
Now get the block to the far south, and pull it once west. Push it once west
and push it two times north.  This is only the beginning.

Now go up the stairs and walk over your new block path. On the other side, you
need to open the door.  Pull the block in the center seven (yes, 7) times
south, and push it two times east.  This will put the block onto the floor
switch, which opens the door.  

Now, go back to the other two blocks.  Pull the eastern one three spaces south.
For the last one, pull it one space east and then one space south. Now push it
two spaces south, and you will be done.
----

Go up the stairs, over the blocks, and through the northern door. You're
immediately given a second puzzle.

Only two Blocks this time!
----
Go as far east as possible, face north, and use the Steady Doll on the block
twice.  Now, move back toawards the stairs.  Stand near the stairs, face east,
and use the Steady Doll again on the second block here, so that both are on
the ground.

First we are going to get the chest.  Start by  pushing the eastern block
three spaces south, and one west.  Now go get the other block.  Push that one
one space east, five steps south, and then one west.  Go back up the stairs,
go south, and then east.  Cross over the block path and open the chest here
for a Growth Egg.

Now, lets finish the puzzle.  Jump off the blocks to the west, and push the
southern block east twice.  Now push it south two more times, and it will be
in place.  Now go and get the second block.  Push this one one time east, and
then south three times.  This one will be in place.  Now, go back up the
stairs, head east, and go over the block path.  Continue east, and go through
the eastern door.
----

In here, go north, and pull the final switch.  Jump off to the south, and head
north through the newly opened path.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Normal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Save your game in here.  Now have Clive break the glass, and continue north.
In here, go north and watch a scene.  You will now get the Flash Hit medium,
which I suggest equipping on Gallows at the start of...


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Mono-eyed Titan
Weakness: Light
Resistant: Dark
EXP: 900
Gella: 1,100
Item: Dark Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

The Mono-eyed Titan attacks with mainly dark spells.  Though he sometimes
physically attacks, the spells are the far greater threat. Whoever has Moon
Spark should cap their points in Dark Wards, if only for the next battles.

The first thing you may have noticed in this battle was his weakness, which is
Light.  Dark Spells (Grav) wont work on Mono-eyed Titan, so dont worry about
using those.  But because of his direct weakness for Light spoells, you can
use your newey acquired Flash Hit.  Using Spectre on this boss will do
upwards 500 damage to him. Flash hit also has the extremely broken (in a good
way)  spell called "Valiant" (see the note after this boss strategy) that can
raise your attack when you've lost a bit of HP.

The bosses main attack is the Arcana spell Dark Matter. This spell does from
100-300 damage to a single character.  If a character has the Dark Ward from
Moon Spark on them, they will lower the damage, even nullify it.  So even if
your party is weak, you can win the battle with the character with the Dark
Ward almost unharmed.

Attack him physically.  Build up FP and go all out.  The character with Flash
hit should use Spectre, as that will be your strongest offense in this
battle.  You shouldn't need to heal too much in this battle, but be cautious
and stay over 400 HP just in case. If you're willing to use a turn to attack
and Buff, you can have Gallows use Extension - Valiant and keep Clive and
Jet slightly away from full HP. This raises their attack power quite a bit.

PS: From now on (or when fighting any enemy who gives more then 750 Gella
after a battle) you should use a Gella Card.  Since Gella Cards sell for 1,500
Gella, using it on an enemy who gives less then 750 Gella is a waste.  But on
any enemy or boss that does, it is well worth it.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Big, huge, super note: Flash Hit has the spell Valiant, which is, arguably, one
of the most broken Arcana spells in the game.  At later levels when you're
missing about half of your HP it will add thousands of damage to your attacks.
I highly suggest using Flash Hit on Gallows so he can use Extension - Valiant
throughout the rest of the game. I consider Valiant to be one of the two
abilities that make this game "Cheap and easy."  However, if you're fine with
the broken strength of the Arcana, go ahead and use it.

After the battle, head north onto the next screen.  In here, go north and
examine the black object at the top of the screen.  Watch a disturbing scene,
and then head south back onto the previous screen.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hecto-eyed Titan
Weakness: Dark
Resistant: Light
EXP: 1,200
Gella: 1,400
Item: Mini-Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is almost exactly opposite of the previous battle.  The Hecto-eyed
Titan is much stronger then his other breathen.  He has stronger attacks, and
counters 90% of the time. Where the last boss is weak, this boss is strong.

His counters do around 100 damage, as does his normal physical attacks.  He
doesn't attack with magical attacks often, but his counters make up for his
lack of damage he may lose from that. Just for this battle you may want to
put Moon Spark onto Clive or Jet, since they'll be the ones attacking most
often and the boss counters with the Dark based Dark matter spell.

Also, unlike many bosses, Grav works on Hecto-eyed Titan.  It will start by
doing a good sum of damage, but as you attack him it will go down by
quite a bit.  It will work for a few turns, but when the damage goes under
100, its not worth it to use it anymore.  Grav is a main offense in the
battle, though it is very easy to win the battle without it.

When the Hecto-eyed Titan does attack magically, they are light-elemental.  So
the character with Flash Hit can be immune to Light elemental magical
attacks.  This will lower the damage he can cause to a person.  Sadly, he
doesn't attack with magical attacks as often as his Mono-eyed breathen, and so
it is harder to lower the damage he does. His magical attacks are mostly
limited to dark based counter-attacks.

Hecto-eyed Titan is stronger versus physical attacks then most monsters, and
so if you have a party on the weaker end of the scale, you may want to rely on
Grav more.  He is still damaged by physical attacks, just not to the sheer
extent of some monsters. I highly suggest using Extension - Valiant to help
your damage a bit.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and as always, you automatically exit the
dungeon.


Once back on Filgaia, head south all the way.  At the end of the continent,
go west back to Little Rock.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Little Rock                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 25,292,  Y: 12,559
Suggested Level: 18
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes: Duplicator, Mini Carrot, Name Tag, Heal
Berry, Dragon Fossil, Gimel Coin
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter Little Rock, head west and talk to the man to the far west.
This is Goodwin.  'Ask' him about Leylines, and you will learn your next
destination.  Save, prepare, upgrade, sleep, do whatever you need to, and head
back onto the world map.

From Little Rock, head east and north when you came.  Continue to Glittering
Emblem and from there, head all the way southwest (dont cross the land
bridge).  North of the land bridge should be a small peninsula.  Check around
here to find the dungeon that Godwin mentions.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Leyline Observatory                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X:22,890, Y: 14,384
Suggested Level: 18
Enemies: Cursed Corpse, Targum, Comic Book, Bonedrake, Mimic
Boss: Asgard
Items:  Lucky Card, Heal Berry x2, Tool: Radar, Dragon Fossil, Call Whistle
x3, Magicleanser x3, Gimel Coin, Gella Card, 4,500 Gella, Dragon Fossil,
Mimic x2(Holy Ankh)
Key Items: ID Card, Taped Photo
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you begin, watch a scene, and head north onto the second screen. In this
hall, go north and through the first door to the west.  In this room, open the
two chests for a Lucky card and Heal Berry x2. Now, go north and search the
thrid and fourth locers, and you will find a new Tool for Jet.  Its the Tool:
Radar. This is the only tool in the game that you are not required to have to
beat the game. After getting the Tool: Radar, exit the room through the
southern (not northern) door.

Back in the hall, head directly east and enter the eastern door.  In this
rectangular room, head north and examine the console at the end. Enter the
password "Inkapilia" with a capital 'I', and watch a scene.  Now head south
and exit the room the same way you entered. You can get this password by
reading one of the books in the staff room where you found Jet's tool.

Back in the hall, head north all the way, and go through the top eastern
door.  Go up this elevator and onto the next floor.

Up here, head south and go through the first door you see (its on the west).
In this room, go west, and examine the metal near the bookshelf and you will
get a Dragon Fossil.  Now head south, and open the two chests here for Call
Whistle x3 and Magicleanser x3. Now go back east and exit the room.

Back in the hall, head south, and go through the southern door.  In this room,
head southeast, and examine the table.  You will find an ID Card, which you
need to continue.  Exit the room back into the hall.  In the hall once again,
head north and use the ID card on the console near the door. Head through the
door and ride the elevator to the next floor.

Here, head south and go through the southern door.  In here, open the three
chests for a Gimel Coin, 4,500 Gella and a Gella Card.  Exit the room to the
north.

Back in the hall, head north, and go through the first door to the west.  In
here, head west and open the chests for a Dragon Fossil.  Fight two Mimics
and you will get a Holky Ankh from the chest.  Head back east and exit the
room into the main hall. Before leaving, I suggest reading the books at
the north of the screen. One tells you that ARMs stands for Artifacts from
Ruins: Memories. Most of the bookshelves in this area have some nice tidbits
in them that help explain the story.

Once again back in the hall, head north and go through the far eastern door.
now the music will change.  Talk to your party members, and head north.
Examine the console, and chose to look at the expermental records. You have
to check not only the ones to the north of Clive, but to his left (that is,
the south of him) to trigger the cutscenes. Speak to Jet once you've read
all of the experimental data.
Head west and through the newly opened door.

In this new area, head north, and through the most northern door.  In this
room, save, and enter the password "Guiding Word".  Note that it has to be
perfect.  G and W need to be capitalized, and there needs to be a space
between the two words.  You can get this password from the bookshelf in
the room you just left.

After getting the password right, go north and through the door.
In this final room, go to the north and examine the gray object on the table.
Now, use the Right Half at the same place you were when you examined the item
the first time. Now watch one of the best scenes in the game.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 2,000
Gella: 2,400
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is one big mofo.  He is as strong as he looks, so sadly, that means he is
extremely strong.  He only attacks physically, so that is one big advantage
you have over him.

In this battle, support spells are your friends.  Spells like Shield and
Turbulence are wonderfully useful in this battle, and will save you more then
you realize.  Since Asgard's attacks do around 300 damage, this is extremely
important.  Hopefully by this point you've switched Virginia over to Aqua
Wisp and Gallows to Terra Roar so that Gallows can focus on area buffs while
Virginia focuses on healing.

To make matters worse, Asgard will sometimes cast a Barrier.  This Barrier
will stop all damage from physical and magical attacks. It will last two to
three turns.  Remember how Meledy mentioned that Asgard can "learn?" Well
he uses the command "Optimize Data" during this barrier to "learn" your
attacks and how to better defend against them.  Basically, during the
barrier, you don't want to attack physically, but stick purely with
magical attacks.  If you do this, he'll constantly raise his magical defense
since he's "learning" that you attack magically over physically. His
physical defense lowers when this happens, so attack him normally when
he's out of his Shield and attack him with magic while he's on his shield, 
even with Clive and Jet.

Another, simpler, strategy to go about this battle is to build up FP.  Attack
Asgard physically even when his shield is up so you can build FP up for
Gatling Combos when the shield is down.  When you have enough FP, Defend and
wait until he lowers his shield, then attack full on with Gatling.
That will get rid of him fastest, but you may want to use Valiant on a low HP
character, if you have one.  Valiant may be a little cheap, so if you want a
"pure" game, then you won't want to use it.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.  Rather, a long SET of scenes.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                      A Tale of Two Dungeons                         --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20
Enemies: Trilobite, Cursed Corpse, Twin Tails, Moss Fungus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now your goal is not Little Rock again, finally! From your starting location 
outside of the Leyline Observatory, go south and west over the land bridge.
Continue south, keeping near the edge of the continent.
Near a beach, search around, and you will find the town you are looking for.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Humphrey's Peak                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 23,079,  Y: 12,020
Suggested Level: 20
Shops: ARMS, Item, Inn, Save Point
Items: Grab Bag, Potion Berry
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This town has all the works in it, as do most towns.  It's also home to a
side quest that you will not be able to do at this point. When you begin,
watch a scene.  Now head north, and talk to the nerdy looking guy standing
near the Save point.  Watch a short scene.  Now, head a bit west,and go
north.  Enter the large house with the blue roof.

This is Clives house.  Watch a scene, and when you can control Virginia, talk
to your party members. Use the Taped Photo from your inventory. Now watch
another scene and you automatically spend the night.

In the morning, you wake up in a small room.  Head south and examine the
drawers beside the bed (pervert!) and you will get a Grab Bag.  Now head north
and out of the room.  In here, talk to Catherine, and choose "chat".  She will
tell you one place you need to go.  Now talk to Kaitlyn, and she will tell you
the other place.  Exit the house.  Head south, and talk to the NPC right
outside. Datson here will tell you about a dungeon "blessed with luck."
It'll be useful for you later on.

The only other item in this town is a Potion Berry in the ARMs shop, so head
out.

Note: You can go to either of the two dungeons next.  You have to do them
both, but you can do them in either order you want.  The second dungeon is
easier, but with a harder boss.  The first dungeon you will find far more
annoying, though.

From Humphrey's Peak head northwest.  Use a Call Whistle to summon your Horses
if you haven't already. Hop onto them and jump north over that small rift
(this may take a few tries to time getting over). In this small little side
area, head straight north to the far end of the landmass and search around.

You'll find the dungeon against the rock wall.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Gemstone Cave                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 21,593, Y:15,210
Suggested Level: 20
Enemies: Rock Baboon, Hodac
Boss: Maya, Alfred, Todd, Shady
Items: 5,000 Gella, Gella Card, Gimel Coin, Revive Fruit, Amulet, Heal Berry
x2, Lucky Card
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note:  The enemies here are very weird.  They will attack each other until one
species or the other is slain.  They will completely ignore your party until
only one species is alive.  Because of this, you can get through most of the
battles in this area with 0 damage. Especially if you plan right.  Auto-Battle
works well in this area.

When you begin, watch a somewhat creey scene and head west down the path,
north, and through the eastern door. In here, go east, and then south.  Go
east through another door.  In here, watch a scene, and the game is on!  Bomb
the rocks to the north (with Clive) and open the chest here for 5,000 Gella.
Now go south, and east up the path.  Go through the door.

In here, watch another scene, and then head east.  Go north and then west onto
the next screen.  In here, head west over the bridge, being careful not to fall
off, and through the western door onto the next screen. Continue west and go
through the door on the northern wall.

In here, watch a scene and you are confronted by your first puzzle. 
The Giant Boulder:
---- 
Remember the Trask in Ka Dingel?  Well this is somewhat like that, except
without spells.  Start by having Virginia use her Tindercrest tool some
8 or so times until the boulder is glowing a bright red. Quickly use the
L2 button to switch memebers to Gallows and equip his Freezer Doll Tool.
Srap the boulder with ice quickly.  If done correctly, the boulder will turn
black.  If not, youll have to start over with Virginia and her Tindercrest
until you get it right.  It needs to be one after the other, in rapid
succession.

Next is the annoying part.  Remember from Clive's prologue we had to get
rid of a boulder there?  Well we need to do the same thing here.  Have him
set to leader and press the Square Button about 10 times rapidly, one after
the other.  This should set a few bombs that will blow up in succession.
Like the Fire -> Ice part, this needs to be done quickly, or the boulder
won't explode. Even a second of delay will make it not explode.
----

After that annoying puzzle, go through the northwestern door.  In here, go
north, and open the chest to the east (you'll have to rotate the camera to see
it) with the Steady Doll. You will get a Gella Card.  Now go north and stay
along the west wall.  Behind a pillar is a cleverly hidden crack in the wall. 
If you can't find it, try using R2+X and it'll be pointed out for you.
Use Clive to bomb the crack, and go through the hidden door.

In this hidden area, go north and up the path.  Open the chest to the east for
a Gimel Coin.  Go a bit west, and bomb the wall that has a crack in it.
Ignore the door for now, as it doesn't do anything important (just leads you
out to the world map) and is best for later. Head down the slope and go east
up another slope. Bomb the rocks here, and go through the southern door.

In here, open the chest for a Revive Fruit. Now jump down onto the lower path
to the south, and go through the eastern door.  In here, watch another scene,
and go southeast down the slope.  Go through the door onto the next screen.

Now watch a scene, and you are automatically brought onto the next screen.
Down here, go southeast, and northeast up the slope near the end.  Before
going through the door, jump off to the west, and open the chest here for a
Lucky Card. Jump down, go southeast and then north through the door at the
top.

Here, head east up the slope and go south through the door. Up here there are
a whole lot of holes.  You need to fall through specific holes to get to the
next area.  Start with falling through the far southwest hole. This is the
hole that is more west than south, but could still be considered "southwest."
Down here, open the chest for an Amulet and then jump off the ledge.

Now head east and up the slope.  Go through the door.  Here go up the slope,
and south through the door.  Back in the hole room, you need to go through the
hole to the farthest south. This one is west-ish, but still far south.  Once
you do this, you should be on an upper level.  On this upper level, head east
and before going through the door, watch a scene.

In this new section, head east and open the chest for a Heal Berry x2.  Save
your game and jump off the slope to the north.  Head through the northern door
on the lower level.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 2,400
Gella: 2,600
Item: Duplicator
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Since your last battle, your enemies have gotten much stronger.  Fortunately,
you're probably better prepared to fight them this time compared to the
first time. However, the battle needs to be fought quickly, as the longer
it draws out, the more likely Maya will be to overwhelm you.

During the entire battle, keep your HP over 600 at all times.  If all of their
attacks are aimed at one member, they can easily kill off a member with HP
lower than that. Whoever has Moon Spark equipped should have the Dark Ward
personal skill equipped.  Elemental wards are more important in this battle
than status wards - However, remember that Todd can cause the confusion
status effect, so if you have that ward, I suggest you use it.

As always, go after Todd first.  He not only heals Maya and Alfred for 300
damage when you attack them, but he has the strongest attacks.  He also has
that confusion attack still.  The Confusion can be annoying as hell, but at
this point you can probably counter it better than you could the first
battle.  Other than his confusion and healing, Todd's attacks do around 200
damage. You need to get rid of him fast, so use Gatling when you can.  Once
he's gone the battle becomes easier.

Other than Todd, Maya has gotten a lot stronger.  She now attacks your entire
party at once for 150 damage!  She casts support spells on her own party and
can be an all around annoyance.  While you do not want to attack her until
last (you want as much EXP as possible) she is still a major threat. Her
"Suppresed curse?" can hit over 300 damage!  Also, she uses what could be
said to be the equivalent of Extension - Eraser.  In other words, you can't
buff, else she'll just dispel your effects. Maya's fast area damage will
make it so that you have to have more than one character healing every round
to avoid deaths.

After killing off Todd, go for Shady.  He does about 80 damage with his
attacks, and he is one of the fastest enemies.  He is far more of a threat
than Alfred will ever be, so get rid of him.  He has a whole lot of HP, but
weak defense.

Go for Alfred next.  He is still weak, doing at max 100 damage with his
attacks.  He also has quite low HP, so you really don't need to worry about
him being a threat.  He is so slow that it amazing he is actually able to
contribute in this battle.

Lastly, Maya.  She has weak physical defense, so dont attack with magic.
Especially if she has cast refect on herself.  Take note that after damaging
her, she will start using stronger spells (Vortex does around 150 to all).
She will also usually stop casting defensive spells when she is alone and
focus on attacking you.  If you can live long enough to get to her alone,
she isn't a threat. It's the first portion of the battle that can be somewhat
difficult.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you will be done with the dungeon.

While the game itself says to go back to Humphrey's Peak, you really do not
have to.  You can of course, and I actually suggest you do to rest and recover
your VIT from the previous dungeon, but I will lead you directly to the next
destination.

Head south and get onto your horse.  Head over that damned rift and
back onto the main continent.  Head south to Humphrey's Peak, and from there
go west.  Search around the railroad tracks to the southwest of town and you
will find the train station.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           East Highlands                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 21,152,  Y: 11,975
Suggested Level: 21
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


Here, talk to the man in charge of the Train station and buy a ticket to Dune
Canyon for 200 Gella.  

Note: This is the appropriate time to the Decaying Labyrinth Side Quest.  I
went through it earlier in the walkthrough, but you can go now and look at the
Side-Quest section for a complete Walkthrough for the area.  To start it, head
to Midland Station instead of Dune Canyon.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Dune Canyon                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 21
Shops: Train Station
Items: Duplicator
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note that before you exit this area, you have to chat with the train station
headmaster.  He will tell you about a mysterious monster who attacks people on
horses.
There's a Duplicator in a barrel to the far east.

Exit after learning that piece of info and picking up the item.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 21
Enemies: Crab Bubbler
Boss: Diobarg
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Here, immediatley use a Call Whistle to get your horse.  This part is optional
at this point, but I suggest doing it now, as you wont have to do it later
when it is required.  It'll save you some time. When you are on the horse, run
around, and when you see a green exclamation point above your head, let
yourself get into a battle.  You will fight the boss.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Diobarg
EXP: 3,500
Gella: 3,800
Strength: Lightning
Weaknesses: Water, Ice
Item: Dragon Fossil x15
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This boss is quite odd.  You fight him on your horses and so the battle will
be a bit faster than normal.  The Diobarg has looks awesome, but he is
not the hardest boss you will have to fight.

First off, the Diobarg is rather slow.  He usually attack after Gallows, and
that definitely shows a major weakness. You won't have any trouble healing
during this battle.  He gets one attack per round, too, and it's not the
strongest.

Diobarg has two main attacks.  He can paralyze a single member of your party
with Paralysis Bite.  This attack does not work that often, but if it does,
it will incapacitate a party member for a few rounds. His other attack is a
normal physical attack that does from 150-200 damage to a single party
member. You'll want to cure Paralysis with a Pixie Dust whenever you have
the chance.

Attack him normally.  If Gallows has Aqua Wisp, have him use Refrigerate.
Because Diobarg is weak versus Water and Ice, Aqua Wisp is your best friend in
this battle.  You may want to to actually use Mini Carrots on the character
with Aqua Wisp, and then have him/her summon the Medium in battle.  If the
character has a good enough magic stat, and high enough FP, you can put an
extremely large dent in Diobarg.  Even Virginia, who has rather low magical
attack power, can do more than 500 damage to this boss with Refrigerate.

Other then with water and ice, use Gatling and physical attacks.  He has a LOT
of HP and may take a while to wear down.  Use Gatling when you can and defend
when youneed to get your bullets back, like most normal battles.  This battle
may take a while, but it shouldn't be too difficult. As you'll probably
notice (if you haven't already) you can't use melee attacks other than
guns when on horseback, so you're forced to defend.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, head back into Dune Canyon station.

This is another non-required part of the story.  All you do here is talk to
the man in the train station and choose CHAT.  This will allow you to start
the Millenium Puzzle side quest.  After talking to him, you can exit the Train
station.  Now that this conversation is out of the way, it's time to start
the next side quest.  This one will last you the entire rest of the game!
It's also one of the most annoying quests in any game.

From Dune Canyon, go east all the way, and search to find the dungeon.  But if
you want to do that hidden side quest, head north, and you will find Millenium
Puzzle 1.

Note that this section is optional, as this is one long side quest you qont be
able to beat completely for quite a while.  But you an start now.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millenium Puzzle #1                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

This is how Millenium Puzzles work.  Theer are 20 hidden all over the world,
and when you complete each of them, you get a prize.  There are four colored
blocks in the puzzle, and when two blocks of the same color touch each other,
they disappear.  The goal is to clear all blocks in the puzzle.
While I do enjoy the Millenium Puzzles, I'm of mind that the designers of
Wild ARMs 3 were incredibly sadistic in designing them, as running off the
edge is far, far too easy and I can't tell you how much it annoys me when
I accidentally do that, resetting the puzzle in the process, when I'm 3/4
done.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: North of Fortune Gear dungeon
Coordinates: X: 20,480, Y: 10,549
Difficulty: 1/5
Hint:  You can't just eliminate any block.  Keep in mind how many are left!
Item: Cait's Boots
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

You start by a center yellow block. Start by pushing the red block to the west
of you one space north.  Now push the yellow block west of you to the north.
Now go to that center yellow block, and pull it one space west.  Push it
another space west.  This should get rid of the first two yellows.  Now push
that red block you originally pushed north three spaces west, where three
red blocks will disappear.

Now go east, and push that blue block one space north.  Now get that lone blue
block and push it one space north and four spaces east.  This gets rid of
three blue blocks.

Now go all the way east, and push the red block in the second row into the red
block in the third row. Now go get the red block to the west (in the second
row) and pull it south two steps. Four more red blocks will be done now.
Once those are gone, pull the yellow block to the east in the original second
row one space south.  Now get that far yellow block to the west and pull it two
spaces to the south and then push it three spaces to the east. Three more 
yellows are gone.

Now get that blue block in the center of the third row.  Pull it one space
south and then push it three spaces east, causing three blue blocks to
disappear. Get the green block to the far east in the third row and push it
to the north. This gets rid of two greens. Now get the lone yellow block 
that's slightly to the west and push it one space east and two spaces north.
Three yellows disappear after this. Next, pull the red block in the third row
one space east and then push it one space north. RED IS DONE!

Now that one color is done, you need to get the rest of the blocks.  Push the
eastern yellow block in the third row one space north, and then one west. This
causes the two yellows to disappear. Head to the far south and get that green
block from the very first row and pull it six spaces west and then push it
two spaces north. Get that lone yellow block from the second row and push it
once north and once to the west. YELLOW IS DONE!

Push that southern green block one space east and then one space north. GREEN
IS DONE!

Now for the final blues.  Pull the far western blue block one space south and
now then two spaces east (DON'T let them touch other than at the corner). 
Get the far eastern block, pull it one space south, and then pull it one space
west.  Push it four spaces west, and you are done!

After beating this Millenium puzzle, head out.  Go back south, and enter the
Fortune Gear dungeon.  If you're interested in more Millenium Puzzles, there
are only three more that you can do at this point, #8, #9, and #19.

#19 is very annoying and is ranked by the game as 5/5 in difficulty.
#19 is outside of Claiborne, just to the north. To get back to Claiborne, hop
on the train a Dune Canyon and go to Westwood.  To get to #9, go back to East
Highlands and head north from there.  The Millenium Puzzle is very close. #9 is
rated a 3/5. Finally, #8 is over by The Unclean Mark, which is by Little 
Twister, so do this one when you're at Westwood doing #19. It's southeast
of the dungeon.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Fortune Gear                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 21,743, Y: 9,265
Suggested Level: 21
Enemies: Griffin, Critter
Bosses: Olivier, Janus
Items: Growth Egg, Gimel Coin, Migrant Seal, Gella Card x2, 5,000 Gella,
Lucky Card x3, Gimel Coin, Duplicator x2, Call Whistle x2
Key Items: Adventure 2, Lucky Hand
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you begin, head north around the stairs and into the next screen.  In
here, go up either set of stairs and go to the top northern door. Here, use a
Duplicator, and go through.  In here there are two chests.  Open one for a
Growth Egg and open the second to find out how many chests you have opened.
This is for a boss later in the game.  Don't worry about the chest for now.
Exit the room the same way you entered.

Go back down the stairs on either side and go through the bottom northern
door.  In this hall, head north down the path, and turn the screen east
when you hit the north wall. There's a rather large black "crack" in the
wall here.  Have Clive set a bomb by it and a secret passage opens, which
leads to a treasure screen. In this new room, open the chest for a Gella
Card. Open the magically sealed chest with a Duplicator for what should be
your fifth Migrant Seal.  Exit the room the same way you entered.  Back in
the hall, head west, and through the door onto the next screen.

You're immediately faced with a puzzle.
Colored Lamps:
----
In here the goal is to light the matching colored lamps.  You only have 12
chances to get them all before the puzzles resets, so be sure you do it
right.  It is randomized, so you have to play the memory game here. There
are quite a few predetermined versions of this puzzle, far too many for me
to mention here.
----

After finishing this puzzle, go through the newly opened door.  In here, go
east down the stairs, and go into the northern door.  In here open the three
chests for 5,000 Gella, Adventure 2 (Key Item), and 3 Lucky Cards.  When you
have all three, exit the room the same way you entered.

Back in the hall, continue south and onto the next screen.  There's another
puzzle there.

Colored Lamps, 2:
----
In this room, ALWAYS tiptoe.  The floors will give away from under you if you
do not.  Tiptoe by pressing O.  You need to match the colored globes again.
Remember that they will turn white again if you dont match them.  There is no
limit to how many times you can press them this time.

However, like the last time, it's randomized each time you enter the room and
there's too many choices for me to list here.  Just be sure you keep pressing O
and don't move without it. This one is easier than the last one because the
puzzle doesn't reset if you fall and the matches you have stay on until the
puzzle is completed
----

After you have lighted all of these, go through the newly opened door (to the
east).  In here, watch a scene.


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Boss: Olivier
EXP: 800
Gella: 1,000
Strengths: ABSORBS ALL ELEMENTS
Item: Hazel Spring
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Well...this is only a sub-boss, but that doesn't make him less annoying.  He
has quite a bit of HP, so the battle may take a while.

First rule in this battle. NO MAGIC!  Well, at least no elemental magic.  he
absorbs it and it will heal him.  The only magic spell you can use is
Devastate, and that won't do too much damage unless it is on Gallows or
Virginia.

This means you are limited to physical attacks.  Have Virginia on constant
healing duty.  She will heal the multitude of statuses that Olivier causes.
Because Olivier uses mainly statuses, you wont have to worry about healing
HP.  This is why Virginia is the best healer in this battle.  Take note that
BRAWWWWWWW does a small amount of damage and has a chance of causing disease
to the entire party.  Do not worry about healing the disease, you probably
will not need to heal as it is.

Since HP doesnt matter, Gallow, Clive, and Jet will probably be on attack duty
throughout the battle.  Gallows should heal anyones status that Virginia
misses. Make sure to get rid of the Misery and Amnesia statuses first, as they
will make the battle drag on.

As the battle goes on, Virginia should constantly heal, with Gallows sometimes
assisting.  Clive and jet should attack constantly, and then use Gatling when
possible.  Dont worry about Mini-Carrots.  This battle is not supposed to be
TOO challenging.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Mark (Email Removed)
If you keep using magic something pretty cool happens, he gets larger and
larger until he dies (I guess he gets so big that he explodes). It only takes
about 3 turns. Try it.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and continue east onto the next screen.
There's another puzzle in here.

Strange Statues:
----
Have Gallows equip his Freezer Doll and stand in the middle of all four
of those weird statues.  Now spray 3 (NOT all 4) of those weird statues so
that they freeze. Next, just walk onto the platform on the statue that
-isn't- frozen (whichever you chose) and a short scene plays.  This
lights the statue and the door opens. Head through the eastern door.
----

In this hall, continue east, and go north.  Before going through the door,
Dash (X button) into that odd brown button in the wall.  This opens the door
to the south. Go through the door in the south and onto a treasure screen.  In
here, open the chests for a Gimel Coin, 2 Duplicators, and 3 Call Whistles.
Exit the room the same way you entered and go back onto the hall screen.  Back
in the hall, head north and go through the door near the switch.

Colored Globes, 3:
----
In here, you need to light the matching globes.  This puzzle is not timed, but
the globes are.  Say you lighted a green globe and then turned away for 5
seconds, that green globe would be unlighted within a few seconds.  So
basically you need to do these very fast.

Now this puzzle is possible to do with running back and forth (I know, I did
it) but it is the hard way.  The best way to do it is to have Gallows lead and
have him use the Steady Doll on the matching globes.  If you do it this way,
it will be faster and easier.  Just remember that it is timed, and should be
done quickly.  Some will take multiple times to do. There's no limit to how
many chances you get, like in the first puzzle, so take your time.

Like the previous globe lighting puzzles, this one is random and there's not
a lot that I can do to help you with it other can give you some advice.
After matching all of the globes, the door opens and go through it to the next
screen.
----

In this room, head north and circle around the circling object (Chock).  At
the top of the screen, SAVE.  Now go through the door.  In here, watch a
scene, and you will fight a boss.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 1,600
Gella: 1,700
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Wow...talk about strong.  Janus seems to have gotten at least twice as
powerful as he was in his previous battles, and that is not a good thing.  He
easily has the power to obliterate your party. Fortunately, there are two
ways you can win this battle. One I like to call "uncapped" and the other is
"debuffed." The "uncapped" version is extremely powerful, while the debuffed
version is the one you'll want to fight if you're having a lot of problems
with the uncapped.

Now Janus not only attacks with Dark Spear, but he also attacks often with
Negative Rainbow (he doesn't have to wait a turn) and a new, extremely strong
skill called Proton Beam.  This spell is hell, doing 500+ damage to a single
character.  I have seen it do well over 800 damage to lower level characters.
That is easily strong enough to pick off a weakened character.

And, as always, Janus has the Negative Rainbow attack.  this time, instead of
200-300 damage to all members, it does 500 damage to all members.  He seems to
use this a bit more then he did in his previous battles, which is definitely
not a good thing.

First off, Janus is very capable of killing your party off.  And it is not
only his sheer strength. He is actually FASTER then Virginia.  Thsi emans that
you need to be somewhat wary.  If you have the Baselard on Gallows, switch the
Medium with Virginia, as she will need it most.  Do the same with any other
character, even if only for this battle.
With the Baselards, Virginia will be able to Inertia cancel without a FP cost
and be able to heal your party asfter one of Janus' devastating attacks.
It doesn't matter which Medium the Baselard is on, just make sure Virginia
has it equipped for this battle.

Well...for an offense, physical attacks work, though not well.  Virginia
should be on constant healing duty, as should Gallows. Keep your HP as close
to max as possible to stop him from killing off a party member instantly with
Proton Beam.  Clive and Jet should physically attack.  Janus is strong versus
physical attacks, but they work better then magical attacks, so pound away,
using Gatling whenever possible. It may be better to have Gallows use Mini
Carrots on Virignia every round after she uses Mystic - Heal (or Potion)
Berry so that she can use the FP move over and over and not risk Janus'
counters.

Also take note that Janus gets a bit stronger versus physical attackas as the
battle goes on.  And oddly, he doesn't counter your party members' attacks,
like in the previous battles.  Thsi will be the only relief you have from
Janus's constans and very powerful strong of attacks.

If you're having a hard time beating him the normal way, you can always
do it the easy way. The easy way, in all caps for those who are just looking
for help, USE ERASER ON JANUS.  It's perfectly possible to beat him without
using it, but since he's powered up, Eraser can weaken him quite a bit.

If you do choose to use Eraser, the battle becomes one of a much more normal
strength boss, where Janus can't overwhelm you so absolutely with Negative
Rainbow over and over again. Janus won't be faster than Virginia anymore,
though he will still have rather high physical defense. Use Extension -
Shield to lower the physical damage you take and make it easier to survive.
Still, keep your HP over 600, as his attacks can do over 300 damage each.

Luckily, for winning this battle, you get some good rewards, so remember to
use Gella and Lucky Cards.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, take a deep breath and be happy it is done.  You are
automatically brought back to Filgaia, as always.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 22
Enemies: Crab Bubbler
Boss: Diobarg (If not killed before)
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First off, if you didn't kill Diobarg, DO IT NOW!  This will save you some
money later on, and it is well worth it to kill him now as it is.

From Fortune Gear, head west, and re-enter Dune Canyon.
Buy a ticket in Dune Canyon to East Highlands for 200 Gella. Take the short
trip over there and exit the station at East Highlands.

Once at East Highlands, head south and avoid the mesa and head east into
Humphrey's Peak. 


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Faraway Pasts                            --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


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*****                          Humphrey's Peak                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 23,079  Y: 12,020
Suggested Level: 22
Shops: ARMS, Item, Inn, Save Point
Items: 2,000 Gella
Key Items: None
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NOTE: This is for once you have done BOTH dungeons.  Namely Gemstone Cave and
the Fortune Gear.  If you do not do both, you can not view the scenes and go
on with the game.  But if you have gone on and done both dungeons, feel free
to continue with this chapter.

When you begin, watch a long set of scenes.  When you gain control, exit
Clive's house.  In the main town, talk to the man standing by the light pole
(Albert).  Now watch a scene and you get 2,000 Gella.  After the scene, talk
to Albert again and you will learn the location of the dungeon.  Prepare your
party, and head south to exit the town.

From Humphreys Peak, head directly west.  Cross over the railroad tracks, and
search the large area to the far west.  Your next dungeon will be here.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Faraway Lands                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X:  20,944, Y:10,897
Suggested Level: 22
Enemies: Unknown, Vacuumon, Mimic
Bosses: Vacuumon, Asgard, Melody, Asgard
Items: Name Tag, Full Carrot, 5,500 Gella, Gimel Coin, Heal Berry x2, Lucky
Card x2, Tool: Mighty Gloves, Duplicator, Mimic x2(Robbers Ego), Gimel Coin,
Gella Card, Dragon Fossil
Key Items: Kizim Fire
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Note: Fight as many Unknowns as possible.  They are immune to physical
attacks, but they give you one of the best items in the game: The Baselard.
As you remember from the Janus battle, this brings down the Inertia Cancel FP
cost to 0, and works wonders for the rest of the game.  Take note that it IS a
rare item and may take a while to find, but you will want to try and get at
least 2 more at this point.  Equip them on the level one Mediums.
Just for this area, you may want to equip Gallows with the Fiery Rage medium
so that he can use Extension - Devastate on the Unknowns. Devastate will be
the strongest spell you have at this point.

When you begin, watch a scene. Head north, and go down the stairs to the west.
Go through the northern door onto the next screen.  This room will become very
familiar to you for the next few areas.  So get used to it!

Start by heading down the stairs to the east.  Now go a bit north, and up the
stairs to the north.  Ignore the first door, and continue south and onto the
next screen.  In here, keep going south and open the sealed door with a
Duplicator.   Go into the treasure room.

In here, open the three chests for a Name Tag, 5,500 gella, and a Full
Carrot.  Exit the room the same way you entered.  Back in the hall, go north
and onto the previous screen.  In here, go north down the stairs and go into
the door you originally ignored.

In here, head northwest and over that button.  Ignore the button for now, and
continue west.  Go through the door on this side.

In here, open the chest to the west, and you will get a Gimel Coin.  Now go a
bit south, and jump onto that netting.  Countine south while holding onto the
netting, and drop off at the very end.  Open the chests to the south, and you
will get 2 Heal Berries and 2 Lucky Cards.  Drop down to the floor to the
east, and go through the eastern door.

Back in the familiar room, head east and go north up the stairs.  Head north
through that door once again.

Turning the Power on:
----
In  the power room, go northwest, and step onto that switch. It won't do
anything just by stepping on it.  Change your leader to Virginia and turn 
her to the south.  You'll notice that the boiler is open (if you step off
of the switch, it closes).  Use her Tindercrest about six or seven times
in a row to light the boiler and turn the power on. You'll know you hit
it right if a fire starts and a notice flashes on your screen.
----

After turning the power on, head southeast and into the large familiar screen
again.  Down here, go south down the stairs, and then turn north.  See that
weird black square?  Walk onto that, and search the console on the eastern
side.  This will bring you down onto a different level.

Down here, go south, and then west.  Go up that small set of stairs, and then
jump onto the netting.  Head a bit to the east, and drop down onto that yellow
switch on the floor.  If you land on it, a door will open.  Now go west again,
and jump onto the netting once more.  Go over the the edge of the netting, and
climb up to the top.  Go through the southern door.

In this room, Head over to the treasure chest, and you get a Tool for Clive,
the Tool: Mighty Gloves.  After getting the item, you are forced into a VERY
short boss battle.


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Boss: Vacuumon
EXP: 64
Gella: 140
Item: Dragon Fossil
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Well, this battle will last less than one round.  You need Virginia and Jet as
strong as possible to actually win, as well.  He is a bit stronger then a
normal Vacuumon HP wise, but he will not attack you.

He takes normal damage, but has quite a bit of HP.

All right, to win, you need to kill him off before he has a single turn.  Jet
needs to critical attack, and Virginia needs at least to magical attack or to
Gatling.  Without some strong atacks you will not be able to beat him.  Maybe
having Jet with a Baselard, and then have Virginia use a Full Carrot, and then
have Jet use Gatling.  If he gets four attacks, it will kill him.

If you do not kill him off before he has a turn, he will cast Retreat.  This
will send your party all the way back to the entrance of the dungeon.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now, there are two things that can happen at this point.  If you were ejected,
you are back at the entrance of the dungeon.  If this is so, head north, east
and through the north door.  In the large room, head north, and down the
elevator once again.

If you were not ejected, just head south onto the previous screen, and jump
down to the lower level.

Whatever happens, you now need to be on the level with the netting.  In this
level, head east, and put Clive in the lead.  Equip him with the Mighty
Gloves, and stand to one side of the block.  use the Square button to lift it
up, and put it to the side.  Go through the newly opened path.

A Heavy Box:
---
In here, have Clive go down the stairs and have him move into the space
north of the box (between the upper level and the box).  Have Clive lift the
box up and put it to the north onto the upper level.  Now move up to that
upper level, and stand between the box and the switch.  Have Clive pick up the
box, and put it down on the switch. This opens the door.
----
Now go south, and through the newly opened door.

Four Light Boxes:
----
In this room, you have four blocks.  These slide all the way in one direction
when you push them one way. Start by pushing all of the blocks to the north
(except the far north block) so that they are in a line touching each other.
Now Push the far north block to the east so that it lands on the switch.  Do
the same to the second most northern block and the same to the third.  On the
fourth block, push it north, and then push it east.  After all 4 blocks are on
the switches, the door will open.  
----

Head east up the stairs, and open the chest for a Duplicator. Now go through
the far eastern door.

In this room, go east, and west up the stairs,  Go through the northern door.
Head north and through the far eastern door.  In here, open the chests for
Mimic x2 (Robber's Ego) and a Gimel Coin.  Head out of the room the same
way you entered.

Note: This Robber's Ego is a great item that I suggest equipping on the Lucky
Hand Medium.  It gives you a higher chance of disarming trapped chests for 
their rewards.  Since it's rather luck based (literally, the character's
Luck effects it) having it on Lucky Hand gives the character not only
increased luck (which helps in disarming) but the slat higher chance of
disarming chests.  Very nice, especially in dungeons like this where the
rare items are from chests.

Back in this large room, head south and west and go down the stairs.  There are
a HELL of a lot of blocks here.

That's a lot of Blocks:
----
Walk into the crevice where two blocks are missing. Stand on the eastern side
of this crevice and face north. Have Clive take the first block down (from the
north) and put it to the west. Do the same with the second block. Move him
north a few steps (continuing to face north) and move the box to the north
and place it behind Clive (to the south).  Do the same with the next box.
Do this two more times, moving up each time and putting the boxes behind you.

You'll be in an open area now.  Head up the stairs and step on the switch to
the west, which opens the door.  Now you need to head back to the other side.

Head into the little crevice that you made on the way and do the same thing
that you did coming here, except in the opposite direction.  Lift the southern
boxes and put them down to the north, heading a bit up each time.
When you reach the open area at the other side, you're done with this puzzle.
----

In here, go south and open the two chests for a Gella Card and a Dragon
Fossil. Now go north and through the door onto the next screen.  In here, go
west, and down the stairs.  Go through the eastern door.

Two Boxes, Two Switches:
----
In this room, there is two switches and two blocks.  Let's start with the
southern block.  Start by moving the block one space north (stand to the east
of it). Stand to the east again and lift the block, putting it down to the
east.  Stand to the north of the block, lift it, and put it down to the
north onto the northern switch. Basically, what you're doing is putting the
block on the switch opposite of where it started.

Now for the second block.  Stand to the east of the block and put it down to
the south.  Again, stand east, lift, and put it down to the south. Repeat
this once more and it should be on the switch.  The door opens, allowing
your passage.
----
Head through the newly opened door.

In here, save your game.  Now go north, and down the stairs.  Before going
through the north door, make sure you have saved.  Enter and watch a scene.
You get the Kizim Fire.  Now go south, and exit the room.  Out here, watch a
scene.

Note: I mentioned this before earlier in the game after you got the Medium,
but I feel this is a good time to mention it again.  There's an Arcana on
the Flash Hit Medium called "Valiant." This spell ups your physical attack
attack power by the number of HP from max you are at.  So if you have a
maximum of 2,000 HP, but your HP is at 1,500, your attack will be raised
by 500!  This spell is somewhat cheap in the normal game and if you want to
have a completely "clean" game, I don't suggest using it.  But you can if 
you don't mind using spells that break the game.  In some battles, such as
the next ones, it helps considerably.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard, Melody
EXP: 0
Gella: 0
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well, Asgard starts alone.  Melody will not join the battle until the second
turn, so you don't have to worry about her at this point.  All there is is
your party, and Asgard.  Just have each of your characters physically attack
him on this first turn, to build up some FP.  On the second turn, Melody comes
into the fray.  After this one round, he does Flood Barrier, for 500-600
damage to your entire party.

NOW the battle gets hard.  Now is when you need to start taking caution and
start worrying about strategy.  Both Melody and Asgard get to attack your
party, but you can not attack Melody.  Asgard uses an Auto-Defender skill
which stops you from doing any damage to Melody until he's dead. How
completely unfair.

Well, Asgard is the main threat, and since you can only attack him, he is the
one you are going to kill off first.  Asgards physical attacks do about 100-
150 damage, which is a lot weaker than Melody's. He doesnt attack with Flood
Barrier again, luckily.  He mainly attacks with his physical attacks.  His
stronger physical attacks do 200+ damage, but they hit rarely.

Melody, sadly, is stronger then Asgard.  She does 250-350 damage with her
Elimiate scanner, and paired with Asgards physical attacks, the damage they
can both do in a single round can go upwards 600 damage.  So keep your HP
above 700 at all times. Unfortunately, Melody doesn't focus soley on
Clive this time like she did in the first battle. She'll attack everyone,
so you need to keep everyone's HP up.

Melody is rather normal speed, going after Jet and before Gallows.  But that
makes it harder for Gallows to work as a healer.  Asgard is slower, usually
going after Gallows.  But that still makes them both dangerous (poor Clive).

Make sure Virginia is always with FP.  She will be the character on healing
duty mainly throughout the battle, and she needs to have the FP for mystic.
Since she wont be using a Lucky Card in this battle (0 EXP) then she will save
at least 25 FP. Have the character with a Baselard (Gallows, hopefully) be the
secondary healer to Virginia.

Just keep your HP up, and you shouldn't have TOO much problems survivng.  As
always, jet and Clive should attack normally, building up FP, and then using
Gatling when possible.  Asgard is strong versus physical attacks, but he is
still damagable. Unfortunately, he still uses the High Powered Barrier from
the first battle, but this time he doesn't raise his defense based on what
attacks you use on him.

After a few rounds (taking off all of his HP), he will cast Wide Barrier,
which will kill  all of your party members, no matter what.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 3,500
Gella: 4,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is about 10 times easier than the previous, which is a good
thing.  Your party starts without their max HP (because you finished the last
battle with all your characters dead).  And if you didnt have enough VIT left,
they may not even have their max/max HP in this battle.  Luckily, that isn't
big of deal.

The first thing you should do, is heal your party.  That is, if your party
didn't have good VIT and is low on HP.  Virginia with Mystic does that well.
If you have a high level, Virginia can do it on the first turn in battle.

Lucky for your party, Asgard is a LOT weaker in this battle.  he attacks once
per round, and that attack isn't particularly fast.  It does about 200 damage,
even to weaker defense characters, like Virginia.  That means even the weakest
of your characters can survive 5 or 6 of his attacks.  You aren't likely to
die in this battle, but it is possible. If you're worried, have Gallows use
Extension  - Shield to lower your physical damage taken.

Just attack.  Physically works well, and even Virginia does decent damage to
Asgard.  Of course, Virginia wont be too strong against him, but she will do
more damage then she did in some other battles.  Dont worry about building FP,
and constantly attack.  Gatling when needed, and Asgard should die before you
even have FP for Gatling.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you automatically exit the dungeon.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                           Sand Dancer                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Back on the world map, our goal is to go back Humphreys Peak.  Head directly
west, and enter the town.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Humphrey's Peak                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 23,079  Y: 12,020
Suggested Level: 24
Shops: ARMS, Item, Inn, Save Point
Items: 2,000 Gella, 3,000 Gella
Key Items: Kizim Fire
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north, and talk to Albert (the man by the light pole).
You will get 2,000 Gella for doing the job of retrieving the Kizim Flame.
Continue watching a scene.  You will get a new job, and 3,000 Gella.  Head
into Clive's house, sleep to get your HP back at maximum, and exit the town.

Well, your goal is actually Jolly Roger, but there is a very short sidequest
you can do before going there.

Anyways, head east, and into East Highlands train station from Humphrey's
Peak.  At this point, to continue the game you'd normally be buying a ticket
to Midland Station. However, if you want to do a short little side event,
buy a ticket to Westwood instead. It costs 840 Gella.

Once you're at Westwood, head south and exit to the world map.
On the World map, use a Call Whistle to call your horses. Head west over that
annoying rift towards Little Twister.  But instead of town, head over
to the dungeon "The Unclean Mark."

Also in this area is Millenium Puzzle #8, if you haven't done that yet.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          The Unclean Mark                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 7,282, Y: 9,552
Suggested Level: 24
Enemies: Orc, Pordarge, Gerbug, Mimic
Bosses: None
Items: Any items you did not get before, Grab Bag, Elder Record, Name Tag,
Duplicator
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Luckily, you have already finished this dungeon and there is no need to do all
of those annoying puzzles again.  You are here for four treasure chests that
you can not get until after Faraway Lands.

Head north and west onto the second screen.  In here, go north, and onto the
next screen.  Go north, east, and south onto the next screen.  And in here, go
east and north through the door to the next screen.  Follow the hall in here
onto the next screen.  In here, go south and west through the door.  Go north
through the door, and continue north through the next hall. In here, go east
and though the door.

This is where you want to be.  Have Clive lead, and have him equipped with the
Mighty Gloves Tool.  Now stand to the south of the block, and lift the block,
and place it to the south.  Now stand south, and put it to the east.  Stand
east of the block, and put it east again.  Now stand to the south, and put it
south.  Stand south between the block and the switch, lift the block, and
place it south onto the switch.   This opens the door.

Go through the newly opened door to the south and come into a treasure room.
Open all four chests for a Name tag, a rare Elder Record, a Grab Bag, and a
Duplicator.  After getting all four of these, you are done with this minature
side quest.  Exit onto the world map.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 24
Enemies: Dryad, Pordarge, Oak, Orc, Axe beak
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

The goal is now Westwood.   Head past Millenium Puzzle #8, finishing it now if
you didnt before, and back over the rift with the horses. Enter Westwood
station.
You need to head back to Midland Station.  Buy a ticket for 120 Gella and
hop on board the train.

This is where you want to be.  Head south, and exit onto Filgaia for a short
walk.  The goal is Jolly Roger. Follow the side of the continent and go over
that land bridge.  Head right on into Jolly Roger.

Before heading to Jolly Roger you may want to go see Florina if you did the
Decaying Labyrinth Side quest.  She probably has some healing items ready
for you.  If you haven't done the Decaying Labyrinth quest yet, now is a
good time to do so.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Jolly Roger                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,368  Y: 5,457
Suggested Level: 24
Shops: ARMS, Inn, Item, Save Point
Items: Mini Carrot, Heal Berry, Dragon Fossil, Gimel Coin, Migrant Seal
Key Items: Sandcraft
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Make sure you have fought Diobarg by this point.  If you haven't fought
Diobarg, go back to Midland station, buy a ticket to Dune Canyon and fight
him.  Remember that you encounter him while on horses in the green exclamation
point random battle.

If you have fought Diobarg, head north, and enter the ARMs shop.  Talk to the
woman, and choose CHAT.  Say that you will help her and you will give her 15
Dragon Fossils for the Sandcraft.  Don't buy any upgrades just yet, even if
you have the ability to.

Note: Enemies will start to drop Dragon Fossils now.  Even if they did not
before, they may now.

Now head south and exit Jolly Roger.

Note: If you didn't get the Migrant Seal from Jolly Roger initially, this
is a good time to do so.  Remember, bomb the large box near the entrance
and the south side will open up. The Seal is in here.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 24
Enemies: Garpike, Ruffleshia
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Now is an excellent time to level up.  The Sandcraft Battles are not too
hard at this point, if you have the right party.  Have Virginia as the
steerer, and Jet as the Gunner, with Clive as the Harpooner.  Have Jet "Shoot
all Ammo At once" And have Gallows "Reload Ammo" on each of their turns.  You
get from 400-800 EXP a battle.  Try and at least get to level 26, if you're
not already.

Outside of Jolly Roger, west, and pass to beaches.  Continue southwest (and
west, and land on the third beach.  Now head west, and search around At X:
10,236, Y: 22,813, you will find 5,000 Gella.  Now go west and search around,
and you will find the Ark of Destiny.

If you head a bit south of the Ark and land on the brown continent there
(you'll come here in just a bit) and walk south down the plateau to the
far south of the main continent (ignore the land bridge to the west) you'll
find another bag of Gella.  This one contains 10,000 Gella and is around
X: 11,720 and Y: 22,824.  I'll remind you about this later, too.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                       All work and no play...                       --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Ark of Destiny                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,191, Y: 2,259
Suggested Level: 26
Shops: Inn, Save Point
Items: Map Scope, Dragon Fossil x10, 5,000 Gella
Duplicator Door: Warp Star x3
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Wow...Well, this place has a LOT of sealed doors.  About 80% of them you can
not get the items in at the moment because you need certain tools to get it.
I will tell you how to get certain items that you can get at the moment,
though.

As you enter, watch a scene and go through the far eastern door.  In here go
down both sets of stairs, and through the western door.

Here, this is the room with all the Sealed doors.  Start by using a Dulpicater
on the first door to the south you see.  You can't do anything with whats in
the door at the moment, so head back.  Continue west, and ignore the
next door.  Go through the third door.  
In here, you have three blocks.  Have Clive with the Mighty Gloves equipped
face south and place the block to the east or west.  Now go open the chests
for a VERY useful Map Scope and 10 Dragon Fossils. Exit the room the same way
you entered.

Back in the Sealed door hall, head west, and use a Duplicator on the fourth
door you see (fourth door from the east).  In here open the chest for a Warp
Star x3, and exit the same way you entered.  Now head a bit east, and go north
when possible.  There are two more sealed doors here.  Unseal them with
Duplicators, but dont bother entering them. You will not be able to get the
items at this point.   Now, go all the way west and through the far western
door.  In here, go up the two sets of stairs, and go through the eastern door.

Back in the main hall, go through the far northern door onto the next screen.
Here, continue north and onto the next screen.  Now watch a scene, and you
will get 5,000 Gella.  Continue watching and when you regain control, talk to
Albert (in this same room).  He will tell you the location of Survey Point #17
which is your next goal.  Now head south and exit the room.

Continue south through the hall, and south through the main hall.  Exit the
Ark.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 26
Enemies: Garpike, Ruffleshia, Kobold
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From the Ark, go directly south, and stay south as the sand goes southeast.
Land on the first beach you see here. It's a bit to the southwest.

This is where you want to be.  At X: 11,781, Y: 22,813 you will find 10,000
Gella.  Now, when you see a little hill on this area (remember, DO NOT cross
the land bridge)head west, and search, and you will find the dungeon, Survey
Point #17.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Survey Point #17                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 10,360, Y: 23,635
Suggested Level: 26
Enemies: Captor, Urchin Bug
Bosses: Hound, Feline, Donkey, Flier, Humpty, Dumpty, Maya, Alfred, Todd, Shady
Items: Gella Card, Heal Berry, Gella Card, Gimel Voin, Lucky Card, Mini-Carrot,
Heal Berry, Lucky Card, Heal Berry, Gime Coin, Lucky Card, Gimel Coin
Key Items: ...Ouch
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


This area has no chests, so all the items you find are in boxes, urns, etc.
When you enter, watch a scene. Ignore the stairs for now and circle the area
to the west.  At the far end, break the three boxes up here to find a Gella
Card. Head back south to the start. Go down the first set of stairs and jump
to the lower level.  Head north and into the area. 

Inside, head north, northeast, and north onto the next screen. Here, go north,
and at the top of the intersection, go east and then south up the slope.  Break
all of the boxes here for a Heal Berry and a Gella Card. Jump off the side of
the upper level, and head west through the door.

In here continue north for a scene, then head  east onto the next screen.  In 
here, go east and south.  Before going east again, examine a barrel for a Gimel
Coin. Now go east, and examine the urns near the exit for a Lucky Card.  Go
through the north door and watch another scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hound, Feline, Donkey, Flier
EXP: 3,500
Gella: 3,150
Item: Gimel Coin, Bullet Clip
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is like a battle against a weaker version of your party.  The four
enemies dont have the highest HP in the game, but they cast a lot of support
spells on their party, and cast stat decreasing spells on your party.  Because
of this, the battle can get annoying if you dont take out the certain monsters
first. Oddly enough, not much seems to happen when you kill the Donkey
first, like Malik says.

Each of these monsters has a certain duty.  The Donkey uses soley physical
attacks, which do 150 or so damage.  Alone he's not too strong, but he has four
other companions to help him out.  The Flier dispels support spells cast on
your party, so don't cast any spells like that or you will have just wasted a
turn. Spells such as Valiant or Shield are support spells. The Feline casts
support spells on his own party and is very fast to boot.  The Hound mostly
attacks, but sometimes uses support spells. The hound's worst skill is
decelerate.

I suggest going after the Feline before the Flier.  Though the Feline is very
annoying and dispels support spells, the Flier DISPELS NEGATIVE STATSUES!
That means that the decelerate status the Hound causes will be removed when
the Flier uses Eraser!  He actually ends up helping you, so you don't want
to kill the Flier until after the  so that he can cure your statuses.
Also note the Feline -does- have the lowest HP and should only take
a round or so to kill.

After killing off the Feline, who buffs his party, go after the hound, who
uses decelerate on you over and over again.  Again, keep the Flier alive since
he'll just cure the statuses on you with Eraser. The Hound uses weaker physical
attacks mostly, but decelerate can be quite annoying. He has much higher HP
than the Feline, but low defense.

The Flier is next, since there's no more enemies that causes negative statuses
to you.  Just keep your HP over 500, save your FP for the Donkey, and you
should get rid of him quickly.  After the Flier is dead feel free to use
Extension paired with Shield or Valiant to make the battle a bit easier.

Donkey is last. He only physical attacks, and the damage for the attacks isn't
that high.  He has the highest HP, and will take a bit longer to kill if you
haven't been saving up your FP for Gatling attacks.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.   Continue north and onto the next screen.

In here, go north, and as the direction changes, search around the boxes to the
east for a Mini-Carrot (Remember, the Radar makes it easy to find these items).
Go west and examine the sideways urn, and you will get a Heal Berry.  Go west
and through the door.

In here, (for once!) you and Maya will work together to get through the
dungeon.

Teamwork 1:
----
Walk up the stairs (Virginia leading) Face the north, and light the
candle.  Now things will move really fast.  Go west, and and light both
candles to the west as you continue with Maya. Use the Tindercrest to light
the last candle to continue. Follow the path to the end. Go north, through
the newly opened path.
----

Here, go north and northwest.  Pass the door, and break all the boxes here for
a Lucky Card.  Go east and through the door.

Teamwork 2:
----
Here, you will work with Maya again.  As Maya steps on a siwtch, your path
opens and you need to go as far east as possible.  Light the candle with the
Tindercrest so Maya can go forward.  Maya will step on the next switch which
allows you to move forward.  Light the next candle and go forward. You'll
probably get stuck here, so you'll need to relight that candle that just went
out.  It's a bit hard to targe if you get caught in-between the two blocks, so
to help you'll want to use R2+X to have Virginia face it. Head west and then
south. Step on the switch at the end to open the door.
----

Head through the northern door and onto the next screen.

Continue north and examine the urn for a Heal Berry.  Go east, and examine
another urn for a Gimel Coin (lots of these here).  Go through the eastern
door. Here, continue east, and break the boxes for a Lucky Card and a Gimel
Coin.  Continue east and onto the next screen.

Teamwork 3:
----
This is by far the hardest puzzle in the dungeon.  You have to move extremely
fast to actually do the puzzle, and if you dont, you'll have to start over.
As always, you are working with Maya and you need to have Virginia lead.

First off, Have Virginia go as far as possible.  Now before you light
that candle, take note that blocks will start following you.  You need to
stop both of those (one on YOUR side and the second on MAYAs side).  You stop
them by attacking them with the Tindercrest.  And at the same time, you need
to light the candles to finish the puzzle (huff puff).  This is basically all
in one motion, and don't expect to get this on your first time. Start with
stopping Maya's Status and then yours, then light the first candle. After
that you need to head towards the second candle, stop Maya's statue again,
light your candle and stop your statue. WOW!

Anyways, after lighting the candle, Maya will walk forward and press
her switch, you need to walk forward, and light the next candle and right after
you need to attack BOTH of the statues to stop them from hitting you.  Watch a 
scene, and hurry forward to the end of the room.  Take a deep breath, save your
game, and go onto the next screen.
----

Here, watch a scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Humpty, Dumpty
EXP: 3,100
Gella: Use Gella Cards on both
Item: Duplicator, Mini Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is surprisingly difficult.  Don't let their unassuming appearance
fool you, these two can be deadly, even to an overlevelled party.

Humpty and Dumpty each have their own jobs.  Humpty casts support spells on
Dumpty and never attacks.  Though Humpty never attacks, Dumpty is a huge
threat as it is.  You need to get as many elemental wards on your party
members as possible.  Ignore the status wards and go all elemental.  Dumpty
himself is a huge threat because he can attack with all the elelements.

How big of threat IS Dumpty?  He does around 300-400 damage to the entire
party every round.  That may not seem like much, but it is.  Especially in
this battle, where there are two targets.  This makes the decision of who to
attack rather difficult.  Have both Gallows and Virginia on healing
duty in this battle.  Have Gallows use Extention - Protect to lower the
amount of damage that you take from Dumpty.

I suggest going for Humpty first.  Though Dumpty is easily the stronger of the
two, Humpty casts support spells on Dumpty and makes it harder to kill both
of them off in the long run.  Some spells Humpty has: Shield, Protect, and
Reflect.  Obviously, each of those makes the battle more annoying. While
attacking Humpty, don't use any FP on Gatling, save it for Dumpty so that
you can get rid of him as fast as possible. Attack him physically with Jet
and Clive while Virginia heals and Gallows buffs.

It may take a while to kill Humpty off, as they are rather strong versus
physical attacks.  I also suggest attacking one, and not both at one time.
Sadly, at the same time, Dumpty will continually wear down your party, so if
you haven't bred some Potion Berries at the Secret Garden, then you will be
having a tough time staying healthy in this battle. Gallows will need to be
on healing duty, not only Virginia.  And don't worry, use all the Mini
Carrots needed on Virginia, as you will definitely need them to keep up
with Mystic and healing duty.

After killing off Humpty, you will go for Dumpty.  He may have some support
spells still cast on him, so dont use Gatling or any super-strong skillls
until you are positive those have worn off or you have used the spell
Eraser (found on the Moon Spark Medium) to dispel the effects. Once
spells like Shield are gone, attack with full force!

If you didn't use any Gatling/FP to attack Humpty, your FP should be through
the roof by now. If you saved your FP Dumpty will fall very quickly after the
first two Gatlings.
Just keep your HP over 700 at all times during this battle and you will
survive. Easier said than done, sometimes.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, head north onto the next screen.  Here, continue north,
SAVE, and go through the next door.  *sigh* Not again.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 4,400
Gella: 4,800
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, Maya takes on a different...form. This time she is a
physical attacker.  She is very fast and quite strong.  Though this time, she
only atatcks one member at a time, instead of the entire party.  All of her
allies have gotten stronger in this battle as well. Keep your HP above 900 at
all times.  To help lower Maya and Todd's damage at the start, have Gallows
use Extension - Shield to protect against physical damage.

As always, start with Todd.  He can still confuse your party and his physical
attacks do 200-300 damage.  The confusion is just as devastating as ever, and
Clear Chimes are hard to find, even now.  Todd also heals more often in thia
bttle.  Now, 300 damage healed isnt as much, but it is still a round or two
and can be more of an annoyance then anything else. He has a new ability
called Divide Shot that can do over 600 damage to a character!
If you're willing to sacrifice a round of damage, you can cast Cremate on Todd
to make his afro catch on fire.  He'll take damage every round this way. It's up
to you to decide if it's worth it do so little damage for one round on him, it
only does around 100.  No matter what you choose, it's obvious that Todd needs
to die immediately. 

Alfred and Shady have gotten a lot stronger, as well.  Alfred does about 100
damage with his blast attacks, and Shady does around 150 damage.  Compared to
the last battle, this is a severe improvement on their pathetic damage from
the previous battles. Not only are they strong, but they're much faster.  No
longer will Alfred attack last, he's at least as fast as Shady, if not
faster.
Maya does around 200-400 damage with her physical attacks.  But it is easy to
lower the damage done with support spells.  She also does not seem to have the
highest HIT percentage, because she misses quite often. Attacks that once did
150 do around 250 at this point.

When Todd is dead, Maya powers up,and starts using her ultimate attacks.
Those do around 300+ damage, and Maya's stats generally increase.  At this
point, she is far more dangerous but still, dont get rid of her. You want the
maximum experience from killing all of the enemies.

After getting rid of Todd, go for Shady, as always.  Shady does more elemental
attacks, Ice and Fire this time, which is no change from the previous
battles.  Though he does seem to have less HP this time.  He wont take too
long to kill.  After Shady, go for Alfred.  Alfred is easily the weakest of
the bunch, and a round of physical attacks (mainly with critical attacks) can
kill him off easily.  He will not last more then three turns against a full
onslaught of physical attacks. Save up for FP on Shady and Alfred to use on
Maya.

Lastly, go for Maya. If you have been building up FP, use Gatling with Jet
and Clive as soon as they have the bullets.  Maya seems rather resiliant in this
battle and has high HP. It seems like after each of her allies falls she gets
stronger and stronger, her normal attacks finally ending up around 400 a hit!
You need to kill her fast once she's alone.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and *sigh* Well...lets say that you have 15
Minutes (plenty of time, I usually end with around 13 minutes on the clock) to
get out of the dungeon.  The time only runs when you are standing/moving on
the field, or when fighting (NOT choosing commands) in battle.  When you are
choosing commands in battle and when you are on the menus screen, the timer
does not run. Try to avoid battles as you flee the dungeon just to make sure
you have plenty of time left.

So when you gain control, head south and onto the next screen.  Contiunue
south straight through two more screens, and exit to the west.Continue west
through two screens/rooms, and go south onto another screen.  Now go a bit
south and west onto the next screen.  Continue west, and go south onto the
next screen.  Continue south, east, and through the eastern door onto yet
another screen.

Go east, and then south, go through the southern door.  Here, continue south,
and onto yet another screen (damn this place is a lot of screens!).  Go south,
and west onto ANOTHER screen. Continue west and south onto guess what?
Another screen!  Go south, east, and south onto another screen.  Continue
south and go through the southern door.  You will -Finally- be out.

Watch a scene.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Ark of Destiny                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,191, Y: 2,259
Suggested Level: 29
Shops: Inn, Save Point
Items: Any of those items you didnt get before, 10,000 Gella (or not. . .)
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You are automatically brought back to the Ark.  Watch a scene, and apologize
(that has gotta hurt).

When you regain control, talk to Albert once again (in the main control room)
and he will tell you how to get to where you need to be.  Now, head south, and
onto the next screen.  Head south through this hall and into the main hall of
the Ark.  In here, go through the northwestern door, and into the library.
Now search the fourth bookshelf from the left and watch a scene.
Now, exit through the southeast door.  Head south, and exit the Ark.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Home Again                                -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 29
Enemies: Garpike, Ruffleshia, Kobold
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head back onto your Sandcraft, which should be on the only beach on the
island.  There, Press the Square button, and then select yes.  This will bring
you back to the beach near Jolly Roger.  Here, land your Sandcraft. Head to the
landbridge, walk over it, follow the tracks, and enter Midland Station.

Here, try and buy a Ticket, but you will notice that a new train station has
mysteriously appeared in your abscence.  Select Southfarm for 880 Gella, and hop
the train.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Southfarm                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 18,861, Y: 900
Suggested Level: 29
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Go northwest, and exit the train station.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 29
Enemies: Bogle, Cob
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Southfarm, head southwest, and west.  Near the First beach you see (to
the north) search and you will find Boot Hill.

If you look around a bit, to the south of Boot Hill is Virginia's prologue
dungeon, Gob's Hideout at around X: 15,707, Y:24,620.  Also, if you follow
the continent to the far west and then north to about the very end, you'll
find the Millenium Puzzle #13 at around X: 13,059, Y: 2,719.  The enemy
encounters around the puzzle are quite a bit harder than the ones around Boot
Hill though, so be careful.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Boot Hill                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,729, Y: 513
Suggested Level: 29
Shops: ARMS, Inn, Item, Save Point
Items: Gimel Coin, Tiny Flower, Name Tag, Gimel Coin, Revive Fruit, Warp Star
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north, and enter the first shop on the west.  This is the
ARMS shop.  Not only does it have upgrades, but if you check a box in here
you'll find a Gimel Coin. Exit when you're ready.

In the main town, head all the way north and east into the Graveyard. Examine
the tombstone to the far east, where Virginia had a cutscene at the beginning
of the game.  You'll get a Tiny Flower. Head back and head all the way west
south into the farm. Examine the shed here and you'll get a Name Tag.

Now, go up to the house to the north, but don't enter.  Instead, go inside the
fence, go east, then north, and then west.  Break the boxes behind the house,
and you will get another Gimel Coin.  Now go back to the house's entrance and
enter it.  Here, watch a scene.  There's a Revive Fruit in a barrel in the
house once the scene is over. Exit the house.  Finally, there's a Warp Star
in the house on the far eastern side of town inside a barrel.

Now head east and south.  When you exit the town, watch a scene.

If you talk to Gunther by the exit with characters other than Virginia,
he'll mention a Giant statue to the east.  This will help for later on.
You can actually go find the place now, it's on the peninsula to the far
north of Southfarm, but it won't really do anything for you yet.
Also, you can stay the night for free in Boot Hill, like you can at
Humphrey's Peak and the Baskar Colony.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                      The Last Guardian Shrine                       --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 30
Enemies: Bogle, Cob
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Boot Hill, head west, and then northwest.  Make sure to fight all the
enemies you can, because you need those Dragon Fossils. Enter Southfarm.
if you haven't played around with it already, Dragon Fossils are used for 
upgrading your Sandcraft with new weapons and armor.

When you enter Southfarm, buy a ticket to Midland Station for 880 Gella.

At Midland Station, head south and exit. When you are back on Filgaia, head
north and west to enter Baskar Colony...again.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Baskar Colony                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates:X: 13,005, Y: 10,912
Suggested Level: 30
Shops: Inn, Save point, Item
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north, and enter the Shrine (the far northern door).
Here, watch a scene with Halle/Granny.When you can control your party again,
Exit the house, and immediatly re-enter.  talk to Halle/Granny again, and she
will tell you where the Infinitum is.  Now exit the house, and go south.  Exit
Baskar.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 30
Enemies: Balloon, Gob, Garpike, Kobold, Maticore, Botis
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now, you need to get back to Jolly Roger.  Head all the way west, and go
southwest over the land bridge.  Go onto the sandcraft.

On the Sandcraft, head southwest until you pass a beach with fertile land near
it (Ka Dingel is also here), turn northwest, and follow the edge of the
continent.  When you get to an island with a beach on it (its in-between the
two entrances to Sand Canal), land and search around.  If you spoke with the
man in Boot Hill who mentiuoned the Giants, you'll find another status here.
Examine it and they'll point at the location of a dungeon for later. Hop
back onto your Sandcraft.

Go north and then turn immediately southeast. Follow the southeast continent
to the east and you'll eventually hit fertile land again.
To the far east will be two beaches.  One is near Baskar Colony (go there and
sleep if you wish) and the other is where you want to land.

On this new continent, go west, and search.  At X: 9,437 Y: 10,849 you will
find the dungeon you need.  This is called the Infinitum.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Infinitum                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,437, Y: 10,849
Suggested Level: 30
Enemies: Premium Delphin, Delphin, Maticore
Bosses: Pyrodrake, Asgard, Asgard
Items:  Potion Berry, 7,000 Gella, Gella Card x2, Gimel Coin, Revive Fruit,
Gimel Coin, Growth Egg, Lucky Card x3, Duplicator
Key Items: Adventure 3, Cosmic Cog
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene, and head north onto the second screen.  Go east up
the stairs, south, and south up these stairs.  Go through the western door.

Now you are presented with your first puzzle in this dungeon.

Cogs:
----
Here, there will be a single switch and two levers (the type you need to
rotate the left analog stick to move).  Don't press the switch until last,
or nothing will happen. Start by going to the eastern lever and rotate
it about 8-10 times (you know you rotated it when you hear a squeak...you want
this one far away from you, but touching both Cogs). 

Now go to the western lever and pull that one 6-7 times.  You want it about in
the middle, but it depends on how many times your game wants to make you rotate
your controller. The cog needs to move towards you three times to be in
place.
When these are done, go and step on the switch.  It should finish the puzzle
and open the door.  If it doesnt, go over to both levers and make sure that
they are touching the cogs on both sides.  
---
Go through the western door.

Here, go south and up the stairs, go west and up the next set as well.  Save
your game if you wish, and go through the northern door.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Pyrodrake
EXP: 3,800
Gella: 4,000
Item: Dragon Fossil
Strength: Water (Half)
Weakness: Ice
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like his name implies, the Pyrodrake IS a fire elemental monster, because of
that, all of his magical attacks are fire based.  The character with Fiery
Rage and Fire Ward will be invulnerable in this battle.

Like many fire elementals, he is somewhat weak versus physical attacks.  They
only do slightly more than normal, but still there is a slight weakness there
that you will be able to exploit. You will also notice the weakness versus
Ice.  Have Gallows or Virginia equipped with Aqua Wisp, and you can do 800 or
more damage to Pyrodrake each round just with that character.  He is decently
fast, going before Gallows, but that should not be anything new for your
party.

Oddly, he isnt immune in any way to fire attacks.  But you won't want to use
magic other than Ice magic on him, because that is his main weakness.  With
Ice attacks and physical attacks, he will die faster than normal enemies.

So you basically have one command for your party chosen. You should use Ice
magic every round, that is the best offense in this battle, without a doubt.
Now you need your other characters.  Virginia/Gallows (Whichever doesnt have
Aqua Wisp) should be on healing duty, and Jet and Clive should physically
attack every round.  They should use gatling whenever they can, and dont worry
about conserving FP, as it wont matter much anyway.  Do not use any Mini-
carrots in this battle.

The boss Volcannon Trap does around 200 (Fire Elemental) damage to your
party. He uses Caloric Sphere, another fire elemental attack.  Since
these attacks are magic based, you may want to have Gallows (or Virginia)
use Protect or Extension - Protect to lower the damage the party takes from
the magical attacks. He gets two attacks per round, usually one is the
Volcannon Trap and the other Caloric Sphere. He also has a physical attack
that you'll probably never see, called Giant Groans. It does around 100
damage to a single characterand is easily the weakest of his attacks.

Because this is a "mid-way" boss, he isnt as strong as normal bosses, but he
does have a lot of HP, so be warned that it may take a while to kill him.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you dont even have to watch a scene and you are forced into
your next puzzle.

Blocks after the Boss:
----
Go to the east, and there will be four blocks.  Have Clive equipped with the
Mighty Gloves and have him lift the far southern block. Put it down to the
north.  Now, stand north of this block, and put the block to the east.  Now go
get the other block on the upper level, and put it down to the south.  Stand
south of this block and put it to the east.  The blocks should be in a line.

The puzzle isn't over yet! Stand near the center blocks who were originally
on the lower level when the puzzle reset. On the south one, lift it and put
it down to the south. For th north, stand west and put it down to the north.
There's a hidden crack in the wall!
Now, still with Clive in the lead, have him use his Bombs on that crack.
This should blow up the wall.  Go through this newly opened door.
In here, there are four chests.  They contain Adventure 3 (Key Item), a Potion
Berry, 7,000 Gella, and 2 Gella Cards.  When you have all four items, head
west and exit. 

Back in the block room, the blocks will be on top of each other again. Face the
southern block, pick it up, and put it down to the north. Get near the northern
block on the upper level, stand west, pick it up, and put it down to the south.
Stand south and put it down to the east making the bridge once again.

Now that the blocks are in place, head to the south and go up the stairs to
the east.  Head north over the block path. Go all the way to the top of the
screen and go all the way west and then go south.  Put Gallows in the lead,
and have him examine that odd looking object.  This will open the door.  Now
head north, and go through the newly opened door.
----

You will go up an elevator.  At the top is another puzzle.
Pendulums:
----
Go down the stairs to the west and head south a bit. Have Jet as the leader.
Move the camera so that it faces east, and have Jet use his bommerang on the
Gem.  This starts a pendulum.  Continue all the way south and open the chest
at the end for a Gimel Coin.

Go back to the north, go up the stairs, and go down the next set to the east.
Head south over here and open the chest at the end for a Revive Fruit.
Go back north and go up one set of stairs.  Face south, and you will notice
the pendulum swinging back and forth.  Your goal isnt to go past it, but to be
hit by it.  When the Pendulum is to the west, stand in its path and it will
push you onto the switch.  The next Pendulum now starts.  Jump down to the
lower level so that you start at the door at the beginning of the area
again.

Now, you need to run pass that first pendulum (make sure you time it properly)
and at the second one, wait until you can time it right, and let the Pendulum
hit you onto the western platform.  Have Gallows examine the object, and the
door will open.  Jump down, go north up the stairs, go south through both
Pendulums and go through the newly opened door (to the south).
----

In the hall, go west up the path, and then go north.  Go through the eastern
door.

This is the hardest room in the dungeon.  You have to time things perfectly,
or you will fall down and have to start the room over.  You will notice two
revolving cogs.  We will need to work with both of those.

Sart by going east, and walk onto the first rotating cog when you can.  When
the cog rotates about 50%, walk off onto the northern path.  Head east, and go
up the stairs to the north.  Up here, wait until you have an open path (there
are open and closed spokes on the cog) and walk into the center.  Stay onto
one of the cogs with the open spoke, and when to cog rotates about 75% of the
way, walk off to the north.  On normal land again, step on the floor switch.

Once you have stepped on the switch, walk back onto one of the open spokes
and wait until it is about 70% from where you were and you will notice a
swing moving back and forth.  You will need to run back to the open spokes to
get it.  Once you time it perfectly, you will be able to get onto the swing.
Once on the swing, wait until it reaches the other side, and walk off.  Step
on the switch over here.  Walk back onto the swing when it comes over to you,
and time it perfectly so you can get back onto the Cog.

Back on the cog, wait until it goes about 75% around (from where you were) so
that you are facing south. You'll notice the second swing.  This one
is a lot harder to time than the previous and there is no special trick to
timing it, so just keep running back on the Cog and you will eventually get
it.  When you do, walk off onto the other side, put Gallows in the lead, and
have him examine the item.  The door will now open.  Go through it and be
happy this room is done.

Now, head east up the stairs, and then go north up the next set.  Go through
the western door into the next room.  This is another puzzle room.  

Clock:
----
This one is more challenging than tricky, making it the opposite to the
last room. Virginia needs to lead, so make sure to have her with her
Tindercrest in charge.  Now, if you dont know Roman Numerals (aren't they
supposed to teach those in first grade?), you are going to have quite a bit of
trouble with this puzzle.  Basically, you need to start at the Roman
Numeral 1 (which is I) and light that, and then go clockwise all the way
around lighting all the candles.  This IS timed, and if you do it in the wrong
order, you will have to start over. In simple terms, you want to light 1-12
in proper order. 
Try and get two or more at a time if you can,but settle for one at a time if you
can't get the two.  Once all 12 are lit (it takes a few times, so dont get
discouraged), the door opens.


Note: Here is a roman numeral chart for those of you who never learned them.

1   2   3    4   5   6    7    8     9   10   11   12
I  II  III  IV   V  VI  VII   VIII  IX    X   XI  XII
----


Go through the newly opened door and automatically up an elevator. Here, go
east and open all four chests here for a Gimel Coin, a Growth Egg, 3 Lucky
Cards, and a Duplicator.  Use the Gimel coin now (a boss is coming up) and go
through the northern door. Watch a scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 4,200
Gella: 4,500
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is quite odd.  Most unlike any battle in the game actually.

Asgard can not attack you.  He has a skill called Fortress of the Gods, but it
doesn't actually damage you directly.  He will waste every turn he has using
that skill over and over, and it will do absolutely nothing on your party. 
This may make the battle seem like a total breeze.  It isn't. It actually has
a hidden effect that makes the battle quite difficult. Eraser does not work,
you have to live with it.

Asgard will ALWAYS counter your attacks.  There is no might or maybe about
it.  He will always counter your attacks with Barrier Knuckle.  Normally this
wouldnt be such a bad thing, but Asgard has gotten a lot more powerful since
your last encounter with him.  This time his physical attack does 400-500
damage!  Well, not really an attack, but it is a counter.  Lucky for your
party, it doesnt have the highest hit percentage, but when it does hit, it
packs quite a wallop.

So obviously, you are needing to keep your HP up and wont want to attack
often.  I suggest having only Jet and Clive attack while Gallows and Virginia
are on healing duty.  After the original Mystic-Lucky Card and the Gella card
from Gallows, (while Clive and Jet attack) Virginia and Gallows should be able
to heal Clive and Jet easily.  Virginia using Heal Berries/Potion Berries
(Potion Berries if you have been breeding them at the Secret Garden, Heal
Berries if not) and Gallows using Heal if he has Aqua Wisp.  If he doesn't,
you may want to move it onto him for just this battle.  However, don't
move it until he's done an Extension - Shield on your party to help lower
the physical damage that you take from Asgard's counters.

With Gallows and Virginia on healing duty, Jet and Clive are free to attack
with any means necessary.  Dont allow them to attack when under 700 HP, but
attack with a full force when they have anything above that.  You may want
Virginia to use Mini-Carrots on them so that they can attack with Gatling more
often (Mystic-Mini Carrot works amazingly well).
Sadly, Asgard has high physical defense, so this battle will take a while.
You'll probably eat a lot of healing items keeping yourself alive, too.
To raise your attack, you may want to use Valiant if you're impatient.

Remember, since Asgard is purely a counter boss, if you're having trouble,
STOP!  It's that simple.  if you don't do anything to him, he can't do anything
to you, so stop attacking and spend a round or two healing with everyone.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: None
Gella: None
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is another odd battle.  This one will remind you more of the battle with
Janus in the Sand Canal than it did the previous battle.

First off, you have three party members, which is obvious.  Gallows will take
no part whatsoever in this battle, as he is busy elsewhere.  So you have to
rely on Virginia for all healing purposes.  Normally this would be a bad
thing, but there is one thing you have on your side.

This battle lasts 3 rounds.  No more, no less. And luckily, Asgard wont
counter your physical attacks like he did in the previous battle.  If your
party has a high enough level, you may not even have to heal.

First off, Asgard has a single attack. This is called Barrier Storm.  Barrier
storm does 300-500 damage to your entire party (all three members)!  This is
mainly a threat if it is more on the 400 side of the damage then the 300.
Have Virginia, and possibly, Jet heal the party with Heal Berries to keep
yourself alive.  Unfortunately, this is the only move he uses, so you'll
need to have more than one character on healing duty to survive the three
rounds.  Don't worry too much about someone dying here, just make sure at
least one character has enough HP to survive the final attack on the third
round.

Asgard has lower Physical defense than in the previous battle, but you can not
kill him this time.  As I said, this battle will last three rounds whether you
want it to or not.  In fact, you may want to just defend with all your party
members.  This will be over quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you get the Cosmic Cog Medium.

As always, you automatically exit the dungeon.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                      Three for the Price of Two                      -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 32
Enemies: Kobold, Maticore, Nak, Capricorn, Jumbo Critter, Jenny Green Teeth,
Triffid (thats a whole lot of enemies)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now, you have a choice.  I will automatically lead you to the Nidhogg pass.
If you've spent the time looking for the "Giants" on the world map, the
short little side quest will make it easier, but it is far from something that
you must do to find this dungeon. The two Giants are statues - one found near
Southfarm and one on the island between the two Sand Canals.  Again, you
don't -need- to find them, but they do point to where you're supposed to go.
You find the information on how you're supposed to do this in Virginia's room
in Boot Hill.
 
You may want to go to Baskar/Jolly Roger to upgrade all your ARMs and heal but
I will lead you to the dungeon from the Infinitum beach.

On the Sandcraft, head west (you will pass Baskar Colony beach) and then go
north until you see a path to the west.  Both of these paths lead to the
dungeon, but if you decide to get off the sandcraft to land before the
dungeon area, there are some nasty monsters, so be careful.

On the way to the pass, you'll see an area with three beaches if you head
west instead of north (it's a circle, so you'll get there either way).  Be
careful if you land on any of the beaches, as the monsters are strong. You'll
want Paralysis wards on at least one character.  There's a Millennium
Puzzle on the third beach, about as far out as you can go.  Use Extension -
Spectre on the Remnants to make them fall instantly. The puzzle is
around X: 4,429, Y:13,769 and is Millennium Puzzle #17. This one is actually
pretty easy, despite its 4/5 ranking.

Once you're done with the Millennium Puzzle, head back onto your Sandcraft and
head back east to the intersection with the beach.  From here, head north and
follow this path north and then northwest until you see a beach.  The land is
yellowish here, so it's easy to see where to land.  Search around the trees
to find the dungeon.

Note: The Triffids in this area drop Earth Rings, which teach the Earth Ward
skill.  You may want to get a few of these for later. Also, the Jenny Green
teeth on the Sancraft drop Water rings. You'll -need- 4 of these for an
optional boss at the end of the game, so I suggest spending some time fighting
them, too. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Nidhogg Pass (1)                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 3,341, Y: 21,815
Suggested Level: 32
Enemies: HelterSkelter, Mushussu, Amduscias
Bosses: Nidhogg
Items: Potion Berry, Gella Card x3, Revive Fruit
Duplicator Door: Mini Carrot, Migrant Seal, Adventure 4
Key Items: Adventure 4
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Read the name of the chapter section.  There are 3 Nidhogg passes,
though you have to only find two of them on the World Map.  You can either do
this one first, or you can do the second.  The other is actually probably
easier, but this one is easier to find.  Though you can do either first, you
must do both eventually.

When you enter, head south and you are immediately brought into an
unavoidable battle.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nidhogg
EXP: 4,000
Gella: 4,400
Strength: None
Weaknesses: Light, Dark
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Nidhogg is a surprisingly weak boss for this point of the game.  The only real
things he has going for him are his status effect, and everything else is just
like a normal enemy.

And thats what Nidhogg basically is.  A strong normal enemy.  He has a hell of
a lot of HP for a normal enemy, but his attacks do about the same damage as a
normal enemies, if a bit more.His normal attack does around 100 damage,  which
should be slightly more then the normal attack at this point.

He does have a few status attacks though.  Namely the ever evil confusion,
which he causes with an attack called "Luminous Moss".  He can also cause
Misery, but luckily, not Amnesia.  As always, use Inertia Cancel if you must
to cure it. Downhearted causes Misery, which stops you from using spells or
FP moves. This will slow the battle down more than it will actually damage
you.

Hopefully, Virginia and Gallows have the Moon Spark and the Flash Hit mediums
equipped respectfully.  Because Nidhogg is weak versus Light and Dark,
Virginia and Gallows can use magic on him to do quite a bit of damage.  On the
first few turns (one or two) a Casting of Grav (yes, it works in this battle)
does over 3,000 damage.  Of course, the damage will go down fast after casting
it.  Spectre (from Flash Hit) does from 800-1,200 damage to Nidhogg and will
work as your main offense in this battle.  Take note that in the end, multiple
castings of this will be more useful than Valiant, so use Spectre instead of
Valiant (if the Flash Hit is on a stong magic user - anyone but Jet works).

Physical attacks work, as always, but the magical attacks from Virginia and
Gallows will do more damage in the long run.  Have the party attack (remember
that before you kill him to use Gella Cards/Lucky Card), as if you attack with
the strong magic, you will kill him within two or three rounds.  Maybe even
one round, if your party is strong enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, Continue south, and onto the next screen.  In this 
hall-like area, continue south, and onto the third screen.

Here you are confronted with your first puzzle...Well not realy a puzzle, just
a tricky area.  Walk south, and press the O button to tiptoe over the bridge.
Tiptoe three steps, and then walk one normally, so that you fall onto that
lower level.  Use a Duplicator on the door, and go through it onto another new
screen.  In here, open all three chstes for a Migrant Seal, Adventure 4, and a
Mini Carrot.  Now, go south, and exit through the southern door.

Here, jump off to the south, and go through the western door.  In here, go
west, and open the chest for a Potion Berry.  Use the Steady Doll on the chest
and you will get Gella Card x3.  Head east, and exit to the previous room.
here, go south, southeast, and south through the door.

Short Box Room:
----
This puzzle is particularly annoying because of the encounters throughout.
In here, put Clive in the lead and jump south off the edge.  Here, there will
be two boxes.  With the Mighty Gloves, stand to the west of the box in the
upper level.  Pick it up, and put it down to the south.  Now stand to the west
of the same box, pick it up, and put it down to the west. Now, go to the north
up the stairs and walk south over the new block path.  Open the chest for a
Revive Fruit, and go through the door.
----

Here, flip the switch, and you are technically half done with this three part
dungeon.  Now, you just need to get out.  head north onto the previous screen,
jump off to the north, go up the stairs, and go through the north door.  Here,
go north and tiptoe (O button) over the path, and exit through the northern
door.  Go north through two more doors, and exit the dungeon.

If this is your first dungeon, you have one more to do.  If this was your
second, then you'll be able to continue onto the third portion of the
Nidhogg's Pass, but I'm assuming this was your first.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 33
Enemies: Nak, Capricorn, Jumbo Critter, Jenny Green Teeth, Gara Diablo, Crab
Bubbler, Triffid
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back on the world map once again, headwest, northwest, and then south.  get
back onto the sandcraft.  Once back on the Sandcraft, head south, and east
when needed.  Pass 3 beaches (one of them has a Millenium Puzzle, if you are
doing that side quest) and go south again.  Continue south all the way, and
eventually you will be back at Baskar beach.  This is an excellent time to
prepare, buy items, and level, as it will be quite a while until you have a
chance to do that again.

When you are sure you are all ready, head to Baskar Beach..
From Baskar beach, head west, pass the Infinitum beach, and when you get to the
area with the island with a beach between the two entrances of Sand Canal, 
continue northeast on your side (ignoring the other side) and follow the 
continent east. 

At the very tip of the continent (there's a long peninsula, so you'll know
when you hit it), head east and north to the next continent. You'll go a -long-
way, but keep following the continent (keep it to your right).  On one island
this way you'll find Millennium Puzzle #4. This puzzle is very easy and you
shouldn't have much problem with is.


From the Millennium Puzzle, head directly east and hit the small piece of land.
Follow this continent a short ways and you'll find another beach.  The land
on this beach is yellowish green, signifying that this is where you want to
be. Land here and search around the forest to find the second Nidhogg Pass.

If you're having problems finding this dungeon, it's in the far northwest of
the world map, but you have to take the long way around to get to it.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Nidhogg Pass (2)                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 5,508, Y: 22,676
Suggested Level: 33
Enemies: HelterSkelter, Mushussu, Amduscias, Mimic
Bosses: Nidhogg
Items: Lucky Card x3
Duplicator Door: Mimic (Tiny Flower), Name Tag x2, Grab Bag
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is just like the previous Nidhogg Pass.  The puzzles are different, but
you can actually SEE the other pass in this one.  This is basically just the
other side of the original dungeon.

When you enter, head west, and you automatically enter battle.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nidhogg
EXP: 4,000
Gella: 4,400
Strength: None
Weaknesses: Light, Dark
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is the exact same as the previous, and should be treated as such.
Nidhogg still gives all those nice EXP/Gella bonuses though.

Nidhogg is a surprisingly weak boss for this point of the game.  The only real
things he has going for him are his status effect, and everything else is just
like a normal enemy.

And thats what Nidhogg basically is.  A strong normal enemy.  He has a hell of
a lot of HP for a normal enemy, but his attacks do about the same damage as a
normal enemies, if a bit more.His normal attack does around 100 damage,  which
should be slightly more then the normal attack at this point.

He does have a few status attacks though.  Namely the ever evil confusion,
which he causes with an attack called "Luminous Moss".  He can also cause
Misery, but luckily, not Amnesia.  As always, use Inertia Cancel if you must
to cure it.

Hopefully, Virginia and Gallows have the Moon Spark and the Flash Hit mediums
equipped respectfully.  Because Nidhogg is weak versus Light and Dark,
Virginia and Gallows can use magic on him to do quite a bit of damage.  On the
first few turns (one or two) a Casting of Grav (yes, it works in this battle)
does over 3,000 damage.  Of course, the damage will go down fast after casting
it.  Spectre (from Flash Hit) does from 800-1,200 damage to Nidhogg and will
work as your main offense in this battle.  Take note that in the end, multiple
castings of this will be more useful then Valiant, so use Spectre instead of
Valiant (if the Flash Hit is on a stong magic user...anyone but Jet works).

Physical attacks work, as always, but the magical attacks from Virginia and
Gallows will do more damage in the long run.  Have the party attack (remember
that before you kill him to use Gella Cards/Lucky Card), as if you attack with
the strong magic, you will kill him within two or three rounds.  Maybe even
one round, if your party is strong enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, continue west and onto the next screen. In here, walk a
bit west, and then turn the screen south.  You will see a gem in the south-
western corner.  This gem is hard to hit, but you need to.  Have Jet with
his boomerang and target the wall -above- the gem (the key word there is
"above.") so that the boomerang falls off the wall and hits the gem,
When you are able to do this correctly, the door to the west will open. 
Go through it.

Continue west, and onto the next scree.  Now, go directly south, and jump down
to a lower level (close to the wall, not by the ladder). On this lower level
there is a chest that contains Lucky Card x3. .Continue south and jump down
again.  Go down the stairs, and through the southern door.

Here, go south and west.  Push Virginia in the lead (not for now, but for a
puzzle in a few seconds), and go south.  Use a Duplicator on the door, and go
through.  open the chests in here for a Mimic (Tiny Flower), Name Tag x2, and
a Grab Bag.  Head out of the room the same way you entered.

Candles:
----
Back here, use Virginia and her Tindercrest to light the first candle on this
lower level, which is just to the north of the Duplicator door.  You may want
to turn your screen to the east to make it easier to see. When this is lit, go
halfway up the stairs and face south.  Use the Tindercrest on the second
candle.
Continue all the way up the stairs and at the very top of the stairs, face
the last candle. Light it the same way and the door opens.
----
Head through the far southern door.  In here, flip the second (or first switch,
depending on if you did this pass or the other pass first) and the path
opens.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Nidhogg Pass (3)                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 5,142,  Y: 18,659
Suggested Level: 33
Enemies: HelterSkelter, Mushussu, Amduscias
Bosses: Leehalt, Balzas
Items: Duplicator, Tool: Galecrest, 8,500 Gella, Potion Berry, Amulet, Gimel
Coin
Duplicator Chest: Full Carrot
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Completely ignore the Coordinates.  Those are the Coordinates to the
exit, which is the only direct entrance to Nidhogg pass 3.  You would normally
get there through a door after completeing Nidhogg Pass 1 and 2..which you
should have just done.

Also note that you wont be able to access this dungeon until you have finished
Nidhogg Passes 1 and 2 both, not just one or the other.  So dont worry about
this area until you have done them both.

After finishing both Nidhogg passes, go through the newly opened door to the
south to enter the last part of the dungeon.

Immediatley go south, and jump down to the lower level.  Head west, and up the
stairs at the end.  Go through the western door.  In here, open the two
chests for a Duplicator and a Tool: Galecrest for Virginia.

Note: The Tool: Galecrest is different from the other tools you have gotten so
far.  It allows you to travel one space (or one block distance) over an area.
If the path has enough blocks in it, you can easily get all the way across
with just a single Square button press.  You can get over small gaps with this
tool, so it is quite useful, and quite fast.

Exit the room the same way you entered. 
Equip the Galecrest of Virginia, and face east.  Have Virginia use the
Galecrest.  If you are facing the right direction you'll go flying to the 
other side of the room at the wall.  That's all there is to it. Head through
the door to the south. Follow this next path to the south and through the
door at the end.  A short puzzle awaits you.

Making your own path:
----
In this next room, jump down to the south.  Over to the east is a switch for
you to step over. Continue south and open the chest here for 8,500 Gella.
Head west and pull the southern switch. Head back east and use the Galecrest
to teleport over the switch (if you accidentally step on the switch, you
need to head back southwest and pull the lever again).  Once you're on the
other side and west and then east up the stairs. Turn the camera south and
use the Galecrest to get over the blocks, which should be perfectly in place
at this point.
Go through the southern door.
----

Two Puzzles in a row:
----
Another puzzle is in this next room.
In here, jump down and break the boxes to the west.  Step on the switch here
to open the door.  Put Clive in the lead and equip the Mighty Gloves.  Walk
over to the block on the upper platform, and stand north of the western
block.  Lift it up, and put it down to the east.

Now, put Virginia in the lead and head up the stairs.  Face the block that is
still on the upper level and the block you put down onto the lower level
(they should be in a vertical row).  Use the Galecrest and Virginia will
teleport over to the block, but will be stopped by the block on the upper
level.  Put Clive in the lead again and have him lift the block on the
upper level and put it down to the west.

Have Virginia use her Galecrest and teleport to the western side of the
screen.  Go through the door.
----

This one is easy.  Go all the way west, and Tiptoe (remember, the O button)
north.  Step on the switch here.  Now, Tiptoe south and go a bit east.
Tiptoe north up the center path, and open the 2 chests here for a Potion Berry
and an Amulet. Tiptoe back south and go north up the far eastern path.
Tiptoe up this last one, and go through the door.

Here, head east, and use the Galecrest at the end, and go onto the next
screen.  In this hall, continue east, and go through the eastern door for
another annoying puzzle.

Multicolored Blocks:
----
Here, there are three blocks. If you look closely, they're slightly different
colors.  The far west one is "brown," the center one is "Blue," and the last
one has a greenish tint to it. Paying attention to the color in this part
is very important.

Put Clive in the lead, with his Mighty Gloves on, and stand to the south of the
brown block. Lift it and put it down to the south.  Now stand to the
west of it, and put it south.  Stand to the west of it once again, and put it
west. Finally, stand to the south and put it down to the west. Next, stand
east of the blue block (notice the block change here), and push it to the
the west and then south, where it should hit the far wall.

Now, get that last block (greenish) and push it west three times and south
twice. After this, push the blue block west and then the green block once
more to the south.
Now, put Virginia in the lead and head up the staits near the entrance.
Use the Galecrest to get over two blocks to the south, and then face east.
Go over those with the Galecrest, too.  Go through the southern door.
----

Almost done!
In here, jump down to a lower level and go south.  Go up the stairs and 
through the western door.  Open a chest in here for a Gimel coin
(which is actually smartly used now).  Use a Duplicator on the other chest,
and you will receive a rare and very useful Full Carrot. I suggest saving
this and giving it to Florina to grow later on.


Blocks and Teleports:
----
Exit the room after getting both items and now you can finish the puzzle.
Head down the stairs and go south. Break all three of the boxes on the upper
level. You can pick them up from the lower level, so don't worry about
doing anything special.  Head back north and go up the stairs, but not
through the door.
Face East and you'll notice a block on the upper level.  Use the Galecrest
and make sure you hit that box so that it stops you on top of the large
crate. Have Clive put on his Mighty Gloves, lift the box from where you're
standing and put it down to the south. Jump down to the lower level.

Stand to the south of the eastern block and put it down to the east. Now
get the western block. Stand to the east of the block and put it down to
the east twice so that it's lined up vertically (or horizontally depending
on your camera angle) with the first block.  Head back up the stairs and
teleport all the way east with the Galecrest.  Hop down onto the block that
you lined up with the wall and the second block and then use the Galecrest
to teleport south.  This will likely force you through the door onto the
next screen.
----

Here, watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt
EXP: 4,300
Gella: 4,500
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Fighting Leehalt is like battling no other enemy in the game.  Leehalt rarely
attacks your party, which is something essential to your own survival.  Why
might you ask?  Well read on and I'll tell.

Leehalt counters everything you do.  And it isn't like the Asgard counters,
either.  Leehalt counters with an attack called "Rule of vengeance" which does
the exact same damage to your party member (that attacked) that the attack did
to him.  So if Virginia attacked for 200 damage, Leehalt would counter for 200
back.  Leehalt's counters always hit and there is no way to lower the damage
they do.

Now the question is, how do you attack him without your own party being
decimated in the process?  And the answer to that is: You don't.  First off,
your weaker attackers (Gallows and Virginia namely) should not attack at all.
if you want them to get FP, use Mini Carrots and dont risk attacking.  Clive
and Jet will take over 500 damage per round,if they are strong.  Virginia
and Gallows can heal that (one character each), as long as they are both on
healing duty.

Now, with Gallows and Virginia on healing duty, you have two choices and ways
to go about this battle.  You can have Clive and Jet use Mini Carrots on
themselves so that they get max FP, and then use Gatling when both are at
max.  The danger to this is, when you use Gatling, Leehalt doesnt just counter
the damage of one attack, he counters the damage of ALL the atacks (so if you
do 300 damage with 3 attacks, he will do 900 back, not 300.)  This will almost
always kill the member that used Gatling .That is the fastest and easiest way
though, if you're willing to sacrifice members a few times.

The other way is to only attack with Clive and Jet normally.  Dont use
Valiant, as that will up the damage Leehalt does back to you.  You can keep
your HP up (dont let it go under the amount double the damage they do
normally, as you never know when your characters can critical attack) with
Virginia and Gallows, while Jet and Clive attack.

Either way works, but just remember to keep your HP up, and remember that
Healing is your friend. Without healing, you are going to be screwed quickly.
Caution is what this battle is all about.  If you go into it head on, you will
be slaughtered.

What might help a bit is to have Virginia use a Mini Carrot on herself on
the second round (After a Mystic - Lucky Card on the first) and then every
round or two after this use Mystic - Mini Carrot. This will recover not only
her used FP from Mystic, but give everyone else 25 FP as well.  Not having
Virginia heal is a bit risky, but you can kill Leehalt rather fast by doing
this.

Like the Asgard battle, if you find yourself overwhelmed or with a KO'd
character, you can pretty much stop the damage on your party by just not doing
any actions against Leehalt.  Spend two or three turns recovering and then get
back to attacking.  Don't hesitate to stop every few rounds if you find
yourself being slaughtered by your own damage.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch another scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Balazs
EXP: 2,250
Gella: 2,400
Item: Full Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, you will fight no other enemies in the game like
this one.  This is even odder than the previous battle though.  Balazs has two
attacks.  Though those attacks are some of the strangest you'll ever see.  To
make it even worse, you may not have had enough VIT to restore from the last
battle, so you may not be in top condition.

His first attack is called Otherworld.  This incredible looking skill will
reduce your entire parties' HP by half (so if you have 1,000 HP, it will do
500 to that member).  This attack can not kill your party, which is a major
plus.

Throughout the duration of the spell, Balazs will be invincible and not take
any damage.  Fortunately, the effect only lasts one round.  To actually do
some damage to Balazs, you need to attack before him. Unfortunately, at this
point the only character fast enough for that is most likely only Virginia.
You can use support spells from Gale Claw to boost your speed and help a bit,
too. The only other way to damage the boss is to attack after the spell wears
off.  

How do you attack after the spell wears off?  A little friend called Cosmic Cog.
Use Mini Carrots on the character with Cosmic Cog until he/she has 100 FP. 
Then, use the Arcana "Replay" on the character you want to attack
(probably Clive).  Don't use Gatling, as you would have wasted all your FP
previously in the turn and won't restore it.  Attack normally with the character
and though your chosen character will not damage Balazs throughout the normal
turn, on the "Replay" turn your character will damage him.

Of course, Jet has Accellerator that can help him attack first no matter
what so you don't even have to worry about Cosmic Cog if you're willing
to only use him as a damage dealer. If you use Quicken, you won't even need
to use Accellerator.  Also, since the boss CAN kill you (even though most of
the time he just halves your HP) keep your HP over 400 for everyone so that
his only attack that can kill you - doesn't. This is a good battle to use
the broken Valiant spell, since your HP will remain low throughout.

Now that you know how to hurt him, you just have the other basics.  Balazs has
one othre attack, which attacks one member for 200 damage.  Keep your HP over
300, and that one shouldnt be a problem.  Just focus on his immunity, and he
will die rather fast.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Continue watching.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Life                                   -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Greenlodge                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates:  X: 5,366, Y: 17,243
Suggested Level: 34
Shops: Inn, Save Point
Items: Potion Berry
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Virginia will have no VIT for this area and the rest of the next
dungeon.  She can not restore it, either.  She can restore her HP through the
use of Berries and Arcana though.  Just realize that her HP won't restore
after battle. That's supposed to happen.

Watch a scene.  Note that the red and white box works the same as an inn, and
will restore your party's health, VIT, MGC, etc.  Talk to all your party
members, and then exit the room.  Watch a stunning scene.

Another note: You can't get to this area in any other way except for Nidhogg
Pass, so make sure you do everything you can now, so you dont have to waste
your time later. You will come back here later if you plan on finishing all
of the optional bosses.

If you head back into Greenlodge, you'll find a Potion Berry in one of the
boxes.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 34
Enemies: Blue Snail, Shrieker, Okypete
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This small, secluded part of the world map has the next dungeon you're
looking for.  However, there's also a Millennium Puzzle in the area.  You'll
want to do the puzzle now so you don't have to walk through Nidhogg Pass if
you choose to do the puzzles later on.  The puzzle is around X: 4,449 and
Y: 18,219.  It's Millennium Puzzle #15.

From Greenlodge, go all the way north and you will pass a lake to the west.
Follow the lake as it goes west and soon you will see a litle area of green
that screams: "Something is here!".  Well, that is your goal.  Search around
this area, and you will find the dungeon.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Yggdrasil                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 4,240,  Y: 19,100
Suggested Level: 34
Enemies: Okypete, Clay Puppet, Cocatrice, Mimic
Bosses: Melody, Malik, Leehalt, Janus, Leehalt, Melody, Malik
Items: Duplicator, Lucky Card x3, Gimel Coin x2, Revive Fruit, Gella Card x2,
Minic x3 (Mini Carrot), Gimel Coin x2, Lucky Card x3, Potion Berry, Baselard,
Name Tag, Gella Card x2, Mimic (Cait's Boots), 10,000 Gella, Gimel Coin
Duplicator Chest: Booster Kit
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Be prepared for a loooong dungeon here folks.  We have about 5 boss battles,
and over 10 puzzles...be prepared to get frustrated and annoyed.  This is one
bitch of a dungeon.  Make sure you set aside a few hours before you start.
Finally, remember to watch Virignia's HP after a battle.  She won't recover,
so you need to do it manually.

Watch a scene and head north, then east up the stairs.  Go northwest, and
up another set of stairs. At the top, go west all the way, and you will notice
an opening in the southern fence.  Turn the screen west and jump off the
level, making sure you land on the switch.  When you do, the door opens and
you can go to the next screen. Head east up the stairs, go west, and through
the northern door.

Here, have Virginia lead, and use her Tindercrest (from a distance, or else
you will lose HP), to destroy those guns. The Galecrest does not work to
dodge these.  Near the end, stay against the northern wall and use the
Tindercrest on the last two guns, which are definitely the hardest to hit.
The easiest way to hit these is to stand diagonally from them at the corner.
Once all of the guns are gone, get rid of the barrier by using the Tindercrest
on one of the orbs that transmits the power (basically, the little globe on
the side).  Once the path is clear, head through the door.

In here, go southeast, through the hall, and west through the door onto the
next screen.  Here, stay away from the guns, destroying them from a diagnol
distance like the previous ones. Continue down the path and by the door is a
ladder.  Climb up it, and open the chests to the north for a Duplicator, and 3
Lucky Cards.  Jump down to the west, and go through the door.  Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Melody
EXP: 2,500
Gella: 2,700
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Unlike the previously Melody battles, she actually counter attacks this time.
Melody isnt that strong, actually.  Its more your own mistakes that will
destroy you in this battle, and not her. She doesn't even directly harm you!

Melody does have an odd new ability.  The game states it (and I quote
directly):

* Melody's barrier fends off attacks that do less than 350 points of damage.
Your ARMS and Arcana attacks must exceed the barrier limit in order to damage
Melody!

If you have played Breath of Fire V, it will be familiar to you.   This is the
same as the ABD (which was on the Regents).  Basically, you have to do 350
damage to Melody, or else your attacks will have been worthless.  Note the
fact that each Gatling shot has to do above 350 damage to harm her.  This
actually isn't as much of a problem as it may seem.  Melody has low physical
defense, so most of your attacks should do over 200 damage, at least
Clive and Jet's hopefully. If you can't damage her well with physical
attacks, have Virginia use Mystic - Mini Carrot a few times to feed the party
FP to damage Melody more easily with Gatling.

You won't want to attack with other then the two of your main attackers
anyways.  Melody's counter is called Venom Strike, and causes Poison to a
target.  If you have Poison Wards, this will be worthless and Melody won't be
able to touch you. But if not, Poison can tear you apart quickly.  If
you don't have the wards equipped before battle you can always spend some
time in-battle with the Medium command before you start giving commands to
your characters.  Moonstones give the Poison Ward trait.

If you're having problems damaging Melody, you should take off the Poison
Wards and let her poison Jet and Clive for a round. Have Gallows use
Valiant once they've lost around 800 HP and then there won't be any problems
damaging her. Eraser does not get rid of Melody's barrier.

While Clive and Jet attack, Virginia and Gallows should be healing Poison and
HP as needed.  They will do best with Magical attacks, but only if the damage
exceeds 350.  If not, dont bother, and use Mini Carrots on Clive or Jet (if
you have enough, that is). If you build Virignia or Gallows up past
70 FP (probably with Mystic - Mini Carrot) have them use the Summon command
and they can break over 700 damage on Melody, too.

This battle isn't that bad, if you are strong or high levelled.  If not, it
can last a while.  Just make sure to have those Poison wards! This battle
is actually a decent way to get EXP if you keep attacking for low amounts.
Everyone gets .1% extra EXP every time that they ward off her poison. You
can easily break five or six thousand experience in this battle if you
use a Lucky Card and let it drag on a bit.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, heal any members that may be poisoned and head south onto
the next screen.

In the hall, head northwest and go east through the door.

Fire and Ice:
----
This is the most annoying puzzle in the dungeon and most likely the game.
Virginia needs to lead, so ignore the sign and what it says about water.
Equip Virginia with the Tindercrest and go to the western side of the
puzzles (that is near the door where you entered).  Have Virginia use the
Tindercrest on the first and fifth (the outer) "lights" in this row.  This
causes two lines of lights to turn green.

Now go to the southern row and use the Tindercrest on the second and fourth
rows (not the outer rows or the center, the second in on both sides).  If you
do this correctly, a door will open.
Here's a nice little graphic for you. Each "|" is a lamp.
          N

1 ->  | | | | |
      | | | | |
   W  | | | | | E
      | | | | |
2 ->  | | | | |
        ^   ^
        3   4
          S

Light the rows in order 1, 2, 3, 4.
----

Go through the newly opened door and you automatically go up an elevator.

In this new area, have Gallows lead, and equip the Steady Doll.  Face east,
and use the Steady Doll on the two chests here for 2 Gimel Coins and a Revive
Fruit.  Continue west and go south at the intersection. Go through the southern
door.  In here, open two chests for 2 Gella Cards and Mimic x3 (Mini Carrot). 
Exit the room back to the main screen. Head north and through the western
door onto the next screen.

In here, go northwest and south through the door.  Now, with Gallows still in
the lead, have him use the Freezer Doll and go shoot those steaming pipes.  If
you hit them, they will freeze, and stop shooting steam. After getting the
first two, continue south, and freeze two more pipes.  Now, before you go
through the eastern door, SAVE.  Go through, and watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Malik
EXP: 2,700
Gella: 3,000
Item: Potion Berry, Dragon Fossil (rare)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Wow, talk about ouch.  Malik is about 10 times more dangerous than Melody and
much worse than he was in the previous battles.  If you aren't cautious,
Malik can easily obliterate you.

Like in the previous battle with Malik, he starts off blurred and radiating.
This is something he retains in all battles with him.  Use Decelerate on your
first round to get rid of the effect.  Other than that, everything he does
is new.  One problem I recently faced in this battle was that I had Terra
Roar on Gallows, who was meant to Decelerate Malik.  However, each turn
before he could get the Decelerate off (after I cured Misery) he would
use Tri-Injury and cause the Misery status again - basically stopping me
from damaging him at all.  Long story short?  Put Terra Roar on Virginia
before this battle so she can get the Decelerate off before Malik can act.
I would suggest putting it back onto Gallows afterwards, though, so he
can use Extension - Shield on your party.

Malik basically acts like this:  Before you use Decelerate on him he'll use
the Tri-Injury skill over and over again, maybe annoying you by using it on
the person who has Terra Roar, making it difficult to actually use the
Arcana.  After that, he switches strategies to. . .

Malik has an attack called Chaotic Dimension.  Like the previous fight, this
causes the confusion status on members.  But it isnt only one member
this time, it's your entire party!  This is a serious threat, so have as many
characters with the Confusion Ward as possible.  Virginia is the most
important character to have it on, so she can use Mystic - Pinwheel.  If
You don't have confusion wards set on characters, spend some time using
the Medium command before the battle to prepare yourself.

As you likely know, with confusion your party will slaughter itself.  If your
characters are strong, it will be even worse.  Sadly, Confusion isn't Malik's
only skill.  This time he has an ability called Anihilator, which does 300-400
damage to your entire party at once.  This, paired wioth the attacks
internally, can cause some chaos.

So...Now that you know what he does, wheres the strategy?  Well, as I said,
Virginia is the most important character to have a Confusion ward on.  The
second (and/or third character) is your choice.  Gallows can be good because
he may be able to heal your parties' status with Extension and Flash Hit. 
Flash Hit has the Cleansing Arcana, which removes negative statuses.
Of course, you may want it on Clive, since he has the strongest physica
attacks and can easily decimate your party when he attacks you. Jet is fast
and good for healing quickly, if needed.

Keep your HP above 1,200 at all times.  That is probably the max damage your
party/Malik can do to one character at any set turn.  Your party members can
probably do 800 (put together) and Malik can do 300-400 damage with his
Anihalator. As I said, thats the worst situation, but you can't take too many
chances.

Go all out on Malik.  Because this battle can be annoying as hell, use Mini
Carrots, and Gatling whenever you can.  Dont hesitate to use Inertia Cancel to
heal your party members of Confusion, either.  You may even want to attack
with Virginia and Gallows, though they dont do much damage.  Anything to get
this battle done in a hurry so that Malik wont be a threat. He takes a lot
of damage and seems to have low HP, so as long as you can keep confusion off
of your attackers, he'll fall quickly.
Remember to cure any Amnesia on your party before the battle ends so that
everyone can get EXP.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, examine the tank for a rather interesting comment.  Now head
through the eastern door onto the next screen. Here, go southeast, and through
the northern door.  

Stuck:
----
Head north in this room and some walls will come up.  Use Clive as the leader
and have him equip his Bomb.  Face the wall to the north and press the 
Square button as quickly as possible for about 10 seconds. This is pretty
much the same as with the large boulders. Clive needs to have about 6 or 
7 bombs detonate one right after another, so the Square button needs to be
pressed in rapid succession. When done correctly, the wall breaks.
It's only required to do it to onw, but you can break the other wall, if
you wish.
----
Head through the northern door.

Here, tiptoe west over the western bridge, and go south through the
door.  Here, open the three chests for a Gimel Coin x2, Lucky Card x3, and a
Potion Berry.  Exit the room the same way you entered. 

Flimsy Floors:
----
Back in the puzzle room, Clive should lead, equipped with the Mighty Gloves.
Stand to the south of the dark block, lift, and put it down to the south.
Now, push the other block, the shiny one, to the south so that it hits the
first block that you moved.  Then push it to the east over that flimsy
bridge you had to tiptoe over.  It will land on the switch, opening the
door.
Now, tiptoe back over the bridge, and go through the northern door.
----

Here, go southeast, and west through the door.  Go northwest, and turn the
screen south.  Have Virginia use the Tindercrest on the guns here.  Kill them
diagnally and from a distance to get rid of them.  Once they are gone, go
south, and climb up the eastern ladder.  Open the chests for a Baselard (If
you dont have 4 of these, you are in luck.  Be happy, these things are
amazing) and a Name Tag.  Jump off the edge, save, and go through the southern
door.  Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt
EXP: 3,000
Gella: 3,500
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Before I get into the strategy, DO NOT use Mystic-Lucky Card on this boss.
Nor should you use a Gella Card, as if you do, you will just be wasting the
items/FP.

Now onto the strategy. Like the previous battle, Leehalt is deadly.
Though he only has the same attacks as before.  He rarely (mainly when you
aren't attacking him) uses Eliminate Scanner for 400 damage, but everything
else he does relies on counters. Eliminate Scanner paired with Rule of
Vengance can hurt badly.

Also as with the previous battle with him, his counter attacks do the same
amount of damage that your normal attacks did to him.  Because of this, only
your strongest attackers should attacks, and let the weaker ones be on healing
duty. Virginia and Gallows should make sure Jet and Clive have over 1,200 HP
at all times, or else they may critical attack Leehalt and accidentally kill
themselves.

Just remember to STOP your damage if you need some time to recover.  while
Leehalt attacks this time, he won't be able to do more than 500 damage to
a single character.

Other than that, the battle is the exact same as the previous (and I copy from
my previous strategy):

Now, with Gallows and Virginia on healing duty, you have two choices and ways
to go about this battle.  You can have Clive and Jet use Mini Carrots on
themselves so that they get max FP, and then use Gatling when both are at
max.  The danger to this is, when you use Gatling, Leehalt doesnt just counter
the damage of one attack, he counters the damage of ALL the atacks (so if you
do 300 damage with 3 attacks, he will do 900 back, not 300.)  This will almost
always kill the member that used Gatling .That is the fastest and easiest way
though, if you're willing to sacrifice members a few times.

The other way is to only attack with Clive and Jet normally.  Dont use
Valiant, as that will up the damage Leehalt does back to you.  You can keep
your HP up (dont let it go under the amount double the damage they do
normally, as you never know when your characters can critical attack) with
Virginia and Gallows, while Jet and Clive attack.

Either way works, but just remember to keep your HP up, and remember that
Healing is your friend. Without healing, you are going to be screwed quickly.
Caution is what this battle is all about.  If you go into it head on, you will
be slaughtered.

What might help a bit is to have Virginia use a Mini Carrot on herself on
the second round (After a Mystic - Lucky Card on the first) and then every
round or two after this use Mystic - Mini Carrot. This will recover not only
her used FP from Mystic, but give everyone else 25 FP as well.  Not having
Virginia heal is a bit risky, but you can kill Leehalt rather fast by doing
this.

Like the Asgard battle, if you find yourself overwhelmed or with a KO'd
character, you can pretty much stop the damage on your party by just not doing
any actions against Leehalt.  Spend two or three turns recovering and then get
back to attacking.  Don't hesitate to stop every few rounds if you find
yourself being slaughtered by your own damage.

NOTE: Make sure you are healthy when you kill Leehalt.  Don't pound him so
much that your party gets hurt more than it should.  There is a battle
right after this and you'll have no time to recover.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 6,500
Gella: 7,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is annoying, and luckily, it will be your last battle with Janus.
You should know Janus' attacks by now.  They haven't improved much, but the
main problem with this battle is your stats.  You start with the same HP/FP
etc abilities that you ended the Leehalt battle with.  This means any dead
characters or low HP characters will remain that weak.  This makes this battle
a pain.

First thing: Get your party healthy.  The battle with Leehalt may have left
you quite weak, so make sure your HP are up to max again.  After that, then
you can focus on attacking Janus, and killing him once and for all.
Unfortunately, you, literally, start the battle right off where you left
the Leehalt battle, even any unfinished commands that were used then will
be used now. You'll need to use a Mini Carrot or two just to get your
party back into shape. I suggest using a Mini Carrot on Virginia and
then having her use Mystic - Mini Carrot. After that, then you can use
Mystic - Lucky Card.

Janus attacks much more frequently than before.  He can use Negative Rainbow
(for 300-500 to all party members) as many turns in a row as he wishes.  If he
uses it three turns in a row (which I have seen him do) he can easily decimate
a weak party.  So keep your HP above 1,500 at all times, or else be prepared
to suffer.  Dont hesitate to use Mini Carrots on Virginia so she cxan use
Mystic-Potion Bery, either.  You need all the health you can get, and Gallows
with Extension-Heal probably wont get it to you. I suggest using Extension -
Shield, though.

Other than Negative Rainbow, Janus can attack single party members.  Proton
Beam does around 500 damage to a single member, which is Janus's strongest
attack.  He has a Dark Spear attack, which he uses rarely, as well, that does
200 damage to a single member.

Now, while Virginia is on constant healing duty, have Clive/Jet attack, while
Gallows is on Support.  Depending on how you play, you may want Gallows to use
Mini Carrots on your attackers so they can use Gatling more often, or you may
want to use Valiant (ugh...so early on, it feels like you are cheating).
Extension-Valiant is your friend if you decided to play that way.  But as
always, Gallows works best on Support.

Take note, you should use Gella Card/Mysitc-Lucky Card in this battle.  it was
only the Leehalt battle in which you shouldn't use them in.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.  Go south, and onto the next screen.  Here,
go northwest, and though the eastern door.

Memory:
----
Step on the switch in the center of this room.  This is a memorization puzzle
and is randomized, so I can't help you on it.  Just say the path over in your
head with each new button that is lighted in the beginning and you should be
able to do it.
Press X by each of the little poles (test tubes?) in the row they were lighted
in the demonstration.  When you are able to light all of them, the door opens.
Don't be discouraged if this takes a while. If it takes too long, turn away
from the game for a bit to rest and then come back in 10 or 15 minutes.
----
Go through the door and up the elevator.

Here, go west, south, and through the southern door.  Open the chests her for
Gella Card x3, a 4 Mimics (Cait's Boots), and 10,000 Gella.  Exit the same way
you entered. 

Block and Gem:
----
Back here, head east about halfway, and face south.  Line your party up with
the block and have Gallows use his Steady Doll to push the block once to
the south. Switch to Jet and use his Boomerang to hit the block so that it
falls onto the Gem below.
When it does so, it will open the door.
----
Go through the western door.

In here, go northeast, and through the southern door.  Put Virginia in the
lead immediately, and use the Galescrest ASAP.  Make sure you are facing the
path.  If done fast enough, your party will be able to make it across.  If
not, just do it again until you get across (don't wait until it starts,
immediately do it!).  On the other side, go up the western ladder, and go
north.  Open the chest at the end here, and you will get a Gimel Coin.  Use a
Duplicator on the second chest, and you will get and ever useful Boster Kit.
Now, head south, and jump off at the end.  Go through the eastern door.
Watch a cutscene and head again through the eastern door.

Now, go southeast, and north through the door.
I really hate this type of puzzle. . .:
----
In here is a damn button stepping Puzzle.  There are 9 buttons that you need
to step on in order to light them all up. Red is "lit" blue is "unlit."
There are tons of ways you can beat this puzzle, too many to actually
mention.  But I'll list one short-ish way.

Face the camer to the north and step on the far eastern block (the center
east, not the north or south) and then step off the puzzle. Step on the
southern western block and then step off. Step on the top (northwestern)
block next. Hop off and walk down to the southeastern block.

Here's a small little graphic of the above. This is the very first set of
actions.
       N
     3 X X
   W X X 1  E
     2 X 4
       S

Next, you need to step on the western block twice in a row, but staying
on the puzzle after the first press. Walk to the center of the puzzle and
step on the center, too. Walk off the eastern center of the puzzle.
Then you'll want to step once onto the top right (northeast) block, which
sets you up for, finally, being done. Step Southeast (bottom right) block
Last and you'll finally be done.

       N
     X X 9
 W 5/6 7 8 E
     X X 10
       S

The puzzle should be finished.
----

Save before going north through the door.

Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt, Melody, Malik
EXP: 8,400 (2,800 each)
Gella: 9,000 (3000 each)
Item: Full Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well, for the last battle in Chapter 2, this surely isn't as bad as one might
expect.  First off, none of the thre prophets have their special abilities.
This means Melody doesnt have her Poison counter or her 350 damage barrier,
Malik doesnt have his Confusion attacks, or his high evasion, and Leehalt wont
counter you with the same damage you do to him.  The battle isn't nearly as
difficult as it would be if all of your foes were at full strength.
Because your enemies don't have their special abilities, it's an all out brawl
rather than a fight of strategy.

Malik's speed changes drastically throughout the battle.  Sometimes he goes
last, other times before Virginia. Because of his erratic speed, he can be 
considered the worst threat of the bunch.  You may want to put Gale Claw
onto Gallows at the very beginning of the fight and have him use Extension -
Quicken on your party, but it's not necessary. It will just make keeping up
with Malik a bit easier.
Leehalt is probably the strongest, with the most powerful Eliminate Scanner,
but he doesn't have the speed to back it up.

Eliminate Scanner is the only attack each of the prophets are capable of using
in this battle.  Malik's is the weakest, and Leehalts is the strongest.  They
do from 300-500 damage to one character.  This isn't so serious, luckily, but
if they attack one character a round, that is 1,500 damage, and can easily
dlaughter a low level character.

So, keep your HP above 1,500, if possible.  If not, just keep your HP at max,
and you should survive.  Make sure to use Gella Cards on all of them, and you
will get quite a hefty sum of Gella after the battle (18,000, actually).
Mystic-Lucky Card, as always, as well.  But dont let anyone die, because thats
a nice amount of EXP you will get from winning this battle.

Pound on Melody first, as she has the lowest defense and HP.  She will go down
in two or three rounds.  Then go after Malik, as his radical speed can be
annoying, especially if you are trying to heal a dying character.  Leehalt is
last.  Though leehalt is the strongest, he is also the hardest to kill off
(and the least annoying).

This battle isn't supposed to be too difficult, dont make it so, with all the
pretty special effects and such.  Just slaughter them and be done with it.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a looooong scene.


*****************************************************************************

*************                     Chapter 3                     *************

*****************************************************************************
-chpt3-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Demolition                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Boot Hill                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,729, Y: 513
Suggested Level: 36
Shops: ARMS, Inn, Item, Save Point
Items: Any items you did not get before
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You are automatically brought to Boot Hill from the end of Chapter 2, so you
do have to walk out of that horrid Yggdrasil dungeon.  Watch a scene.

Note: Immediatley in Chapter 3, you can get the 'airship'.  The Airship isn't
exactly an airship, but functions the same as one. It is not required until
later in the quest, but you can get it as soon as you wish.  I will have it
under the "Lombardia" chapter.

Now is a great time to upgrade your ARMs, since you probably have a good
deal of money from the Nidhogg passes and Yggdrail.
When you're ready, exit town.

From Boot Hill, head south and then west.  Get onto the Sandcraft, which
should be on the beach.  Once on the Sandcraft, head northwest, and land on
the yellowish green beach that is home to Ark of Destiny. Enter the Ark.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Ark of Destiny                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,191, Y: 2,259
Suggested Level: 36
Shops: Inn, Save Point
Items: Name Tag x2
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Once her, head north through two screens, and talk to the head honcho Lamium
once again.   You will learn of your next mission.  Now talk to Albert to the
west, to learn the location of the dungeon.  Now head south two screens, and
exit.

Also inside the Arc is a new item you can get.  From the first screen, head
east and down the stairs to the very bottom floor to the passage that
originally had all of the sealed rooms.  In here, head west and when you can,
go north. Enter the western door up here and have Virginia use her new
Galecrest tool to get across the northern side of the room.  Open the chest
here for Name Tag x2.

From the Ark, head west and hop onto the Sandcraft.  Albert tells you that
the dungeon is halfway between Jolly Roger and Claiborne, which is actually
excellent directions.  Head northeast once on your sandcraft.  Pass up the Ka
Dingel beach and land on the small empty beach.  Walk over to the northeast,
and search, and you will find the dungeon.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Iron Dragon's Nest                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 13,580,  Y: 6,451
Suggested Level: 36
Enemies: Okypete, Black Pudding, Basilisk
Bosses: Buer
Items: Potion Berry, Tool: Radical Sneakers
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is actually a suprisingly short area.  Throughout the dungeon, you will
notice panels on the floor.  Through the first time in the dungeon, these have
absolutely no meaning.  On your way out though, they will help considerably.

As you enter watch a scene.  Head the short distance onto the next screen. In
here, head northwest, and pick up a box from the north.  head a bit south, and
face that gem.  Throw the box at the gem (it may take a few tries to get the
timing correct).  When it hits the gem, the door opens.  Go through the newly
opened northern door.  Watch a scene.

Note: This dungeon is more for movies than anything.  You'llsee more movies
in this dungeon than any other dungeon.  Of course, when I say watch a scene,
it will only be a partial scene, as more of the story will be told with each
scene.  It's actually quite interesting.
Also, Black Pudding Monsters are completely immune to physical attacks.
Use Extension - Spectre to kill them quickly and give you all sorts of
Light gems to sell and use in a boss in just a few moments.

Head north, and watch another scene.  After the scene, continue north and onto
the next screen.  Here, continue north, and then go east.  Break all the boxes
and then step on the switch.  Now, go through the northern door.  In here,
continue north, and flip the switch to the east. 
Watch another scene.   Go through the northern door.

Continuing on, go north and east at the top of the screen.  Continue north
and then flip the eastern switch.  Watch another scene and exit to the west.
Continue west, south, and then west through the door.  In here, go west and
break the boxes for a Potion Berry. Now go north, and through the eastern
door.  Here, head east, and flip the northern lever.  Watch yet another scene
and go through the eastern door.

Here, head east and then north through the door here.  Go west, and open the
western chest for Tool: Radical Sneakers.  This is a great Tool for Jet that
allows him to jump.  This will allow you to get a whole lot of new items now.

Head down to the west, continuing west.  Equip the Radical Sneakers and have
Jet jump onto the upper level.  Now stand on that odd pinkish panel and press
square to jump.  Jet will be uber propelled to the upper level.  Save now.

Now, before you pull that switch, remember that you will be timed on your way
out.  This is like Survey Point #17, except you have 20 minutes to get out,
instead of 15.  Also note that you can either take the long normal way back to
the entrance, or you can take a shorter way, which I will lead you through.
Its really your own opinion, though keep Jet in the lead, eqipped with the
Radical Sneakers.

When you are ready, press that switch, and jump down to the south, going
through the southern door.  In here, go south, and use the Radical Sneakers
(the square button) on that pink panel.  This will propel you to the top of
the screen.  Go through the western door.  Here, head west, and then jump up 4
layers of land, and go through the southern door.  In here, use the Panel to
jump up to the east.  Now go through the southern door, and here, jump south
off the levels.  Go through the southern door.

Here, go south, and jump up two layers.  Go through the southern door.  Now,
jump down and go through the southern door.  Continue south, and go through
the next door.  Jump on the south panel, continue south, jump down, and go
through the souther door.  Watch a scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Buer
EXP: 9,000
Gella: 10,000
Item: Duplicator
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle will either be very long, or very quick.  It just depends on how
you play.

Buer says he is afraid of the light, though this does not mean that he is weak
versus light elemental attacks. He is usually 'closed' (attack him and you
will see what I am talking about).  This 'closedness' will prevent you from
doing quite a bit of damage to Buer.  In fact, even your strongest attackers
will only do 80 or so damage.

Buer has a few main attacks.  He has that normal physical attack, like all
bosses. It does about 100 damage.  He has an attack all called Coyoctus, which
does 300 damage to the entire party.  This is the main threat that Buer poses.
Right after the Coyoctus attack, Buer will open up.  It's for a very short
period of time, but if you attack him then, you will be able to damage him
fully.  You can kill him instantly with a critical attack, if you are lucky.
Other than that, you need to attack normally and wait for this opportunity.

The only other way to get him to open up is to use Light elemental magic,
as the game suggests.  He's not weak to it in any form, but it does cause
him to open up until the next attack.  What I suggest doing is having
Virginia start off with a Light Gem to open him up, have Jet attack, which
closes him, and then have Gallows use Spectre, which opens him up again. This
way both Jet and Clive get a chance to attack with their full strength.

And unlike other battles, in this one I DO suggest using Valiant.  Especially
after a few attacks, so your party will be weaker.  This will alow you to
damage Buer better and end the battle faster.   There is not really too much
to this battle, as he will probably die before the time limit anyways.

The Buer likes to use paralysis attacks, so have fast characters cure the
status immediately each round so you don't lose the chance to do damage.

One last note...Use Gella and Lucky Cards immediately.  You might accidentally
kill the Buer before you are able to.  He gives some nice bonuses.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Ark of Destiny                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,191, Y: 2,259
Suggested Level: 36
Shops: Inn, Save Point
Items: 15,000 Gella, Duplicator
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


Now you need to head back to the Ark to get your pay.  Hey, at least you didnt
really scew up this time.  Head southwest and hop onto your sandcraft (note
that you cant enter the Nest again).  Go southwest and pass one beach.  Land
on the second (Ark) beach.  Enter the Ark.

When you enter, go through the far western door.  In here, go down the stairs
and talk to Helga.  She will give you a nice hefty reward of 15,000 Gella.
Now, continue down the stairs, and go through the door onto the next screen.

Now, you should be in the room with all the Sealed doors.  Head east and pass
2 doors, going through the third.  In here, put Jet in the lead, and jump down
to the lower level.  Stand on the panel, and have Jet (with Radical Sneakers
equipped) jump onto the treasure level. Open the chest and you will get a
Duplicator.  After getting it, jump back down, and go through the door back to
the previous screen.  Back on the Sealed door screen, head east, and go
through the far easter door.  Go up both flights of stairs, and through the
door.  Back in the main hall, head south, and exit the Ark.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                         A Few Side Quests                           --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Note: THIS PART IS ENTIRELY OPTIONAL!  Though it does make the game easier,
and will help you in the long run.  Why would you want to ignore some very
short side quests anyways? Especially ones that make the game much easier
in the long run. . .


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 36
Enemies: Kobold, Garpike, Zazan Bronzo
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head out onto the Sandcraft and press Square to go back to Jolly Roger
beach.  Now, try and have an upgrade for your main attack cannon.  If you
don't, it will be virtually impossible to do what you are going to do next.

If you haven't been upgrading your Sandcraft, you do so by speaking to the
lady in the ARMs shop of Jolly Roger and then asking her about the Sancraft.
You can "buy," with Dragon Fossils, new weapons and armor for your Sandcraft,
making battles much easier.

Now, after you are sure you are ready, head east from Jolly Roger and pass
under then Land Bridge.  At the end of the continent, head north and you will
see some rocks.  Approach them, and watch a short scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Balal Quo Nega
EXP: 20,000
Gella: 30,000
Items: Suitcase
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is easily the hardest enemy you will face on your Sandcraft.  Though it
can become much easier if you have a strong cannon.  In fact, you can kill him
in one hit with the second or third cannon upgrades.

Balal's attacks do around 20,000-30,000 damage.  This isnt that much compared
to the stronger monsters in the sand (if you have faced them).  The bad things
is that he attack often and he has high (VERY high) defense.  Oh, and the fact
that every two or three turns he completely restores his HP with a healing
spell which is shown as "Critically Heals".

Because of this Healing, you need to kill him off fast.  With the first
cannon, this battle is all but impossble.  Seriously, dont even attempt this
battle if you only have the first cannon. With a strong cannon, Select "Fire
all Ammo at Once" and, if you are strong enough, you will kil him instantly.
If not, have the defender reload the ammo, and then do it again.  You should
be able to take him down in two shots, but usually by the third round he will
be annoyed and heal himself again, leaving you back at square one.  Just
continue the pattern, and if you are srong enough, he will die.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you will get the Suitcase.   Now, press square, and head
back to Jolly Roger.  Land at the beach and enter the town.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Jolly Roger                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,368, Y: 5:457
Suggested Level: 38
Shops: ARMS, Inn, Item, Save Point
Items: Any Items you find in boxes
Key Items: Goddess Idol
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Here, enter the ARMS/Sandcraft Shop and talk with the woman.  Choose
to "Chat", and you will need to give her the Briefcase.  In return, she will
give you a Goddess Idol.  We will use this later in this chapter.  After
getting this, head out of the ARMS shop, and back onto Filgaia.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Kobold, Garpike, Zazan Bronzo
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back on Filgaia, head North, east, over the land bridge, and then go west.
Enter Midland Station.
There, buy a ticket to East Highlands for 720 Gella.  Now hop on the train.

Once at East Highlands, head west and exit back onto Filgaia...again.
Back once again, head east, and then northeast over the land bridge.  Continue
northeast, pass Gilttering Emblem, go south, and then west.  Enter Little Rock.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Little Rock                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 25,292,  Y: 12,559
Suggested Level: 38
Shops: ARMS, Item, Inn, Save Point, Music
Items: Migrant Seal
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Here, head northwest and up the stairs.  Go up to the top level and then
head west.  Go a tiny bit south and put Virginia in the lead.  Use the
Galecrest and teleport over the hole.  Not face south, and use the Galecrest
again.  Open the chest for a Migrant Seal.  Now, jump down.  Talk to the
little boy here and he'll tell you about some "deep crevaces."  We'll use
this information about The Abyss later on.

Exit the town and head east.  Head all the way out onto the peninsula and
enter the Sand Canal (second entrance).
And no, I promise you wont have to do those horrible block puzzles again. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Sand Canal                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: (Second Entrance): X: 2,294, Y:12,079
Suggested Level: 38
Enemies: Cave Taurus
Boss: None
Items: Grab Bag
Duplicator Chest: Nine Lives
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Since you have mostly cleared this dungeon out already, you are only here to
get a few extra items that were impossible to get the first time.  Head
southeast off the first screen and on the second screen, continue southeast.
On the third screen you will be reminded of that nightmarish block puzzle, but
we arent going to do that again.  Continue, and have Jet lead, equipped with
the Radical Sneakers.  Have him jump on that switch that normally wont budge,
and the door will open.  Go through.

In here there are two chests.  Open one for the Grab Bag, and use a
Duplicator on the second, and you will get a rare Nine Lives item.  Exit the
same way you entered.  Now, head nothwest through three screens and exit.  Be
glad you never have to come here again.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Trilobite, Cursed Corpse, Twin Tails, Moss Fungus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Sand Canal, head west, and then north when you can.  Go northwest, and
pass over the land bridge.  Head west, and re-enter East Highlands.

When you enter East Highlands, buy a ticket to Southfarm for a whopping
1,600 Gella! Hop the train, and once you're at Southfarm, exit to the
southeast.

Back on the world map, head southwest and you'll reach Boot Hill again.
From here, head south and search around.  If you didn't find it the first
time you were in the area, the Gob's Hideout, the first dungeon in the
game, is around here.  Enter it.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Gob's Hideout                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,698, Y: 24,616
Enemies: Gob
Boss: None
Items: Gimel Coin, Tiny Flower, Gimel Coin, Duplicator
Key Items: Wolf Idol
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You are probably wondering what the hell you are doing here at this point
in the game.

When you enter, head north through two screens and on the third screen
go north and through the eastern door. Next, head north, up the stairs,
and go through the western door.

Here, go west and then south, goin through the far western door.  In here,
head north, and though the eastern door.  Now, tiptoe north, and use Jet
equipped with the Radical Sneakers.  Have him jump onto the upper level (which
was previously inaccessable) from the south. There's an area that's a bit
lowered that he can jump onto. Jump up another level and climb the ladder
to the west. In here, open the two chests for a Wolf Idol and a Tiny Flower.  
Break the lone box in this room, and you will get a Gimel coin. The book on
the shelf is an interesting read, too. Now, exit this screen to the south
(in thecorner opposite from where you entered) and walk down two sets of
stairs. Open the chest on the way for a Duplicator.

Continue south and put Virginia in the lead, having her equipped with the
Tindercrest. Face south and have her light the candle in the southwestern
corner to open the door here. Head through the newly opened door.

Go south and exit to the east.  Here, head east and through the eastern
door.  GO down two sets of stairs, and go through the western door.  Now, go
south two screens, and exit Gob's Hideout for good.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Bogle
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Almost done!  Now it's time to use those two Idols we just spent all that
time getting.

Head west and enter Southfarm once again. Spend 880 Gella and buy a ticket
to Midland Station.  At Midland Station, head south and exit the area back
to Filgaia.

Fom Midland Station, head north and then west.  Go south, and enter the
Fallen Sanctuary. You may want to head to Baskard to save and heal, first,
though.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 12,945, Y:8,506
Enemies: Pillbug
Boss: Luceid, Raftina
Items:  None
Key Items: Lust Jaw, Love Charm
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head north and go up the stairs onto the top of the Guardian Shrine, where
you originally used those Ark Scepters. Up here, put Jet in the lead and have
him equipped with the Radical Sneakers.

Now, save, and use the panel to jump onto the northeastern pedestal.  Head up,
and use the Wolf Idol on the wall.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Luceid
EXP: 8,400
Gella: 0
Item: Lust Jaw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Luceid is the easiest of the Guardian Lords, without a doubt.  Note though,
that you normally would not fight these lords at this point of the game and
even a very high levelled party may take a while to kill them.

Luceid has a few main attacks.  Unlike most bosses, he rtoates his attacks,
which means you never can know what to expect from him.  His Lifedrain is
probably the most annoying, doing 250-350 damage to a character.  This also
heals him for whatever damage it did to your character.  So if it did 300
damage to your character, Luceid will gain 300 HP. His other main attack is
called Full Moon.  This basic physical attack  does about 300 damage to a
character, though at a higher level it will do less.  Luceid also has an odd
magical attack. Sometimes it will do no damage, and others it will do an
astounding amount.

His last attack is his ultimate attack.  This is called Dark Destruction.  The
animation is a little weird, but the attack does 400-500 dark elemental damage
to all.  Having at least Virginia equipped with Dark Wards is a must in this
battle. You never know when Luceid will use this attack either, so keep your
HP over 900 at all times.  This may seem like an overkill, but Luceid can
use this attack twice in a row if you're unlucky.

Now, Luceid has average  defense versus physical attacks, which is obviously a
good thing.  Though he is quite fast and his can be a problem if you need
to heal. Virginia should be the one on healing duty constantly to keep
everyone at around full HP. Gallows should use Extension - Shield and
Extension - Protect to lower the damage done from Luceid's physical attacks
and from Lifedrain. Lifedrain is just going to prolong the battle and with
Luceid's already high HP you need all the help you can get. Expect this
battle to take some time.

Attack him however you wish, though as always, physical attacks work better
than magic.  Whenever Gallows isn't on support have him attack.  Even though
he isn't as stroing as Jet or Clive, every little bit counts, right?  Use
Gatling as often as possible, depending on your character's weapon weight.
I don't suggest using Mini Carrots on them just for Gatling, but if you are
impatient, you may want to. This is just a battle to outlast Luceid, since
his damage is rather slow but he has a ton of HP.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you receive Lust Jaw (Medium) and the choice of powering up
two of your older Mediums.  it doesnt matter what order you do it in, as
eventually you will have all of your older mediums powered up.  Just power up
the mediums you use most, and it should be fine.
I like to start with Flash Hit and Terra Roar. I like to put Lust Jaw onto
Gallows, but again, it's your game and your choice.

Remember to save your game after the long Luceid battle. 
After choosing to power up your mediums, we have another Idol to use!  Jump
down and use Jet to jump up onto the northwestern upper level.  Here, use the
Goddess Idol at the top, and you start another battle.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Raftina
EXP: 8,400
Gella: 0
Weak: Earth, Water, Ice, Fire, Wind, Thunder Dark, Light (possibly)
Item: Love Charm
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Raftina is definitely one of the harder bosses in the game.  That is, unless
you dont know the secret to success (AKA: how to beat her).

Her first move is called Copy Abilities, which will give her the ability to 
use all of the Arcana your party has.  She will mainy use attack Arcana,
though she sometimes uses status effecting Arcana.

Now that doesn't seem to bad does it?  Well it isnt...except for the fact that
she has extremely high magical attack power and she atacks your entire party
each time. No single character attacks for her! She is on a constant
Extension-Arcana thing here.  Even worse, all her Arcana attacks do over 500
damage.  This battle is going to be painful.

Because she attacks with those Attack-all Arcana's, Raftina is incredibly
strong.  You will most likely need to heal every two turns, but keep
Virginia's FP over 50 at all times so she can heal at a moments notice.  Only
use Potion Berries to heal.

Though the 500 damage a round may seem kinda rough, it isn't if you follow one
trick. Have Gallows equipped with Flash Hit (as it should already be on him).
Now, on the first round, have him cast Extension-Reflect.  This spell will
single-handedly save your life.  Every turn she will cast her attack all
Arcanas, and it wont damage your party.  Instead, it will reflect back to her
and do around 300 damage.  You will need to recast it every few rounds though,
because it does wear off. just in case, you may want to use Extension - 
Protect before the Reflect to help save yourself some damage later.

With Reflect being cast every 3 rounds or so, Gallows should attack.  Virginia
needs those FP, so she should as well, as should your other members.
After 3 or 4 of her rounds...Raftina does the annoying.  She casts a spell
called Sacred Blood on herself.  This spell heals Raftina for 4001 HP.  So
basically in 3-4 rounds you need to do upwards 4001 HP, or you will have
attacks for nothing. She does this every four rounds from here on out!

This isn't as hard as it seems, though, unless you are underlevelled. 
If underlevelled, feel free to use as many Mini Carrots as needed, as you will
need them all.  If not, attack normally for a few turns and then attack with
Gatling. You should easily be able to penetrate that 4,000 damage.  Though you
will still need to attack her after that, all you need to do is get over it to
damage her. Remember, she DOES heal herself again every three to four rounds.
You need to keep the damage up, or else she will constantly heal herself for
more damage than you can do.

Raftina uses a spell called Weaken that is her own.  You -really- want
to have Reflect used before she gets this spell off onto your party.
When it reflects onto her, it does hit and remains for the duration of the
battle.  What this spell does, oddly enough, is make Raftina weak to all
forms of elemental damage.  If Raftina uses this spell and it gets Reflected
back at her, I suggest using Gallows to attack with Spectre every round and
that should help him break 1,000 damage each round.  Virginia should stay at
25FP (through either physical attacks or Mini Carrots) and after that have her
use whichever Medium she has equipped to attack magically.  You should be
able to keep up 1,800 damage or so per round with Arcana abilities alone if
you get lucky.  Unfortunately, if this ability hits -you-, you're going to
end up taking a ton of damage too.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you get the Love Charm Medium and you get to power up
another two mediums.

Now, head down the stairs and onto the main floor of the dungeon.  Go south,
and exit the dungeon...for now.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Histories                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


NOTE:  Though I mentioned this a while back, I'll mention it again.  You may
want to change the Aqua Wisp Medium from Gallows to Virginia at this point.
Extension - Heal no longer heals enough HP to be effective, and Gallows
works better as a supporting character using Extension - Shield and 
Extension - Protect or even Extension - Valiant. Terra Roar in place of the
Aqua Wisp Medium will make your game quite a bit easier.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Baskar Colony                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 13,005, Y: 10,912
Suggested Level: 38
Shops: Inn, Save point, Item
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is the point where I'm continuing on with the main storyline, so these
are events you must do to continue.
Back on Filgaia, head north, west, and east.  Enter Baskar.

As you enter, head all the way north and enter the Shrine at the top of the
screen. Watch a scene and you will know your destination.  Save, prepare,
etc., and then head south and exit Baskar.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Kobold, Drill Mandrill, Nak, Capricorn, Jumbo Critter, Jenny Green
Teeth
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back on Filgaia, you have a large amount of area to travel.  Head south, and
all the way east.  Go south over the land bridge, and go to the Jolly Roger
Beach.  Hop onto the Sandcraft.

On the Sandcraft, head west, and southwest, turning west before the Ark of
Destiny beach. Follow the continent past the Little Twister Beach.  When you
reach the Island between the Sand Canal entrances, go north, and at the
intersection, go southeast.  At the Baskar beach, go north and follow the
continent until you see a big crater.  Here, head slightly west, and land on
the first beach you see (to the south).

Make sure you have at least one character equipped with a Paralysis Ward
before you start fighting in this area.
Once back on land, go south, and east until you can descend to a lower level.
Now, search a bit southwest, and you will find the dungeon.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        The World's Footprint                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,386,  Y: 15,514
Suggested Level: 38
Enemies: Christine, Apocrypha, Wise Man
Bosses: Scarecrow, Steamgears, Leonhardt
Items: Lucky Card x2, Warp Star x2, Gella Card, Gimel Coin, Growth Egg,
Weather Vane
Key Items: Adventure 5
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This area is somewhat like Iron Dragon Nest. There are a whole lot of movies
to watch and you'll spend a lot of time learning more of the story.  With all
of these Demons now in, things can easily get confusing and even strange.

As you enter, watch a scene.  Now go north and onto the next screen.  In this
larger room, continue north and onto the third screen.  This is the dungeon's
first puzzle. 
Step on the switch, and tiptoe (O button) over to the door.  If you don't,
the door will close and you need to step on the switch again. Once you're
through the door, watch a scene. Head northeast and onto the next screen.

Ignore that odd block, as you cant do anything with it now.  Go north, and
through the northern door.  Watch another scene here.  Go northeast and
through the next door.  Now, go east, and through the eastern door.

Floor Panels are Everywhere:
----
Here is another puzzle.  The first of the floor panels are already lit and
you need to light all the others.  Note that if you do it out of order all
the blocks will turn back to blue.  This is an easier version of the puzzle
at the top of Yggdrasil.

Start by stepping on the center panel and then stepping on the southwestern
switch.  Now get the center eastern floor panel (this one's directly at the
top) and then the far northern (center, to the left) panel.  Next is the
northeastern panel and then the southern.  Go for the northwestern next and
then the far western, which is last.  After you have them in order, the 
eastern door will open.

And for those of you visual learners, I will add the order in which to step on
them.  G is the first one, which means "Given". I've used it in place of 1.

       E
    6  4  G
  N 5  2  7 S
    8  9  3
       W

The 2 is the first one you technically need to step on.
----

On the next screen, watch another scene.  Head southeast and onto the next
screen.  Here, head south and there will be two doors.  Go through the
eastern door and there will be three chests.  Open them, and you will get 2
Lucky Cards, 2 Warp Stars, and a Gella Card.  Exit the same way you entered.

Go through the southern door and watch yet another scene.  Go southwest and
through the door. Here, head west, and when there will be two doors, go
through the southern.  There are three more chests in here.  These contain a
Gimel Coin, a Growth Egg, and a Weather Vane.  Exit the same way you entered.
Go through the western door.  Watch a scene and after, go northwest and
through the door.

You are now confronted with yet another puzzle, which will be the last in the
dungeon. 

Colored Panels and Blocks:
----
There are four blocks and you need to match the colored panels up
with the blocks themselves. Have Clive equipped with the Mighty Gloves, and
have him stand south of the southwestern block.  Lift it up, and put it down
to the west.

Now, go to the northeastern block, and stand to the east of it. Lift it and
and put it down to the north. Don't move it onto the panel just yet. Now, put
Virginia in the lead, and face south.  USe the Tindercrest on the southeastern
block and it will turn red.  Now you are prepared to finish the puzzle. 

Stand north of the newly red block and have Clive with the Mighty Gloves lift
and put it down to the west. Stand west and put it down to the north. Stand
noth once more and put it down onto the switch. There should be two greenish
blocks in the northeastern corner now.  Stand north of the southern one and
put it down east onto the panel. Then stand east of the western one and put
it down to the south. Stand east and put it south again.  Finally, stand
south and put it south onto the switch.  The door opens.
----

Go north and through the door.

In this hall, continue north and onto the next screen.  Here, continue north
again and watch a scene.  After the scene and head south, onto the
previous screen.  Watch another scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Bosses: Scarecrow, Steamgear, Leonhardt
EXP: 9,900 (3,300 each)
Gella: 10,500 (3,500 each)
Elements:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Scarecrow:
Strengths: (Half): Earth, Water, Ice, Lightning, Fire (Null):Dark
Weakness: Light
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Steamgear:
Strengths: None
Weaknesses: Lightning
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Leonhardt:
Strengths: None
Weaknesses: All
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Item: Dragon Fossil,  Adventure 5
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot harder than those other boss battles with three enemies.
This set of enemies is a lot more balanced than any other set and can wreck
some major havock on your party if you don't be careful.

The main threat is definitely the scarecrow.  He has an instant death attack,
and is not afraid to use it.  In fact, he will most likely use it more then
his normal attack, making him especially annoying.  His normal attack does
about 200 damage, which isnt that bad, but when coupled with the other
monster's attacks, it can cause some problems.  The Scarecrow also has the
ability to reflect Arcana attacks.  When you see him cast a spell about Arcana
effects, dont use any Arcana on him, as it will only be reflected.  This means
you probably will have to kill him with physical attacks.

The Steamgear is definitely the least threat of the three.  He has the weakest
attacks of them and will rarely do over 150 damage if your party is strong.

Leonhardt can be annoying, and he is the hardest to kill.  Leonhardt
counters all of your attacks with (surprisingly) an Arcana attack.  This
attack, called Surpessed Curse? (which you have seen before) does about 200-
300 dark elemental damage to the character that attacked.  Attack him
magically, instead of physically, as that will do more damage. Dark Wards
will help reduce the damage that he does, if you have any other than on
Moon Spark.

Oh, and one more thing.  One of them has the ability to cast a spell
called "Critical Heal".  This ability will completely (100%) heal the entire
party of enemies.  So even if you have done 4,000 damage, it will heal all of
it.  This is the most annoiying factor and the reason why you need to attack
one of them at a time, so you dont waste all the FP and items.

Now, go after the Scarecrow first.  He is the biggest threat, and by far the
most annoying.  Use all of your Gatlings on him and use Spectre as often as
possible, before he casts his reflect ability. use Gatling as soon as your
FP is ready and hope the Scarecrow dies before he can kill anyone.
Once the Scarecrow uses his Reflect, just attack physically. He needs to
fall fast.

After the Scarecrow casts the reflect spell, you may want to have your magic
users go after Leonhardt with their magical attacks.  This will let you
wittle down both enemies, but kill the evil Scarecrow first.  Remember that
the Leonhardt is weak versus all elements, and so you'll want to use magical
attacks on him.

Kill the last one however you wish.  He is the easiest of the three to kill,
as his attacks are the weakest.  Use whatever you want, as it wont make a
difference.  once the other two are gone, he is nothing. He can cause the
Confusion status with one of his attacks, but it seems to miss often and
only targets one character.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.  You automtatically go back to Baskar.

Watch a few scenes.  You will automtaically get the Map Shred key item.  Now
head out of Halle/Granny's house, and head south.  Exit Baskar.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 39
Enemies: Vermillion, Simugh, Nak, Capricorn, Jumbo Critter, Jenny Green Teeth
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Your Sandcraft will, luckily, be at the Baskar beach, making it a lot faster
to travel for you.  Head west and hop onto the Sandcraft.

Once on the Sandcraft, head west, past Infinitum Beach, until you reach the
island area between the Sand Canals.  Now, stay on this side of the islands,
and continue going going west, following the continents.  Pass the beach by
Glimmering Emblem, and now you will see a large open area.  Once here, 
continue west and you will notice an island with a beach to the south. The
beach is in the small area filled with rocks and islands.
Land on that beach and search. You will find the dungeon.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Ruins of Dreams                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 20,091,  Y: 16,679
Suggested Level: 39
Enemies: Zaebos, Grabsh, Myconoid
Boss: Humbaba
Items: Lucky Card, Duplicator, 12,000 Gella, Revive Fruit, Gella Card x2,
Potion Berry, Gimel Coin, Grab Bag, Name Tag, Imitator (Amulet), Mini Carrot
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Enemies in this dungeon drop Baselards, too.  If you didn't get any
from the Unknowns in the Faraway Lands, you can still get some here. The
drop rate seems much higher here, so if you don't have four by now this
will be the best place to finish them off.  The hard part is, of course,
deciding which Mediums to put them on.  I like Aqua Wisp (Virginia), Flash
Hit (Gallows), Gale Claw (Clive), and Fiery Rage (Jet) for my Baselards.

As you enter, watch a scene.  Head north and for once, don't go through the
door.  Stand under the netting, and with Jet, use the Radical Sneakers and you
will grab onto the netting.  Now go to the edge, and flip up to the top of
the netting.  Now, there will be two paths.  Go east, and through the eastern
door.  In here, there are two chests.  They contain a Lucky Card and a
Duplicator.  Exit the same way you entered.  Now, head west, and go through
the far western door.  In here, there are three chests.  These contain 12,000
Gella, a Revive Fruit, and Gella Card x2.  Exit the same way you entered.

Back on the original screen, head east and jump down to the north. NOW you
can go through the northern door.  In this room is your first, and extremely
simple puzzle.  Line your party up with the switch, and rotate the left analog
stick about 15 times, and the door will remain open permanently.  Go through
it and onto the next screen.  Walk down the stairs here, and go through the
western door.  Watch a scene, and head north down the stairs.  Go through the
eastern door.

Now, turn your sound down as that horrid noise will not go away.  For now at
least.  Either that, or plug your ears and play with one hand.  Now, head
east, ignoring the lasers, and go through the easiern door.   In here, go
north up the stairs.  Now, pick up one of those boxes, and head back down the
stairs.  Face the east, and throw the box at the gem (which is behind the
grate).   Once the box hits it (it may take a few tries) the door will open.

Now go back up the stairs, and go through the western door.  In here, you will
be back in the laser room.  Put Clive in the lead and equip him with his
Bombs.  Now have him Bomb those objects that look like file cabinets but
are really power generators. After bombing all three of them, the horrible
noise goes away and the lasers will be down. Now, jump down, and go through
the northern door.

Oh look, more netting:
----
Here is another puzzle.  Have Jet lead, equipped with the Radical Sneakers,
Walk up the stairs to the east and use the Radical Sneakers to jump onto
netting.  Flip up, and open the chest here for a Potion Berry. Now, jump down
and stand under the second, lower netting.  Use the Radical Sneakers on this
and flip up.  Use the Boomerang on the Gem and the door will open.  Jump
down, and go through the eastern door.
----

In here, go down the stairs.  At the bottom, go north, and sprint (X button)
into the switch on the west wall.  This will open the door.  Go through this
door, and watch a scene.  Now, go down the stairs, and go through the western
door onto the next screen.

Here, head west, and open the chest for a Gimel Coin.  Now, go north all the
way, and jump down to the west.  Now, have Jet lerad with the Radical Sneakers
equipped.  Now, go to the north wall, and use the Radical sneakers to jump
onto the netting (you wont be able to reach it unless you are near the
northern wall).  Once on the netting, go a bit south, and line yourself up
above the switch.  Let go of the netting, so that you land on the switch, and
land on it.  If you land on it, the door will open.  Now, go to the north wall
again, jump up, and flip up to the upper level.  Go through the eastern door.

In here, have Jet lead, and equiped with the Boomerang (do this before
crossing the path). Now, make your way across the path, and when the wall
starts going in, face south, and use the Boomerang on the Gem.  After doing
this, go eastand through the door. Now, head up 3 sets of stairs, and SAVE
before going through the western door.  When you go through the door, watch a
scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Humbaba
EXP: 10,000
Gella: 12,000
Strength: None
Weak: ALL
Item: Holy Grail, Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This can easily be categorized as the most annoying battle in the game.
Before anything else, check your Mediums.  Put Cosmic Cog on Virginia, and
make sure she has all 4 points on the Death Ward, as she will need it. You
can take it off after the battle, but it needs to be on for this one.  

Now, every three turns, Humbaba will screw you.  it is simple as that.  ON the
third round, he will cast Stench of Death, and then  his ultimate spell (or
THE ultimate spell) Humbaba Curse, which instantly kills all members of your
party without the Death Ward equipped.  It isn't a 'maybe' it is a WILL.  You
WILL be killed by this attack if you do not have a Death Ward with maximum
protection.

Now, for the strategy.  There is an easy way, and a hard way to go about this
battle.  The hard way is to beat him normally.  Because Humbaba is weak
versus magic, this is your ticket to success.  First, use the Mystic-Lucky
Card combo imediately, as you probably won't be able to kill him in 3 rounds.
Also use a Gella Card immediately.  This will make it so you can focus on
survival later in the battle, instead of trying to power him up for the
Goodies.

Now, attack him with Magic. Any magic works.  Gallows with a strong Spectre
does 1,500 or so damage.  Jet and Clive should attack normally, unless you try
their magical attacks and they are stronger then their physical attacks.
Virginia should focus on gathering 25 FP, so she can use Mystic-Revive Fruit
after each Death spell.  Then you can continueally repeat the process (though
dont heal the other 3 members, as it wont do anything).

The extremely cheap and easy way to beat this boss takes less time then any
other battle in the game.  On the First, have Virginia use Mystic-Lucky Card
with Jet use a Gella Card.  Have Gallows use Spectre, and have Clive use a
Full Carrot on Virginia (NOT a Mini Carrot).  Now, with Max FP, have Virginia
summon a Guardian (most likely the Water Guardian, if the Medium is equipped
on her) and this will do about 7,000-8,000 damage.  If this doest kill him, go
all out with the other characters, and he will not take long to kill after
that. Of course, Full Carrots are very very rare items and you'll want to use
them sparingly.

There is another easy way to win this battle if you want to mess around with
your Mediums a bit.  Put Love Charm onto Gallows temporarily and have him use
Extension - Status Lock.  This will prevent you fron being killed instantly,
but not from dying when your HP hits 0 (that's what the message means). If
you keep this on, you'll be safe.  If you don't have Love Charm yet though,
you'll need to do this battle the other ways. You'll need to recast this
every few rounds once it wears.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: After the battle, take the Cosmic Cog off Virginia, if it wasnt on her
originally.

After the battle, watch a scene Now, go through the southern door, open the
chest, and you will get a Grab Bag.  Go back to the previous room, and go
north.  Go through the door, and watch a scene.

Since you're pretty much forced through the dungeon after the battle with
Humbaba, you may have missed one room in the area.  Re-enter the dungeon
once you exit and head to the room where you fought the boss.  There's a door
to the west in this room, before you go down the stairs.  The three chests in
here contain a Name Tag, an Amulet guarded by a single Imitator, and a Mini
Carrot.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Research                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 40
Enemies: Vermillion, Simugh, Nak, Capricorn, Jumbo Critter, Jenny Green Teeth
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now, your goal has been set for you.  Fila Del Fia.  The once floating city.
now, like all dungeons in Wild Arms 3, you need to talk to someone before you
are allowed to find it.  Now, from the island of Ruins of Dreams, head
southeast.  Pass Glimmering Emblem beach.  Once at the Sand Canals/lone
island, pass onto the south, and go southeast.  Continue following this
continent, and land at the first beach, which should be right near Little
Twister.  Enter Little Twister.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Little Twister                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 6,105, Y:8,301
Suggested Level: 40
Shops: ARMS, Item, Inn, Save Point
Items: Black Market Items (soon!)
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

In here, head north, and talk to Claudia (whom you should remember).  She will
tell you about a Crater and a floating city.  That crater, which I have
metioned many a time in my directions is your goal, though you can not access
it from Baskar beach.  I will, as always, give you directions.  Go whichever
way you wish, and exit Little Twister.

Now, we go to Fila Del Fia.  Since we know where it is, we can head there
now...*sigh*.  I hate getting directions.  Now, go back onto the Sandcraft,
and head northwest.  When you reach the Sand Canal junction, go north (onto
the other side), and head northeast all the way.  Pass Glimmering Emblem.
Once you reach Ruins of Dreams, continue west, following near the southern
continent.  Pass the first beach, and land on the second (which is after some
rocks).  Once on land, head west, and into the crater.  Search, and you will
find the dungeon.

Another way to get there is to head the the  northern Nidhogg Pass (the
second entrance) and then follow the continents southeast.

Note: The name Fila Del Fia: It's pronounced Fihlah Dell Feeya.  Put that
together and say it fast, you get Philidelphia! Which, for a small history
lesson, was the location of the first White House.  Pretty nifty name trick
they put in there.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Fila Del Fia                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 10,469,  Y: 18,320
Suggested Level: 40
Enemies: Seabos, Walking Dead, Barbarossa, Imitator
Boss: Chameleon Man
Items: Tool: Grappling Hook, Gella Card x2, Potion Berry, Lucky Card, Warp
Star x3, Migrant Seal, 15,000 Gella, Adventure 6,  Gimel Coin,
Imitator (Pocketbook)
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter good 'ole Phili, watch a scene.  Head up the stairs, and go
through the door onto the next screen.  In here, head northwest and jump down
to the south.  Go through the southern door.  In here, there are three
chests.  Open them and Get the Tool: Grappling Hook (for Clive),  2 Gella
Cards, and a Potion Berry.  Exit the room the same way you entered.  Now, back
in this hall, head as far as possible. Equip Clive with your new Grappling
Hook.  Stand about in the middle and use the Grappling Hook.  If you are in
the right place, Clive will attach to the pole (look up, and you can see it).
When he is, press O, and he will jump off.  Back on the upper level, go
northwest and stand under the next pole.  Use the Grappling Hook, and then
jump off.  Go through the northern door.

In here, go north and west.  About halfway across the screen, search the blue
orb to the north and watch a scene. In here, go west, and through the door
onto the next screen.  On this screen, have Clive stand under the Gem and use
the Grappling Hook.  If aimed correctly, it will light the gem and the door
will open.  Instead of going through, head up the ladder to the north(it's
actually quite difficult to see) and then go west. Open the chest here for a
Lucky Card.  Jump down to the south and go through the western door onto the
next screen.

In this room, go west, and tiptoe all the way north.  On the northern side of
the room, go east, and down the stairs.  Here, fact south, and use the Steady
Doll on the chest.  You will get Warp Star x3.  Go back up the stairs, and
near the wall with the white Gems, you'll see a large crack.  Here, use
Clive's Bombs on the crack. Go through the hidden doorway.  Open the three
chests in here for a Migrant Seal, 15,000 Gella, and Adventure 6. Exit the
same way you entered, go west, and through the northern door onto the next
screen.

In here, go north and then east.  Watch a scene, and continue east onto the
next screen.  In this hall, go southeast. 

Clive's Turn:
----
At the end, you have a Clive only puzzle. Start by equipping Clive with the
Mighty Gloves and stand north of the two blocks. Lift the top block and put
it down to the north. Do the same to the second block. Now have Clive
equip the Grappling Hook stand slightly west of the blocks. Use the Hook and
Clive will be taken up. Hop off onto the blocks and go through the door to
the west.
----

Head north through this next room and through the far northern door.

You are immediately confronted by an unavoidable battle.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Chameleon Man
EXP: 12,000
Gella: 13,000
Strength: None
Weakness: Ice
Item: Duplicator
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This battle somewhat reminds me of the Balazs battle in Nidhogg Pass 3, mainly
because the enemy becomes somewhat invincible.  This battle is easily more
annoying than most, so just control yourself and work with me.

Chameleon man is not that strong. He rarely does any damage with his attacks,
as he prefers status changes.  This isn't THAT bad, since it is mainly Misery
(annoying) and Poison. Both of which are easy to cure in a turn. he is also
very slow, making him less of a threat.

The true problem with this battle is the fact that you will not be able to
physically attack him often.  When you physically attack him, he becomes
immune to physical attacks for 3 turns.  He also becomes MUCH more dangerous.
I quote directly from the game:

*Once it is physically attacked, the monster will activate stealth mode, which
nullifes all physical attacks.  However, it's stealth mode wears off after a
number of turns.

That number of turns the game mentions is three.  If you don't attack him
at all the turn after you damage him physically, just have everyone defending,
you can get him out of his Invisible state after one round.

Now you know the main problem.  First off, do not attack Chameleon Man
physically unless it is with Gatling, so that you can do more damage.  Yes,
magical attacks hit while he is in Stealth mode, but they do little damage.
Even the strongest attacks from Gallows and Virginia do 300 or so damage,
which is extremely weak. Even Ice attacks, which he is weak to, do that
little damage.

Another reason not to use physical attacks on him often is simple. He gets a
whole lot stronger.  He only uses instant death attacks (backstab) once he's
invisible and those hit quite often.  This can be very annoying, especially
if your character was saving FP up. Try Extension - Status Lock to avoid
this threat.
Feel free to use as many Mini Carrots as you want, though only use them
when your enemy is not in stealth mode, or it will be a waste. Having
Virginia use Mystic - Mini Carrot will be nice, but remember to use Lucky
Card first.

Once the Chameleon Man is out of steal mode, you can attack him (only once,
remember) so make sure that it is strong.  In three turns, you can easily get
100 FP through Mini Carrots, so whichever character is strongest, attack with
Gatling.  This probably wont kill Chameleon man, but it will severly damage
him. You may also want to try and summon any Mediums with Gallows, since
he'll likely be building FP fast if you're using Mystic - Mini Carrot.

Please Note!
Clive's Lock-On Skill should be able to hit this monster even when he's
invisible.

Just keep that up, and the battle will be won.  It may take a while though.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, go north and then east through the eastern door.
Here, go east and follow the path south.  Go west, and up the stairs. 

A Stubborn Door:
----
At the top of this area is another locked door. Rotate that level to the
north with your left analog stick until the Gem right above you is facing
downwards (the ground). Once it is, use Gallows and the Freezer doll to
freeze the lever like you did in the Serpent's Coils.
Head back downstairs and put Clive in the lead with his Grappling Hook. Stand
underneath the gem that you made face the ground and have him hit the gem
with his hook to light the gem.  Once the gem is lit, the door opens.
----

Go back up the stairs and through the western door.

Here, go north and through the door.  This room will look familiar, but rest
assured, it isn't the room you think it is.  Go north and jump down to the
lower level. Jump down to the second lower level and go through the northern
door.  In here, there are two chests.  Open one for a Gimel Coin. The other
chest has a new enemy called an Imitator.  This chest holds a Pocketbook
once you clear the mimics out.  Exit the room the same way you entered.

In the hall again, head south and use the Grappling Hook to propel yourself
back onto the main path.  Go northwest and enter the door. This is a dead
end.  Examine the console to the north of the door and watch a scene.
Exit the room the way you entered.  Watch another scene.

You automatically exit this surprisingly short area.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                         Gunner's Heaven                             --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You can actually visit this area much earlier in the game, but this is really
the point that you want to do it.  There's a sign around the tip of the
northern portion of the continent that says "Gunner's Heaven, looking for
all drifters level 25 and higher." if that tells you anything on when you can
do it.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Enemy Areas: Sandcraft, Baskar, Jolly Roger, Boot Hill
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Once back outside, head southeast, and hop back onto the Sandcraft.  Press the
Square Button, and go back to Jolly Roger.  Once back, land.  On land, go
north over the land bridge, and then west, into Midland Station.

At Midland Station, but a ticket to Southfarm for 880 Gella. Take the
train. Once at Southfarm, exit onto the world map.  Back on Filgaia, head
west and enter Boot Hill.

In Boot Hill, put Virginia in the lead and have her speak with Ginthan, who
is the man closest to the entrance. He will tell you about a location, but
not mention its name.  This is the directions to your next area. Exit Boot
Hill.

Head back to Southfarm and take the train back to Midland Station for 880
Gella. Exit back onto the World Map.  From here, head east and over the
land bridge back to Jolly Roger.  Hop onto your Sandcraft (you may want to
save and upgrade your ARMs in Jolly Roger if you didn't do so in Boot Hill).

Once on the Sandcraft, head southeast and pass under the land bridge here.
Continue southeast across a small expanse of sand until you see a brown
continent slightly to the south of you.  You should be near the bottom right
(southeastern) corner of the world map.  Follow this continent around and
you'll see a beach immediately around the tip of this continent. You should
be at the northeastern part of the world map now. If you've done Millennium
Puzzle #4, you'll find yourself somewhat near that.

Head west slightly and search around.  There should be a sign here that
mentions Gunner's Heaven by the large rock right off the beach.  If there
is, you know you're on the right continent.  You might want to summon your
horses with a Call Whistle, as you have a long walk ahead of you.

Follow the continent west and then south.  Soon you'll hit some railroad
tracks as you start going south. Continue south and southeast for a bit
and you'll hit the other side of the tracks that were going through the
mountain.  Follow these south and right where the tracks end search
around.  The next area, Gunner's Heaven, is found here.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Gunner's Heaven                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 2,044, Y: 15,965
Suggested Level: 41
Shops: Inn, Item, ARMS
Items: Antidote x3, Heal Berry x4, Revive Fruit, Potion Berry, 5,000 Gella
Key Item: Item Scope
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is unlike any other town in the game.  This area lets you fight
in "tournaments" against sets of enemies.  You have to pay money to do it,
though you get some good prizes for it.

Head north, and talk to the man behind the wood to the west.  Select Arena,
and then "Novice League".  You need to pay 2,000 Gella, but do so anyways.

Here's the deal.  You have to fight five sets of enemies which you have to
beat in 25 turns or less.  If you go over the turn limit, you lose.  If you
die, you lose.  Basically, kill all the enemies as fast as possible, but
conserve at the same time.  The battles are like the Leehalt-Janus battle in
Yggdrasil.  Your HP, FP, and status from the previous battle is brought into
the next, and is not cleaned or replenished.

After each battle, you have two choices, Yes, or No.  If you are healthy, ahnd
want to continue fighting, choose Yes, if you dont think you can make it,
choose No.

Note that you do not get Gella or EXP from these battles, though you can get
MTC points.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 1:
Enemies: Ganga x3

These are basically like their brothers, except hardier.  They can cacnel your
turns, but they are rather slow and won't get to it that often.  They are
rather weak and do maybe 100-200 damage with their physical attacks.  Only
use one character's Gatling, maximum.  Unless you are going to use Mini
Carrots later, that is.  Start off slow, as this is definitely the easiest
enemy set to kill normally, with just physical attacks.
Hopefully, you'll at least be able to kill one of these per round so that
this battle doesn't last more than three rounds.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 2:
Enemy: Wendigo

This is a single enemy.  He is stronger than the previous set, doing 300 HP
damage with his physical attack, but he still isnt much of a threat.  Have one
character use Gatling on the first round, and then have everyone else attack
normally.  He is actually easier to beat than the previous because he is a
single enemy.  Save some FP for Virginia, about 80 is good, though you may
want 100.  (you can also use Gallows, instead of Virginia, both work).
Be careful with this one, though, he counters all of your attacks with an
attack of his own that does around 400 damage!
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 3:
Enemies: Shambling Mound x6

You can easily slaugter this party of enemies.  These use status effects, but
the key is to make sure they dont get a chance to attack you.  Whochever
character you have the highest FP with should summon a guardian.  Even if you
dont ever use the summons, it will kill of these enemies instantly, making the
battles easier for you.
This one shouldn't take more than one round unless no one has any MTC.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 4:
Enemy: Balor

Like the Melody battles, you probably wont die here unless you kill youself.
This enemy mainly attacks with status attacks, which are not that bad.  It can
be a pain though, if you are effected by Disease and then by poison. This
combination can be surprisingly deadly and you'll want two characters to
heal it the same round.  Fortunately, this boss rarely attacks physically,
but the status effects are threat enough.  Gallows with Extension - Clearance
can help quite a bit here.
Try to kill it in less than 5 rounds so that you have time for the final boss.
Save your FP a bit, if you can.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Final Battle:
Armordrake

As with the previous battle, the main problem with this one is the turn
limit.  Amordrake is not really strong, only doing 300 or so damage, but he
does have quite a bit of HP, and rather good physical defense.  These packed
together can make the turn limit a bit tight.  Since this is the last round,
dont be afraid to go all out.  Use Mini Carrots if needed, and use Gatling
with your strongest characters. Magic works well, though is not the
strongest. Don't use Earth, as he's strong to that. Use Wind, that's his
weakness.  If your time is running short, use Extension - Valiant to secure
an easy win.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you get your prizes.  And a whole lot of them at that!  You
get Antidote x3, Heal Berry x4, Revive Fruit, Potion Berry, 5,000 Gella, and
an Item Scope. 

You'll be able to do more fights later - or now, if you choose.

Now, head out of Gunners Heaven.  With your new Item Scope, search just
outside of Gunner's Heaven to find a Duplicator around X: 1,874 and Y: 15,822.

Also, if you're willing to take a bit of a walk, follow the continent all the
way north and then west as it heads back south.  There's a Millennium Puzzle
on this continent quite some distance from Gunner's Heaven, but it's here
nonetheless.  It's around X: 7,315 and Y: 21,239. This is actually the
Millennium Puzzle #2 (talk about out of order. . .) and is quite easy.

While on your way there, keep scanning for items, since there's a Gimel Coin,
too.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Items: Booster Kit
Enemies: Oak Warrior, Oak Shaman, Orc Warrior, Orc Shaman
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Use a Warp Star to go to Southfarm.  Once there, head west, and past Boot
Hill.  At the beach where there would normally be the Sandcraft, search a
bit west.  At X: 13,194, Y: 25,070 you will find a rare item, a Booster Kit.
Ah I love these things.  Now head back east, and into Southfarm.

Spend 1,600 Gella and buy a ticket to East Highlands.  Hop on the train.
Once at East Highlands, head west and exit the area back to the world map.

Use a Call Whistle to get a horse.  Hop onto it and head north.  Jump over
the annoying gap and enter the Gemstone Cave. Don't miss the Gimel coin just
outside of the Gemstone Cave, around X: 21,348, Y: 14,102.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Gemstone Cave                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 21,593, Y:15,210
Suggested Level: 41
Enemies: Rock Baboon, Hodac
Bosses: None
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you begin,  head west down the path, north, and through the eastern door.
In here, go east, and then south.  Go east through another door.   Now go east
up the path.  Go through the door.

In here, head east.  Go north and then west onto the next screen.  In here, go
west and through the western door onto next screen.  Now go west and through
the northern door onto the next screen.  Go through the northwestern door.
Now go north, and stay along the west wall.  Go through the once hidden door.

In this hidden area, go north and up the path.  Go a bit west, and go through
the door in the wall.  Continue on this path, and out of the Gemstone Cave
onto the World Map.

With the Item Scope, you can now find a new items here.  Search around, and at
X: 20,891, Y:16,522 you will find the Lion Idol.  After getting this item, Use
another Warp Star to get back to Midland Station.

Once back at the Midland Station area, head north and then west.  Go south,
and renter Fallen Sanctuary.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 12,945, Y:8,506
Enemies: Pillbug
Boss: Justine
Items:  None
Key Items: Brave Seal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head north, and go up the stairs onto the guardian level.  Now, have Jet
equipped with the Radical Sneakers lead, and have him use the southeastern
panel to jump onto the upper level.  Approach the shrine and use the Lion
Idol.  You will fight a boss.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Justine
EXP: 8426
Gella: 0
Item: Brave Seal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Justine is the common RPG Cliche foe.  He is big, strong, can take a hell of a
lot of damage, but is pathetic magically. That just about sums Justine up.
His magical attack does like 100 damage or less, and his biggest attack,
called Justine attack (how original), which instantly kills all party members,
never works.  So basically all you have to worry about are his main attacks,
which are average powered. Just in case though, you may want to switch Love
Charm over to Gallows and have him use his Extension - Status Lock to
prevent instant death.

Heres a rather entertaining piece of information.  Justine casts Hyper on
himself, though it only lasts one turn.  This means that it is a complete
waste of his turn, as he wont be able to attack while it is in effect. Hyper
is only good when you pair it with a certain broken ability that makes your
buffs permanent through the battle - unfortunately, Justine doesn't use
that ability.

Justine doesn't really require any special strategy.  Since his attacks rarely
hit, he wont be able to damage you much.  The one thing you DO need to watch
out for is his very high HP.  Even an extremely overlevelled party, this
battle will take quite a while. Justine only has average defense (magically
and physically) but that high HP can make this battle last longer then almost
any battle previous.

Just be glad it is not as annoying as Raftina.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you get the Brave Seal Medium.  Now you are done here.  Head
north and west down the stairs.  Head south, and exit Fallen Sactuary.

Also at this point, we can get another item from the Ark of Destiny, since we
have Clive's new tool - Grappling Hook.  Remember, head west from Jolly
Roger while on the Sandcraft to find the area quickly.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Ark of Destiny                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,191, Y: 2,259
Suggested Level: 41
Shops: Inn, Save Point
Items: None
Duplicator Door: Full Carrot
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head through the eastern door and down the stairs to the very bottom floor.
In the hallway that had all of the sealed doors, head west until you can
go north, and then enter the western door up here. Jump down to the ground,
put Clive in the lead, and equip him the Grappling Hook. Stand  near the south
wall and use the Hook. Jump off and open the Chest.  It holds a rare
Full Carrot.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Capture                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Enemy Areas: Sandcraft, Claiborne
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head back onto your sandcraft and then head east. Land at the beach by Ka
Dingel (that's the tower on the green land). Here, head over to Westwood
station and head directly west to Claiborne.  In Claiborne, enter the Inn
and speak with the Inkeeper with CHAT.  She mentions the area you need to
go to next, a tower in the northwest. Exit Claiborne.

Head back towards Westwood Station. Between Westwood and the Millennium 
Puzzle, in a little area of land that's out to the west is the dungeon
you're looking for. To make it even more simple, it's, literally, directly to
the south of Infinitum. You can see Infinitum on the brown continent to the
north and just position yourself south of that and search. 


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Caging Tower                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,359, Y:9,079
Enemies: Barbarossa, Gorg, Nybbas, Imitator
Bosses: Maya, Alfred, Todd, Shady
Items:  Lucky Card x2, Potion Berry, Revive Fruit, Gella Card, Grab Bag, AP
Ammo, Gimel Coin, Mega Berry, Imitator x3 (Growth Egg), 17,000 Gella, Call
Whistle x3, Gimel Coin, Duplicator
Key Items: Black Pass
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

For once, when you enter, don't watch a scene.  Go north and east up the
stairs.  Go through the eastern door onto the next screen.  In here, go south
and up two sets of stairs.  Go through the western door.

In here, you will notice odd, clearish globes.  These I am calling bubbles.
If you get stuck in one, rotate the left analog stick as fast as possible to
get out, or you will be sent to a bad, bad place.  Dodge as many of these as
possible.  Now, head west, and go north up the stairs.  Go northeast up some
more stairs. Use Clive to bomb that odd device on the floor.  This will stop
the bubbles in this room.  Now, jump down to the south and open the chest for
2 Lucky Cards.  Go west and through the door.

Go north and through the northern door.  Open two chests here for a Potion
Berry and a Revive Fruit.  Exit the way you entered, go south, and through the
eastern door.  In here, ignore the cells (you only want to go in those if you
have been bad) and go east through the door.  In here, go south, and up two
sets of stairs.  Go through the western door.

Here is more of those evil bubbles.  This level is filled by faster bubbles
and a different formation.  Have Jet with the Radical Sneakers lead and go
north.  Use the panel to jump onto an upper level.  Here open the chest for a
Gella Card.  Jump down to the south and hop onto that first panel. Jump up
with Jet and you get into a new area.  Go south and use Clive to bomb the
device over here.  This stops the annoying bubbles from trapping you.
Now go north and through the door.

In here, go north and through the northern door.  There will be three
chests.  They contain a Grab Bag, AP Ammo, and a Gimel Coin.  Exit the room
the same way you entered go south, SAVE, and go through the door.  Watch a
scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 12,400 (3,100 each)
Gella: 12,800 (3,200 each)
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is almost identical to the previous battles with Maya and party,
except your opponents are a whole lot stronger this time.  No more lame
damage, they go all out!  You had better be warned.  Keep your HP above 1,000
at all times.

The hardest part in this battle os the beginning.  In the begging, when all 4
enemies are alive, the party can be killed within 3 turns.  Especially a weak
party.  Todd, Alfred, and Shady do a special attack together, called Wild
Bunch.  They can only do it once a turn, but it does over 500 damage to your
entire party.  This is a huge threat, as you will need to immediately kill one
of those three off.

As always, go for Todd first.  As always, he heals, but this time for 300 HP.
At this point, 300 HP is about what Virginia does with an attack and it
won't save him this time. But this is not what makes him dangerous.  The
main threat is his Meteor Dive, which does from 300-500 damage to a single
character.  This can easily kill off a weakened character. Like the previous
battles with Todd, you can do fire damage to him to make his afro catch on
fire, but depending on who Fiery Rage is on (likely Clive or Jet) it won't
be worth it to waste the turn for the minimal damage it does every round when
you can spike more damage with physical attacks in the first few rounds. Todd
has a ton of HP, so even if you use Gatlings with CLive and Jet on the first
few rounds, it will still tske three or four to kill him - that's entirely
what makes him dangerous.

Of course, Todd won't DO those attacks if you kill him first.  He will
constantly do Wild Bunch with his friends when all three are alive, which
basically means 600 per round with these three, plus Maya's damage.
After Todd, go after Shady.  He is good for building FP on, since he has low
defense and HP.  He also does more damage than Alfred does, making him more of
a threat.

And, as always, go for Alfred next.  The only thing Alfred has gained in his
time away from battle seems to be HP.  He's gotten a bit stronger, this time
doing 250 or so with each attack.  Again, save FP on him so that you
can use it on Maya.  Also, at this point you may want to have Gallows use
Extension - Shield to prepare for the final part of the battle.

Normally, Maya alone is not much of a threat, but this time that is
different.  She gets MUCH stronger. She gains an attack called Calamity Jane,
which attacks maybe 5 times and does about 2,000 damage to a single party
member!  After this damaging battle, that can easily kill a weakened member.
Make sure you keep your HP over about 1,200 at this point, as you never know
when the damage will reach its peak.  Maya is the most dangerous now, though
she does have the lowest HP of the bunch. Her normal attacks do around 400
damage too, so definitely keep your HP up and Shield on. Maya will likely
start killing Virginia in one hit at this point, so use Power Cancels to
revive your characters before the round ends.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch another scene.  Now go north, and have Jet jump onto
that switch with the Radical Sneakers.  This will turn the power of the tower
on.  Now, go to that door, and select 1F.  You automatically go down an
elevator.  On 1F, go south and open the chest for a Mega Berry.  Use a
Duplicator on the other chest for the ever useful Black Pass.  Go back north,
and near the door, choose 5F.

Back where you fought Maya and co., go east, and through the door.  Here, go
south, and up two sets of stairs.  Go through the western door.  In here is
another annoying bubble puzzle.  Go south, and then west across the platform
(dodging bubbles here is hard).  On the other side, go south, and have Clive
equipped with the Grappling Hook.  Place yourself under the pole, and use the
Grappling Hook.  Jump off, and use a bomb on the mechanism, so that those
annoying bubbles go away.  Now, jump down to the north and go all the way
north, then west.  Use the Grappling Hook when you cant go any farther, and
open the chests for Imitator x3 (Growth Egg) and 17,000 Gella.  Jump down to
the south and go through the western door.

In here, go north up two sets of stairs.  Go east through the door to confront
the last bubble puzzle.   Have Jet lead (with the Radical Sneakers) and use
the first panel.  Go west, and open the chests here for 3 Call Whistles and a
Gimel Coin.  Fall off the edge of the platform and start over.  Now, go onto
the second panel, and jump to the other side.  Here, go west, and open the
chest for a Duplicator.  Now, use the eastern panel, and go to the far north
side of the room.  Go east, and use the bomb on the device to FINALLY stop
these bubbles.  Now, go west, and use the last panel.  Go all the way east and
through the door.

In here, go south up two sets of stairs.  Go through the western door, and
watch a rather long scene.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Lombardia                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 42
Enemy Areas: Claiborne, Little Twister
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head southeast (directly) and enter Claiborne.

Here, you need to talk to two people.  Enter the first house on the east, and
talk to Dessinsey.  He will tell you a bit about the Tower.  Now, exit the
house and go north into the Inn.  Talk to the Innkeeper/Bartender,and choose
"Chat". Now, head south and exit the inn and the town.  A scene will play.
This scene will only play if you talked to both the Innkeeeper and Dessinsey.
If not, you can't go on with the game.

Back on Filgaia, head east to Westwood. Use a Call Whistle and have
your horses jump over the Crevice.  Head over to Little Twister for a short
side quest.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Little Twister                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 6,105, Y:8,301
Suggested Level: 42
Shops: ARMS, Item, Inn, Save Point
Items: Black Market items
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

With your new Black Pass from the Caging Tower you can now finally get into
the "hidden" Black Market in Little Twister.  From the entrance, head north
and enter the door between the Saloon and the Sheriff's office. Head to the
back area of the town where the ARMs shop is.  Break that box and you'll
be able to access the far back of town. Remember, don't go too far out or
you'll exit the area.  Follow the wall closely to the west and enter the small
shack you'll see.

In here, head directly north and use the Black pass when you're near the
door. This opens the door.  In here, talk to the man and you can buy items
from the Black Market.  One item costs 9,999,999 Gella! This item is for a
sidequest that would be considered "completionist only" later on. There are
quite a few Ex File Keys throughout the game from here on out.  You likely
won't be able to buy this one yet, but it's good to know it's here.  This
is also the only place that you can actually -buy- healing items. Normally
it's not really worth it to buy them though, you should just use Florina.
Note that you won't be able to buy any healing items here until you've
fully bred them with Florina using the "Breeding" command.  That means you
must sacrifice 40 Heal Berries to her to make the Black Market sell the
berries, and the like. You'll want to finish breeding eventually, but it
will probably take a while.

There's a few more little secrets with the Black Market.  First off, don't
buy that Ex-Key until you have the item that halves the price of all items
in the shops fom the fourth Optional Boss (Heimdal Gazzo).  Also, you can
actually buy ELEMENTAL RINGS here!  These are the items that teach the
elemental ward personal skills to characters.  To do this, you need to sell
the original item (Such as "Dark Ring") to the man and he will start selling
Dark Rings for 100,000 Gella.  This will prove to be extremely useful to you
when you start fighting the optional bosses, who require multiple elemental
wards.

You'll probably have to wait a while to use the Black Market to its full
extent, but when you can, it's certainly worth it!

When you're done here, exit Little Twister and head back to the World Map.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 42
Enemy Areas: Claiborne, Little Twister
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Either use a Warp Star to warp to Midland Station or hop on your horses, jump
over the crevice and take the Train from Westwood to Midland Station for
120 Gella. Once you're at Midland Station, head over the land bridge and south
into Jolly Roger.

!This is important! I'm adding Jolly Roger to a new area just so people who
skim through the guide know to go there next.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Jolly Roger                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,368, Y: 5:457
Suggested Level: 42
Shops: ARMS, Inn, Item, Save Point
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Again, this is important.  Head west and then north.  Talk to Herman on the
docks and he will tell you the location of Laxisland. You won't be able to
find Laxisland without talking to this man, and since that's your goal next,
you need to speak with him.

Once you know how to find the area, exit Jolly Roger.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 42
Enemies: El Bucky, Masa Knome, Pantagruel, Grodine, Forneus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head onto the Sandcraft (which should be at Jolly Roger beach) and head east.
Pass under the land bridge here and at the end of the continent, hug the
land to the north.  What happens next is based on if you did everything in
my "A Few Side Quests" section at the beginning of Chapter 3.  If you didn't
do it, then you'll have to fight a boss when you examine the rocks that block
the path here.  His name is Balal Quo Nega, and you have no chance of winning
unless you've upgraded the weapons on your Sandcraft, so make sure you've
done that first in Jolly Roger.

If you did the side quests, the path will be open and you won't have to
fight the boss again.

Either way, head into the new, closed off area of the sand sea.
In this new area, head directly north and there will be two beaches.  To
one of the beaches to the south (near a large crater, you'll come back here
in a bit) there's an Ambrosia around X: 18,671, Y: 14,695.
On 

Land on the eastern beach.  Once on land, head north, until you reach a Mesa.
No go Northeast.  At X: 17,776, Y: 19,029, you will find Laxisland.
On top of a Plateau around the Mesa you'll find a Millennium Puzzle that you
can't get to until you've completed the next dungeon.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Laxisland                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 17,776, Y: 19,029
Suggested Level: 42
Shops: ARMS, Inn, Item, Save Point
Items: Revive Fruit, Tool: Kramer Dolls, Revive Fruit, Name Tag, Gimel Coin
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north, and examine the barrel near the ARMS shop.  You
will get a Revive Fruit.   Enter the ARMs shop, and select "chat" with the man
in charge.  Say yes to his question(s), and you will get the Tool: Kramer
Dolls. You also get information about the Dragon.  Exit,  Now, go to the far
north of the town, and go all the way east.  Break all the boxes here, and you
will get a Revive Fruit. Inside the Inn/Saloon, you'll find a Name Tag in one
of the barrels to the southwest on the first floor.  On the second, there's
a Gimel Coin upstairs in a barrel.

While you're here, head to the far western upper side of the screen and speak
to the man here.  His name is Roswell. Ask him what he's talking about and
he'll mention "invaders from the stars." After a few dungeons, talk to
him again and he'll have some more information for you.  But for now it's
just important to speak with him.

Exit Laxisland when you're done.

With the Kramer Dolls in your possession, you can now do many of the optional
bosses.  Remember those floating red orbs you've seen throughout the game
in areas like Ka Dingel and Clive's first dungeon, Den of Miasma?  Use this
by them to fight the optional battles.  Most every optional fight in the 
game requires a special strategy or special Wards to fight, so you'll need to
prepare beforehand.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 42
Enemies: El Bucky, Masa Knome, Pantagruel, Grodine, Forneus, Thunderdrake,
Hidden
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head west and then south.  Hop onto your sandcraft.  Go directly west, and
land on the beach a few seconds from you.  Here, head north, and search.  You
will find a Migrant Seal at X: 15,955, Y:18,192.  Head back onto the
sandcraft.Now, go directly south until you pass a continent.  Then go east,
and land on the beach.  On land, circle the volcano/mountain, and at X:
17,975, Y: 13,130, you will find your next dungeon.

If you didn't get the Ambrosia in this area before, it's at X: 18,671,
Y: 14,695.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Dragon's Lair                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 17,975, Y: 13,130
Enemies: Thunderdrake, Necrosaurus, Virsago
Bosses: Lombardia
Items:  Imitator x2 (Call Whistle), Gimel Coin, Potion Berry, Gella Card, 10-
Gal Hat, Duplicator, Lucky Card, Name Tag
Key Items: Lombardia (really an item?)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Use Love Charm's Requiem on the Necrosaurus' to instantly kill them!

As you begin, go east and climb up the eastern ladder.  Go north and through
the eastern door.  No north, and up the northern ladder.  Continue north over
the bridge, and climb down the ladder.  Go through the northern door.

In here, go west, and climb the ladder to the south.  Go east, and then
north.  Open two chests here for Imitator x2 (Call Whistle) and a Gimel Coin.
Now, go south, and bomb the southern wall with Clive. It's just a bit to the
west of the ladder.  Go through the newly opened door. Here, go south and
fall down the hole. Climb up the southern ladder and open the chest for a
Potion Berry. Bomb that obviously weak wall to the east and go through the
hidden door. In here, climb up the northern ladder and open the chest for
a Gella Card. Keep heading northwest and bomb the weak northwestern wall.
Go through this hidden door.

In here, stay on the upper level and go east.  Go through the southern door.
Open two chests here for a 10-Gal Hat and a Duplicator.  Exit the same way
you entered.  Here, jump down to the north and bomb the eastern wall.  Go
through the new door.

Now, go south, and open the two chests for a Lucky Card and a Name Tag.
Climb up the ladder onto the next screen.  Here, go south and climb the next
ladder.  Go south, and then west through the western door.  In here, there is
a hole to the southwest, fall down it.  Now, go through the southeastern door.
Go east, and then jump down.  Climb up the ladder to the north, and get to the
next screen.  Go north, and bomb the northern wall.  Go through the door.

In here, continue north, and watch a scene.  Go north onto the next screen.
You can not save, so have Gallows use the Kramer Dolls, and watch another
scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Lombardia
EXP: 13,000
Gella: 14,000
Item: Gimel Coin
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

For her (yes, Lombardia is female) size, Lombardia is definitely a lot weaker
than she looks.  Or maybe it is just the fact that she uses more support magic
than she attacks with.  Any way you do it, if your party is strong, you may be
able to kill her off before she uses her strongest attacks. Make sure you
save your FP until a bit into the battle, though.

On the first three turns, Lombardia uses defensive spells on herself. These
spells include Cerebal Matter, which increase her evasion ans her rexflex by
over 200 points, Epidermal Shell, which reduces all (magical and physical)
damage you do to her, and Mighty Might, which ups her attack.  This takes
three turns.  So on these turns, you need to attack normally, so you can
damage her as much as possible. You may want to have Virginia, or whoever is
equipped with Moon Spark, dispel the Arcana effects that Lombardia buffs
herself with using the Eraser spell.  This lets you damage her more easily.

After she casts the support spells on herself, she will attack for two to
three turns.  She attacks once per turn, and the attacks do about 200-500
damage. They only hit one member. Make sure you save your FP and keep your
bullet count around 3 or 4 for everyone so that when the battle changes in
3 or so rounds you'll be prepared.

After those turns, you will note that Lombardia will begin to flash red, at
this point, ATTACK WITH ALL YOUR MIGHT!
There's no message when she flashes, she just begins to. At this point,
your attacks do a whole lot more damage, (even Virginia's do over 1,000
damage), so use Gatling as much as possible on this round.  If you attacked a
lot before hand, you should be able to kill her now. If you're lucky enough to
get a normal critical attack with Jet or Clive you can even break 9,000
damage (no, not the meme, literally, breaki 9,000)!
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, there will be four choices.  Choose:

"I want what you want."
"Yes."
"I will give you something more."
"Something to quench your desire."

After answering these corectly, watch a scene, and Lombardia, the Dragon, is
yours!

Make sure you head back to Laxisland and speak with Roswell before you
continue, as you'll need to speak to him again later on to start his quest.

Note: At this point you can do and finish off all of the Millennium Puzzle
quests. If you've searched around a bit and followed this guide, you've
probably done 8 or 9. There are 20 in all!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Teardrops                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you haven't gotten the Wolf, Lion, and Goddess idols from the various
parts of the game, you MUST get them at this point. One is found in the
Gob's Hideout, one is from killing Bala Quo Nega and giving the Suitcase to
the lady in the ARMs store in Jolly Roger, and the last is from the back exit
of Gemstone Cave onto the World Map.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 43
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From where you begin, head directly north, until you reach a green land area
that you could not reach without Lombardia.  Here, search around, and you will
find your next dungeon.
Also, around X: 18,150, Y: 24,686 you'll find a Lucky Card.  It's just to the
northeast of the dungeon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Dissection Facility                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 17,711, Y: 24,127
Suggested Level: 43
Enemies: Chimera Geo, Chimera Muse, Chimera Fray, Chimera Wing
Bosses: Sadas, Sadas jr.
Items: Potion Berry, 18,000 Gella, Mini Carrot, Heal Berry, Gimel Coin, Lucky
Card, Big Grab Bag, Gella Card x2, Potion Berry, Gimel Coin
Duplicator Door/Chest:  Name Tag x3, Holy Root, Nectar
Key Items: Paperback, Card Key
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene and go west.  Use a Duplicator on the western door, and go
through it.  In here, open the chest for 3 Name Tags.  Exit the same way you
entered, onto the first screen.  Back on the original screen, go north and
through the door onto the next screen. Here, go through the eastern door onto
the next screen.  Go north and approach that big box.

That's a Big Box:
----
Ppt Clive with the Mighty Gloves equipped as the leader. Push that big box
three times east.  Now, walk up the stairs and put Virginia in the lead with
her Galecrest.  Use it to get over the block and go through the eastern door.
Open the chest in here, and you will get a Potion Berry.  Exit the room the
same way you entered.

Back in the box room, have Clive with the Mighty Gloves equipped lead.  Stand
north of the block, and push it six times south.  Now, stand south and push
it two times north.  Go up the stairs, over the block path and through the
western door.
----

In here, go through the northern door.
Now, sprint (X button) into the door of the first western cell.  Open the
chest in here for 18,000 Gella.  Now, sprint into the third door, and open the
chest in here for a Mini Carrot.  Break all the boxes to the north and you
will get a Heal Berry.  Examine the red door and watch a scene. Head through
the  next door to the north.

Now, go all the way north, and open the chest for a Gimel Coin. 

Walls and Switches:
----
Now, go south,and onto a slightly upper level. Stand on the second "strip"
(literally, you want to be on it.) on the ground. Have Gallows lead with his
Steady Doll equipped. Have him face west and have the doll hit the wall. Lead
the steady doll to the south and press X at the far southern switch.
This will make you go up to the upper level.

Here, go south and through the door. DO NOT FALL DOWN.

Go through the eastern door here and you will be in a treasure room.  Open the
chest, and you will get a Lucky Card.  Head out of this screen and go back
two screens to the puzzle room.

Back on the puzzle screen, jump down, and stand on that same northern strip
you did the first time.  Use the Steady Doll, and hit the Southern switch.
Jump down to the north, and go through the northern door.
----

Examine the red door in the next room for a short scene and exit to the north.

Two Big Blocks:
----
In here, put Clive in the lead once again.  Jump down to the lower level and
push the southern block two times east, so that you can have access to a
hidden door.  Go through it.  Open the chest here for a Big Grab Bag.  Use a
Duplicator on the Sealed chest, and you will get a Nectar.  Note that the globe
will allow you to fight a strong optional boss when you use the Kramer Dolls
by it, however he is -very- strong. Don't attempt this boss without
at least 4 Dark Wards, or you're going to be slaughtered.  if for some reason
you've gotten 4 Dark Wards as drops (it's possible at this point!) or you spent
a few hundred thousand Gella on them, go ahead and try the boss.
Otherwise, don't try it.

When you exit the room, one of the blocks will be placed quite conveniently,
allowing half the puzzle to be done for you.  Push the western block once
north and then three times east. Once they're lined up, head west and climb
the ladder on the south wall.  Jump down onto the first block and have
Virginia use her Galecrest to cross the area.
----

Open the chest to the east and you get 2 Gella Cards.  Go west and through the
western door.

Here, go north, and sprint into the center cell.  Open the chest in here, and
you get a Potion Berry.  Go north and through the door onto the next screen.
In this larger room, go up the western stairs, and go south.   Break the boxes
here and you will get a Gimel Coin.  Now go to the western side of the room,
and use a Duplicator on the Sealed Door.  Go through the door.  You
automatically enter a battle.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Sadas, Sadas jr.
EXP: 14,000
Gella: 15,000
Item: Potion Berry, Revive Fruit
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Note: This is an optional fight.  You only have to fight them if you enter
this side room.

This will be the fastest boss battle ever.  On your very first turn, have
Virginia use a Gella Card on Sadas, and have Jet use one on Sadas jr.  It is
important for you to do it to Sadas first, as he wont last long.

On Sadas's first turn, he will self destruct.  This attacks a single member of
your party for 2,400 HP.  At a low level, this will easily kill a party
member, so make sure to have a Revive Fruit on hand.  Take note that until
Sadas dies, you will not be able to damage Sadas jr.

After Sadas self destructs (or takes his journey, as the game puts it), you
are free to attack Sadas jr.  Dont attack him til after Virginia has use
Mystic-Lucky Card though, because this battle gives some rather good spoils.
After you use the Mystic-Lucky Card, attack physically, and Sadas jr. should
die in a single round.  He is weak versus physical attacks.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, open the chest and you will get a Holy Root.  Go back to
the previous screen.  Back in this larger screen, examine that odd brown
object on the floor, and you will get the Paperback item.  Go north, watch a
scene, and head north onto the next screen.  In here, Use the Paperback, and
you will get the Key Card item.  Now, examine the small console on the eastern
side of the room (the one near the larger console that isn't broken), and
watch a scene.

You automatically exit the area.
Head directly north and when you reach a greenish yellow land, head east, and
you will be back at Ruins of Memory.  This is your goal.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Ruins of Memory                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,368, Y: 5,457
Suggested Level: 45
Enemies: Annaberge, Blue Book, Spartoi
Bosses: Melody, Malik, Leehalt
Items:  None
Key Items: Teardrop
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head north through two screens.  On the main hall screen, go east and through
the northeastern door.  In here, go through the northern door.  Go east, and
then north, going through the first door to the west.  Head west, all the way
through this room, onto the next screen.  Now, go south, and enter the first
door you see.  You will be back in the MAIN HALL.  This is where you want to
be.

Face the northern wall and you will read about the Teardrop.  Now, use
Clive's Grappling Hook and you will be able to get up to an upper level.
Jump off, and go through the northern door.

Here, you will find the second part of the Ruins of Memory.  
Lanterns:
----
Approach the second statue and press the X button.  The lantern lighting
changes. Press the X button by the far eastern statue and then press X by
the far western statue.  This will light all of the lanterns and open the
door.
----

Go through the newly opened northern door. Continue north to the next screen.

Art Gallery:
----
In here, there are a whole lot of paintings. use the Tindecrest on the big red
painting to the north, and a door will appear. That was a short and easy
puzzle, yes?
----

Go through the newly opened door to the north.

In here, go north, and use your Card Key on the door.  (If you dont have the
Card Key, "Use" the Paperback from your item inventory, and you will get it).
Go through it.  In here, go north, and examine the blue gem.  Watch a scene.
Now, head five screens south and try to jump down to the lower level.  Watch
a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt, Melody, Malik
EXP: 15,900 (5,300 Each)
Gella: 16,500 (5,500 Each)
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now THIS is how the final battle in Chapter 2 should have been!  Each of the
once prophets have their own powers back, as well as all their strongest
counters.  Sadly, both Malik and Leehalt have actually gotten weaker, while
Melody has gotten stronger than she was before the Yggdrasil final encounters.

This is like fighting all of them alone at their prime, except together.
Malik still has his area confusion skills, making him by far the prime target
in this fight.  If your character have a Confusion Ward, be absolutely sure
to put them on. Melody attacks more often than her comrades and her
Eliminate Scanner does 600 or so damage.  Leehalt, as always, will not attack
your members until he is attacked, so he is harmless and can easily wait for
last.

The first thing you should do is cast Decelerate on Malik.  As always, you
wont be able to hit him until you do. Then, as with the previous battle, your
attacks have to do over 300 damage to damage Melody at all.  Luckily, at this
point, it is a whole lot easier then it was when you did it in Yggdrasil.  She
is also weak versus physical attacks. Melody not only causes the most damage
with Eliminate Scanner, but she constanly counters attacks with her Venom
Strike, like in Yggdrasil. She's probably the worst threat this time.
Choosing either Malik or Melody to target first is really the main problem
in the battle.

I suggest going for Malik before Melody for two reasons.  First, Confusion
is extremely dangerous. The second is all he needs is a Decelerate to
debuff him, while Melody has the strong barrier that reduces any damage
done to her by 350.  Melody will take longer to kill, even with her lower
physical defense. Depending on how strong your party is you may want to
start off with Gatlings immediately and then use the rest of his HP and
Melody's to build FP for Leehalt. Unfortunately, Malik has the highest HP
of the three, making him unattractive to target first.

Once Malik is gone, attack Melody.  Only have one of your characters use
their Gatling on her though, because you know Leehalt will need all the
strength of attacks you can muster. Melody has much, much lower HP than
Malik did, but she has the natural 350 HP barrier.  keep Poison Wards
on while you attack her so that you won't be eaten alive by her poison
counterattacks.

After Melody comes Leehalt.  He is a whole lot weaker this time.  In the
previous battles, he would counter with the full damage from your attacks
(even Gatlings).  This time, with Gatling, he only counters with the damage of
the first attack.  This makes his counters a whole lot more survivable, that
is, if you are still healthy and kiled Malik and Melody off fast.

Have the srongest attacking characters keep their HP over 2,000 (for Critcical
attacks) at all times and you shouldn't even die.  This battle will be won
soon enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you lose the Teardrop item.  You
automatically exit the Ruins.

Now, you really need to do a few side quests.  Because from now on I am going
to say something, and if you haven't done a certain side quest, you wont be
able to do what I am asking.

First, hop onto Lombardia, and head to Dune Canyon.  Now, go south, and land
on the islands around there.  Search, and you will find Millenium Puzzle 14.
You need to solve this puzzle, and get a key item that will be useful for the
rest of the game.

BIG HUGE NOTE: Head back to Laxisland after this series of events.  Speak to
Roswell there if you've spoken to him twice before (once when you first got
to the town and a second time after either Dragon's Lair or the Dissection
Facility). At this point you can -finally- start the Telepath Tower quests!
I highly suggest doing this side quest, along with finishing the rest of the
Millennium Puzzles, as I've been suggesting since you received Lombardia.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #14                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: South of Fortune Gear and Millennium Puzzle 1, On an island.  (Need
Lombardia)
Coordinates: X: 21,386, Y: 5,748
Difficulty: 4/5
Hint: "You already know that putting two blocks of the same color together
will eliminate them.  But dont forget that they can be put together vertically
as well as horizontally."
Item: Teleport Orb
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Pull the eastern yellow block three times west.  Push it once north, making
both yellows go.  Pull the eastern green block four times west and push it
once more west.  Push it once north, making both greens disappear.  Jump down
to the east.  Pull the western blue once east, making two blues go.  Pull the
western red block two times east, making two reds go.

Now you can finish the puzzle.  Pull the western blue once east and then once
north.  Pull it six times east, and BLUE IS DONE!

Pull the western yellow once east, and push it seven times east.  YELLOW IS
DONE!

Pull the western green block two times east, and push it seven times east.
GREEN IS DONE!

Pull the western red block once south, and then once east.  Push it seven
times east, and THIS PUZZLE IS DONE! Nice and short. Very easy for a 4/5.

---

After getting the Teleport Orb, you can do what is needed.  Now, teleport to
Baskar Colony.  Hop onto Lombardia here, and go north.  When you reach a
continent (it's brown) that you couldn't get onto without Lombardia, land,
and search.  You will find Clive's first town, Ballack Rise.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Ballack Rise                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 11,905, Y: 14,176
Suggested Level: 46
Shops: ARMS, Inn, Save Point
Items: Mini Carrot, Duplicator, Grab Bag, Mini Carrot, Migrant Seal
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Put Clive in the lead here and you will get a few nice comments.  Remember,
Clive saved this town from the Goldrake.  Anyhow, head north, and climb up the
western stairs.  Use the ladder to the east, and use Jet with the Radical
Sneakers to hop onto the box to the south.  Break the boxes here, and you will
get a Mini Carrot. 

Jump down to the east and check the barrel.  You will get a Duplicator.  
Go through the northern door.  Go north two screens through the building and
west up the ladder.  Go through the western door.  Here, circle south, and go
east.  All the way east, open the chest and you will get a Grab Bag. 

Go west and enter the ARMs shop.  Here, go east up the stairs and through the
northern door.  Open the chest outside, and you will get a Mini Carrot.
Finally, enter the Inn and go upstairs.  Up in the far corner of the Inn, by
the bed, you'll find a Migrant Seal.  Use the Radar if you can't find it.
Exit the Inn and then Ballack Rise. There's nothing much more you can do here
for now.

Remember, you can find the Den of Miasma just to the north of Ballack
Rise.  There's an optional boss there you can fight now or later.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 46
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now, with the Teleport Orb, teleport to Little Rock, and enter the Town.

You are here for some information.  Talk to all the people, but Mock is who
you really want to talk to.  "Ask" him and he will tell you the location of the
Abyss, which is your next dungeon.  Exit Little Rock once you have this bit of
Information.

Hop onto Lombardia and go south.  Land on the light brown land right before
the end of the continent (and into a the sand sea).  If you are in the right
place, you will see some rocks will be in the path.  Hop back onto Lombardia,
and press the R2 button, and blow those rocks up.  Land again, and go west
through that path.  Go north, and then northwest.  At the end of the path,
search, and you will find the Abyss.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              The Abyss                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 25,205, Y: 10,200
Suggested Level: 46
Enemies: Alleo, Baskerville, Cannon Buffalo, Madgasser, Calupdis, Balphon
Bosses: Ephrem Zein
Items: None (gasp)
Key Items: Dragon Idol
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

NOTE:   For those of you who want to take it on completely, make sure to have
4 Weather Vanes, and characters with ALL elemental and status resistances
possible.  Without that, you wont get very far.  Also, try and be on at least
level 80, or you will have quite a few problems.

The Abyss is a dungeon unlike any other.  Once you get in, you can not get out
until you reach certain levels with teleporters that allow you to go out.
Those levels are 10, 30, 60, and 100. Though for now, we are only going to
floor 10, you may want to come back later and go all the way down to level 100.

Also, make sure you have 4 Weather Vanes going into this dungeon.  You can get
one from Worlds Footprint, and the other two from Millenium Puzzles.  You will
get ambushed constantly here, but if you have Weather Vanes (4) you never will
be.  Take note, that you will only NOT get ambushed if you have 4 of them -
Any less than that will still ambush you.

Also, there is no way I can do a walkthrough for this area, because the order
you get the levels is randomized.  It pains me to tell you this, but you are
going to have to do this on your own.  Though the levels are short.  Get the 5
White gems on each level, and the teleporter opens, allowing you to go to the
next floor.  Each White Gem heals 1/10 of your ENG gauge, and 1/20 of your VIT
gauge.  This makes your trip a whole lot easier.

Note: Feel free to fall off the edge at any time.  in fact, this makes many
levels go so much faster, as you dont have to travel back from point one, all
the way to the other side of the level to get another Gem.  this can also
avoid encounters if your ECN is low.  This trick is extremely useful, as the
gems will not reappear.

After getting all 5 gems on each floor, go through the teleporter onto the
next floor, in which you should repeat the process over again.

On the tenth floor, do the same, and when you go through the teleporter...


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ephrem Zein
EXP: 17,000
Gella: 20,000
Strengths: Light (Half)
Weakness: Dark
Item: Dragon idol, Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Odd is not the work I would use to describe this boss.  Messed up is.  This
battle is different from most other battles.  Like Leehalt battles, the enemy
will not attack your party, but only counters.  Sadly, this counter is good
and bad.  It's VERY strong and attacks all members at once.  Luckily, it
doesnt do the damage you did to him.  Try and have as many characters as
possible with Light wards, as this makes his counter completely useless.

Start off by having Gallows use Extension-Protect (even if Gallows does't have
Terra Roar, you should move it onto him just for this battle) to reduce the
damage Magical attacks do.  This will be your lifesaver in this battle.
Virginia and Gallows should NEVER attack.  Unless of course, either one of
them Have Moon Spark and the Grav Arcana.

Why dont you want them to attack? The counters.  Ephrem Zein's couunters do
1,000 (unprotected) to the party.  He will never attack you, but will always
counter your attacks, and he can counter four times a turn.  Your party most
likely wont survive four counters, so only two people (maximum) should attack
each round.  Virginia should heal each round (Mystic-Potion Berry is your
friend), and Gallows should make sure that everyone who has less then 1,500 HP
gets their HP up.  Whoever has the Grav spell (even Clive) should use it until
it gets weak.

Attack with physical attacks (Jet and Clive ONLY) as he is weak versus them.
You may only want to attack with gatling (using Virginia and Gallows to give
them mini Carrots each round, while they defend) to lower the sheer amount of
damage that Ephrem can do.  With more then one character using a Light Ward,
this may not be needed, but it certainly will reduce the damage you take.
Against your strongest physical attacks, Ephrem wont last long, but neither
will you if you attack full on!  Patience is a virtue, and you must use it in
this battle.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After fighting Ephrem, Select yes, and go back to the surface.  Be happy you
dont have to go here again for the story (it is an optional dungeon you can do
later for the story).


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 12,945, Y: 8,506
Enemies: Pillbug
Boss: Zephyr
Items:  None
Key Items: Hope Shard
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

With the Dragon idol now in your posession, you can fight the final Guardian
Lord and get the last Medium in the game.  Use the Teleport Orb and go to
Baskar Colony.  Save and rest at the Colony and then go south.  Enter the
Fallen Sanctuary.

When you enter, head north, and go onto the upper guardian level.  Use the
Radical Sneakers to get to the southwestern upper level.  Make sure you have
saved after getting out of the Abyss, and use the Dragon Idol on the statue.
Select yes.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Zephyr
EXP: 8,426
Gella: 0
Item: Hope Shard
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Many consider Zephyr the strongest of the Guardian Lords.  Well, Raftina is
harder (if you dont use the Reflect ability), but Zephyr is well capable of
obliterating your party.

Zephyr's main attack is his 'ultimate' attacks.  He uses it a lot more than he
uses his other attacks.  it is called Phantasmic heart, and does about 500-700
damage to all party members.  This isn't that much, compared to some bosses
(Ephrem, who you just fought, namely), but his other attacks are the main
problem.

The hardest part about this battle is Exploder.  this turns one character red,
and when that character acts in any way (other then defending) then he will
explode, doing damage to the entire party.  The higher the HP the character
has, the more damage the party receives.  The character who exploded dies.

Now, you have two things to worry about.  The best thing to do when a
character is Red (has exploder cast on him) is to let the character die.  This
will allow your party not to become fully screwed over by exploder.  (If all 4
members have exploder, no member can act and you are screwed).  So do an
action with the character who was Explodered, and then heal your party.
Revive the character with a revive Fruit, but dont heal him, because if he is
Explodered (eh...?) again, then he will do less damage to your party members.

Now, Exploder is the main problem, but paired with Phantasmic heart, your
party can easily be wiped out.  How to solve the problem?  Have a whole
lot of Revive Fruits on hand and have Virginia heal EVERY round.  Use as many
Mini Carrots as needed, as you will need all the FP you can get with her
healing.  With the characters at low HP when they are exploded, it will be
easier to survive.  But keep your HP over about 800 or else you WILL die.
This battle is all about playing defensively, but attacking as often as
possible.   Gallows should never attack and nor should Virginia, both should
be focused on healing.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you get the Hope Shard.  You also get to turn the last two
Mediums Gold.

Now that you have all 12 mediums, you can decide which ones you want on whom.

It is really your own opinion, and only Gallows' really matter to a full
extent, since Virginia usually heals, and Clive and Jet usually attack.

A lot of people like this set on Gallows:

Love Charm
Flash Hit
Hope Shard

This allows Gallows to be on support constantly.  I personally prefer to
change the Love Charm for Terra Roar, but it really how you play.  That combo
is good because you can Extension-Status lock, Extension-Valiant, Extension-
Permanence to have those support spells cast throughout the entire battle.

Everything else, you should change depending on the way you play.  I know I
play more magically then others, so some may want a completely different
Medium setup then I do.  Explore for yourself, and try and find what one works
best for you.  I am here to help, not to dictate how you play.

After getting the last medium upgrades, head south down the stairs, and south
out of Fallen Sanctuary.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 47
Enemy Areas: Laxisland
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Use the Teleport Orb, and go to Laxisland.  You should start the Telepath
Tower quest NOW, you wont have a chance later on, and the chance will be
forever lost in obscurity! Basically, you won't be able to start it later,
so start it noiw, even if you dont plan on finishing it for a while)  Hop onto
Lombardia, and go west.  Land on the plateau, and search.  At X: 14,484, Y:
17,509, you will find the dungeon, Cradle of the Metal Gods.  Try to enter
it, and you can not.  So, you need to find another way in.  Use the Teleport
Orb and head to Ark of Destiny.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Ark of Destiny                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,191, Y: 2,259
Suggested Level: 47
Shops: Inn, Save Point
Items: None
Duplicator Door: Any that you didn't get before.
Bosses: Bombur
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

In the main hall, Head all the way west, and through the western door.
Go down the set of stairs and talk to Helga.  Ask her about Survey Point 8
[Cradle of Metal Gods] and then go back up the stairs through the door.  Go 
north through two screens and talk to Lamium.  He will tell you more about the
Cradle and tells you to look in the library.  Go south two screens into the
main hall.

In the main hall again, go through the northwestern door and enter the
library.  Go to the far west, and use the Grappling Hook to get onto the upper
level of the library.   Search the far book, called "Full Account of Survey
Point 8" and you will learn the location of Dim Root path.  Note that you
should NOT use a Duplicator on the the Ice Queen book, as it is about a hidden
boss, and I can tell you about it in the hidden boss section (see "Emeth").
Jump down to the lower level of the library, save (rest, if needed) and exit.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 47
Enemy Areas: Boot Hill
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Before we go on with the game, we are going to continue our sidequests.  Use
the Teleport Orb to go to Boot Hill (or a Warp Star to go to Southfarm).  From
Boot Hill, go east and enter Southfarm.

Spend 1,600 Gella, and buy a ticket to East Highlands.  Before boarding the
train, "Chat" with Tony, and ask him about the missing passengers.  Now,
depart, and you will end up slightly off track...


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Sunset Peak                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 18,861, Y: 900
Suggested Level: 47
Shops: None
Items: EX-File Key
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You can't really do much here, so just exit.  On the world map are some very
strong enemies and you can find Millenium Puzzle 20.  Also in the area is a
Migrant Seal and Telepath Tower #15.  The Migrant Seal is at X: 6,542, 
Y: 11,254.  To get to the Telepath Tower, you need to hop on a horse and
jump over the crevice to the west.

One you're done in this secluded area of the World Map, use the Teleport Orb.

I AM AN IMPORTANT NOTE PLEASE READ ME:  In Sunset Peak, you can get one of the
first EX-File Keys in the game (if you haven't been  fighting optional bosses
yet)!  To do this, you just need to enter Sunset Peak, which is all but
abandoned,  Sprint (X button) into the tall clock here and you'll find an
EX-File Key. Be sure to remember to get this item.
Why is this note so important? Well, EX-File Keys allow you to unlock special
features once the game is completed. There are 15 in all you need to find by
completing the game.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                           Infiltration                              --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Filgaia                                 *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 47
Enemy Areas: Survey Point #17
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Before you enter Dim Root Path, make sure you have started the telepath
Tower quest.  After you have entered the Cradle, you will not be able to start
it, and lose the opportunity for the rest of the game.  To start it, you only
need to fight one set of Telepath Towers.  Dont go into Dim Root Path before
you do this, as you may regret it later. I've reminded you about this three
or four times now because it IS important for those who want to do everything
in the game.

From Ark of Destiny, hop onto Lombardia, and go south.  On the continent where
Survey Point #17 once was, land across the western land bridge.  Now, follow
the mesas, and search.  At X: 8,269, Y: 22,777 you will find Dim Root Path.
(The Coordinates are what the game tells you, and may not be exact).

Note: Once you enter this dungeon, and get past a certain point, you will not
be able to get out until after you have finished the Cradle of the Metal God.
So make sure you are ready.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Dim Root Path                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 8,269, Y: 22,777
Enemies: Anzu, Lycanthrope, Evil Dead
Boss: None
Items:  Tool: Changecrest, Lucky Card x3, Potion Berry, Gimel Coin x3, 20,000
Gella, Gella Card x2, Violator, Inimidator x3(Migrant Seal), Revive Fruit
Key Items: Adventure 7
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: This area is rather hard for me to write directions for, since it is all
northwest, southeast, etc.  It's just a whole lot of weird directions.  And
because of this, I dont have two puzzles written, just the ways to do them.

Head southeast, and examine the door.  YOU WILL NOT BE ABLE TO GET THROUGH
WITHOUT ALL 12 MEDIUMS!  So if you do not have all twelve mediums, go get them
now.  Else you will not be able to get through this door (didn't I just say
that?).  After opening the door, go through.  On this screen, jump down to the
south, and go through the northeastern door. In here, open the chest, and you
get Virginia's last tool, the Changecrest.  You will be using this throughout
the dungeon.  Use it on all those Orange Blocks in this room to access those
two chests.  They contain a Potion Berry and Lucky Card x3.  Exit the room the
same way you entered.

Note: Now that you have the Changecrest, you can cheat a bit.  This only works
in some dungeons.  In dungeons where the Gems regenerate (because they are for
puzzles, namely this dungeon, Demondor Pillar, and a few others) you can exit
the room and go back and the gems will be there.  This is an easy way to get
your VIT and EGN gauge up to maximum at any time.
Also, if you're planning on doing the optional bosses (you can do most of
them at this point, actually) and don't have 4 Dark Wards, the enemies here
drop Dark Rings, which allow you to learn Dark Ward.  You need four Wards 
total, or three Rings, since moon Spark has a natural Dark Ward.

Back in the first hall, go southwest, and climb up the steps.  Face east, and
use the Changecrest on that White gem on the other side of the room.  This
will warp you over to the other side.  Go through the eastern door and onto
the next screen.

Here, go southeast, and you reach another puzzle.  Where you see the lone
Orange Gem, use the Changecrest on it, and the door will open.  Go through the
newly opened door onto the next screen.  Watch a scene.  Go south, and
through the eastern door.

Orange Blocks Everywhere:
---
This puzzle is done with the orange Changecrest boxes.
Go east and have Clive with the Mighty Gloves lead.  Have him lift the
second block to the west, and put it down to the north.  Do the same with the
bottom block.  Now, have him lift the top, far eastern block, and put it to
the north.  Do the same for the bottom block.  Now, go up the western stairs,
and use the Galecrest to get over this new block path.  Go through the door.
In here, open the chests for 3 Gimel Coins, 20,000 Gella, and 2 Gella Cards.
Exit the same way you entered.
----

Back on the block screen, get rid of any orange block, and go through the
southern door.  Here, go west, and face east.  Use the Changecrest on all 3
gems.  Now, use the Galecrest to get across the path.  Open the chest to the
south for the Violator.  Go east, and through the southern door.

Note: The Violator.  This is the ultimate cheap item in this game.  Seriously,
this item makes the game so easy that it isn't funny.  I dont suggest using it
if you want any sort of challenge, but you can...For 100 FP, (make sure your
character has no bullets) do Gatling attacks, and he will end with a combo
that does 1,000 x your characters level in damage.  So if your character's
level is 63, it will do 63,000 damage.  If you are going to equip it on
anyone, equip it on Clive, as he has the least bullets and the strongest
attack.  I absolutely abhor this item and how broken it is. I won't base any
of my boss strategies around it because I refuse to use it.

Only Four Blocks this Time:
---
Go southeast, and stand west of the blocks.  Lift the top block with the
Mighty Gloves, and put it down to the west.  Stand south, and put it onto the
switch,  Now, get the second block, and put it to the northeast.  Stand north
of it, and put it down to the east.  This opens the door.  
----

Go through and watch a scene. In here, go west, and through the southern door.

I hate the Directions in this dungeon:
----
This is one of the puzzles that would have been very difficult for me to
write directions down. However, I can tell you how it's done.  You need
to use the Mighty Gloves to move the orange gem blocks onto the brown floor
switches.  It isn't too hard, and I doubt you will get screwed over by this
puzzle. This is exactly identical to the previous puzzles, just with strange
directions that make it hard to write for.  Do you want "southeast" and "more
southeast?" I didn't think so.
----

After doing so, the door opens.  Go through the southern door.

In here, use the Mighty Gloves to lift one of the blocks out of the way.  Go
through the door, and open the chests. You will get Imitater x3 (Migrant
Seal), a Revive Fruit, and Adventure 7. Exit the same way you entered.  Back
here, make the blocks into two piles of two blocks high (With Mighty Gloves),
and use the Galcrest to get across them.  If you're having problems placing
them, you want the two sets of blocks touching each other, with one on top
of the other in the center. Go to the next screen.

Here, go as far as possible, and you will notice two white Gems.  Use the
Changecrest on the gem on the opposite side of the fence, and you will warp
over there.  Go through the eastern door, and watch a scene.

This one's intimidating:
----
Here, go south and face east.  Use the Changecrest on block.  One of the two
blocks go.  Now go back south, and face east.  Do the same thing on the two
other blocks.  ASlso, use the Changecrest on that last Orange gem, to make it
a block. Basically, you want all three orange blocks to disappear and only
have the brown blocks.

Now, have Gallows with the Steady Doll lead.  Use the Steady Doll on each of
those three green blocks guarding your path. Before doing what your gut
instinct tells you (that would be use the Galecrest) be sure that you
change that Orange Gem into a block near the entrance, or you'll have to
start this puzzle over again.

Once on the other side of the area, use the Mighty Gloves to move the orange
block once south.  Stand to the east, and put it south.  Now, have
Jet equip the Boomerang, and your goal is to hit the side of that block so
that the boomerang falls onto the gem lamp underneath.  It is easier to do
this by standing farther away, but you can stand really close to the Block
to the east/southeast and hit it from there, too. Steer the boomerange, and
eventually you'll hit the Gem when it falls.  This opens the door.
----
Go through the newly opened door.

Four Gems:
----
Use the Changecrest on all four gems in this room and move the Gems into a
straight line in any direction (and anywhere in the room).  Once you do this,
stand at one end of the line, and use the Changecrest again.  Quickly walk
through all four Gems, and the door will open.  

In simple terms, you need all four gems to disappear before they can respawn.
You're moving the boxes into a straight line so that you can walk through
them without having to move around.
----

Go through the door.

In here, go east through three open doors and examine the last door. Watch a
scene.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                      Cradle of the Metal God                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 14,484, Y: 17,509
Enemies: Haboryn, Fleurety, Sekmet
Boss: Ose, Melody, Malik
Items:  None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Examine that yellow globe that Alfred and party were near before and your
party will be completely healed.  Go through the southern door, continue
south, and go through the second southern door. 

Search Lights:
----
Here, go southwest, and don't let any of those search lights flash on you. 
If they hit you, you are forced into an encounter and will be forced back to
the beginning of the screen.  Head across the screen with Clive as the leader.
Use the Grappling Hook under each light.  This makes the search lights go out
making travel easier.

Stand on the far switch once the lights are out and put Gallows in the lead.
Use the Steady Doll to push the lever that just lowered to the ground.  The
door will open. Go through.
----

Here, jump down, and you automatically get into an encounter.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ose
EXP: 4,500
Gella: 4,700
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This looks exactly like a big blob of something. . .not too clean.
This mound is rather slow and prefers to use status effects over physical
attacks.

The worst problem in this battle is the fact that Mr. Blob is completely
immune to physical attacks, leaving you at an extreme disadvantage.  There's
a trick, however, to making this battle easy. Have whoever has Aqua Wisp use
the Refrigerate spell on the blob, and he will turn into a panther.  Now he is
stronger, but at the same time, you can kill him faster as he doesn't retain
his immunity to physical attacks.

In panther form, he is weak versus physical attacks.  Even the weakest attacks
from Virginia should do over 700 damage to the Ose. Other characters can do
well over 2,000 damage with their strongest physical attacks.  With a few
gatlings, you can easily get Ose down 10,000 HP (or more).

In panther form, Ose's main attack isn't really an attack.  It is called Evil
gaze, and causes paralysis to one member of your party.  One member is
nothing, especially now. You should have enough Blue Bracers to make it so
that your party is completely immune to his status casting abilities.  If not,
dont worry about it, just make sure one or two characters have Paralysis
wards. If you're still having trouble, use the Status Lock spell to prevent
statuses all together.

This is a mid boss and isn't supposed to be extremely hard, just annoying.
Take note though, that after a few rounds, Ose turns back into a blob, and you
need to use Refrigerate on him again.  The damage you did to him still remains
though, so just keep attacking in whatever manner you attack with and he
will die.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, continue southeast and go through the door.  In here, press
the switch on the eastern panel and the elevators will start to work.  Go up
the stairs onto the elevator, and watch a scene.
 Go through the southern door. 

Search Lights and Switches:
---
Now, you need to step on all four of the blue switches to open the door.
I suggest going with Clive and breaking all the lights with the Grappling Hook
first.  After doing that, walk across all four switches and the door will
open.  Note that the switches go off after a certain amount of time.
----
Go through the door.

Watch a scene.  Here, go immediately through the southern door.  There are no
chests in this room, only gems.  Use whatever gems you need, and and exit.  Go
southeast, and then southwest.  Near the end, stand under the eastern side of
the light, and use the Grappling Hook to make it go out.  After it is out, go
through the door.

Dodging the Lasers:
---
In here you have to time things well.  Wait until the laser is at the far
southwest and use the Radical Sneakers to jump onto the netting.  Climb south
southeast, time your jump, and hop off.  Go southeast, and time it.  Jump onto
the netting, follow the path, and time it.  Jump off, and immediately jump
onto another netting.  Time this last one, and hop down.  Go through the
eastern door.
----

Watch a scene.  Head through the next door.

Another Timing Puzzle:
----
In here is another annoying puzzle that requires the Radical Sneakers.  Have
Jet lead and hop onto the netting to the northeast.  Center yourself, and
wait until the little lift comes below you.  Press O to hop down (you know
you're in the right place when there's a shadow on the ground below you).
When on the lift wait until you reach the other side, and when you do, have
Jet use the Radical Sneakers to jump onto the next set of netting. On this
second set of netting, flip up the outside of the net, head southeast, and
flip the switch.  Jump down to the northwest,

At the beginning, hop onto the netting again, and jump down when you can. When
it reaches the other netting, hop on, and go go north, and time it.  Fall onto
the next lift.  When you reach the next netting, time it (be patient, don't do
it the first time) jump onto the netting.  Go to the northeast, and on this
last one, you need to be precise.  Fall down, and when you reach the second
netting, jump early, but not TOO early onto the next netting.  Flip up, and go
through the northwestern door.

Remember, watch your Shadows when you fall. That's when you know you can get
off the netting safely.
----

Here, go through the southern door.  Examine one of the consoles, and it will
restore your HP, VIT, and EGN gauges.  But you will almost always get into an
encounter after you use it.  After doing this, get some gems, and exit the
room.  Back in the hall, go southeast and through this door.  Watch a scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Malik, Melody
EXP: 9,400 (4,700 each)
Gella: 10,000 (5,000 each)
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is like all the previous battles with them, except this is a duo.  As
always, your frist move should be to cast Decelerate on Malik, so that your
attacks can hit him.  As always, Melody is stronger with her Eliminate Scanner
than Malik is, but Malik causes status effects.

Howe you want to do away with both of them is really your own choice.  If you
dont have at least 2 Confusion Wards, then go for Malik first, since he can
cause confusion with his Disorder attack.  He may be weaker than Melody and
cause less damage in the long run, but the confusion can screw over your
entire party, especially on Clive or Virginia (your main attacker and healer).

If you have more than two confusion wards, go for Melody first.  She does
about 100-200 more damage with her Eliminate Scanner then malik does, as well
as counters attacks with the Venom Strike skill, causing poison status to your
members.  She has that 300 damage barrier, but, as always, she has low defense
and you wont even notice it.  You may actually do more damage than normal.
Cure the Poison as often as possible, as that paired with Confusion can screw
you over.  But other then that, attack however you wish. Keep Poison Wards
on anyone who attacks her, since you'll just waste turns curing the Poison
status that could be used for something else.

You should know the drill by now.  Once Malik is Decelerated, he can be
damaged.  Melody counters with Venom Strike, and has a barrier that stops 300
damage. Gatling, and Mini Carrots are your friend.  As is FP boost, Attack
Boost, and guarding to get FP with Force Charge,  This is the same battle as
the previous, except without Leehalt and stronger attacks from both Malik and
Melody.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


After the battle, watch a scene.  Continue around the generator and through
the next door.  Go southeast down the path, and through the southeastern door.

The Third Variation of the Search Light Puzzle:
----
Here, Clive should lead, equipped with the Grappling Hook.  Go up the
southwestern stairs and use the Steady Doll to reach the lever at the end
(yes, I know I told you to use Clive, but he is useful for the rest of this
screen).  This will open the door.  Now, Clive should lead, and go northwest,
using the Grappling Hook to break the annoying Lights. Go through the western
door onto the next screen.
----

Here, get all the gems and go up the western elevator.  Watch a scene.  Go
south, and through the door.  In Melody's room, go northeast and through the
door.

Timing the Lasers:
----
This is another laser puzzle.  Jet with the Radical Sneakers should lead.
Time your jump and hop onto the first netting.  Go to the far end, time it,
and jump down.  Immediately jump onto the next netting, go to the far end, and
jump down.  Time it, and jump onto the third netting.  Flip up, and face the
Gem to the north.  Use the Boomerang to hit the Gem on the wall, and when you
do, you will open the door.  Go to the far side of the netting, time it, and
jump down.
----

Go through the door and down the path to the next screen. Watch a scene
(one of my favorites).

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Wyvern
EXP: 5,000
Gella: 10,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is your first battle on Lombardia.  It is like a mix between the
Sandcraft and the normal battles in the game.  On the first turn, have each
party member normally attack, and you should get quite a lot of FP.  Of
course, Wyvern can attack you 4 times a turn as well.  Each of his attacks do
3,000+ damage.  That is nothing to Lombardia though, who is extremely
powerful.

On the second turn, have Virginia use Mighty Might, and then Clive use
Draconic Gun Blaster.  Each of your other characters should use Missle Might,
which is a lot stronger then the normal attacks. Clive should kill the Wyvern
with the Draconic Gun Blaster, but if not, just keep using Missle Might and
he will die quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.  Note that you will fight the Wyverns as
random battles when flying on Lombardia now.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Deus Ex                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 49
Enemies: Wyvern
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You can immediatly go to Dues Ex Machina.  You dont have to talk to anyone, or
do anything.  Though you are in free roaming, you may want to fight some of
the optional bosses at this time.   Other than that, to get to Deus Ex
Machina, just fly around, and you will eventually see a part of the air that
is distorted.  Try and hit it, and you will be forced back.  Have Lombarida
shoot 5 Missles at it (R2 button) and the barrier will be destroyed.  When you
are ready, enter the dungeon.

Note that I can not help you find its location because it continually flies
around, and is random through the game.  I had it one time near Claiborne, and
another near Yggdrasil.  Just be patient and you will eventually find it.


Before I head into this next dungeon, however, I'm going to tell you how to
get a few new items.  If you don't want to, just skip down to the Deus Ex
Machina section, which will be after each of the following areas. 

Now that we have the Changecrest we can get plenty of new items.  Start by
flying to the Fallen Sanctuary or using the Teleport Orb to teleport to the
Baskar Colony.  Either way, enter Fallen Sanctuary.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 12,945, Y:8,506
Enemies: Pillbug
Boss: None
Items:  Mini Carrot, Migrant Seal
Duplicator: Ambrosia
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

With the Changecrest, we can finally finish the items off in this dungeon.
Head north through four screens and head through the western door on 4F.
Continue west and south through four more screens. Head north and west two
more screens and you're FINALLY there.  In this room you'll find three
Orange Gems and a switch that has probably been tempting you since the very
beginning of the game.  Use the Changecrest on the center Orange gem here,
and have Clive with his Mighty Gloves move the new block onto the switch.

Go through the newly opened door.  There are three chests in here.  They
contain a Mini Carrot and a Migrant Seal.  The Duplicator chest contains the
extremely rare and even more valuable Ambrosia.

That's all there is here, so exit the area the same way you entered.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        The World's Footprint                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,386,  Y: 15,514
Suggested Level: N/A
Enemies: Christine, Apocrypha, Wise Man
Bosses: None
Items: None
Duplicator: Migrant Seal, 
Key Items: Any you didn't get before.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Hop onto Lombardia and fly over to the World's Footprint.

Follow the path north through four rooms and the path heads east. Immediately
after you pass through the eastern door, you'll see an orange block to use
the Changecrest on.  Use it, and then move the green block out of the way.
Use a Duplicator on this door.

Inside this hidden room, open the chests for a Migrant Seal and a Big Grab
Bag. That's all there is here, so exit the area the way you entered. The
goal this time is the Ark of Destiny.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Ark of Destiny                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 9,191, Y: 2,259
Suggested Level: N/A
Shops: Inn, Save Point
Items: None
Duplicator: Tiny Flower, LVL Apple, Big Grab Bag, Holy Root
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

If you haven't fought Bombur here, now is a good time to do so.  Otherwise,
we're just here for the rest of the items.

Head down to the lowest level by either the eastern or western door.  Remember
the hallway that we've come to quite a few times that used to be sealed by
Duplicator doors? That one.  Head north at the intersection in here and use
the Changecrest on the blocks to the north.

There are three more Duplicator rooms up here for you to go into. Head into
the eastern one first, it has a Tiny Flower. Head back out and go through the
western door. There's a LVL Apple in here. Finally, the northern door contains
three chests.  The two normal chests contain a Big Grab Bag and a Holy Root,
while the Duplicator Chest holds a Groth Egg.

If you're having trouble finding the Duplicators to open these chests, you'll
find quite a few all over the world map since you have the Item Scope.  The
Sonar Kit, which may be a bit hard to get at this point if you haven't killed
any optional bosses, can also help you find items throughout the world map.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: N/A
Enemies: None
Items: Full Carrot, Tiny Flower, Potion Berry, Growth Egg, Nectar, Big Grab
Bag, Holy Root, LVL Apple, Magic Candle
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

There's a few more things we can do at this point when it comes to getting
items.  With the Changecrest, you can go through each town in the game and
transform certain animals into items!  You'll know which animals are items
if, when you use Jet's Radar, it shines over the animal.  Here's a list
of them, in order from the top of the Teleport Orb, to the bottom.

Baskar Colony - Rooster on the east side of town.  He gives you a Full Carrot.
Jolly Roger -  White Cat in the middle of town. He gives you a Tiny Flower.
Claiborne - Rooster to the East of the entrance.  He gives you a Potion
Berry.
Little Twister - Raven at the far northeast of town.  He gives you a Growth
Egg.
Little Rock - A Cat inside the cavern on the east side of town.  He gives you
a Nectar.
Boot Hill - Red Rooster north of the entrance.  He gives you  Big Grab Bag.
Laxisland - Brown Cat by Roswell.  He gives you a Holy Root.
Ballack Rise - Brown Bird on the highest level, by the telescope.  He gives
you a LVL Apple.
GreenLodge - The Hawk at the entrance.  He gives you a rare Magic Candle.
I suggest not going to get this one until you're ready to fight John Dee,
since the walk is huge.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Deus Ex Machina                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: Random
Enemies: Jabberwock, Bandersnatch, Quox
Bosses: Fanfir, Leehalt, Melody Clone, Malik Clone, Seigfried, Dragna Seig
Items:  None
Key Items: Teardrop
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As I mentioned above, there's no real way that you can find this dungeon.
As stated in the scene, they have no goal or direction, so you have to just
fly around until you see (or more likely, hit) the distortion.  Once you do,
fire 5 Missiles with Lombardia (R2 button) and the barrier will be destroyed.
you actually have to hit it though, and sometimes positioning can be difficult.
Fly into the area to enter.

When you enter, watch a scene.  Go northeast up the stairs, and east through
the door.  In here, go south, and a laser will slowly come at you.  Have Clive
equipped with Bombs lead, and use the bombs on the laser.  Use them a bit
early, so that they will explode when the laser gets to their location.  After
destroying the laser, go through the southern door.

In here there are some gems and some blocks.  Use the Changecrest on the
Orange blocks, and go through the door. ignore the panel to the east, as
all it does is hit you to the upper level where there are three white gems.
If you need the white gems, go right ahead, but otherwise there's no need to
use it.

In the next room is a puzzle.

Retracting Walls:
----
Virginia with the Galecrest should lead.  Now you need to time this
perfectly.  Press the Square button right before the third panel from the east
comes out of the wall.  This should get you across safely. This one's rather
annoying. Climb up the ladder to the south, and  flip the switch to the go west
to flip the lever.
This opens the door. 
----

Jump down to the east and go through the eastern door.

In here, go west, and use bombs on the lasers.  Go through the southern door.
Here, go southwest up the stairs and through the western door.  Watch a
scene.

In here, go northeast and through the door. In this next room (which is the
control room) go through the western door.  In this hall go all the way west,
and examine that panel at the end.  Maya tells you to go back to the previous
room.  Do so, and here, Examine the center console(the grey one, not green).
Watch a scene.  Now, if you talk to Todd twice, you can sleep (its basically
an Inn) and if you talk to Alfred twice, you can Save.  After doping so, do
through the western door.  Go down the hall, and examine the panel again.  You
will have 10 seconds to input that code.  It is randomized, so I can not say
what it will be.  Just match it perfectly and the door opens.  After doing
so, go through the door. Head down the next hall and enter the eastern door.

Blocks of all shapes and sizes:
---
As you probably expect from seeing this puzzle, you need to put those blocks
that are all over the screen onto the switches. Unfortunately for us, we 
can not pull the large blocks, only push them. Press Square to push the large
blocks with Clive's Mighty Gloves on.

Start by pulling the small block four times to the south. Now get the large
block the farthest south and push it four times to the south and one time to
the west.  get the second large block that's to the south and push that eight
time to the south so that it's on four blocks.

Get the small block next. Pull it two times east and push it twice south. It
should be touching the "wall" of two large blocks to the south. Finally,
push the last large block south seven times to finish the puzzle and open the
door.
----
Head through the door to the northeast.

Converyer Belts and Gems:
----
In here, you need to hit three gems with the Boomerang.  Start by hitting the
one against the far eastern wall, then hit the moving one.  Then hit the still
one in the center panel.  This is quite annoying, so be patient.

To hit the far one, you need to make it hit the box just to the north of it.
You'll need to be standing right at the edge to get close enough to hit it.
The moving one is actually the most annoying because you'll probably hit that
one on accident three or four times before you hit the far wall one, there's
no real tips to hitting the moving, just make sure to throw your Boomerang
early.

Finally, hit the gem that's standing still.  It'll likely take some time due
to the conveyer belt speed, but it's the easiest of the three and should be
lit last.
----
After doing this, the door opens. Go through it.

Use Bombs on the lasers in here once again and go through the eastern door.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Fanfir
EXP: 9,800
Gella: 6,000
Strength: (half) Lightning, (Resist) Earth
Weak: Wind
Item: Duplicator
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is an odd, odd battle.  Fanfir is VERY weak versus wind, so even if Gale
Claw is on Clive, the damage will exceed the amount of damage that Clive does
with his physical attacks. Use Wind every turn, and you will do 1,500+ damage
just with that.

The most annoying skills Fanfir has are Contaminated Crust and Gravitation.
Contaminated Crust makes your party lose 1/10 of their HP every round for 3
rounds. Gravitation is even worse, reducing your entire party's HP by half.
The latter is far more of a problem, but the Crust can be especially annoying,
and can eaily kill your party off iof they are weakened.

Virginia should be on constant healing duty, as that Gravitation is hell.  Of
course, Fanfir will not do Gravitation if you do not cast magic on him, but it
will take a whole lot longer to kill him without magic, because of his high
defense. Its really your own choice.  Long, easy battle, or fast, dangerous
battle.

His normal attacks do around 400 damage, so keep your HP over 1,000 at all
times, or else you will die.  High HP is critical in this battle, even though
it is hard to stay high with some of his attacks.  Oh, and no, there is no way
to remove the Contaminated Crust effects.  It is non-elemental. Be sure to
keep Virginia over 25 FP at all times, and then make sure to heal with Potion
Berries on the characters under 1,000 HP.  Health is your friend.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, go southeast up the stairs, and through the southern door.

More Timing Puzzles:
----
Here is the most annoying part of the dungeon.  Clive with the Grappling Hook
should lead, and stand under that moving panel.  When it comes above you, use
the Hook, and you will attach to it.  As it brings you into the center of the
room,  drop down.  WALK north, and then west.  Face south and use the
boomerang on the Gem lamp.  When it is lighted, a second moving panel starts.
Stand below it with Clive and then hook onto it when it comes above you.  Now
is the hard part.  You need to drop down onto that extremely thin piece of
land to the west.  It will take a few tries, but to help, you'll want to fall
a bit early - that is, before your shadow hits the land.  
----
When you finally are able to time it right, go south and through the door.  
Watch a scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt, Melody Clone, Malik Clone
EXP: 18,300 (6,100 each)
Gella: 19,200 (6,400 each)
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Unlike the previous battles with this trio, there is definietly one of the
enemies that you want to eliminate first.  As you might expect, this time
the prime canidate for destruction is Malik.

Malik, as always, is the king of statuses.  His Try-Injury causes Amnesia,
Disease, and Misery.  Disease and Misery can cause you to be unable to heal,
which is a definite pain in the ass.  Misery also stops Mystic and Exstension,
severly lowering your ability to heal your party.  That is why Malik is the
first to go. To make things easier, you may want to try Extension - 
Status Lock, too.

Like many of the other battles, Melody and Leehalt have the strongest
Eliminate Scanners.  Melody counters with Venom Strike, making the
Disease/Misery combo even more of a threat.  Poison and Disease are some of
the worst you can find.  Gallows without the ability to use Extension-
Clearance may screw over the party.  Leehalt will also attack the party more
often with Eliminate Scanner (but only if you dont attack him that round).

After Malik is gone heal your status, and start on Melody.  She will have the
same abilities as normal Melody, stopping 300 damage, and Posion Counters.
The Poison is only a threat if you have Disease cast on you.  Other then that,
it will be insignifcant.  As long as you dont attack Leehalt until the Poison
is gone, then you shouldn't be threated.

As always, Leehalt counters you for the damage that you do to him.  Unlike the
very first battles with him though, Leehalt only counters the damage from one
Gatling attack, not all of them put together.  So keep your HP over 2,000,
just in case your counter.  Of course, if you have a high level, then you may
need 2,500-3,000 HP+ for counters, but still, just keep high HP when working
with Leehalt. After Melody and Malik are gone, he is nothing.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, talk to Leehalt and then examine the console.  Watch a
scene.
After the scene, go west and through the northern door. 

Backed onto the ledge:
----
Here, go west, and the wall will close in on you.  Use the Freezer Doll on it
and it will stop. NOW bomb it with Clive, and it will explode.  It actually
takes quite a few bombs to make it explode, so just keep pressing Square and
it will fall, eventually.
---

Go through the northern door.

In here, go northeast up the stairs, and through the eastern door.  In here,
go south, and examine the last panel.  You have another button puzzle.  You
have 10 seconds to input that long code into your controller.  You have to get
it perfect.  Remember that it is random, and I can not help you. After doing
so, the final door opens.  Go through it and watch an awesome scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Seigfried
EXP: 10,000
Gella: 0
Item: Teardrop
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot like the Janus battles.  In fact, it is exactly like
them.  Except for the fact that Seigfried is quite a bit stronger then Janus
was with the Dark Spear.  Because of this, you need to approach this battle
like the janus battles.

The very first thing you should do in this battle (BEFORE ANYTHING ELSE!) is
steal the teardrop.  Do this by using the Pickpocket spell on Seigfried.  If
you do not do this, Seigfried will heal himself before you kill him and you
have to start the battle all over again.  The healing is by far the most
annoying part of the abttle, and by stealing the Teardrop you can stop him
from lengthening the battle.

As with Janus, Seigfried has a normal attack, an attack-all, and the Proton
Beam ability.  Proton Beam has not gotten any stronger since Janus wielded it,
doing 500 damage to a single member.  Unfortnately, the attack all (not
Negative Rainbow anymore) called Seig Impulse does about 1,000 damage to your
entire party, which is easily the biggest threat in this battle.  Seigfried's
physical attack, Dark Spear Nemesis does about 400 damage.

Keep your HP over 2,000 at all times, because Seigfried may use Sieg Impulse
two rows at once and can easily obliterate your party.  Gallows should keep
Virginia over 25 FP, and Clive and Jet should attack.  Seigfried has average
defense, so Virginia can actually damage him better than she can many enemies.
Gallows should use Extension-Valiant, and then Extension-Permanence on your
party, so you can damage Seigfried well the entire battle. After that, Gallows
should be on support, getting FP, and feeding Mini Carrots to Virginia.

With Clive and Jet attacking, Gallows on support, and Virginia healing, and
attacking when she can, this battle will go rather quickly.  Just keep your HP
up and you will be fine.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and now you need to get out of Deus Ex.  This
will be a long trip...

Go north and through the door, and continue north and through the western
door.  Go southwest down the stairs, and enter the next room.  Go east and
south into the room where you fought Leehalt.  Go east, through the northern
door.  In here, use the Grappling Hook on the moving panel, and drop down
halfway across the screen.  Hop onto the second one, and drop down.  Go
through the northern door.

Go west down the stairs, and through the western door.  Go south, and through
the next door, and continue south through the western door.  Go south, and
through yet another western door (*sigh*).   Go north down the stairs, and
through the northern door. Continue heading west and north.

Here is the panel puzzle. Go through the eastern door.  talk to maya and
party, sleep, save, etc, and go through the southern door.  Continue south,
and go through the eastern door.  Go north down the stairs and through the
western door.  This is the wall panel puzzle.  With Virginia leading, use the
Galecrest right before the third panel comes out of the wall.  This will get
you across safely.

Go through the northern door.  Continue north, and go through another door.
Go north yet again, and go through the western door.  Head south through
the final door.
Watch a long scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Dragna Seig
EXP: 10,000
Gella: 15,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

On the first round, have everyone attack normally.  You should do quite a bit
of damage.  Seig does 5,000-7,000 damage with each of his attacks, and he,
like you, gets four attacks per round.  On the second turn, have Virginia use
Mighty Might, and Clive use Draconic Gun Blaster.  the other characters should
use Missle Might.  The Missle Might should so 10,000+ damage to Seig.  If you
have enough FP, the Draconic Gun Blaster should kill Seig instantly, but, if
not, continue attacking with Missle Might, and he will die quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*****************************************************************************

*************                   Chapter 4                       *************

*****************************************************************************
-chpt4-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                           Brotherly Love                            --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Baskar Colony                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates:X: 13,005, Y: 10,912
Suggested Level: 51
Shops: Inn, Save Point
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene.  When you gain control fo Virginia, go west and talk to
Shane.  Watch another scene.  You automatically exit Baskar.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 51
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: You will not fight any more Wyverns while flying on Lombardia anymore.
Because of this, now is a good time to fly around fighting UFOs for the
Telepath Tower quest, if you've destroyed the towers already.

Hop onto Lombardia, and go directly north.  land on the green area near the
edge of the continent, and search.  You will find the next (and very annoying)
dungeon.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Sacrificial Altar                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 12,902, Y: 12,625
Enemies: Alk Volk, Gargoyle, Scorpious
Bosses: Hydra, Salamandra
Items:  Revive Fruit, Gella Card x3, Gimel Coin, Imitator x4 (Talisman),
Potion Berry, Lucky Card
Duplicator Door: Mini Carrot, Growth Egg
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As you enter, watch a scene, and go west and north.  Break the boxes here, and
you will get a Revive Fruit.  Continue north and east around the altar, and go
up the stairs on the eastern side.  Open the chest to the south and you will
get Gella Card x3.  Go west and up the stairs.  Circle east, and open the
chest for a Gimel coin.  Ignore that door for now, and go back to the ground
level. Head south, and NOW you can enter the dungeon.

Once inside, go north and through the northern door. 
Creating your Path:
----
In the puzzle room go down the stairs to the west and use the Steady Doll to
push the Black block once east.
Now go down the stairs to the east and use the Steady Doll to push the
northern black block once west.  Go back to the center of the room, and use
the Galecrest to get across the room.  Go through ther northern door onto the
next screen.
----

Continue north, and use a Duplicator on the sealed door to the west.  Go
through it and use the Steady Doll on the chests here for a Mini Carrot and a
Growth Egg.  Exit the way you entered.  Go through the northern door.

Maze of Flames:
----
Here, use the Feezer Doll on all the Fires, and wait a few seconds.  Two
lights will go on, go through that path (which should be the western door).
On this screen, do the same thing, and go through the next (north) door.  Do
it yet again on this screen, and go through the (west) door.  Do it one last
time, and go through the (south) door.
----

When you are out of the maze, go south down the stairs, and then east.  Go
through the northern door, and watch a scene.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hydra
EXP: 10,000
Gella: 12,000
Strength: (Active): Water
Weakness: Ice
Item: Mega Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Annoying, annoying.  Actually, this battle is really fun.  That is, if you
know what you are doing.  If not, this battle can easily become hell.  I have
heard people get so mad at this battle that they claim it is the most annoying
in the entire game.

First off, you can pound on Hydra as much as you want, but he will heal
himself.  And that's never fun.  But in this battle, it just isn't a normal
healing. It is usually over 4,000 damage, which is most likely more damage
than you can do in the few rounds that he heals in.  How to be rid of this
problem?  Fire magic.  Halle ('Granny') told you back in Baskar about how Fire
Arcana stops him from recovering.  Well, it doesn't stop him from recovering,
but you need to use it on him anyways.  No matter what character it is on, use
it for at least 4 turns in a row, 5 is better.  This will lower the damage he
heals to below 2,000, which is definitely a lot easier to deal with.

Once you have the fire spells cast on Hydra, you can attack him.  Before you
start pulling out your big attacks, have a character (hopefully Gallows) Cast
Attachment-Ice Element or Extension-Attachment-Ice Element.  This will make
even Virginia's attacks do over 1,000 damage to the Hydra, and allows you to
kill him extremely fast.  After doing this, use Ice Arcana on the Hydra, and
that will be an incredible offense.

With Attachment-Ice on your party members, Gatling attacks will do well over
10,000 damage. A few of these will kill him, but until you get Attachment-Ice
cast on yourmembers, you still have to worry about his attacks.  You may have
fought Kraken before this boss.  If so, you know a bit about his attacks.
Hydra has a Malestrom attack that does Water elemental damage to all of your
party members.  That is his strongest attack, so you should have at least one
fully powered Water Ward equipped.   He does that attack most often, but he
also uses physical attacks at times.  It is not really that difficult to lower
the damage from his attacks, as he heals most often anyways.

With him healing, Gallows/Virginia casting Refrigerate, and Clive/Jet
attacking with Attachment-Ice, this battle will go extremely fast.  Especially
if you Gatling with the Attachment-Ice cast.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, continue north onto the next screen.
Here, go north, and down the stairs.  Use a bomb on the eastern wall, and you
will find a secret door.  Enter this room, and open the northern chest.  You
will fight 4 Imitators, and get a Talisman.  Use the Steady Doll on the other
chests, and you will get a Potion Berry and a Lucky Card.  Exit the room the
way you entered, and go through the northern door.

No Path:
----
Go northwest and south.  Continue through the southern door. Here, use the
Freezer Doll, and you will be able to see a hidden path.  From the start, go
three spaces south, four west, two south, one west, four south, five east,
three north, three east, five south, five west, and three south.  Go through
the southern door onto the next screen.
----

In here, go straight south down this screen and through the door.  Watch
another scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Salamandra
EXP: 12,000
Gella: 14,000
Strength: (Active): Fire
Weakness: Ice
Item: Fire Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is much like the previous battle, except that Salamandra doesn't heal her
(him?)self.  Sadly, Salamandra is a whole lot stronger than Hydra was and can
cause your party a lot of problems, even at high levels.

On her first turn, Salamandra casts Flaming Zone.  Normally this wouldn't be
an annoying skill, but because Salamandra casts only Fire spells, it can
become extremely dangerous.  Flaming Zone  ups the damage that all Fire
attacks do.  Sadly, it wont work for you, because Salamandra is immune to Fire
atacks. This means you have to work with protect to lower the damage that
Salamandra can do.

Salamandra counters your attacks with a skill called Salamandra Burn.  This
too is a Fire elemental attack, and can become extremely strong, doing at
times 2,500 damage.  This is a frighteningly large amount, so don't have
Virginia or Gallows attack at all, at least until Shield and Protect are
cast.  Her most frequent attack it an attack-all arcana attack.  Called
Volcano Top, this skill does 700 fire elemental damage to all of your
members.  Paired with the counter, your party can be screwed over pretty
quickly.

I suggest Having Virginia Cast Protect and Shield with Terra Roar (equip it on
her for just this battle if it isn't equipped normally) and have Gallows Cast
Extension-Attachment-Ice Element.  Now, before you start attacking, make sure
that you are at full HP.  Then have Clive and Jet use Gatling (ONLY if you
have the Ice Attached to your attack) on Salamandra.  This will cause some
severe damage to her.  From this turn on, have Virginia heal, Clive and Jet
attack, and Gallows use Refrigerate.  If Gallows has Refrigerate, it will do
well over 1,000 damage, and is very useful.  Just remember to keep your HP ay
max, and you shouldnt die...too much.

PS: If you have Fire rings, they are your friend.  Fire Rings seem to one of
the rarer rings, but you can get them off the Raptor like monsters to the
west of Laxisland (around what used to be Cradle of the Metal Gods) and from
the fire based Chimeras in the Dissection Facility.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle watch a rather long set of scenes, and learn the truth behind
most of the game.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Demondor                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 52
Enemy Areas: Baskar, Jolly Roger
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene in Baskar.  Now you have to find your next dungeon. Easier said
than done.

Use the Teleport Orb and go to Midland Station.  From Midland Station WALK
east until you pass (dont cross over) the land bridge.  At the end of the
continent, search and find Demondor Pillar.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Demondor Pillar                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 18,412, Y: 6,386
Enemies: Hide Bomb, Buckbaired, Gargoyle
Bosses: Gespent, Asgard
Items:  Gimel Coin, Power Boost
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter the dungeon, watch a scene and go north onto the next screen.
Continue north and use a bomb on the center Spike.  This will blow the spike
up. Go through the northern door.

Dangerous Pools:
----
In here, go up the northern stairs, and go west.  At the end, have Jet use the
Radical Sneakers to jump up and down.  Each time you do, the platform gets
lower and lower.  After about 4 jumps, use the Changecrest on the White gem,
and you will teleport over.  Be careful - you don't want to fall into that
pool, you'll lose HP very quickly if you do.
----

Go through the western door onto the next screen.

Go southwest up the stairs and through the eastern door.  

Floating Gems:
----
This puzzle can be very annoying. For this puzzle, you need to use Virginia's
Changecrest to teleport to a different block. If you fall down, the gems more
in direction.  One of "patterns" has the Gems opposite each other, one has
them almost in a straight line.  Neither one is really easier than the
other, but you'll need patience to get across this.  Don't try the first
time, or you'll definitely fall down.  Just be patient and stand on the edge
if you have the opposite sets of Gems.

In simple terms, just use the Changecrest on each gem when you see them and
try not to fall off of the blocks.
----

Exit to the east.

Here, go northeast up the stairs, and through the western door.  

Three Uncracked Spikes:
----
Head west and you'll see three spikes, like the ones from the very beginning
of the dungeon.  Use Gallows and his Freezer Doll to freeze the spikes. Now,
remembering the old Boulder and Trask tricks, follow up by using Virginia
and her Tindercrest on the spikes. This cracks them.

Finally, just have Clive bomb the spikes and they'll be destroyed, clearing
your path.
----

Go through the western door onto the next screen.  Here, go southwest up the
stairs and through the eastern door.  Continue east and...

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Gespent
EXP: 12,659
Gella: 4,659
Strength: (Half): Earth, Fire, Water, Lightning, Ice (None): Dark
Weakness: Light
Item: Dark Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

I love this battle.  It sets the pace for the best ways to fight the optional
bosses.

The first big problem with this battle, is at the beginning...well just look.
You can't damage him.  Any damage you do to him will be nullified about 2
seconds after you do it.  Now, you need to get this ability away from him.  It
is that annoying black barrier around him that causes it, so thats what we
need to destroy.  How to destroy it?  Cast Spectre on him.  That isn't so
hard.  It will also do a good amount of damage as well.

After that barrier that stops damage is gone, you can work on killing him.  As
you may (or may not) have guessed, Attachment is your friend.  As with the
previous battles, it can make your attacks do well over 3,000 damage at higher
levels.  Have Gallows use Extention-Attachment-Light Element and your entire
party can obliterate Gespent quite quickly.

As for Gespents attacks, they are mostly Dark Elemental, so Dark Wards work
well.  If you have fought Heimdal Gazzo, you will still have those 4 Dark
Wards, and will be completely immune to all of his magical attacks.  Phantom
Hazard attacks all members with Dark Elemental Damage.  If not, you have a
base one off of Moon Spark and possibly a few from enemy drops that you've
gotten.

Gespent's worst attack is Corpse Claw, which instantly kills a party member. At
this point you should have plenty of Revive Fruits, so it shouldnt be a
problem, but it can still be annoying, and can cause problems if you are
trying to power up for Gatling.  Other then that, with Dark Wards, his attacks
are not much of a threat.  You can slaughter him with Attachment-Light, so you
are pretty much set.  If Corpse Claw is bugging you, set Death Wards on your
characters, or use the Status Lock Arcana for those who don't have the wards.

Of course, if you dont have Attachment-Light (You need Flash Hit as well as
the Attachment Arcana), or are unwilling to change your mediums around, even
for a battle, Spectre works well and so do normal physical attacks.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and continue east through the door. 

Hitting the Hard-to-see Gem:
---
Go east, and right before you go up the stairs (that is, the first set of
stairs, you don't want to go up any) have Jet use the Boomerang on
the Gem hanging from the stairs. Aim exactly for the gem, not the wall above
it, like many of these puzzles.
---

The door opens.  Now, north up the stairs, and through the western door.

In here, go west around the screen, and go through the western door. Go south
up the stairs, and freeze the spikes herre with the Freezer Doll.  USe the
Tindercrest on them, and they will crack.  Use some Bombs on them, and they
will break.  Do the same thing with the second set of Spikes, and go through
the eastern door.

In here, slowly dodge all of those annoying serpent thingies, and make your
way south.  At the southern end, use the Galecrest when facing west, and you
will reach the chests.  Open them for a Gimel Coin and a Power Boost.  Use the
Radical Sneakers to start back at the beginning. Make your way south once
again.  Go east and then north through the northern door.

Go north, and face west.  Use the Galecrest to get across, and then use the
Radical Sneakers to get to the upper level.  Go through the northern door.
Continue north, and onto the next screen.  SAVE and then watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 14,000
Gella: 16,000
Item: Ambrosia
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Ouch...just ouch.  This is by far the hardest boss fight with Asgard, and the
hardest fight for a while.  For preparations, have at least two members with
Death Wards.  You have one Death Ward on your mediums normally (it starts on
there and you can't take it off) and you got one from Humbaba in Ruins of
Dreams.  You may have gotten a third one from the Millennium Puzzles.  If so,
use it now.  You need all these possible.

With at least two characters with Death Wards, you stand a chance.  If you
only have two of them, put one on Virginia, so she can revive the entire party
at once.  Why all this preparation?  No, this boss isn't like Humbaba, but he
is damn close to it.

Asgard is at full power in this battle.  He won't hold anything back.
Basically, he has all of his best moves and can use them at any time.  This
means that he can instantly kill your party (if you dont have Death Wards) in
a single attack.  This attack is called Wide Barrier.  He first used this on
your party in Faraway Lands, at the end of the battle with him and Melody,
when you first met Werner.  This is the reason you need the Death Wards.
Try Status LOck if you want to avoid deaths from this, too.

Now heres a rundown of Asgard's other attacks.  He has the Barrier Knuckle,
which is his normal physical attack.  It does about 1,000 damage to a single
member.  It also hits more often then it did originally, even at high levels.
Other then his Instant death attack, his Barrier Flood.  This attack does
1,500 damage to the entire party, and is the attack that was in Chapter 2's
movie with Asgard.  Also the attack that obliterated you in the Leyline
Observatory way back when.

Now that you know the trouble you are in, you need to plan.  Have Virginia
cast Shield on all members (or Gallows with Extension) and this will lower
the damage Asgard can do to your party as a whole.  Keep your HP at maximum at
all times, and have Virginia revive party members, while Gallows heals them.
Clive and Jet attack.  Gallows and Virginia should constantly heal, and build
up FP when they dont have any work to do normally. They are important aspects
of this battle.  Jet may actually take voer Gallows' healing duty because of
his sheer speed, while Gallows with Valiant does the attacking.  Either way
works: Jet on Healing, or Gallows with Valiant on attack.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you automatically exit.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Humphrey's Peak                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 23,079,  Y: 12,020
Suggested Level: 53
Shops: ARMS, Item, Inn, Save Point
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


Use the Teleport orb, and go to Humphrey's Peak.  Enter the Town and watch a
scene.  Clive leaves your party at this point. Head into Clive's house to the
north for another scene. After this, exit Humphrey's Peak.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 53
Enemy Areas: Abyss, Humphreys Peak
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Hop onto Lombardia and go directly south until the continent ends.  Then go
west, and land on a small brown area of land on the lowest level possible.
You should be landing at about X:20,267, Y: 7,794.  It's the only place that
Lombardia can land, since the rest of the area is the darker landform.

Walk east across a long yellow path of land, and at the end (looong walk) go
north, and then west.  When you can see a town to the west, search, and you
will find the next dungeon.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                       Demondor Pillar-Rear                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 24,621, Y: 10,491
Enemies: Radiant Silver, Radiant Black, Radiant Bronze
Bosses: Nebiros
Items:  Revive Fruit, Lucky Card, 25,000 Gella,  Potion Berry, Gella Card,
Imitator x4(Prism Crown), Gimel Coin
Key Items: Adventure 8
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

I HATEHATEHATE this dungeon.  This dungeon is on my top three hated list in
this game (whos fellows are Sand Canal and Yggdrasil).  Just...UGH.
Each enemy here has a specific weakness you need to exploit, or you will be
unable to damage the enemies well.  To make up for its annoyingness, it
has my favortie boss fight in the game.

As you begin, head north and onto the next screen.  Continue north, then west.
Use the Changecrest on the white gem to warp to the other side of the upper
level.  Head through the eastern door. Jump down and have Jet lead. Go all the
way east and use Jet's Boomerang on those living ""Towers." Each hit knocks
off some of their height. Use Jet's Radical Sneakers to jump off the shortened
towers to the north and onto the upper level. Go through the eastern door.

Go north down the stairs, and through the western door.  Continue west, and
watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nebiros
EXP: 25,000
Gella: 12,300
Strength: (Absorb) Dark
Weak: Light
Item: Full Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As I said earlier, I LOVE this battle.  I find this to be the most amazing and
fun battle in the entire game.  If you plan correctly, you will find it quite
fun as well.

Before each turn of battle, the Nebiros asks you how you wish to die.  You are
given three choices, each an elemental attack.  If you choose to die by water,
then Nebiros will do a water attack on you that round.  If you choose to die
by earth, Nebiros will do an earth attack on you. The same goes for Fire,
Water, and whatever other elements.

This works greatly to your advantage because you can choose what Wards you
need for his spells. I suggest having 3 Water Wards (which will also help you
for the Kraken optional boss, which you may have fought) and one other.  You
need two because the elements he can choose are randomized.  So as long as you
have 2 sets of elemental wards (I had Water and Fire, Water from my battle
with Kraken, and Fire because a few had dropped for me, though Earth is by
far the easiest to get) on all three characters, you won't be harmed in this
battle.

Just a short example of what these mean.  It's rather obvious what attacks
each means, but here's the basics for you.
Burn to death in agony. (Fire)
Get smashed to bits by a hurricane. (Wind)
Get crushed and swallowed by the earth. (Earth)

If you are extremely patient, you can get to 9.9 EXP in this battle, but it
would take quite a while and is probably not worth it. As long as you have the
wards though, feel free to level as much as you want, as Nebiros gives quite a
bit of EXP.  You only get .1 each time, but 10% of 25,000 is 2,500.  So each
turn you get 2,500 EXP.  Quite a good amount, especially if you are low
levelled.

Now for attacking him.  Because you can easily be completely immune to his
attacks, attacks don't really matter.  To kill him off fastest, Extension-
Attachment-Light Element is the best.  Yes, I know you have been using
Attachment a lot of late, but it works a hell of a lot better then anything
else.  Unless you are cheap and use Finest Arts.  Actually, if you have strong
characters, you can kill Nebiros off with Gatlings and not even have time to
use Finest Arts. (I really hate this skill. . .)

If Spectre is stronger than your physical attacks, even with Attachment-Light,
use that instead. If you're unwilling to switch around your Mediums to get
the Attachment-Light (In case the two Mediums aren't on the same character),
then just attack physically. You won't do nearly a much damage, though.
Even though you don't have Clive, Jet can do some good damage. Virginia won't
need to be on healing duty, so she can use magic.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a heartwarming scene, and you now control Clive.

Note: You can change parties at any time.  It can be a bitch trying to figure
out how though.  To change parties, press the Start Button, and you can access
any character's Tools.  If you want Clive, select any of Clive's Tools, and if
you want the other party, select any of their Tools.  I will call the parties
Clive's and Virginia's parties.  So even if Jet is in the lead, it will still
be Virginia's party.

As Clive, go north and onto the next screen.  Continue north down the stairs,
and use the bombs on the spikes to the west.  Go through the western door.
Continue down the stairs, and go through the eastern door.  Here, use the Bomb
on that weird object in the corner.  Now, there are two switches on the
ground.  Stand on the yellow switch to the west and switch to Virginia's
party through the Tools command.

In control of Virginia's party, go west, and then south through the door.  Go
south, and open the chests for a Revive Fruit and a Lucky Card.  Stand on the
Blue Switch, and change back to Clive.

As Clive, go through the southern door.  Open the chests to the south for
25,000 Gella and a Potion Berry.  Stand on the Yellow switch, and change back
to Virginia's party.

Back as Virginia's party, go through the eastern door, and make your way east
down the path.  Stand on the yellow switch and change to Clive once again.

When controlling Clive, go west through the door, and stand on the blue
switch.  Switch parties yet again.

With Virginia's party, go east through the door, and go down the stairs.
Change back to Clive once again.

As Clive, walk over and stand on the yellow switch.  Change back to Virginia
and co.

As Virginia and party, go west and through the western door.  Here, use the
Steady Doll on the chests to get Adventure 8 and a Gella Card. Continue west,
and break a pillar.  Hop over it, and face south.  Use the Freezer Doll on the
pillar, and then throw the Boomerang at the frozen Pillar.  The Boomerang
should fall onto the Gem, which will open the door.  Go through the western
door and change to Clive.

Back as Clive, step on the blue switch again and change back to Virginia.

As Virginia, go through the door, and stand on the red floor switch.  Change
back to Clive one last time.

As Clive, go through the western door, and north down the stairs.  Go through
the eastern door and watch a scene.

Reunited:
----
Now that your party is reunited, you can finish the dungeon. With Clive in the
lead (equipped with the Mighty Gloves), stand north of the center block, lift,
and put it down to the north.  Stand north of it once again, and put it north
again.  Stand north of the western block, lift, and put it to the north.
Stand north again, and put it down to the west.  Now for the last block.
Stand north, and put it north.  Stand north, and put it east.  Now all three
colored doors are permanently open, and another hidden door opens. 
----

Go south and open the chests to the west.  You have to fight Imitator x4 for a
rare Prism Crown.  The other chest contains a Gimel Coin.  Go through the
eastern door.  Continue east, and go through the next eastern door.

Note: The Prism Crown is a wonderful item. It basically works as all elemental
wards put into one object.  If you ever plan on doing the Abyss, you will
want to put this onto the Medium that will have Finest Arts, as that is the
only time that I will suggest you actually use that overpowered skill.

Here, go south down the stairs and go through the western door.  

Red Pillars:
----
Make your way southwest, dodging the weird bugs.  Use Clive's Bombs on the far
western red living pillar and cross to the north. Be fast, as the pillars will
regrow. Now go east and use the Feezer Doll on the pillar in the center of the
room (it's greenish). Bomb it once it's frozen, about 4 times in succession,
and the pillar will be destroyed. Fall down off the edge to start the floor
over.

At the beginning, go northwest and through the northern door out of this rather
annoying chamber.
----

Watch a scene.
Go north through the next door, and continue north onto another screen.  Watch
another scene, and you automatically exit.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Revelations                              --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This is a short little chapter that sets the stage for the final dungeon in
the game.  Unfortunately, some of the most annoying puzzles in the game are
in the one area of this part. On the plus side, they're all optional.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Boot Hill                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,729, Y: 513
Suggested Level: 54
Shops: ARMS, Inn, Item, Save Point
Items: Any you did not get before
Key Items: Last Letter
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


Use the Teleport Orb to get to Boot Hill.  Enter the town.

As you enter, head north until you reach the save point.  Now go east, and
enter the graveyard.  Here, examine the tombstone, and you will watch a
scene.  You get the Last Letter.  After the scene, go to the Item screen, and
look at the item.  Press the traingle button and you will learn the
Coordinates (X: 440, Y: 19,520) of your next destination, Mimir's Well.  Head
south and exit Boot Hill.

Use the Teleport Orb and warp to Gunner's Heaven.  From there, go north and on
the same continent you will find Mimirs Well. It's by the area where the train
tracks head into the mountain.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Mimir's Well                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 440, Y: 19,520
Enemies: None, for now
Bosses: None, for now
Items:  None, for now
Key Items: None, for now
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As you enter, watch a long, long scene.  You won't have to anything in this
part, but note that you have to pay attention because everything here is
automated and you may miss the speech if you are a slow reader.  Remember the
password TOMORROW.  After the scenes, you automatically go back to Boot Hill.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Boot Hill                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,729, Y: 513
Suggested Level: 54
Shops: ARMS, Inn, Item, Save Point
Items: Any you did not get before
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you gain control, head south and watch a scene.  Exit Boot Hill. 

You have two choices now.  To continue the game, use the Teleport Orb and go
back to baskar.  If you want to finish off the chests in the game "complete"
Mimir's Well, you should head back. There's still a lot to do inside the last
are we entered.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Mimir's Well                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 440, Y: 19,520
Enemies: Jammer Imp, Gamygyn, Land Lamprey
Bosses: Lolithia
Items:  Name Tag x3, 30,000 Gella (Imitatorx4), Duplicator, Full Libra, Full
Carrot
Duplicator Door: Migrant Seal, Holy Root
Key Items: Adventure 9
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Before attempting this area, know that you need quite a few Duplicators to
open the doors here.  If you don't have around 4, you won't be able to open
all of the doors here. You can still find some on the world map, if you need
them.

Also, be warned.  This area is filled with very annoying and very time
consuming puzzles. They're not too hard once you figure out how to do them,
but they can be as long, or longer than Millennium Puzzles.

From the entrance, head north onto the second screen.  Head east into the very
first room you see and open the chest in here for Name Tag x3.  Exit the way
you entered and continue north into the second eastern room.  The chest in
here is guarded by Four Imitators, but contains 30,000 Gella. Exit the room
and continue north through the northern door in the hallway.

The first door to the west here has an extremely long and annoying puzzle that
will likely remind you of the Millennium Puzzles.

Tons of Blocks, 1:
----
You start off in a small open area of this room. Pull the southern western
block once east, and pull it once north. Push it once more north.  Now get
what was originally the center western block and pull it once east, push it
once more east and then push it north.

Pull the northern western block two times east and push it once more east.
Pull the southern far western block once east and push it two more times to
the east. The door out should be blocked, now. Now it should be rather obvious
what you need to do.

Once again, pull the northern far western block twice east. Push it once more
east and leave it there.  Pull the far southern western block once east and
push it twice more to the east, so it's against the wall. Two more left!

For the third time, pull the northern western block twice east.  NOW you
can get your item!  Open the chest to the far west for a Duplicator. Whew!
Unfortunately, the puzzle is only half done.

Push the block you just pulled twice east back twice to the west so that
you're stuck inside again.  Pull the northern eastern block twice west and
then push it once more west.  Pull the southern eastern block once west and
then push it twice west.

Pull the northern eastern block twice to the west and You can exit the room.
The first puzzle is done!
----

Back in the main hallway, use a Duplicator on the door to the northwest.
Open the chest here for the final Migrant Seal!  Exit back into the main
hallway and go through the northern door.

In the new hallway, use a Duplicator on the door to the east. Unfortunately,
a harder version of the last puzzle awaits you in here. This one's a bit
rough, too.


Tons of Blocks, 2:
----
The same solution to the last puzzle won't work this time because of the large
block in the center of the room that is making things difficult.  However,
you can do pretty much the same thing, just in a different position.

Start off by pulling the far southwestern (or, if you prefer, the left block
to the far south) twice north. Push it once more north against the other
blocks.  The second southern block (this one to the east) should be pulled to
the north once and then pushed north twice.  Now you're ready to begin.

Leave the two blocks to the far south there.  No touching those. Instead,
we'll be working the southern blocks that are to the east.  Pull the southern
eastern block (it's the block two from the large block hindering you progress
in the center) once to the west and then pull it once to the north. Push it
once more to the north.  Now pull the northern of the two southern eastern
blocks (this one should be touching the large block) once to the west and
then push it once more west. Push it once north.   This blocks the doorway,
and you can probably see what you want to do from here on out, now.

Pull the northern of the two blocks to the east twice west, pushing it once
more to the west. Pull the southern eastern block once to the west, pushing it
twice more to the west against the wall.

Pull the next northern eastern block twice to the west and then push it once
more west.  The southern eastern block should be pulled once west and then
pushed twice west. Pull the northern eastern block twice west and you can
access the treasure chest.  This time, the chest contains the Adventure 9.
If you have Adventure 10 from the Adult Mag optional boss, you should have
collected all of the Adventures, now!

Now to head back out. basically, we're doing the same thing we just did, but
in reverse.  Push the block that was originally the northern eastern block on
the far eastern wall back twice to the east. Pull the northern western block
twice east and push it once more east.  Pull the southern western block once
to the east, pushing it twice more to the east.  Once again, the same. Pull
the northern western block (touching the wall) twice east and push it once
more to the east.  Pull the southern western block once to the east and push
it twice east.

Almost done! Pull the western block that is next to the large block in
the center of the room (or, if you prefer, the eastern northern block)
once to the south and push it once east.  Finally, pull the block that is
blocking the door once south and you're done. FINALLY!
----

Back in the main hallway, open the Duplicator Door to the north and east.
Unfortunately for us, the worst puzzle yet is in this Duplicator room.
Fortunately, it's the last of its kind.

Tons of Blocks, 3:
----
This time, instead of a small block hindering our pgoress, we have a huge
block that is going to make this one quite difficult for us. Even worse,
near the end there's a huge block that makes it so we have to go all the
way around!

Well, there's one obvious place to start.  Pull the eastern southern block
twice north and push it once more north.  Next, pull the western southern
block once north and push it twice more north, blocking the doorway.

Now there are four "southern" blocks for you to play with, two to the west
and two to the far south.  You want to get the one to the right on the far
south (Or, the "eastern southern block.")  Pull this block twice to the north
and push it once more north.  Pull the western southern block once to the
north and push it twice more north.  At this point, you should have six
spaces to work with in the far southwestern corner of the room.

Start by pulling the far southern block (that is, the one the farthest south
possible) once west and then once north. Push it once more north.  Now get
the "northern" southern block (that is, the block that is touching the large
block in the center, but is still at the far southern portion of the room)
and pull it once to the west. Push it once more west and then push it once
north.

Pull the northern of the two southern blocks twice to the west, then push it
once more west. Pull the far southern eastern block once to the west and
then push it twice more west.  Now you have three blocks to work with.
Get the northern eastern block (not the one to the north) and pull it twice
west. Push it once more west.  Now get the far southern block and pull it
once west and push it twice more west.  Now you should have four blocks to
work with.

Pull the eastern northern block once south and once west. Push it once more
west.  Pull the western northern block once south and push it once more to
the south. Push it once west. Can you see where we're going, now?

Pull the eastern northern block twice south and push it once more south.
Pull the western northern block once south and push it twice more south.
Pull the western northern block twice south and push it once more to the
south. Pull the eastern block once south and push it twice more south.

Half done now! Pull the lone block to the far east once west and once to the
south. The path is cleared to the chests!  Open them for a Holy Root and a
rare Tiny Flower.

Now we need to get out of here.  Push the block that used to be on the far
eastern wall once north and then once east. Pull the far southwestern block
(or, the western block to the south, either way) twice to the north and push
it once more north.  For the eastern southern block, pull it once to the
north and push it twice more north. Once again, you have five blocks to work
with.

Pull the far southern block that's more east (that is, the right southern
block) twice north and push it once more north. Pull the far southern block
once north and push it twice more to the north. Now we're working on the
western blocks.  Pull the southern western block once to the east and then
once to the north. Push it once more north. Pull the northern western block
once east, push it once more east, and then push it north once.

Pull the northern western block twice east and push it once more east.  Then,
as you'll likely expect at this point, pull the southern western block once
east and push it two more times to the east.

Pull the far southern western block twice east and push it once more east.
Pull the northern western block once east and push it twice more east.
You're almost done!  Pull the western block to the north (the one that's
touching the western wall) once south.  Pull it once east and push it once
more east. Pull the eastern northern block once to the south and push it once
more south.  Push it east once.

Last One! Pull the western block that's blocking the door twice south. This
lets you get through the door.  Be happy you never, ever have to do this
again.
----

But Wait! We're not done yet.
Remember during the cutscene that the door to the north opened with the
proper Password?  Well, as Virginia said during the scene, the password is
TOMORROW, in all caps.  Use that on the panel by the door.  This opens the
door.  There are two more chests in this final room.  Open them for a
Full Libra and a Full Carrot.

That's it! We're done!

However, there is an optional boss you can fight here, when you feel prepared.
If you want to now, go right ahead, too.  Use the password "emeth" in the
same panel you just opened the door with and you'll encounter "her."

Note: The Full Libra is the status effect equivalent of the Prism Crown. With
this equipped and fully levelled, you're completely immune to status effects.
Like the Prism Crown, it is very rare and you're only going to find one in a
chest in the entire game.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Finale                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Baskar Colony                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates:X: 13,005, Y: 10,912
Suggested Level: 55
Shops: Inn, Save Point
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Once inside Baskar Colony, go north and enter Gallows's House.  Watch a scene,
and you can now exit.  Your goal, once again, is Sacrificial Alter.  Head onto
Lombardia, and go north.  Enter Sacrifical Alter for the last time...

Note: Sacrificial Alter leads the way to the final dungeon.  So fight any
optional bosses and the like beforehand.  You can exit the final dungeon once
entered, but it will be easier for you if you do things before.  Happy Hunting!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Sacrificial Altar                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 12,902, Y: 12,625
Enemies: Alk Volk, Gargoyle, Scorpious
Bosses: None
Items:  None
Key Items: Exodous Orb
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As you enter, go all the way north around the alter (NOT inside) and go west
up the stairs.  Continue west, and go south up the next set of stairs.  Go
through the northern door at the very top of the alter.  Watch a scene, and
you will aquire the Exodous Orb.  You now enter the final dungeon.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Nightmare Castle                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: Unknown
Enemies: Sammael, Kelaino, Necromancer, Toy Soldier, Will-o'-the-wisp,
Devonova, Sun Flayer, Cyclops, Stealth Stalker
Bosses: Disaster Water, Disaster Fire, Diaster Moon, Disaster Light, 
Disaster Wind, Diaster Earth, Tiamat, Final Boss(1)
Items:  None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: There are quite a bit of paths to take from the main hall of the
castle.  I will put strategies for them in the order of floors they come in.
Note that you dont have to take ANY of the side paths, but it makes an
upcoming boss much, much easier.  If you want to rush to the end, then by all
means, just go straight in the big final room, and through the northernmost
door.  But if you want a slightly easier boss fight, and more EXP, go through
all the side doors, as I am going to lead you.  Note that its perfectly 
possible to rush into the boss room without taking any of the side paths,
I did it myself my first time through the game.  I suggest having a lot of 
Elemental Wards before doing such though.

As you enter, watch a scene.  Go north, and onto the next screen.

3F (or Floor 3, however you wish to say it >.>;) is the main hall of the
Nightmare Castle.  Here you can access any of the side areas of the castle if
you solve a small, easy puzzle to do such.  I give the answers to the puzzles
at the start of each area. Some sections are larger then others, so dont expect
them to all be the same size.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Floor 4
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

To get to this floor, you need to grab one of the four vlear blocks near the 
entrance. With these blocks, head to the far east, and there will be a little 
crystal.  Throw the block at the crystal from a few steps away, and a door very
close to you on the lower level will open.

Once on 4F, head north, northeast, and north through the door to 5F.  On 5F, 
there is a little brown square to your west.  Step on this, and follow the 
path as it opens up for you. I cant adequately give a stretegy for this, other
then to follow it as it times ;;.  Once you reach the first island, step on the
second brown square to the east, and walk the path.  Be careful, its a lot 
harder this time. Head north onto 6F.

On 6F, continue north onto 7F. On 7F, use the Changecrest to teleport over to
the first pad.  Then step on the brown block to the east to start the path 
walking again.  This time the path splits multiple directions.  When it does,
go west twice.  At the end, it looks like theres a dead end, but you need to 
turn east very quickly and use the Changecrest.  This might take a few times 
of practice. Go north through the door onto 8F.

On 8F, go north through the next door onto 9F.  On 9F, examine the item on 
the ground to begin the battle.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Water
EXP: 10,000
Gella: 0
Strength: Ice/Water
Weak: Fire/Lightning
Item: Dragon Fossil?
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

If this is your first Disaster Battle (and you decided to do them all in order
of floors) theres a few things to be expected.  Disasters are not strong for a
boss.  In face, they are only about as strong as a normal monster enounter,
with lots and lots of HP, and a few strong attacks.  Ok, maybe I am being a
little low on them, but they are not challenging.

There are usually two ways to kill them.  Finest Arts, and elemental 
weaknesses.  I prefer the elemental weaknesses way, because at some point in 
these battles, you actually do more damage with them then you would with Finest
Arts, and more quickly.  Extension-Attachment-Fire in this battle will allow 
your main attackers (Clive and Jet) to be rediculously powerful, as these 
monsters are pure elemental. Also, because Disaster Water is based off your 
Medium, and your Medium is based off Ice and Water, he has two Weaknesses, 
which is the exception of just Disaster Water. Every other Disaster has only
one weakness. It is very easy to break the 8000+ mark with normal critical
attacks with just Attachment and no Valiant.  

Note that Disasters dont do any status attacks, and they have two forms of 
attack. They use a normal physical attack, and an AOE, which is pretty much
the same as your summons, except with their graphics. Disaster Water is no 
different.  To prevent the Summon damage, use Water Wards (though thats a bit 
cheap >.>;)

The Disasters' weak attacks and elemental weaknesses make them easy foes.  It 
shouldn't take more then 5 turns to dispose of them.  If it does, you might 
want to go out and level some more.  You've faced much harder.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, use the Exodous Orb to return to 3F.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Floor 10
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

To get to 10F, go north up the stairs, and then go east.  Use the Tindercrest 
on the Unlighted Candles here, and go through the newly opened eastern door. 
This will be the path to the Disaster.

In here, go east, and through the eastern door. Here is the first puzzle.
There are three levers, rotate the right one once, the center three times, and
the left one four times.  Or in easiest ascii form:

Left 4                        Center 3                    Right 1

Now, cross the blocks to the other side.  Go east up the stairs, and through
the door.  Here, continue east and through the eastern door.

This is yet another puzzle.  Use Jets boomerang on the gem to the south, and
then use Virginia with the Galecrest.  Use it slightly AFTER the far eastern
block goes into the wall (this is EXTREMELY hard to time, but it is doable).
Then, put Clive in the lead, time it, and use the Grappling Hook on the moving
platform.  One on top, jump off, and go onto the brown area.  Use Jet with the
Radical Sneakers to jump up and down about 6 times, and the area will be
lowered.  Go east and through the eastern dooe.  Here, continue east, and
examine the object on the ground, watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Fire
EXP: 10,000
Gella: 0
Strength: (Absorb) Fire
Weak: Ice
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Much like the Medium fight in the beginning of the game, this battle will be
fast, but deadly.  The Disaster Fire has strong physical attacks, that do fire
damage to all members.  For defense. the only thing you need to be completely
invulnerable is to use Fire Wards.  If you can use Fire Wards on all of the
characters, you wont be damage throughout the entire battle.

Start by attacking normally.  If your level is high, you can use Gatling, but
dont do it immediately.  Use Attachment-Ice first.  Even if you have to
temporarily fix your mediums, Attachment-Ice will allow you to do much more
damage then before.  You may want to use Extension-Attachment-Ice, but if not,
just use it on Clive and Jet.

His main attach is called Vapor Blast, which does Fire damage to the entire
party.  it is basically the same attack your Fiery rage Medium does to
enemies, except that it is done to your party.  Of course, as I said, with
Fire Wards, he wont be able to damage your party members in the least.

Gallows, or Virginia, whoever has the Ice spell, should use it.  It does quite
a good bit of damage.  Of course, being fire elemental, he has average to weak
physical and magical defense.  This is a serious advantage you have over him.
His low defense, paired with Fire Wards can make this battle last less then
three rounds.  of course, if you really wanna cheat, you can add Valaiant to
the Attachment-Ice, but then you will be almost TOO strong, especially without
Fire Wards. So if you dont have Fire Wards, Valiant will just let you finish
the battle easier.

Mind you, SAVE GATLING UNTIL YOU HAVE ICE ATTACHED!  You should be able to
kill him almost immediately (maybe even in one round) if you have enough FP
and a high level.  Other then that, Ice magic, and normal attacks work just
fine on slaughtering this boss.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now, use the Exodous Orb to get back to the Main hall of the dungeon.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Floor 16
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

To get to this floor, on 3F, go to the Southeast and open the Crack on the 
door with one of Clives Bombs.  Follow 16F south, southwest and south again 
through the door.

This next screen (Floor 17F) requires you to use Gallows and his Freezer Doll 
on that little Gold object in front of you.  This is something of a guessing 
game, so watch where you step.  If you make one extra step over the edge you 
have to start this screen over.  I can not give you exact directions over this 
screen since everyone presses the analog buttons a bit differently (and 
therefore our 'steps' are different sizes) but the goal remains the same.  
Keep Gallows as leader and keep spraing the Freezer Doll when you need to see 
where you need to go.  Remember to take advantage of that he can turn in place 
with the Freezer doll out if you hold the Square Button down and rotate the 
left analog stick.  There are no encounters on this screen. 

On 18F there are some Encounter Crystals.  Head south through the door onto 
the next screen.

19F looks much like 17F, except with a new path.  Approach it the same way as 
you did 17F: with Gallows in the lead, using the Freezer Doll to light your 
path.  Take your time, and remember that there are no encounters.  Once again, 
if you fall you have to start this screen over, so be careful. Try and be 
patient, this is a pain in the ass though. 

On 20F continue South through the door.

21F holds your next boss.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Moon
EXP: 10,000
Gella: 0
Strength: Dark
Weak: None
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

In the final dungeon, you will technically want to treat all the Disaster 
bosses the same.  The easiest way to defeat them (like all monsters at this 
level) is to use Finest Arts, though like always, I find that cheap.  In some 
ways, Extension-Attachment-Permanence-Elemental is even faster though.  
Especially on characters with strong Gatlings, siunce one strong Gatling 
attack can finish the Disaster off. Note however, this wont work on Moon. Moon 
has no definite weaknesses (I believe >.>;) so he is stronger then the other 
Disasters, in a way.

To make this boss almost too easy, use Dark Wards.  Of course, if you do not 
have the ability to give Dark Wards to everyone, give them to whatever 
characters you find taking the most damage. Diaster Moons strongest attacks 
are Dark Elemental based, and with Dark Wards, you will take no damage (or 
reduced damage at least).  Thats kinda common sense at this point though.

Disaster Moon has strangely low physical defense, so just normal physical 
attacks will kill him quickly, if you happen to be too lazy to choose commands 
for some reason >.>;.  His physical attacks are weak, and will be no threat.  
The only thing you need to worry about is its summoning/gravity attacks.  
Strangely, Disaster Moon seems weaker then the other Disasters in strength. He 
uses his physical attacks 90% of the time, so most likely you will probably 
come out of this battle stronger then when you came in.  

It is worth it to note that he has rather high magic defense, so spells dont 
as well on him as they should ;;.  Oh well. It will die quickly enough as it 
is, even without an elemental weakness to exploit with Attachment.

Pretty run of the mill for this point of the game >.>;
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle use the Exodus Orb to go to the entrance of the Castle.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Floor 22
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

To get to this floor, head up the stairs and to the west.  There are four (4)
statues at the far west upper level.  Move the second from the bottom (or the
third from the top ... whatever, same thing).  This will open a door directly
to the south of you.  Head back down the stairs and go through the door. 

On 22F, head south, southwest, and south onto 23F. On 23F there are 4 Graves.
Ignore them >.>;.  Use  Virginia and the Tindercrest on the Demon in the
doorway. You need to get it to shine once.  Then use the Freezer Doll, and once
it shines that once, use Jet and his Boomerang.  Then use Virginia and the
Changecrest lastly of all, and the doorway will be clear.  Head through the
doorway onto 24F.


On 24F, head south through the door onto 25F. On 25F, we find a block puzzle.
Again. ;;.  The goal of this puzzle is to make the picture in the blocks match
the picture right near the entrance of the screen. You will need to rotate all
of the blocks multiple times using Clives Mighty Gloves.  There is no real
wrong or right way to do this puzzle.  If I wrote a full strategy on how I did
it, it would take quite a while, so all I can reccomend is making sure you have
moved all of the blocks, including the center block. The center block needs to
be rotated as well, even though it doesn't look like it. The door opens when
you finish the puzzle.

On 26F head south and through the door. On 27F, examine the Disaster and
prepare to fight.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Light
EXP: 10,000
Gella: 0
Strength: Light
Weak: Dark
Item: None (Dragon Fossil?)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is to be approached like every other Disaster battle.  Its a pretty
routine battle as a whole, and theres not a whole lot you need to be afraid of.
Like Disaster Moon, you cant exploit an elemental weakness on this boss with
Elemental-Attachment.  Still, Permanence-Valiant works well.  To make things
easier, as always, use Light Wards, if you can get them.

Disaster Light tends to prefer physical attacks over his summoning, which is a
welcome relief over the other Disasters. He is pretty slow, too.With his 
average defense, treat him like a regular boss. If you have yet to kill 
Disaster Moon, then you wont know it, but oddly, the battles are nearly
identical.  Strange, showing how they are opposite elementals.  Of course, all
of the Disasters fight much the same.

The most you'll probably see Wings of Death hit for (thats his melee attack) 
is around 600. And thats really rare, most of the time it will be around 200 
most, if it hits at all.  Disasters tend to miss more often then they hit.

Disaster Light's magical attacks tend to be a bit stronger (in my experience)
then the other Disasters.  But not by much, only 100 damage or so.  They do 
300-600 instead of 200-500. At this point its not much damage, since he doesnt
use them that often.

Treat it like a strong normal monster and you'll be fine@@;
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, use the Exodous Orb to go to the entrance of the Castle. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Floor 28
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

To get to this floor, on floor 3F, head directly west from the door, and walk
into the brown switch at the wall. It should go in.  With Gallows, use the
Steady Doll to press in the other switch and the door to your west will open.
Enter this door, and you're on floor 28.

On 28F, head west, northwest, and west through the screen. go through the door
into 29F. Here we find four doors other then the one we just entered (which
was from the east).   Note that in this area the tracker item helps a lot.
It is also worth it to note that if you make a mistake in the order of doors,
that you will be put back on the 29F.

On 29F go through the west door to get to 30F.  On 30F, go through the north
door to get to 31F.  On 31F go through the East door to get to 32F.  On 32F,
go through the south door to get to 33F. On 33F, go through the west door onto
34F.  Note that you pretty much went in a big circle after all that. 

On 34F, head west onto 35F.  On 35F, there is a lot of doors. You entered from
the far east. Going through the far north door goes to 36F. On 36F, head
through the Northeast (the door between the north and east doors, its kinda
hard to call it being in the northeast though . . .) door and you reach 37F.
On 37F, go through the Southwest door, and you will be on 38F. Head west
through 38F to reach 39F.

On 39F, examine the object on the ground and your next battle commences. 


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Wind
EXP: 10,000
Gella: 0
Strength: Wind
Weak: Earth
Item: None (Dragon Fossil?)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the rest of the Disaster battles, Disaster Wind is a rather weak enemy.
You can one hit him with Finest arts if you choose (ew) or if you choose to
fight him the normal way, you can use Extension-Attachment-Elemental(Wind)
with Valiant and Permanence if you desire.  That should kill him in two to
three turns, even if you're weak.  

Note that like the Wind Guardian, Disaster Wind is very quick.  He will attack
much faster then his cohort Disasters (which usually go after you) and usually
attacks after Jet, if not before, if you're of lower level.  Use spells to
raise your speed (such as Quicken) if they are on a caster character, as they
will help you keep up with the boss. 

Disaster Wind has surprisingly low physical defense.  Much much lower then the
other Disasters.  He makes up with slightly higher evasion, which you probably
wont notice at all at this point. Attacking him physically is the way to go. 
Just remember not to go all out until all of your attachments/buffs are on
your characters.  You dont want to accidentally waste that FP.

The only real threat from Disaster Wind (other then his speed) is his summon.
His Summoning spell does around 500 to everyone, depending on Wards, and your
magic defense.  To cheat a bit add Wind Wards, but the battle will be over so 
quickly that they probably will not matter so much that its imperative to have
them.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Floor 40
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

To enter this floor, go to the very very southwest corner of 3F Nightmare 
Castle.  There you wont be able to see it, but there is a Crystal above you.  
Put Clive in the lead and equip him with the Grappling Hook.  Use it here, and 
the door in the northwest should open.  If you cant reach the Crystal, move 
out a bit to the north, and you should be able to see it. Go through the door 
you just opened. 

On 40F, head north, northwest, and north through the door, picking up the 
crystals when you need them.  41F houses another fun block puzzle.  With Clive 
in the lead and the Mighty Gloves on, push the first block one left, and the 
second block once right, then the first block all the way left. Push the 
second block all the way right, and you have access to a second block on the 
right.  Push this one to the right, and it will be as far right as possible.  
Now you can push a block in the center. Oush this block to the right, and then 
push the block you have access to now to the left. Push the next block right, 
and your way will be clear.  Head north through the door on 42F.

On 43F is another block puzzle, harder then the one on 41F. There are a lot 
more choices on how to start this time. Push the first two blocks on the elft 
all the way left.  Then follow by pushing the top right block as far left as 
it will go. go up as far as you can, and then right, then push the center 
block downwards so that it hits the blocks you just moved left.  Push the next 
block as far down as you can.  Then move left, and up.  The wasy is cleared 
for you to move to the next room.

NOTE: The blocks on this screen do NOT reset if you fall off the edge.  You 
need to exit and re-enter the room to make the blocks reset.

On 44F head North onto the next screen.  On 45F, examine the object on the 
ground to start a boss battle.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Earth
EXP: 10,000
Gella: 0
Strength: Earth
Weak: Wind
Item: None (Dragon Fossil?)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like all disasters before it, this is a rather run of the mill battle, to be 
fought in the same mannerisms that you fought the previous.  Earth Wards work 
exceedingly well for the magic that the Disaster might cast.  If you use 
Finest Arts, crush him using that, if not, Extension-Attachment-Permanence-
Wind Elemental is exceedingly dangerous on Disaster Earth. With the 
attachments on, you should do well over 3000 damage with a normal attack, and 
your stronger characters may do 5000+ with a critical (but it may end up in 
the 8000 range!).

Planet Breaker is the only thing you really need to watch out for, and even 
that is not -too- powerful.  It does around 500-700 to everyone, depending on 
magic defense, but since your HP is high enough at this point, thats not much 
at all.  And Earth Wards can prevent damage, if you dont mind cheating a bit.

Note that like most Earth elementals, Disaster Earth remains pitifully slow, 
though his physical defense is a bit higher then normal.  Also note, he tends 
to use both physical and magical attacks more often then his counterpart 
Disasters, making him harder to predict.  Still, hes not dangerous.

Remember, if you are using the Extension-Attachment-Elemental strategy over 
Finest Arts, remember to wait until the elemental is attached to your weapon 
before you use Gatling, that way you can do a lot mroe extra damage.  You dont 
want to waste it on accident.  It sucks when we do that ><.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you feel you are ready, you can take on Tiamat.  Tiamat resides on 47F 
Nightmare Castle, which is just straight from the entrance. You can take on 
Tiamat the second you enter Nightmare castle if you desire, though that is 
difficult, even for very high level players.  I suggest taking out one or two 
of the Diasters at the very least.  Killing the Disasters plays a very key 
role in your defeating Tiamat. But before you reach Tiamat, a very familiar 
voice stops your path -_-;;;


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Luck
EXP: 10,000
Gella: 0
Strength: None
Weak: None
Item: Dragon Fossil?
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Disaster Luck resides on 47F of Nightmare Castle.  Expect the battle to go a 
lot like the previous Disaster battles, except a bit more like Disaster Moon 
then any other.  He has no elemental weakness to exploit, and low physical 
defense.  This will take a bit longer then the other Disasters.

Like every other disaster battle, Luck has the ability to summon erm . . . 
himself.  His summon does around 500 to everyone, which isn't the greatest 
threat, but you need to stay as healthy as possible for the next battles.  
Also note that he tends to spam his summon (Unlucky Shot) over and over so be 
prepared for the worst in that manner.

Remember Extension-Valiant with Extension-Permanence if you can, that will 
help.  This battle should go quickly, as Luck has little HP as defense.  But 
try to keep your HP high as the battle with Tiamat begins right as the battle 
with Luck ends.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Tiamat
EXP: 30,000
Gella: 0
Strength: None
Weak: None
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is not the final battle. >.>;  Though this battle may seem difficult, or 
very very simple depending on how many disasters you killed. If you went 
straight on in the battle without killing any Diasters in the Nightmare 
castle, expect Tiamat to do well over 2,000 damage to each character each 
round.  

Every turn Tiamat uses 'Final Disaster' on all your members.  The damage it 
does depends on how many of the Disasters you killed.  Also, your Wards stop 
the elemental damage he inflicts, so I suggest putting on as many as you 
possibly can. Typically, each summon he has will do around 500 per, so if you 
killed 3-4 Disasters you will take around 1000-1500 on all characters per 
round.

So now that we have that out of the way, how do you survive >.>?  Well killing 
Disasters helps.  But if you didn't do that, its going to be a long, rough 
road for you, but it is possible.  You should probably feed Virginia Carrots 
every turn and have her focus on Mystic-Potion Berry or even Mystic-Mega Berry 
if you have some to spare. You are close to the final battle, you shouldnt 
worry about sparing things.

Also note, Valiant works incredibly well during this battle if you haven't 
spent the time killing all of the Disasters.  Your HP probably wont ever be at 
max, so your attack power will be raised quite a bit.  Also, you might want to 
have more then one person heal each turn if things start getting out of hand, 
since its very easy that it might happen.  Final disaster can be powerful.

Of course. . . If you took the time and killed every Disaster in Nightmare 
Castle (you're crazy >.>;) you wont have to worry and this will probably just 
be another battle to you, with a Disaster with more HP then normal.  

Either way, with all the summons Tiamat uses each and every round, prepare for 
a long, boring battle.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Once Tiamat lies defeated you are ready to take on the final battle, the evil 
of evils. I wont spoil it for you here, but its 9 parts long, and whether you 
use Finest arts or not, its going to take a loooong time to kill.  The ending 
is adorable, too.  Hopefully, you had no trouble with Tiamat.  If you did, you 
should turn back now, gain more levels, get items, go rest, or do whatever.  
If you haven't done the optional bosses and want to, now is the time.  You 
will be able to do them in your EX game still, but why not do them in your 
first game when its harder?   Also, remember Gunners Heaven, if you haven't 
stopped by there for a while.  If you truly feel prepared, then head forward 
into the throne room where the final battle awaits you. 

>.>; I will give a final battle strategy later when I have the time, but for 
now try and figure it out on you're own.  You're smart people, right?^^

Congratulations for those who have gotten this far.  Remember to watch all the 
way through the credits and save your game afterwards for the 'EX'Game save 
file.  Its pretty much the normal game with your levels and whatnot. 


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                            Bosses                              *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-bssgd-

This is basically a Boss FAQ inside of a normal FAQ.  If you just want boss
strategies, and not the walkthrough, this is the place for you. I will have
them in order of appearance, so dont worry about finding them alphabetically.


*****************************************************************************

*************                   Prologue                        *************

*****************************************************************************


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Virginia                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hobgob Boss
EXP: 24
Gella: 30
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Hopefully, you got Virginia to level 3 or 4 before this battle.  Hobgob Boss
(how original...) is strong compared most of the enemies in this dungeon,
doing 4 or 5 damage to Virginia.  Luckily, Virginia has high RFX (evasion) and
he will miss her a lot of the time.

Have Virginia attack physically, her attacks should do around 30 damage.
Heal her if she gets around 10-15 HP with a Heal berry.  After about 3 rounds
of trading blows, Virginia will freak out, and her FP will shoot up to 100. 
Guard on this turn to get your bullets back, and then choose the Gatling
command.  Virginia will atack Hobgob boss 5 times for over 100 damage each
hit!  The battle will then end and you can reap the spoils.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                Jet                                  --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Tatzelwurm
EXP: 48
Gella: 52
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Have Jet start by attacking normally.  Dont use any FP, as you are going to
need it later.  Jets attacks are strong, doing 50-70 damage to Tatzlwurm.
Tatzel is fast, but not as fast as Jet.  His attacks do about 2-5 damage,
which is nothing if you gained a level or so while running through the dungeon.
Baking Breath, his strongest move, does about 10 damage.  After a few turns,
the Tatzelwurm will heal himself with Recovery.  Jet will now tell himself what
to do. 

Use Jet's Force Command, Accelerator, and Tat will be killed. If you don't
have 25FP when the cutscene starts, attack again to hit that.  Guard if you
don't have any bullets so you can reload.  If you have bullets, use
the Accelerator to end the battle, no matter how much HP the boss has.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Gallows                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Kesaran Pasaran (x4)
EXP: 48
Gella: 52
Item: Ice Gem
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is four against one, so things can get out of hand if you are
weak.  Luckily, Gallows has high HP and should be able to survive a lot of
their attacks.  But still, be cautious.  Their attacks do 5-10 damage with
each hit. That means up to 40 damage a round.  Gallows can't stand long
against that, so have him heal if he gets under 70 HP.

Gallows should physically attack as the battle starts. It will take two or
three physical attacks to kill off one of the bosses.  The goal isn't really
to kill them off though, it's to hit 25FP.  Depending on how often Gallows
evades the enemies, this may take three or so rounds.
Do not kill a second Kesaran Pasaran off if you kill the first before you
hit 25FP.  If you do, the first two will respawn and you'll be back to where
you where right when the battle started!

Once you have 25FP, you can win the battle. Have Gallows use his Force
Ability, called Extension, and use it along with the Refrigerate spell. This
lets your normally single target refrigerate hit all 4 bosses for over
100 damage! The battle ends after this. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Clive                                   --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Goldrake
EXP: 64
Gella: 60
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

First off, like 90% of the other enemies in the game, Goldrake will go before
Clive.  This means you need to be on the ball with Clives HP.  Clive has
excellent defense, but that doesnt mean he cant be in danger.  Goldrake does 7-
10 damage with his normal attacks.  Don't worry about Clive missing throughout
the battle, he rarely misses any enemy with his normal attacks. His normal
physical attacks do over 70 damage, even this early on.

Defend when you run out of bullets and continue attacking.  After around 275
damage, the Goldrake will begin to fly, and then you can not hit him with
normal attacks.  Now, Clive needs one bullet, and 25 FP, so defend if needed.
Now, use his force skill, Lock-On, and the battle will end.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Goldrake (Round 2)
EXP: 72
Gella: 80
Item: Antidote
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, the Goldrake will always act before Clive and you
should treat that as a threat.  Clive has high defense, but the Goldrake is
much stronger this time.  Also take note that this battle will be quite a bit
longer than the first one. Whenever Clive's HP hits around 30 you'll want to
cure him with a Heal Berry.

On the first turn, Goldrake will use his poison attack.  Have Clive attack the
first round and on the second use the Antidote.  The Goldrake will not use
the poison attack again.  Now you need to attack the Goldrake as much as
possible.  Because he is permanently flying in this battle, it is hard to hit
him.  It takes a bit to get Clives FP up, so you may want to use a Mini
Carrot.  But have him attack until he gets 25 FP, and every time he does, have
him use Lock-On.

Have Clive use Lock-On not once, but 2-3 times and he will die.  This battle
can be annoyingly long if you are weak, but it's still doable if you keep your
HP up and remember to defend when you have no bullets.


*****************************************************************************

*************                   Chapter 1                       *************

*****************************************************************************

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                                Train                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus, Romero, Dario
EXP: 56
Gella: 200
Item: Heal Berry x2, Mini Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot harder than the previous boss battles.  Even though you
have all 4 party members, this can still be a challenging fight.  Especially
if your characters are under-levelled.  Try to get all of your characters to
around level 5 in their respective dungeons.  Virginia will be the hardest
character to keep alive here, as she most likely will only be at level 3 or
4.  She has the lowest physical defense at this point, as well as the
lowest HP, so keep her at full health at all times.

You should start by killing off the weakest of the baddies, Romero, first.
You can kill Janus to end the battle more quickly, but it will be harder and 
far more dangerous if you go that route.  Janus himself is the worst threat of
the battle, doing 10-30 damage to all party members at once.  The other two dont
hit very often, but getting rid of them will make the battle a lot easier.

Kill Romero with pure physical attacks.  If you need to have the entire party
healed have Gallows use Extension-Heal or Virginia use Mystic-Heal Berry.  But
have Gallows heal with his spells most of the time, and it should work.  Jet
and Clive should constantly attack, and defend when they run out of ammo. If
Virginia is taking a lot of damage, you should probly just defend with her
until someone needs healing.

After killing off Romero, go for Dario.  He is as easy to kill as Romero was,
but save Jets and Clives FP if you are saving it up.  Just keep attacking and
keeping Virginia at full health.  After killing off Dario, use all your FP for
Gatling, and use it on Janus. This should easily kill him off, but if it
doesn't, just continue to attack and heal and he should fall in no time.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Fallen Sanctuary                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Grudiev
EXP: 34
Gella: 0
Item: Terra Roar
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is with the Earth Guardian.  He has the strongest defense of the
guardians, as well as the higest HP.  He doesn't hit the hardest of the
Guardians you'll be fighting, but his attacks do pack a whole lot of punch. 
He has an area attack, Planet Breaker, that hits all of your party for around
50 damage to everyone! Whenever he uses this skill, have Virginia or Gallows
heal the party.  Again, Virginia's low HP may prove to be a problem here,
especially if you didn't fight a few battles out in the wasteland.  If you 
can't keep her alive you may want to get her to level 6 or so.

Grudiev sometimes counters with 'Megasmash', but it rarely hits.  If it does
hit, it will do around 40 damage. Keep your entire party over 80 HP
at all times and attack normally.  You may not want to have Virginia attack
and risk the counters, even if she'll likely dodge them. Better safe than
sorry. This bosses coutners will hit more often than that of the Water
Guardian, Schturdark's.

Save your FP for Gatling and pound away slowly with physical attacks.  If this
isn't your first battle, equip a Medium to Gallows and have him use magic
on the boss instead of attacking physically. He'll do more damage that way,
especially if Gruidev raises his physical defense.  Then stop attacking
with Virginia and Gallows at all, since they're not going to do much. Virginia
probably won't even break 10 damage.  If you've beaten Fengalon, you can do
double damage with his Wind Arcana. This battle takes a bit of patience.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Moor Gault
EXP: 34
Gella: 0
Item: Fiery Rage
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Moor Gault is the second fastest Guardian, just right behind Fengalon.
I suggest not fighting Moor Gault (and Fengalon, for that matter) until
you've beaten Schturdark and Grudiev so that you have the advantage of
being able to heal and defend your characters with Heal and Shield,
respectively. You may even want to wait until after Fengalon, since
Moor Gault can hurt you rather badly.

This battle is a lot faster than the other battles, as Moor has little
physical defense. He'll likely take full damage from even Virginia and Gallows'
physical attacks. Unfortunately, Moor is the strongest of the Guardians.
While he has the lowest HP, his attacks and counters can kill you quickly.
Vapor Blast, his special attack that hits everyone will do 80-100 damage and
is quite capable of taking out low HP characters like Virginia in one hit.
To make matters worse, his physical attacks do 80-90 damage and he counters
almost every attack with a high hit percentage. He also has Cremate, but that
spell is the least of your worries, as it only does around 50 damage.

So, ouch.  As you'd expect, you want to keep everyone's HP at max.  Don't
physical attack with Virginia, as you're just asking to kill her if you do.
Instead have her heal with Heal Berries, or, if you've fought other Guardians
before this (and I really hope you have, because it's rough) have her
buff or heal your characters. The battle will go quickly as long as you
keep everyone alive. If you have Grudiev, cast his buffs on the low HP
Virignia first, as it may be a struggle to keep her alive if you're
at low levels. If you've beaten Schturdark, he will do double damage
with his water or ice Arcana.

This is, in my humble opinion, the hardest of the guardian battles.  You
may want to go outside and grind a bit before trying this one.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Fengalon
EXP: 34
Gella: 0
Item: Gale Claw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
As you may (or not) have expected. Fengalon is very fast.  He is faster than
most of your party. and so you must heal beforehand, to make sure he
doesnt kill you before your party can even react. You need to plan ahead
and make sure that, hopefully, each member can stay at full health at the
end of each turn.

Though he is fast, Fengalon has the weakest attacks of all of the Guardians.
He has average defense, so physical damage against him shouldn't be too
much of a problem.  If this isn't your first Guardian, have Gallows and/or
Virginia attack with magic over their physical attacks, since it will do
more. The main problem with this battle is that Fengalon uses a lot of
support spells on himself, including one that raises his speed and one that
raises his evasion. The former isn't really a problem since Fengalon attacks
before you, anyway, so you won't really see the effects of it. However,
raising Reflex(Evasion) can be annoying for Jet, who can't hit as well as
Clive with physical attacks.  You may want to use Lock-On if this proves to
be too annyoing.

Fengalon's physical attacks do about 50 damage and his magical attacks around
30.  Hi-Speed Ripper, his special attack that hits everyone does around 50
damage. Like the other guardians, Fengalon tends to counter.  Unlike some of
the others, his counters rarely ever miss, so be very careful when attacking
with Virginia, especially if she has lower than 60 HP. If you've beaten
Gurdiev, you can deal double damage on this boss with his Earth Arcana.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Schturdark
EXP: 34
Gella: 0
Item: Aqua Wisp
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Surprisingly, this enemy is not a magical attacker.  In many video games, the
water elementals are magical attackers, but this boss has its strength in
physical attacks.  His special, attack-all move is called Assault Tide, and
it does around 30-70 damage. It seems to be weaker than the other Guardian's
special attacks. His magical attacks do around 30 damage to a single
character. Keep everyone above 80 HP so that they survive Assault Tide, and
after each Tide use Mystic - Heal Berry. You won't have Extension - Heal
until after this battle is complete, since Halle took Gallows' Medium away.
Schturdark is very slow and tends to attack last, so it gives you time to
heal between attacks.

Schurturdark has high physical defense, which is rather obvious, considering
that he's a turtle.  Schurturdark counters your attacks with "Big press,"
but it will miss a lot of the time, even on low Reflex characters like Gallows
and Clive. Big Press' low accuracy means it's safe for Virginia to attack
physically to help her gain FP. However, Big Press, when it hits, can do
around 50 damage, so keep your HP up. Use Clive and Jet's FP for Gatling
while Virginia's is saved for Mystic. If you've beaten Moor Gualt, you can
do double damage with his Fire based Arcana.

If this isn't your first battle, have Gallows equipped with a Medium and
have him use Arcana instead of attack physically, since the turtle has
high defense.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Ruins of Memory                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus, Romero, Dario
EXP: 112
Gella: 250
Item: Duplicator
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is basically a longer version of the previous battle with the trio.
Each of the enemy's attacks do more damage this time, but nothing too extreme.
You should approach this battle a bit more cautiously than the previous battle,
as they do have some new attacks.

Trinity is their most devastating move.  This does 100+ damage to a single
party member.  So keep your HP above 150 at all times or your character will
die.  Dario has a move called Zip Up that ups his physical defense, and Romero
loses his will to fight, causing his evastion to rise. Everything else is just
a powered up versions of their older attacks. The worst of them is probably
going to be Janus' attack-all, Multiblast.

First off, have Virginia cast support spells on the party.  Or use her as a
healer and nothing else.  You want to get her up to 25 FP though, so attack
until you reach that amount.  Once you have that amount, you need to have
Virginia use Mystic.  Now have her use a Lucky Card on the entire party for
the cost of one.  This will double everyone's EXP after you win the battle!
You will need to do this a lot throughout the game, and should do so in every
boss battle possible. 

Gallows should have either Aqua Wisp or Terra Roar and should use them.  Have
Gallows use Extension-Heal or Extension-Shield.  The latter will help reduce
the damage your party takes.  If Virginia has Terra Roar, have her spend a few
turns casting the Shield on herself and Jet.  Other than that, have her heal
with Mystic - Heal Berry.  Keep everyone as healthy as possible.

Now that we have the basics down, we can work on strategy.  Janus is the
strongest character in this battle, attacking all of your party members for 20-
30 damage.  He also tends to counter most of your attacks, making him harder to
safely kill off. Unfortunately, this time you have to target Janus before his
sidekicks though, as strong as he is.  At the beginning of the battle, don't
try to attack Romero or Dario, as Janus will just feed them Heal Berries, 
which pretty much negates any damage that you can do to them.  You just
have to eat their damage for a while until you can kill Janus. To make
the battle a bit easier though, the three will only buff themselves up
(making the battle harder later on) and use Trinity Attack.

Foucus all of your attacks on Janus.  Attack normally, or with magic.
Whatever you want will do.  After Janus dies, he will leave the battle, and
then Romero and Dario lose the ability to use the Trinity attack.  Now you
have to deal with these two alone.  Start with Romero, as always.  He's
stronger than Dario, technically. However, the problem with Romero is
that during the first part of the battle he raises his evasion, making it
hard to hit him with normal attacks.  You'll probably want to use magic
with Virginia and Gallows, while using Lock-On whenever Clive has the FP
for it. Jet should just attack and hope he hits. Fortunately, he has low
HP and will die after a few critical attacks.

Dario is more resiliant, since he raises his physical defense. Magical
attacks work well, as does anyone with Gatling and FP left from after
Romero. Alone, Dario isn't a threat anymore, he just might last a bit
longer than his brethen due to higher defense and HP.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Serpent's Coils                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Blonde, Timid Boy, Afro, Cat(?)
EXP: 184
Gella: 250
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is one of the first challenging bosses in the game.  I suggest getting
the Clear Chime item, and then equipping it on one of your characters.
preferably one of your characters that has strong physical attacks.  Use most
of your PS points on the Confuison Ward skill, as you will need it.

This battle is somewhat like the Janus, Dario, and Romero battles, except that
there is 4 of them, and they are a lot stronger then Janus's party.  Afro is
the worst of them, as he heals, and also has the stronges attacks.

Your first priority is getting rid of Afro.  He does over 100 damage to a
single member with some of his attacks, and can confuse your members.  His
normal attacks do around 50 damage, so he is a serious threat.  If your entire
party is confused, it will wipe out itself without the enemies even getting a
chance to attack you.   And since you dont want to wipte your entire party
out...well I suggest going after Afro first, and you damn better listen to me!

Remember the trick we did with the last janus battle?  Where Virginia use
Mystic-Lucky Card?  You want to do that in this battle as well.  This battle
will give you quite a bit of EXP, and with the Mystic-Lucky Card combo, you
will get even more.  After having Virginia do that, have her use Shield on
herself.  You may even want to Shield the party BEFORE the Mystic.

Have Gallows use Extension-Heal or Extension-Shield on the party.  He is not
strong physically, but you need those FP, and so have him attack.  Jet and
Clive should attack normally, as that is their main strength.  Have Gallows
heal any member under 150 HP.

Now, you have a choice.  You can get more EXP by killing off all the enemies,
or you can finish the battle quickly by killing the Blonde.  I suggest doing
the former, but if you want to do the latter, go ahead.

If you chose the former, kill off Cat(?) before the Timid Boy.  Cat does 30-50
damage with his attacks.  Take note that Blizzard Breath is a lot stronger
then the normal Fire Breath.  He doesnt have the highest HP, but he will still
take a while to kill off.

After Cat(?) go for the Timid Boy.  The Timid boy himself is the weakest of
the enemies, and isnt much of a threat, even to the lower defense characters.
Timid boy should die within a few turns.  Dont waste any strong attacks on
him.

Now that you only have Maya left, use all of your strongest attacks on her.
If Jet and Clive have enough FP, have them both defend to get their bullets
back, and have them both use Gatling (or have Clive use Lock-On, whatever
floats your boat) and she should easily be killed by that.  if not...just keep
pounding and she will die fast enough.
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Boss: Janus, Romero, Dario
EXP: 150
Gella: 164
Item: Mini-Carrot
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Compared to the battle with Maya, this one is childs play.  Janus is still a
threat, though.  He has gained quite a bit of power since we last fought him,
so be warned.  His attack all spell does about 50+ damage and he counters 
some attacks.

As always, Janus is still the biggest threat of the battle.  Also like the
Maya battle, you can kill Janus off first and the battle will end.  But if
you do that, you wont get all the EXP possible for the battle, and is not
really worth it.

Start with Romero first.  He sems stronger than Dario in this battle, with
high accuracy attacks. Both Dario and Romero's attacks do around 40 damage,
as well.  Just keep your HP over 120 and you'll be fine from their physical
attacks.  You may want to use Shield on Virginia, though, just to be on the
safe side. Also, you'll notice an incredible defense bonus on Romero compared
to when you last fought him. He doesn't start off with the bonus of naturally
raised evasion this time, since you don't have to kill Janus off before him.
It will probably take a few rounds to kill Romero just because of his rather
large increase in strength and stamina. Save your FP while killing Romero
so that you can kill off Dario quickly with Gatling attacks.

I'd also like to note the Mystic - Lucky Card combo once again to help you
double your EXP in this battle.  From here on out you'll want to use this
on every boss.  Gella Cards are good on single target bosses, but don't work
as well with multiple targets. I will remind you every now and then to use
Mystic and Lucky Card, but you should do it yourself just to make the game
easier.

After Romero, go with Dario.  He should be a faster kill then Romero was, as
he has lower evasion. It's really your own choice whether or not to use
Gatling attacks on him, since you probably have the FP for it after killing
Romero. If you use them, he'll fall incredibly fast, but you'll need to
builf up your FP for Janus again and killing Janus, the strongest of the
three, will take that much longer. I suggest having only Jet use Gatling on
Dario, while Clive saves FP for Janus.  Virginia should be saving FP for
Mystic and Gallows should be saving his for Extension, so they'll likely
not get the chance to use Gatling.

Last, go after Janus.  Keep your HP higher, because Janus counters your
attacks. He retains multiblast, which does around 40 damage to all of your
characters.  Attack him however you want, I suggest magic with Gallows while
keeping Virginia on healing duty. Use Gatling (or Lock-On) with Jet and Clive
and Janus should fall quickly once Romero and Dario are gone. Do whatever
you like to do and the battle will end quickly, it's a bit easier than the
previous battles with Janus and his goons.
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*****                              Ka Dingel                              *****
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Boss: Trask
EXP: 250
Gella: 1,500
Item: MoonStone
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As you can see, trask is well armored, to say the least.  If you try
attacking him, he will just reduce the damage.  Even your strongest attacks
damage will not do more then 5 damage or so.  That is the first problem you
will face. Don't even try to damage him physically at the beginning of the
battle.

The second is Trask's frequent counter attacks.  He will counter your party
with an attack called Bio-Missle, which does around 90 damage.  This means
that you need to keep your party's HP over 200 hundred at all times or else
they can be slaughtered by the counter attacks alone.  Limit the amount of
attacks that you do to him per round to lower the damage that you take.
Finally, Trask likes to cause multiple status effects, including Poison.
Be absolutely sure to use an Antidote on the poisoned character, as he'll
start killing himself every round just by acting.

You should just attack with Virginia physically until she gets 25 FP. After
this, use Mystic - Lucky Card and then have her stop attacking. On the
same round, have either Virginia or Gallows use a Gella Card on the boss. He
drops an amazing 1,500 Gella! When doubled, that is up to 3,000, which you
desperately need this early in the game. Once the Gella and Lucky cards
have been used, have Gallows focus on healing and Virginia on buffing.
It's not worth it to attack with either of them because of the bosses
defense.

All right, now that the basics are out of the way, I'll tell you the trick to
beating the boss. As you'd expect, it deals with cracking through the bosses
defense.  If you've been reading most of the books through the game, one of
them in Claiborne tells you about this trick. Since I'm assuming you haven't
been, I'll tell you right off.

First off, have whatever character you have with Fiery Rage the very
beginning of the battle by casting Cremate on Trask.  That very same round
(or the next, but the same round saves you time) have the character with 
Aqua Wisp invoked use the Refrigerate spell, so you go from Fire -> Ice.
This will crack the Trask's armor and he'll not longer be impenetrable.

Now that Trask's armor is broken, all physical attacks do around 200+ damage.
Take note that he will still counterattack, but this time with the attack Big
press, which you should know by now, doesnt hit very often. Big press isn't
nearly as bad as his Bio-Missile counter-not only because it misses, but
it just doesn't hit as hard. Now you can attack him, and he should die within a
few rounds.  Even Virginia will do over 100 damage with her physical attacks. 
Reap the wonderful 3,000 Gella spoils!
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Boss: Janus
EXP: 310
Gella: 380
Item: Mini-Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Janus fights alone this time, but he is about 5 times stronger than he was in
the previous battles. He is faster and he always counters your attacks.  Be
warned that you have to be very cautious in this battle.  If you go on an all
out attack spree, Janus will slaughter your party with counter-attacks, and I
can promise you, that will not be fun. You will not want to attack (even with
magic) with Virginia and Gallows unless you're trying to get 25FP for
Mystic or Extension.

Janus ghas a shiny new attack called Rising Nova this time, too, to help
add to his damage from counters.  This ability hits for well over 200 damage,
so keep everyone above 300 HP and you may even want to use Shield to save
yourself some damage.

First off, do not use magical attacks on Janus.  He will just heal himself for
300 HP with a Heal Berry.  So you are limited to physical attacks and
defensive spells.  Virginia may want to Shield your party, and use Mystic-Heal
Berry.  Of couse, have Virginia use the Lucky Card combo first.  You may
actually want to use some of those Mini-Carrots you may have stocked up on
before this battle if you haven't already.

Janus's attacks do 50-60 damage to the entire party now, and his normal
physical attacks do 40 damage.  Janus's physical attacks are stronger then his
normal attacks, and do 60 or so damage.  He has 2-3 attacks per round, as well
as the counters, making him a very fast, and strong opponent.

Attack him only with physical attacks, and soon he will start COUNTERING
with  Multiblast (the attack-all ability he uses) this point is the most
dangerous time.  He can kill off characters that dont even attack him!  Becuse
of this, you need to limit your attacks, or else have Virginia and Gallows on
constant healing duty.  When he starts this, things can get extremely messy.
As I mentioned with Mini Carrots just up there, you can get FP without having
to worry about damaging your party and it will help you Gatling faster.

For an offense, have Clive and Jet use Galting.  As I said, use Mini-Carrots
to do more damage to Janus.  This battle will be fast, but like the Moor Gault
battle, it is deadly.  Kill Janus as fast as possible, and dont let your party
members die off. Damage piles up fast with the counter after counter, and once
Janus starts using multiblast over and over, make sure everyone stays above
300 HP. Hopefully Janus will die quickly enough once his HP gets low that
Rising Nova and Multiblast won't kill you.

PS: Use a Gella Card.
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*****************************************************************************

*************                   Chapter 2                       *************

*****************************************************************************


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*****                          The Unclean Mark                           *****
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Boss: Robed Woman
EXP: 390
Gella: 420
Item: Potion Berry
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Your first battle with this...mysterious robed woman is easily the easiest of
all the battles with her, but she can still be dangerous.  This will be a
quick battle, usually only lasting two rounds, but the woman can still do some
serious damage to your party.

First off, the Robed womans main attack is called 'Eliminate Scanner'.  This
attack is exceedingly strong, and does from 250 to 350 damage to a single
character.  Because of the sheer power of this attack, have your entire parties
HP over 400 at all times. Note that the damage is not reduced, even if you're
defending.  She'll start with attacking Clive only (in her anger) so just
focus on keeping him alive. He'll die in two hits, so someone needs to be
healing him every round if you want to keep him alive. Unfortunately, the
Robed Woman is quite fast, and you'll need either Jet or Virginia to do the
healing. Also, unfortunately, if you let Clive die, it will be close
to impossible to revive and keep him alive.

Attack her physically, as magical attacks dont work too well.  She doesnt have
a high dodge, so almost all of your attacks will hit.  Just keep your HP up,
and this battle should be done in a flash.  Remember to wait to kill her until
Virginia has done the Mystic-Lucky Card combo though.  Maybe have one of your
main atackers defend on the second round...
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Boss: Janus
EXP: 540
Gella: 580
Item: Baselard
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Unfortunately for your party, the previous battle was the easier one.  This
battle will be much harder.  Janus has gained a hell of a lot of strength
since your last encounter with him on top of Ka Dingel, so be warned.

Janus has completely different attacks in this battle.  His big damage dealer
is called "Negative Rainbow".  This attack does 200 damage or more to the
entire party.  This is probably the most serious threat Janus presents.
Luckily, Janus can not do the attack every round, but he CAN do it every other
round.  And he will.

So now you know Janus does 200 damage to your entire party every other round.
But his attacks dont stop there.  He counters your physical attacks with Dark
Spear, which does 90 damage to the party member that attacked.  His normal
attack does around 100 damage to a single member.  Take note that after a
certain point of damage, Janus will start to counter more often. Don't
attack with Virginia or Gallows unless you're trying to get the FP to use
Extension or Mystic, as they'll just eat items and turns as you try to
recover their HP from the counterattacks.

Luckily, to make things more survivable, Janus is much slower in this battle.
He may even go after Clive, depending on your level.  This allows your party
to be healed with Extension-Heal or Mystic-Heal Berry and so you can continue
with the offense. Just start playing defensively if one of your attackers is
in critical HP - you don't want the counters to kill you.

Attack however you want.  Physical attacks do normal damage to him, and
magical attacks, with a strong magical attacker (Gallows) do quite a bit of
damage as well.  Do whatever suits you.  You may want to have whoever has Gale
Claw cast Turbulance so the characters attacking physically can evade Janus'
powerful counters.

One last note...you may want to use Mini Carrots on Virginia so she can keep
the party constantly healed with Mystic and Heal Berry.
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*****                           Lunatic Garden                            *****
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Boss: Slickster
EXP: 480
Gella: 500
Item: Clear Chime
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This battle is quite different from the previous battle with the Robed Woman.
First off, Slickster is a fan of status attacks.  That is his main offense,
though he also has a few attack skills. The Slickster likes to use a
status attack called "Tri-Injury" over and over again.  It is by far his
most annoying attack, as it causes Amnesia, Disease, and Misery. As I
mentioned earlier, Amnesia is easily one of the most annoying statuses
in the game, as it stops you from receiving EXP after the battle. Cure
the Amnesia first.  The Disease shouldn't be a problem, since you
probably won't need to heal too often in this battle.

One of the major threats that Slickster poses is the confusion status effect.
Without a fast cure, confusion can be devastating and your party can wipe
themselves out. Have a Confusion ward on as many of your characters as
possible (even if you only have one, that will help). This will prevent at
least one character from being confused and may even save your party.

The only attack that Slickster has is Elimiate Scanner.  This is not nearly as
strong as Robed Womans, doing only 200-250.  This will only be a threat if he
does it on the same character two turns in a row, which is very rare. The
only other time it will be bad is if the character has Disease and you can't
heal them.

As you'll likely notice, the Slickster is radiating and blurred.  This means
his evasion is buffed up.  Whenever you fight the Slickster he starts the
battle off with this advantage.  You won't be able to hit him very well at 
all when this is on.  The cure?  The Decelerate Arcana. This will lower his
speed and evasion down to normal levels where you won't have problems hitting
him.

Attack the Slickster with physical attacks once you've used Decelerate on him.
This battle will be long because you should be healing status effects over
and over again. While the Slickster isn't particularly strong, he is very
annoying. You'll want one or two characters to be curing statuses every round
just to make sure that everyone keeps Amnesia off. I suggest not trying to get
Disease or Misery off, since that just takes extra time. You can just kill the
Slickster with physical attacks, so there's no need for anyone, except maybe
Virginia to have the Misery off until after the battle.

Remember not to kill him until you have all of your characters cleared of
the Amnesia status so that everyone can get EXP from the battle. This makes
the battle a bi more challenging and possibly drawn out, but why lose the
EXP?
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Boss: King of Angolmois
EXP: 600
Gella: 650
Item: Dragon Fossil
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This is a rather...odd battle.  The King has a hell of a lot of HP and is
physically strong.  It would take a long time to kill him off normally, but
luckily, the game sets up a trick for you to do beforehand.

Start by equipping someone With the Moon Spark Medium, preferrably on Gallows
or Virginia.  This will make the battle a lot shorter and easier.  The Moon
Spark as a spell that rarely works on bosses called 'Grav'.  This is somewhat
like a Demi spell from Final Fantasy.  It takes off a certain number of HP
based on the enemy's current HP.

Start this battle with a small precatution.  While Grav does a lot of damage
to the King, he is a very strong enemy nonetheless.  His attacks do about 200
damage to a single party member, and you wont be able to stand up to that for
too long without healing.  Have Gallows or Virginia Heal (whichever of them
doesn't have Moon Spark) whenever anyone gets attacked so that everyone's HP
stays around or above 300.  The King has a special skill called "The Seventh
Moon" which does around 170 damage to everyone, so everyone's HP definitely
needs to stay up.  To help prevent some damage, equip whoever has Moon Spark
with the Dark Ward.

Now that you know the preparations...Have the character with Moon Spark cast
Grav every turn.  For the first 5 rounds of battle, this will take away about
1,600 HP.  Have your other members attack as well because Grav can not kill
the King.  Your attacks will do a bit less than normal damage, but attack him
anyways.

After baout 4-5 turns, the damage Grav does will go down, and you will know
that he is alsmot dead.  Continue attacking, but this time only with physical
attacks. He will die within a few turns, and the battle will be won.
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*****                             Sand Canal                              *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Jansa, Vendidurt, Wisraspt (Battle One)
EXP: 360
Gella: 420
Item: None
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You will, most surprisingly, be fighting these guys more then once.  You need
to master your technique in the first battle though, so you can fight them all
later and finish them with ease.

Now, since there are three of them, they can do what your party does.  One of
them heals, one casts support spells, and one attacks.  Jansa is the healer,
Wisrapt casts support spells on his party, and Vendidurt attacks.  Also, take
note that they will dispel the support you spells if you cast them, so they
will be worthless in this battle.

Kill off Jansa, the red one, first, because he is definitely what makes
this battle a pain.  He is the main healer of the group and he is -fast-.  He
also has an instant death attack, which instantly kills the party member it
connects with .Because he is the biggest threat and the healer to boot, he gets
top priority on the death order.

After Jasna, go after Wisraspt.  He casts support spells and will dispel the
support spells cast on the party.  Not only that, but he tends to cancel
your actions over and over again, which is very annoying, at times even deadly
when you're trying to heal. Wisrapt makes the battle longer than necessary
Vendidurt attacks for maybe 150 damage and that is all he really does.
The others attack for the same amount.

Now that you know the damage and the order to get rid of them, you just need
to attack them.  Magical attacks work, as do physical attacks.  Any style of
gameplay works well in this battle.  If any of them gets the Shield status,
have whichever character is equipped with the Moon Spark Medium use "Eraser"
to dispel the effect and you'll be able to damage the bosses effectively.

Take note that you probably dont want to use Mystic-Lucky Card because of the
lack of EXP the battle gives you.
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Boss: Jansa, Vendidurt, Wisraspt (Battle Two)
EXP: 360
Gella: 420
Item: None
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This battle is a lot like the last one.  In fact, it's nearly identical, but
remain cautious just in case.

Remember that Jasna heals and has the instant death attack, Wisraspt casts the
support spells, and Vendidurt is the attacker.  If you remember this
formation, you can take them out to your lesuire. The order you want to kill
them in is Red -> Blue -> White, staring with the healer, then the supporter,
and finally the attacker.  As with the previous battle, if Wisrapt uses a
particularly annoying buff on his party, you can dispel it using Moon Spark's
Eraser Arcana.

The enemies do seem to do a bit more damage in battle this time.  They do from
100-150 damage.  Most of the time it seems to be closer to the 150 mark
though.  Keep your HP over 300 to stay safe.

As in the previous battle, you should go for Jasna (the red one) first.  He
still has that instant death attack and is ready and willing to use it.  He
also heals himself and his other allies for 200-300 HP, making him the most
annoying enemy in the battle.  If you have all of your characters attack him
you can kill him in one or two turns, even if he has healed himself twice.

After Jasna, go for the ever annoying Wisraspt.  He casts spells that lower
magical and physical damage to his party, and causes the battle to drag out
longer then it should.  He is far more of an annoyance.

Lastly, Vandidurt.  All he really does is attack, and rarely a few others
things.  he is the least annoying of the three.

One last thing, you shouldnt use Mystic-Lucky Card here, either.  You dont get
that much EXP from this battle, so its probably a waste.  Wait until the next
battle, and you will do well.
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Boss: Jansa, Vendidurt, Wisraspt, Jasteuch (Final Battle)
EXP: 480
Gella: 560
Item: None
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This battle poses are far more serious threat than the former battles with our
Power Ranger friends.  You would be surprised how much more dangerous it is
just because of one extra enemy.

Well, first off the enemies attacks seem to do a bit more damage.  More to
the 150 level than the 100.  And Jasna still heals while Wisraspt casts
support spells. use Moon Spark and Eraser to dispel any of the positive
status effects that Wisrapt causes on his party.

But even with Jasna's instant death attack, he isnt the biggest threat in this
battle.  Jasteuch is.  Jasteuch has an attack that does 100-200 damage to the
entire party.  He is also extremely fast, making healing annoying.  His
physical attacks do around 200 damage, so keep your HP above 400 at all times
in this battle, or you will find yourself in critical condition. Use Shield
on lower HP characters so that they'll take less damage. 

As always, start with Jasna.  He is still the healer, and still has that
annoying instant death attack.  He is the second worst of the bunch.  After
Jasna, you will want to go for Wisraspt, as always.  He still casts support
spells on his allies, and is as annoying as ever.

You can get Jesteuch and Vendidurt out in whatever order you want, but
Jasteuch is the FAR bigger threat. I personally prefer taking out Vendidurt
first, since he seems to have the lowest HP of the bunch and it only takes a
few attacks to kill him.

One last thing...you may actually want to use Mystic-Lucky Card in this
battle.  This battle gives you 100 more EXP then the previous two, and is much
more worth it.
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Boss: Janus
EXP: 540
Gella: 600
Item: None
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After all those annoying puzzles, this battle will probably be WELCOME.  Well,
sadly, you dont have to win, and you most likely wont. ALl you need to do is
survive for 3 rounds, and the battle will automatically end.

Janus isn't too much stronger in this battle.  His negative Rainbow still does
200 damage to all members, and his physical attacks do 100.  He does counter
every attack though, so keep your HP over 400.

As I said, you only need to survive three turns, so attacking isn't really
nescissary.  But if you want the EXP, you need to have Virginia and Gallows
use Mini Carrots, and have the party attack.  Use Gatling, and continue
attacking.  Its very hard to win, but it is doable. (or so I have heard)

If you dont beat him, you wont get any EXP or Gella, so dont use any of those
boosting items.  You wouldn't want to use a Gella Booster (Card) in this
battle, anyways.  It would be a waste.

After three turns, Janus will cast UltraNegative Rainbow for 800 damage to the
entire paryty, or bringing your parties' HP down to one.  Clive should attack
after this, so have defend on the final turn of battle so he isnt countered
and killed.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Glimmering Emblem                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Mono-eyed Titan
Weakness: Light
Resistant: Dark
EXP: 900
Gella: 1,100
Item: Dark Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

The Mono-eyed Titan attacks with mainly dark spells.  Though he sometimes
physically attacks, the spells are the far greater threat. Whoever has Moon
Spark should cap their points in Dark Wards, if only for the next battles.

The first thing you may have noticed in this battle was his weakness, which is
Light.  Dark Spells (Grav) wont work on Mono-eyed Titan, so dont worry about
using those.  But because of his direct weakness for Light spoells, you can
use your newey acquired Flash Hit.  Using Spectre on this boss will do
upwards 500 damage to him. Flash hit also has the extremely broken (in a good
way)  spell called "Valiant" (see the note after this boss strategy) that can
raise your attack when you've lost a bit of HP.

The bosses main attack is the Arcana spell Dark Matter. This spell does from
100-300 damage to a single character.  If a character has the Dark Ward from
Moon Spark on them, they will lower the damage, even nullify it.  So even if
your party is weak, you can win the battle with the character with the Dark
Ward almost unharmed.

Attack him physically.  Build up FP and go all out.  The character with Flash
hit should use Spectre, as that will be your strongest offense in this
battle.  You shouldn't need to heal too much in this battle, but be cautious
and stay over 400 HP just in case. If you're willing to use a turn to attack
and Buff, you can have Gallows use Extension - Valiant and keep Clive and
Jet slightly away from full HP. This raises their attack power quite a bit.

PS: From now on (or when fighting any enemy who gives more then 750 Gella
after a battle) you should use a Gella Card.  Since Gella Cards sell for 1,500
Gella, using it on an enemy who gives less then 750 Gella is a waste.  But on
any enemy or boss that does, it is well worth it.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hecto-eyed Titan
Weakness: Dark
Resistant: Light
EXP: 1,200
Gella: 1,400
Item: Mini-Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is almost exactly opposite of the previous battle.  The Hecto-eyed
Titan is much stronger then his other breathen.  He has stronger attacks, and
counters 90% of the time. Where the last boss is weak, this boss is strong.

His counters do around 100 damage, as does his normal physical attacks.  He
doesn't attack with magical attacks often, but his counters make up for his
lack of damage he may lose from that. Just for this battle you may want to
put Moon Spark onto Clive or Jet, since they'll be the ones attacking most
often and the boss counters with the Dark based Dark matter spell.

Also, unlike many bosses, Grav works on Hecto-eyed Titan.  It will start by
doing a good sum of damage, but as you attack him it will go down by
quite a bit.  It will work for a few turns, but when the damage goes under
100, its not worth it to use it anymore.  Grav is a main offense in the
battle, though it is very easy to win the battle without it.

When the Hecto-eyed Titan does attack magically, they are light-elemental.  So
the character with Flash Hit can be immune to Light elemental magical
attacks.  This will lower the damage he can cause to a person.  Sadly, he
doesn't attack with magical attacks as often as his Mono-eyed breathen, and so
it is harder to lower the damage he does. His magical attacks are mostly
limited to dark based counter-attacks.

Hecto-eyed Titan is stronger versus physical attacks then most monsters, and
so if you have a party on the weaker end of the scale, you may want to rely on
Grav more.  He is still damaged by physical attacks, just not to the sheer
extent of some monsters. I highly suggest using Extension - Valiant to help
your damage a bit.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Leyline Observatory                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 2,000
Gella: 2,400
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is one big mofo.  He is as strong as he looks, so sadly, that means he is
extremely strong.  He only attacks physically, so that is one big advantage
you have over him.

In this battle, support spells are your friends.  Spells like Shield and
Turbulence are wonderfully useful in this battle, and will save you more then
you realize.  Since Asgard's attacks do around 300 damage, this is extremely
important.  Hopefully by this point you've switched Virginia over to Aqua
Wisp and Gallows to Terra Roar so that Gallows can focus on area buffs while
Virginia focuses on healing.

To make matters worse, Asgard will sometimes cast a Barrier.  This Barrier
will stop all damage from physical and magical attacks. It will last two to
three turns.  Remember how Meledy mentioned that Asgard can "learn?" Well
he uses the command "Optimize Data" during this barrier to "learn" your
attacks and how to better defend against them.  Basically, during the
barrier, you don't want to attack physically, but stick purely with
magical attacks.  If you do this, he'll constantly raise his magical defense
since he's "learning" that you attack magically over physically. His
physical defense lowers when this happens, so attack him normally when
he's out of his Shield and attack him with magic while he's on his shield, 
even with Clive and Jet.

Another, simpler, strategy to go about this battle is to build up FP.  Attack
Asgard physically even when his shield is up so you can build FP up for
Gatling Combos when the shield is down.  When you have enough FP, Defend and
wait until he lowers his shield, then attack full on with Gatling.
That will get rid of him fastest, but you may want to use Valiant on a low HP
character, if you have one.  Valiant may be a little cheap, so if you want a
"pure" game, then you won't want to use it.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Gemstone Cave                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 2,400
Gella: 2,600
Item: Duplicator
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Since your last battle, your enemies have gotten much stronger.  Fortunately,
you're probably better prepared to fight them this time compared to the
first time. However, the battle needs to be fought quickly, as the longer
it draws out, the more likely Maya will be to overwhelm you.

During the entire battle, keep your HP over 600 at all times.  If all of their
attacks are aimed at one member, they can easily kill off a member with HP
lower than that. Whoever has Moon Spark equipped should have the Dark Ward
personal skill equipped.  Elemental wards are more important in this battle
than status wards - However, remember that Todd can cause the confusion
status effect, so if you have that ward, I suggest you use it.

As always, go after Todd first.  He not only heals Maya and Alfred for 300
damage when you attack them, but he has the strongest attacks.  He also has
that confusion attack still.  The Confusion can be annoying as hell, but at
this point you can probably counter it better than you could the first
battle.  Other than his confusion and healing, Todd's attacks do around 200
damage. You need to get rid of him fast, so use Gatling when you can.  Once
he's gone the battle becomes easier.

Other than Todd, Maya has gotten a lot stronger.  She now attacks your entire
party at once for 150 damage!  She casts support spells on her own party and
can be an all around annoyance.  While you do not want to attack her until
last (you want as much EXP as possible) she is still a major threat. Her
"Suppresed curse?" can hit over 300 damage!  Also, she uses what could be
said to be the equivalent of Extension - Eraser.  In other words, you can't
buff, else she'll just dispel your effects. Maya's fast area damage will
make it so that you have to have more than one character healing every round
to avoid deaths.

After killing off Todd, go for Shady.  He does about 80 damage with his
attacks, and he is one of the fastest enemies.  He is far more of a threat
than Alfred will ever be, so get rid of him.  He has a whole lot of HP, but
weak defense.

Go for Alfred next.  He is still weak, doing at max 100 damage with his
attacks.  He also has quite low HP, so you really don't need to worry about
him being a threat.  He is so slow that it amazing he is actually able to
contribute in this battle.

Lastly, Maya.  She has weak physical defense, so dont attack with magic.
Especially if she has cast refect on herself.  Take note that after damaging
her, she will start using stronger spells (Vortex does around 150 to all).
She will also usually stop casting defensive spells when she is alone and
focus on attacking you.  If you can live long enough to get to her alone,
she isn't a threat. It's the first portion of the battle that can be somewhat
difficult.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Diobarg
EXP: 3,500
Gella: 3,800
Strength: Lightning
Weaknesses: Water, Ice
Item: Dragon Fossil x15
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This boss is quite odd.  You fight him on your horses and so the battle will
be a bit faster than normal.  The Diobarg has looks awesome, but he is
not the hardest boss you will have to fight.

First off, the Diobarg is rather slow.  He usually attack after Gallows, and
that definitely shows a major weakness. You won't have any trouble healing
during this battle.  He gets one attack per round, too, and it's not the
strongest.

Diobarg has two main attacks.  He can paralyze a single member of your party
with Paralysis Bite.  This attack does not work that often, but if it does,
it will incapacitate a party member for a few rounds. His other attack is a
normal physical attack that does from 150-200 damage to a single party
member. You'll want to cure Paralysis with a Pixie Dust whenever you have
the chance.

Attack him normally.  If Gallows has Aqua Wisp, have him use Refrigerate.
Because Diobarg is weak versus Water and Ice, Aqua Wisp is your best friend in
this battle.  You may want to to actually use Mini Carrots on the character
with Aqua Wisp, and then have him/her summon the Medium in battle.  If the
character has a good enough magic stat, and high enough FP, you can put an
extremely large dent in Diobarg.  Even Virginia, who has rather low magical
attack power, can do more than 500 damage to this boss with Refrigerate.

Other then with water and ice, use Gatling and physical attacks.  He has a LOT
of HP and may take a while to wear down.  Use Gatling when you can and defend
when youneed to get your bullets back, like most normal battles.  This battle
may take a while, but it shouldn't be too difficult. As you'll probably
notice (if you haven't already) you can't use melee attacks other than
guns when on horseback, so you're forced to defend.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Fortune Gear                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Olivier
EXP: 800
Gella: 1,000
Strength: ABSORBS ALL ELEMENTS
Item: Hazel Spring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well...this is only a sub-boss, but that doesn't make him less annoying.  He
has quite a bit of HP, so the battle may take a while.

First rule in this battle. NO MAGIC!  Well, at least no elemental magic.  He
absorbs it and it will heal him.  The only magic spell you can use is
Devastate, and that won't do too much damage unless it is on Gallows or
Virginia.

This means you are limited to physical attacks.  Have Virginia on constant
healing duty.  She will heal the multitude of statuses that Olivier causes.
Because Olivier uses mainly statuses, you wont have to worry about healing
HP.  This is why Virginia is the best healer in this battle.  Take note that
BRAWWWWWWW does a small amount of damage and has a chancde of causing disease
to the entire party.  Do not worry abotu healing the disease, you probably
will not need to heal as it is.

Since HP doesnt matter, Gallow, Clive, and Jet will probably be on attack duty
throughout the battle.  Gallows should heal anyones status that Virginia
misses. Make sure to get rid of the Misery and Amnesia statuses first, as they
will make the battle drag on.

As the battle goes on, Virginia should constantly heal, with Gallows sometimes
assisting.  Clive and jet should attack constantly, and then use Gatling when
possible.  Dont worry about Mini-Carrots.  This battle is not supposed to be
TOO challenging.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Mark (EMail removed)
If you keep using magic something pretty cool happens, he gets larger and
larger until he dies (I guess he gets so big that he explodes). It only takes
about 3 turns. Try it.
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 1,600
Gella: 1,700
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Wow...talk about strong.  Janus seems to have gotten at least twice as
powerful as he was in his previous battles, and that is not a good thing.  He
easily has the power to obliterate your party. Fortunately, there are two
ways you can win this battle. One I like to call "uncapped" and the other is
"debuffed." The "uncapped" version is extremely powerful, while the debuffed
version is the one you'll want to fight if you're having a lot of problems
with the uncapped.

Now Janus not only attacks with Dark Spear, but he also attacks often with
Negative Rainbow (he doesn't have to wait a turn) and a new, extremely strong
skill called Proton Beam.  This spell is hell, doing 500+ damage to a single
character.  I have seen it do well over 800 damage to lower level characters.
That is easily strong enough to pick off a weakened character.

And, as always, Janus has the Negative Rainbow attack.  this time, instead of
200-300 damage to all members, it does 500 damage to all members.  He seems to
use this a bit more then he did in his previous battles, which is definitely
not a good thing.

First off, Janus is very capable of killing your party off.  And it is not
only his sheer strength. He is actually FASTER then Virginia.  Thsi emans that
you need to be somewhat wary.  If you have the Baselard on Gallows, switch the
Medium with Virginia, as she will need it most.  Do the same with any other
character, even if only for this battle.
With the Baselards, Virginia will be able to Inertia cancel without a FP cost
and be able to heal your party asfter one of Janus' devastating attacks.
It doesn't matter which Medium the Baselard is on, just make sure Virginia
has it equipped for this battle.

Well...for an offense, physical attacks work, though not well.  Virginia
should be on constant healing duty, as should Gallows. Keep your HP as close
to max as possible to stop him from killing off a party member instantly with
Proton Beam.  Clive and Jet should physically attack.  Janus is strong versus
physical attacks, but they work better then magical attacks, so pound away,
using Gatling whenever possible. It may be better to have Gallows use Mini
Carrots on Virignia every round after she uses Mystic - Heal (or Potion)
Berry so that she can use the FP move over and over and not risk Janus'
counters.

Also take note that Janus gets a bit stronger versus physical attackas as the
battle goes on.  And oddly, he doesn't counter your party members' attacks,
like in the previous battles.  Thsi will be the only relief you have from
Janus's constans and very powerful strong of attacks.

If you're having a hard time beating him the normal way, you can always
do it the easy way. The easy way, in all caps for those who are just looking
for help, USE ERASER ON JANUS.  It's perfectly possible to beat him without
using it, but since he's powered up, Eraser can weaken him quite a bit.

If you do choose to use Eraser, the battle becomes one of a much more normal
strength boss, where Janus can't overwhelm you so absolutely with Negative
Rainbow over and over again. Janus won't be faster than Virginia anymore,
though he will still have rather high physical defense. Use Extension -
Shield to lower the physical damage you take and make it easier to survive.
Still, keep your HP over 600, as his attacks can do over 300 damage each.

Luckily, for winning this battle, you get some good rewards, so remember to
use Gella and Lucky Cards.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Faraway Lands                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Vacuumon
EXP: 64
Gella: 140
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


Well, this battle will last less than one round.  You need Virginia and Jet as
strong as possible to actually win, as well.  He is a bit stronger then a
normal Vacuumon HP wise, but he will not attack you.

He takes normal damage, but has quite a bit of HP.

All right, to win, you need to kill him off before he has a single turn.  Jet
needs to critical attack, and Virginia needs at least to magical attack or to
Gatling.  Without some strong atacks you will not be able to beat him.  Maybe
having Jet with a Baselard, and then have Virginia use a Full Carrot, and then
have Jet use Gatling.  If he gets four attacks, it will kill him.

If you do not kill him off before he has a turn, he will caste Retreat.  This
will send your party all the way back to the entrance of the dungeon.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard, Melody
EXP: 0
Gella: 0
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well, Asgard starts alone.  Melody will not join the battle until the second
turn, so you don't have to worry about her at this point.  All there is is
your party, and Asgard.  Just have each of your characters physically attack
him on this first turn, to build up some FP.  On the second turn, Melody comes
into the fray.  After this one round, he does Flood Barrier, for 500-600
damage to your entire party.

NOW the battle gets hard.  Now is when you need to start taking caution and
start worrying about strategy.  Both Melody and Asgard get to attack your
party, but you can not attack Melody.  Asgard uses an Auto-Defender skill
which stops you from doing any damage to Melody until he's dead. How
completely unfair.

Well, Asgard is the main threat, and since you can only attack him, he is the
one you are going to kill off first.  Asgards physical attacks do about 100-
150 damage, which is a lot weaker than Melody's. He doesnt attack with Flood
Barrier again, luckily.  He mainly attacks with his physical attacks.  His
stronger physical attacks do 200+ damage, but they hit rarely.

Melody, sadly, is stronger then Asgard.  She does 250-350 damage with her
Elimiate scanner, and paired with Asgards physical attacks, the damage they
can both do in a single round can go upwards 600 damage.  So keep your HP
above 700 at all times. Unfortunately, Melody doesn't focus soley on
Clive this time like she did in the first battle. She'll attack everyone,
so you need to keep everyone's HP up.

Melody is rather normal speed, going after Jet and before Gallows.  But that
makes it harder for Gallows to work as a healer.  Asgard is slower, usually
going after Gallows.  But that still makes them both dangerous (poor Clive).

Make sure Virginia is always with FP.  She will be the character on healing
duty mainly throughout the battle, and she needs to have the FP for mystic.
Since she wont be using a Lucky Card in this battle (0 EXP) then she will save
at least 25 FP. Have the character with a Baselard (Gallows, hopefully) be the
secondary healer to Virginia.

Just keep your HP up, and you shouldn't have TOO much problems survivng.  As
always, jet and Clive should attack normally, building up FP, and then using
Gatling when possible.  Asgard is strong versus physical attacks, but he is
still damagable. Unfortunately, he still uses the High Powered Barrier from
the first battle, but this time he doesn't raise his defense based on what
attacks you use on him.

After a few rounds (taking off all of his HP), he will cast Wide Barrier,
which will kill  all of your party members, no matter what.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 3,500
Gella: 4,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is about 10 times easier than the previous, which is a good
thing.  Your party starts without their max HP (because you finished the last
battle with all your characters dead).  And if you didnt have enough VIT left,
they may not even have their max/max HP in this battle.  Luckily, that isn't
big of deal.

The first thing you should do, is heal your party.  That is, if your party
didn't have good VIT and is low on HP.  Virginia with Mystic does that well.
If you have a high level, Virginia can do it on the first turn in battle.

Lucky for your party, Asgard is a LOT weaker in this battle.  he attacks once
per round, and that attack isn't particularly fast.  It does about 200 damage,
even to weaker defense characters, like Virginia.  That means even the weakest
of your characters can survive 5 or 6 of his attacks.  You aren't likely to
die in this battle, but it is possible. If you're worried, have Gallows use
Extension  - Shield to lower your physical damage taken.

Just attack.  Physically works well, and even Virginia does decent damage to
Asgard.  Of course, Virginia wont be too strong against him, but she will do
more damage then she did in some other battles.  Dont worry about building FP,
and constantly attack.  Gatling when needed, and Asgard should die before you
even have FP for Gatling.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+



*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Survey Point #17                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hound, Feline, Donkey, Flier
EXP: 3,500
Gella: 3,150
Item: Gimel Coin, Bullet Clip
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is like a battle against a weaker version of your party.  The four
enemies dont have the highest HP in the game, but they cast a lot of support
spells on their party, and cast stat decreasing spells on your party.  Because
of this, the battle can get annoying if you dont take out the certain monsters
first. Oddly enough, not much seems to happen when you kill the Donkey
first, like Malik says.

Each of these monsters has a certain duty.  The Donkey uses soley physical
attacks, which do 150 or so damage.  Alone he's not too strong, but he has four
other companions to help him out.  The Flier dispels support spells cast on
your party, so don't cast any spells like that or you will have just wasted a
turn. Spells such as Valiant or Shield are support spells. The Feline casts
support spells on his own party and is very fast to boot.  The Hound mostly
attacks, but sometimes uses support spells. The hound's worst skill is
decelerate.

I suggest going after the Feline before the Flier.  Though the Feline is very
annoying and dispels support spells, the Flier DISPELS NEGATIVE STATSUES!
That means that the decelerate status the Hound causes will be removed when
the Flier uses Eraser!  He actually ends up helping you, so you don't want
to kill the Flier until after the  so that he can cure your statuses.
Also note the Feline -does- have the lowest HP and should only take
a round or so to kill.

After killing off the Feline, who buffs his party, go after the hound, who
uses decelerate on you over and over again.  Again, keep the Flier alive since
he'll just cure the statuses on you with Eraser. The Hound uses weaker physical
attacks mostly, but decelerate can be quite annoying. He has much higher HP
than the Feline, but low defense.

The Flier is next, since there's no more enemies that causes negative statuses
to you.  Just keep your HP over 500, save your FP for the Donkey, and you
should get rid of him quickly.  After the Flier is dead feel free to use
Extension paired with Shield or Valiant to make the battle a bit easier.

Donkey is last. He only physical attacks, and the damage for the attacks isn't
that high.  He has the highest HP, and will take a bit longer to kill if you
haven't been saving up your FP for Gatling attacks.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Humpty, Dumpty
EXP: 3,100
Gella: Use Gella Cards on both
Item: Duplicator, Mini Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is surprisingly difficult.  Don't let their unassuming appearance
fool you, these two can be deadly, even to an overlevelled party.

Humpty and Dumpty each have their own jobs.  Humpty casts support spells on
Dumpty and never attacks.  Though Humpty never attacks, Dumpty is a huge
threat as it is.  You need to get as many elemental wards on your party
members as possible.  Ignore the status wards and go all elemental.  Dumpty
himself is a huge threat because he can attack with all the elelements.

How big of threat IS Dumpty?  He does around 300-400 damage to the entire
party every round.  That may not seem like much, but it is.  Especially in
this battle, where there are two targets.  This makes the decision of who to
attack rather difficult.  Have both Gallows and Virginia on healing
duty in this battle.  Have Gallows use Extention - Protect to lower the
amount of damage that you take from Dumpty.

I suggest going for Humpty first.  Though Dumpty is easily the stronger of the
two, Humpty casts support spells on Dumpty and makes it harder to kill both
of them off in the long run.  Some spells Humpty has: Shield, Protect, and
Reflect.  Obviously, each of those makes the battle more annoying. While
attacking Humpty, don't use any FP on Gatling, save it for Dumpty so that
you can get rid of him as fast as possible. Attack him physically with Jet
and Clive while Virginia heals and Gallows buffs.

It may take a while to kill Humpty off, as they are rather strong versus
physical attacks.  I also suggest attacking one, and not both at one time.
Sadly, at the same time, Dumpty will continually wear down your party, so if
you haven't bred some Potion Berries at the Secret Garden, then you will be
having a tough time staying healthy in this battle. Gallows will need to be
on healing duty, not only Virginia.  And dont worry, use all the Mini
Carrots needed on Virginia, as you will definitely need them.

After killing off Humpty, you will go for Dumpty.  He may have some support
spells still cast on him, so dont use Gatling or any super-strong skillls
until you are positive those have worn off or you have used the spell
Eraser (found on the Moon Spark Medium) to dispel the effects. Once
spells like Shield are gone, attack with full force!

If you didn't use any Gatling/FP to attack Humpty, your FP should be through
the roof by now. If you saved your FP Dumpty will fall very quickly after the
first two Gatlings.
Just keep your HP over 1,100 at all times during this battle, and you will
survive. Easier said than done, sometimes.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 4,400
Gella: 4,800
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, Maya takes on a different...form. This time she is a
physical attacker.  She is very fast and quite strong.  Though this time, she
only atatcks one member at a time, instead of the entire party.  All of her
allies have gotten stronger in this battle as well. Keep your HP above 900 at
all times.  To help lower Maya and Todd's damage at the start, have Gallows
use Extension - Shield to protect against physical damage.

As always, start with Todd.  He can still confuse your party and his physical
attacks do 200-300 damage.  The confusion is just as devastating as ever, and
Clear Chimes are hard to find, even now.  Todd also heals more often in thia
bttle.  Now, 300 damage healed isnt as much, but it is still a round or two
and can be more of an annoyance then anything else. He has a new ability
called Divide Shot that can do over 600 damage to a character!
If you're willing to sacrifice a round of damage, you can cast Cremate on Todd
to make his afro catch on fire.  He'll take damage every round this way. It's up
to you to decide if it's worth it do so little damage for one round on him, it
only does around 100.  No matter what you choose, it's obvious that Todd needs
to die immediately. 

Alfred and Shady have gotten a lot stronger, as well.  Alfred does about 100
damage with his blast attacks, and Shady does around 150 damage.  Compared to
the last battle, this is a severe improvement on their pathetic damage from
the previous battles. Not only are they strong, but they're much faster.  No
longer will Alfred attack last, he's at least as fast as Shady, if not
faster.
Maya does around 200-400 damage with her physical attacks.  But it is easy to
lower the damage done with support spells.  She also does not seem to have the
highest HIT percentage, because she misses quite often. Attacks that once did
150 do around 250 at this point.

When Todd is dead, Maya powers up,and starts using her ultimate attacks.
Those do around 300+ damage, and Maya's stats generally increase.  At this
point, she is far more dangerous but still, dont get rid of her. You want the
maximum experience from killing all of the enemies.

After getting rid of Todd, go for Shady, as always.  Shady does more elemental
attacks, Ice and Fire this time, which is no change from the previous
battles.  Though he does seem to have less HP this time.  He wont take too
long to kill.  After Shady, go for Alfred.  Alfred is easily the weakest of
the bunch, and a round of physical attacks (mainly with critical attacks) can
kill him off easily.  He will not last more then three turns against a full
onslaught of physical attacks. Save up for FP on Shady and Alfred to use on
Maya.

Lastly, go for Maya. If you have been building up FP, use Gatling with Jet
and Clive as soon as they have the bullets.  Maya seems rather resiliant in this
battle and has high HP. It seems like after each of her allies falls she gets
stronger and stronger, her normal attacks finally ending up around 400 a hit!
You need to kill her fast once she's alone.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Infinitum                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Pyrodrake
EXP: 3,800
Gella: 4,000
Item: Dragon Fossil
Strength: Water (Half)
Weakness: Ice
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like his name implies, the Pyrodrake IS a fire elemental monster, because of
that, all of his magical attacks are fire based.  The character with Fiery
Rage and Fire Ward will be invulnerable in this battle.

Like many fire elementals, he is somewhat weak versus physical attacks.  They
only do slightly more than normal, but still there is a slight weakness there
that you will be able to exploit. You will also notice the weakness versus
Ice.  Have Gallows or Virginia equipped with Aqua Wisp, and you can do 800 or
more damage to Pyrodrake each round just with that character.  He is decently
fast, going before Gallows, but that should not be anything new for your
party.

Oddly, he isnt immune in any way to fire attacks.  But you won't want to use
magic other than Ice magic on him, because that is his main weakness.  With
Ice attacks and physical attacks, he will die faster than normal enemies.

So you basically have one command for your party chosen. You should use Ice
magic every round, that is the best offense in this battle, without a doubt.
Now you need your other characters.  Virginia/Gallows (Whichever doesnt have
Aqua Wisp) should be on healing duty, and Jet and Clive should physically
attack every round.  They should use gatling whenever they can, and dont worry
about conserving FP, as it wont matter much anyway.  Do not use any Mini-
carrots in this battle.

The boss Volcannon Trap does around 200 (Fire Elemental) damage to your
party. He uses Caloric Sphere, another fire elemental attack.  Since
these attacks are magic based, you may want to have Gallows (or Virginia)
use Protect or Extension - Protect to lower the damage the party takes from
the magical attacks. He gets two attacks per round, usually one is the
Volcannon Trap and the other Caloric Sphere. He also has a physical attack
that you'll probably never see, called Giant Groans. It does around 100
damage to a single characterand is easily the weakest of his attacks.

Because this is a "mid-way" boss, he isnt as strong as normal bosses, but he
does have a lot of HP, so be warned that it may take a while to kill him.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 4,200
Gella: 4,500
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is quite odd.  Most unlike any battle in the game actually.

Asgard can not attack you.  He has a skill called Fortress of the Gods, but it
doesn't actually damage you directly.  He will waste every turn he has using
that skill over and over, and it will do absolutely nothing on your party. 
This may make the battle seem like a total breeze.  It isn't. It actually has
a hidden effect that makes the battle quite difficult. Eraser does not work,
you have to live with it.

Asgard will ALWAYS counter your attacks.  There is no might or maybe about
it.  He will always counter your attacks with Barrier Knuckle.  Normally this
wouldnt be such a bad thing, but Asgard has gotten a lot more powerful since
your last encounter with him.  This time his physical attack does 400-500
damage!  Well, not really an attack, but it is a counter.  Lucky for your
party, it doesnt have the highest hit percentage, but when it does hit, it
packs quite a wallop.

So obviously, you are needing to keep your HP up and wont want to attack
often.  I suggest having only Jet and Clive attack while Gallows and Virginia
are on healing duty.  After the original Mystic-Lucky Card and the Gella card
from Gallows, (while Clive and Jet attack) Virginia and Gallows should be able
to heal Clive and Jet easily.  Virginia using Heal Berries/Potion Berries
(Potion Berries if you have been breeding them at the Secret Garden, Heal
Berries if not) and Gallows using Heal if he has Aqua Wisp.  If he doesn't,
you may want to move it onto him for just this battle.  However, don't
move it until he's done an Extension - Shield on your party to help lower
the physical damage that you take from Asgard's counters.

With Gallows and Virginia on healing duty, Jet and Clive are free to attack
with any means necessary.  Dont allow them to attack when under 700 HP, but
attack with a full force when they have anything above that.  You may want
Virginia to use Mini-Carrots on them so that they can attack with Gatling more
often (Mystic-Mini Carrot works amazingly well).
Sadly, Asgard has high physical defense, so this battle will take a while.
You'll probably eat a lot of healing items keeping yourself alive, too.
To raise your attack, you may want to use Valiant if you're impatient.

Remember, since Asgard is purely a counter boss, if you're having trouble,
STOP!  It's that simple.  if you don't do anything to him, he can't do anything
to you, so stop attacking and spend a round or two healing with everyone.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: None
Gella: None
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is another odd battle.  This one will remind you more of the battle with
Janus in the Sand Canal than it did the previous battle.

First off, you have three party members, which is obvious.  Gallows will take
no part whatsoever in this battle, as he is busy elsewhere.  So you have to
rely on Virginia for all healing purposes.  Normally this would be a bad
thing, but there is one thing you have on your side.

This battle lasts 3 rounds.  No more, no less. And luckily, Asgard wont
counter your physical attacks like he did in the previous battle.  If your
party has a high enough level, you may not even have to heal.

First off, Asgard has a single attack. This is called Barrier Storm.  Barrier
storm does 300-500 damage to your entire party (all three members)!  This is
mainly a threat if it is more on the 400 side of the damage then the 300.
Have Virginia, and possibly, Jet heal the party with Heal Berries to keep
yourself alive.  Unfortunately, this is the only move he uses, so you'll
need to have more than one character on healing duty to survive the three
rounds.  Don't worry too much about someone dying here, just make sure at
least one character has enough HP to survive the final attack on the third
round.

Asgard has lower Physical defense than in the previous battle, but you can not
kill him this time.  As I said, this battle will last three rounds whether you
want it to or not.  In fact, you may want to just defend with all your party
members.  This will be over quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Nidhogg Pass (1)                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nidhogg
EXP: 4,000
Gella: 4,400
Strength: None
Weaknesses: Light, Dark
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Nidhogg is a surprisingly weak boss for this point of the game.  The only real
things he has going for him are his status effect, and everything else is just
like a normal enemy.

And thats what Nidhogg basically is.  A strong normal enemy.  He has a hell of
a lot of HP for a normal enemy, but his attacks do about the same damage as a
normal enemies, if a bit more.His normal attack does around 100 damage,  which
should be slightly more then the normal attack at this point.

He does have a few status attacks though.  Namely the ever evil confusion,
which he causes with an attack called "Luminous Moss".  He can also cause
Misery, but luckily, not Amnesia.  As always, use Inertia Cancel if you must
to cure it. Downhearted causes Misery, which stops you from using spells or
FP moves. This will slow the battle down more than it will actually damage
you.

Hopefully, Virginia and Gallows have the Moon Spark and the Flash Hit mediums
equipped respectfully.  Because Nidhogg is weak versus Light and Dark,
Virginia and Gallows can use magic on him to do quite a bit of damage.  On the
first few turns (one or two) a Casting of Grav (yes, it works in this battle)
does over 3,000 damage.  Of course, the damage will go down fast after casting
it.  Spectre (from Flash Hit) does from 800-1,200 damage to Nidhogg and will
work as your main offense in this battle.  Take note that in the end, multiple
castings of this will be more useful than Valiant, so use Spectre instead of
Valiant (if the Flash Hit is on a stong magic user - anyone but Jet works).

Physical attacks work, as always, but the magical attacks from Virginia and
Gallows will do more damage in the long run.  Have the party attack (remember
that before you kill him to use Gella Cards/Lucky Card), as if you attack with
the strong magic, you will kill him within two or three rounds.  Maybe even
one round, if your party is strong enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Nidhogg Pass (2)                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nidhogg
EXP: 4,000
Gella: 4,400
Strength: None
Weaknesses: Light, Dark
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
This battle is the exact same as the previous, and should be treated as such.
Nidhogg still gives all those nice EXP/Gella bonuses though.

Nidhogg is a surprisingly weak boss for this point of the game.  The only real
things he has going for him are his status effect, and everything else is just
like a normal enemy.

And thats what Nidhogg basically is.  A strong normal enemy.  He has a hell of
a lot of HP for a normal enemy, but his attacks do about the same damage as a
normal enemies, if a bit more.His normal attack does around 100 damage,  which
should be slightly more then the normal attack at this point.

He does have a few status attacks though.  Namely the ever evil confusion,
which he causes with an attack called "Luminous Moss".  He can also cause
Misery, but luckily, not Amnesia.  As always, use Inertia Cancel if you must
to cure it.

Hopefully, Virginia and Gallows have the Moon Spark and the Flash Hit mediums
equipped respectfully.  Because Nidhogg is weak versus Light and Dark,
Virginia and Gallows can use magic on him to do quite a bit of damage.  On the
first few turns (one or two) a Casting of Grav (yes, it works in this battle)
does over 3,000 damage.  Of course, the damage will go down fast after casting
it.  Spectre (from Flash Hit) does from 800-1,200 damage to Nidhogg and will
work as your main offense in this battle.  Take note that in the end, multiple
castings of this will be more useful then Valiant, so use Spectre instead of
Valiant (if the Flash Hit is on a stong magic user...anyone but Jet works).

Physical attacks work, as always, but the magical attacks from Virginia and
Gallows will do more damage in the long run.  Have the party attack (remember
that before you kill him to use Gella Cards/Lucky Card), as if you attack with
the strong magic, you will kill him within two or three rounds.  Maybe even
one round, if your party is strong enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Nidhogg Pass (3)                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt
EXP: 4,300
Gella: 4,500
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Fighting Leehalt is like battling no other enemy in the game.  Leehalt rarely
attacks your party, which is something essential to your own survival.  Why
might you ask?  Well read on and I'll tell.

Leehalt counters everything you do.  And it isn't like the Asgard counters,
either.  Leehalt counters with an attack called "Rule of vengeance" which does
the exact same damage to your party member (that attacked) that the attack did
to him.  So if Virginia attacked for 200 damage, Leehalt would counter for 200
back.  Leehalt's counters always hit and there is no way to lower the damage
they do.

Now the question is, how do you attack him without your own party being
decimated in the process?  And the answer to that is: You don't.  First off,
your weaker attackers (Gallows and Virginia namely) should not attack at all.
if you want them to get FP, use Mini Carrots and dont risk attacking.  Clive
and Jet will take over 500 damage per round,if they are strong.  Virginia
and Gallows can heal that (one character each), as long as they are both on
healing duty.

Now, with Gallows and Virginia on healing duty, you have two choices and ways
to go about this battle.  You can have Clive and Jet use Mini Carrots on
themselves so that they get max FP, and then use Gatling when both are at
max.  The danger to this is, when you use Gatling, Leehalt doesnt just counter
the damage of one attack, he counters the damage of ALL the atacks (so if you
do 300 damage with 3 attacks, he will do 900 back, not 300.)  This will almost
always kill the member that used Gatling .That is the fastest and easiest way
though, if you're willing to sacrifice members a few times.

The other way is to only attack with Clive and Jet normally.  Dont use
Valiant, as that will up the damage Leehalt does back to you.  You can keep
your HP up (dont let it go under the amount double the damage they do
normally, as you never know when your characters can critical attack) with
Virginia and Gallows, while Jet and Clive attack.

Either way works, but just remember to keep your HP up, and remember that
Healing is your friend. Without healing, you are going to be screwed quickly.
Caution is what this battle is all about.  If you go into it head on, you will
be slaughtered.

What might help a bit is to have Virginia use a Mini Carrot on herself on
the second round (After a Mystic - Lucky Card on the first) and then every
round or two after this use Mystic - Mini Carrot. This will recover not only
her used FP from Mystic, but give everyone else 25 FP as well.  Not having
Virginia heal is a bit risky, but you can kill Leehalt rather fast by doing
this.

Like the Asgard battle, if you find yourself overwhelmed or with a KO'd
character, you can pretty much stop the damage on your party by just not doing
any actions against Leehalt.  Spend two or three turns recovering and then get
back to attacking.  Don't hesitate to stop every few rounds if you find
yourself being slaughtered by your own damage.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Balazs
EXP: 2,250
Gella: 2,400
Item: Full Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, you will fight no other enemies in the game like
this one.  This is even odder than the previous battle though.  Balazs has two
attacks.  Though those attacks are some of the strangest you'll ever see.  To
make it even worse, you may not have had enough VIT to restore from the last
battle, so you may not be in top condition.

His first attack is called Otherworld.  This incredible looking skill will
reduce your entire parties' HP by half (so if you have 1,000 HP, it will do
500 to that member).  This attack can not kill your party, which is a major
plus.

Throughout the duration of the spell, Balazs will be invincible and not take
any damage.  Fortunately, the effect only lasts one round.  To actually do
some damage to Balazs, you need to attack before him. Unfortunately, at this
point the only character fast enough for that is most likely only Virginia.
You can use support spells from Gale Claw to boost your speed and help a bit,
too. The only other way to damage the boss is to attack after the spell wears
off.  

How do you attack after the spell wears off?  A little friend called Cosmic Cog.
Use Mini Carrots on the character with Cosmic Cog until he/she has 100 FP. 
Then, use the Arcana "Replay" on the character you want to attack
(probably Clive).  Don't use Gatling, as you would have wasted all your FP
previously in the turn and won't restore it.  Attack normally with the character
and though your chosen character will not damage Balazs throughout the normal
turn, on the "Replay" turn your character will damage him.

Of course, Jet has Accellerator that can help him attack first no matter
what so you don't even have to worry about Cosmic Cog if you're willing
to only use him as a damage dealer. If you use Quicken, you won't even need
to use Accellerator.  Also, since the boss CAN kill you (even though most of
the time he just halves your HP) keep your HP over 400 for everyone so that
his only attack that can kill you - doesn't. This is a good battle to use
the broken Valiant spell, since your HP will remain low throughout.

Now that you know how to hurt him, you just have the other basics.  Balazs has
one othre attack, which attacks one member for 200 damage.  Keep your HP over
300, and that one shouldnt be a problem.  Just focus on his immunity, and he
will die rather fast.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Yggdrasil                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Melody
EXP: 2,500
Gella: 2,700
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Unlike the previously Melody battles, she actually counter attacks this time.
Melody isnt that strong, actually.  Its more your own mistakes that will
destroy you in this battle, and not her. She doesn't even directly harm you!

Melody does have an odd new ability.  The game states it (and I quote
directly):

* Melody's barrier fends off attacks that do less than 350 points of damage.
Your ARMS and Arcana attacks must exceed the barrier limit in order to damage
Melody!

If you have played Breath of Fire V, it will be familiar to you.   This is the
same as the ABD (which was on the Regents).  Basically, you have to do 350
damage to Melody, or else your attacks will have been worthless.  Note the
fact that each Gatling shot has to do above 350 damage to harm her.  This
actually isn't as much of a problem as it may seem.  Melody has low physical
defense, so most of your attacks should do over 200 damage, at least
Clive and Jet's hopefully. If you can't damage her well with physical
attacks, have Virginia use Mystic - Mini Carrot a few times to feed the party
FP to damage Melody more easily with Gatling.

You won't want to attack with other then the two of your main attackers
anyways.  Melody's counter is called Venom Strike, and causes Poison to a
target.  If you have Poison Wards, this will be worthless and Melody won't be
able to touch you. But if not, Poison can tear you apart quickly.  If
you don't have the wards equipped before battle you can always spend some
time in-battle with the Medium command before you start giving commands to
your characters.  Moonstones give the Poison Ward trait.

If you're having problems damaging Melody, you should take off the Poison
Wards and let her poison Jet and Clive for a round. Have Gallows use
Valiant once they've lost around 800 HP and then there won't be any problems
damaging her. Eraser does not get rid of Melody's barrier.

While Clive and Jet attack, Virginia and Gallows should be healing Poison and
HP as needed.  They will do best with Magical attacks, but only if the damage
exceeds 350.  If not, dont bother, and use Mini Carrots on Clive or Jet (if
you have enough, that is). If you build Virignia or Gallows up past
70 FP (probably with Mystic - Mini Carrot) have them use the Summon command
and they can break over 700 damage on Melody, too.

This battle isn't that bad, if you are strong or high levelled.  If not, it
can last a while.  Just make sure to have those Poison wards! This battle
is actually a decent way to get EXP if you keep attacking for low amounts.
Everyone gets .1% extra EXP every time that they ward off her poison. You
can easily break five or six thousand experience in this battle if you
use a Lucky Card and let it drag on a bit.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Malik
EXP: 2,700
Gella: 3,000
Item: Potion Berry, Dragon Fossil (rare)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Wow, talk about ouch.  Malik is about 10 times more dangerous than Melody and
much worse than he was in the previous battles.  If you aren't cautious,
Malik can easily obliterate you.

Like in the previous battle with Malik, he starts off blurred and radiating.
This is something he retains in all battles with him.  Use Decelerate on your
first round to get rid of the effect.  Other than that, everything he does
is new.  One problem I recently faced in this battle was that I had Terra
Roar on Gallows, who was meant to Decelerate Malik.  However, each turn
before he could get the Decelerate off (after I cured Misery) he would
use Tri-Injury and cause the Misery status again - basically stopping me
from damaging him at all.  Long story short?  Put Terra Roar on Virginia
before this battle so she can get the Decelerate off before Malik can act.
I would suggest putting it back onto Gallows afterwards, though, so he
can use Extension - Shield on your party.

Malik basically acts like this:  Before you use Decelerate on him he'll use
the Tri-Injury skill over and over again, maybe annoying you by using it on
the person who has Terra Roar, making it difficult to actually use the
Arcana.  After that, he switches strategies to. . .

Malik has an attack called Chaotic Dimension.  Like the previous fight, this
causes the confusion status on members.  But it isnt only one member
this time, it's your entire party!  This is a serious threat, so have as many
characters with the Confusion Ward as possible.  Virginia is the most
important character to have it on, so she can use Mystic - Pinwheel.  If
You don't have confusion wards set on characters, spend some time using
the Medium command before the battle to prepare yourself.

As you likely know, with confusion your party will slaughter itself.  If your
characters are strong, it will be even worse.  Sadly, Confusion isn't Malik's
only skill.  This time he has an ability called Anihilator, which does 300-400
damage to your entire party at once.  This, paired wioth the attacks
internally, can cause some chaos.

So...Now that you know what he does, wheres the strategy?  Well, as I said,
Virginia is the most important character to have a Confusion ward on.  The
second (and/or third character) is your choice.  Gallows can be good because
he may be able to heal your parties' status with Extension and Flash Hit. 
Flash Hit has the Cleansing Arcana, which removes negative statuses.
Of course, you may want it on Clive, since he has the strongest physica
attacks and can easily decimate your party when he attacks you. Jet is fast
and good for healing quickly, if needed.

Keep your HP above 1,200 at all times.  That is probably the max damage your
party/Malik can do to one character at any set turn.  Your party members can
probably do 800 (put together) and Malik can do 300-400 damage with his
Anihalator. As I said, thats the worst situation, but you can't take too many
chances.

Go all out on Malik.  Because this battle can be annoying as hell, use Mini
Carrots, and Gatling whenever you can.  Dont hesitate to use Inertia Cancel to
heal your party members of Confusion, either.  You may even want to attack
with Virginia and Gallows, though they dont do much damage.  Anything to get
this battle done in a hurry so that Malik wont be a threat. He takes a lot
of damage and seems to have low HP, so as long as you can keep confusion off
of your attackers, he'll fall quickly.
Remember to cure any Amnesia on your party before the battle ends so that
everyone can get EXP.
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Boss: Leehalt
EXP: 3,000
Gella: 3,500
Item: None
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Before I get into the strategy, DO NOT use Mystic-Lucky Card on this boss.
Nor should you use a Gella Card, as if you do, you will just be wasting the
items/FP.

Now onto the strategy. Like the previous battle, Leehalt is deadly.
Though he only has the same attacks as before.  He rarely (mainly when you
aren't attacking him) uses Eliminate Scanner for 400 damage, but everything
else he does relies on counters. Eliminate Scanner paired with Rule of
Vengance can hurt badly.

Also as with the previous battle with him, his counter attacks do the same
amount of damage that your normal attacks did to him.  Because of this, only
your strongest attackers should attacks, and let the weaker ones be on healing
duty. Virginia and Gallows should make sure Jet and Clive have over 1,200 HP
at all times, or else they may critical attack Leehalt and accidentally kill
themselves.

Just remember to STOP your damage if you need some time to recover.  while
Leehalt attacks this time, he won't be able to do more than 500 damage to
a single character.

Other than that, the battle is the exact same as the previous (and I copy from
my previous strategy):

Now, with Gallows and Virginia on healing duty, you have two choices and ways
to go about this battle.  You can have Clive and Jet use Mini Carrots on
themselves so that they get max FP, and then use Gatling when both are at
max.  The danger to this is, when you use Gatling, Leehalt doesnt just counter
the damage of one attack, he counters the damage of ALL the atacks (so if you
do 300 damage with 3 attacks, he will do 900 back, not 300.)  This will almost
always kill the member that used Gatling .That is the fastest and easiest way
though, if you're willing to sacrifice members a few times.

The other way is to only attack with Clive and Jet normally.  Dont use
Valiant, as that will up the damage Leehalt does back to you.  You can keep
your HP up (dont let it go under the amount double the damage they do
normally, as you never know when your characters can critical attack) with
Virginia and Gallows, while Jet and Clive attack.

Either way works, but just remember to keep your HP up, and remember that
Healing is your friend. Without healing, you are going to be screwed quickly.
Caution is what this battle is all about.  If you go into it head on, you will
be slaughtered.

What might help a bit is to have Virginia use a Mini Carrot on herself on
the second round (After a Mystic - Lucky Card on the first) and then every
round or two after this use Mystic - Mini Carrot. This will recover not only
her used FP from Mystic, but give everyone else 25 FP as well.  Not having
Virginia heal is a bit risky, but you can kill Leehalt rather fast by doing
this.

Like the Asgard battle, if you find yourself overwhelmed or with a KO'd
character, you can pretty much stop the damage on your party by just not doing
any actions against Leehalt.  Spend two or three turns recovering and then get
back to attacking.  Don't hesitate to stop every few rounds if you find
yourself being slaughtered by your own damage.

NOTE: Make sure you are healthy when you kill Leehalt.  Don't pound him so
much that your party gets hurt more than it should.  There is a battle
right after this and you'll have no time to recover.
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Boss: Janus
EXP: 6,500
Gella: 7,000
Item: None
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This battle is annoying, and luckily, it will be your last battle with Janus.
You should know Janus' attacks by now.  They haven't improved much, but the
main problem with this battle is your stats.  You start with the same HP/FP
etc abilities that you ended the Leehalt battle with.  This means any dead
characters or low HP characters will remain that weak.  This makes this battle
a pain.

First thing: Get your party healthy.  The battle with Leehalt may have left
you quite weak, so make sure your HP are up to max again.  After that, then
you can focus on attacking Janus, and killing him once and for all.
Unfortunately, you, literally, start the battle right off where you left
the Leehalt battle, even any unfinished commands that were used then will
be used now. You'll need to use a Mini Carrot or two just to get your
party back into shape. I suggest using a Mini Carrot on Virginia and
then having her use Mystic - Mini Carrot. After that, then you can use
Mystic - Lucky Card.

Janus attacks much more frequently than before.  He can use Negative Rainbow
(for 300-500 to all party members) as many turns in a row as he wishes.  If he
uses it three turns in a row (which I have seen him do) he can easily decimate
a weak party.  So keep your HP above 1,500 at all times, or else be prepared
to suffer.  Dont hesitate to use Mini Carrots on Virginia so she cxan use
Mystic-Potion Bery, either.  You need all the health you can get, and Gallows
with Extension-Heal probably wont get it to you. I suggest using Extension -
Shield, though.

Other than Negative Rainbow, Janus can attack single party members.  Proton
Beam does around 500 damage to a single member, which is Janus's strongest
attack.  He has a Dark Spear attack, which he uses rarely, as well, that does
200 damage to a single member.

Now, while Virginia is on constant healing duty, have Clive/Jet attack, while
Gallows is on Support.  Depending on how you play, you may want Gallows to use
Mini Carrots on your attackers so they can use Gatling more often, or you may
want to use Valiant (ugh...so early on, it feels like you are cheating).
Extension-Valiant is your friend if you decided to play that way.  But as
always, Gallows works best on Support.

Take note, you should use Gella Card/Mysitc-Lucky Card in this battle.  it was
only the Leehalt battle in which you shouldn't use them in.
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Boss: Leehalt, Melody, Malik
EXP: 8,400 (2,800 each)
Gella: 9,000 (3000 each)
Item: Full Carrot
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Well, for the last battle in Chapter 2, this surely isn't as bad as one might
expect.  First off, none of the thre prophets have their special abilities.
this means Melody doesnt have her Poison counter or her 350 damage barrier,
Malik doesnt have his Confusion attacks, or his high evasion, and Leehalt wont
counter you with the same damage you do to him.   Because of this, it is an
all out punch fight.  Maliks speed changes drastically throughout the battle.
Sometimes he goes last, and sometimes he goes after Virginia, it doesnt matter
when, and because of this, he can be considered one of the worst threats.
Leehalt is definitely the stronges, doing the most with Eliminate Scanner.

Eliminate Scanner is the only attack each of the prophets are capable of using
in this battle.  Malik's is the weakest, and Leehalts is the strongest.  They
do from 300-500 damage to one character.  This isn't so serious, luckily, but
if they attack one character a round, that is 1,500 damage, and can easily
dlaughter a low level character.

So, keep your HP above 1,500, if possible.  If not, just keep your HP at max,
and you should survive.  Make sure to use Gella Cards on all of them, and you
will get quite a hefty sum of Gella after the battle (18,000, actually).
Mystic-Lucky Card, as always, as well.  But dont let anyone die, because thats
a nice amount of EXP you will get from winning this battle.

Pound on Melody first, as she has the lowest defense and HP.  She will go down
in two or three rounds.  Then go after Malik, as his radical speed can be
annoying, especially if you are trying to heal a dying character.  Leehalt is
last.  Though leehalt is the strongest, he is also the hardest to kill off
(and the least annoying).

This battle isn't supposed to be too difficult, dont make it so, with all the
pretty special effects and such.  Just slaughter them and be done with it.
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*****************************************************************************

*************                     Chapter 3                     *************

*****************************************************************************


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Iron Dragon Nest                           *****
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Boss: Buer
EXP: 9,000
Gella: 10,000
Item: Duplicator
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This battle will either be very long, or very quick.  It just depends on how
you play.

Buer says he is afraid of the light, though this does not mean that he is weak
versus light elemental attacks. He is usually 'closed' (attack him and you
will see what I am talking about).  This 'closedness' will prevent you from
doing quite a bit of damage to Buer.  In fact, even your strongest attackers
will only do 80 or so damage.

Buer has a few main attacks.  He has that normal physical attack, like all
bosses. It does about 100 damage.  He has an attack all called Coyoctus, which
does 300 damage to the entire party.  This is the main threat that Buer poses.
Right after the Coyoctus attack, Buer will open up.  It's for a very short
period of time, but if you attack him then, you will be able to damage him
fully.  You can kill him instantly with a critical attack, if you are lucky.
Other than that, you need to attack normally and wait for this opportunity.

The only other way to get him to open up is to use Light elemental magic,
as the game suggests.  He's not weak to it in any form, but it does cause
him to open up until the next attack.  What I suggest doing is having
Virginia start off with a Light Gem to open him up, have Jet attack, which
closes him, and then have Gallows use Spectre, which opens him up again. This
way both Jet and Clive get a chance to attack with their full strength.

And unlike other battles, in this one I DO suggest using Valiant.  Especially
after a few attacks, so your party will be weaker.  This will alow you to
damage Buer better and end the battle faster.   There is not really too much
to this battle, as he will probably die before the time limit anyways.

The Buer likes to use paralysis attacks, so have fast characters cure the
status immediately each round so you don't lose the chance to do damage.

One last note...Use Gella and Lucky Cards immediately.  You might accidentally
kill the Buer before you are able to.  He gives some nice bonuses.
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*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Filgaia                                 *****
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Boss: Balal Quo Nega
EXP: 20,000
Gella: 30,000
Items: Briefcase
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This is easily the hardest enemy you will face on your Sandcraft.  Though it
can become much easier if you have a strong cannon.  In fact, you can kill him
in one hit with the second or third cannon upgrades.

Balal's attacks do around 20,000-30,000 damage.  This isnt that much compared
to the stronger monsters in the sand (if you have faced them).  The bad things
is that he attack often and he has high (VERY high) defense.  Oh, and the fact
that every two or three turns he completely restores his HP with a healing
spell which is shown as "Critically Heals".

Because of this Healing, you need to kill him off fast.  With the first
cannon, this battle is all but impossble.  Seriously, dont even attempt this
battle if you only have the first cannon. With a strong cannon, Select "Fire
all Ammo at Once" and, if you are strong enough, you will kil him instantly.
If not, have the defender reload the ammo, and then do it again.  You should
be able to take him down in two shots, but usually by the third round he will
be annoyed and heal himself again, leaving you back at square one.  Just
continue the pattern, and if you are srong enough, he will die.
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*****                          Fallen Sanctuary                           *****
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Boss: Luceid
EXP: 8,400
Gella: 0
Item: Lust Jaw
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Luceid is the easiest of the Guardian Lords, without a doubt.  Note though,
that you normally would not fight these lords at this point of the game and
even a very high levelled party may take a while to kill them.

Luceid has a few main attacks.  Unlike most bosses, he rtoates his attacks,
which means you never can know what to expect from him.  His Lifedrain is
probably the most annoying, doing 250-350 damage to a character.  This also
heals him for whatever damage it did to your character.  So if it did 300
damage to your character, Luceid will gain 300 HP. His other main attack is
called Full Moon.  This basic physical attack  does about 300 damage to a
character, though at a higher level it will do less.  Luceid also has an odd
magical attack. Sometimes it will do no damage, and others it will do an
astounding amount.

His last attack is his ultimate attack.  This is called Dark Destruction.  The
animation is a little weird, but the attack does 400-500 dark elemental damage
to all.  Having at least Virginia equipped with Dark Wards is a must in this
battle. You never know when Luceid will use this attack either, so keep your
HP over 900 at all times.  This may seem like an overkill, but Luceid can
use this attack twice in a row if you're unlucky.

Now, Luceid has average  defense versus physical attacks, which is obviously a
good thing.  Though he is quite fast and his can be a problem if you need
to heal. Virginia should be the one on healing duty constantly to keep
everyone at around full HP. Gallows should use Extension - Shield and
Extension - Protect to lower the damage done from Luceid's physical attacks
and from Lifedrain. Lifedrain is just going to prolong the battle and with
Luceid's already high HP you need all the help you can get. Expect this
battle to take some time.

Attack him however you wish, though as always, physical attacks work better
than magic.  Whenever Gallows isn't on support have him attack.  Even though
he isn't as stroing as Jet or Clive, every little bit counts, right?  Use
Gatling as often as possible, depending on your character's weapon weight.
I don't suggest using Mini Carrots on them just for Gatling, but if you are
impatient, you may want to. This is just a battle to outlast Luceid, since
his damage is rather slow but he has a ton of HP.
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Boss: Raftina
EXP: 8,400
Gella: 0
Weak: Earth, Water, Ice, Fire, Wind, Thunder Dark, Light (possibly)
Item: Love Charm
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Raftina is definitely one of the harder bosses in the game.  That is, unless
you dont know the secret to success (AKA: how to beat her).

Her first move is called Copy Abilities, which will give her the ability to 
use all of the Arcana your party has.  She will mainy use attack Arcana,
though she sometimes uses status effecting Arcana.

Now that doesn't seem to bad does it?  Well it isnt...except for the fact that
she has extremely high magical attack power and she atacks your entire party
each time. No single character attacks for her! She is on a constant
Extension-Arcana thing here.  Even worse, all her Arcana attacks do over 500
damage.  This battle is going to be painful.

Because she attacks with those Attack-all Arcana's, Raftina is incredibly
strong.  You will most likely need to heal every two turns, but keep
Virginia's FP over 50 at all times so she can heal at a moments notice.  Only
use Potion Berries to heal.

Though the 500 damage a round may seem kinda rough, it isn't if you follow one
trick. Have Gallows equipped with Flash Hit (as it should already be on him).
Now, on the first round, have him cast Extension-Reflect.  This spell will
single-handedly save your life.  Every turn she will cast her attack all
Arcanas, and it wont damage your party.  Instead, it will reflect back to her
and do around 300 damage.  You will need to recast it every few rounds though,
because it does wear off. just in case, you may want to use Extension - 
Protect before the Reflect to help save yourself some damage later.

With Reflect being cast every 3 rounds or so, Gallows should attack.  Virginia
needs those FP, so she should as well, as should your other members.
After 3 or 4 of her rounds...Raftina does the annoying.  She casts a spell
called Sacred Blood on herself.  This spell heals Raftina for 4001 HP.  So
basically in 3-4 rounds you need to do upwards 4001 HP, or you will have
attacks for nothing. She does this every four rounds from here on out!

This isn't as hard as it seems, though, unless you are underlevelled. 
If underlevelled, feel free to use as many Mini Carrots as needed, as you will
need them all.  If not, attack normally for a few turns and then attack with
Gatling. You should easily be able to penetrate that 4,000 damage.  Though you
will still need to attack her after that, all you need to do is get over it to
damage her. Remember, she DOES heal herself again every three to four rounds.
You need to keep the damage up, or else she will constantly heal herself for
more damage than you can do.

Raftina uses a spell called Weaken that is her own.  You -really- want
to have Reflect used before she gets this spell off onto your party.
When it reflects onto her, it does hit and remains for the duration of the
battle.  What this spell does, oddly enough, is make Raftina weak to all
forms of elemental damage.  If Raftina uses this spell and it gets Reflected
back at her, I suggest using Gallows to attack with Spectre every round and
that should help him break 1,000 damage each round.  Virginia should stay at
25FP (through either physical attacks or Mini Carrots) and after that have her
use whichever Medium she has equipped to attack magically.  You should be
able to keep up 1,800 damage or so per round with Arcana abilities alone if
you get lucky.  Unfortunately, if this ability hits -you-, you're going to
end up taking a ton of damage too.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                       The World's Footprint                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Bosses: Scarecrow, Steamgear, Leonhardt
EXP: 9,900 (3,300 each)
Gella: 10,500 (3,500 each)
Elements:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Scarecrow:
Strengths: (Half): Earth, Water, Ice, Lightning, Fire (Null):Dark
Weakness: Light
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Steamgear:
Strengths: None
Weaknesses: Lightning
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Leonhardt:
Strengths: None
Weaknesses: All
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Item: Dragon Fossil,  Adventure 5
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This battle is a lot harder than those other boss battles with three enemies.
This set of enemies is a lot more balanced than any other set and can wreck
some major havock on your party if you don't be careful.

The main threat is definitely the scarecrow.  He has an instant death attack,
and is not afraid to use it.  In fact, he will most likely use it more then
his normal attack, making him especially annoying.  His normal attack does
about 200 damage, which isnt that bad, but when coupled with the other
monster's attacks, it can cause some problems.  The Scarecrow also has the
ability to reflect Arcana attacks.  When you see him cast a spell about Arcana
effects, dont use any Arcana on him, as it will only be reflected.  This means
you probably will have to kill him with physical attacks.

The Steamgear is definitely the least threat of the three.  He has the weakest
attacks of them and will rarely do over 150 damage if your party is strong.

Leonhardt can be annoying, and he is the hardest to kill.  Leonhardt
counters all of your attacks with (surprisingly) an Arcana attack.  This
attack, called Surpessed Curse? (which you have seen before) does about 200-
300 dark elemental damage to the character that attacked.  Attack him
magically, instead of physically, as that will do more damage. Dark Wards
will help reduce the damage that he does, if you have any other than on
Moon Spark.

Oh, and one more thing.  One of them has the ability to cast a spell
called "Critical Heal".  This ability will completely (100%) heal the entire
party of enemies.  So even if you have done 4,000 damage, it will heal all of
it.  This is the most annoiying factor and the reason why you need to attack
one of them at a time, so you dont waste all the FP and items.

Now, go after the Scarecrow first.  He is the biggest threat, and by far the
most annoying.  Use all of your Gatlings on him and use Spectre as often as
possible, before he casts his reflect ability. use Gatling as soon as your
FP is ready and hope the Scarecrow dies before he can kill anyone.
Once the Scarecrow uses his Reflect, just attack physically. He needs to
fall fast.

After the Scarecrow casts the reflect spell, you may want to have your magic
users go after Leonhardt with their magical attacks.  This will let you
wittle down both enemies, but kill the evil Scarecrow first.  Remember that
the Leonhardt is weak versus all elements, and so you'll want to use magical
attacks on him.

Kill the last one however you wish.  He is the easiest of the three to kill,
as his attacks are the weakest.  Use whatever you want, as it wont make a
difference.  once the other two are gone, he is nothing. He can cause the
Confusion status with one of his attacks, but it seems to miss often and
only targets one character.
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*****                           Ruins of Dreams                           *****
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Boss: Humbaba
EXP: 10,000
Gella: 12,000
Strength: None
Weak: ALL
Item: Holy Grail, Dragon Fossil
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This can easily be categorized as the most annoying battle in the game.
Before anything else, check your Mediums.  Put Cosmic Cog on Virginia, and
make sure she has all 4 points on the Death Ward, as she will need it. You
can take it off after the battle, but it needs to be on for this one.  

Now, every three turns, Humbaba will screw you.  it is simple as that.  ON the
third round, he will cast Stench of Death, and then  his ultimate spell (or
THE ultimate spell) Humbaba Curse, which instantly kills all members of your
party without the Death Ward equipped.  It isn't a 'maybe' it is a WILL.  You
WILL be killed by this attack if you do not have a Death Ward with maximum
protection.

Now, for the strategy.  There is an easy way, and a hard way to go about this
battle.  The hard way is to beat him normally.  Because Humbaba is weak
versus magic, this is your ticket to success.  First, use the Mystic-Lucky
Card combo imediately, as you probably won't be able to kill him in 3 rounds.
Also use a Gella Card immediately.  This will make it so you can focus on
survival later in the battle, instead of trying to power him up for the
Goodies.

Now, attack him with Magic. Any magic works.  Gallows with a strong Spectre
does 1,500 or so damage.  Jet and Clive should attack normally, unless you try
their magical attacks and they are stronger then their physical attacks.
Virginia should focus on gathering 25 FP, so she can use Mystic-Revive Fruit
after each Death spell.  Then you can continueally repeat the process (though
dont heal the other 3 members, as it wont do anything).

The extremely cheap and easy way to beat this boss takes less time then any
other battle in the game.  On the First, have Virginia use Mystic-Lucky Card
with Jet use a Gella Card.  Have Gallows use Spectre, and have Clive use a
Full Carrot on Virginia (NOT a Mini Carrot).  Now, with Max FP, have Virginia
summon a Guardian (most likely the Water Guardian, if the Medium is equipped
on her) and this will do about 7,000-8,000 damage.  If this doest kill him, go
all out with the other characters, and he will not take long to kill after
that. Of course, Full Carrots are very very rare items and you'll want to use
them sparingly.

There is another easy way to win this battle if you want to mess around with
your Mediums a bit.  Put Love Charm onto Gallows temporarily and have him use
Extension - Status Lock.  This will prevent you fron being killed instantly,
but not from dying when your HP hits 0 (that's what the message means). If
you keep this on, you'll be safe.  If you don't have Love Charm yet though,
you'll need to do this battle the other ways. You'll need to recast this
every few rounds once it wears.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+



*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Fila Del Fia                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Chameleon Man
EXP: 12,000
Gella: 13,000
Strength: None
Weakness: Ice
Item: Duplicator
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle somewhat reminds me of the Balazs battle in Nidhogg Pass 3, mainly
because the enemy becomes somewhat invincible.  This battle is easily more
annoying than most, so just control yourself and work with me.

Chameleon man is not that strong. He rarely does any damage with his attacks,
as he prefers status changes.  This isn't THAT bad, since it is mainly Misery
(annoying) and Poison. Both of which are easy to cure in a turn. he is also
very slow, making him less of a threat.

The true problem with this battle is the fact that you will not be able to
physically attack him often.  When you physically attack him, he becomes
immune to physical attacks for 3 turns.  He also becomes MUCH more dangerous.
I quote directly from the game:

*Once it is physically attacked, the monster will activate stealth mode, which
nullifes all physical attacks.  However, it's stealth mode wears off after a
number of turns.

That number of turns the game mentions is three.  If you don't attack him
at all the turn after you damage him physically, just have everyone defending,
you can get him out of his Invisible state after one round.

Now you know the main problem.  First off, do not attack Chameleon Man
physically unless it is with Gatling, so that you can do more damage.  Yes,
magical attacks hit while he is in Stealth mode, but they do little damage.
Even the strongest attacks from Gallows and Virginia do 300 or so damage,
which is extremely weak. Even Ice attacks, which he is weak to, do that
little damage.

Another reason not to use physical attacks on him often is simple. He gets a
whole lot stronger.  He only uses instant death attacks (backstab) once he's
invisible and those hit quite often.  This can be very annoying, especially
if your character was saving FP up. Try Extension - Status Lock to avoid
this threat.
Feel free to use as many Mini Carrots as you want, though only use them
when your enemy is not in stealth mode, or it will be a waste. Having
Virginia use Mystic - Mini Carrot will be nice, but remember to use Lucky
Card first.

Once the Chameleon Man is out of steal mode, you can attack him (only once,
remember) so make sure that it is strong.  In three turns, you can easily get
100 FP through Mini Carrots, so whichever character is strongest, attack with
Gatling.  This probably wont kill Chameleon man, but it will severly damage
him. You may also want to try and summon any Mediums with Gallows, since
he'll likely be building FP fast if you're using Mystic - Mini Carrot.

Just keep that up, and the battle will be won.  It may take a while though.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Justine
EXP: 8426
Gella: 0
Item: Brave Seal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Justine is the common RPG Cliche foe.  He is big, strong, can take a hell of a
lot of damage, but is pathetic magically. That just about sums Justine up.
His magical attack does like 100 damage or less, and his biggest attack,
called Justine attack (how original), which instantly kills all party members,
never works.  So basically all you have to worry about are his main attacks,
which are average powered. Just in case though, you may want to switch Love
Charm over to Gallows and have him use his Extension - Status Lock to
prevent instant death.

Heres a rather entertaining piece of information.  Justine casts Hyper on
himself, though it only lasts one turn.  This means that it is a complete
waste of his turn, as he wont be able to attack while it is in effect. Hyper
is only good when you pair it with a certain broken ability that makes your
buffs permanent through the battle - unfortunately, Justine doesn't use
that ability.

Justine doesn't really require any special strategy.  Since his attacks rarely
hit, he wont be able to damage you much.  The one thing you DO need to watch
out for is his very high HP.  Even an extremely overlevelled party, this
battle will take quite a while. Justine only has average defense (magically
and physically) but that high HP can make this battle last longer then almost
any battle previous.

Just be glad it is not as annoying as Raftina.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Caging Tower                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 12,400 (3,100 each)
Gella: 12,800 (3,200 each)
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is almost identical to the previous battles with Maya and party,
except your opponents are a whole lot stronger this time.  No more lame
damage, they go all out!  You had better be warned.  Keep your HP above 1,000
at all times.

The hardest part in this battle os the beginning.  In the begging, when all 4
enemies are alive, the party can be killed within 3 turns.  Especially a weak
party.  Todd, Alfred, and Shady do a special attack together, called Wild
Bunch.  They can only do it once a turn, but it does over 500 damage to your
entire party.  This is a huge threat, as you will need to immediately kill one
of those three off.

As always, go for Todd first.  As always, he heals, but this time for 300 HP.
At this point, 300 HP is about what Virginia does with an attack and it
won't save him this time. But this is not what makes him dangerous.  The
main threat is his Meteor Dive, which does from 300-500 damage to a single
character.  This can easily kill off a weakened character. Like the previous
battles with Todd, you can do fire damage to him to make his afro catch on
fire, but depending on who Fiery Rage is on (likely Clive or Jet) it won't
be worth it to waste the turn for the minimal damage it does every round when
you can spike more damage with physical attacks in the first few rounds. Todd
has a ton of HP, so even if you use Gatlings with CLive and Jet on the first
few rounds, it will still tske three or four to kill him - that's entirely
what makes him dangerous.

Of course, Todd won't DO those attacks if you kill him first.  He will
constantly do Wild Bunch with his friends when all three are alive, which
basically means 600 per round with these three, plus Maya's damage.
After Todd, go after Shady.  He is good for building FP on, since he has low
defense and HP.  He also does more damage than Alfred does, making him more of
a threat.

And, as always, go for Alfred next.  The only thing Alfred has gained in his
time away from battle seems to be HP.  He's gotten a bit stronger, this time
doing 250 or so with each attack.  Again, save FP on him so that you
can use it on Maya.  Also, at this point you may want to have Gallows use
Extension - Shield to prepare for the final part of the battle.

Normally, Maya alone is not much of a threat, but this time that is
different.  She gets MUCH stronger. She gains an attack called Calamity Jane,
which attacks maybe 5 times and does about 2,000 damage to a single party
member!  After this damaging battle, that can easily kill a weakened member.
Make sure you keep your HP over about 1,200 at this point, as you never know
when the damage will reach its peak.  Maya is the most dangerous now, though
she does have the lowest HP of the bunch. Her normal attacks do around 400
damage too, so definitely keep your HP up and Shield on. Maya will likely
start killing Virginia in one hit at this point, so use Power Cancels to
revive your characters before the round ends.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Dragon's Lair                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Lombardia
EXP: 13,000
Gella: 14,000
Item: Gimel Coin
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

For her (yes, Lombardia is female) size, Lombardia is definitely a lot weaker
than she looks.  Or maybe it is just the fact that she uses more support magic
than she attacks with.  Any way you do it, if your party is strong, you may be
able to kill her off before she uses her strongest attacks. Make sure you
save your FP until a bit into the battle, though.

On the first three turns, Lombardia uses defensive spells on herself. These
spells include Cerebal Matter, which increase her evasion ans her rexflex by
over 200 points, Epidermal Shell, which reduces all (magical and physical)
damage you do to her, and Mighty Might, which ups her attack.  This takes
three turns.  So on these turns, you need to attack normally, so you can
damage her as much as possible. You may want to have Virginia, or whoever is
equipped with Moon Spark, dispel the Arcana effects that Lombardia buffs
herself with using the Eraser spell.  This lets you damage her more easily.

After she casts the support spells on herself, she will attack for two to
three turns.  She attacks once per turn, and the attacks do about 200-500
damage. They only hit one member. Make sure you save your FP and keep your
bullet count around 3 or 4 for everyone so that when the battle changes in
3 or so rounds you'll be prepared.

After those turns, you will note that Lombardia will begin to flash red, at
this point, ATTACK WITH ALL YOUR MIGHT!
There's no message when she flashes, she just begins to. At this point,
your attacks do a whole lot more damage, (even Virginia's do over 1,000
damage), so use Gatling as much as possible on this round.  If you attacked a
lot before hand, you should be able to kill her now. If you're lucky enough to
get a normal critical attack with Jet or Clive you can even break 9,000
damage (no, not the meme, literally, breaki 9,000)!
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Dissection Facility                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Sadas, Sadas jr.
EXP: 14,000
Gella: 15,000
Item: Potion Berry, Revive Fruit
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This will be the fastest boss battle ever.  On your very first turn, have
Virginia use a Gella Card on Sadas, and have Jet use one on Sadas jr.  It is
important for you to do it to Sadas first, as he wont last long.

On Sadas's first turn, he will self destruct.  This attacks a single member of
your party for 2,400 HP.  At a low level, this will easily kill a party
member, so make sure to have a Revive Fruit on hand.  Take note that until
Sadas dies, you will not be able to damage Sadas jr.

After Sadas self destructs (or takes his journey, as the game puts it), you
are free to attack Sadas jr.  Dont attack him til after Virginia has use
Mystic-Lucky Card though, because this battle gives some rather good spoils.
After you use the Mystic-Lucky Card, attack physically, and Sadas jr. should
die in a single round.  He is weak versus physical attacks.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Ruins of Memory                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt, Melody, Malik
EXP: 15,900 (5,300 Each)
Gella: 16,500 (5,500 Each)
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now THIS is how the final battle in Chapter 2 should have been!  Each of the
once prophets have their own powers back, as well as all their strongest
counters.  Sadly, both Malik and Leehalt have actually gotten weaker, while
Melody has gotten stronger than she was before the Yggdrasil final encounters.

This is like fighting all of them alone at their prime, except together.
Malik still has his area confusion skills, making him by far the prime target
in this fight.  If your character have a Confusion Ward, be absolutely sure
to put them on. Melody attacks more often than her comrades and her
Eliminate Scanner does 600 or so damage.  Leehalt, as always, will not attack
your members until he is attacked, so he is harmless and can easily wait for
last.

The first thing you should do is cast Decelerate on Malik.  As always, you
wont be able to hit him until you do. Then, as with the previous battle, your
attacks have to do over 300 damage to damage Melody at all.  Luckily, at this
point, it is a whole lot easier then it was when you did it in Yggdrasil.  She
is also weak versus physical attacks. Melody not only causes the most damage
with Eliminate Scanner, but she constanly counters attacks with her Venom
Strike, like in Yggdrasil. She's probably the worst threat this time.
Choosing either Malik or Melody to target first is really the main problem
in the battle.

I suggest going for Malik before Melody for two reasons.  First, Confusion
is extremely dangerous. The second is all he needs is a Decelerate to
debuff him, while Melody has the strong barrier that reduces any damage
done to her by 350.  Melody will take longer to kill, even with her lower
physical defense. Depending on how strong your party is you may want to
start off with Gatlings immediately and then use the rest of his HP and
Melody's to build FP for Leehalt. Unfortunately, Malik has the highest HP
of the three, making him unattractive to target first.

Once Malik is gone, attack Melody.  Only have one of your characters use
their Gatling on her though, because you know Leehalt will need all the
strength of attacks you can muster. Melody has much, much lower HP than
Malik did, but she has the natural 350 HP barrier.  keep Poison Wards
on while you attack her so that you won't be eaten alive by her poison
counterattacks.

After Melody comes Leehalt.  He is a whole lot weaker this time.  In the
previous battles, he would counter with the full damage from your attacks
(even Gatlings).  This time, with Gatling, he only counters with the damage of
the first attack.  This makes his counters a whole lot more survivable, that
is, if you are still healthy and kiled Malik and Melody off fast.

Have the srongest attacking characters keep their HP over 2,000 (for Critcical
attacks) at all times and you shouldn't even die.  This battle will be won
soon enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              The Abyss                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ephrem Zein
EXP: 17,000
Gella: 20,000
Strengths: Light (Half)
Weakness: Dark
Item: Dragon idol, Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Odd is not the work I would use to describe this boss.  Messed up is.  This
battle is different from most other battles.  Like Leehalt battles, the enemy
will not attack your party, but only counters.  Sadly, this counter is good
and bad.  Its VERY strong, and attacks all members at once.  Luckily, it
doesnt do the damage you did to him.  Try and have as many characters as
possible with Light wards, as this makes his counter completely useless.

Start off by having Gallows use Extension-Protect (even if Gallows does't have
Terra Roar, you should move it onto him just for this battle) to reduce the
damage Magical attacks do.  This will be your lifesaver in this battle.
Virginia and Gallows should NEVER attack.  Unless of course, either one of
them Have Moon Spark and the Grav Arcana.

Why dont you want them to attack? the counters.  Ephrem Zein's couunters do
1,000 (unprotected) to the party.  He will never attack you, but will always
counter your attacks, and he can counter four times a turn.  Your party most
likely wont survive four counters, so only two people (maximum) should attack
each round.  Virginia should heal each round (Mystic-Potion Berry is your
friend), and Gallows should make sure that everyone who has less then 1,500 HP
gets their HP up.  Whoever has the Grav spell (even Clive) should use it until
it gets weak.

Attack with physical attacks (Jet and Clive ONLY) as he is weak versus them.
You may only want to attack with gatling (using Virginia and Gallows to give
them mini Carrots each round, while they defend) to lower the sheer amount of
damage that Ephrem can do.  With more then one character using a Light Ward,
this may not be needed, but it certainly will reduce the damage you take.
Against your strongest physical attacks, Ephrem wont last long, but neither
will you if you attack full on!  Patience is a virtue, and you must use it in
this battle.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Zephyr
EXP: 8,426
Gella: 0
Item: Hope Shard
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Many consider Zephyr the strongest of the Guardian Lords.  Well, Raftina is
harder (if you dont use the Reflect ability), but Zephyr is well capable of
obliterating your party.

Zephyr's main attack is his 'ultimate' attacks.  He uses it a lot more than he
uses his other attacks.  it is called Phantasmic heart, and does about 500-700
damage to all party members.  This isn't that much, compared to some bosses
(Ephrem, who you just fought, namely), but his other attacks are the main
problem.

The hardest part about this battle is Exploder.  this turns one character red,
and when that character acts in any way (other then defending) then he will
explode, doing damage to the entire party.  The higher the HP the character
has, the more damage the party receives.  The character who exploded dies.

Now, you have two things to worry about.  The best thing to do when a
character is Red (has exploder cast on him) is to let the character die.  This
will allow your party not to become fully screwed over by exploder.  (If all 4
members have exploder, no member can act and you are screwed).  So do an
action with the character who was Explodered, and then heal your party.
Revive the character with a revive Fruit, but dont heal him, because if he is
Explodered (eh...?) again, then he will do less damage to your party members.

Now, Exploder is the main problem, but paired with Phantasmic heart, your
party can easily be wiped out.  How to solve the problem?  Have a whole
lot of Revive Fruits on hand and have Virginia heal EVERY round.  Use as many
Mini Carrots as needed, as you will need all the FP you can get with her
healing.  With the characters at low HP when they are exploded, it will be
easier to survive.  But keep your HP over about 800 or else you WILL die.
This battle is all about playing defensively, but attacking as often as
possible.   Gallows should never attack and nor should Virginia, both should
be focused on healing.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                      Cradle of the Metal God                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ose
EXP: 4,500
Gella: 4,700
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This looks exactly like a big blob of something. . .not too clean.
This mound is rather slow and prefers to use status effects over physical
attacks.

The worst problem in this battle is the fact that Mr. Blob is completely
immune to physical attacks, leaving you at an extreme disadvantage.  There's
a trick, however, to making this battle easy. Have whoever has Aqua Wisp use
the Refrigerate spell on the blob, and he will turn into a panther.  Now he is
stronger, but at the same time, you can kill him faster as he doesn't retain
his immunity to physical attacks.

In panther form, he is weak versus physical attacks.  Even the weakest attacks
from Virginia should do over 700 damage to the Ose. Other characters can do
well over 2,000 damage with their strongest physical attacks.  With a few
gatlings, you can easily get Ose down 10,000 HP (or more).

In panther form, Ose's main attack isn't really an attack.  It is called Evil
gaze, and causes paralysis to one member of your party.  One member is
nothing, especially now. You should have enough Blue Bracers to make it so
that your party is completely immune to his status casting abilities.  If not,
dont worry about it, just make sure one or two characters have Paralysis
wards. If you're still having trouble, use the Status Lock spell to prevent
statuses all together.

This is a mid boss and isn't supposed to be extremely hard, just annoying.
Take note though, that after a few rounds, Ose turns back into a blob, and you
need to use Refrigerate on him again.  The damage you did to him still remains
though, so just keep attacking in whatever manner you attack with and he
will die.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Malik, Melody
EXP: 9,400 (4,700 each)
Gella: 10,000 (5,000 each)
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is like all the previous battles with them, except this is a duo.  As
always, your frist move should be to cast Decelerate on Malik, so that your
attacks can hit him.  As always, Melody is stronger with her Eliminate Scanner
than Malik is, but Malik causes status effects.

Howe you want to do away with both of them is really your own choice.  If you
dont have at least 2 Confusion Wards, then go for Malik first, since he can
cause confusion with his Disorder attack.  He may be weaker than Melody and
cause less damage in the long run, but the confusion can screw over your
entire party, especially on Clive or Virginia (your main attacker and healer).

If you have more than two confusion wards, go for Melody first.  She does
about 100-200 more damage with her Eliminate Scanner then malik does, as well
as counters attacks with the Venom Strike skill, causing poison status to your
members.  She has that 300 damage barrier, but, as always, she has low defense
and you wont even notice it.  You may actually do more damage than normal.
Cure the Poison as often as possible, as that paired with Confusion can screw
you over.  But other then that, attack however you wish. Keep Poison Wards
on anyone who attacks her, since you'll just waste turns curing the Poison
status that could be used for something else.

You should know the drill by now.  Once Malik is Decelerated, he can be
damaged.  Melody counters with Venom Strike, and has a barrier that stops 300
damage. Gatling, and Mini Carrots are your friend.  As is FP boost, Attack
Boost, and guarding to get FP with Force Charge,  This is the same battle as
the previous, except without Leehalt and stronger attacks from both Malik and
Melody.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Wyvern
EXP: 5,000
Gella: 10,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is your first battle on Lombardia.  It is like a mix between the
Sandcraft and the normal battles in the game.  On the first turn, have each
party member normally attack, and you shoulf get up to quite a lot of FP.  Of
course, Wyvern can attack you 4 times a turn as well.  Each of his attacks do
3,000+ damage.  That is nothing to Lombardia though.

On the second turn, have Virginia use Mighty Might, and then Clive use
Draconic Gun Blaster.  Each of your other characters should use Missle Might,
which is a lot stronger then the normal attacks. Clive should kill the Wyvern
with the Draconic Gun Blaster,  but if not, just keep using Missle Might and
he will die quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Deus Ex Machina                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Fanfir
EXP: 9,800
Gella: 6,000
Strength: (half) Lightning, (Resist) Earth
Weak: Wind
Item: Duplicator
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is an odd, odd battle.  Fanfir is VERY weak versus wind, so even if Gale
Claw is on Clive, the damage will exceed the amount of damage that Clive does
with his physical attacks. Use Wind every turn, and you will do 1,500+ damage
just with that.

The most annoying skills Fanfir has are Contaminated Cryst and Gravitation.
Contaminated Crust makes your party lose 1/10 of their HP every round for 3
rounds. Gravitation is even worse, reducing your entire party's HP by half.
The latter is far more of a problem, but the Crust can be especially annoying,
and can eaily kill your party off iof they are weakened.

Virginia should be on constant healing duty, as that Gravitation is hell.  Of
course, Fanfir will not do Gravitation if you do not cast magic on him, but it
will take a whole lot longer to kill him without magic, because of his high
defense. Its really your own choice.  Long, easy battle, or fast, dangerous
battle.

His normal attacks do around 400 damage, so keep your HP over 1,000 at all
times, or else you will die.  High HP is critical in this battle, even though
it is hard to stay high with some of his attacks.  Oh, and no, there is no way
to remove the Contaminated Crust effects.  It is non-elemental. Be sure to
keep Virginia over 25 FP at all times, and then make sure to heal with Potion
Berries on the characters under 1,000 HP.  Health is your friend.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt, Melody Clone, Malik Clone
EXP: 18,300 (6,100 each)
Gella: 19,200 (6,400 each)
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Unlike the previous battles with this trio, there is definietly one of the
enemies that you want to eliminate first.  As you might expect, this time
the prime canidate for destruction is Malik.

Malik, as always, is the king of statuses.  His Try-Injury causes Amnesia,
Disease, and Misery.  Disease and Misery can cause you to be unable to heal,
which is a definite pain in the ass.  Misery also stops Mystic and Exstension,
severly lowering your ability to heal your party.  That is why Malik is the
first to go. To make things easier, you may want to try Extension - 
Status Lock, too.

Like many of the other battles, Melody and Leehalt have the strongest
Eliminate Scanners.  Melody counters with Venom Strike, making the
Disease/Misery combo even more of a threat.  Poison and Disease are some of
the worst you can find.  Gallows without the ability to use Extension-
Clearance may screw over the party.  Leehalt will also attack the party more
often with Eliminate Scanner (but only if you dont attack him that round).

After Malik is gone heal your status, and start on Melody.  She will have the
same abilities as normal Melody, stopping 300 damage, and Posion Counters.
The Poison is only a threat if you have Disease cast on you.  Other then that,
it will be insignifcant.  As long as you dont attack Leehalt until the Poison
is gone, then you shouldn't be threated.

As always, Leehalt counters you for the damage that you do to him.  Unlike the
very first battles with him though, Leehalt only counters the damage from one
Gatling attack, not all of them put together.  So keep your HP over 2,000,
just in case your counter.  Of course, if you have a high level, then you may
need 2,500-3,000 HP+ for counters, but still, just keep high HP when working
with Leehalt. After Melody and Malik are gone, he is nothing.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Seigfried
EXP: 10,000
Gella: 0
Item: Teardrop
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot like the Janus battles.  In fact, it is exactly like
them.  Except for the fact that Seigfried is quite a bit stronger then Janus
was with the Dark Spear.  Because of this, you need to approach this battle
like the janus battles.

The very first thing you should do in this battle (BEFORE ANYTHING ELSE!) is
steal the teardrop.  Do this by using the Pickpocket spell on Seigfried.  If
you do not do this, Seigfried will heal himself before you kill him and you
have to start the battle all over again.  The healing is by far the most
annoying part of the abttle, and by stealing the Teardrop you can stop him
from lengthening the battle.

As with Janus, Seigfried has a normal attack, an attack-all, and the Proton
Beam ability.  Proton Beam has not gotten any stronger since Janus wielded it,
doing 500 damage to a single member.  Unfortnately, the attack all (not
Negative Rainbow anymore) called Seig Impulse does about 1,000 damage to your
entire party, which is easily the biggest threat in this battle.  Seigfried's
physical attack, Dark Spear Nemesis does about 400 damage.

Keep your HP over 2,000 at all times, because Seigfried may use Sieg Impulse
two rows at once and can easily obliterate your party.  Gallows should keep
Virginia over 25 FP, and Clive and Jet should attack.  Seigfried has average
defense, so Virginia can actually damage him better than she can many enemies.
Gallows should use Extension-Valiant, and then Extension-Permanence on your
party, so you can damage Seigfried well the entire battle. After that, Gallows
should be on support, getting FP, and feeding Mini Carrots to Virginia.

With Clive and Jet attacking, Gallows on support, and Virginia healing, and
attacking when she can, this battle will go rather quickly.  Just keep your HP
up and you will be fine.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Dragna Seig
EXP: 10,000
Gella: 15,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

On the first round, have everyone attack normally.  You should do quite a bit
of damage.  Seig does 5,000-7,000 damage with each of his attacks, and he,
like you, gets four attacks per round.  On the second turn, have Virginia use
Mighty Might, and Clive use Draconic Gun Blaster.  the other characters should
use Missle Might.  The Missle Might should so 10,000+ damage to Seig.  If you
have enough FP, the Draconic Gun Blaster should kill Seig instantly, but, if
not, continue attacking with Missle Might, and he will die quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*****************************************************************************

*************                   Chapter 4                       *************

*****************************************************************************


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Sacrificial Altar                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hydra
EXP: 10,000
Gella: 12,000
Strength: (Active): Water
Weakness: Ice
Item: Mega Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Annoying, annoying.  Actually, this battle is really fun.  That is, if you
know what you are doing.  If not, this battle can easily become hell.  I have
heard people get so mad at this battle that they claim it is the most annoying
in the entire game.

First off, you can pound on Hydra as much as you want, but he will heal
himself.  And thats never fun.  But in this battle, it just isn't a normal
healing. It is usually over 4,000 damage, which is most likely more damage
then you can do in the few rounds that he heals in.  How to be rid of this
problem?  Fire magic.  Halle ('Granny') told you back in Baskar about how Fire
Arcana stops him from recovering.  Well, it doesn't stop him from recovering,
but you need to use it on him anyways.  No matter what character it is on, use
it for at least 4 turns in a row, 5 is better.  This will lower the damage he
heals to below 2,000, which is definitely a lot easier to deal with.

Once you have the fire spells cast on Hydra, you can attack him.  Before you
start pulling out your big attacks, have a character (hopefully Gallows) Cast
Attachment-Ice Element or Extension-Attachment-Ice Element.  This will make
even Virginia's attacks do over 1,000 damage to the Hydra, and allows you to
kill him extremely fast.  After doing this, use Ice Arcana on the Hydra, and
that will be an incredible offense.

With Attachment-Ice on your party members, Gatling attacks will do well over
10,000 damage. A few of these will kill him, but until you get Attachment-Ice
cast on yourmembers, you still have to worry about his attacks.  You may have
fought Kraken before this boss.  If so, you know a bit about his attacks.
Hydra has a Malestrom attack that does Water elemental damage to all of your
party members.  That is his strongest attack, so you should have at least one
fully powered Water Ward equipped.   He does that attack most often, but he
also uses physical attacks at times.  It is not really that difficult to lower
the damage from his attacks, as he heals most often anyways.

With him healing, Gallows/Virginia casting Refirgerate, and Clive/Jet
attacking with Attachment-Ice, this battle will go extremely fast.  Especially
if you Gatling with the Attachment-Ice cast.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Salamandra
EXP: 12,000
Gella: 14,000
Strength: (Active): Fire
Weakness: Ice
Item: Fire Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is much like the previous battle, except that Salamandra doesn't heal her
(him?)self.  Sadly, Salamandra is a whole lot stronger than Hydra was and can
cause your party a lot of problems, even at high levels.

On her first turn, Salamandra casts Flaming Zone.  Normally this wouldn't be
an annoying skill, but because Salamandra casts only Fire spells, it can
become extremely dangerous.  Flaming Zone  ups the damage that all Fire
attacks do.  Sadly, it wont work for you, because Salamandra is immune to Fire
atacks. This means you have to work with protect to lower the damage that
Salamandra can do.

Salamandra counters your attacks with a skill called Salamandra Burn.  This
too is a Fire elemental attack, and can become extremely strong, doing at
times 2,500 damage.  This is a frighteningly large amount, so don't have
Virginia or Gallows attack at all, at least until Shield and Protect are
cast.  Her most frequent attack it an attack-all arcana attack.  Called
Volcano Top, this skill does 700 fire elemental damage to all of your
members.  Paired with the counter, your party can be screwed over pretty
quickly.

I suggest Having Virginia Cast Protect and Shield with Terra Roar (equip it on
her for just this battle if it isn't equipped normally) and have Gallows Cast
Extension-Attachment-Ice Element.  Now, before you start attacking, make sure
that you are at full HP.  Then have Clive and Jet use Gatling (ONLY if you
have the Ice Attached to your attack) on Salamandra.  This will cause some
severe damage to her.  From this turn on, have Virginia heal, Clive and Jet
attack, and Gallows use Refrigerate.  If Gallows has Refrigerate, it will do
well over 1,000 damage, and is very useful.  Just remember to keep your HP ay
max, and you shouldnt die...too much.

PS: If you have Fire rings, they are your friend.  Fire Rings seem to one of
the rarer rings, but you can get them off the Raptor like monsters to the
west of Laxisland (around what used to be Cradle of the Metal Gods) and from
the fire based Chimeras in the Dissection Facility.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Demondor Pillar                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Gespent
EXP: 12,659
Gella: 4,659
Strength: (Half): Earth, Fire, Water, Lightning, Ice (None): Dark
Weakness: Light
Item: Dark Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

I love this battle.  It sets the pace for the best ways to fight the optional
bosses.

The first big problem with this battle, is at the beginning...well just look.
You can't damage him.  Any damage you do to him will be nullified about 2
seconds after you do it.  Now, you need to get this ability away from him.  It
is that annoying black barrier around him that causes it, so thats what we
need to destroy.  How to destroy it?  Cast Spectre on him.  That isn't so
hard.  It will also do a good amount of damage as well.

After that barrier that stops damage is gone, you can work on killing him.  As
you may (or may not) have guessed, Attachment is your friend.  As with the
previous battles, it can make your attacks do well over 3,000 damage at higher
levels.  Have Gallows use Extention-Attachment-Light Element and your entire
party can obliterate Gespent quite quickly.

As for Gespents attacks, they are mostly Dark Elemental, so Dark Wards work
well.  If you have fought Heimdal Gazzo, you will still have those 4 Dark
Wards, and will be completely immune to all of his magical attacks.  Phantom
Hazard attacks all members with Dark Elemental Damage.  If not, you have a
base one off of Moon Spark and possibly a few from enemy drops that you've
gotten.

Gespent's worst attack is Corpse Claw, which instantly kills a party member. At
this point you should have plenty of Revive Fruits, so it shouldnt be a
problem, but it can still be annoying, and can cause problems if you are
trying to power up for Gatling.  Other then that, with Dark Wards, his attacks
are not much of a threat.  You can slaughter him with Attachment-Light, so you
are pretty much set.  If Corpse Claw is bugging you, set Death Wards on your
characters, or use the Status Lock Arcana for those who don't have the wards.

Of course, if you dont have Attachment-Light (You need Flash Hit as well as
the Attachment Arcana), or are unwilling to change your mediums around, even
for a battle, Spectre works well and so do normal physical attacks.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 14,000
Gella: 16,000
Item: Ambrosia
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Ouch...just ouch.  This is by far the hardest boss fight with Asgard, and the
hardest fight for a while.  For preparations, have at least two members with
Death Wards.  You have one Death Ward on your mediums normally (it starts on
there and you can't take it off) and you got one from Humbaba in Ruins of
Dreams.  You may have gotten a third one from the Millennium Puzzles.  If so,
use it now.  You need all these possible.

With at least two characters with Death Wards, you stand a chance.  If you
only have two of them, put one on Virginia, so she can revive the entire party
at once.  Why all this preparation?  No, this boss isn't like Humbaba, but he
is damn close to it.

Asgard is at full power in this battle.  He won't hold anything back.
Basically, he has all of his best moves and can use them at any time.  This
means that he can instantly kill your party (if you dont have Death Wards) in
a single attack.  This attack is called Wide Barrier.  He first used this on
your party in Faraway Lands, at the end of the battle with him and Melody,
when you first met Werner.  This is the reason you need the Death Wards.
Try Status LOck if you want to avoid deaths from this, too.

Now heres a rundown of Asgard's other attacks.  He has the Barrier Knuckle,
which is his normal physical attack.  It does about 1,000 damage to a single
member.  It also hits more often then it did originally, even at high levels.
Other then his Instant death attack, his Barrier Flood.  This attack does
1,500 damage to the entire party, and is the attack that was in Chapter 2's
movie with Asgard.  Also the attack that obliterated you in the Leyline
Observatory way back when.

Now that you know the trouble you are in, you need to plan.  Have Virginia
cast Shield on all members (or Gallows with Extension) and this will lower
the damage Asgard can do to your party as a whole.  Keep your HP at maximum at
all times, and have Virginia revive party members, while Gallows heals them.
Clive and Jet attack.  Gallows and Virginia should constantly heal, and build
up FP when they dont have any work to do normally. They are important aspects
of this battle.  Jet may actually take voer Gallows' healing duty because of
his sheer speed, while Gallows with Valiant does the attacking.  Either way
works: Jet on Healing, or Gallows with Valiant on attack.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Demondor Pillar-Rear                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nebiros
EXP: 25,000
Gella: 12,300
Strength: (Absorb) Dark
Weak: Light
Item: Full Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As I said earlier, I LOVE this battle.  I find this to be the most amazing and
fun battle in the entire game.  If you plan correctly, you will find it quite
fun as well.

Before each turn of battle, the Nebiros asks you how you wish to die.  You are
given three choices, each an elemental attack.  If you choose to die by water,
then Nebiros will do a water attack on you that round.  If you choose to die
by earth, Nebiros will do an earth attack on you. The same goes for Fire,
Water, and whatever other elements.

This works greatly to your advantage because you can choose what Wards you
need for his spells. I suggest having 3 Water Wards (which will also help you
for the Kraken optional boss, which you may have fought) and one other.  You
need two because the elements he can choose are randomized.  So as long as you
have 2 sets of elemental wards (I had Water and Fire, Water from my battle
with Kraken, and Fire because a few had dropped for me, though Earth is by
far the easiest to get) on all three characters, you won't be harmed in this
battle.

Just a short example of what these mean.  It's rather obvious what attacks
each means, but here's the basics for you.
Burn to death in agony. (Fire)
Get smashed to bits by a hurricane. (Wind)
Get crushed and swallowed by the earth. (Earth)

If you are extremely patient, you can get to 9.9 EXP in this battle, but it
would take quite a while and is probably not worth it. As long as you have the
wards though, feel free to level as much as you want, as Nebiros gives quite a
bit of EXP.  You only get .1 each time, but 10% of 25,000 is 2,500.  So each
turn you get 2,500 EXP.  Quite a good amount, especially if you are low
levelled.

Now for attacking him.  Because you can easily be completely immune to his
attacks, attacks don't really matter.  To kill him off fastest, Extension-
Attachment-Light Element is the best.  Yes, I know you have been using
Attachment a lot of late, but it works a hell of a lot better then anything
else.  Unless you are cheap and use Finest Arts.  Actually, if you have strong
characters, you can kill Nebiros off with Gatlings and not even have time to
use Finest Arts. (I really hate this skill. . .)

If Spectre is stronger than your physical attacks, even with Attachment-Light,
use that instead. If you're unwilling to switch around your Mediums to get
the Attachment-Light (In case the two Mediums aren't on the same character),
then just attack physically. You won't do nearly a much damage, though.
Even though you don't have Clive, Jet can do some good damage. Virginia won't
need to be on healing duty, so she can use magic.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Nightmare Castle                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Water
EXP: 10,000
Gella: 0
Strength: Ice/Water
Weak: Fire/Lightning
Item: Dragon Fossil?
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

If this is your first Disaster Battle (and you decided to do them all in order
of floors) theres a few things to be expected.  Disasters are not strong for a
boss.  In face, they are only about as strong as a normal monster enounter,
with lots and lots of HP, and a few strong attacks.  Ok, maybe I am being a
little low on them, but they are not challenging.

There are usually two ways to kill them.  Finest Arts, and elemental 
weaknesses.  I prefer the elemental weaknesses way, because at some point in 
these battles, you actually do more damage with them then you would with Finest
Arts, and more quickly.  Extension-Attachment-Fire in this battle will allow 
your main attackers (Clive and Jet) to be rediculously powerful, as these 
monsters are pure elemental. Also, because Disaster Water is based off your 
Medium, and your Medium is based off Ice and Water, he has two Weaknesses, 
which is the exception of just Disaster Water. Every other Disaster has only
one weakness. It is very easy to break the 8000+ mark with normal critical
attacks with just Attachment and no Valiant.  

Note that Disasters dont do any status attacks, and they have two forms of 
attack. They use a normal physical attack, and an AOE, which is pretty much
the same as your summons, except with their graphics. Disaster Water is no 
different.  To prevent the Summon damage, use Water Wards (though thats a bit 
cheap >.>;)

The Disasters' weak attacks and elemental weaknesses make them easy foes.  It 
shouldn't take more then 5 turns to dispose of them.  If it does, you might 
want to go out and level some more.  You've faced much harder.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Fire
EXP: 10,000
Gella: 0
Strength: (Absorb) Fire
Weak: Ice
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Much like the Medium fight in the beginning of the game, this battle will be
fast, but deadly.  The Disaster Fire has strong physical attacks, that do fire
damage to all members.  For defense. the only thing you need to be completely
invulnerable is to use Fire Wards.  If you can use Fire Wards on all of the
characters, you wont be damage throughout the entire battle.

Start by attacking normally.  If your level is high, you can use Gatling, but
dont do it immediately.  Use Attachment-Ice first.  Even if you have to
temporarily fix your mediums, Attachment-Ice will allow you to do much more
damage then before.  You may want to use Extension-Attachment-Ice, but if not,
just use it on Clive and Jet.

His main attach is called Vapor Blast, which does Fire damage to the entire
party.  it is basically the same attack your Fiery rage Medium does to
enemies, except that it is done to your party.  Of course, as I said, with
Fire Wards, he wont be able to damage your party members in the least.

Gallows, or Virginia, whoever has the Ice spell, should use it.  It does quite
a good bit of damage.  Of course, being fire elemental, he has average to weak
physical and magical defense.  This is a serious advantage you have over him.
His low defense, paired with Fire Wards can make this battle last less then
three rounds.  of course, if you really wanna cheat, you can add Valaiant to
the Attachment-Ice, but then you will be almost TOO strong, especially without
Fire Wards. So if you dont have Fire Wards, Valiant will just let you finish
the battle easier.

Mind you, SAVE GATLING UNTIL YOU HAVE ICE ATTACHED!  You should be able to
kill him almost immediately (maybe even in one round) if you have enough FP
and a high level.  Other then that, Ice magic, and normal attacks work just
fine on slaughtering this boss.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Moon
EXP: 10,000
Gella: 0
Strength: Dark
Weak: None
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

In the final dungeon, you will technically want to treat all the Disaster 
bosses the same.  The easiest way to defeat them (like all monsters at this 
level) is to use Finest Arts, though like always, I find that cheap.  In some 
ways, Extension-Attachment-Permanence-Elemental is even faster though.  
Especially on characters with strong Gatlings, siunce one strong Gatling 
attack can finish the Disaster off. Note however, this wont work on Moon. Moon 
has no definite weaknesses (I believe >.>;) so he is stronger then the other 
Disasters, in a way.

To make this boss almost too easy, use Dark Wards.  Of course, if you do not 
have the ability to give Dark Wards to everyone, give them to whatever 
characters you find taking the most damage. Diaster Moons strongest attacks 
are Dark Elemental based, and with Dark Wards, you will take no damage (or 
reduced damage at least).  Thats kinda common sense at this point though.

Disaster Moon has strangely low physical defense, so just normal physical 
attacks will kill him quickly, if you happen to be too lazy to choose commands 
for some reason >.>;.  His physical attacks are weak, and will be no threat.  
The only thing you need to worry about is its summoning/gravity attacks.  
Strangely, Disaster Moon seems weaker then the other Disasters in strength. He 
uses his physical attacks 90% of the time, so most likely you will probably 
come out of this battle stronger then when you came in.  

It is worth it to note that he has rather high magic defense, so spells dont 
as well on him as they should ;;.  Oh well. It will die quickly enough as it 
is, even without an elemental weakness to exploit with Attachment.

Pretty run of the mill for this point of the game >.>;
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Light
EXP: 10,000
Gella: 0
Strength: Light
Weak: Dark
Item: None (Dragon Fossil?)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is to be approached like every other Disaster battle.  Its a pretty
routine battle as a whole, and theres not a whole lot you need to be afraid of.
Like Disaster Moon, you cant exploit an elemental weakness on this boss with
Elemental-Attachment.  Still, Permanence-Valiant works well.  To make things
easier, as always, use Light Wards, if you can get them.

Disaster Light tends to prefer physical attacks over his summoning, which is a
welcome relief over the other Disasters. He is pretty slow, too.With his 
average defense, treat him like a regular boss. If you have yet to kill 
Disaster Moon, then you wont know it, but oddly, the battles are nearly
identical.  Strange, showing how they are opposite elementals.  Of course, all
of the Disasters fight much the same.

The most you'll probably see Wings of Death hit for (thats his melee attack) 
is around 600. And thats really rare, most of the time it will be around 200 
most, if it hits at all.  Disasters tend to miss more often then they hit.

Disaster Light's magical attacks tend to be a bit stronger (in my experience)
then the other Disasters.  But not by much, only 100 damage or so.  They do 
300-600 instead of 200-500. At this point its not much damage, since he doesnt
use them that often.

Treat it like a strong normal monster and you'll be fine@@;
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Wind
EXP: 10,000
Gella: 0
Strength: Wind
Weak: Earth
Item: None (Dragon Fossil?)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the rest of the Disaster battles, Disaster Wind is a rather weak enemy.
You can one hit him with Finest arts if you choose (ew) or if you choose to
fight him the normal way, you can use Extension-Attachment-Elemental(Wind)
with Valiant and Permanence if you desire.  That should kill him in two to
three turns, even if you're weak.  

Note that like the Wind Guardian, Disaster Wind is very quick.  He will attack
much faster then his cohort Disasters (which usually go after you) and usually
attacks after Jet, if not before, if you're of lower level.  Use spells to
raise your speed (such as Quicken) if they are on a caster character, as they
will help you keep up with the boss. 

Disaster Wind has surprisingly low physical defense.  Much much lower then the
other Disasters.  He makes up with slightly higher evasion, which you probably
wont notice at all at this point. Attacking him physically is the way to go.
Just remember not to go all out until all of your attachments/buffs are on
your characters.  You dont want to accidentally waste that FP.

The only real threat from Disaster Wind (other then his speed) is his summon.
His Summoning spell does around 500 to everyone, depending on Wards, and your
magic defense.  To cheat a bit add Wind Wards, but the battle will be over so 
quickly that they probably will not matter so much that its imperative to have
them.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Earth
EXP: 10,000
Gella: 0
Strength: Earth
Weak: Wind
Item: None (Dragon Fossil?)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like all disasters before it, this is a rather run of the mill battle, to be 
fought in the same mannerisms that you fought the previous.  Earth Wards work 
exceedingly well for the magic that the Disaster might cast.  If you use 
Finest Arts, crush him using that, if not, Extension-Attachment-Permanence-
Wind Elemental is exceedingly dangerous on Disaster Earth. With the 
attachments on, you should do well over 3000 damage with a normal attack, and 
your stronger characters may do 5000+ with a critical (but it may end up in 
the 8000 range!).

Planet Breaker is the only thing you really need to watch out for, and even 
that is not -too- powerful.  It does around 500-700 to everyone, depending on 
magic defense, but since your HP is high enough at this point, thats not much 
at all.  And Earth Wards can prevent damage, if you dont mind cheating a bit.

Note that like most Earth elementals, Disaster Earth remains pitifully slow, 
though his physical defense is a bit higher then normal.  Also note, he tends 
to use both physical and magical attacks more often then his counterpart 
Disasters, making him harder to predict.  Still, hes not dangerous.

Remember, if you are using the Extension-Attachment-Elemental strategy over 
Finest Arts, remember to wait until the elemental is attached to your weapon 
before you use Gatling, that way you can do a lot mroe extra damage.  You dont 
want to waste it on accident.  It sucks when we do that ><.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Luck
EXP: 10,000
Gella: 0
Strength: None
Weak: None
Item: Dragon Fossil?
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Disaster Luck resides on 47F of Nightmare Castle.  Expect the battle to go a 
lot like the previous Disaster battles, except a bit more like Disaster Moon 
then any other.  He has no elemental weakness to exploit, and low physical 
defense.  This will take a bit longer then the other Disasters.

Like every other disaster battle, Luck has the ability to summon erm . . . 
himself.  His summon does around 500 to everyone, which isn't the greatest 
threat, but you need to stay as healthy as possible for the next battles.  
Also note that he tends to spam his summon (Unlucky Shot) over and over so be 
prepared for the worst in that manner.

Remember Extension-Valiant with Extension-Permanence if you can, that will 
help.  This battle should go quickly, as Luck has little HP as defense.  But 
try to keep your HP high as the battle with Tiamat begins right as the battle 
with Luck ends.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Tiamat
EXP: 30,000
Gella: 0
Strength: None
Weak: None
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is not the final battle. >.>;  Though this battle may seem difficult, or 
very very simple depending on how many disasters you killed. If you went 
straight on in the battle without killing any Diasters in the Nightmare 
castle, expect Tiamat to do well over 2,000 damage to each character each 
round.  

Every turn Tiamat uses 'Final Disaster' on all your members.  The damage it 
does depends on how many of the Disasters you killed.  Also, your Wards stop 
the elemental damage he inflicts, so I suggest putting on as many as you 
possibly can. Typically, each summon he has will do around 500 per, so if you 
killed 3-4 Disasters you will take around 1000-1500 on all characters per 
round.

So now that we have that out of the way, how do you survive >.>?  Well killing 
Disasters helps.  But if you didn't do that, its going to be a long, rough 
road for you, but it is possible.  You should probably feed Virginia Carrots 
every turn and have her focus on Mystic-Potion Berry or even Mystic-Mega Berry 
if you have some to spare. You are close to the final battle, you shouldnt 
worry about sparing things.

Also note, Valiant works incredibly well during this battle if you haven't 
spent the time killing all of the Disasters.  Your HP probably wont ever be at 
max, so your attack power will be raised quite a bit.  Also, you might want to 
have more then one person heal each turn if things start getting out of hand, 
since its very easy that it might happen.  Final disaster can be powerful.

Of course. . . If you took the time and killed every Disaster in Nightmare 
Castle (you're crazy >.>;) you wont have to worry and this will probably just 
be another battle to you, with a Disaster with more HP then normal.  

Either way, with all the summons Tiamat uses each and every round, prepare for 
a long, boring battle.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                       Optional Dungeons                        *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-optdn-

There are two Optional dungeons in Wild Arms 3.  This area will give you a
basic walkthrough for both of them, though the second is...rather difficult to
describe.

Since there are two of them, I will do them in the order that you would
normally do them.  And oddly, the first one doesnt have to be done at the end
of the game!  Just read on if you want to do these dungeons.


*****************************************************************************

*************              Decaying Labyrinth                   *************

*****************************************************************************


The decaying Labyrinth is the first hidden and optional dungeon in Wild Arms
3. You can do this dungeon ANY time after you buy some horses from Claiborne.
This means that this dungeon is doable during Chapter 1, though it would be
quite diffcult at that time.

Any time after you have the horses, head over to Midland Station, and I will
tell you where to go from there.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Midland Station, you should use a Call Whistle.  With your horses, you
are ready to head over into the area where Decaying Labyrinth resides.  Head
northeast from Midland Station and jump over that rift to get onto the grassy
area.  (Remember, if you dont make it over the rift the first time, you can
turn around and try again).  Now stay on your horse, and head east around the
forest (you can go directly through, if you wish, as well).  At the end you
will see a little circle of grass.  Search around here, and you will find a
town.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           The Secret Garden                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 17,709,  Y: 8,239
Suggested Level: 20+
Shops: None
Items: Heal Berry x10, Duplicator
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Though this is technically a town, there is only one inhabitant.  When you
enter, head north and talkl to the girl.  Watch a rather interesting scene,
and you will receive Heal Berry x10.  Now you have a mission, should you
choose to accept it.

While you're here, head into Florina's house.  In a barrel in here you'll
find a Duplicator.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From The Secret Graden, head north and then west, staying along the edge of
the continent.  Search along the way and you will find 2,000 Gella at
around X:16,341 and Y:10,248. On the far western side of this side area you will
find the Decaying Labyrinth: Home of Video Game annoyances.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Decaying Labyrinth                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 15,339, Y: 9,627
Suggested Level: 20+
Enemies: Rachael, Rat Monkey, Undead Reptile
Boss: Ring Keeper
Items: None
Key Items: Curse (Corpse?) Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*sigh* well to start off, you need to figure out if you are strong enough to
take on this dungeon.  You need to have both Virginia and Jet faster than the
Rachael's and be able to kill off at least one of them before they can go.
The Undead Reptiles need to do 0 damage to at least one of your party members
with their attacks.  And you need to have some decently high evasion rates, as
well.  If you have all of these, you can proceed.  If not, you should level a
bit more, and make sure you are ready.  The beginning of the dungeon is the
easy part...

Note: I was able to do this dungeon with little problem at level 17.  It is
possible to do it earlier, but I was not willing to risk that much. You may
have some problems if you go before level 17, but it is possible. However,
if you do this battle early in the game, expect to get three or so levels
off of the boss and to use at least the 10 Heal Berries from Florina.
Also, expect at least a few Game Over screens from the Rachaels in sets
of four, so bring a few Gimel coins with you.

Last Note: Dont dodge any encounters for the first half of this dungeon.  I'll
tell you when you can dodge encounters, but you need to fight all of these.

When you enter, head north, up and down some stairs, and enter the inside of
the dungeon.  Head north down the stairs and onto the next screen.  On the
next screen, continue north, and through the next door you will face your
first puzzle.

Well, not technically a puzzle, you need to walk around this room making sure
you dont fall off.  Head north, and go east along the thin platform.  Head
east, north, east, and go down the second path to the south. Go through the
eastern door onto the next screen. There's another set of short catwalks in
here, this time with their own puzzle.
Catwalks and Boxes:
----
In here, go east and push the block east one step (space).  Now go north, and
east when you can.  Be careful not to fall off the platforms, or the puzzle
will reset!  Step on the floor switch in the center of the room.  Now head
north and west.  Pull the block one space east, and go back to the floor
switch.  Go west, north, and through the western door.
----

Here, head south and west down the stairs  Go west, and through the northern
door.  Now go north, and step on the floor switch under the bridge.  This will
open the door.  Before heading through it, save your game, and dive on in.  In
here, the door closes behind you. Head north, and jump down the different
levels and onto the floor.  Examine the chest and you are forced into a boss
battle.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ring Keeper
EXP: 3,900
Gella: 4,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Depending on when you do this battle, the Ring keeper is either hard, or
extremely easy.  The earlier in the game you do the battle, the harder the
battle will be.

Ring keeper has two main attacks: a physical attack and an attack-all magical
attack.  the magical attack is Dark elemental so the Moon Spark Medium and
whatever other Mediums that are equipped with Dark Rings will do well in this
battle. Both of his attacks do around 200 damage.  The attack all does 200
damage to all members who don't the Personal skill Dark Ward.  Also take note 
hat he counters at times, doing even more damage to the party. Be careful while
attacking with Virginia and even Jet, who has naturally low HP.

Now, depending on your level, the above may seem kinda crazy.  And it is.  The
Ring Keeper is decently fast, but nothing too bad and nothing Virginia can't
handle.  Have Virginia on constant defense.  You probably shouldnt even have
her attack, unless you are out of Mini-Carrots.  You probably wont have to
even use Mystic other then the Lucky Card Combo.  But if you dont, Gallows
will be needing to be on healing duty as well.  Everyone needs to stay over
450 HP at all times or the counters paired with his attacks will kill you
before you can heal.

Have Jet and Clive attack normally, saving up FP for Gatling. Use Gatling
whenever you can and you will slowly whittle the Ring Keeper down.  Magical
attacks work, but are not the strongest. If you are going to use magic, use
support spells first.  Especially spells that up your defense and evasion.
You'll probably want to use Shield on every character.

After a certain point of HP, the Ring Keeper will start casting Anti Arcana
zone.  This will stop your entire party from using magical Arcana attacks, but
the Ring keeper can still cast his. You need to heal soley with Heal and
Potion Berries now, so you need quite a large amount of them.  Anti-Arcana
zone stays for 3 turns. Try to use Shield before you get the Boss' HP too low.

Even at a low level this isnt the most challenging battle in the game and at
higher levels, it is one of the easiest.  Just attack however you wish, and
heal when a character gets under 500 HP, and you should do just fine. He has
no extremely nasty tricks up his sleeves as long as you're willing to
dedicate more than one character to healing every round.

PS: Gella Cards are your friends.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, choose NO.  I repeat: Choose NO.  Now save your game, and if
you are POSITIVE you are ready, select yes.

Now, this is one of the most annoying parts of the game.  Your HP is set to 1
maximum.  In battle you will only have 1/1 HP, and you have no VIT.  You will
not be able to save, or use any healing items.  This is a time where you have
to dodge every encounter you have, even if it means falling off the edge of a
platform to do it.  This is also why I told you NOT to dodge encounters
throughout the beginning of the dungeon.  You still have a lot to go, so good
luck!

Note: You may want to turn the music down in this section...they want to make
you go crazy, and it does work.  It will also be annoying and throw you off.

After getting the Curse ring go north through the first door.  Sprint north
through this second screen, and go through the door to the west.  In here, go
north, west, and south through the southern door.

Catwalks and Boxes, 2:
----
This is where things get extremely annoying and you'll probably be forced
into encounters if you want to finish the puzzle.
Push the first block one space south.  Go west and step on the first switch.
Now, head south and push the next block one space to the south. Go east from
here and step on this switch. Now, go west, and step on yet another switch
in the cleared path. From the western side, head south and push the box here
one step to the south,  Head east and step on the final floor switch.
This opens the door.

To get out of the room once the door is open, continue east and push the block
here one space east. Head south through the door. One annoying part is done!
----

In here, go south down the western path, and go through the door at the end.
Head south through the eastern door.  And in this next screen, head east onto
yet another screen.  Now WALK (yet another screen you need to not fall off on)
east, south, east, north, south, east, and north again.  Go through the
northern door.

Catwalks and Blocks, 3:
----
Here is yet another block puzzle.  Start by pushing the first block one space
north and press the western switch.  Now head east, going north when
possible.  Push the blobk north one step.  Now go east, and south, pushing the
block south.  Step on the eastern switch.  Go back to the block, and pull it
two spaces north. 

Continue north and push the block to the far north one space north.  Step on
yet another switch to the east.  Now pull the block you just pushed to the
north two spaces south. Head south and go west when possible. Head all the way
to the western side of the room and go north.  Push the block up here one step
north and then walk all the way east to where you pulled a block south.  To
the north is the next switch.

After doing this, head back west and push the center (that is, the middle of
the screen) block three spaces to the south. Head over to the western side
of the room and -pull- the northwestern block two spaces south. Head back
to the center of the room and go north and then west, stepping on the
remaining switches.
This should open the door. Now, fall off the side of any catwalk to
reset the puzzle.

Once the puzzle is reset, push the first block one space north, and go east.
Push the far eastern block east, and go through the southern door.  This
puzzle will finally be completed, as the absolute worst part of the
dungeon is over!
----

On the next screen rush sout, and go through the western door.  Next, head
north, west, and then south, and go through the southern door.

Now that you are in another walking room (where you nered to walk across the
platforms) head all the way over to the west, pressing the switch.  This will
open the door. Go through the newly opened door and head south.  Drop down
to the lower level, and continue south.  So close!

Continue south through two more screens, and the curse will be broken!  Your
HP, VIT, ENG, and everything else will be set to maximum and you are invited
to take a deep, and very much needed breath.  Head south and exit the
Labyrinth, being happy you never have to enter it again.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now that you are back on Filgaia, you need to head back to The Secret Garden.
Head east, past or through the forest, and re-enter the garden.  Talk to
Florina, and she will reward you with the excellent ability to Garden plants.
This side quest is finished, and you should be relieved never to have to do it
again.


*****************************************************************************

*************                    The Abyss                      *************

*****************************************************************************


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              The Abyss                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinates: X: 25,205, Y: 10,200
Suggested Level: 80
Enemies: Alleo, Baskerville, Cannon Buffalo, Madgasser, Calupdis, Balphon,
Little Grey, Cult Martyr, Chupacabra, Unlucky, Gasnoid, Strategy Guide,
Hypopomus, Harvestman, Brant, Lily Pad, Demiurgos, Leonard, EM Being, Amon,
Forbidden, Radiant Crystal, Geldam, Vampire, Orgon Energy, Albion, Ruby Lizard,
Fire Genius, Gigantes, Leprechaun, A Bao A Qu, Giant Maximum, Necronomicon,
Amon Gamech, Mu, Coatl, Melochom Lich, Doppelganger, Dendrobium, Agawogdent,
Great Pumpkin, Black Knight, Nosferatu, Grendel, Master Therion, Zohak
Bosses: Ephrem Zein, Luranaire Zein x3, Zaverga Zein x4, Ragu O Ragla
Items: Booster Kit
Key Items: Dragon Idol, Bone
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

NOTE:  This is unfinished.  But for those of you who want to take it on
completely, make sure to have 4 Weather Vanes, and characters with ALL
elemental and status resistences possible.  Without that, you wont get very
far.

The Abyss is a dungeon unlike any other.  Once you get in, you can not get out
until you reach certain levels with teleporters that allow you to go out.
Those levels are 10, 30, 60, and 100.

Make sure you have 4 Weather Vanes going into this dungeon.  You can get
one from World's Footprint and the other two from Millenium Puzzles. The last
is already on Flash Hit. You will get ambushed constantly here, but if you
have Weather Vanes (4) you never will be.  Take note, that you will only NOT
get ambushed if you dont have 4 of them.

There is no way I can do a walkthrough for this area, because the order
you get the levels is randomized.  It pains me to tell you this, but you are
going to have to do this on your own.  Though the levels are short.  Get the 5
White gems on each level, and the teleporter opens, allowing you to go to the
next floor.  Each White Gem heals 1/10 of your ECN gauge, and 1/20 of your VIT
gauge.  This makes your trip a whole lot easier.

Note: Feel free to fall off the edge at any time.  in fact, this makes many
levels go so much faster, as you dont have to travel back from point one, all
the way to the other side of the level to get another Gem.  this can also
avoid encounters if your ENG is low.  This trick is extremely useful, as the
gems will not reappear.

After getting all 5 gems on each floor, go through the teleporter onto the
next floor, in which you should repeat the process over again. The dungeon
is 100 floors, so you have a lot of gems to collect!

On the tenth floor, do the same, and when you go through the teleporter...

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ephrem Zein
EXP: 17,000
Gella: 20,000
Strengths: Light (Half)
Weakness: Dark
Item: Dragon idol, Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Odd is not the work I would use to describe this boss.  Messed up is.  This
battle is different from most other battles.  Like Leehalt battles, the enemy
will not attack your party, but only counters.  Sadly, this counter is good
and bad.  Its VERY strong, and attacks all members at once.  Luckily, it
doesnt do the damage you did to him.  Try and have as many characters as
possible with Light wards, as this makes his counter completely useless.

Start off by having Gallows use Extension-Shield (even if Gallows does't have
Terra Roar, you should move it onto him just for this battle) to reduce the
damage Magical attacks do.  This will be your lifesaver in this battle.
Virginia and Gallows should NEVER attack.  Unless of course, either one of
them Have Moon Spark and the Grav Arcana.

Why dont you want them to attack? the counters.  Ephrem Zein's couunters do
1,000 (unprotected) to the party.  He will never attack you, but will always
counter your attacks, and he can counter four times a turn.  Your party most
likely wont survive four counters, so only two people (maximum) should attack
each round.  Virginia should heal each round (Mystic-Potion Berry is your
friend), and Gallows should make sure that everyone who has less then 1,500 HP
gets their HP up.  Whoever has the Grav spell (even Clive) should use it until
it gets weak.

Attack with physical attacks (Jet and Clive ONLY) as he is weak versus them.
You may only want to attack with gatling (using Virginia and Gallows to give
them mini Carrots each round, while they defend) to lower the sheer amount of
damage that Ephrem can do.  With more then one character using a Light Ward,
this may not be needed, but it certainly will reduce the damage you take.
Against your strongest physical attacks, Ephrem wont last long, but neither
will you if you attack full on!  Patience is a virtue, and you must use it in
this battle.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Okay so you've completed this portion of the Abyss, since it was required by
the game, but you want to go on and finish the rest?

The Abyss is 100 floors of extremely annoying dungeon.  To prepare yourself
for it, you need all Elemental Wards on everyone. That is, Fire, Ice, Water,
Dark, Light, Earth, Wind, and Thunder.

========
To do this, you need to go gather elemental rings of each type for your
characters. I suggesgt heading to the Dissection Facility and just killing
a ton of Chimeras to get three or four of the ring types they drop.  They 
give Fire, Water, Earth, and Wind Rings.  From there, you have to find
enemies that drop the other ones.

Dark Rings are from certain bosses throughout the game, as well as a Sting
Ray type mob called Forneus on the Sandcraft outside of Laxisland and the
Dragon's Lair. Also, monsters in Dim Root Path drop them, occaisionally.

Light Rings are dropped and stolen from Fairylights found in Glimmering
Emblem.

Earth Rings are most easily found dropped from Triffids outside of the Nidhogg
passes.  These like to drop more than one at once, so that's where I suggest
you farm them.

Ice Rings are probably the hardest to find.  You have an Ice Ward naturally
on Aqua Wisp, but you need three more.  One drops from the Lolithia optional
boss, but that's still two.  The rest are from monsters in Cradle of the Metal
God or from monsters in the sand.  Head over to the Yggdrasil area (north of
the Baskar Beach) and circle around the Yggdrasil island over and over, some
monsters you'll encounter on the Sandcraft drop it. Capricorns are what you're
looking for, they look like swimming horses.

Thunder Rings are more easily found from the Thunderdrake enemies around the
Dragon's Lair and inside of it.  Also, the Barbarossa mobs inside Fila Del
Fia have a highish rate, too. head a bit farther into the area to encounter
them frequently.

Fire Rings are from the fire based Chimera enemies in the Dissection
Facility. Also, an enemy around Jolly Roger in the Sandcraft drops the
Fire Rings as well. There are raptor type enemies to the to the west of
Laxisland, near Cradle of the Metal God.  These seem to have a rather low rate
too.

Water Rings are one of the easiest.  First, the Water based Chimeras in the
Dissection facility drop them quite often. You'll also find them off of
Jenny Green Teeth in the Sandcraft battles in the large sea surrounding the
Yggdrasil. 

Wind Rings are from the wind based Chimeras in the Dissection Facility,
mainly. Also, Griffins inside of Fortune Gear drop the Rings.  If you're
patient enough for stealing, you can find some on the Manticores outside
of the Infinitum.

Remember, if you're not patient enough to farm all of the Rings, you can
always just farm one and sell it at the Black Market. I suggest using the
Gold Liscence when you rebuy them, to lower the cost down to 50,000 Gella.
If you're particulalry annoyed with one of the drops, you should do this.
Also, to make it easier, make sure the same character with Lucky Hand (so
the Luck Bonus skill) has Disarm.  That way you won't make the treasure
explode when opening chests for items.
=========

When you're prepared to take on the Abyss, make sure you have a lot of
time on your hands.  This excursion can take -hours-.  Also, you'll want
a Migrant Level above 19 or so so you can avoid encounters through the
first parts of the area.

With higher Migrant levels you can avoid more encounters. You get 4 points
back to your ECN each time you pick up a crystal, and 5 once you beat a boss
on a lower level. If you fight every encounter here, the dungeon will take
a long, long, long time.  Remember to abuse running off the ledge to avoid
encounters, too.

Finally, before you really attempt this dungeon, bring along 80+ Mini Carrots,
Potion Berries, and Heal Berries.

Every few floors the music changes, so you'll know what floor you're on.
The first change happens on 11F. Whenever the music changes, the monsters get
stronger, too. The next change doesn't happen until 31F. 

Monsters from Floors 11-31 come in massive waves.  The Chupacabras are weak
to Light, so Extension - Spectre, and the Strategy Guides are weak to Fire.
Use Requiem on the Cult Martyrs for an instant kill.

On the 30th floor, when you step into the teleporter. . .

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Luranaire Zein x3
EXP: 17,000 (each)
Gella: 20,000 (each)
Strengths: Dark
Weakness: Light
Item: Booster Kit
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Each of the three Luranaires spend their first round using a skill called
"Prepares Intercepts."  They're extremely fast with this and it will go off
before anyone at all has a chance to act.  If you Analyze them, you'll notice
they're buffed up.  Use Eraser to get rid of the buff each round.

The Luranaires don't have a lot of HP on their own, you can probably kill one
on the first round if you focus all of your firepower onto it.  A single
character will be able to kill it with the ATT Bonus (from the Comet Mark)
Personal Skill.

Unlike the first boss of the Abyss, these don't counter you at all. However,
each round they will use Phantom Hazard, a dark based attack.  If you're
patient, and everyone has Dark Wards, you can get quite a bit of experience
in this battle by just defending with everyone at the beginning and letting
them use Phantom Hazard on you over and over again. Without Dark Wards,
you're going to take quite a bit more damage and you can hopefully kill one
boss on the first round by going all out to prevent the damage you take.
Mystic - Potion Berry with Green Thumb should be enough to keep your alive.

Extension - Attachment - Light will be your main source of damage here.  With
the Zeins weak towards light absed attacks, you can assault their weakness
and probably break 4,000 a hit on them, or more. Just stick with any type
of normal melee attacks, sometimes throw in a Spectre or two, and they'll
die quite quickly, especially at upper levels.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle with the three Luranaires, you'll get the final Booster
Kit!

Also after you've completed 30F, you're given the option to head back to
the top of the Abyss.  Remember, if you exit, you're forced to start all the
way back over. However, you won't have to fight the bosses.
This dungeon is a massive undertaking when it comes to time, and you still
have a long way to go.

On 31F the music changes again and the monsters get stronger. The EM
Beings are immune to physical attacks, so kill them with Lock-On or Water
Arcana. Forbiddens are extremely annoying, as they're strong to all elements
of magic (take no damage) and are immune to physical attacks. Use Arcana like
Arc Impulse and Devastate to be able to damage them.  Also, use the Weaken
spell to lower their elemental resistance to one element and be able to
damage them effectively. That's really the only way to kill them.
Geldams are annoying as well. Don't use Elemental magic on them, it just heals
them. Again, Arc Impulse and Devastate will damage them. However, unlike
the Forbidden, you can't force an elemental weakness onto them. The best
and safest (these monsters are -very- dangerous) way to kill them is with 
the Zephyr summon at 100FP.

You'll know 60F when you see it, purely because it is so large.
When you hit the teleporter on 60F. . .

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Zaverga Zein x4
EXP: 17,000 (each)
Gella: 20,000 (each)
Strengths: None
Weakness: None
Item: Bone
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

There are four monsters this time. Like in the previous battle, they all 
start off with the "Prepares Intercepts." Also like before, you can use Eraser
to dispel it.

On the first round, kill off one of the Zeins with Gatling.  Hopefully at this
point you have a level 4 ATT Plus skill so that one Gatling of one character
will kill it off.  if not, focus Gatling on a single Zein and kill it - they
have less than 30,000 HP.

The monsters have no weakness to exploit this time, so you have to do the
battle without any attachments. You can use Extension - Valiant to raise your
attack on these, if you chose to.

At the end of each round, a monster uses an attack called "Paradigm Pollution."
Basically, this is an attack-all non elemental Arcana that does from 800 to
1,000 to everyone.  No Wards can stop the damage this spell does, so you have
to eat it.  At the end of each round, be sure to have your HP up over 1,500.
At the beginning of each round, have Virginia use Mystic - Potion Berry with
the Green Thumb personal skill to completely recover your party.  The enemies
can only do this skill once per round, then the rest cancel theirs.

Fortunately, this area attack is the only move they use each round, so they're
strangely weak compared to the previous bosses. At least, for the beginning
of the battle.
Once you kill off two of the four, the last two use "Combine Together."  This
not only doubles their strength, but any damage onto them should end up
killing them.

This is quite a strange fight.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Once you hit 61F, the music and monsters change once again. This is the last
time, since you have 40 floors to go down until the end, without saving or
leaving.

The Neconomicons are very easy with Light and Dark Wards, you probably won't
even take any damage.
Mus are strange enemies completely immune to physical and magical damage.
However, Summning Zephyr (Hope Shard) should do the trick, just feet the
character with Zephyr a few Mini Carrots.  If you're having problems with MTC,
equip the characte with Zephyr your Dist Dims from Emperor Marduk.  You'll
recover them over time this way. Zephyr is easily the best way to take care
of large sets of monsters in this area.

The Black Knights on these levels are somtimes hard to find but drop a great
piece of equipment for your Mediums that allows you to be immune to all 
elemental attacks (basically, it's all Elemental Wards into one item). This
will save you space since you're likely using all Elemental Wards and they're
taking up most of the space you have on your Mediums.

You'll know 100F when you see it, too, as it's exactly the same as 1F.
Prepare your party with Fire Wards and then have Gallows play the Kramer
Dolls by the large glowing red ball. You encounter your next boss.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ragu O Ragla
EXP: 0
Gella: 0
Item: Sheriff Star
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As stated above, everyone must have Fire Wards during this battle. Since you
don't get any EXP from this battle, there's nothing to spam for points. Fire
Wards protect you from 100 Billion Degrees, one of his attack-all abilities,
This boss is very, very powerful and very very fast. He'll go before a low
levelled Virginia even with Quicken.

The only character that is ever going to be faster than this boss is a high
levelled Virginia with the Quicken spell on her, otherwise expect to have
him attack first.  Use Quicken on Virginia so that she can keep your party
alive, but expect her to go after the boss, even with the Arcana on.
Start the battle off with a Turbulence Arcana.  You're using the Turbulence
spell so that you can avoid Ragu O Ragla's physical attacks, which easily
break 1,000 damage each.  Finally, you want Extension - Shield on as absolute
soon as possible  Ragu O Ragla counters all of your attacks with a punch that
breaks 2,500 damage! Have Virginia attack as little as you possibly can have
her, instead feeding her FP with Mini Carrots.  Virginia absolutely must keep
everyone's HP above 3,000, 3,500 is even better, if you expect your character's
to live through the bosses attacks.

Play cautiously.  With counters this powerful you don't want to attack unless
you're sure you'll survive.  If you have Jet as an attacker, you must have
him over 3,000 HP, since he takes a ton of damage. To help survive the bosses
Counterattacks, make sure everyone has the ability to Power Cancel. If
you're having trouble keeping everyone alive with Mystic - Potion Berry and
Green Thumb, put Force Charge onto Virginia so she can use her Mystic more
often while eating less Heal Berries.

Only after you've used Shield, Turbulence and Valiant on everyone should you
start attacking. Remember to use Permanance and recast the buffs when one
of your characters dies. Don't even try to use Valiant effectively though, as
if you keep your HP low you're just going to end up dead.

Keep Virginia and a second character healing the two attackers every round
and hope they don't die to counters. Unless you're using Finest Arts, there is
no way to damage this boss quickly. ATT Bonus works and does around 7,000
a short, but Weaken doesn't work and your HP have to be kept high for Valiant.

Be liberal with your Mini Carrot usage on Virginia, making sure she is capable
of using Mystic at the end of each round. Another way to keep your party
healed would be to have Virginia use Mystic - Mini Carrot every round while
Gallows follows with Extension - Heal. The Heal won't take care of everything
the same way Mystic - Potion Berry will not.

if you plan to do this battle the "hard" way, that is, no Finest Arts, expect
it to take a -long- time.  It's certainly possible, but it's not easy and
definitely not fast.  If you choose to use Finest Arts, attack with -only-
the character who has the Finest Arts personal skill.  Use Distortion on them
to lower the damage from the counters

Once you finish the boss, no matter how you kill it, you're free to exit to 
1F.

However, on 1F, your path is blocked once more by another large red orb.
Use the Kramer Dolls and. . .

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ragu O Ragla, Part 2
HP: 999,999
EXP: 0
Gella: 0
Item: 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Think the last boss was nasty?  Think again.  This one has twice the HP of
the last boss, capped off at a max 999,999! Also, other than Fire Wards, you
need wards of every element to even survive this boss.

To make things worse, this boss has incredibly high defense. Any normal
attacks won't break 500 damage. Period. The only way you're going to do
damage to this boss is with either Finest Arts or Valiant. Valiant is extremely
risky unless you're Gallows and stay around 4,000 HP. ATT Bonus will let you
hit for around 3000, too.  But if you're only doing 6,000 a round with your
attacks it's going to take a long, long, long time to finish this boss.

While I'm not saying it's not possible to win that way, it's certainly very
illogical. This is probably the only battle in the game that I will ever
suggest you use Finest Arts in.  With 999,999 HP and the incredible defense,
you don't want a 7 hour battle, do you?

In a way, this boss is actually easier than the last one.  Though he has
insane defense and counters your attacks for 2,000 damage, he doesn't attack
physically all that often.  You can guard 5 or 6 rounds and only see him
attack once!  The extra damage you save here helps a ton.

So here's what I suggest.
Put Force Charge onto your select Finest Arts character. Have them defend 
four times in a row to, and then use up their bullets.  Be sure to keep his
or her HP up from the counters, and use Finest Arts when he or she is out of
FP.  This way you don't have to worry about using any Carrots to survive,
you're just defending over and over.

If you do this about 20 times, the boss will die.  Of course, it's faster to
use Carrots, but this way is cheaper. Just remember to make sure the character
has all elemental wards on them if they're not using the normal Mediums to
Force Charge their FP.

To help reduce damage, since you're only attacking with one character, have
the character with Brave Seal equipped use Distortion on the character who
is attacking. Do this every round they attack to save them from taking some
1000+ damage each round. This will help keep you alive and save your items,
which are probably hurting from the last boss. Use Shield and Turbulence on
that character to in order to attempt to lower the damage they take.

Other than lasting longer and requiring every Elemental Ward, this boss
ends up easier than the last one because of his lack of physical attacks.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you beat this boss, you're free to exit the Abyss this time, hoping
that you'll never come here again.

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                        Optional Bosses                         *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-optbs-

There are a whole lot of optional bosses in Wild Arms 3.  This area will give
you a rundown of who they are, where to find them, and give you a strategy for
how to defeat them.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=                            Ring Keeper                               -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Ring Keeper is found in the Decaying Labyrinth.  You have to fight him to get
the Curse Ring, which finishes the dungeon.  he is a mid-boss, but because you
can fight him at low levels, he can be very annoying.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ring Keeper
EXP: 3,900
Gella: 4,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Depending on when you do this battle, the Ring Keeper is either hard, or
extremely easy.  The earlier in the game you do the battle, the harder the
battle will be.

Ring keeper has two main attacks: a physical attack and an attack-all magical
attack.  the magical attack is Dark elemental so the Moon Spark Medium and
whatever other Mediums that are equipped with Dark Rings will do well in this
battle. Both of his attacks do around 200 damage.  The attack all does 200
damage to all members not with Dark Wards.  Also take note that he counters at
times, doing even more damage to the party.

Now, depending on your level, the above may seem kinda crazy.  And it is.  The
Ring Keeper is decently fast, but nothing too bad, and nothing Virginia can't
handle.  Have Virginia on constant defense.  You probably shouldnt even have
her attack, unless you are out of Mini-Carrots.  You probably wont have to
even use Mystic other then the Lucky Card Combo.  But if you dont, Gallows
will be needing to be on healing duty as well.

Have your characters attack normally, saving up FP for Gatling. Use Gatling
whenever you can, and you will slowly whittle the Ring Keeper down.  Magical
attacks work, but are not the strongest. If you are going to use magic, use
support spells first.  Especially spells that up your defense and evasion.

After a certain point of HP, the Ring Keeper will start casting Anti Arcana
zone.  This will stop your entire party from using magical Arcana attacks, but
the Ring keeper can still cast his. You need to heal soley with Heal and
Potion Berries now, so you need quite a large amount of them.  Anti-Arcana
zone stays for 3 turns.

Even at a low level this isnt the most challenging battle in the game, and at
higher levels, it is one of the easiest.  Just attack however you wish, and
heal when a character gets under 500 HP, and you should do just fine.

PS: Gella Cards are your friends.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=                              Bombur                                  -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The earliest point you can fight Bombur is at the beginning of Chapter 3.  The
earlier you get to Laxisland, the earlier you get Gallows' Kramer Dolls, and
can fight him.  You must have the Kramer Dolls to fight Bombur.

The Bombur is found in the Ark of Destiny.  From the entrance, go through the
eastern door.  here, go down two sets of stairs, and through the lower eatern
door.  In the room with many Sealed doors, go through the one closest to you.
Here, there will be a Blueish save point.  You wont be able to do anything
with it (no saving, etc), but if you use the Kramer Dolls by it...

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Bombur
EXP: 60,000
Gella: 72,000
Item: Prism Stick
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Many consider this the easiest of the optional bosses.  Well, in some ways it
is, and in some ways it is not.

Bombur has well over 50,000 HP, so it will take a long time to kill any way
you fight him.  Unless of course you are a cheap way and use Finest Arts skill
(if you have it at this point...).  Without the Finest Arts skill (which, as
always, I do not suggest you use) you are in for a long battle.

Bomburs two main attacks are called Desperation and Wheel Laser.  He also has
a status attack called Numb light.  Desperation is your average physical
attack, doing 200-300 damage to a single member.  You will be happy to see
this attack, especially compared to his others.  Numb Light is a status atack
that doesn't do any damage, but it causes the ever annoying status Amnesia.
Amnesia is one of the more annoying statuses in the game, as it stops you from
getting EXP from battle.  During the battle, that isn't a big deal, as
normally it wont do much, but when you are close to killing him, then it
becomes a serious pain in the ass.  His last attack, Wheel Laser is the most
serious threat this battle poses.  this does between 500 and 1,000 damage to
your entire party.  Normally that isn't too bad, but he can do it as many
rounds in a row he wishes, and there is no way to reduce damage.  It is not a
Light elemental attack, though it may look it.

Bombur does not have the highest defense, and its rather average, so that
technically isn't a problem.  The main problem is that you will have at most 3
characters attacking in one round.  Why only three?  *points to the Wheel
Laser attack* Virginia needs to have over 50 FP at all times.  With any less
then that the party can be obliterated, especially at low levels. That 500-
1,000 damage is a major ouchie.  It is even worse because it atacks all of
your party members are once.   Because of this, you need Virginia to keep your
parties' HP over 1,300 at all time, or else another minor attack can kill you
off.

Now, for attacking.  With or without Valiant, this battle will take a while.
And oddly, Gallows works best in this battle.  Any level above 40 or so,
Gallows has the best Valiant ability.  Leave him at about 1,200 HP, cast
Valiant on him, and he will usually do well over 1,000 HP with a single
physical attack.  Why?  because Gallows has the highest HP in the game, and he
can lose more of it with Valiant then any other member.

So, with Gallows on attack, you need to choose your other attacker.  Most
likely Clive is stronger then Jet, and should be your physical attacker in
this battle.  Jet is faster, attacking before Bombur, though Clive is slower,
and can heal you party from the effects of Bomburs attacks.  it really
dependson your play style.

No matter who you choose as your second attacker, gallows with Extension -
Valiant is your friend. Even Virginia will be able to do some decent damage at
lower HP with it.  Whenever Jet (or Clive) is not on healing duty, have him
attack as well.  Also, the support character that is not Virginia should make
sure that Virginia constantly has more then 50 FP.  If she does not, your
party may be slaugtered if they are weak.  Only use Mystic - Potion Berry/Mega
Berry in this battle.

With two characters (Gallows and another) on Attack, one on
defense/support/attack and Virginia on Healing duty, this battle should be
survivable.  Just dont take any chances.

Tip:  If you want more EXP (and you dont have Attack Up, or FP boost), have
all of your characters equipped with the Power Cancel ability.  And on each
turn, have the character (when they are going) use the Inertia Cancel
ability.  You will get .1 EXP every time you do this, which is definitely
worth it in a battle like this.

Also, equip at least one Pocketbook item that gives the Gella Boost Personal
Skill.  Two or three is even better.  If you're lucky, when you double
Bombur's Gella with a Gella Card, you can double it again with this skill
and get 288,000 Gella!
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=                              Kraken                                  -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Kraken is found in Little Twister.  To find him, use the Kramer Dolls by the
well.  The well is slightly east of the entrance.  DO NOT FIGHT HIM WITHOUT 4
WATER WARDS!  You will obliterated if you do otherwise.  Just a word of
warning.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Kraken
EXP: 95,000
Gella: 114,000
Strength: Lightning
Weakness: Water
Item: Comet Mark
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Before starting the battle, make sure all four characters have access to
the Water Ward personal skill.  Need some Water Rings? well, sure you can buy
them for 100,000 Gella in the Black Market, but there are easier ways to get
them.  One of the monsters on the Sandcraft (Jenny Green Teeth) drops Water
Rings around Yggdrasil. Another way is to go to the Dissection Facility and
fight the Chiemras there.  The water based Chimeras drop the Rings, too.
There's really need to buy this one. 

If it were not for the bosses at the bottom of the Abyss, I would say Kraken
is the longest and most annoying/repetitve battle in the entire game.  He has
a HELL of a lot of HP (200,000-300,000, and no those hundred-thousands are not
typos) and has high physical defense.  Even a person who uses Finest Arts will
take at least 4 rounds to kill him, and I do not use Finest Arts.

Kraken has three main attacks.  His main, Malestrom, attacks all members with
Water elemental damage.  This does about 1,200-1,500 unprotected.  This is a
serious threat to the entire party and can wipe you out in two or three
rounds.  THAT is why you need Water Wards.  His secondary attack is basically
the same as Malestrom, except it only attacks one member, instead of all.
Kraken also has a physical attack that does from 500-1,500 damage.  yes, that
is a broad amount of damage, but it is somewhat randomized.  If you have Water
Wards to max, you only need to worry about the Physical attacks.  So keep your
HP over 2,000 at all times.  Even with Valiant.  He usually attacks with one
magical attack and one physical atack per round.

There are two "old-fashioned ways" to fight this battle.  One is with Valiant
and the other is with Attachment - Water.  Please be sure to note that these
two effects DO NOT STACK with each other, so you must choose one or the other.
Attachment - Water will give you a consisten damage bonus because of the boss
and his weakness to Water, but Valiant will give you more damage if you're
at lower HP from his Counters. depending on if you're willing to keep your
HP around 1,000 (and you don't have any skills that recover HP on your
characetrs) Valiant may be the better choice, however I prefer Attachment - 
Water.  Either one you do, you can only pick one.  However, I suggest using
Attachment - Water because Gallows, who is usually your strongest when under
the Valiant effect, may be casting Maelstrom over and over again, which
will make him stronger that way. With Attachment - Water, you'll consistently
do well over 3,000 damage.

On the first round of battle, use Attachment - Water or Valiant on one or
both of your main attackers at once. Use Permanence on the second round, and
the have Gallows or Virginia Copy Ability to get Maelstrom.  Once Permanence
and Attachment are used, attack physically with Clive and Jet, while Gallows
using Maelstrom every round.  This is my preference, you can easily play
with a different setup, however.

Once Clive and Jet are settled, you have Virginia and Gallows to worry about.
Virginia should be on pure healing duty. I highly suggest putting Hope Shard
on Virginia for this battle. Also, if you have the Green Thumb ability from
Florina, be absolutely sure to use it.  Why do you want Hope Shard? Why,
Force Charge of course!  With Gallows using Love Charm to copy Ability,
Virginia with Hope Shard can use Mystic every other round with the Force
Charge.  Just have her defend every other round for an easy 50 FP, then
have her Mystic - Potion Berry with the Green Thumb effect to easily be
able to sure the party for 2,000 HP!

To keep your party fully healed, make sure you have at least 50 Potion
Berries.  This shouldn't be too hard, if you have been breeding them for a
while in the Secret Garden.  Now, One turn, have her defend and get 25 FP, and
the next, use Mystic-Potion Berry.  Then the next turn Defend, and then use
Mystic-Potion Berry again.  Of course, you can defend again if you are lucky
and don't need the healing.  Virginia sucks with attacks in this battle, so
dont waste a turn attacking.  She is purely for healing purposes.  And with
this setup, no one will die. If needed, heal more often as well.

Be careful.  The Kraken counters your attacks sometimes with physical attacks
of his own that can break 800 damage.  Try to attack as little as possible
with Virginia so that she doesn't get beat up.

If you have Clive and Jet attacking with Attachment - Water and Gallows
using Maelstrom every round of battle, you should just be breaking around
10,000 HP per round, depending on Gatling and critical hits.  Try to have
the Weakness effect on Clive or Jet so that they can do an extra bit of damage
with their physical attacks. 

This battle takes a HELL of a lot of patience.  You may huff and puff, but
Kraken will eventually die.  Just dont ruin your controller because the battle
takes so long.  He is beatable, just be patient.

Like with other optional battles, there are some ways to cheap a bit to get
more EXP and Gella.  Along with Water Wards, you can use Baselard to Power
Cancel rach round for an extra .1 to your EXP total. Also, equip your
Mediums with at least 3 Pocketbooks, though 4 is even better.  Use a Gella
Card on the boss.  With the Gella Card, you can double the Bosses Gella, but
the Gella Boost will double the doubled Gella and you'll end up with around
490,000 from this battle!
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-=-=                          Emperor Marduk                              -=-=

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You can only fight Emperor Marduk once you've completed the Master Division in
Gunner's Heaven.  Once you've finished these challenging fights, head to the
office in the back of the area to challenge this boss.
I would suggest doing other optional bosses before this one, since you must
be able to break 3,000 damage a round to be able to effectively damage
him.  Also, bring Dark Wards.

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Boss: Emperor Marduk
EXP: 90,000
Gella: 108,000
Item: Dist Dims
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Emperor Marduk is frighteningly powerful.  His Satellite Extinction attack
does over 1,600 damage to everyone in your party, so you must keep your HP
at max at all times. Unfortunately, he's also startingly fast, usually acting
before Jet.  He averages that out with some average defense, though. Other
attacks include Agony Effect, which does around 1,000 damage. Finally, he
has the Dark elemental attack Screaming Mad, which you should use Dark
Wards to prevent.  If you haven't fought Heimdal Gazzo, you probably have
a few Dark Rings from normal bosses throughout the game. The rest you'll
get from Selling the Rings to the Black Market and buying them back for
100,000 Gella. You only need to sell one to be able to buy back as many
as you want.

Start the battle by casting Extension - Protect and Extension - Quick so that
your party can survive his attacks and match his speed.  Without Dark Wards,
you'll likely get hit for around 1,700 damage by Screaming Mad! So hopefully
you have everyone equipped with those, too.

Emperor Marduk can be extremely annoying in that he heals himself.  He has a
skill called Restoration that heals around 3,000 damage each time he uses it.
Try to be able to break 3,000 damage each round or his heals will just end
up overwhelming you.  If you have the Comet Mark from defeating the Kraken,
that will help raise your damage significantly. He can, and will, use this
ability over and over again, which can lengthen the battle considerably.

There are three ways to do damage to this boss without Finest Arts.  The first
would be to keep everyone around 2,000 HP (no lower, as you'll be killed by
Satellite Extinction) and use Valiant. The second is toadd an elemental
weaknedd with Love Charm's Weaken and then add Attachment - [Element].  I
usually like Water or Ice.  The third is the Comet Mark that you receive from
beating the Kraken and then allocating 40 points to ATT Boost.  If you
do this, you'll probably break over 5,000 a hit normally.  It's almost
more broken than Valiant is.With Attachment - [Element] and a forced
elemental weakness you can hit that level, or close to it, as well.

If everyone is at low HP at the end of a round, be sure to Power Cancel the
final turn, as you must remember, Emperor Marduk is extremely fast. If you
don't have FP for Mystic - Potion Berry (with Green Thumb, preferrably) you'll
want to take Clive's turn to heal, too.  Remember, Green Thumb is received 
when you finish the breeding of one species of flower with Florina. 

In synopsis:
To win this battle with ease, have Weaken [Element] and Attachment - [Element]
of your choice on physical attacks, keep Virginia over 25 FP at all times so
she can recover your HP after Satellite Extinction with Mystic - Potion Berry
and the added effect of Green Thumb. Other things that help are the
Protect and Quick spells, so you can match his speed without too many
problems.  Dark Wards make you immune to Screaming Mad, though you can't do
anything about Agony Effect.
You must consistently break 3,000 damage a round, which shouldnt be a problem
even without Valiant if you're using Attachment and Weaken - [Element]s.
If you still can't do this, beat Kraken first for the ATT Plus skill, which
will easily raise your damage high enough to win this battle.

When Emperor Marduk gets to low HP, he starts using his Restoration skill
over and over again.  At this point, you'll start having trouble if you were
just barely breaking 3,000 damage a round. Because of this, the battle will
likely be prolonged quite a bit, but fortunately, whenever he uses his healing
skill, he can't attack you. At least some good comes out of it, right?
Marduk has quite a bit of HP, so expect this battle to take some time,
especially because he heals himself.

Like other optional battles, you can do the Experience points trick here.
Use Baselard every round with every character to get an extra .1 EXP. It
will drastically raise your EXP if you do this.  Also, equip everyone with
a Pocketbook and the Gella Boost ability.  When you use a Gella Card and
have four of these abilities, your Gella is quadrupled!
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-=-=                              Bad News                                -=-=

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To fight this boss, you must have successfully killed Emperor Marduk, who is
the optional boss you fight after completing the Master's Division of
Gunner's Heaven.  Once you've done this, head back into the main area (that's
where the Inn and ARMs shops are) and you can fight this boss.

Speak to the man (Ortega) who usually gives you the option to fight in the
arena battles. Choose "CHAT" and he'll offer to fight you. Choose yes to
fight him.

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Boss: Bad News
EXP: 100,000
Gella: 120,000
Item: EX File Key
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Bad News, is, as his name implies, bad news.  He's extremely, extremely fast,
usually acting before Virginia. His physical attacks can break 2,000 damage,
too!

There's no way you're going into this battle without buffs. Gallows using
Extension - Quicken is an absolute must, followed by Extension - Shield on the
next round. You may want to also use Extension - Turbulence to raise
your evasion and hope you take less damage.  You'll probably want to cast
Extension - Permanance at this point, since spells start wearing.  After that,
use Extension - Valiant.  Buffs are going to be the key way that you win this
battle.

Before you have -anyone- attack, you need to buff.  The reason is because
Bad News counters everything with his disgustingly powerful attacks.  I 
suggest having two characters buffing per round, even three. Whoever has Gale
Claw should bee characters one by one with Turbulence and Quick - In that
order, while Gallows should be using Terra Roar and Flash Hit to use
Extension - Shield and Extension - Valiant. Have a character (I use Virginia)
to Status Lock everyone.  Remember, after about two rounds of buffing you
want to cast Permanance, or the statuses will wear. Finally, you may
also want to use Distortion to lower the damage you take.  This spell is
like Melody's barrier, it lowers your damage taken by a certain amount for
one attack.

Once again, the buffs you'll want are, in order: Shield, Turbulence, Status
Lock, and Valiant.  Distortion and Quick help you keep yourself alive, and
you'll definitely want Quicken on Virginia, but otherwise those are the 
minimum. Once you have the buffs on one character at a time, cast Permanance
on them and leave them there until everyone is buffed. You're using Status
Lock because of the Confusion status that Bad News can cause.

Once everyone is buffed, THEN and only then should you start attacking.
Like Emperor Marduk, Bad News heals himself for around 3,500 HP every few
rounds. So, like Emperor Marduk, you need to be able to break around 3,000
damage per round on this boss to effectively damage him.

Unfortunately, that's easier said than done. Unlike Emperor Marduk, who
pretty much just sat there and let you hit him, this boss counters everything
you do with Counter Tomahawk, which easily breaks 1,000 physical damage.
You can't just attack every round without one or two characters healing.
Unfrotunately, you can't avoid this attack (you use Turbulence so you can
avoid his normal physical hits). 

How I suggest you keep yourself alive is quite simple. Other than buffs, put
the Hope Shard Medium onto Virginia and make sure she has Green Thumb. With
Hope Shard, defend every other round and she'll immediately have 25 FP from
Force Charge. Keep everyone around 3,000 or even 4,000 HP. Gallows may be
the one exception, since he's extremely strong with Valiant on him and he has
the highest natural HP.

Please note that besides confusion, Bad News can use Amnesia, which will stop
you from getting EXP from this fight.  Like all optional fights, Bad News
holds a ton of EXP and missing the levels that come from winning the fight is
almost worth refighting the battle.  This is another reason why you should use
Status Lock.

Once you're prepared and everyone's buffed up, this battle is just about
keeping Virignia with enough FP to heal everyone.  As long as she has the
Quicken effect on, she'll act before Bad News and you can heal yourself.
Remember to use Gella and Lucky Cards in this battle!

If for some reason, your Virginia is just sitting there rotting because no
one needs healing, build her FP up to 100 and use the Hope Shard summon. It
should break around 7,000 damage.

As Bad News starts losing HP, he'll start curing himself for more damage.
He'll likely start breaking 4,000.  You need to be a bit riskier at this
point, keeping your HP low with Valiant.  But I suggest not going below 1,500.
Remember, the ATT Bonus from the Kraken boss makes this type of damage so
much easier to match, if you're sill having problems. Still, Gallows at
1,500 HP should be doing around 5,000 damage per attack with Valiant on, so
you should be okay if he's one of your main offensive characters, and Jet or
Clive with ATT Bonus will do around 4,000 too. The cures will slow the battle
down, but hopefully they shouldn't stop it completely.

Finally, remember, like most Counter bosses, you can save yourself a lot
of damage if you just STOP.  While you will still take some damage from Bad
News's normal attacks, the 1,000 damage counters stopped can save your life.
Calm down if you're taking a beating. Also, if anyone dies, remember to
rebuff them completely before they start attacking again.

As with all other optional bosses, you can spam experience by using a Baselard
to power Cancel every turn. This gives you an extra .1 EXP each time you
use it.  Second, again, with all optional bosses you want to use a Gella
Card along with four Pocketbooks, which give the Gella Boost ability.  This
will allow you to receive double Gella from the Card, and the Gella Boost
will double your double. You'll end up with 480,000 Gella.

You receive a rare EX File Key for completing this battle.  Also, if you have
characters who reach 9.9x EXP, you can cap your EXP in this battle.
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-=-=                           Heimdal Gazzo                             -=-=

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Heimdal is found in the Dissection facility.  Head into the facility until you
reach the room with two large blocks.  Move them, and go through the hidden
door on the wall.  In here you will see a floating orb.  Use the Kramer Dolls
near this, and you will fight Heimdal.

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Boss: Heimdal Gazzo
EXP: 70,000
Gella: 84,000
Item: Gold Liscence
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Heimdal Gazzo is basically a weaker version of Kraken. oddly though, you can
be obliterated in this battle faster then you can in the Kraken battle.
Mainly because heimdal will always counter your attacks.  First rule of this
battle: DO NOT ENTER WITHOUT 4 DARK WARDS!

Need some Dark Wards?  You get a few fighting normal mobs through the game and
there's one naturally on Moon Spark.  For the others, sell a Dark Ring at
the Black Market in Little Twister.  You'll be able to buy them for 100,000
Gella once you've done this.  It's a bit pricey, but to win the battle more
easily it's necessary. You can also get them off normal monsters in Dim
Root Path, but like many items, the drop rate on these can be rather bad if
you're unlucky.

Heimdal counters your attacks with Screaming Mad, a dark elemental attack.
This does about 500 damage to a single party member.  So make sure your entire
party has Dark Wards equipped, and up to level 4.  Heimdal's main attack is
called Phantom Hazard, which attacks all members for about 700 damage.  Lucky
for your party, it is Dark elemental, so you will be completely immnue to it.
Fun fun.

This is an excellent battle to get EXP in.  If you attack Heimdal once a
round, and he uses Phantom Hazard, you get .2 EXP a round, which is 20% of
70,000, or about 13,000 EXP.  So you are getting an extra 13,000 EXP a round
(if you are lucky).  Use a Lucky Card, and you instantly go up to 140,000+
EXP.  Because it is so easy to gain EXP in this battle, use weak attacks, and
you will kill him off slowly.

The best way to attack him is to use his own attacks against him.  I suggest
having Virginia or Gallows with the Copy Ability Arcana, and use that on the
first round.  After this, have that character use Phantom Hazard every round
on the boss for over 1,000 damage.  While there won't be any spike damage
from Gatling on this character, the damage over time will be greater.

While Copy Ability is easily one of the stronger skills in this battle, you
should use a permanent Valiant on at least Clive (Valiant, Permanence).  Your
attacks are weak against Heimdal, as he has high physical defense.  Luckily,
he has average magical defense, so Gallows can attack him magically for more
damage than his physical attacks cause.  Then again, if you're using Valiant,
Gallows is by far the strongest physical attacker with low HP.

If you have Dark Wards, you are almost invincible.  Heimdal has one physical
attack.  he doesn't use it as often as Kraken, which is a plus.  It does about
600 damage, which is also weaker then the Krakens' physical attack.  Sadly,
this is also Heimdals weakest attack, so if you only have 2 or 3 Dark Wards,
that fourth character wont last long (unless it is Gallows playing on defense
and not attacking).

Because he has no definite weaknesses to exploit, you need to do your best to
attack him normally.  If you have Finest Arts, DO NOT use it.  As I said
eariler, this is an excellent chance to gain EXP, and you do not want to waste
it.  This battle will take a while in this manner, but the EXP you get after
the battle makes it worth it. I also suggest not using buffing spells like
Valiant unless you're low levelled.  If you do, it will shorten the battle
and you won't cap EXP.  However, when you decide to, keep everyone around
1,000 HP (Heimdal Gazzo's damage won't break that) and just keep attacking.

Like the Kraken Battle, putting Hope Shard on Virginia and Love Charm on
Gallows is probably a good idea.  That way Virginia can use Force Charge to
gather FP quickly and will be able to use Mystic every other round if it
is necessary.

Like other optional battles, the same special tips apply here.  If you have a
Baselard on everyone, use Power Cancel on each turn for another .1 EXP every
round extra. If you do this, you shouldn't have trouble getting 9.9x EXP.
Also, equip three or four Mediums with a Pocket Book and the Gella Booster
Personal Skill to double the Gella received from the battle, while at the same
time using a Gella Card.  It would double the double and give you 336,000
Gella!

Finally, the Gold Liscence you get from this boss is one of the most useful
items in the game.  It allows you to buy things for half price from all item
shops, including the Black Market.  Not only that, but it halves the upgrade
price of ARMs, making it much easier to get expensive stats like SHT up to
higher levels.
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-=-=                             John Dee                                 -=-=

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This optional boss is found all the way out in Greenlodge. That means you have
to walk -all- the way through Nidhogg Passes 1/2 and 3 and back to Yggdrasil.
The little house where Virginia recovered in that part of the world map is
Greenlodge.

While you're in the area, make sure you get that EX File Key too.  It's hidden
on the world map, so have the Item Scope.  You don't want to have to come
here later.

The boss is inside the red globe. Have Gallows use his Kramer Dolls by the red
ball and the fight starts.  Before you begin, make sure you have 4 Dark and 4
Light Wards ready and equipped on all of your characters.


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Boss: John Dee
EXP: 80,000
Gella: 96,000
Item: Ebony Shadow
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Be sure to come into this battle with a full set of Light and Dark Wards on
everyone.  Dark Wards come from Dark Rings found off bosses throughout the
game. Light Wards come from Fairylights in Glimmering Emblem.  Flash Hit
and Moon Spark come with Light and Dark Wards, respectively. Like all Rings,
you can sell them to the Black Market in order to be able to buy them back
for 100,000 Gella. Dark Wards can also be found off of monsters
in Dim Root Path and the Forneus, a flying monster in the sancraft. He's around
the Laxisland area, the "closed off" region until you've beaten Bala Quo Naga.

Like the battles with Kraken and Heimdal Gazzo, this one is easy to cap your
EXP at 9.9x in.  With everyone having Light and Dark wards, your EXP will
pile up quickly.  Also, remember to use Power Cancel for a bit of extra EXP,
too.

John Dee's main attack is "Suppressed Curse?" This is a dark elemental attack
- hence, the Dark Wards. Like many of the other optional bosses, John Dee will
counter every attack on him with a physical attack.  The attack does from 700
to 1,200 damage, ouch.  Keep everyone's HP above 2,000 so they're not killed
by the counter.  Like all countering bosses, you can stop much of the
damage you receive by just NOT ATTACKING!  So if you need to spend some time
recovering, stop the attacks, defend, or use Berries until you're in better
shape to fight. 

Other than Suppressed Curse, John Dee has "Unbreakable Spell?" which is pretty
much an area Suppressed Curse that hits everyone. Oddly enough, this one is
Light Based rather than Dark. This is why you use the Light Wards.

What makes John Dee so annoying isn't his counterattacks (Bad News has stronger
ones), but the fact that he dispels -everything- on you.  Every few rounds 
he'll start using Eraser on your party (Extension - Eraser, pretty much).
You won't be able to keep any positive status effect on your party, even
with Status Lock or Permanence.

If you're willing to waste a bit of Gallows' FP, you can use Extension - 
Reflect.  This will reflect the damage from Suppressed Curse? and it will
hit John Dee for around 2,000 damage!  Like all other buffs, however, it will
be dispelled with Eraser when he uses it.  Other things you can play around
with include Weaken - [Element], Attachment - [Element] and then use Gatling
for the bonus damage against John Dee while he's weakened towards your
elemental attacks.  Again, any buffs in this battle will likely be dispelled
after a few rounds, so don't focus on them too much.

Keep everyone around 2,000 HP and keep your attacks in moderation so that you
don't find yourself taking more damage than you can heal.  Virginia with 
Mystic - Potion Berry paired with Green Thumb should easily be enough to keep
the whole party healed. You may want to put Force Charge onto Virginia if
you're having a problem keeping everyone alive.

If you're having problems damaging the boss, come back a bit later.  Fight
the Kraken first off, and then equip abilities such as "Defense Null" on
your characters to help break through his rather high defense.  Have
Force Charge on Gallows in this case, and have him keep recasting Extension -
Valiant over and over whenever John Dee dispels your enhancing effects.

If you choose to fight this fight without Dark or Light Wards, you're in
some trouble. First off, keep everyone around 3,000 HP so that when John uses
Unbreakable Speel you aren't wiped out.  Be careful and only attack with Jet
and Clive, since Virginia will probably just end up dead due to the physical
attack and Suppressed Curse?

As with all optional bosses, you can quadruple the Gella you receive by
using a Gella Card and then having all of your characters equipped with Gella
Boost (the Pocketbook gives this skill). You'll receive 384,000 Gella from
this battle if you do that!

This battle is actually one of the easier optional bosses, and you'll
probably be able to do it after Kraken, Heimdal Gazzo, and Bombur.
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-=-=                             Power Trask                              -=-=

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is found about 1/3 of the way through Ka Dingel, the final dungeon in Chapter
1. He's exactly where you fought Trask your first time through the area. Like
many of the other optional bosses, you can't fight this until you have the
Kramer Dolls for Gallows.  Once you do, head up to the 7th floor and use it
ny the floating red globe.

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Boss: Power Trask
EXP: 65,000
Gella: 78.000
Strength: All
Weakness: None
Item: Golden Dawn
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This boss looks familar, doesn't he?  Like the original boss, this version of
our friend Trask counters everything with Bio-Missile, this time doing around
700-900 damage! He also uses it as a normal attack, so expect to take around
2,000 damage a round if he targets the same character twice.

Unlike the previous battle with Trask, you aren't expected to do any sort
of special trick to crack his armor. No elemental attacks of any form work on
him.  To make it worse, the Trask has startingly high defense and you'll have
a hard time damaging him physically. The best course of action is to attack
with Valiant enhanced attacks, keeping your characters as low of HP as you
can risk without having them killed on the counter.  Gallows works well
as a physical attacker in this fight because of his naturally high HP.

Fortunately, though the Trask counters all of your attacks, he also sticks
with the single target Bio-Missile to attack normally. Like many earlier
bosses, he uses Big Press, a strong physical attack that has a tendency to
miss quite often.

Like many bosses who focus on counters (Leehalt, in a direct example), the
Power Trask starts the battle not very strong until you attack him first.
Also like other countering bosses, he's very unlikely to kill you until you
start attacking him and the damage gets out of control.  Just keep everyone
at or around 2,000 HP and the damage is easily controlled.  If Virginia has
the Green Thumb ability, she'll have no problem healing this.

After a few rounds the boss will use "Contaminated Crust."  This ability
does 1/10 of your total HP, which is probably around 300 or so, to each of
your members every round, with no way to stop it.  Poison Wards do nothing
here, as it's not a status effect. You need to keep an extra 300 HP or so on
your life that should be staying over 2,000 so that the counters and damage
over time at the end of each round does not kill you. Oddly enough, you'll
probably find that the damage over time from Contaminated Crust is more deadly 
than the boss himself, since you'll likely overestimate your HP. 

Heal with Potion and Mega berries -only-.  Again, Virginia with Green Thumb
will help considerably. There's no real trick in beating this boss, just a
lot of time and hard work.  Stop attacking and heal with Clive and Jet when
your HP gets below 1,500 (and don't attack -ever- when it's below this).
You'll probably go through 40 or so Potion Berries in this fight, but at
this point of the game they should be rather easy to breed.

You'll find the hardest part is keeping Virginia over 25FP so that she can
act as a healer.  If you're swimming in Mini Carrots for some reason (or
have finished the Florina sidequest) feel free to spam them onto her, but
otherwise you're going to have to use single berries at once with two
characters a round, hopefully with the additional effect of Green Thumb.

This boss has no really dangerous skills going for him except his ability
yo counter all of your attacks for 1,000 damage.  If you keep your HP up
and your attacks limited, you'll be fine.

To get the most out of this battle, use Power Cancel and Baselards to get
.1 EXP each turn so that you can get as high of EXP as you can.  Also, as
with the other optional battles, equip three or four Gella Bonus skills (from
the Pocket Book) and you can quadruple your Gella by using a Gella Card and
the skill taking effect. You'll get 312,000 Gella!
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-=-=                             Lolithia                                 -=-=

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This boss is found inside of Mimir's Well.  Technically, it's one of the last
optional bosses that you can fight, since most every optional boss can be
encountered once you have Gallows' Kramer Dolls. Oddly enough, this one gives
the least EXP compared to any of the optional bosses.

To fight this boss, you need to go to the Panel where the password "TOMORROW"
was entered.  However, this time you need to enter "emeth". That is, non-
capital e, m, e, t, h.

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Boss: Lolithia
EXP: 27,000
Gella: 30,000
Strength: Ice (Resist)
Weakness: Fire
Item: Ice Ring
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This "Ice Queen" doesn't look a whole lot like a queen, does she?  You find
out the password for this boss by checking a Duplicator Book inside of the
Ark of Destiny.  However, that is not required for fighting this boss. You
can just walk right up to the console, input the word, and fight the boss.

As you'd expect with a name like "Ice Queen," this boss mainly prefers to
attack with Ice.  That is both good and bad, seeing as Ice Rings are by far
the hardest and most annoying Rings to come by.  If you want some, the
easiest way to get them are from the Capricorn enemies in the circle of
sand that surrounds the island Yggdrasil is on. It's a Sandcraft battle.

On the very first round, Lolithia uses "Freezing Zone," which increases the
amount of Ice damage that she(?) does. Lolithia can damage you, even if you
spend the time getting Ice Wards.  Her Avalanche does around 500 damage
to a single character.

For an offense, you'll want to switch Fiery Rage and Hope Shard onto Gallows
and have him use Extension - Attachment - Fire.  This will exploit Lolithia's
weakness to fire and drastically increase the damage that you're capable of
doing. Use Extension - Permanence after this, so you can keep the positive
effect. After that, just keep hitting her with physical attacks from Clive
and Jet, while Virginia and Gallows support everyone, attacking whenever
they need to.  Force Charge on either Virginia or Gallows helps considerably.

For an optional boss, this one doesn't have very high HP.  Maybe 75,000 or
so.  This will definitely be one that you want to start with, if you haven't
fought any before. She doesn't have anything that should wipe you out.
There are no counters (which makes many of the other bosses difficult to deal
with) so you can just pound away at her as much as you want.  Just be sure to
keep your HP above 1,500 at all times.

Like all optional bosses, you can get quite a bit of Gella from Lolithia
if you have everyone equipped with Pocketbooks and the Gella Boost ability.
Use a Gella Card with this ability and you'll end up with an extra 120,000
Gella to your name.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=                            Adult Mag                                 -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This hidden boss is found inside of the Leyline Observatory.  In case you
don't remember where that is, you have to head east over the land bridge from
Hymphrey's Peak, and then north into the dungeon.  Once there, head through
the first floor and up the elevator. Continue up the second elevator until
you reach what is, technically, the third floor. Head through the south door
here.  If you're using the Tracker, this is 11F. Examine the bookshelf here,
and one says "Adult Mag."  You must use a Duplicator to unseal it.

To fight this boss, you need to be "18+."  That means, you need at least 18
Migrant Levels (or 17 Migrant Seals). The earliest point you can do this is
about Dim Root Path.

The next comments are rather entertaining, but choose "Yes" and a battle
ensues.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Adult Mag x12
EXP: 7,500 (90,000 total)
Gella: 6,250 (75,000 total)
Strength: None
Weakness: Fire
Item: Adventure 10, Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

That's a ton of monsters!  However, there's a really easy way to win
this battle somewhat fast.  Start off by putting the Fiery Rage Medium onto
Gallows and feed him Mini Carrots with Virginia and Jet until he reaches
100 (depending on your level, it may only require one carrot).  Once he has
100 FP, just summon the Fiery Rage Medium to damage the books considerably.
I suggest using Mystic - Mini Carrot to help raise everyone's FP.

You need to slaughter these quickly because they will slaughter you, 
otherwise. They use Agony effect for around 1,000 damage, as well as Grav to
lower your HP into kill range of Agony Effect. If all 12 mags attack in one
round you're going to eat a lot of damage very, very fast. 

I actually suggest not using the summoning strategy unless you put Fiery Rage
onto Jet, so he can get the ability off before the books act.  This way,
you leave Gallows to spend his first turn using Extension - Reflect.  If
you choose to do something like this, your first round will be:
Virginia: Mini Carrot -> Jet
Clive: Quicken -> Gallows
Jet: 100 FP -> Fiery Rage
Gallows: Extension - Reflect
Jet won't do nearly as much damage as Gallows with the Fiery Rage, but you
need Gallows to buff your characters for the first three or so rounds to
help you survive.

Depending on your level, the Fiery Rage may not kill off all of the books, or
even any.  If you don't kill them instantly switch Fiery Rage onto another
character who still has FP and summon him again.  If no one does, you're
going to have to kill them with your flat out physical attacks. If this 
happens, I highly suggest using Extension - Reflect in order to avoid any
casualties. Reflect will not stop Agony Effect damage, but it WILL stop
the Grav damage, which is likely to weaken you off enough to kill you.
To lower Agony Effect damage, use Extension - Protect.

Once you've gotten beyond the first two rounds of battle with everyone alive
you should be okay.  It's the first rwo rounds that will cause the problems
for you.

Every round, have Virginia heal with Mystic - Potion Berry, paired with Green
Thumb.  Everyone needs to stay above 2,000 HP so that the Agony Effect does
not kill you.  In a way, this battle is entirely luck based off of who the
enemies target and with what spells.

To quickly kill them off, use Extension - Attachment - Fire. Pair this up
along with Extension - Protect and Extension - Reflect to use Permanence on.
Remember, even spells cast after Permanance will skill receive the effect.
The Attachment - Fire will allow you to exploit the weakness every time and
give you quite a bit of bonus damage to kill the books faster. With the
attachment, you'll probably end up doing at least double damage.

There's really not a whole lot to say about this battle. Keep yourself buffed,
possibly with Gallows having the Quicken Effect because the books are faster
than him. Protect will cut down Agony Effect Damage and you can stop Grav
all together with Reflect. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You get the Key Item: Adventure 10 for completing this boss.  This is the final
item in Kaitlyn's adventure series. You can finish them off to get an EX File
Key.

For some extra fun, check the dead Adult Mag with each character in the lead
to see their reactions.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=                              Black Box                               -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This boss is probably the hardest one to actually fight, if you don't count
the bosses inside of the 100 Floor Dungeon, the Abyss.  The pre=reqs for this
one can be quite annoying.

To fight the Black Box, you need to have opened every single chest in the game.
Fortunately, to make this easier for you, "temporary" dungeons (Such as Deus Ex
Machina, Survey Point #17, and Cradle of the Metal Gods) don't hold any chests.
That means that there are no "missable" chests.

Note that Millennium Puzzles and the Mimir's Well puzzles count for your
chest total, unfortunately. You need to do pretty much everything.

How do you know how many chests you have? Well, there's another, separate,
chest that tells you your total.  He's inside Fortune Gear, on the upper
level of the second area. If you "ask" him, he'll tell you your total, out of
320.  When you have 319/320, you're ready. Speak with the chest in Fortune
Gear, and when he asks if you have the courage to open the final chest, select
yes.  That starts your fight.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Black Box
EXP: 102,000
Gella: 85,000
Strength: Dark (active/absorbs)
Weakness: Light
Item: EX File Key
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Prepare for this battle by having everyone equipped with Dark Wards, like the
Heimdal Gazzo battle.  If you've not fought Heimdal Gazzo yet, you'll find
Dark Wards off of two bosses throughout the normal game (one in Demondor
Pillar) as well as from some enemies in Dim Root Path.  Like all Rings, you
can sell them at the Black Market in Little Twister and buy them back for
100,000 Gella (50,000 with the Gold Liscence, but you probably won't need
to buy anymore with the Gold Liscence, since if you have that item, you've
already killed Heimdal Gazzo, who requires Dark wards as well). Also remember
that the Prism Crown, found in a chest in Demondor Pillar also acts as an
all-elemental ward, so you can use that, too.

If you use Analyze on the boss, the first thing you'll notice is that he has
some buffs.  Start the battle off by using Eraser to get rid of them.

This boss prefers to attack with Physical attacks, each doing around 700
damage.  Have Gallows use Extension - Shield on the party, as well as whoever
has Gale Claw use Turbulence to help raise your evasion rates. Unfortunately,
the Black Box is extremely fast, so you'll want to use Quicken on at least
Virginia to help her keep up with him.

Before you attack at all, have Gallows use Extension - Attachment - Light.
Like all bosses with weaknesses, the Attachment - Light will add elemental
damage to your attacks, giving you a rather large boost to your physical
attack damage. Make sure to use Permanance after you've buffed everyone with
Shield, Turbulence, and Attachment - Light. Remember, any positive statuses
cast after Permanance is on will also receive the effect of Permanence, so
you may want to use it right after the Extension - Shield.

Don't go all out until that Attachment is cast. After that, make sure everyone
has Dark Wards equipped.  Every time you attack this boss, he counters with
Phantom Hazard, a dark based attack that is probably familiar to you by now.
Without Dark Wards, this attack does around 1,800 damage to everyone! Be sure
to keep everyone above 2,500 HP at all times and watch how many attacks you
do per round.  Not only does he counter with Phantom Hazard, but physical
attacks as well.  It seems rather random which he counters with.

Make sure Virignia keeps everyone above 2,500 HP with Green Thumb and Mystic
- Potion Berry.  With Dark Wards, this isn't so hard, but you need to watch
the Black Boxes physical attacks.

If you're willing to stick with weak attacks for a while, you can slowly
build up your EXP with Dark Ward so that you end up getting 9.9x.  Also,
remember that Power Cancel (Baselard) gives you an extra .1 each time you
use it.

Like many counter bosses, you can practically stop the damage you receive by
just not attacking.  Spend a few rounds recovering, buffing up with Quicken,
Shield, and Turbulence, and then get back to attacking.

As with all optional bosses, equip four Pocketbook items onto your characters
and use a Gella Card on the boss.  This will double the doubled Gella from
the Gella Card and you'll end up with around 340,000 Gella.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=                               Arioch                                 -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This is a set of four bosses that make up one boss.  The Ariochs are found in
the Den of Miasma once Gallows has the Kramer Dolls.  There's a secret area
about 3/4 through if you bomb the wall with Clive.  In this area you'll find
a large, red, glowing ball like the ones for Heimdal Gazzo and the Power
Trask.

Don't try to fight this unless you have quite a bit of free time on your hands,
you'll need it.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Arioch x4 (x99)
EXP: 1 (Raises 1 after each kill)
Gella: 1 (Raises 1 after each kill)
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

There are only four bosses here, each of which you'll probably be able to kill
in a single Gatling if your level is high enough.  They only do around 100
damage with each of their attacks, so they aren't much threat, even with
four of them.

However, after the first battle you'll receive a message:
"I am the grand duke of vengeance, Arioch. Even though I may succumb ninety-
nine times, I shall continue to rise in order to pierce thee with my blade...
My spiteful revenge is unforseeable, and I shall creep upon thee silently,
wherever though may be, under any circumstance, without warning...
Let it be known that my revenge shall cease with your demise, or with my
hundredth defeat..."

Now, what does all of this fancy wording mean?  Well, basically you need to
kill this set of bosses 99 times more (since the first set is considered to
be 1/100).  Unfortunately, as you'll notice, there are no more little floating
red ball for you to use the Kramer Dolls by.

This means that as you're running around the world map, through dungeons, or
anything at all, you'll encounter the little sets of this boss in sets of
4 each time.  You need to kill 99 battles worth of this boss to finally "win."

So here's the annoying part.  First off, note that you can only encounter the
Ariochs inside a dungeon.  You can't just run around the world map and find
them.  To make it harder, they are ANY type of encounter.  That is, Green
(which you by habit probably cancel), White, and Red - the ambush.  Also,
you're somtimes forced into the fights like a required boss battle.  What
this means is that you just have to run around a dungeon getting into
encounters and hope that you find them.

Each time you fight them they become stronger and stronger, so be careful.
Also, their EXP raises by 1 each time, so if you want to know what number
you're on, divide the base total by four. You'll get 8EXP on your secomd
Arioch battle, meaning two each.

In simple terms:
[Total EXP]/4 = [Number of Arioch sets killed]

Once you've "won," you receive an EX-FILE Key.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=                        Balal Quo Naga, Part 2                        -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Proably the easiest optional boss, this is basically a powered up Balal Quo
Nega.  Start by using the Teleport Orb and teleporting to Jolly Roger.  Make
sure you have the strongest cannon equppied on the Sandcraft.  Now, board
Lombardia, and go east.  It will take a while, but eventually you will get to
a ring of rocks in the sand.  Here, use the R2 button to shoot at the sand.
Shoot a few times, and eventually sand will start spouting upwards. Now, fly
back west to Jolly Roger, and land.  Hop onto the sandcraft (DO NOT ENTER ANY
TOWNS OR DUNGEONS IN THE MEANTIME!), go east under the land bridge, and go
east until you reach that circle of sand again.  Go into the center, and
Select "No" when given a choice.  You will fight Balal's powered up form.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Balal Quo Naga
EXP: 60,000
Gella: 30,000
Item: Ex-File Key
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

If you have the strongest cannon, just choose "Fire All ammo at once" with the
Gunner, and you will kill him instantly.  If not, use the same tactics you did
in the first (Fire All Ammo at Once, Restore Ammo, Fire All Ammo at Once, etc)
and he will die quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+



*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                          Coordinates                           *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-crdts-

This section is for those of you who dont want to read my walkthrough just to
find the location of a place (Town, Dungeon).  This will give you the
Coordinates of every location (that I have in this guide) in the game.  It
will be done in the oder that you reach these locations, making it easier for
the readers.

In this version update I've added the Coordinates to Millennium Puzzles and
the Telepath Towers to this section. I was originally rather adamant about
keeping them out, but I figure it would be good to have all of the
coordinates in one place.

Anyways...

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Prologue:

Gob's Hideout             X: 15,698, Y: 24,616
Doomed to Obscurity       X: 23,984, Y: 16,137
Baskar Colony             X: 13,005, Y: 10,912
Fallen Sanctuary          X: 12,945, Y: 8,506
Den of Miasma             X: 11,969, Y: 16,942
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Chapter 1:

Jolly Roger               X: 15,368, Y: 5,457
Ruins of Memory           X: 18,225, Y: 3,820
Midland Station           X: 14,552, Y: 6,868
Westwood                  X: 9,621,  Y: 7,251
Claiborne                 X: 11,739, Y: 7,141
Serpent's Coils           X: 13,768, Y: 7,806
Ka Dingel                 X: 9,710,  Y: 4,408
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Chapter 2:

Little Twister            X: 6,105,  Y:8,301
The Unclean Mark          X: 7,282,  Y: 9,552
Lunatic Garden            X: 7,800,  Y: 6,613
Sand Canal [Entrance 1]   X: 4,215,  Y: 10,937
Sand Canal [Entrance 2]   X: 2,294,  Y: 12,079
Little Rock               X: 25,292, Y: 12,137
Glimmering Emblem         X: 25,317, Y: 15,469
Leyline Observatory       X: 22,890, Y: 14,348
Humphrey's Peak           X: 23,079, Y: 12,559
Gemstone Cave             X: 21,593, Y: 15,210
East Highlands            X: 21,152, Y: 11,975
Dune Canyon               X: 19,509, Y: 9,591
Fortune Gear              X: 21,743, Y: 9,265
Faraway Lands             X: 20,944, Y: 10,897
Ark of Destiny            X: 9,191,  Y: 2,259
Survey Point #17          X: 10,360, Y: 32,635
Sothfarm                  X: 18,861, Y: 900
Boot Hill                 X: 15,729, Y: 513
Infinitum                 X: 9,437,  Y: 10,849
Nidhogg Pass (1)          X: 3,341,  Y: 21,815
Nidhogg Pass (2)          X: 5,508,  Y: 22,676
Nidhogg Pass (3)[Back]    X: 5,142,  Y: 18,659
Greenlodge                X: 5,366,  Y: 17,243
Yggdrasil                 X: 4,240,  Y: 19,100
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Chapter 3:

Iron Dragons Nest         X: 13,580, Y: 6,451
The Worlds Footprint      X: 9,386,  Y: 15,514
Ruins of Dreams           X: 20,091, Y: 16,679
Fila Del Fia              X: 10,469, Y: 18,320
Gunners Heaven            X: 2,044,  Y: 15,965
Caging Tower              X: 9,359,  Y: 9,079
Laxisland                 X: 17,776, Y: 19,029
Dragons Lair              X: 17,975, Y: 13,130
Dissection Facility       X: 17,711, Y: 24,127
Ballack Rise              X: 11,905, Y: 14,176
Cradle of the Metal God   X: 14,484, Y: 17,509
Dim Root Path             X: 8,268,  Y: 22,736
Deus Ex Machina           X: Random, Y: Random
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Chapter 4:

Sacrificial Alter         X: 12,902, Y: 12,625
Demondor Pillar           X: 18,412, Y: 6,386
Demondor Pillar-Rear      X: 24,621, Y: 10,491
Mimirs Well               X: 440     Y: 19,520
Nightmare Castle          X: Unknown Y: Unknown
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Optional Areas:

The Secret Garden:        X: 17,709, Y: 8,239
Decaying Labyrinth        X: 15,339, Y: 9,627
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Millennium Puzzles:

Millennium Puzzle #1:     X: 20,480, Y: 10,549
Millennium Puzzle #2:     X: 7,309,  Y: 21,273
Millennium Puzzle #3:     X: 993,    Y: 24,826
Millennium Puzzle #4:     X: 24,837, Y: 22,250
Millennium Puzzle #5:     X: 22,544, Y: 10,221
Millennium Puzzle #6:     X: 19,238  Y: 15,956
Millennium Puzzle #7:     X: 21,424, Y: 19,927
Millennium Puzzle #8:     X: 8,522,  Y: 8,777
Millennium Puzzle #9:     X: 20,723, Y: 13,339
Millennium Puzzle #10:    X: 16,030, Y: 18,899
Millennium Puzzle #11:    X: 7,669,  Y: 15,858
Millennium Puzzle #12:    X: 24,993, Y: 14,677
Millennium Puzzle #13:    X: 13,098, Y: 2,689
Millennium Puzzle #14:    X: 21,386, Y: 5,748
Millennium Puzzle #15:    X: 4,480,  Y: 18,259
Millennium Puzzle #16:    X: 14,341, Y: 10,258
Millennium Puzzle #17:    X: 4,434,  Y: 13,766
Millennium Puzzle #18:    X: 9,355,  Y: 13,678
Millennium Puzzle #19:    X: 11,625, Y: 9,062
Millennium Puzzle #20:    X: 7,137,  Y: 12,289
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Telepath Towers:

Telepath Tower #1:        X: 16,671, Y: 18,119
Telepath Tower #2:        X: 4,922,  Y: 15,078
Telepath Tower #3:        X: 10,130, Y: 16,339
Telepath Tower #4:        X: 6,587,  Y: 9,598
Telepath Tower #5:        X: 945,    Y: 22,643
Telepath Tower #6:        X: 9,051,  Y: 5,497
Telepath Tower #7:        X: 20,838, Y: 7,730
Telepath Tower #8:        X: 12,939, Y: 15,569
Telepath Tower #9:        X: 24,860, Y: 11,834
Telepath Tower #10:       X: 24,151, Y: 8,403
Telepath Tower #11:       X: 13,965, Y: 1,354
Telepath Tower #12:       X: 22,397, Y: 22,622
Telepath Tower #13:       X: 6,809,  Y: 22,176
Telepath Tower #14:       X: 15,342, Y: 4,855
Telepath Tower #15:       X: 5,960,  Y: 12,923
Telepath Tower #00:       X: 15,610, Y: 2,505


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                      World Map Items                           *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-wmits-

There are items hidden all over the World Map of Filgaia.  You need an Item
Scope to get them all.  I will tell you some in the walkthrough, but this is
the area where all of those that are not in the Walkthrough go to.  You need
Lombardia to get many of these, so be warned. This is an incomplete list,
sorry.

You can not find items on the World Map until after have have acquired the
Item Scope item from Gunner's Heaven. You can find Gella, however.

To make searching for items easier and just "let's search around the area
and hope to find something," beat the Jouneyman Division of Gunner's Heaven.
For successfully completing it within 20 rounds, you receive the Item Sonar.
This item aloows you to see items on the world map as yellow dots, like towns
and dungeons.  Though I've given the coordinants to most items here, finding
them will be made easier with this item in your possession.

1,500 Gella           X: 17,393, Y: 4427
2,000 Gella           X: 16,341, Y: 10,248
3,500 Gella           X: 6,620,  Y: 7,810  (Southeast of Little Twister)
5,000 Gella           X: 818,    Y: 13,853
5,000 Gella           X: 10,236, Y: 22,813
10,000 Gella          X: 11,720, Y: 22,824
8,000 Gella           X: 1,462,  Y: 6,698
Name Tag              X: 20,575, Y: 11,952
Name Tag              X: 8,345,  Y: 12,054
Name Tag              X: 18,865, Y: 2,301  (Northwest of Southfarm)
Big Grab Bag          X: 15,092, Y: 16,965
Big Grab Bag          X: 8,583,  Y: 14,773
Big Grab Bag          X: 6,413,  Y: 13,945 (West of Millennium Puzzle #17)
Full Carrot           X: 12,956, Y: 14,721
Migrant Seal          X: 22,915, Y: 9,301
Migrant Seal          X: 15,909, Y: 18,230
Migrant Seal          X: 6,542,  Y: 11,254
Migrant Seal          X: 7,553,  Y: 7,970  (Southwest of Little Twister)
Migrant Seal          X: 7,567,  Y: 13,783 (South of Millennium Puzzle #11)
Duplicator            X: 1,874,  Y: 15,822
Duplicator            X: 25,137, Y: 17,617
Duplicator            X: 15,123, Y: 3,247
Duplicator            X: 13,206, Y: 11,913
Duplicator            X: 17,301, Y: 2,309
Duplicator            X: 9,223,  Y: 18,945 (North of Fila Del Fia)
Gella Card            X: 19,855, Y: 8,456
Gella Card            X: 15,513, Y: 8,447  (South of Midland Station)
Gella Card            X: 8,646,  Y: 11,077 (Right outside of Infinitum)
Lucky Card            X: 18,150, Y: 24,686
Gimel Coin            X: 3,981,  Y: 23,099
Gimel Coin            X: 21,348, Y: 14,102
Gimel Coin            X: 23,973, Y: 7,214
Ambrosia              X: 18,671, Y: 14,695
Tiny Flower           X: 17,571, Y: 16,884 (South of Laxisland)
Booster Kit           X: 13,166, Y: 25,074


Lion Idol             X: 20,899, Y: 16,511 (Only accessable from Gemstone Cave)


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                   Migrant Seals, Booster Kits                  *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-mgsbk-

This section is all about easy travelling.

Throughout the game you'll encounter rare items called Migrant Seals and the
even rarer Booster Kits.  These items are there to help you avoid encounters
and make your life easier all around.  So how do they work? Well I've gone
over it in the basics, but we'll do it again here.

See that number in the top left corner of your screen?  There actually should
be two.  One larger and one smaller.  The larger one is your "Migrant Level,"
which is how many Migrant Seals you have.  The smaller one is how many of
what I like to call "Encounter Points" you have left to use.  Each encounter
in the game requires a certain amount of "points."  That's why, when you see
the (!) Above your character's head, it's in green, red, or white.  When the
(!) is white, you'll see the number in the far left corner go down if you
press the O Button to cancel the encounter.  You can only cancel as many
encounters as your Encounter Points allow you to.

A higher Migrant Level allows you to dodge more -types- of encounters.  Come
back to an area after you've gotten a Migrant Seal or two and you'll see that
instead of a white (!), they are green.  Green encounters are "free" for you
to cancel. They don't take any "Encounter Points" off of your Encounter
Gauge, so you can cancel as many as you want.

As you can see, collecting Migrant Seals is well worth your time. I know
that I certainly don't like fighting every monster in the game.

To make it even better, once you have 17 (you start at Level 1) of them you
can fight an optional boss!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Migrant Seals                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

Here's a list, in order, of where you can find the Migrant Seals.
After the List, I will have a short summary of where they are in the area.
There are 19 Migrant Seals total in the game, so you reach a final Migrant
Level of 20.

Migrant Seal Locations:
----------------------------
Jolly Roger
The Serpent's Coils
Lunatic Garden
Doomed to Obscurity
Fortune Gear
Nidhogg Pass (1)
Little Rock
Fila Del Fia
Ballack Rise
Dim Root Path
Fallen Sanctuary
The World's Footprint
Mimir's Well
Millennium Puzzle #18
World Map, x5
----------------------------

Jolly Roger:
This is in the large box near the entrance to the town.  On the side closest
to the stairs, set one of Clive's bombs and you'll crack a hole in the box.
Walk into the large box and you'll find your seal.

The Serpent's Coils:
In the chest in the room that has a Duplicator Chest and a Clear Chime.

Lunatic Garden:
Use the steady Doll on the switch to the left of the entrance and then use
a Duplicator on the door here.  The Migrant Seal is inside the sealed room,
in a chest.

Doomed to Obscurity:
The very first time you come here, Jet misses this chest because he falls into
a hole. This one is at the very top of the "pyramid," in the first room you
enter.  You need to use the Steady Doll to open the chest from across the
gap.

Fortune Gear:
In the first long hallway in the dungeon, you'll find a large crack on the
wall near the turn in the hall. Use Clive to bomb the crack and go into
the hidden room.  The Migrant Seal is in the Duplicator chest in this room.

Nidhogg Pass (1):
As you likely know, there are three Nidhogg Passes. This Nidhogg Pass refers
to the one that you reach by circling the large island that houses Yggdrasil
on the Sandcraft.  If you look at the map, the sand is around this island.
You'll enter from the "inside" of the continent, rather than the "outside."
Once inside Nidhogg Pass (1), you must fall down the bridge that crumbles on
one of the first screens.  Use a Duplicator on the sealed door on this
lower level (you can't actually see the door when the bridge is still up)
and the chest is inside this hidden room.

Little Rock:
Once Virginia has her Galecrest, you can open this chest.  There's a hidden
chest on the far western side of the town, up a few sets of stairs, and
across the gap.  You cross the gap with the Galecrest, and the chest here
will contain the Migrant Seal.

Fila Del Fia:
In the room that you must tiptoe through, there's a well hidden crack in the
wall.  Near the four white gems close to the door to exit the room, use
Clive's Bombs to open the crack.  In this room is the Migrant Seal.

Ballack Rise:
This one's in the top floor of the Inn/Saloon.  It's in a barrel in the
far corner of the room, by one of the bunkbeds. Use the Radar if you're having
trouble.

Dim Root Path:
In the rooms after the block puzzle where you must use the Mighty Gloves to
move about 10 blocks into place. Once you're beyond this room, you'll find
another room with a ton of blocks and some stairs. It's in the side, trasure,
room off of this one.

Fallen Sanctuary:
You can only get this once you have the Changecrest from Dim Root Path.
There's a door quite far into the Sanctuary that you must step on a switch
to open.  However, there's no block in the area that you can push onto it.
Use the Changecrest on the orange gems in the corner of this room and have
Clive with his Mighty Gloves move the block onto the switch. The Migrant
Seal is in this room.

The World's Footprint:
This Seal requires Virignia's Changecrest, so you can't get it the first time
through the area.  Just head straight through the area until you reach
an orange block underneard a darker one.  Use the Changecrest on the orange
block

Mimir's Well:
On the third screen into Mimir's Well, there's a Duplicator door to the east.
Unseal the door and open the chest in this room for the Migrant Seal.

Millennium Puzzle #18:
Just beat the puzzle and the Seal is in the chest.  Unfortunately, this happens
to be one of my least favorite puzzles. I'm sure you'll learn to hate it, too.

World Map Migrant Seals:
There are five Migrant Seals over the World Map, Filgaia. You can not get them
until after you've completed the Novice Division/League in Gunner's
Heaven and have the Item Scope in your inventory. The Sonar will help you
find items on the World Map, too, if you're still having trouble.

Here are the coordinates, taken directly from the section above.
X: 22,915, Y: 9,301
X: 15,909, Y: 18,230
X: 6,542,  Y: 11,254
X: 7,553,  Y: 7,970  (Southwest of Little Twister)
X: 7,567,  Y: 13,783 (South of Millennium Puzzle #11)


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Booster Kits                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

Booster Kits raise the amount of total "Encounter Points" you have to dodge
encounters with.  While Migrant Seals lower the amount of points each 
encounter takes off the gauge, Booster Kits raise the total number of points
on the guage itself.  The maximum is 50 points, so there are four Booster Kits
in the game.

Booster Kit Locations:
----------------------------
Ka Dingel
Yggdrasil
World Map
The Abyss
----------------------------

Ka Dingel:
This one's in a chest that requires a Duplicator to open.  After the Trask boss
and a netting puzzle, you head down the stairs to a door at the end, and the
chest that contains it is in here.

Yggdrasil:
After all of the main fights (except the final fight) in Yggdrasil, there's
a wall that quickly comes to push you off the ledge.  You must use the
Galecrest to get across the room.  Beyond the wall, there's a ladder to the
west.  Go up it and at the end open the Duplicator chest, which holds this
Kit.

Filgaia/The World Map:
This one is found to the southwest of Boot Hill.  Like all items on the World
Map, you need the Item Scope to find this.  It's pretty much right on the
beach where you land your sandcraft. The Item Scope is received when you
beat the Novice Division/League in Gunner's Heaven.

The Abyss:
There are no items that you find normally in the Abyss, however, this one is
dropped off the boss on B30 (or 30F, whichever you prefer, are you going up,
or down?), Luranaire Zein.


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                      Millennium Puzzles                        *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-mlnpz-

Millennium Puzzles are brain teasers in Wild Arms 3.  Basically, the goal
is to get all of the blocks to disappear.  There is no time limit, so you are
at pretty free reign.  That this is not as easy as it appears.

The goal of each and every Millennium Puzzle is simple. Get all the little
colored blocks to disappear.  There are four colors of blocks: Red, Yellow,
Green, and Blue. When two blocks touch sides with each other, they will
disappear.  So have two Red blocks rub together and they will both be gone.
But Red Blocks wil not make Blue, Green, or Yellow Blocks disappear.  Most of
the time you will only have to do 2 blocks at a time, but sometimes, depending
on the puzzle, you have to get three at once to disappear. 
You move blocks by pushing and pulling them like you would a normal block in a
normal dungeon. Tools have no effect in here.

Take note that if you fall off the platform, the puzzle will start over, and
you will lose your progress.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Basics                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

First off, the blocks do not count as gone if you throw them off the ledge of
the puzzle area.  If you do accidentally do this, you need to reset the
puzzle.  So don't try.  This may seem harsh, but you have to win the "true"
way to get the trasure chest.

Secondly, you can cancel more than two blocks of the same color at once!
You do this by moving the blocks into a row with one space between them or
having their corners touch. Touching corners is the only way a block of the
same color can "touch" without removing each other.  If you put a third
block in the hole between two of the same colored blocks, be it to the
side or inbetween two blocks touching at the corners, you'll remove all three
of them. Some puzzles require this.

You can make blocks delete each other on any side.
That means from the top or the bottom and from either side the blocks will 
delete each other.  This will be very useful to remember in the later puzzles.

Millennium Puzzles are all pushing pulling, and nothing else.  Be warned
that they WILL fry your brain.  Trust me.  Because of this you probably
shouldn't take on more then three or four of them at a time. There are 20
Millennium Puzzles in the world.

To get started, you first need to FIND a puzzle.  Once you find a puzzle
though, you can do the blocks.  Finding a puzzle is as easy as getting the
cordinants from "The Puzzles" part of this area of the FAQ.

You need to talk to the man in the Dune Canyon train station and select
CHAT.  He'll mention a man who makes puzzles all over the world.  This
starts the quest and you can start searching around the world map and
finding the  puzzles.

Once you have found the Puzzle, you will be in a dingle room.  Examine the
block in the center to see what puzzle you are at.  Sometimes you will find
puzzles accidentally, and this is when that it most useful.  Search the back
of this item, and you will get a small hint for the puzzle.  Walk into the
White crystal in the middle of the room to actually start it.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=                             The Puzzles                             --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This section will give you the location of the puzzles, the item you get for
doing the puzzles, and how to solve them.

Note that the Solution I have here is only one of many.  In some puzzles you
can only have one solution and in others, as many as you can think of.

Before you begin, I'd like to give you a firm warning to be very careful when
you are running through Millennium Puzzles.  It's very very easy to fall off
the edge and accidentally reset your puzzle.  Remember that X is the sprint
button as well as "grab," so if you're near a ledge, be absolutely sure that
you can grab onto the block and not accidentally sprint off or into a block
and end up falling off the ledge.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #1                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: North of Fortune Gear dungeon
Coordinates: X: 20,480, Y: 10,549
Difficulty: 1/5
Hint:  You can't just eliminate any block.  Keep in mind how many are left!
Item: Cait's Boots
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

You start by a center yellow block. Start by pushing the red block to the west
of you one space north.  Now push the yellow block west of you to the north.
Now go to that center yellow block, and pull it one space west.  Push it
another space west.  This should get rid of the first two yellows.  Now push
that red block you originally pushed north three spaces west, where three
red blocks will disappear.

Now go east, and push that blue block one space north.  Now get that lone blue
block and push it one space north and four spaces east.  This gets rid of
three blue blocks.

Now go all the way east, and push the red block in the second row into the red
block in the third row. Now go get the red block to the west (in the second
row) and pull it south two steps. Four more red blocks will be done now.
Once those are gone, pull the yellow block to the east in the original second
row one space south.  Now get that far yellow block to the west and pull it two
spaces to the south and then push it three spaces to the east. Three more 
yellows are gone.

Now get that blue block in the center of the third row.  Pull it one space
south and then push it three spaces east, causing three blue blocks to
disappear. Get the green block to the far east in the third row and push it
to the north. This gets rid of two greens. Now get the lone yellow block 
that's slightly to the west and push it one space east and two spaces north.
Three yellows disappear after this. Next, pull the red block in the third row
one space east and then push it one space north. RED IS DONE!

Now that one color is done, you need to get the rest of the blocks.  Push the
eastern yellow block in the third row one space north, and then one west. This
causes the two yellows to disappear. Head to the far south and get that green
block from the very first row and pull it six spaces west and then push it
two spaces north. Get that lone yellow block from the second row and push it
once north and once to the west. YELLOW IS DONE!

Push that southern green block one space east and then one space north. GREEN
IS DONE!

Now for the final blues.  Pull the far western blue block one space south and
now then two spaces east (DON'T let them touch other than at the corner). 
Get the far eastern block, pull it one space south, and then pull it one space
west.  Push it four spaces west, and you are done!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #2                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Southwest of Dim Root Path (or west of Survey Point #17)
Coordinates: X: 7,309, Y: 21,273
Difficulty: 1/5
Hint:  "Even if you eliminate three out of the four blocks, there will still
be one left.  Obviously, this will not count."
Item: Amulet
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Start by jumping down to the north.  Pull the eastern green once west, making
three greens disappear.  Pull the western red once east, and three reds go.
Pull the southern yellow block once north, making three yellows go.  Pull the
southern blue block once north, and three blues go.

The center of the puzzle should be cleared now. Pull the southern blue
block north once and oush the southern yellow that is right beside it once
to the south. This is important so that you don't make it disappear on
accident when the blues disappear. Push the blue block two spaces easy and
three blues and then three yellows will disappear.
Push the northwestern red block once to the east and then twice to the
south. Three reds disappear and BLUE IS DONE!

Push the eastern green block four times west, and once north. Three green
blocks disappear and RED IS DONE!

Pull the southern yellow block five times north, and push it once east.
YELLOW AND GREEN (AND THE PUZZLE) ARE DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #3                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: The Northwestern corner of the world map, on an island.  North of
Gunners Heaven (Need Lombardia)
Coordinates: X: 993, Y: 24,826
Difficulty: 1/5
Hint:  "If you run out of space behind you, you can not pull the block any
further.  Try moving the block differentlty"
Item: Pocketbook
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Jump off to the west, between the red and the yellow blocks. Push the yellow
block south, making both yellow blocks disappear.  Pull the red block two
times south, and making two more reds disappear. Now, pull the northwestern
blue block two times south, making two more blocks disappear.  Go to the
northern side of the puzzle.  Here, push the western green block once east,
making two more blocks go.  Pull the eastern yellow block four times west,
making two yellows disappear.  Go to the eastern side of the puzzle.  On the
eastern side, push the northern red block once south, making both reds
disappear.  Pull the southern blue block four times north, making two more
blocks go.  Go to the southern side of the puzzle.

On the last side, pull the southern blue block once east.  Walk all the way
around the puzzle to the western side of the green block and push the green
block two times east, making two greens dissappear.  Push the blue
block once more east. Now, pull the northeastern yellow block once east, and
then push the nothern red block once south.  RED IS DONE!

Push the northeasthern yellow block once east and then push it two times
south.  This makes two yellows disappear.  Now, pull the northern blue block
once east and pull the northern green block once west. Pull the southern
green block once west and then push the northern green once west, and then
two times south.  GREEN IS DONE!

Yellow is easy.  Pull the eastern yellow block once west, and YELLOW IS DONE!

Pull the southern blue block once south. Push the northern blue block once to
the south. Pull the southeastern blue block twice to the north, circle around
the area to the north and wesy, then pull the eastern blue block twice to the
west. BLUE IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Millennium Puzzle #4                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Northeastern corner of the world map, its on a continent, after a
beach
Coordinates: X: 24,837  Y: 22,250
Difficulty: 2/5
Hint:  "Eliminate blocks in combos by breaking up the heap of blocks.  Just
keep chipping away at them."
Item: Growth Egg
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

This will be a lot shorter then the previous puzzles.

Star by moving that red block near you one space north and three spaces west,
into the other red block.  This will get rid of quite a few blocks.  Now push
the lone blue block two spaces east, and one space north.  This will get more
of the puzzle done, and RED IS DONE!

Now this will be a bit harder.  Go get the northern green block, and push it
once south, and twice to the east.  Pull it south once more and the two
green blocks disappear. Now pull the yellow block on the north side to the
south twice and YELLOW IS DONE!

Now for blue.  Pull the blue block to the west one space east, and push it
once more east, and BLUE IS DONE!

As for the last greens, push them into each other any way you want, and THE
PUZZLE IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #5                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Northeast of Fortune Gear, on lower level (more east than north)
(Need Lombardia)
Coordinates: X: 22,544, Y: 10,221
Difficulty: 2/5
Hint:  "First, eliminate three blocks.  Then you'll be ready to solve the
puzzle."
Item: Holy Grail
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

This one's nice, short, and easy, but be careful not to fall off the edge!

Start by pulling the western green two times south and one time east. Push it
twice east and two greens disappear.  Pull the western blue block once
east, and four times south.  Push it two times east, and three blues go.  Pull
the western yellow once east and push it three times south.  Push it twice
east, and three yellows will go.  Push the southern red block once east, and
two times north.  RED IS DONE!

Pull the eastern yellow block three times west and push it once north.  Two 
yellows disappear.  Pull the southern green two times west and three times
north.  Two greens go.  Pull the blue block once west and push it two times
north.  Push it two more times west, and BLUE IS DONE!

Push the southern green block once west and two times north.  GREEN IS DONE!

Push either yellow into one another, and THIS PUZZLE IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Millennium Puzzle #6                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: North of the Dragon's Lair, on the same continent
Coordinates: X: 19,238  Y: 15,956
Difficulty: 2/5
Hint: "You must first bring the blocks to the same height as yourself in order
to move them. Comfirm the blocks location before you start."
Item: Duplicator
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Soultion:

When you begin, push the southern red block one space north.  This causes a
chain reaction and a ton of blocks will combo into disappearance.  Now push 
the far eastern blue block one space west and two more block combos disappear.
Next, get that northern yellow block and push it south once and twice to
the east, then once more south. The yellows disappear and YELLOW IS DONE!
get that northern yellow block, and push it once sough, two times east, and
once more south.  YELLOW IS DONE!

Now, push the far western green block one space east, and into another green
block to make two disappear. Get the southwestern blue block and push it to
the south twice and then three times west into another blue block (you're
pushing this to the southwestern corner). Both blues disappear. 
After this, get the northern green block and push it south once and east once.
GREEN IS DONE!

Now, get that northeastern blue block. Push it north twice and then east
three times (to the northeastern corner), into another block.  Now push the
southern blue block twice south and three times east (to the southeastern
corner). Do the same with the final block and the northwestern corner and
BLUE IS DONE!


And last we have red.  Go get that center red block, and push it south twice,
and then east three spaces (DO NOT TOUCH THEM!).  Now, get that northeastern
red block, and pull it south three times and then push it south four more
time, and all three red blocks will disappear.  Now, go get the soutern block,
and pull it north three times, and push it north four more times, and THIS
PUZZLE IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Millennium Puzzle #7                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Island north of Ruins of Dreams (Need Lombardia)
Coordinates: X: 21,424,  Y: 19,927
Difficulty: 2/5
Hint:  "Decide which color you want to eliminate first.  Once you've done
that, just look for the best way to go about it."
Item: Weather Vane
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:


Push the eastern green block once east.  Push the eastern blue block once
east.  Push the western yellow block once west, and push the single red once
east.  Push that green once west, and the yellow once east.  Pull the northern
blue block three times south and then push it once more south to the far wall.
Pull the northwestern red block once east and then pull the northeastern
red block once west. Pull the southern red block once west and then push it
twice to the north. RED IS DONE!

Now, pull the western blue block two times east.  Pull the eastern blue block
two times west.  BLUE IS DONE!

Pull the southern green block once north.  Push the western green block one
time east and push it once south.  Push it once east and GREEN IS DONE!

Push the northern yellow block once south and then pull the far southeastern
yellow block once to the west. Pull the western yellow block once to the east
and then push it twice more.  THIS PUZZLE IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Millennium Puzzle #8                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Southeast of The Unclean Mark
Coordinates: X: 8,522  Y: 8,777
Difficulty: 3/5
Hint:  "Even though you can't move blocks high above from side to side, you
can still knock them off!"
Item: LVL (Level) Apple
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Note: DO NOT JUMP DOWN TO THE LOWER LEVEL! Never, ever, never!

Start by taking the western blue block in the first row and pulling it
once to the south. Push it three times to the east, which gets rid of two
blue blocks. Get the yellow block in the second row (you just uncovered)
and pull it once to the south, getting rid of both yellows. Next, the blue
block in the third row. Pull it three times south and push it once more
south. It should be right before the ledge. Push it three times east from
here and then once to the south, to the lower level where two blues will
disappear.


Pull the eastern red block one space south and then twice more to the
south.  You want it to drop to the south, but you want them one space (no
more and no less) from each other. The two red blocks shouldn't disappear
if this is done correctly. Get the western red block now and pull it three
spaces to the east and push it once more east. Pull it once south and push
it twice more south and three red blocks that you positioned on the lower
level with disappear. There should only be one red block left on the upper
level.

Get the western green block in the second row and pull it two times to the
south.  Push it a third time south, once west, and once more south so that
it falls off the ledge. Two green blocks should disappear. Get the yellow
block in the western portion of what was originally the third row and pull
it two spaces south. Two yellow blocks disappear. Next, get the eastern
yellow block from the second row and pull it twice south and push it once
more south. Push it once east. Push it off the ledge to the south so that
both yellows disappear.

Finally, get the far eastern green block in what was originally in the
second row and pull it twice south. Push it twice more south and the
RIGHT PILLAR IS DONE!


Pull the western blue block in the fourth row (that's the back row) two
spaces to the south, which gets rid of two blue blocks. Grab the far
eastern green block and pull it west once, pushing it west two more times.
GREEN IS DONE!

Now for Yellow.  Get that yellow block in the far west of the fourth row and
pull it south once and then east once.  Push it east once more and you
should get all three yellows to disappear at once.  Now go get the last yellow
block, and pull it two spaces south and four spaces west.  Push it
once more west and twice to the south. Off the edge it goes FINISHING THE
YELLOWS!

Now for the remaining blocks.  Get the blue block in the third row and pull
it three times south.  Push it four times west and then two more times south
off the ledge (getting rid of the blue block in the pillar). Now get that lone
red block and pull it four times south.  Push it four times to the west until
it hits the wall and then twice to the south off the edge.  RED IS DONE!

Push the remaining blue blocks together any way you want, THIS PUZZLE IS
DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Millennium Puzzle #9                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: North of East Highlands Station
Coordinates: X: 20,723  Y: 13,339
Difficulty: 3/5
Hint:  "Even though you can climb down, climbing back up is impossible.  Watch
your step."
Item: LVL (Level) Apple
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Note: LISTEN TO THE HINT!  It is very important that you don't fall or jump
off until I tell you to (or until all the blocks on that level are down on the
next level)  If you accidently fall down, well then fall off the egde, as you
need to start over. Note that you will be pushing blocks over the edge onto a
lower level, so dont get those confused.

Start by pulling the northern blue block two spaces to the south and then
push is west twice, causing it to fall off the ledge. Now get the eastern
yellow block.  Pull it twice west and then push it four more times west.
You want it to fall onto the floor to the west of the blue block. Now cross
over the little platform that you've made. Pull the red block five spaces to
the east. Don't touch it to any other red blocks just yet. Keep it there.

Pull the northern yellow block twice to the south and push it once more to
the south. Push it three times west so that it falls onto the ground by the
blue block. Now get the red block that's just north of you (that we pulled
from the other side) and push it once to the south and twice to the west.
Head over the little bridge you just made and pull the green block two
times east. Then push it once to the south onto the floor. Don't jump down
after it just yet.

Grab the northwestern red block and pull it twice to the south and then push
it south once more. Push it twice west over the bridge and the two reds will
disappear.

Now for that southeastern green block.  Pull it three spaces west and push
it three more spaces west, and onto the floor.  The two green blocks
disappear. Now get the northern green block that's left and pull it once to
the west and then south twice. Push it once more south and then push it four
times to the west so that it falls into the hole where the green blocks
disappeared from.

Now go get that blue on this upper level, pull it once west, and push it
two times south.  Push it four times west and then once more south so that it
drops to the lower level. Now get the red block, and pull it once west and
once south. Push it twice more south and then three times west.  Push it
south again, so that it lands on the floor.  JUMP DOWN to the lower level.

On this lower level, pull the southeastern blue block once south, and
push it two more times south so that it falls onto the floor. Now get that
red block and pull it once west and once south. Push it three more times south
and walk over the bridge. Pull the yellow block over here four spaces north
and push it one space east.  Then push it once south, so that it falls onto
the floor.  Now, cross over that platform once again and pull the blue block
one space east and then pull it three times north over the bridge. 
Both blues on the way will be destroyed.

Now, pull the northern yellow block twice south and then push it two more
times south.  This gets rid of both yellows here.  Next pull the northern blue
block 3 times south and push it south twice more so that it falls onto the
lower level. Go get the green block to the north and pull it south once and
push it south three more times, causing it to fall to the floor, too.
Finally the yellow block. pull it south twice and then push it south four
times so that it falls into the floor nicely. JUMP DOWN to the east.

You are almost done!  Pull the western blue block two spaces east and push it
two more spaces east, and BLUE IS DONE!

Now, pull that eastern red block three spaces west and push it three times
west some more.  RED IS DONE!

Pull the western yellow block three spaces east and push it two more east.
YELLOW IS DONE!

Last ones!  Pull the western green block three spaces east and push it three
more spaces east and THE PUZZLE IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #10                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: West of Laxisland, on a small plateau.  (Need Lombardia)
Coordinates: X: 16,030  Y: 18,899
Difficulty: 3/5
Hint:  "There might be more blocks hidden from view.  Don't forget to roate
the camera."
Item: Tracker
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Start by pushing the yellow block once to the west.  This will get rid of a
combo of blocks and leave the one big block with only a yellow block.  This
starts you back where you were in the first place -  with one block of
each color to manipulate.

Push the blue block two times south and then three times east.  Push the
eastern green five times west, and one time north.  This will get rid of two
blocks. Now there are two yellow blocks to manipulate.  Pull the northern
yellow block three times south. Leave it there for now.
Pull the northern red block twice to the south and push it three times to
the west.  Pull it once north and push it north again. Three red blocks
disappear.

Get the northern yellow and push it north three times and five times east
so that it hits the yellow on the lower level of the northeastern set of
blocks.  Two yellows should disappear, leaving a blue block.

Pull the far eastern blue block two times south, and push it two times east.
Push it three times south to the blue block in the southeastern corner.
Two more blues disappear. Staying in the southeastern corner, puff the
northeastern green block once north and then oush it once west  Push it to
the north three more times and three greens disappear.
Push the eastern red to the west.  RED IS DONE!

Push the southern green block six times north and then pull it twice west,
pushing it once more west.  GREEN IS DONE!

Pull the northwestern yellow block once east and then push it once north.
Push the southern blue block four times east (DO NOT TOUCH THE BLOCKS!).  Now,
push the western blue block five times east.  BLUE IS DONE!

Push the northeastern yellow four times west to make two yellows go.  Push
the southwestern yellow block four times east, and THIS PUZZLE IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #11                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Directly north of Millennium Puzzle 8, and northeast of Infinitum.
Southeast of Yggdrasil.
(Need Lombardia)
Coordinates: X: 7,669  Y: 15,858
Difficulty: 3/5
Hint:  "Same colored blocks are eliminated by placing more then two of them
together.  Count all the blocks before you begin."
Item: Weather Vane
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Pull the southern green block once north and then push it once north.  Pull
the northern blue block two times south, and then push once east.  Pull the
eastern blue once west.  BLUE IS DONE!

Now, pull the eastern green block once south.  Keep it there for now.  Pull
the northwestern red block once to the west, then push the eastern green block
once more to the south. Pull the far northern green block once south.
Get back to the far eastern green block and pull it once west.  Push the red
block to the north once to the east. Pull the green block once to the north
and then once to the west. GREEN IS DONE!

Pull the southern yellow block two times north, and push it two times north.
Pull the eastern yellow two times west, and push it once more west.  Pull the
northern yellow once south and then pull the northeastern red twice to the
south.  Push the northeastern yellow block once to the west and YELLOW IS
DONE!

Positioning the yellows should have also positioned the reds for you, at
least a bit. Pull the center red once west and then once south, so that
the two reds are both against the southern wall one space from each other.
Pull the far northern block once east and push it once more east. Pull it
south once and push it once more east.
Pull it south once more and push it south the last two times and THIS PUZZLE
IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #12                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: South of Glimmering Emblem, on a large plateau.  (Need Lombardia)
Coordinates: X: 24,993  Y: 14,677
Difficulty: 3/5
Hint:  "Brute force will only get you so far.  Be open to trying to move the
blocks in a new way."
Item: Pocketbook
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Pull the western green block two times east, and then push it once more east.
Pull the western red block once east, making two reds disappear.  Pull the far
western blue block once east, making three blues disappear. Push the eastern
yellow once west, making two disappear.

Pull the far eastern (on the eastern side) blue four times west, making two
blues disappear.  Pull the western red block once east, and then push it
five times east, making three reds disappear.  Pull the southern yellow once
north, and two more go.  Push the western green two times east, and GREEN IS
DONE!

Now, pull the eastern yellow block seven times west, and push it two times
south.  YELLOW IS DONE!

Pull the southern red once north.  Push it once more north and then once
east.  RED IS DONE!

Pull the western blue block once south, and pull it once east.  Now pull the
southeastern blue block once west, and then once north.  Push the western blue
six times west and then once north.  Push the western blue six times east,
and THIS PUZZLE IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #13                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Northwest of Boot Hill, West of Telepath Tower 11.  On Boot Hill
continent,
Coordinates: X: 13,098,  Y: 2,689
Difficulty: 3/5
Hint:  "Eliminating one block can cause a chain reaction and wipe everything
out.  But it is not totally necessary."
Item: Lion Shield
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

This one looks intimidating, but is surprisingly fast.
Start by pulling the southwestern green block (the only green block you can get
to on the west side) once east and then pull it once to the north. Push it two
more times to the north, and a chain reaction - the one the hint mentions -
starts. This clears out about 80% of the blocks.

Pull the western red block three times east and push it once more south, onto
the lowest level.  Pull the northern red twice east and push it once more east.
Push it four times south, onto the floor between the two red blocks and RED IS
DONE!

Pull the eastern yellow block three spaces east and push it three to
the south off the edge.  They shouldn't be touching, so no yellows will
disappear. Push the northern blue block south, BLUE IS DONE!

Pull the remaining yellow block three spaces east and push it three south.
YELLOW IS DONE!  Pull the green blocks two spaces east, and push it for spaces
south GREEN IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #14                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: South of Fortune Gear and Millennium Puzzle 1, On an island.  (Need
Lombardia)
Coordinates: X: 21,386, Y: 5,748
Difficulty: 4/5
Hint: "You already know that putting two blocks of the same color together
will eliminate them.  But dont forget that they can be put together vertically
as well as horizontally."
Item: Teleport Orb
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Pull the eastern yellow block three times west.  Push it once north, making
both yellows go.  Pull the eastern green block four times west and push it
once more west.  Push it once north, making both greens disappear.  Jump down
to the east.  Pull the western blue once east, making two blues go.  Pull the
western red block two times east, making two reds go.

Now you can finish the puzzle.  Pull the western blue once east and then once
north.  Pull it six times east, and BLUE IS DONE!

Pull the western yellow once east, and push it seven times east.  YELLOW IS
DONE!

Pull the western green block two times east, and push it seven times east.
GREEN IS DONE!

Pull the western red block once south, and then once east.  Push it seven
times east, and THIS PUZZLE IS DONE! Nice and short. Very easy for a 4/5.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Millennium Puzzle #15                       *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: In the Yggdrasil/Greenlodge area of the world map.
Coordinates: X: 4,480, Y: 18,259
Difficulty: 4/5
Hint: "Puzzles are solved before you know it.  After all, it's only a game.
But you still need to get it right."
Item: 10 - Gal Hat
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Start by pulling the eastern blue block five spaces west, making both blue
blocks disappear.  Now, pull the eastern red block four spaces west, making
two more blocks disappear.  Jump from corner to corner (that is possible to do,
but don't fall down on either side) and get back to the other blocks.
Now, pull the yellow block twice west and push it two more times west. Two
more yellow blocks disappear.  Pull the green block four spaces west,
and when it disappears, jump down to the west.

Push the mid southern yellow block (it should be the one caging to in to
the east) once west, causing twoblocks to disappear. Next, pull that
western red block east once and the two reds disappear. The eastern yellow
is next - pull it once west, making two more blocks disappear.  Pull
the eastern green block once west. Finally, pull the blue block once east
to get rid of two more blues. Jumpd down to the east.

Push the center yellow block (just to the west of you) once west and three
yellow blocks will disappear.  Push the center green block once west and
three greens will disappear, too. Pull the far eastern yellow block once
to the west and two yellow blocks go. Do the same with the eastern green.
GREEN IS DONE!

Jump down to the west this time.
Push the blue block once east, and easily, BLUE IS DONE!

Push the center yellow block once west, into another yellow, and YELLOW IS
DONE!

And for red...pull the eastern red twice west, then push it two more times
west, and THIS PUZZLE IS DONE!



*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #16                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: The fertile area to the west after you fought Balal Quo Nega, South
of the Dragons Lair. Also close to Boot Hill.
Coordinates: X: 14,341, Y: 10,258
Difficulty: 4/5
Hint: "It's natural to think differently when you find a new point of view.
Even in a puzzle moving blocks, will everything stay the same when something
new comes up?."
Item: 10 - Gal Hat
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Start by walking over the blocks, and jump off to the far north.  Pull the far
northern green block as far south as possible.  Leave it there and then pull
the far western green block four spaces to the east. This causes two greens
to disappear, giving you more maneuvering room. Pull the eastern red block
once west and then once south. Pull this same block five times west and
then push it twice more to the south. Two red blocks disappear after this.

Now, pull the far northern yellow block three spaces south.  Pull the far
eastern yellow block teice west, push it one time south and pull it two times
west.  DONT LET THEM TOUCH! Now head back to the western yellow block and
pull it once east and then push it once south.  Push the western yellow block
three times to the east, causing all three yellow blocks in place to
disappear.

Next, go to the north and pull the blue block south once. Two blue blocks
will disappear. Pull the eastern yellow block once west and two yellows
will disappear.
Still in the northern area, pull the most northern red block once south, making
two red blocks disappear.  Now, pull the eastern green block once, making both
disappear. Everything's ready now.

Pull that northeastern blue block once west, and push it once more west.
Pull it five times south. Next, get the blue block to the far east and pull
itthree times to the west. Don't touch the blues here, we're doing the same
thing we did to the yellows.  Get the western blue block and pull it twice
east and once south. Push it three more times east and all three blue blocks
disappear. BLUE IS DONE!

Now, get that eastern green block and pull it twice east.  Push it once more
east, an then twice south.  This makes both green blocks disappear.

Go back up into that northern area of the puzzle, and pull the green block
(the one you can reach without moving other blocks) once west, and then pull
the northern yellow block once south.  YELLOW IS DONE!

Almost done.  Pull the southern green block one space north, and then push
it once more to the north. Push it once west and GREEN IS DONE!

Last ones!  Pull that northern red block east, and then once north.  Push it
once more east, and pull it four times south.  Now go get that far western
red, and pull it east five times, so that both reds disappear.  THIS PUZZLE IS
DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Millennium Puzzle #17                       *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Directly north of Sand Canal (Little Twister side) on the Infinitum
continent. On the third beach east when heading around the circle in the
northwest corner of the map on a Sandcraft.
Coordinates: X: 4,434, Y: 13,766
Difficulty: 4/5
Hint: "Some say its pays to wait, others say look before you leap.  Just don't
forget that you have to move to progress."
Item: Arctic Blade
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is actually quite short and is easier than the other 4/5 puzzles.  Don't
stress yourself over this one, it shouldn't take too long even without the
solution right here.

Start by pushing the red block to the west once which will allow you to get
out of that prison.  Push it once more to the west and then two times to the
north, so that it falls off the edge.  It will cause a rather large combo and
get rid of most of that pile of blocks. Still on the upper level (remember not
to jump down until all of them are on the lower level) push the eastern blue
block twice to the north so that it falls to the floor, and makes another
combo disappear on the pile of blocks over here.

Now that a decently large amount of blocks are gone, you can start getting rid
of colors. Push the northern green block once east and once north so that it
falls onto the floor.  Now push the yellow block three times west and four
times north so that it falls onto the floor and gets rid of two yellow blocks.
Jump down once there are no more blocks on the upper level.

Down here, you know you are almost done.  Pull the southern green block once
north, and GREEN IS DONE!

If the two yellow blocks diappeared before you jumped down, the blue block
should be easy to pus.  Just push it four times west and both blue blocks
disappear.  BLUE IS DONE!

The Yellow block should be on the floor now.  Push this block three times to
the west so that it hits the other yellow block and YELLOW IS DONE!

Last one, which should be just as easy as the yellow.  Pull the eastern red
two times west and then once north.  Push it once more west, and THE PUZZLE
IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Millennium Puzzle #18                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Directly south of Worlds Footprint, on an island. Also directly to
the north of the Infinitum.
Coordinates: X: 9,355, Y: 13,678
Difficulty: 5/5
Hint: "Who was it that said 'Looking for a Shortcut will lead you astray'."
Item: Migrant Seal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Note: This is easily the longest of the Millenium Puzzles.  Mainly because you
have to go back to the top of the puzzle over and over again.  And also, be
pateint.  This puzzle can be extremely annoying because of the small areas.
It is very easy to fall off, and this will make you restart over and over.  I
about killed my game beating this puzzle for you people.  :)

This is the only puzzle in the game that you'll fall down and be able to
climb up. Don't abuse this though, as listen to the hint.  Trying to rush
this one will only mess you up.

Pull the red block once south once and push it three times south so that it
falls onto the lower level.  Jump down to the south.  Pull the blue block east
two times.  Jump down to the lower level.  Pull the yellow block twice west
and then push it once more west.  Pull it twice south and push it to the
south twice more, so that it falls off the edge. Jump down the the west.
Pull the yellow block two times west and pull the green block two times west. 
Jump onto the lower level.

Now you are on the bottom floor. You will be doing this step over and over so
pay attention. GO to the far west, and walk up that extremely thin plank to
the top of the puzzle.  Jump down to the east.

Now, push the blue block two east, so it falls onto the floor.  Pull the red
block two times south and push it once more south.  Push it two times east,
so that it falls onto the floor.  Jump down again, this time to the south.
Pull the blue block twice south and jump down to the next lower level. 
Push the green block two times west, so that it falls onto the floor.
Push the yellow block once west and pull it two times south.  Push it once more
south and then two times west, so that it falls onto the floor. Jump down to
the south and pull the green block once south.

Now, go back up to the top of the puzzle for a second time.

Jump down to the level with the red and the blue block.  Here, push the blue
block two times south, so that it falls onto the lower level.  Jump down now.
Pull the blue block two times south and push it once more south.  Pull it two
times west and push it two more times west, so it falls onto the ground
again, this time in-between the yellow and green blocks. Jump down and go
back to the top of the puzzle for a third time.

Go back to the level with the red block and push it once west.  Pull it two
times south and push it two more times south so that it falls to the lower
level. Jump down after it.  Pull the red block twice south and push it one
more time to the south. Pull it twice west and push is -four- more times west
so that it falls to the floor to the west of the yellow block.

Jump down and pull the red once west.  Go back to the top of the puzzle for
the final time.

Go all the way back down to the bottom and jump into the space east of the
red block.  Push the red block once west, and RED IS DONE!

Pull the yellow block two times west, and go back to the top of the puzzle.
Go allllll the way back down again and push that yellow block once west, and
then once south.  Pull the blue three times west.  Go back to the top of the
puzzle...again.  Go all the way back down and hop down.  Push the blue block
once west, and BLUE IS DONE!

Now, we don't have to go back to the top!  Pull the yellow block once north,
and YELLOW IS DONE!

Now for green.  Walk around the platform to the south and then push the green
block once to the north. Head back around and pull the green block three times
west.  Head back south again and around the area. Push it once more west and
THIS PUZZLE IS (FINALLY) DONE! 


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                        Millennium Puzzle #19                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Directly north of Claiborne
Coordinates: X: 11,625, Y: 9,062
Difficulty: 5/5
Hint: "If you had to choose between food you like or food you hate, which
would you eat first?  In other words, it may be best to get the tough tasks
out of the way first."
Item: Vambrace
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Solution:

Start by pulling the northwestern yellow block one space south. Pull it once
to the east and then push it once more east. Leave it there for now. Next
get that red one to the north and pull it touth once, pushing it south once
more. Push it east into the corner and leave it there. The Green block to
the east (the one that was originally in the first row) is next.  Pull that
west once and south once, then push it south once more.

Remember the Yellow block we moved at the very beginning? Right now it 
should be in-between the two reds to stop them from touching each other.
Pull this block once east and then push it once east and then south so that
it's on the bottom near the green block.  The second yellow block, this one
to the northeast this time, should be pulled once south and once west, then
pushed once more west.

We're getting there! The blue block in the northwest now - Pull it once to
the south, push it once more south and then push it west once against the
border. Now we can finish one.  The northeastern most red that we haven't
touched before, now.  Pull it once west and once south. Push it once more
south, and RED IS DONE!

Once one color is finished, the puzzle is quite a bit easier.

Get the northwestern yellow block, pull it once east and then push it once
north.  Now get the far western blue block, pull it once east, then push it
two spaces east.  BLUE IS DONE!

Now for green.  Get the far southern green and pull it one space north, then
push it two spaces east, touching the blocks on the corners.  Go get the far
western green block, and pull it once south and once east, then push it two
more times east.  GREEN IS DONE!

Now to finish this annoying puzzle.  Start with the far northern yellow block,
the one in the center of the three.  Push this block once to the east and
pull it once to the south.  Push it two more times to the south so that it's
on the ledge. Get the far northeastern block and pull it three times to the
west and once to the south. Push it two more times to the south and THIS
PUZZLE IS DONE!


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                        Millennium Puzzle #20                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: North of Sunset Peak
Coordinates: X: 7,137, Y: 12,289
Difficulty: 5/5
Hint: "Pushing...Pulling...Life is full of repetitive chores.  And that is the
key to success."
Item: Gunstar Sign
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Jump down as far north as possible, and pulll the red block once west.  Push
the yellow block you can access once east.  Now push the red block once west
and then push it two times north.  This gets rid of two reds.  Push that
southern green block once south, and then once west.  Pull the yellow block
you can access the blue block to the north, and push the yellow once more
south.  Push the northern blue block once north and pull it twice west.
Push it once more west and then two times north.  Two blues go.

Pull the southern yellow block two times north, and one time west. Oush it
once more west and pull it once north. Push it three more times to the north
and two yellows disappear. Pull the lone green twice south and two more greens
go. Pull the southern green once east and twice north.  Push it two times more
north, and then two times east.  GREEN IS DONE!

With one color done how to finish the puzzle should be laid out for you. 
For Millennium Puzzle #20, this one isn't really that bad. Pull the eastern
yellow block once north.  Pull the southern blue block once west, then push
once south.  Push the eastern yellow block once north and pull it four times
west. Push it once more west and then once north. YELLOW IS DONE!

Pull the southern blue block two times north, and one time west.  Push it two
times north, and two times west.  Push it two more times north, and two more
times west.  push it once more north, and BLUE IS DONE!

Now for red.  Pull the southern red three times north.  Push it once more
north.  Pull it four times west, and push it once more west.  Push it once
more north, and THIS PUZZLE IS DONE!


------------------------------------------------

After finishing all 20 Millennium Puzzles, go back to Dune Canyon and Chat with
Simon.  He's the man behind the counter.  He'll be impressed and give you a
rare EX-FILE key for your efforts.

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                        Telepath Towers                         *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-tlptr-

The Telepath Towers are a long side quest, much like the Millenium Puzzles.
Unlike the Millenium Puzzles though, the Telepath Towers are all encounters,
and no puzzles whatsoever.  You just need to fight a battle with 3 Towers each
time.  Each Tower has different abilties, and higher HP each time you fight
them.

To start this quest, you need to have talked to Roswell in Laxisland before
Dissection Facility or the Dragon's Lair.  You have to "Ask" him things. 
Then, talk to him after the Dissection Facility or Dragon's Lair, ask him
again, and he'll mention something to the Southwest of Laxisland.  This is
the tip you need to start the Telepath Tower quest! After you have this
conversation, you need to wait until after the Teardrop portion of the
story to speak to him again. He'll say something slightly different, but
now you can start finding and destroying the towers.

If you're having problems starting it, you need to speak with Roswell the
first time you're in town and after an event come back and speak to him
again.

Once you've found the first tower, you can destroy the others in any order
that you wish.

For most of these towers you need to use Lombardia to get to them.  I haven't
mentioned which, because unlike the Millennium Puzzles, you're required to
have Lombardia to actually start this quest.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Tower Battles                            --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This section will tell you the location, and how to fight each Telepath
Tower.  Also, after killing 5 of them, you will fight a new enemy.  I will put
the new enemy strategy after 5 of the Tower battles.

Note: Instead of wards, a lot of people like to use the combo: Extenion-Status
Lock, and then Extension-Permanence, though the wards allow you to get more
EXP from these battles.  I suggest the former, but some may like the latter
better.

If you're doing this event before the Abyss and don't have Permanance yet,
stick with Extension - Status Lock. Even if you don't have Love Charm normally
equipped to Gallows, keep it on him for the Tower battles. It will help
considerably.

Finally, Gallows is likely to be equipped with Flash Hit. Remember the useful
Clearance Arcana!  It will save you items, and when paired with Extension,
cure your entire party at once.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                          Telepath Tower #1                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Southwest of Laxisland
Coordinates: X: 16,671, Y: 18,119
Status: Amnesia
EXP: 9,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Notice the 'Status' I have in the information area of the section.  This shows
what status effect the Telepath Tower Causes to your party.  Note that each
tower causes a different status effect (each set of towers causes a single, or
multiple in later towers) status effect onto your party.

In Telepath Tower 1, the status is Amnesia.  Amnesia stops your party member
(s) to not get EXP from a battle.  This is a horrid status effect, especially
if you need the EXP badly.  Two characters should have an Amnesia ward, but
you probably shouldn't need any more characters then that with one.  This is
easily the easiest set of towers to kill.

But for all the towers, physical attacks work well, and FP Boost/Attack Up
(though cheap) are your friends.  It is also good to get in the habit of
healing the status effects when you first get afflicted with the status
effect. This will help you later on.  And You may want to have status
preparations BEFORE entering some of the later battles, or at least setting up
the status protection right when the battle starts with the Medium Command.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                          Telepath Tower #2                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Southeast of Gunner's Heaven
Coordinates: X: 4,922, Y: 15,078
Status: Disease
EXP: 10,500
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

These towers don't hit hard at all and their status attack (Noxious Steam) is 
far from dangerous (though it is an annoyance if you do not clear it).  The 
only status these cause on you is Disease, which just dtops you from getting 
EXP after the battle.  Normally, in any dongeon thats annoying, but since the 
amount of EXP these give you is insignificant at this point, it does not 
really matter.  Extension-Clearance (if thats equipped to Gallows during the 
battle) works nicely to get the job done.

As always in this quest, switch around your wards, or if you desire, just kill 
them off and do not worry about the statuses until they are dead an the battle 
is over.  Either way, the choice is up to you, its a very easy battle, the 
only thing that takes time is lowering their higher HP.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                          Telepath Tower #3                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Slightly northeast of World's Footprint
Coordinates: X: 10,130, Y: 16,339
Status: Poison
EXP: 12,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is the first set of Towers that can actually kill your party members.
Poison is, as always, an extremely annoying status.  It deals a percentage of
HP damage each round and can kill off members.  Without any wards, you need
quite a few Antidotes to win this battle. You'll want to remove the status
immediately so that it doesn't start lowering your HP chunk by chunk.

Of course, without Wards you can also cast Status lock/Permanence, but thats
not fun is it?  You wont get the extra EXP from the Skills, either.  Have at
least 2 characters with Wards, and cast Status lock on the other two, and
there is little chance you will die in this battle.

Of course, you can cheat a bit in this battle and leave Clive, Jet, or Gallows
with Poison for a few rounds before removing it.  This gets their HP low
enough to be abusable with Valiant, if you choose to do so.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                          Telepath Tower #4                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Very slightly West of 'The Unclean Mark'
Coordinates: X: 6,587 Y: 9,598
Status: Sleep
EXP: 13,500
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Again, a battle more annoying than dangerous.  Sleep Wards are highly 
recommended, as these Tower's status effects from their 'Hypnotizer' attack is 
Sleep.  Extension-Status Lock at the start of the battle if desired.  Like 
most battles before it, they do not hit hard, but if the sleep sticks, be 
prepared for the battle to drag on a lot longer than you would have originally 
intended it to.  And that always sucks) Lucky for you, they dont seem to use
it as often as the other towers, focusing on their main attacks over their 
statuses.

Even with the increased strength of attacks, these should not be difficult to 
defeat.  It's just the same thing over and over again. Sadly. 


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                          Telepath Tower #5                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: On a plateau from the island connected to Millennium Puzzle #4.
East of the Puzzle, northwest of Nidhogg Pass (1) and Yggdrasil.
Coordinates: X: 945, Y: 22,643
Status: Misery
EXP: 15,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This one can be long, but like Disease before it, Misery isn't really that
dangerous.  Melancholic Ray will cause Misery, which will stop your effective
FP gain as well as stop you from using any Arcana or Special Abilities.  
Without Gatling, the battles will be slow, so at least keep the status off of
Clive and Jet so they can build FP and use it. If you don't have a few Heart
Leaves (they're pretty rare, so you probably don't) use Extension - Status Lock
to prevent the statuses.

This one is starting to hurt a bit more, with Hyperion Blasts that can break
300 damage each, but it still shouldn't kill you, especially since these ones
like to use Melancholic Ray over and over, rather than attack.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                           Creeping Chaos                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

After beating 5 of the Telepath Towers, you are forced into a fight
(immediately) with a new enemy, the Creeping Chaos.  After this battle, you
may fight them anywhere on the world map.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Creeping Chaos
HP: 30,000
EXP: 10,000
Gella: 10,000
Item: Mini Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As someone once said, the Creeping Chaos is the Malboro (Final Fantasy) of
Wild Arms 3.  And well, its true.  Except he is a whole lot easier to beat
than the Malboros. He has three main attacks.  A Human experimentation, which
is their physical attack, Direct Voice as the second, which causes confusion,
and Arc-En-ciel.

Arc-En-Ciel is the main problem.  This equivalent to "Bad Breath".  You have
two options.  Give your party as many status wards as possible (mainly,
Confusion, Sleep, and Paralysis wards, but you can get other ones as well)
or you can use Extension-Status Lock, Extension-Permanence.  I prefer the
former, because you can get a hell of a lot of EXP from this battle if your
party members have a lot of status wards equipped.  And you can get the EXP
fast, up to 100,000 if you are devoted enough to get to 9.9.

Killing off a Creeping Chaos is not hard, for a boss.  30,000 HP isnt that
bad, and won't last too long against strong Gatlings.  If you want the EXP,
this is an excellent time to level, if you want it over with, Status lock, and
continuous Gatlings are your friend.  However you do it, you need SOME sort of
status protection against your allies, or you will be screwed.

Finally, remember the Clearance spell.  It will probably help you quite a
bit in these Creeping Chaos battles, as it removes all status effects.  Use
it paired with Extension to hit everyone.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


After the battle, you can fight Creeping Chaos' in random encounters from now
through the rest of the Telepath Tower Quest.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                          Telepath Tower #6                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: On a small island north of Ka Dingel
Coordinates: X: 9,051, Y: 5,497
Status: Paralysis
EXP: 16,500
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is annoying.  
Tranquilizer causes this Paralysis effect. Luckily, Paralysis will
wear off after two or three turns.  This battle you may actually want to do
Status lock on, though I must say Blue Bracers (which give Paralysis Wards)
are easily the most common status item in the game.

Rememeber, unlike some other RPGs, having your entire party paralyzed will not
give you a Game Over.  But at minimum, have Clive or Jet with Status Lock or a
Paralysis Ward, so that you can kill off the enemies.  Thats a minimum,
remember.  You dont want ALL characters paralyzed so that you are at the
enemy's mercy.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                          Telepath Tower #7                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Directly south from Millennium Puzzle #1, southeast from Dune Canyon.
In normal game terms, you need to land Lombardia on the lower level where you
can access the brown ground, it's on the way to Demondor - Rear, if you're
late in the game.
Coordinates: X: 20,838, Y: 7,730
Status: Glass
EXP: 18,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This time the towers use an attack called "Malice Grace," which causes Glass.
Glass can be extremely dangerous. If you're attacked when you have to Glass
status on, the character is dead. Have a few Mediums equipped with Soul
Feathers to prevent Glass and cure the statuses on the rest of the characters
as soon as possible. Otherwise, stick with Extension - Status Lock.

This battle can be quite dangerous if you don't work to keep Glass off of
your characters.  The Tower's HP keeps rising and rising based on their number
(This one is "7") so expect these battles from here on out to take a while.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                          Telepath Tower #8                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Just Northeast of Ballack Rise, southeast of Den of Miasma.
Coordinates: X: 12,939, Y: 15,569
Status: Confusion
EXP: 19,500
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

I think by this point everyone should know just how bad confusion can massacre
your characters.  If you have Confusion Wards, put them on your strongest
attackers to avoid killing yourself. As with most of the battles, Status Lock
will be extremely helpful. Be sure to have a nice large stock of Pinwheels
to cure the confusion before you begin this battle.

To make things worse, Hyperion Blaster is rather strong in this battle, likely
breaking over 300 damage. While it's not a lot by itself, if your characters
are attacking each other it can do the lst bit of damage to kill you.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower #9                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Island with beach just south of Little Rock
Coordinates: X: 24,860, Y: 11,834
Status: Bronze
EXP: 21,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This one is probably the most annoying of the basic statuses.  Bronze isnt
caused often before this battle, so you wont feel the full effects of its
annoyances.  Basically it is like a slow petrify in other games.  Except for
the fact that the characters who are effected with Bronze ALWAYS go last.  No
matter how slow the enemy is, they will always go last, making the battle drag
out a whole lot.

Heal the Bronze immediately, because you don't know when you will have the time
to in other turns.  Have at least one character (preferably Jet or Virginia)
with a Bronze ward.  Bronze is dangerous only when your characters turn to
bronze, but it is extremely annoying on the way.  And also, take healing the
bronze in priority to attack the towers, though the characters who have the
bronze status should attacks, while those without should heal.  *sigh*
annoying annoying.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                        Telepath Tower #10                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Southwest of the Abyss, Near Demondor Pillar [Rear].  In the shadows
of a mesa on the Demondor side (which is the upper level, compared to Abyss
being lower)
Coordinates: X: 24,151, Y: 8,403
Status: Death
EXP: 22,500
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Easily one of the most difficult sets of towers, these cast instant death
spells on your party.  Without Death wards, your party can be killed (if the
enemy is lucky) in four attacks.  You can have, most likely, 3 death wards
right now.  Holy Grails give you the Death Ward skill.  One on Cosmis Cog, one
from Humbaba in Ruins of Dreams, and one from a Millenium Puzzle.

Even if you do not have three, two is good enough.  And one will still make it
so that you won't Game Over.  Try to have as many as possible, and at maximum
level though, so you dont have to use as many items to revive your members.
As always, focus on one at a time, and even have Virginia attack full on, as
you want to finish this battle as often as possible.  Even though the Radius
Breath doesn't hit often, it can still be a pain, especially when you are
building up FP.  Caution is your friend.

Also, remember, contrary to the wording on the spell itself, Status Lock
DOES defend you against instant death, just not death from your HP reaching 0
normally.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

After you defeat 10 Telepath Towers the Towers will 'Release a Scream'.  Now 
you will have new types of random encounters all over the world map. In the
Sandcraft you'll be able to fight UFOs, which give the boss fight music.
One shot from your most powerful cannon should detstroy them, however.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower #11                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Northwest of Boot Hill.  Use Lombardia to bomb the rocks.
Coordinates: X: 13,965, Y: 1,354
Statuses: Amnesia, Disease
EXP: 24,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This one is extremely well hidden.  If you're having trouble finding it,
use the Teleport Orb to teleport to Boot Hill and then head directly northwest.
There's a large rock in a circular formation around this area (you should be
around Millennium Puzzle #13). Use R2 to have Lombardia bomb the boulder here,
which uncovers the tower.

There is very little chance that you will die in this battle.  The statuses
that these towers affect you with are non deadly statuses and are easily
curable.  Amnesia is far worse then Disease, as it stops you from getting EXP
from battles, and 24,000 EXP is quite a lot to miss, so make sure that any
Amnesia is healed before you kill the third tower.  Other then that, keep
Amnesia on, and dont waste a turn healing it.

Unless your party was weak from previous battlesd, the Disease will not be a
problem, as all it does is stop you from healing.  And because these Towers do
about 200 damage, it is going to take a long, long time for you to die.  Dont
worry about this status, and attack exclusively.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower #12                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Go to the beach that you originally entered to get to Gunners
Heaven.  Then, use a Call Whistle and hop onto your horse.  Head south, and
you will see a rift to your west.  Jump over the ridge and search.  Here, you
will find the Telepath Tower.
Coordinates: X: 22,397, Y: 22,622
Status: Poison, Sleep
EXP: 25,500
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is more annoying than hard.  The sleep status they can cause is a
pain in the ass, and the poison paired with it is even worse.  If your party
is all poisoned and asleep, you can easily die as the enemy continually pounds
on you.  Sleep is more of a problem in this battle then poison is, but if you
dont heal poison fast enough, the poison will cause quite a problem.  Sleep is
like parasylisis, except it is seemingly harder to cure.

If you had wards from the previous battles with the Towers that used posion
and sleep, use them fully here, as you will need them.  This battle is far
more annoying than it really is hard. You can, unfortunately, die here before
a character has a turn if you don't have Sleep and Poison Wards on.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower #13                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: On the green land on the upper level of the Dim Root Path continent.
West and slightly south of Dim Root Path, north of Millennium Puzzle #2. East
of Nidhogg's Pass (2)
Coordinates: X: 6,809,  Y: 22,176
Status: Paralysis, Misery
EXP: 27,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Without Wards, this battle will just drag on and on and on.  Misery will stop
you from using personal skills and Gatling (which is usually a main form of 
offense), and you should know Paralyze by now. Fortunately, Blue Bracers are
rather easy to come by to avoid Paralysis, but Misery is not so much. Heal
it immediately so that the battle doesn't take forever.

The only real problem with this battle is how much HP the Towers have.
They're starting to take forever to kill, aren't they?


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower #14                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: There's a rock to the direct South of Jolly Roger. Destroy it with
Lombardia and use the Sandcraft to land on the beach that it opens up. The
Tower is here.
Coordinates: X: 15,342, Y: 4,855
Status: Misery, Disease, Amnesia, Poison
EXP: 28,500
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

If my directions are a bit confusing, here's how it works. Hop onto Lombardia
and search around the walls just (directly) south to find a large boulder on
the wall right there.  Use R2 to bomb this boulder to uncover a small little
side area.  Now, use a Teleport Orb to get to your Sandcraft and press Square
to go back to Jolly Roger.  Circle around the area and land on the small piece
of land you uncovered.

The hardest part of 14, 15, and the final Tower (00) is that they all start
getting faster than Gallows, who is likely your buffer.  If you're relying
on Status Lock only and have no wards, that can be a problem here, since
they'll get the statuses off before you can protect yourself. 

The only thing that's going to hurt you here is Poison, but it can hurt you
bad.  The wards are easy enough to get (You probably have a ton of Moonstones
just from normal mobs) and you definitely need to use them. With Disease on
you can't heal yourself, so you need to remove the poison as soon as possible.
Misery and Amnesia are still as annoying as ever, but they're not life
threatening.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower #15                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: West of Sunset Peak, over the gorge (need Horse)
Coordinates: X: 5,960, Y: 12,923
Status: Death, Bronze, Sleep, Confusion, Paralysis
EXP: 30,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Easily the hardest of the Telepath Towers.  Bronze paired with Sleep can be
hell, especially if all of your characters who aren't bronzed are asleep.  Have
as many Sleep and Bronze wards possible on your members, and have at least 2
with confusion wards.  They dont cause confusion often, but it is as deadly as
always when they do.  And on top of that, you STILL have to worry about Death
spells.  If you used Holy Grails for Telepath Tower 10, have them equipped
here, as you need them.

This battle is more about preparation and wards than it is fighting.  Status
Lock is amazing, but only if you dont have the Wards.  This is the most
annoying Telepath Tower set, so be pateient, and kill them one at a time, with
whatever means nescissary.

The only way to make this battle very easy is to break it by using Extension - 
Status Lock and then Extension - Permanance.  If you do this, you won't get
all of the bonus EXP from skill wards, but you won't have to deal with negative
status effects. Remember, however, that without Wards relying on Status Lock
is dangerous because the Towers are so fast compared to Gallows.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

Once you've cleared all Fifteen Telepath Towers, head back to Laxisland and
speak with Roswell.  He thanks you, but says there's one more advance tower
that you need to destroy.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower #00                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: On an island only accessable through the Sandcraft, north of Boot
Hill.
Coordinates: X: 15,610, Y: 2,505
Status: All
EXP: 32,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

The easiest way to get to this tower would be to use the Teleport Orb to go
to Boot Hill. This sets your Sandcraft on the beach to the north. From there,
just head northwest to the bach that is brown (Lombardia can't land on it).
In the shadows of the mesa, you'll find the final Telepath Tower.

This one is not as easy as all of the rest.  You either need a ton of Wards
for every status. Most importantly, Bronze, Glass, Death, Poison, Paralysis,
and Sleep.  If you can't give your entire party that, or at least 3/4, I
suggest using Status Lock.  Extension - Status Lock will make this battle
as easy as the others, but you'll miss out on the EXP from the Ward bonuses.
To make this battle a bit easier, however, there's only one foe this time.
You don't have to worry about three enemies using negative statuses on you.

As you'd expect, the most important Ward here is Death, followed by Paralysis
and then Sleep.  If you have them, Poison Wards help, too.  If you can
have all of these wards on all of your characters, the battle should be fine.

Expect this to take a while, since the final Tower has an absolute ton of HP
for something that isn't one of the optional bosses.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

After the final battle, watch a scene where a large ship comes flying onto
the screen.  To fight this final encounter in the Telepath Tower quests,
you must kill the UFOs that have been flying around since the tenth tower
that you destroyed.

Hop into your Sandcraft and just travel around, fighting everything. Very
commonly at this point you'll encounter the boss music along with an enemy
called "UFO."  These are what you're looking for. After you kill around 5
of these, a message pops up on your screen after the battle. You can keep
killing the normal UFOs if you want, but that won't do anything.

Once you've completed this, hop onto Lombarida and fly around.

IMPORTANT NOTE: because Creeping Chaos are such good EXP with full Wards on,
you may want to spend some time levelling off of them before you finish this
battle.  The next battle will remove all Creeping Chaos and UFO mobs from the
encounter list and you won't be able to get all of the EXP from them by
getting 9.9 a kill.  Only finish these off when you feel that you're ready
and fully levelled to a comfortable level that you want to be.  If you've
cleared all of the optional bosses with EXP Bonuses, you'll be level 80+
at this point, but if you haven't you want to be if you're every going to
attempt that hellhole known as The Abyss.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                          The Mother Ship                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: The Skies above Filgaia, on Lombardia.
Coordinates: None
EXP: 40,000
Gella: 10,000
Items: EX File Key
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Once you've gotten the message from the five UFO enemies on the Sandcraft and
from the twenty UFO monstersin the sky with Lombarida, you can fight the
Mother Ship.  Once you finish off the Mother Ship, all UFOs in the sky and
the Sandcraft will disappear, as will the Creeping Chaos monsters.

After all twenty normal UFOs are dead, you'll see a message.  That means
you're ready.  Continue flying around and you'll encounter the Mother Ship
in a battle that's just like a normal sky encounter.

Start the battle off with Virginia using Mighty Might, then have Jet or
Clive use Draconic Gun Blaster while the other characters use Missile Might
(that is, the normal attack).

Like you, the Mother Ship gets four attacks per round. He's quite fast, but
not particularly powerful, his Hyperion Beams only doing around 3,000 damage.
With Mighty Might on it can hit for up to 8,000, however. Still, with a
Mighty Might and contantly Missile Mights, it should only take three or so
rounds to destroy the Mother Ship.

For destroying the ship, you receive an EX File Key.


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                         Gunner's Heaven                        *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

-gnshv-

Though Gunner's Heaven is a location that you must go to to finish the game,
since you need the Item Scope to get a Medium and through Dim Root Path.
However, the firs set of fights that you do that are required by the game
are not the only fights. There are quite a few other sets of fights to do
once you've finished off the first set. However, each is progressively
harder and requires more money to enter.

Each set of battles has specific requirements.  Like the first set's
requirements was to win within 25 Rounds.  At the time that was probably
easy, but the farther you go on, the harder it becomes.

There are two simple  ways to lose these matches:
If you go over the turn limit you lose. You don't really lose this way, but
you get a "consolation prize."
If you die, you lose.

That's it. However, easier said than done.

It depends on what level you're doing, but the general goal is rather simple.
Kill each set of enemies as quickly as possible without getting yourself
killed in the process.

Please remember!
The battles are like the Leehalt-Janus battle in Yggdrasil at the end of
Chapter 2. Your HP, FP, or statue are not restored at the end of each battle,
so not only is it a battle of strength, but a battle of stamina.

After each battle, you have two choices, Yes, or No.  If you are healthy, and
want to continue fighting, choose Yes, if you don't think you can make it,
choose No.
Note that you do not get Gella or EXP from these battles, though you can get
MTC points.

Another Note: You WILL be switching your mediums around mid battle!
Especially Gallows, who you will want to use Extension and all buffs, paired
with Permanence with.  Get used to using the Medium Command quite a bit in
these battles.  You'll probably give him Gale Claw and Love Charm the
most often, depending on where your Terra Roar and Hope Shard are.

Here's a List of the Leagues, their prices, and their rewards. Please note
that if you have the Gold Liscence from Heimdal Gazzo you can receive a
half price on the entry fee.

Also, the Novice League is the League that was required for the game.

League:               Entry Fee:        Reward Money:    Items:       Rounds:
----------------------------------------------------------------------------
Novice Division    |   2,000 Gella   |   5,000 Gella  |  Item Scope |   25  |
----------------------------------------------------------------------------
Journeyman Division|   5,000 Gella   |  10,000 Gella  |  Sonar Kit  |   20  |
----------------------------------------------------------------------------
Master Division    |  10,000 Gella   |  30,000 Gella  |  Relic Coin |   15  | 
----------------------------------------------------------------------------

Completing the Master's Division gives you access to a new optional boss.
However, finishing the Master's Division is easier said than done. . .


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                   Gunner's Heaven: Novice Division                  *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

Completing this Division is actually required to beat the game.  You can't get
the final Medium without the Lion Idol, and you can't find the Lion Idol
without the Item Scope.

This League costs 2,000 Gella (1,000 with a Gold liscence).
For winning this, you receive 5,000 Gella and the Item Scope.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 1:
Enemies: Ganga x3

These are basically like their brothers, except hardier.  They can cacnel your
turns, but they are rather slow and won't get to it that often.  They are
rather weak and do maybe 100-200 damage with their physical attacks.  Only
use one character's Gatling, maximum.  Unless you are going to use Mini
Carrots later, that is.  Start off slow, as this is definitely the easiest
enemy set to kill normally, with just physical attacks.
Hopefully, you'll at least be able to kill one of these per round so that
this battle doesn't last more than three rounds.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 2:
Enemy: Wendigo

This is a single enemy.  He is stronger than the previous set, doing 300 HP
damage with his physical attack, but he still isnt much of a threat.  Have one
character use Gatling on the first round, and then have everyone else attack
normally.  He is actually easier to beat than the previous because he is a
single enemy.  Save some FP for Virginia, about 80 is good, though you may
want 100.  (you can also use Gallows, instead of Virginia, both work).
Be careful with this one, though, he counters all of your attacks with an
attack of his own that does around 400 damage!
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 3:
Enemies: Shambling Mound x6

You can easily slaugter this party of enemies.  These use status effects, but
the key is to make sure they dont get a chance to attack you.  Whochever
character you have the highest FP with should summon a guardian.  Even if you
dont ever use the summons, it will kill of these enemies instantly, making the
battles easier for you.
This one shouldn't take more than one round unless no one has any MTC.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 4:
Enemy: Balor

Like the Melody battles, you probably wont die here unless you kill youself.
This enemy mainly attacks with status attacks, which are not that bad.  It can
be a pain though, if you are effected by Disease and then by poison. This
combination can be surprisingly deadly and you'll want two characters to
heal it the same round.  Fortunately, this boss rarely attacks physically,
but the status effects are threat enough.  Gallows with Extension - Clearance
can help quite a bit here.
Try to kill it in less than 5 rounds so that you have time for the final boss.
Save your FP a bit, if you can.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Final Battle:
Armordrake

As with the previous battle, the main problem with this one is the turn
limit.  Amordrake is not really strong, only doing 300 or so damage, but he
does have quite a bit of HP, and rather good physical defense.  These packed
together can make the turn limit a bit tight.  Since this is the last round,
dont be afraid to go all out.  Use Mini Carrots if needed, and use Gatling
with your strongest characters. Magic works well, though is not the
strongest. Don't use Earth, as he's strong to that. Use Wind, that's his
weakness.  If your time is running short, use Extension - Valiant to secure
an easy win.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                 Gunner's Heaven: Journeyman Division                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

This League costs 5,000 Gella (2,500 with a Gold liscence).
For winning this, you receive 10,000 Gella and a Sonar Kit.

You have a 20 round time limit. The consolation Prize is Peppy Acorn x3, a
Gimel Coin, a Grab Bag, and a Gella Card.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 1:
Enemies: Mercurius x4

This set of foes has startingly high HP for there being four.  The trick of
summoning a Medium at the beginning of battle will work, but it won't kill
them all. It should do around 2,000 damage and they have around 10,000 HP
each. I suggest doing the 2,000 damage with a Medium and then taking out the
rest one at a time with physical attacks.  Maybe use a Gatling, but you
certainly don't want to have more than two characters use their FP in the
first battle.
Be careful, these hit for around 500 HP each and are quite fast.  Keep your
HP up.
Try to win this is three rounds.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 2:
Enemies: Gasher Skeleton x3

This one is easy.  For the battle, have whoever has Love Charm use Requiem.
This will instantly kill one of the foes.  You can't use Extension - Requiem
here because the Skeletons are not in the same group, however you can kill
one at a time every round. While Requiem kills the first two, build FP for
the two rounds on the third one, until you either kill it with your melee
attacks or with Requiem.
However, be very careful as the Skeletons can hit for over 600 damage each.
There's no reason for this battle to take more than three rounds, either.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 3:
Enemy: Bamulvris

As you'd expect, this monster has a ton of HP. Fortunately, there's only one
this time, so the damage won't pile up as quickly.
What you'll want to do in this battle, since the foe isn't particularly strong
(only has a lot of HP) if buff yourself up. Have Gallows use Extension - 
Valiant (if you decide to use that spell), Extension - Protect, Extension -
Attachment-Fire or Ice.  Because the boss here is weak to Fire and Ice, you
can exploit his weakness with the attachments.  You may want to only make
the Protect, Valiant or Hyper (if you're using them) permanant with Permanance
though, since elemental attacks are finicky things.
This battle will probably take five or so rounds if you spend the time buffing
yourself, which I highly suggest you do. Remember, your buffs from this fight
carry over to the next rounds.  Buffing during this fight is one of the
easiest ways to win the final round of this division.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 4:
Enemies: Audhumla, Sleipner

As you (probably) know from the Nidhogg Passes, the monster type that Sleipner
happens to be is extremely annoying.  They have physical attacks that cause
instant death status!  If you've done the telepath Tower quests, you'll
probably already have your Death Wards set, but if not you should have three,
one on Cosmic Cog, one from Humbaba, and one from a Millennium Puzzle. If
you happen to (for some reason) have none, use Extension - Status Lock
to prevent the instant death status.
Slepiner has quitea bit of HP, but take him down first.  The second foe likes
to use Hyper on himself, so be sure you keep your HP up. Otherwise, his
attacks miss quite often. Try to finish this battle with at least one person
having FP, but the more you save up the better.
This battle should last four or five rounds.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Final Battle:
Enemies: Egregori x6

How hard this is depends on how much FP you had at the end of the previous
battle.  Hopefully you saved some, or tyou might be in quite a bit of pain
here.  If you have a character or two with at least 70 FP, use it on
summoning your Mediums. Also, if you didn't Status Lock yourself during the
previous battle, this is the time to do so. Force Charge helps considerably
to reach this. Summoning two strong Mediums with 70+ FP will help shorten
this battle considerably.  Whoever has Force Charge should summon at around
100.

There's 6 foes, each who use different types of status debuffs, ranging from
Glass to Instant Death.  Keep all of your status wards on here so that
you don't get everyone killed or Paralyzed so that the battle can't be
finished in time. Extension - Status Lock helps considerably if you don't
have the wards to protect yourself or you can't win on time.

Have virginia spend every round curing the more series effects (Confusion,
Bronze, Glass, Sleep, Paralyze) while everyone else attacks one at a time.
you'll especially want Glass healed as soon as you can, since if you get
hit by that, they'll team up on the character and attempt to kill him or
her with physical attacks.

Each has around 10,000 HP. Hopefully you have around five rounds left to
finish this battle, or you may have some problems.  Keep everyone's HP low
so that they'll do more damage with valiant.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

For completing this set of enemies, no matetr how you choose to, you get
the extremely, extremely useful Item Sonar.  This shows unfound items and
areas on the world map in different colors.  For example, any unfound item
on the map is shown as a yellow dot. Telepath Towers are shown in Blue.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                   Gunner's Heaven: Master Division                 *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

This League costs 10,000 Gella (5,000 with a Gold liscence).
For winning this, you receive a Relic Coin.

You have a 15 round time limit. The consolation Prize is Seed Powderx3,
Nectar x3, a Holy Root, and a Lucky Card.

If you're having trouble with this one, I suggest going to fight a few 
optional bosses.  The ATT+, Auto-Reload, Crit+, and Null Defense traits
are great when on Clive and Jet. I suggest keeping ATT+ on Jet normally
and then moving it onto Clive (the Medium with it) for the last battle.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 1:
Enemies: Daredevil x3

This is a set of three Manticore type mobs who are extremely wind based.
They're weak to Earth and Strong to wind.
This set of foes is difficult because they buff themselves up with Wind magic
to raise their speed and evasion.  They use Storm Blade to do around 1,000
damage to all of your characters! Wind Wards are a must. They also use Quick to
raise their speed to levels that they're faster than Virginia!  Finally, they
do have the ability to use Paralysis Tail, but you probably have Paralysis
Wards on everyone by this point in the game, anyway.

What I find the easiest way to win this battle is to give Gallows the Terra
Roar Medium to pair up along with Hope Shard and Force Charge.  Have him use
defend until he has around 90FP (or or two rounds, hopefully) and then summon
Terra Roar.  This should easily break 6,000 damage on each of these monsters.
Have your physical attackers kill them on the rounds after. Each monster has
around 12,000 HP. Make sure someone has around 70FP before finishing this
one off.
Hopefully this battle won't take more than four rounds, three if you're
lucky.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 2:
Enemies: Spherex6

Another large set of enemies awaits this time.  If you'll remember from the
very first boss fight in the game with Gallows, but fortunately, this one is
a bit easier.  They won't regenerate this time, but you're under the 15 round
limit to kill them all.

These Spheres are weak towards Dark Magic and strong to Light.  They also like
to use Light Magic, so Light Wards help.  Summon Moon Spark or Lust Jaw at
the start of this battle so that you can do around 6,000 damage to all of these.
The monsters here only have around 11,000 HP each, so you should be able to
kill them with one summoning at 100FP  and a few physical attacks.
This one should, hopefully, take no more than three rounds, hopefully two.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 3:
Enemy: Death Mask

Finally, a single enemy!  As you'd expect, this boss uses Death attacks, so
keep your Wards on, as well as Status Lock for anyone who doesn't have them.
Spend a bit of time buffing yourself up with Valiant and Permanence before
continuing to the next round.  As long as you keep your HP above around 1,800
and start buffing yourself up during this fight, you should be able to kill
him in three rounds, easily. Focus on trying to keep your FP up on this one.
It shouldn't take more than two rounds for this unless you haven't buffed up
before this battle.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 4:
Enemy: Dantalion

This type of monster can be incredibly annoying. Fortunately for you, this
battle should end up quite a bit easier than the other eye type monsters in the
game.  You don't need to wait until he "opens up" to damage him as long as
you are strong.  However, he DOES open up on the second round, and that's
when you MUST attack with all of your strength, Gatlings for at least two
characters to kill him off in two rounds, though if you don't want to spend
Gatling in preparation for the final round, it'll take three.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Final Battle:
Enemy: Doll Drone

Like that incredibly annoying Chameleon boss, this one is stuck in a permanent
state of Invisible.  You can't hit him with physical attacks AT ALL, so you
need to rely on magic and Summons. Arc Impulse will break 1,000 damage or more
here each round, as will Magnarize at 100 FP.

This bosses main attack is instant death, but if you have Status Lock on
your characters, as well as Death Wards, you'll be completely immune to
anything that the Doll can do to you.

You won't be able to kill the boss in time if you just use magical attacks.
Have Clive use Lock-On every round, feeding him Mini Carrots when he runs out
of FP.  Lock-On will allow Clive to hit even though nothing else can.

If that isn't enough damage, use Weaken (the spell on Love Charm). This will
make the boss weak to certain weakness based on which Mediums you have 
equipped on the character.  Basically, it's an offensive version of Attachment.
What you're going to do now is force a weakness (I like Earth) onto the boss
and then pile Mini Carrots onto the character so that round the character
uses Terra Roar summon at 100FP.  I like Mystic - Mini Carrot here, as
well as Force Charge to reach 100 FP.  A 100 FP Grudiev will do around
7000 damage.  If you keep Clive up with Mini Carrots, he'll be hitting for
around 4,000+ damage each time with Valiant.  If you're not using Valiant,
use Attachment - Earth, so you can exploid the Earth weakness you've put
onto the boss.

I suggest switching your mediums around for this battle, as it will help a
bit. In this last battle where you must rely on him for Lock-On.  A Fully
powered ATT+, decently low HP, and Valiant will make Lock-On do around 
10,000 damage!  If you haven't played with the optional bosses yet, though,
you won't be able to do this. Ideally, you should be able
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The Relic Coin from this final battle allows unlimited saves from anywhere.
Basically, it's the Ultimate Gimel Coin.

Congratulations! You've beat the main challenges of Gunner's Heaven!
However, your journey isn't over quite yet.

There's one more boss to fight in this area once you've finished the Master
Division/League.  This one's located a bit differently, however. When you
feel yourself prepared, head into that dark room you walk out of when
you are done with a match.  In here, head west and through the western door.

Follow this hall to an office at the end. Speak to the man in here for a
short scene.  Choose Yes.

This is the final battle in Gunner's Heaven!

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Boss: Emperor Marduk
EXP: 90,000
Gella: 108,000
Item: Dist Dims
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Emperor Marduk is frighteningly powerful.  His Satellite Extinction attack
does over 1,500 damage to everyone in your party, so you must keep your HP
at max at all times. Unfortunately, he's also startingly fast, usually acting
before Jet.He averages that out with some average defense, though. Other
attacks include Agony Effect, which does around 1,000 damage. Finally, he
has the Dark elemental attack Screaming Mad, which you should use Dark
Wards to prevent.  If you haven't fought Heimdal Gazzo, you probably have
a few Dark Rings from normal bosses throughout the game. The rest you'll
get from Selling the Rings to the Black Market and buying them back for
100,000 Gella. You only need to sell one to be able to buy back as many
as you want.

Start the battle by casting Extension - Protect and Extension - Quick so that
your party can survive his attacks and match his speed.  Without Dark Wards,
you'll likely get hit for around 1,700 damage by Screaming Mad! So hopefully
you have everyone equipped with those, too.

Emperor Marduk can be extremely annoying in that he heals himself.  He has a
skill called Restoration that heals around 3,000 damage each time he uses it.
Try to be able to break 3,000 damage each round or his heals will just end
up overwhelming you.  If you have the Comet Mark from defeating the Kraken,
that will help raise your damage significantly. He can, and will, use this
ability over and over again, which can lengthen the battle considerably.

There are three ways to do damage to this boss without Finest Arts.  The first
would be to keep everyone around 2,000 HP (no lower, as you'll be killed by
Satellite Extinction) and use Valiant. The second is toadd an elemental
weaknedd with Love Charm's Weaken and then add Attachment - [Element].  I
usually like Water or Ice.  The third is the Comet Mark that you receive from
beating the Kraken and then allocating 40 points to ATT Boost.  If you
do this, you'll probably break over 5,000 a hit normally.  It's almost
more broken than Valiant is.With Attachment - [Element] and a forced
elemental weakness you can hit that level, or close to it, as well.

If everyone is at low HP at the end of a round, be sure to Power Cancel the
final turn, as you must remember, Emperor Marduk is extremely fast. If you
don't have FP for Mystic - Potion Berry (with Green Thumb, preferrably) you'll
want to take Clive's turn to heal, too.  Remember, Green Thumb is received 
when you finish the breeding of one species of flower with Florina. 

In synopsis:
To win this battle with ease, have Weaken [Element] and Attachment - [Element]
of your choice on physical attacks, keep Virginia over 25 FP at all times so
she can recover your HP after Satellite Extinction with Mystic - Potion Berry
and the added effect of Green Thumb. Other things that help are the
Protect and Quick spells, so you can match his speed without too many
problems.  Dark Wards make you immune to Screaming Mad, though you can't do
anything about Agony Effect.
You must consistently break 3,000 damage a round, which shouldnt be a problem
even without Valiant if you're using Attachment and Weaken - [Element]s.
If you still can't do this, beat Kraken first for the ATT Plus skill, which
will easily raise your damage high enough to win this battle.

When Emperor Marduk gets to low HP, he starts using his Restoration skill
over and over again.  At this point, you'll start having trouble if you were
just barely breaking 3,000 damage a round. Because of this, the battle will
likely be prolonged quite a bit, but fortunately, whenever he uses his healing
skill, he can't attack you. At least some good comes out of it, right?
Marduk has quite a bit of HP, so expect this battle to take some time,
especially because he heals himself.

Like other optional battles, you can do the Experience points trick here.
Use Baselard every round with every character to get an extra .1 EXP. It
will drastically raise your EXP if you do this.  Also, equip everyone with
a Pocketbook and the Gella Boost ability.  When you use a Gella Card and
have four of these abilities, your Gella is quadrupled!
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There's one more boss you can fight here once Emperor Marduk has been defeated.

Head back into the main area, where the Inn, ARMs Shop, and Save point are.
Speak to the man (Ortega) who usually gives you the option to fight in the
arena battles. Choose "CHAT" and he'll offer to fight you. Choose yes to
fight him.

However, of the "normal" (See: Non-Abyss) optional bosses, this one is easily
one of the hardest.

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Boss: Bad News
EXP: 100,000
Gella: 120,000
Item: EX File Key
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Bad News, is, as his name implies, bad news.  He's extremely, extremely fast,
usually acting before Virginia. His physical attacks can break 2,000 damage,
too!

There's no way you're going into this battle without buffs. Gallows using
Extension - Quicken is an absolute must, followed by Extension - Shield on the
next round. You may want to also use Extension - Turbulence to raise
your evasion and hope you take less damage.  You'll probably want to cast
Extension - Permanance at this point, since spells start wearing.  After that,
use Extension - Valiant.  Buffs are going to be the key way that you win this
battle.

Before you have -anyone- attack, you need to buff.  The reason is because
Bad News counters everything with his disgustingly powerful attacks.  I 
suggest having two characters buffing per round, even three. Whoever has Gale
Claw should bee characters one by one with Turbulence and Quick - In that
order, while Gallows should be using Terra Roar and Flash Hit to use
Extension - Shield and Extension - Valiant. Have a character (I use Virginia)
to Status Lock everyone.  Remember, after about two rounds of buffing you
want to cast Permanance, or the statuses will wear. Finally, you may
also want to use Distortion to lower the damage you take.  This spell is
like Melody's barrier, it lowers your damage taken by a certain amount for
one attack.

Once again, the buffs you'll want are, in order: Shield, Turbulence, Status
Lock, and Valiant.  Distortion and Quick help you keep yourself alive, and
you'll definitely want Quicken on Virginia, but otherwise those are the 
minimum. Once you have the buffs on one character at a time, cast Permanance
on them and leave them there until everyone is buffed. You're using Status
Lock because of the Confusion status that Bad News can cause.

Once everyone is buffed, THEN and only then should you start attacking.
Like Emperor Marduk, Bad News heals himself for around 3,500 HP every few
rounds. So, like Emperor Marduk, you need to be able to break around 3,000
damage per round on this boss to effectively damage him.

Unfortunately, that's easier said than done. Unlike Emperor Marduk, who
pretty much just sat there and let you hit him, this boss counters everything
you do with Counter Tomahawk, which easily breaks 1,000 physical damage.
You can't just attack every round without one or two characters healing.
Unfrotunately, you can't avoid this attack (you use Turbulence so you can
avoid his normal physical hits). 

How I suggest you keep yourself alive is quite simple. Other than buffs, put
the Hope Shard Medium onto Virginia and make sure she has Green Thumb. With
Hope Shard, defend every other round and she'll immediately have 25 FP from
Force Charge. Keep everyone around 3,000 or even 4,000 HP. Gallows may be
the one exception, since he's extremely strong with Valiant on him and he has
the highest natural HP.

Please note that besides confusion, Bad News can use Amnesia, which will stop
you from getting EXP from this fight.  Like all optional fights, Bad News
holds a ton of EXP and missing the levels that come from winning the fight is
almost worth refighting the battle.  This is another reason why you should use
Status Lock.

Once you're prepared and everyone's buffed up, this battle is just about
keeping Virignia with enough FP to heal everyone.  As long as she has the
Quicken effect on, she'll act before Bad News and you can heal yourself.
Remember to use Gella and Lucky Cards in this battle!

If for some reason, your Virginia is just sitting there rotting because no
one needs healing, build her FP up to 100 and use the Hope Shard summon. It
should break around 7,000 damage.

As Bad News starts losing HP, he'll start curing himself for more damage.
He'll likely start breaking 4,000.  You need to be a bit riskier at this
point, keeping your HP low with Valiant.  But I suggest not going below 1,500.
Remember, the ATT Bonus from the Kraken boss makes this type of damage so
much easier to match, if you're sill having problems. Still, Gallows at
1,500 HP should be doing around 5,000 damage per attack with Valiant on, so
you should be okay if he's one of your main offensive characters, and Jet or
Clive with ATT Bonus will do around 4,000 too. The cures will slow the battle
down, but hopefully they shouldn't stop it completely.

Finally, remember, like most Counter bosses, you can save yourself a lot
of damage if you just STOP.  While you will still take some damage from Bad
News's normal attacks, the 1,000 damage counters stopped can save your life.
Calm down if you're taking a beating. Also, if anyone dies, remember to
rebuff them completely before they start attacking again.

As with all other optional bosses, you can spam experience by using a Baselard
to power Cancel every turn. This gives you an extra .1 EXP each time you
use it.  Second, again, with all optional bosses you want to use a Gella
Card along with four Pocketbooks, which give the Gella Boost ability.  This
will allow you to receive double Gella from the Card, and the Gella Boost
will double your double. You'll end up with 480,000 Gella.

You receive a rare EX File Key for completing this battle.  Also, if you have
characters who reach 9.9x EXP, you can cap your EXP in this battle.
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*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                     Other Side Quests                          *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-othsq-

Optional Bosses, Millennium Puzzles, and the Telepath Towers are not the only
thing to do in this game.  There are quite a few small sidequests you can do
throughout the game. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=                              Martina                                 -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Martina is a young woman that you first encounter while at Claiborne in
Chapter 1.  Her side-quest lasts through the entire game, even though you
start it at the very beginning.  This quest can be done at any time - there
does not seem to be a time limit. It's best to start as early as possible,
like the rest of the side quests in the game.

A few notes before I begin:
These events are "timed."  That is, if you haven't done enough, you won't be
able to continue on with the quest.

Elaborating on this, sometimes Martina stays in the same place and won't move
for a while.  If this is happening, you need to go around and mess around for
a while.  Spend the Night at Inns (preferably Baskar Colony, Boot Hill, or
Humphrey's Peak, as they're all free), run around fighting encounters, or go
on with the story a bit.  Sometimes it takes quite a few nights sleeping at an
inn to get Martina to move around near the end of the quest. 

Unless she's stuck in Humphrey's Peak (that's the exception to this), you'll
need to mess around a bit in order to get her to move and continue the side-
quest.

Here's a general list of where Martina goes and where you need to speak with
her.

=========================================
Martina's Journey: 

1. Claiborne
To start the quest, speak with Martina in Claiborne.  She tells you that she's
going on a Journey.
----
2. Westwood
The train station outside of Claiborne is where Martina heads next. Speak to
her there to get her to move on.
----
3. Little Rock
Oddly enough, Martina skips Little Twister until after you've reached Little
Rock, it seems.  You may find that she does it normally for you, however.  As
long as you continue speaking to her, you're fine.
In Little Rock, Martina is in the Inn/Saloon.
----
4. Little Twister
Martina moves back to Little Twister after Little Rock, but it's illogical
this way, considering she moves to Humphrey's Peak next.  It's very possible
to speak with Martina in Little Rock and come back to Little Twister later
and find her there.
----
5. Humphrey's Peak, Part 1
This will be the first spot that Martina stays at.  She'll stay here for the
entire game if you don't actually speak to her the right way.  First, Martina
is in the house just to the west of the entrance, the only house in Humphrey's
Peak that isn't Clive's or the ARMs shop. Speak with her there and then speak
with the woman, Cheville, inside the house. Speak with Martina again after
that.
----
6. Humphrey's Peak, Part 2
Martina remains in Humphrey's Peak.  If you've spoken to Cheville, Martina
will be outside the house, to the north of the save point this time. Speak
to her there and she says that she'll be staying in Humphrey's Peak for a
while.  To get her to move on, you'll need to sleep at an inn (probably
Clive's house, you're already here, after all) a few times, fight some
battles, or go along with the story.
----
7. Jolly Roger
Martina moves to Jolly Roger next.  She'll mention being thankful for the
water during the drought here. Speak with her until she mentions that she
received a letter from Cheville.  That's her key to move on.  Once again, you
will want to do some events, fight some battles, sleep at an Inn, anything you
want to do, before continuing her sidequest. She won't appear in the next
area until some time has passed. It may take three or four times sleeping at
an Inn to get her to move on.
If you can't find Martina in Jolly Roger, she's in the Inn/Saloon.
----
8. Ballack Rise
You can not reach Ballack Rise until you have Lombardia. She's right at the
entrance to town, you can't miss her.  Right beside her is another child NPC
named David. Speak with Martina first, then speak with David. Then speak with
Martina again, then David again.  David needs to mention a Saloon in a town
"Under the Dragon Hill."  He's referring to Laxisland. Now Martina is ready
to move on.
----
9. Laxisland, Part 1
Martina is upstairs in the Inn/Saloon once you reach Laxisland.  Like before,
you won't be able to find her there until you've run around, slept at an Inn
a few times, explored, fought, or whatever you feel like doing to pass time.
Speak with Martina a few times, until she starts repeating herself, and then
speak with the woman on the bed, Mileux.
Martina stays in Laxisland.
----
10. Humphrey's Peak, Part 3
Speak with Cheville in the house that Martina was in for some time.  She's the
blonde woman in a white outfit. Her house is just east of the town entrance.
She mentions that she's going to hurry to lLaxisland after hearing the news.
----
11. Laxisland, Part 2
With Cheville here, you can watch another scene.  Speak with Martina, then
Cheville, and finally Mileux (who is difficult to target during this part).
After you've spoken to all three, you need to, once again, sleep at the Inn
a few times, fight, adventure, and generally lalala.
Martina stays in Laxisland.
----
12. Laxisland, Part 3
This part is something of a "mid-part."  You want to speak with Martina here,
but she won't move yet. Martina's dialogue changes, and when you speak with
Mileux she says "Whew" instead of calling for Martina.  This means you're
on the right track. Martina should say that she couldn't have done it without
you.
----
13. Laxisland, Part 4
After some more time sleeping at Inns, going on with the game, fighting, or
doing whatever (usually people just sleep at the Inn about 5 times, but I
like to do others things that aren't so mind numbing) Martina's text will
change again.
This time, Martina mentions that she is happy and thanks everyone for their
help. Speak with Mileux and Cheville, and Martina leaves Laxisland.
----
14. Claiborne
You actually don't have to go to the Inn or mess around this time!  Once
Martina has thanked you in Laxisland, fly over to Claiborne and enter the
Inn/Saloon there. Speak with Martina, who is enterally grateful.
=========================================

For finishing Martina's sidequest, you receive a rare EX File Key.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=                              Florina                                 -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Florina's side quest is probably the most time consuming in the entire game.
To actually start the quest, you musy have completed the Decaying Labyrinth
side-quest.

After you've finished it, Florina offers to start growing flowers for you.

Here's how it works:
To grow a "flower" (it's more along the lines of Fresh produce) you must
sacrifice one of your own items.  Once you've done that, Florina will grow
whichever plants you choose. You only have eight Plots, so choose carefully.

To make your plants grow, you need to run around, explore, continue with the
game, sleep at Inns (probably the best way to make the flowers grow is to
sleep at Inns, actually), and all around do whatever you must to spend your
time.  The longer you spend away from Florina, the more plants she'll have
waiting for you when you come back.

To make it more complicated, there's not a 100% chance that your flower will
actually GROW. That's why sometimes you'll see yourself getting 10 Heal
Berries and only 1 Potion Berry, with no Mini Carrots.

To make your plants have a higher chance of growing, you need to use the
"Breeding" command.  Like with sowing initially, each time you use this
command you must sacrifice one item.  However, each time you sacrifice one,
the rate that your flower will grow increases.

Now that we're done with the basics, time to start grinding the numbers and
objects.
Let's start by telling you how to finish the quest.  I'll even put it in a
nice little box to make it more obvious for people to see:

--------------------------------------------------------------------------
  To finish Florina's side-quest, you must completely Breed all Flowers!
--------------------------------------------------------------------------

Easier said than done.  Basically, each plant needs a certain number of
that specific plant "sacrificed" to "breed" or "level up" the plant.  As I
mentioned above, each time you sacrifice an item to the flower using the
Breed command, you're more likely to have a successful chance of Growing the
actual plant. So not only are you getting closer to finishing the quest, but
you're also improving your chances of getting the best items.

Here's a list of how many plants you need to "completely" Breed your plants:

Items Necessary:
==================
Heal Berry     x30
Potion Berry   x40
Revive Fruit   x50
Mega Berry     x60
Holy Root      x70
Mini Carrot    x80
Full Carrot    x90
Tiny Flower    x95
==================

That's a ton of items!  I'm sure you'll find the heardest to be Tiny Flowers
(which have the lowest chance for success to bloom innately), Mega Berries
(you don't actually get any until you're over 3/5 through the game), and
Full Carrots (they're actually not as bad, but you'll find you use them a lot
later on, so you won't have as many to sacrifice.) Every time you get a new
item, be sure to give it to Florina immediately, Sacrificing it before you
accidentally use it. 

So, what do you get?

First off, after you finish completely breeding one species of "Flower,"
Florina gives you the Green Thumb Item.  This is an absolutely amazing item
that you should equip on a Medium that you permanently use for Virginia
(I like Moon Spark, but it's your game, your Mediums.)  The Green Thumb gives
you the Personal Skill with the same name.  This ability allows you to have
double Potency from Berries!  That means Extension - Potion Berry will end up
healing everyone for 2,000 damage, instead of 1,000.  With this much healed,
you'll -never- need to use Mega Berries!

Also, once you've completely finished the species, you can buy them from the
Black Market in Little Twister for rather high prices.  You can't enter the
Black Market until after you've received the Black Card from the Caging Tower,
however.

To tell how close you are to finishing breeding the flower, Florina changes
her text.
From lowest to highest, here's some of her phrases:

Water, Soil, and a warm heart are what makes a flower grow. Please look on
with kindness.
---
If you listen closely, you can hear the flower thumping.  But it is a small,
fraile pulse. . .someone needs to carefuly watch over it.
---
The flower is trying its best to live. Your kind heart and support will help
it grow strong.
---
It's very difficult to raise a flower in Filgaia's current state. Let us
pray for a miracle.
---
Someday Filgaia will be green again. . .
---
Strong Roots are a wonderful thing, this seedling taught me that.
---
What a fabulous seedling.  It will take root and grow tall towards to sky
(bad translation or a typo in-game here. "Towards to" is how it's said.)
---
This seedling should grow strong. No, not should...It will definitely grow
strong.

When you receive the last message, you're done or very close to being done.

The only way you can really make breeding faster (as it -is- a very time
consuming process that will probably last you the entire game) is to spend the
night at an Inn over and over and over again, 7-10 times in a row. If
you plan to do this, do it in Baskar Colony, Humphrey's Peak, or Boot Hill,
where it doesn't cost any Gella to stay.

When you've finally finished Florina's Sidequest, you receive another EX File
Key and Florina's thanks.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=                           EX File Keys                               -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

EX File Keys are rare items that you get throughout the end of the game that
allow you access to certain priledges on your second playthrough, or once you
have beaten the game.   There are 15 EX File Keys in all.

EX File Keys are found in three different ways.  Sidequests, Optional Bosses,
or "just lying around."


Six out of Fifteen (6/15, 2/5) EX File Keys are found from Side-Quests.
Five out of Fifteen (5/15, 1/3) EX File Keys are dropped off of Optional
Bosses.
Four out of Fifteen (4/15) EX File Keys are found "Just lying around."

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                       Side-Quest EX File Keys                       *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

A great deal of EX File Keys are found from doing various side quests through
the game.  The main side quests that give you the Keys are as follows:
===============
Martina
Florina
Kaitlyn
Millennium Puzzles
Telepath Towers
Uncle Gob
===============

Most of the side-quests have their own sections explaining how to finish them,
so if you're still having problems refer to their respective sections.

Here's a short Summary of how to get these Keys:

Martina's Quest:
------------------------------------------------------------
Once you complete Martina's quest and she's returned to Claiborne, she gives
you an EX File Key.
The proper order of towns Martina visits is as follows:
Claiborne
Westwood
Little Rock
Little Twister
Humphrey's Peak, Part 1
Humphrey's Peak, Part 2
Jolly Roger
Ballack Rise
Laxisland, Part 1
Humphrey's Peak, Part 3,
Laxisland, Part 2
Laxisland, Part 3
Laxisland, Part 4
Claiborne

For more information and a more detailed list, please see Martina's devoted
section.  If you're having problems with just this base list, spend the night
at a few places, run around killing monsters, and all around mess around in
order to make Martina move or for events to progress.


Florina's Quest:
------------------------------------------------------------
You get Florina's Key by completely breeding all plants. To start Florina's
side quest, you must have completed the Decaying Labyrinth quest first.
Completely breeding all plants takes quite a bit of time. you do this by
sacrificing a certain number of the items until you can't sacrifice any more
of them. You'll be able to buy the Plants from the Little Twister Black Market
once you've completely bred them, just in case you're not entirely sure.
Here's a small table on how many plants are necessary to finish breeding
with its respective command:
==================
Heal Berry     x30
Potion Berry   x40
Revive Fruit   x50
Mega Berry     x60
Holy Root      x70
Mini Carrot    x80
Full Carrot    x90
Tiny Flower    x95
==================
As stated in the Florina section, the best way to make them grow is to run
around, kill monsters, or sleep at an Inn over and over.


Kaitlyn's Quest:
------------------------------------------------------------
Kaitlyn's Book Quest gives you another EX File Key.  Kaitlyn is Clive's
daughter in Humphrey's Peak. She stays there throughout the entire game, so
there's no need to look for her.
Once you given her all twelve books, she gives you the EX File Key.
The books are found throughout the game and are considered "Key items" by
this author. Here's a short, general list of where they're found.  See the
respective areas of the Walkthrough if you want more information.

This quest can be started at any time, it seems.

Adventure #1 - Put Clive in the lead and speak to his daughter, Kaitlyn. She
gives him the Adventure #1.
---
Adventure #2 - Inside a chest in Fortune Gear.
---
Adventure #3 - Inside a hidden room in the Infinitum, by manipulating the
blocks in abnormal ways.
---
Adventure #4 - Inside the First Nidhogg Pass (or, as I put it, Nidhogg Pass
(1)).  There's a room only a few screens in that you have to tiptoe over to
get across.  If you purposely fall down about three steps on the path, you'll
find a Duplicator door.  Open the door and the book is in a chest on this
screen.
---
Adventure #5 - From the boss in The World's Footprint. You can't miss this at
all, since the boss is required.
---
Adventure #6 - Fila Del Fia, in a chest in a room that you need to bomb the
wall to find.
---
Adventure #7 - Dim Root Path, in a chest.
---
Adventure #8 - Demondor Pillar - Rear.  Once your group has been reunited,
there's a room that there are two chests that you must(or can) open with the
Steady Doll.  This one is in one of those chests.
---
Adventure #9 - This one is found inside one of the block puzzle rooms inside
of Mimir's Well, if you choose to revisit it after the initial events.  The
puzzles are really annoying in here, so have fun with them.
---
Adventure #10 - An optional boss, the Adult Mag, drops this in Leyline
Observatory.  You must have a Migrant Level of 18 (that is, 17 Migrant Seals)
to be able to fight the boss.  See the optional boss section for more
details.
----
Adventure #11 - Once you have all ten original books, read them to Kaitlyn.
You don't actually need to read the entire thing if you don't want to, just
press the Start button to exit the book. It counts as read. After you've done
this, speak with Clive's wife, Catherine, and she gives you the final book to
read to Kaitlyn.

Once you've read all 11 books to Kaitlyn, you receive the EX File Key.


Millennium Puzzles:
------------------------------------------------------------
You also receive an EX File Key from completing all 20 Millennium Puzzles.
This is a time consuming process that requires a lot of trial and error if you
aren't using a guide to finish them (I have the strategies for each puzzle in
the respective section of this guide).

Once you've completed all 20, speak with the man in Dune Canyon who you would
usually buy tickets from.  Choose CHAT, and he'll be very impressed by your
finishing the Millennium Puzzles.  He gives you the EX File Key.


Telepath Towers:
------------------------------------------------------------
By Destroying the MotherShip at the very end of the Telepath Tower quest
you receive an EX File Key.  This one drops off of her after the battle.

Uncle Gob:
------------------------------------------------------------
This is a quest completely unrelated to anything in the main storyline and it
can actually be rather annoying to do.  Uncle Gob wants you to complete your
World Map.  That's the item that you buy from the item salesman for 5,000
Gella.

Two things before you can finish this quest:
You -must- have Lombardia. It's impossible to finish without her.
The second is actually -finding- Uncle Gob.

First, head to Humprey's Peak.
Head immediately west and down the ladder. Normally, there's nothing down in
this area, but as you walk below the bridge, press against the northern wall.
There's a path. At the end of the path, press X around and speak with the
Goblin.
He'll tell you your map completion Percentage.  Fly around the world map until
you have 100%.  Just a word of warning, however: You're more than likely not
going to be able to finish this quest the first time.  You will, most
certainly, need to return back to the World Map and fly around on Lombardia
some more to find any areas you might have missed. You'll probably fly around
at 98% or 99% for a while until you find those last few blocks you missed.

The Telepath Towers make this puzzle a bit hard because they're little grey
dots on the map, which would normally symbolize unfinished.

Other problematic areas include any sets of islands put together (since it
looks like you have an extra island) as well as the Yggdrasil island, since
that is very very dark and hard to see.

To help, you may want to look at the map from the Teleport Orb view.  That
lets you see anything obvious you might have missed.
------------------------------------------------------------


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                     Optional Boss EX File Keys                      *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

Optional bosses also drop EX File Keys.  Since I have a huge section on the
optional bosses and their strategies, I suggest looking there for help.  This
is mainly here to tell you which bosses drop them, as well as how and where
to find these bosses.
Here's a List of Optional bosses that drop EX File Keys:
===============
Balal Quo Naga, Part 2
Bad News
Black Box
Ariochs
Ragu O Ragala, Part 2
===============

Balal Quo Naga, Part 2:
------------------------------------------------------------
You'll want to upgrade your Sandcraft to have at least the maximum Gun before
trying this boss.  You need to shoot, with Lombardia, the center of a large
set of Islands in the middle of the sand.  You encounter Balal Quo Naga, Part
2 from the sand geysers in the area.  
He Drops one EX File Key.


Bad News:
------------------------------------------------------------
Bad News has a few pre-requisistes.  First, you must complete all three
levels of Gunner's Heaven (that means finishing the Master's Division) and
then killing the boss of Gunner's Heaven, Emperor Marduk. Once you've
finished Emperor Marduk, speak to the male in the Gunner's Heaven Lobby that
you usually pay to do events and CHAT with him.  Select yes, and you can
fight him.
He drops one EX File Key.

Black Box:
------------------------------------------------------------
After opening 319 chests (the earliest point you can do this is after you
finish all of the puzzles in Mimir's Well - right before the final dungeon),
you can fight this boss in Fortune Gear.  He won't challenge you until you
have opened all 319, though.  He's in the second room, on the upper level, in
the Treasure Chamber there.
He drops one EX File Key.


Ariochs:
------------------------------------------------------------
Probably my least favorite boss in the entire game, you must defeat 100 sets
of Ariochs to get this key.  The original set is in Den of Miasma, and you
need Gallows' Kramer Dolls to awaken/unseal the boss. After that, the Ariochs
appear in normal encounters. Defeat 100 of them to receive this EX File Key.


Ragu O Ragla, Part 2
------------------------------------------------------------
Defeating the true Final Boss of the Abyss gives you this.  Not the first
form (which is floor 100), this is the one on 1F before you get out.  Easily
the ultimate boss in the game, Ragu O Ragla, Part 2 is probably the most
challenging Key to complete.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                  "Just Lying Around" EX File Keys                   *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

Some EX File Keys are "Just Lying Around."  That means you don't really
have to do anything in particular for them that has a sidequest.
Just Lying Around EX File Keys:
===============
Sunset Peak
Outside of Yggdrasil
The Final Boss
The Black Market
===============


Sunset Peak:
------------------------------------------------------------
If you've finished the Millennium Puzzle and Telepath Tower quests, you know
how to get to Sunset Peak.  if not, that's what I'm here for.  once you have
Lombardia, go to Southfarm Station and buy a ticket to East Highlands Station.
Before choosing to ride there, CHAT with Tony, and he'll mention strange
disappearances.  Now choose to ride, and you'll end up in Sunset Peak.

Once in Sunset Peak, run into that large lightpole that has a clock on top
of it. Hit it (while spriting with X) and the EX File Key drops out of it.


Outside of Yggdrasil:
------------------------------------------------------------
This one is actually a world map item that you must find with the Item
Scope.  Unfortunately, to get back to the Yggdrasil portion of the World Map,
you must walk through all three Nidhogg Passes again.  I suggest getting
this one when you're fighting John Dee in order to save time.


The Final Boss:
------------------------------------------------------------
The final form of the final boss has an EX File Key that you can steal.
This one's a bit odd, actually.


The Black Market:
------------------------------------------------------------
This is possibly the most time consuming of the EX File Keys.  With the Black
Card from the Caging Tower you can enter the Black Market in Little Twister.
You'll mmediately see this item there for the staggering price of 9,999,999
Gella!  You don't just have that type of Gella lying around, do you?

Well to make this easier, fight Heimdal Gazzo in the Dissection Facility.
He drops the Gold Liscence, which halves the prices of every item, upgrade,
or event (Gunner's Heaven, Train rides) in the game.  That just gets it down
to 4.9 Million Gella, but you're still saving over 4 Million Gella in the
process.

Have fun with this one!
------------------------------------------------------------



After all is said and done, you may wonder what the point of collecting the
Keys is.  Well, it's mostly for the completist standard of finishing
absolutely everything the game has to offer.  However, it does actually open
up some new Features, too.'

First off, beat the game.  If you've done everything and have every EX File
Key you can just waltz up past Tiamat, laugh as he dies in a few rounds as
you take no damage, and then go trounce on the Final Boss. Remember to steal
the 15th EX File Key in the process.

Once you've beaten the game, save a new EX FILE!  Make it a separate file to
the one that you've been using.  Load this game and you're given the chance
to use your hard earned keys.  You need all 15 to "buy" everything there is
to offer.
=================================================
1 Key: Status View.
-------------------------------------------------
2 Keys: "New Game+," pretty much.  This allows you to play through the game
a second time with all of your stats, money, items, etc.  It is very very
easy the second time through.
-------------------------------------------------
4 Keys: Be able to view a select few versions of the opening movie. As you
most likely noticed, the opening movie changes as you proceed through the
game. The main changed happen around the time the English singer says "Safe
and Warm."
-------------------------------------------------
8 Keys: The last few sets of the opening movie are viewable by using the last
sets of Keys.
==================================================

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                            Mediums                             *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-aclst-

This section is devoted to the Mediums in Wild Arms 3.  I will go throguh each
spell and skill a Medium gives you when you equip it.

Medium: The name of the Medium
Medium Set: The set of Mediums this Medium comes with.  There are three medium
sets
Ark Scepter: The first set.  You get it on Chapter 1.
Ley Points: The Mediums you get on Chapter 2, each holding a Ley Point.
Guardian Lords: The Mediums you get in Chapter 3.
Arcana: The types of Arcana, their names, their costs, if they can be
reflected, and their effects.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Aqua Wisp
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Arc Scepter

=-=-=-=-=-=-=-=-=-=
Pressure
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes
Effect:

Pressure is a Water elemental Arcana attack.  It does more damage to enemies
weak versus water attacks, and will do less damage to enemies strong versus
water attacks. It is less useful than Refrigerate.

=-=-=-=-=-=-=-=-=-=
Refrigerate
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes
Effect:

Refrigerate is an Ice elemental attack.  I found that I used this attack far
more often on bosses and normal enemies than I did Pressure, so it is more
useful. It will do more damage to enemies weak versus ice attacks.  It will do
less damage to enemies strong versus ice attacks.

=-=-=-=-=-=-=-=-=-=
Heal
=-=-=-=-=-=-=-=-=-=
FP: 12
Reflect: No

Probably the most useful spell early on, Heal heals the HP of your party
members. Or rather, A party member.  You can use this with Gallows' Extension
spell to heal all four members.  In Chapter 1, when you dont have any Heal
Berries this is a spell you will use 90% of the time.  Dont ever be cheap with
this spell, as it can save your life, even at the end of the game.  Sadly, it
gets weak after you get around 1,500 HP (around the middle of Chapter 2) which
can be a problem.  You can not target your enemies with this spell.

=-=-=-=-=-=-=-=-=-=
Analyze
=-=-=-=-=-=-=-=-=-=
FP: 4
Reflect: No

If you are using this FAQ, you probably wont have need to use this spell at
all.  You mainly use it to see what enemies or bosses have elemental
weaknesses.  Useful, if you dont have the enemies' weakness, and you want to
use Arcana or Attachment.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Terra Roar
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Arc Scepter

=-=-=-=-=-=-=-=-=-=
Petrify
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

This spell attacks an enemy (or enemies) with the power of earth.  Enemies
immune to earth will not be damaged by this, and those who are wind elemental
will be weak against it.  Sadly, it probably wont be used as much as the other
Arcanas on Terra Roar.

=-=-=-=-=-=-=-=-=-=
Shield
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: No

This spell is surprisingly useful, especially paired with Extension.  It
lowers the damage that physical attacks do.  This is extremely useful against
bosses who have strong physical attacks.  Note though, that some attacks that
look physical are magical, so know the attacks before you cast this spell.

=-=-=-=-=-=-=-=-=-=
Protect
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: No

Another surprisingly useful spell.  This one can be invaluable in some boss
battles, as it lowers the damage that magical attacks do.  Paired with
Extension, this baby can save your party from defeat just because the damage
is lowered.  While some may say it is less useful then reflect, it absorbs
more and tends to last longer.  Remember that it wont do anything to physical
damage.

=-=-=-=-=-=-=-=-=-=
Decelerate
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: Yes

This spell is required in a few boss fights in the game, but other then that
it may not see too much use.  It halfs the enemies RFX, allowing your attacks
to hit a lot better then they would.  On enemies that frequently dodge
attacks, this will be useful.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Gale Claw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Arc Scepter

=-=-=-=-=-=-=-=-=-=
Vortex
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

This is a wind elemental attack spell.  It works quite well on a few bosses,
and works better on the bosses then most normal enemies.  But if an enemy is
weak versus wind, by all means use it.  it wont do as much damage to enemies
who are strong against wind magic.

=-=-=-=-=-=-=-=-=-=
Inspire
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

This is a thunder elemental attack.  It wont be used on too many bosses,
sadly, because it is a rare weakness, but on the enemies who are weak against
thunder, it should work pretty well.  It will not do as much enemies with a
strength to thunder.

=-=-=-=-=-=-=-=-=-=
Quicken
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: No

This spells ups one (or multiple characters')  RFX, allowing your members to
dodge attacks easier, and to go faster.  Makes Virginia go a million miles an
hour, thats for sure.  Even the fastest enemies wouldnt go before her....

=-=-=-=-=-=-=-=-=-=
Turbulance
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: No

This spell is a support spell which, when cast, ups your characters EVA, or
evasion.  On a character like Virginia, it makes them practically immune to
physical attacks, as if they have a high base as it is, then the percentage
the evasion is upped by is higher.  Fun against bosses who use physical
attacks.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Fiery Rage
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Arc Scepter

=-=-=-=-=-=-=-=-=-=
Cremate
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

This is your standard Fire elemental Arcana attack.  Not too many bosses are
weak versus fire, so you wont be using it too much.  it is required on a few
annoying bosses though, so dont turn it away immediately.

=-=-=-=-=-=-=-=-=-=
Devastate
=-=-=-=-=-=-=-=-=-=
FP: 20
Reflect: Yes

FAR more useful then Cremate, but costs double the FP.  The spell does more
then twice the amount of non-elemental damage then Cremate does, and will
damage enemies more effectively.  If you are going to use any attack spell on
Fiery Rage, this is the one.  Amazing against those annoying enemies who can
only be damaged by magic.

=-=-=-=-=-=-=-=-=-=
Fragile
=-=-=-=-=-=-=-=-=-=
FP: 6
Reflect: Yes

One of the more useful status effectors.  This one lowers an enemies (or more
then one) physical defense making it easier to damage with your normal attacks
and gatling.  If the enemy isn't immune to this spell, its extremely useful.
Sadly, it wont work on most bosses, where it is needed most.

=-=-=-=-=-=-=-=-=-=
Revive
=-=-=-=-=-=-=-=-=-=
FP: 8
Reflect: No

Early in the game, this spell will be your best friend.  It basically does the
same thing as a Revive Fruit does.  It revives a fallen character.  Sadly, it
doesnt heal as much HP as a Revive Fruit would, but any time you are out of
the fruits, this spell can save your life.  Remeber it exists-it can save your
life.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Moon Spark
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Ley Point

=-=-=-=-=-=-=-=-=-=
Grav
=-=-=-=-=-=-=-=-=-=
FP: 16
Reflect: Yes

This is quite the odd attack spell, and very out of place in Wild Arms 3.  it
is basically like a gravity (or Demi) spell in every other game.  It reduces
an enemies (or enemies') HP by a certain percentage.  This usually leads it to
do over 1,000 damage early on.  But as powerful as it is, getting a boss who
it works on can be a pain in the ass.  Most enemies and bosses can dodge it,
so, unless they are weak versus Darkness, good luck using this skill.

=-=-=-=-=-=-=-=-=-=
Eraser
=-=-=-=-=-=-=-=-=-=
FP: 24
Reflect: No

This spell works like the 'Dispel' spell from any other video game.  It
removes any good or bad status effects from an enemy.  I find that I haven't
used this more then once in my few times through the game.  Of course, if an
enemy casts support spells on himself, this is very useful, though in most
battles there are other ways to dispel support spells.

=-=-=-=-=-=-=-=-=-=
Feeble Mind
=-=-=-=-=-=-=-=-=-=
FP: 16
Reflect: Yes

One of Moon Sparks more useful spells, Feeble Mind lowers the magical (Arcana)
resistance of said enemy or enemies.  Very useful is you want Gallows or
Virginia to do more damage to the enemy party, though most bosses are not
effected by it.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Flash Hit
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Ley Point

=-=-=-=-=-=-=-=-=-=
Spectre
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

I find that this is my most used or second most used attack spell in the
game.  It is Light elemental attack spell that does damage to a single enemy
(or enemies if you use Extension).  Against basically any enemy (except other
Light elelemtnal ones) it works wonders, and will do even more damage to
enemies who are dark elemental.  This spell is your friend.

=-=-=-=-=-=-=-=-=-=
Clearance
=-=-=-=-=-=-=-=-=-=
FP: 32
Reflect: No

Useful at times, yet at the same time, completely useless.  It clears all
status effdects (except Explosion and KO) from a party member (or members).
If you have the money to buy items, this spell is useles, but if not, and the
enemy has a lot of elemental attacks (namely, Creeping Chaos and the Telepath
Towers) then this spell is going to be your best friend.  I prefer items.

=-=-=-=-=-=-=-=-=-=
Reflect
=-=-=-=-=-=-=-=-=-=
FP: 36
Reflect: ...does that really need an answer?

Against magic users, this spell is completely invaluable.  It will make you
almost completely imune to magical attacks, and you can still heal yourself
and use support spells.  Note that not all magical attacks will be reflected,
so make sure you know the spell well before using it. Works wonders on the
Raftina boss.

=-=-=-=-=-=-=-=-=-=
Valiant
=-=-=-=-=-=-=-=-=-=
FP: 24
Reflect: No

Some say that this is one of the best spells in the game.  I would have to
disagree, but its really a matter if you will play cheaply or not.  This spell
means that the lower your HP is,m the more damage your attacks do.  So if you
have a maximum of 1,000 HP, and your HP is at 400 (400/1000), you will get 600
points added to your attack.  NOTE:  You will not do 600 points more damage,
the points are added to your base attack.  So if your base attack was 150
under those same circumstances, you would have 750 attack instead.  In simple
terms:  The less HP you have when you use it, the more damage you do.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Lucky Hand
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Ley Point

=-=-=-=-=-=-=-=-=-=
Hox Pox
=-=-=-=-=-=-=-=-=-=
FP: 18
Reflect: No

You know, this is the only game you would need something like this spell.  It
basically increases your luck.  For those of you who didnt pay attention to
what luck did, Luck raises your chances for rare items, and your own critical
attack chances.  Very useful, especially if you have the Luck Up PS equipped.

=-=-=-=-=-=-=-=-=-=
Familiar
=-=-=-=-=-=-=-=-=-=
FP: 60
Reflect: Yes

This spell attacks one enemy for non-elemental damage.  Simple, yes, but
effective.  Not my personal favorite attack spell, because the damage is
somewhat random, though it can do a hell of a lot when used in the right
situations.

=-=-=-=-=-=-=-=-=-=
Randomizer
=-=-=-=-=-=-=-=-=-=
FP: 0
Reflect: Depends

This spell is your gamble spell.  Basically, it chooses a random Arcana from
your lists, and casts it.  It wont cast defenseive/healing spells on your
enemies, or attack spells on your allies, but still, you never know the exact
effect you can get.  I have seen this spell save me, and screw me.  I dont
suggest using it, but if you dont have the FP for a spell, you can try.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Cosmic Cog
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Ley Point

=-=-=-=-=-=-=-=-=-=
Escape
=-=-=-=-=-=-=-=-=-=
FP: 5
Reflect: No

If your party is dying, this spell can be wonderful.  Basically it allows your
party to escape from given battle.  it doesnt always work, but most of the
time it will, and is extremely useful if you are going to die, or are afriad
you will.  Sadly, it doesnt work on bosses.

=-=-=-=-=-=-=-=-=-=
Banish
=-=-=-=-=-=-=-=-=-=
FP: 48
Reflect: Yes

this is basically a Death spell.  If it hits (which is rather rare) then the
enemy will be instantly killed.  Mind you, undead enemies (any enemy that
looks dead, and usually is dark elemental) it will not work on.  The main
downside is the low hit percentage.

=-=-=-=-=-=-=-=-=-=
Reset
=-=-=-=-=-=-=-=-=-=
FP: 100
Reflect: No

This is a better version of the escape spell.  Basically, it completely
restarts the battle, as if you had not fought at all.  So if your party is all
dead but the member but this (anmd that member has 100 HP) then you can use
this spell to make it like the battle had never started.  Fun fun, yet cheap.

=-=-=-=-=-=-=-=-=-=
Replay
=-=-=-=-=-=-=-=-=-=
FP: 100
Reflect: No

This is probably the hardest spell to describe in the game.  Its also quite
odd.  basically, if you can save the SP up to use this spell, the character it
was used on will do the same action that they did during their normal turn at
the end of the round (after everyone has gone, and before you choose the next
commands for your party).  Note though, that if you use up FP, is say,
Gatling, you wont be able to Replay that action because you dont have the FP
to (unless you have had it restored).  Required on a few fights in the game.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Lust Jaw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Guardian Lord

=-=-=-=-=-=-=-=-=-=
Dark Matter
=-=-=-=-=-=-=-=-=-=
FP: 10
Reflect: Yes

My second favorite offensive attack in the game.  It does dark elemental
damage to an enemy (or enemies, with Extension).  Rather strong, even with
Clive and Jet.  It does more damage to Light elemental monsters, or monsters
weak versus dark.  it does less damage to the undead, or monsters strong
versus dark.


=-=-=-=-=-=-=-=-=-=
Lifedrain
=-=-=-=-=-=-=-=-=-=
FP: 16
Reflect: Yes

One of my favorite support spells in the game, it does the name says.  It does
quite a bit of damage to an enemy, while at the sam,e time restoring HP to a
character.  Good for healing and attacks at once.  Higgle this spell, it
deserves it.


=-=-=-=-=-=-=-=-=-=
Curse
=-=-=-=-=-=-=-=-=-=
FP: 48
Reflect: No

Fun.  This skill lowers one enemies status resistence.  If you like causing
status effects on your enemies, this is the spell for you.  It doesnt always
work, of course, but when it does...have fun.

=-=-=-=-=-=-=-=-=-=
Dark Luceid
=-=-=-=-=-=-=-=-=-=
FP: 32
Reflect: Yes

This is another fun spell.  basically, it does damage to your opponent.  It
wont to any damage normally, but to an enemy with status resistence...well,
there you go.  Say Enemy A resists 2 Statuses, Enemy B resists 4, and Enemy C
resists none.  it wouldnt damage Enemy C, though Enemy B would take a LOT of
damage from it.  Enemy A would take quite a bit of damage from it as well.
Make sure to chock your enemies before you cast this, though.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Love Charm
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Guardian Lord

=-=-=-=-=-=-=-=-=-=
Weakness
=-=-=-=-=-=-=-=-=-=
FP: 32
Reflect: No

Interesting.  This spell forces an elemental weakness onto an enemy.  Thats
always a good thing.  The only elemental weaknesses you can force onto the
enemy are ones that you have equipped on the character with Love Charm.  So if
the character with Love Charm has Terra Roar and Cosmic Cog, they can only
make an elemental weakness for Earth onto the enemy.  Useful, nonetheless.

=-=-=-=-=-=-=-=-=-=
Requeim
=-=-=-=-=-=-=-=-=-=
FP: 24
Reflect: Yes

A MUCH better version of the Banish spell.  It will instantly kill an enemy.
Sounds fun, right?  Wrong.  It only works on undead.  But even so, there are
quite a bit of undead enemies in Wild Arms 3, so you can use this often.  Note
that, like Banish, it doesnt ALWAYS work, but it works a lot more then Banish
does.

=-=-=-=-=-=-=-=-=-=
Copy Ability
=-=-=-=-=-=-=-=-=-=
FP: 64
Reflect: No

I love this skill.  I really do.  Though I dont use it as much as I should.
Some of the optional bosses are a lot easier with this skill equipped.
Basically, it is an 'Enemy Skill' skill (?).  Not all enemies you can copy
skills from, of course, but those that you can are usually quite powerful.
Note that if you do successfully copy a skill from an enemy, the party member
can ONLY use those spells, and not the rest of his Arcana in his list.  That
is not to be taken lightly...

=-=-=-=-=-=-=-=-=-=
Status Lock
=-=-=-=-=-=-=-=-=-=
FP: 38
Reflect: No

You must take quite a bit of precautions before using this spell, but first, a
definition.  Status lock basically locks your status in place.  if your
character has Valiant, Protect, and Parasylisis on him, he will stay like that
until Status Lock wears off.  of course, the Parasylisis makes him useless,
and you would not be able to heal him or her.  make sure your character has
all the status effects you want (and the ones you dont want off) before
casting this spell.  G,reat for long battles when you need to keep Valiant on
for a long time.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Brave Seal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Guardian Lord

=-=-=-=-=-=-=-=-=-=
Hyper
=-=-=-=-=-=-=-=-=-=
FP: 48
Reflect: Yes

I dont find myself using this spell much, though I know some people find it
extremely useful.  It doubles one characters attack power.  you need to cast
it on that same round though, as that is the only time it works.  So have
Virginia (or someoner fast) cast it on say, Clive, and his attack will be
doubled.  You can make it last longer with Permanence.

=-=-=-=-=-=-=-=-=-=
Distortion
=-=-=-=-=-=-=-=-=-=
FP: 24
Reflect: No

You remember the spells Melody had on herself that lowered the damage you did
to her?  this is somewhat like that.  Of course, it isnt nearly as effective.
It lasts as many turns as needed, though it only absorbs 1/4 of the characters
max HP.  So if a character has 1000 HP, it will absorb 250 damage.  After
doing so, it will disappear, and you have to recast it.  Even then, it is very
cool, especially if you have it with the defensive PS's of Brave Seal.

=-=-=-=-=-=-=-=-=-=
Synchronize
=-=-=-=-=-=-=-=-=-=
FP: 48
Reflect: No

This just deserves a WTF.  I have never found use for this spell.  It
basically says that your status and the target (enemies) status are
syncronized.  The only thing I can see that useful for is if an enemy has a
support spell cast.  Of course, its WAY too expensive to be of any use
whatsoever.  Maybe I am missing something, but if not, just ignore this spell.

=-=-=-=-=-=-=-=-=-=
Magnarize
=-=-=-=-=-=-=-=-=-=
FP: 32
Reflect: Yes

This is a very strong attack spell.  It does more damage the more FP you
have.  So if you have 100 FP, expect some pretty big damage from it.  Sadly,
usually Brave Seal is on Physical attackers, and you wont find much use for
this skill.


+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Hope Shard
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Medium Set: Guardian Lord

=-=-=-=-=-=-=-=-=-=
Arc Impulse
=-=-=-=-=-=-=-=-=-=
FP: 32
Reflect: Yes

Basically an attack spell.  It does non-elemental damage to an opponent.  No
need for flashy comments here.  Its pretty powerful, though it is also rather
expensive.

=-=-=-=-=-=-=-=-=-=
Permanence
=-=-=-=-=-=-=-=-=-=
FP: 48
Reflect: No

Useful, yes.  Cheap, yes.  Basically, this spell allows a status effect (good
and bad) to remain on you for the rest of the battle.  It is NOT Status Lock.
Status lock doesn't let your status change, this keeps statuses onto your
members.  If you use this when a party member has Valiant, Hyper, Attachment,
and Distorion cast, they will have that for the rest of the battle (they will
never wear off).

=-=-=-=-=-=-=-=-=-=
Attachment
=-=-=-=-=-=-=-=-=-=
FP: 24
Reflect: Yes

One of my favorite spells, this skill basically gives a character Elemental
attack properties.  The character(s) can only use the elements from the
Mediums they have equipped (Say they have Hope Shard, Terra Roar, and Cosmic
Cog, they can only use Earth for their attachment) so you may have to change
your mediums around for a turn or two, but if you do, this spell is awesome.
And against bosses with elemental weaknesses, you can do 5,000 damage without
Valiant.


=-=-=-=-=-=-=-=-=-=
Exploder
=-=-=-=-=-=-=-=-=-=
FP: 64
Reflect: No

Remember that annoying spell that Zephyr cast on you that slaughtered you
members if they moved?  This is it.  You cast this on one enemy, and if they
make any action whatsoever, they will explode (being instantly killed) and
damage all of their allies in the process.  It does more damage if the
characters/monsters' HP is high, so use this before attacking them.  Note that
it doesnt always work, and it wont work on bosses.


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                            ARMS                                *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-armgd-

As I said earlier, ARMS are the main weapons in Wild Arms 3 (hence the name of
the game...).  They are the gun-like objects your characters weild in battle.
Luckily, unlike the story, all you need to learn how to do is press the X
button to fire them.  But lets not get into that now.

ARMS have certain parameters you will notice.  Namely, SHT, HIT, BLT, WGT, and
CRT.  Each of these attributes has a special usage.  You can only upgrade
these stats in area's called ARMS Shops that are found in towns throughout the
game.

This area in the FAQ is meant to teach you how to effectively use each
attribute.  So read on, and learn.

=-=-=-=-=-=-=-=-=-=-
SHT (Shot)
=-=-=-=-=-=-=-=-=-=-

The shot attribute is basically the equvalent of the Attack attribute.  the
higher this number is, the stronger the ARMS attack will be.  Basically, you
have an initial skill with attack (say, Virginia's 8) and then you upgrade it
to level 1, and the attack stat will upgrade to 15.  This means 15 is added to
Virginia's base attack stat that you see on the menu/status screen.Take note
that it is not 23 (8 + 15) that is added, but rather just the total of 15.

=-=-=-=-=-=-=-=-=-=-
HIT (Hit Percentage)
=-=-=-=-=-=-=-=-=-=-

Hit is a very important skill in Wild Arms 3.  this basically represents your
hit percentage of the ARMS.  This, like SHT, is added to the characters' main
stats.  HIT is ARMS only, and the higher the stat is, the better chance that
the physical attack will hit the enemy.  So a character with all attack power
(SHT) and no HIT will will be strong, but hit less frequently.  Hit can also
be upped by the AIM stat in the characters base stats.

=-=-=-=-=-=-=-=-=-=-
BLT (Bullet)
=-=-=-=-=-=-=-=-=-=-

The BLT (Bullet) stats can actually mean the difference between life and death
in long battles.  Basically, like guns in real life, ARMS need to be
reloaded.  the BLT (as I said earlier, it stands for bullet) stat represents
the number of times an ARM can attack before it needs to be reloaded.  So on a
strong attacker you mean only to physically attack (Like Clive, who is
horrible at magic, and excellent at physically attacking) you need a lot of
bullets.  In boss battles, the battle can easily exceed 10 rounds if you are
not strong, and so that would be about 2-3 reloading times with characters
with low BLT stats.  So basically, the higher this stat it, the more damage
you can do.  This works hand in hand with the SHT skill, and is one of the
only skills ont effected by the chatacrers' main stats.

=-=-=-=-=-=-=-=-=-=-
WGT (Weight)
=-=-=-=-=-=-=-=-=-=-

Throughout the game, this skill may actually seem completely useless to you.
Though in actuality, it allows you to do more damage.  When your characters
are on level 50 or 60, your party will be glad you upped this skill.
Basically WGT lowers the FP cost of the Gatling skill.  You will notice when
you start the game, some characters has a more expensive Gatling skill then
others (namely, Virginia does it easiest).  When a character with a higer FP
cost ups his WGT, he does it cheaper.  Also, take note that when you upgrade
it the stat is not actually going up, but down.  Hence the -# on the level
area.

=-=-=-=-=-=-=-=-=-=-
CRT (Critical)
=-=-=-=-=-=-=-=-=-=-

This skill is important mainly on normal physical attacks.  CRT stands for
Critical, and as in every other RPG, Critical attacks are about twice as
strong as a normal physical attack.  So the higher this stat it, the higher
chance you will be able to do twice as much damage a you would with a normal
physical attack.  This stat is also effected by the characters "LUCK" stat in
the characters stat menu.  The higher the LUCK and the CRT stat are, the more
chance you have for critcal attacks.  And for you new players out there, you
can tell you are doing a critcal attack by the screen splitting into 4 parts
and watching each of them shoot the enemy.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Characters                             --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


This section is for the characters.  I will give you (the player) a basic
rundown on each characters' strengths and weaknesses ARMS-wise.

Take note that WGT is always starting at 0, but you can see the characters'
ARMS weight when you look at it in the ARMS shop or the characters; status
screen.  Its that little green line going to the bottom left.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Virginia                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Rapier Ex Banrorian 93R

Virginia, like most female characters in video games, are meant for speed and
spells.  Virginia is not a naturally strong physically attacking character,
and that is her main weakness.  Other then that, she has a good HIT, a low
CRT, and excellent skills in both WGT and BLT.

Because of this odd setup, you should probably use most of her upgrade slots
for SHT and WGT.  Why?  Because Viginia can fire four bullets when most
characters can only fire two.  You may want to put a bullet or two into her
ARM if you're going to focus on WGT, since her maximum Gatling will fire
more shots than she has bullets.  A good setup would be 9SHT/5WGT/1BLT. You
can't really expect Virginia to spend a lot of time doing critical attacks
like Clive and Jet, so you have to make the best of what you have, and that
is multiple attacks.

I don't really suggest putting anything into her CRT or even HIT, since both
stats have better alternatives to where you can place them. If you do decide
to put some into CRT, you'll probably not want to put more than 2, since
Virginia needs all the SHT she can get when you balance her WGT out.

Rapier Ex Banrorian 93R Base Stats:

SHT: +8
HIT: +16
BLT: 5
WGT: 0
CRT: x.2


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Clive                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Gungit HAG35


Clive is actually just about the opposite of Virginia. he is yet another Video
game cliche, also like Virginia.  He is the strong physical character that
can't do magic worth crap.   He has both the highest attack (SHT) and the
highest Hit (HIT) percentage.  He also is excellent at critical (CRT) (also
the highest...) attacks.  His main weaknesses are his decently heave ARMS
weight, and his absolutely HORRID Bullet (BLT) count.

Clive is probably the hardest character to actually decide how you're going
to upgrade his ARM. If you plan on using the most broken attack in the game
(Finest Arts) then don't touch his BLT count or WGT and just go for
pure SHT with possibly some CRT. With only two bullets there's not much point
in levelling WGT.

However, I don't use the most broken attack in the game (ever) as I feel it's
too powerful and takes the fun away from bosses. If you don't want to use it,
and are planning to use Clive in a more balanced approach, but one more
bullet (or two if you want to), three WGT and the rest into SHT. That makes
him look something like: 11/12 SHT, 1/2BLT, 3 WGT. If you want, you can add
a point of crit or so, but don't take it from the SHT.


Gungit HAG 35 Base Stats:

SHT: +19
HIT: +18
BLT: 2
WGT: 0
CRT: x.4


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                 Jet                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Airghet-lahm B/V2

Jet is actually somwhere in the middle of Clive and Virginia. He has a great
attack(SHT) and HIT skill, and everything else seems a bit more balanced.  He
is actually the most balanced characters, ARMS-wise.  His main weakness is his
rather high base WGT, which really isn't all that high.

Jet's actually a bit easier to determine how to develop than the picky Clive
was.  Usually, by the end of the game, my Jet overpowers Clive, but mostly
due to my Medium setup.  Jet has plenty of bullets, so don't put any into
that.  You'll want one or two into WGT to lower his Gatling cost, otherwise
just pile him into SHT. I like to have him at 13SHT/2WGT.


Airghet-lahm B/V2 Base Stats:

SHT: +15
HIT: +13
BLT: 4
WGT: 0
CRT: x.3


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Gallows                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Coyote M17F Mod

First things first: Gallows has probably the worst ARM in the game.  Almost
all of his stats are low and average at best.  But I guess that does deal
with how the game was made, because he is actually the best physical attacker
in the game (*hint* Valiant *hint*).

Because of the sheer low stats of his weapon, I suggest actually mainly
leveling attack.  Also, to make the game easier, use Gallows for defense.
Don't ever use his Gatling skill, and save all of his FP for his invaluable
Extension skill.  this will, leave you with a better chance to level the
skills he actually needs to improve.  In the latter stages of the game, he
needs all the physical attack power he can get, so make sure to up his SHT
well.  And you probably noticed...but Gallows has the single worst hit
percentage ever( I mean +5?  What were they thinking?).  You will obviously
need to up that quite a bit to actually get it up to normal levels. Focus
mainly on those, and then go for his bullets and CRT skills.

Cyote M17F Mod Base Stats:

SHT: +16
HIT: +5
BLT: 3
WGT: 0
CRT:x.1


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                          ARMS Parameters                            --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


This section is for the ARMS upgrades.  Whenever you go to a ARMS shop, and
you have the proper amount of money, you cang et your ARM upgraded.  Just talk
to the master, and select what character you want to upgrade ARMS for, and
then you are given a screen.

Take note that the most limiting factor in ARMS upgrades is that you can only
get it to level 15.  So basically you need to cover the ARMS' weakness, while
upping its strengths. And its so damned expensive!

First off, the costs may seem a little weird.  But that is the cost it takes
to upgrade to the next level, NOT how much it takes to get to that level.  And
each amount of money is separate, so you may see some costs like 500, 700 but
you don't have to pay only 200 Gella for the upgrade, but the full 700.  Now
you see why this is so expensive!

Level: The level of the skill
Stat: That stat at the specific level
Cost: The cost in gella to get to the next level
PLEASE NOTE: The upgrade cost of ARMs, like with every other shop and area in
the game, is halved when you have the Gold Liscence from Heimdal Gazzo!  If
you plan on upgrading your SHT (the most expensive stat) really high, make
sure you have this item first, or you'll spend millions of Gella.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Virginia                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--------------------
SHT (Shot)
--------------------

-------------------------------------------
Level: 0  |  Stat: +8   |  Cost:  1,500 G
-------------------------------------------
Level: 1  |  Stat: +15  |  Cost:  6,000 G
-------------------------------------------
Level: 2  |  Stat: +23  |  Cost:  13,500 G
-------------------------------------------
Level: 3  |  Stat: +30  |  Cost:  24,000 G
-------------------------------------------
Level: 4  |  Stat: +38  |  Cost:  37,500 G
-------------------------------------------
Level: 5  |  Stat: +45  |  Cost:  54,000 G
-------------------------------------------
Level: 6  |  Stat: +53  |  Cost:  73,500 G
-------------------------------------------
Level: 7  |  Stat: +60  |  Cost:  96,000 G
-------------------------------------------
Level: 8  |  Stat: +68  |  Cost: 121,500 G
-------------------------------------------
Level: 9  |  Stat: +75  |  Cost: 150,000 G
-------------------------------------------
Level: 10 |  Stat: +83  |  Cost: 181,000 G
-------------------------------------------
Level: 11 |  Stat: +90  |  Cost: 216,000 G
-------------------------------------------
Level: 12 |  Stat: +98  |  Cost: 253,500 G
-------------------------------------------
Level: 13 |  Stat: +105 |  Cost: 294,000 G
-------------------------------------------
Level: 14 |  Stat: +113 |  Cost: 337,500 G
-------------------------------------------
Level: 15 |  Stat: +120 |  Cost: -------
-------------------------------------------


--------------------
HIT (hit percentage)
--------------------

-------------------------------------------
Level: 0  |  Stat: +16  |  Cost:  600 G
-------------------------------------------
Level: 1  |  Stat: +32  |  Cost:  2,400 G
-------------------------------------------
Level: 2  |  Stat: +48  |  Cost:  5,400 G
-------------------------------------------
Level: 3  |  Stat: +64  |  Cost:  9,600 G
-------------------------------------------
Level: 4  |  Stat: +80  |  Cost:  15,000 G
-------------------------------------------
Level: 5  |  Stat: +96  |  Cost:  21,600 G
-------------------------------------------
Level: 6  |  Stat: +112 |  Cost:  29,400 G
-------------------------------------------
Level: 7  |  Stat: +128 |  Cost:  38,400 G
-------------------------------------------
Level: 8  |  Stat: +144 |  Cost:  48,600 G
-------------------------------------------
Level: 9  |  Stat: +160 |  Cost:  60,000 G
-------------------------------------------
Level: 10 |  Stat: +176 |  Cost:  72,600 G
-------------------------------------------
Level: 11 |  Stat: +192 |  Cost:  86,400 G
-------------------------------------------
Level: 12 |  Stat: +208 |  Cost: 101,400 G
-------------------------------------------
Level: 13 |  Stat: +224 |  Cost: 117,600 G
-------------------------------------------
Level: 14 |  Stat: +240 |  Cost: 135,000 G
-------------------------------------------
Level: 15 |  Stat: +256 |  Cost: -------
-------------------------------------------

--------------------
BLT (Bullet)
--------------------

-------------------------------------------
Level: 0  |  Stat: 5    |  Cost:  900 G
-------------------------------------------
Level: 1  |  Stat: 6    |  Cost: 3,600 G
-------------------------------------------
Level: 2  |  Stat: 7    |  Cost: 8,100 G
-------------------------------------------
Level: 3  |  Stat: 8    |  Cost: 14,400 G
-------------------------------------------
Level: 4  |  Stat: 9    |  Cost: 22,500 G
-------------------------------------------
Level: 5  |  Stat: 10   |  Cost: 32,400 G
-------------------------------------------
Level: 6  |  Stat: 11   |  Cost: 44,100 G
-------------------------------------------
Level: 7  |  Stat: 12   |  Cost: 57,600 G
-------------------------------------------
Level: 8  |  Stat: 13   |  Cost: 72,900 G
-------------------------------------------
Level: 9  |  Stat: 14   |  Cost: 90,000 G
-------------------------------------------
Level: 10 |  Stat: 15   |  Cost: 108,900 G
-------------------------------------------
Level: 11 |  Stat: 16   |  Cost: 129,600 G
-------------------------------------------
Level: 12 |  Stat: 17   |  Cost: 152,100 G
-------------------------------------------
Level: 13 |  Stat: 18   |  Cost: 176,400 G
-------------------------------------------
Level: 14 |  Stat: 19   |  Cost: 205,500 G
-------------------------------------------
Level: 15 |  Stat: 20  |  Cost: -------
-------------------------------------------


--------------------
WGT (Weight)
--------------------

-------------------------------------------
Level: 0  |  Stat: +0   |  Cost:  150 G
-------------------------------------------
Level: 1  |  Stat: -1   |  Cost:  600 G
-------------------------------------------
Level: 2  |  Stat: -2   |  Cost:  1,350 G
-------------------------------------------
Level: 3  |  Stat: -3   |  Cost:  2,400 G
-------------------------------------------
Level: 4  |  Stat: -4   |  Cost:  3,750 G
-------------------------------------------
Level: 5  |  Stat: -5   |  Cost:  5,400 G
-------------------------------------------
Level: 6  |  Stat: -6   |  Cost:  7,350 G
-------------------------------------------
Level: 7  |  Stat: -7   |  Cost:  9,600 G
-------------------------------------------
Level: 8  |  Stat: -8   |  Cost: 12,250 G
-------------------------------------------
Level: 9  |  Stat: -9   |  Cost: 15,000 G
-------------------------------------------
Level: 10 |  Stat: -10  |  Cost: 18,150 G
-------------------------------------------
Level: 11 |  Stat: -11  |  Cost: 21,600 G
-------------------------------------------
Level: 12 |  Stat: -12  |  Cost: 23,350 G
-------------------------------------------
Level: 13 |  Stat: -13  |  Cost: 29,400 G
-------------------------------------------
Level: 14 |  Stat: -14  |  Cost: 33,750 G
-------------------------------------------
Level: 15 |  Stat: -15  |  Cost: -------
-------------------------------------------


--------------------
CRT (Critical)
--------------------

-------------------------------------------
Level: 0  |  Stat: x.2  |  Cost:  300 G
-------------------------------------------
Level: 1  |  Stat: x.3  |  Cost:  1,200 G
-------------------------------------------
Level: 2  |  Stat: x.4  |  Cost:  2,700 G
-------------------------------------------
Level: 3  |  Stat: x.5  |  Cost:  4,800 G
-------------------------------------------
Level: 4  |  Stat: x.6  |  Cost:  7,500 G
-------------------------------------------
Level: 5  |  Stat: x.7  |  Cost:  10,800 G
-------------------------------------------
Level: 6  |  Stat: x.8  |  Cost:  14,700 G
-------------------------------------------
Level: 7  |  Stat: x.9  |  Cost:  19,200 G
-------------------------------------------
Level: 8  |  Stat: x1.0 |  Cost:  24,300 G
-------------------------------------------
Level: 9  |  Stat: x1.1 |  Cost:  30,000 G
-------------------------------------------
Level: 10 |  Stat: x1.2 |  Cost:  36,300 G
-------------------------------------------
Level: 11 |  Stat: x1.3 |  Cost:  43,200 G
-------------------------------------------
Level: 12 |  Stat: x1.4 |  Cost:  50,700 G
-------------------------------------------
Level: 13 |  Stat: x1.5 |  Cost:  58,800 G
-------------------------------------------
Level: 14 |  Stat: x1.6 |  Cost:  67,500 G
-------------------------------------------
Level: 15 |  Stat: x1.7 |  Cost: -------
-------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                Clive                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------------------
SHT (Shot)
--------------------

-------------------------------------------
Level: 0  |  Stat: +19  |  Cost:  1,500 G
-------------------------------------------
Level: 1  |  Stat: +38  |  Cost:  6,000 G
-------------------------------------------
Level: 2  |  Stat: +56  |  Cost:  13,500 G
-------------------------------------------
Level: 3  |  Stat: +75  |  Cost:  24,000 G
-------------------------------------------
Level: 4  |  Stat: +94  |  Cost:  37,500 G
-------------------------------------------
Level: 5  |  Stat: +113 |  Cost:  54,000 G
-------------------------------------------
Level: 6  |  Stat: +131 |  Cost:  73,500 G
-------------------------------------------
Level: 7  |  Stat: +150 |  Cost:  96,000 G
-------------------------------------------
Level: 8  |  Stat: +169 |  Cost: 121,500 G
-------------------------------------------
Level: 9  |  Stat: +188 |  Cost: 150,000 G
-------------------------------------------
Level: 10 |  Stat: +206 |  Cost: 181,000 G
-------------------------------------------
Level: 11 |  Stat: +225 |  Cost: 216,000 G
-------------------------------------------
Level: 12 |  Stat: +244 |  Cost: 253,500 G
-------------------------------------------
Level: 13 |  Stat: +263 |  Cost: 294,000 G
-------------------------------------------
Level: 14 |  Stat: +281 |  Cost: 337,500 G
-------------------------------------------
Level: 15 |  Stat: +300 |  Cost: -------
-------------------------------------------


--------------------
HIT (hit percentage)
--------------------

-------------------------------------------
Level: 0  |  Stat: +18  |  Cost:  600 G
-------------------------------------------
Level: 1  |  Stat: +35  |  Cost:  2,400 G
-------------------------------------------
Level: 2  |  Stat: +53  |  Cost:  5,400 G
-------------------------------------------
Level: 3  |  Stat: +70  |  Cost:  9,600 G
-------------------------------------------
Level: 4  |  Stat: +88  |  Cost:  15,000 G
-------------------------------------------
Level: 5  |  Stat: +105 |  Cost:  21,600 G
-------------------------------------------
Level: 6  |  Stat: +123 |  Cost:  29,400 G
-------------------------------------------
Level: 7  |  Stat: +140 |  Cost:  38,400 G
-------------------------------------------
Level: 8  |  Stat: +158 |  Cost:  48,600 G
-------------------------------------------
Level: 9  |  Stat: +175 |  Cost:  60,000 G
-------------------------------------------
Level: 10 |  Stat: +193 |  Cost:  72,600 G
-------------------------------------------
Level: 11 |  Stat: +210 |  Cost:  86,400 G
-------------------------------------------
Level: 12 |  Stat: +218 |  Cost: 101,400 G
-------------------------------------------
Level: 13 |  Stat: +245 |  Cost: 117,600 G
-------------------------------------------
Level: 14 |  Stat: +263 |  Cost: 135,000 G
-------------------------------------------
Level: 15 |  Stat: +280 |  Cost: -------
-------------------------------------------


--------------------
BLT (Bullet)
--------------------

-------------------------------------------
Level: 0  |  Stat: 2    |  Cost:  900 G
-------------------------------------------
Level: 1  |  Stat: 3    |  Cost: 3,600 G
-------------------------------------------
Level: 2  |  Stat: 4    |  Cost: 8,100 G
-------------------------------------------
Level: 3  |  Stat: 5    |  Cost: 14,400 G
-------------------------------------------
Level: 4  |  Stat: 6    |  Cost: 22,500 G
-------------------------------------------
Level: 5  |  Stat: 7    |  Cost: 32,400 G
-------------------------------------------
Level: 6  |  Stat: 8    |  Cost: 44,100 G
-------------------------------------------
Level: 7  |  Stat: 9    |  Cost: 57,600 G
-------------------------------------------
Level: 8  |  Stat: 10   |  Cost: 72,900 G
-------------------------------------------
Level: 9  |  Stat: 11   |  Cost: 90,000 G
-------------------------------------------
Level: 10 |  Stat: 12   |  Cost: 108,900 G
-------------------------------------------
Level: 11 |  Stat: 13   |  Cost: 129,600 G
-------------------------------------------
Level: 12 |  Stat: 14   |  Cost: 152,100 G
-------------------------------------------
Level: 13 |  Stat: 15   |  Cost: 176,400 G
-------------------------------------------
Level: 14 |  Stat: 16   |  Cost: 205,500 G
-------------------------------------------
Level: 15 |  Stat: 17  |  Cost: -------
-------------------------------------------


--------------------
WGT (Weight)
--------------------

-------------------------------------------
Level: 0  |  Stat: +0   |  Cost:  150 G
-------------------------------------------
Level: 1  |  Stat: -1   |  Cost:  600 G
-------------------------------------------
Level: 2  |  Stat: -2   |  Cost:  1,350 G
-------------------------------------------
Level: 3  |  Stat: -3   |  Cost:  2,400 G
-------------------------------------------
Level: 4  |  Stat: -4   |  Cost:  3,750 G
-------------------------------------------
Level: 5  |  Stat: -5   |  Cost:  5,400 G
-------------------------------------------
Level: 6  |  Stat: -6   |  Cost:  7,350 G
-------------------------------------------
Level: 7  |  Stat: -7   |  Cost:  9,600 G
-------------------------------------------
Level: 8  |  Stat: -8   |  Cost: 12,250 G
-------------------------------------------
Level: 9  |  Stat: -9   |  Cost: 15,000 G
-------------------------------------------
Level: 10 |  Stat: -10  |  Cost: 18,150 G
-------------------------------------------
Level: 11 |  Stat: -11  |  Cost: 21,600 G
-------------------------------------------
Level: 12 |  Stat: -12  |  Cost: 23,350 G
-------------------------------------------
Level: 13 |  Stat: -13  |  Cost: 29,400 G
-------------------------------------------
Level: 14 |  Stat: -14  |  Cost: 33,750 G
-------------------------------------------
Level: 15 |  Stat: -15  |  Cost: -------
-------------------------------------------


--------------------
CRT (Critical)
--------------------


-------------------------------------------
Level: 0  |  Stat: x.4  |  Cost:  300 G
-------------------------------------------
Level: 1  |  Stat: x.5  |  Cost:  1,200 G
-------------------------------------------
Level: 2  |  Stat: x.6  |  Cost:  2,700 G
-------------------------------------------
Level: 3  |  Stat: x.7  |  Cost:  4,800 G
-------------------------------------------
Level: 4  |  Stat: x.8  |  Cost:  7,500 G
-------------------------------------------
Level: 5  |  Stat: x.9  |  Cost:  10,800 G
-------------------------------------------
Level: 6  |  Stat: x1.0 |  Cost:  14,700 G
-------------------------------------------
Level: 7  |  Stat: x1.1 |  Cost:  19,200 G
-------------------------------------------
Level: 8  |  Stat: x1.2 |  Cost:  24,300 G
-------------------------------------------
Level: 9  |  Stat: x1.3 |  Cost:  30,000 G
-------------------------------------------
Level: 10 |  Stat: x1.4 |  Cost:  36,300 G
-------------------------------------------
Level: 11 |  Stat: x1.5 |  Cost:  43,200 G
-------------------------------------------
Level: 12 |  Stat: x1.6 |  Cost:  50,700 G
-------------------------------------------
Level: 13 |  Stat: x1.7 |  Cost:  58,800 G
-------------------------------------------
Level: 14 |  Stat: x1.8 |  Cost:  67,500 G
-------------------------------------------
Level: 15 |  Stat: x1.9 |  Cost: -------
-------------------------------------------



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Jet                                   --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


--------------------
SHT (Shot)
--------------------

-------------------------------------------
Level: 0  |  Stat: +15  |  Cost:  1,500 G
-------------------------------------------
Level: 1  |  Stat: +30  |  Cost:  6,000 G
-------------------------------------------
Level: 2  |  Stat: +45  |  Cost:  13,500 G
-------------------------------------------
Level: 3  |  Stat: +60  |  Cost:  24,000 G
-------------------------------------------
Level: 4  |  Stat: +75  |  Cost:  37,500 G
-------------------------------------------
Level: 5  |  Stat: +90  |  Cost:  54,000 G
-------------------------------------------
Level: 6  |  Stat: +105 |  Cost:  73,500 G
-------------------------------------------
Level: 7  |  Stat: +120 |  Cost:  96,000 G
-------------------------------------------
Level: 8  |  Stat: +135 |  Cost: 121,500 G
-------------------------------------------
Level: 9  |  Stat: +150 |  Cost: 150,000 G
-------------------------------------------
Level: 10 |  Stat: +165 |  Cost: 181,000 G
-------------------------------------------
Level: 11 |  Stat: +180 |  Cost: 216,000 G
-------------------------------------------
Level: 12 |  Stat: +195 |  Cost: 253,500 G
-------------------------------------------
Level: 13 |  Stat: +210 |  Cost: 294,000 G
-------------------------------------------
Level: 14 |  Stat: +225 |  Cost: 337,500 G
-------------------------------------------
Level: 15 |  Stat: +240 |  Cost: -------
-------------------------------------------


--------------------
HIT (hit percentage)
--------------------

-------------------------------------------
Level: 0  |  Stat: +16  |  Cost:  600 G
-------------------------------------------
Level: 1  |  Stat: +32  |  Cost:  2,400 G
-------------------------------------------
Level: 2  |  Stat: +39  |  Cost:  5,400 G
-------------------------------------------
Level: 3  |  Stat: +53  |  Cost:  9,600 G
-------------------------------------------
Level: 4  |  Stat: +66  |  Cost:  15,000 G
-------------------------------------------
Level: 5  |  Stat: +79  |  Cost:  21,600 G
-------------------------------------------
Level: 6  |  Stat: +92  |  Cost:  29,400 G
-------------------------------------------
Level: 7  |  Stat: +105 |  Cost:  38,400 G
-------------------------------------------
Level: 8  |  Stat: +118 |  Cost:  48,600 G
-------------------------------------------
Level: 9  |  Stat: +131 |  Cost:  60,000 G
-------------------------------------------
Level: 10 |  Stat: +144 |  Cost:  72,600 G
-------------------------------------------
Level: 11 |  Stat: +158 |  Cost:  86,400 G
-------------------------------------------
Level: 12 |  Stat: +171 |  Cost: 101,400 G
-------------------------------------------
Level: 13 |  Stat: +184 |  Cost: 117,600 G
-------------------------------------------
Level: 14 |  Stat: +197 |  Cost: 135,000 G
-------------------------------------------
Level: 15 |  Stat: +210 |  Cost: -------
-------------------------------------------


--------------------
BLT (Bullet)
--------------------

-------------------------------------------
Level: 0  |  Stat: 4    |  Cost:  900 G
-------------------------------------------
Level: 1  |  Stat: 5    |  Cost: 3,600 G
-------------------------------------------
Level: 2  |  Stat: 6    |  Cost: 8,100 G
-------------------------------------------
Level: 3  |  Stat: 7    |  Cost: 14,400 G
-------------------------------------------
Level: 4  |  Stat: 8    |  Cost: 22,500 G
-------------------------------------------
Level: 5  |  Stat: 9   |  Cost: 32,400 G
-------------------------------------------
Level: 6  |  Stat: 10   |  Cost: 44,100 G
-------------------------------------------
Level: 7  |  Stat: 11   |  Cost: 57,600 G
-------------------------------------------
Level: 8  |  Stat: 12   |  Cost: 72,900 G
-------------------------------------------
Level: 9  |  Stat: 13   |  Cost: 90,000 G
-------------------------------------------
Level: 10 |  Stat: 14   |  Cost: 108,900 G
-------------------------------------------
Level: 11 |  Stat: 15   |  Cost: 129,600 G
-------------------------------------------
Level: 12 |  Stat: 16   |  Cost: 152,100 G
-------------------------------------------
Level: 13 |  Stat: 17   |  Cost: 176,400 G
-------------------------------------------
Level: 14 |  Stat: 18   |  Cost: 205,500 G
-------------------------------------------
Level: 15 |  Stat: 19   |  Cost: -------
-------------------------------------------


--------------------
WGT (Weight)
--------------------

-------------------------------------------
Level: 0  |  Stat: +0   |  Cost:  150 G
-------------------------------------------
Level: 1  |  Stat: -1   |  Cost:  600 G
-------------------------------------------
Level: 2  |  Stat: -2   |  Cost:  1,350 G
-------------------------------------------
Level: 3  |  Stat: -3   |  Cost:  2,400 G
-------------------------------------------
Level: 4  |  Stat: -4   |  Cost:  3,750 G
-------------------------------------------
Level: 5  |  Stat: -5   |  Cost:  5,400 G
-------------------------------------------
Level: 6  |  Stat: -6   |  Cost:  7,350 G
-------------------------------------------
Level: 7  |  Stat: -7   |  Cost:  9,600 G
-------------------------------------------
Level: 8  |  Stat: -8   |  Cost: 12,250 G
-------------------------------------------
Level: 9  |  Stat: -9   |  Cost: 15,000 G
-------------------------------------------
Level: 10 |  Stat: -10  |  Cost: 18,150 G
-------------------------------------------
Level: 11 |  Stat: -11  |  Cost: 21,600 G
-------------------------------------------
Level: 12 |  Stat: -12  |  Cost: 23,350 G
-------------------------------------------
Level: 13 |  Stat: -13  |  Cost: 29,400 G
-------------------------------------------
Level: 14 |  Stat: -14  |  Cost: 33,750 G
-------------------------------------------
Level: 15 |  Stat: -15  |  Cost: -------
-------------------------------------------

--------------------
CRT (Critical)
--------------------

-------------------------------------------
Level: 0  |  Stat: x.3  |  Cost:  300 G
-------------------------------------------
Level: 1  |  Stat: x.4  |  Cost:  1,200 G
-------------------------------------------
Level: 2  |  Stat: x.5  |  Cost:  2,700 G
-------------------------------------------
Level: 3  |  Stat: x.6  |  Cost:  4,800 G
-------------------------------------------
Level: 4  |  Stat: x.7  |  Cost:  7,500 G
-------------------------------------------
Level: 5  |  Stat: x.8  |  Cost:  10,800 G
-------------------------------------------
Level: 6  |  Stat: x.9  |  Cost:  14,700 G
-------------------------------------------
Level: 7  |  Stat: x1.0 |  Cost:  19,200 G
-------------------------------------------
Level: 8  |  Stat: x1.1 |  Cost:  24,300 G
-------------------------------------------
Level: 9  |  Stat: x1.2 |  Cost:  30,000 G
-------------------------------------------
Level: 10 |  Stat: x1.3 |  Cost:  36,300 G
-------------------------------------------
Level: 11 |  Stat: x1.4 |  Cost:  43,200 G
-------------------------------------------
Level: 12 |  Stat: x1.5 |  Cost:  50,700 G
-------------------------------------------
Level: 13 |  Stat: x1.6 |  Cost:  58,800 G
-------------------------------------------
Level: 14 |  Stat: x1.7 |  Cost:  67,500 G
-------------------------------------------
Level: 15 |  Stat: x1.8 |  Cost: -------
-------------------------------------------


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Gallows                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------------------
SHT (Shot)
--------------------

-------------------------------------------
Level: 0  |  Stat: +16  |  Cost:  1,500 G
-------------------------------------------
Level: 1  |  Stat: +33  |  Cost:  6,000 G
-------------------------------------------
Level: 2  |  Stat: +49  |  Cost:  13,500 G
-------------------------------------------
Level: 3  |  Stat: +65  |  Cost:  24,000 G
-------------------------------------------
Level: 4  |  Stat: +81  |  Cost:  37,500 G
-------------------------------------------
Level: 5  |  Stat: +98  |  Cost:  54,000 G
-------------------------------------------
Level: 6  |  Stat: +114 |  Cost:  73,500 G
-------------------------------------------
Level: 7  |  Stat: +130 |  Cost:  96,000 G
-------------------------------------------
Level: 8  |  Stat: +146 |  Cost: 121,500 G
-------------------------------------------
Level: 9  |  Stat: +163 |  Cost: 150,000 G
-------------------------------------------
Level: 10 |  Stat: +179 |  Cost: 181,000 G
-------------------------------------------
Level: 11 |  Stat: +195 |  Cost: 216,000 G
-------------------------------------------
Level: 12 |  Stat: +211 |  Cost: 253,500 G
-------------------------------------------
Level: 13 |  Stat: +228 |  Cost: 294,000 G
-------------------------------------------
Level: 14 |  Stat: +244 |  Cost: 337,500 G
-------------------------------------------
Level: 15 |  Stat: +260 |  Cost: -------
-------------------------------------------


--------------------
HIT (hit percentage)
--------------------

-------------------------------------------
Level: 0  |  Stat: +5   |  Cost:  600 G
-------------------------------------------
Level: 1  |  Stat: +10  |  Cost:  2,400 G
-------------------------------------------
Level: 2  |  Stat: +15  |  Cost:  5,400 G
-------------------------------------------
Level: 3  |  Stat: +20  |  Cost:  9,600 G
-------------------------------------------
Level: 4  |  Stat: +25  |  Cost:  15,000 G
-------------------------------------------
Level: 5  |  Stat: +30  |  Cost:  21,600 G
-------------------------------------------
Level: 6  |  Stat: +35  |  Cost:  29,400 G
-------------------------------------------
Level: 7  |  Stat: +40  |  Cost:  38,400 G
-------------------------------------------
Level: 8  |  Stat: +45  |  Cost:  48,600 G
-------------------------------------------
Level: 9  |  Stat: +50  |  Cost:  60,000 G
-------------------------------------------
Level: 10 |  Stat: +55  |  Cost:  72,600 G
-------------------------------------------
Level: 11 |  Stat: +60  |  Cost:  86,400 G
-------------------------------------------
Level: 12 |  Stat: +65  |  Cost: 101,400 G
-------------------------------------------
Level: 13 |  Stat: +70  |  Cost: 117,600 G
-------------------------------------------
Level: 14 |  Stat: +75  |  Cost: 135,000 G
-------------------------------------------
Level: 15 |  Stat: +80  |  Cost: -------
-------------------------------------------


--------------------
BLT (Bullet)
--------------------

-------------------------------------------
Level: 0  |  Stat: 3    |  Cost:  900 G
-------------------------------------------
Level: 1  |  Stat: 4    |  Cost: 3,600 G
-------------------------------------------
Level: 2  |  Stat: 5    |  Cost: 8,100 G
-------------------------------------------
Level: 3  |  Stat: 6    |  Cost: 14,400 G
-------------------------------------------
Level: 4  |  Stat: 7    |  Cost: 22,500 G
-------------------------------------------
Level: 5  |  Stat: 8    |  Cost: 32,400 G
-------------------------------------------
Level: 6  |  Stat: 9    |  Cost: 44,100 G
-------------------------------------------
Level: 7  |  Stat: 10   |  Cost: 57,600 G
-------------------------------------------
Level: 8  |  Stat: 11   |  Cost: 72,900 G
-------------------------------------------
Level: 9  |  Stat: 12   |  Cost: 90,000 G
-------------------------------------------
Level: 10 |  Stat: 13   |  Cost: 108,900 G
-------------------------------------------
Level: 11 |  Stat: 14   |  Cost: 129,600 G
-------------------------------------------
Level: 12 |  Stat: 15   |  Cost: 152,100 G
-------------------------------------------
Level: 13 |  Stat: 16   |  Cost: 176,400 G
-------------------------------------------
Level: 14 |  Stat: 17   |  Cost: 205,500 G
-------------------------------------------
Level: 15 |  Stat: 18  |  Cost: -------
-------------------------------------------


--------------------
WGT (Weight)
--------------------

-------------------------------------------
Level: 0  |  Stat: +0   |  Cost:  150 G
-------------------------------------------
Level: 1  |  Stat: -1   |  Cost:  600 G
-------------------------------------------
Level: 2  |  Stat: -2   |  Cost:  1,350 G
-------------------------------------------
Level: 3  |  Stat: -3   |  Cost:  2,400 G
-------------------------------------------
Level: 4  |  Stat: -4   |  Cost:  3,750 G
-------------------------------------------
Level: 5  |  Stat: -5   |  Cost:  5,400 G
-------------------------------------------
Level: 6  |  Stat: -6   |  Cost:  7,350 G
-------------------------------------------
Level: 7  |  Stat: -7   |  Cost:  9,600 G
-------------------------------------------
Level: 8  |  Stat: -8   |  Cost: 12,250 G
-------------------------------------------
Level: 9  |  Stat: -9   |  Cost: 15,000 G
-------------------------------------------
Level: 10 |  Stat: -10  |  Cost: 18,150 G
-------------------------------------------
Level: 11 |  Stat: -11  |  Cost: 21,600 G
-------------------------------------------
Level: 12 |  Stat: -12  |  Cost: 23,350 G
-------------------------------------------
Level: 13 |  Stat: -13  |  Cost: 29,400 G
-------------------------------------------
Level: 14 |  Stat: -14  |  Cost: 33,750 G
-------------------------------------------
Level: 15 |  Stat: -15  |  Cost: -------
-------------------------------------------


--------------------
CRT (Critical)
--------------------

-------------------------------------------
Level: 0  |  Stat: x.1  |  Cost:  300 G
-------------------------------------------
Level: 1  |  Stat: x.2  |  Cost:  1,200 G
-------------------------------------------
Level: 2  |  Stat: x.3  |  Cost:  2,700 G
-------------------------------------------
Level: 3  |  Stat: x.4  |  Cost:  4,800 G
-------------------------------------------
Level: 4  |  Stat: x.5  |  Cost:  7,500 G
-------------------------------------------
Level: 5  |  Stat: x.6  |  Cost:  10,800 G
-------------------------------------------
Level: 6  |  Stat: x.7  |  Cost:  14,700 G
-------------------------------------------
Level: 7  |  Stat: x.8  |  Cost:  19,200 G
-------------------------------------------
Level: 8  |  Stat: x.9  |  Cost:  24,300 G
-------------------------------------------
Level: 9  |  Stat: x1.0 |  Cost:  30,000 G
-------------------------------------------
Level: 10 |  Stat: x1.1 |  Cost:  36,300 G
-------------------------------------------
Level: 11 |  Stat: x1.2 |  Cost:  43,200 G
-------------------------------------------
Level: 12 |  Stat: x1.3 |  Cost:  50,700 G
-------------------------------------------
Level: 13 |  Stat: x1.4 |  Cost:  58,800 G
-------------------------------------------
Level: 14 |  Stat: x1.5 |  Cost:  67,500 G
-------------------------------------------
Level: 15 |  Stat: x1.6 |  Cost: -------
-------------------------------------------


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                           Sandcraft                            *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-sndct-

The Sandcraft is a mode of trnsportation that you get around 1/3 through the
game.  You start off with the most basic stats and equipment, but it
quickly grows in power once you've put the Dragon Fossils into upgrading it.

Since you'll likely be fighting quite a few battles on the Sandcraft, the
best thing to upgrade first is the Gun.  With a fully upgraded gun, you can
kill everything, quite literally, in a single attack, even hitting for the
cap of 999,999 damage!

The first thing to do right after you get a Sandcraft is to set your Crew.

While the default setting works, it's not what is the best.  In my own
humble opinion, my ideal Sandcraft crew setup looks like this:

Helmsman - Virginia
Gunner - Jet
Harpooner - Clive
Deckmate - Gallows

With this setup, you can spend the first turn with Virginia Focusing for FP,
and on the second with Jet you can "Fire All Ammo at Once," which will be
your most used attack command on the Sandcraft.  Once you've "Fired all Ammo,"
You must restore the ammunition, so you'd use the Deckmate, Gallows, and the
special ability 

So. . .after all this, what am I talking about, again?
If this is all completely going over your head, read on.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                    Sandcraft Commands and Basics                    *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

The first thing you'll notice on the andcraft is that there's only one of them,
not four. You only make one command per round instead of four.  However, if
you take a look at the bottom right corner, you'll notice some strange
markings.  This is actually the "Turn order" for the Sandcraft.  You must use
this to tell who is going when.

The Large Green Square is the Deckmate's Turn.
The "sword" is actually the sign for Harpoon, and is the Harpooners turn.
The green circular object actually represents a "gun," signifying the Gunner's
turn.
Finally, the silver object is the Helmsman. This is meant to represent the
"power" armor.
The Red face is the enemy turn.

Finally, remember, at any time you can press the Square button and you will
return to Jolly Roger with no encounters.

Here's a list of the basic commands on your Sandcraft, ones that everyone can
use.  Because the Sandcraft has a general FP usage, every character has to
act on their own using the same FP total.
----------------------
Wait - 0FP
Your character does nothing, but it does build FP for the Sandcraft to use to
attack.
---
Formation - 0FP
Lets you mess around with who is in each position.  Faster characters act more
often on the Sandcraft.
---
Guard - 0FP
Lowers damage received, but unlike Wait, does not uncrease your FP.
----------------------

Each job, Helmsman, Gunner, Harpooner, and Deckmate each has their own job-
specific commands as well.

Helmsman:
----------------------
Feint and Pursue Target - 25FP
This is the Helmsman's Force Skill. By using the Flash Bomb, the enemy's
Evasion is lowered (what?). During this time, the Sandcraft moves into an
advantageous position behind the opponent for extra damage on the next
attack.  The enemy will turn around when it's his next turn, or he is attacked
by you.
---
Move to an Advantageous Position - 8FP
Something like Feint and Pursue Target, this one will move your Sandcraft
to the side of the opponent so you can do more damage with your attacks. You
won't do as much bonus damage as with getting behind them, though.  Also, if
the monster gets a turn before your next attack, he'll turn and face you and
you'll lose the advantage.
---
Divert with a Flash Bomb - 16FP
This one's a bit weird.  Basically, it just lowers the enemy evasion and
makes it easier to hit. This, plus Move to an Advantgeous Position will make
Feint and Pursue Target, except in two moves rather than one.
----------------------

Gunner:
----------------------
Fire All Ammo at Once - 25FP
Easily the strongest skill on the Sandcraft, this allows you to fire any ammo
that you have left from not using the Main Gun.  After you use this command,
you won't have any ammo left and the Deckmate must use his round to restore
your ammunition.
I suggest using this all of the time, and generally avoiding any other types
of offense, especially when you have the more advanced guns.
----
Fire Main Gun - 16FP
Unlike "Fire All Ammo at once," this command only fires a few bullets at a
time.  This is the only way you can use any Elemental Ammunition that you've
bought from the Sandcraft store.  However, this command is not nearly as
powerful as "Fire all Ammo at Once," either.  When you're out of ammunition
you must use the Deckmate to restore it.
---
Prepare Elemental Ammo - 24FP
You can't actually use this command unless you've bought the special ammo
from the ARMs/Sandcraft shop dealer in Jolly Roger. This command allows you
to fire that elemental Ammo to (hopefully) exploit an enemy weakness on
the next round.
----------------------

Deckmate:
----------------------
Repair Craft - 25FP
This restores the Sandcraft's HP. Most of the time, unless your craft is weak
(which only happens when you first get the craft) you'll never ever need to
use this.  Instead, just head over to Jolly Roger and go into the Sandcraft
shot.  There, she'll heal your Craft for free.
---
Load Ammo - 4FP
Easily the most important of the Deckmate's Commands, and probably the only
one that you'll ever use.  This reloads ammunition so that the Gunner can
keep firing.
----
Assist Piloting - 24FP
This basically makes you faster and can act more often.  Actually, this is a
decent command if you're not using Load Ammo for some reason.
----------------------

Harpooner:
----------------------
Fire and Retract Harpoon. - 25FP
Before anything else, please remember that the Harpooner is actually not meant
to be used offensively.  He's meant to draw the enemy in from a distance (with
the Harpoon attached to him) so that the -Gunner- can do damage to him.  While
the Harpooner will deal some damage, it's nothing major.
Basically, this move allows you to draw the enemy into the Sandcraft for a
buff in damage when you shoot.  Note two things about this: First, if the
enemy gets an attack before you, HE is the one who will do extra damage, and
two, in the same situation with an enemy going first, he'll get out of the
Harpoon at the end of his turn.
---
Fire Harpoon And Capture Target - 8FP
This lets you stick your Harpoon into the enemy.  Basically, it lowers their
evasion, since you're attached to them. It does a tiny bit of damage, too.
---
Retract Harpoon - 
Basically the second part of the Fire and Retract harpoon. You must first fire
the Harpoon to Retract it, however.  A retracted Harpoon means increased
damage from you and the monster.
----------------------

A good general strategy on the Sandcraft is actually the most basic one.
Ignore all the long winded strategies and use Wait on the Harpooners and
helsman's turns, use "Fire All Ammo At Once" on the Gunner's turn, and on the
Deckmate's turn, Load Ammo.  Monsters shouldn't survive more than a few rounds
of this onslaught.


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Sandcraft Equipment                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

Every piece of Sandcraft equopment is bought using the Dragon Fossil items.
To upgrade your Sandcraft, head to Jolly Roger and enter the ARMs shop.  In
here, select Upgrade and choose "Sandcraft." Next, pick "Parts," and you'll
be able to buy weapons, armor, harpoons, and "power" for your Sandcraft.

When upgrading, my suggestion would be to just hold out on Dragon Fossils
until you have enough for the "ultimate" piece for each.

------------------------------------------------
Guns:
SHT is the attack power of the gun.
HIT is how often your attacks are going to hit the enemy, this relly shouldn't
be a problem, however.
BLT is how many bullets the gun has and is capable of firing one at a time or
all at once.
CRT: Critical Hit Rate.
WGT: Higher WGT means that your Sandcraft Loses HP. For each 1,000 WGT, your
sandcraft loses 1,000 HP.
DF Stands for Dragon Fossils, which are necessary for your upgrades.

Name:               SHT:    HIT:    BLT:  CRT:   WGT:      DF:
=================================================================
Revolver Cannon   |  +60  |  +50  |  2  | x0.1  | 4,000  | 0
-----------------------------------------------------------------
Bunker Cannon I   |  +90  | +150  |  3  | x0.5  | 6,000  | 14
-----------------------------------------------------------------
Bunker Cannon II  | +130  | +120  |  6  | x0.3  | 8,000  | 16
-----------------------------------------------------------------
Bunker Cannon III | +160  |  +80  |  2  | x0.2  | 11,000 | 18
-----------------------------------------------------------------
Scud Cannon I     | +200  | +280  |  6  | x0.7  | 10,000 | 30 
-----------------------------------------------------------------
Scud Cannon II    | +230  | +220  |  8  | x0.5  | 12,000 | 32
-----------------------------------------------------------------
Scud Cannon III   | +300  | +180  |  4  | x0.4  | 15,000 | 34
-----------------------------------------------------------------
Ark Smasher       | +270  | +250  |  8  | x0.7  | 18,000 | 60?
-----------------------------------------------------------------

------------------------------------------------
Harpoons:
SHT is the attack power of the Harpoon, these aren't nearly as powerful as
the Guns, however.
HIT is how often your attacks are going to hit the enemy, this relly shouldn't
be a problem, however.
BLT isn't available in Harpoons, as you have one harpoon you use unilimited
amounts of times.
CRT: Critical Hit Rate.
WGT: Higher WGT means that your Sandcraft Loses HP. For each 1,000 WGT, your
sandcraft loses 1,000 HP.
DF Stands for Dragon Fossils, which are necessary for your upgrades.

Name:               SHT:    HIT:    BLT:  CRT:   WGT:      DF:
=================================================================
Singing Swallow   |  +30  |  +30  |  -  | x0.1  | 2,000  | 0
-----------------------------------------------------------------
Owl T1            |  +40  |  +60  |  -  | x0.2  | 3,000  | 10
-----------------------------------------------------------------
Owl T2            |  +50  |  +40  |  -  | x0.6  | 4,000  | 12
-----------------------------------------------------------------
Owl T3            |  +60  |  +50  |  -  | x0.3  | 6,000  | 14
-----------------------------------------------------------------
Hawk T1           |  +80  | +100  |  -  | x0.4  | 5,000  | 22 
-----------------------------------------------------------------
Hawk T2           |  +90  |  +70  |  -  | x0.8  | 6,500  | 24
-----------------------------------------------------------------
Hawk T3           | +110  |  +80  |  -  | x0.5  | 8,000  | 26
-----------------------------------------------------------------
Soaring Falcon    | +100  |  +90  |  -  | x0.7  | 9,000  | 40?
-----------------------------------------------------------------

------------------------------------------------
Frames:
DEF: How much damage you take from attacks is based off of your DEF.
MGR: Magic Defense, or Magic Resistance in this case.  How much damage you
take from magical attacks is based off of your MGR.
WGT: This lowers your maximum HP.  For every 1,000 WGT you lose 1,000 HP.
DF is how many Dragon Fossils are required.


Name:              DEF:    MGR:     WGT:   DF:     
================================================
Econo-Frame       |  75  |  75  |  6,000  | 0
------------------------------------------------
Delux-Frame DX    | 200  | 100  |  9,000  | 12
------------------------------------------------
Delux-Frame EX    | 100  | 200  | 12,000  | 14
------------------------------------------------
Delux-Frame FX    | 180  | 180  | 18,000  | 16
------------------------------------------------
Maxx-Frame DX     | 450  | 200  | 15,000  | 24
------------------------------------------------
Maxx-Frame EX     | 200  | 450  | 20,000  | 26
------------------------------------------------
Maxx-Frame FX     | 350  | 350  | 24,000  | 28
------------------------------------------------
Ultra-Frame       | 400  | 400  | 27,000  | 50?
------------------------------------------------

------------------------------------------------
Power:

The only stat powers have is Payload.
Payload is actually rather important.  First, it raises the upgrade capacity
when it comes to WGT. It also raises your HP maximum, in contrast to WGT,
which lowers it.

DF Stands for Dragon Fossils required for upgrade.

Name:                Payload:    DF:
======================================
Dragonheart OG    |   12,000   |  0
--------------------------------------
Dragonheart G1    |   18,000   | 20
--------------------------------------
Dragonheart G2    |   24,000   | 25
--------------------------------------
Dragonheart G3    |   30,000   | 30
--------------------------------------
Dragonheart G4    |   36,000   | 35
--------------------------------------
Dragonheart G5    |   42,000   | 40
--------------------------------------
Dragonheart G6    |   48,000   | 45
--------------------------------------
Dragonheart NG    |   54,000   | 50
--------------------------------------


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                           Item Lists                           *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-itmls-

This section is for all of the items in Wild ARMs 3.  The items listed here
are ONLY consumable items.  No gears or Key Items will be on this list
whatsoever.  Those types of items will have as different section for them.

I will give you a rundown of each item in this list as well.  I will tell you
what it is and its description.  I wont tell you the cost though, since most
everything on these lists can not be bought.

====================
-----    A     -----
====================


--------------------
Ambrosia
--------------------

This is basically the ultimate item.  It completely resotres ALL HP of ALL
party members (reviving them and healing them completely in the process). it
also cures your entire parties status ailments.  This is a very difficult item
to find though, and should only be used when you are very close to death.


--------------------
Antidote
--------------------

This item cures the status ailment 'poison'.  Poison can be hell on your HP,
especially in a long hard battle, so be sure to have at least 20 of these on
hand at all times.


====================
-----    B     -----
====================


--------------------
Big Grab Bag
--------------------

This item, when used, gives 1,000 EXP to the person who it is used upon.  By
the time you start to recive these items, this amount of EXP is
insignificant.  Useful though, if you have a few of them and you want to get
your characters' levels up together.


--------------------
Breath Mint
--------------------

This item restores the ever annoying status ailment 'sleep'.  Sleep obviously
isnt the most deadly of statuses, but it can be annoying when facing a strong
enemy.  Always carry 20 or more of these items.


====================
-----    C     -----
====================

--------------------
Call Whistle
--------------------

Throughout the beginning of the game, this item will be your best friend.  You
can ONLY use it if you have bought the horses from the stablemaster in
Claiborne.  But once you have, you will want to use this item often.  It calls
the horses from ANYWHERE (even the other side of the world) to your present
location on the map.  This item is required to get some of the side quests and
special items found on the world map.


====================
-----    D     -----
====================

--------------------
Dark Gem
--------------------

This item generates a Dark Elemental attack.  it is basically the equivalent
of the Dark Matter attack.  It does dark elemental damage to a single enemy.
You can only get Dark Gems by defeating an enemy with a dark elemental attack
or summon.


--------------------
Duplicator
--------------------

A very useful item in this game.  It unlocks sealed doors and chests found
around the world.  There is a limited number of these everywhere, so you need
to save them as best you can so that you can use them all when you need to.
Usually, you will not want to use them on books of any sort (EXCEPT for one...)


====================
-----    E     -----
====================

--------------------
Earth Gem
--------------------

This item generates an Earth Elemental attack.  It is basically the equivalent
of the Petrify attack.  It does Earth elemental damage to a single enemy.  You
can only Earth Gems by defeating an enemy with a Earth elemental attack or
summon.


====================
-----    F     -----
====================

--------------------
Fire Gem
--------------------

This item generates a Fire Elemental attack.  It is basically the equivalent
of the Cremate attack.  It does Fire elemental damage to a single enemy.  You
can only Fire Gems by defeating an enemy with a Fire elemental attack or
summon.


--------------------
Full Carrot
--------------------

Throughout the game, these are rare items.  They will be useful for any sort
of low level characters, but once you get to level 70 they really become
worthless since Mini Carrots have the same usage then.  These Full Carrots
will ALWAYS bring your party member (the one it was used on) up to 100 FP. It
also clears their status and gives them 'Condition Green'.


====================
-----    G     -----
====================

--------------------
Gella Card
--------------------

A VERY useful item to say the least.  This item doubles the Gella an enemy
gives.  Throughout the entire game, this item should ONLY be used on bosses,
and it shouldnt be used onm bosses until they give at least 750 gella
normally.  If you use it before then, you are wasting a lot of Gella because
these items sell for 1,500 Gella.  If you use it before the bosses start to
give 750 Gella, then you are losing money.


--------------------
Gimel Coin
--------------------

Another useful item.  The Gimel Coin allows you to save in any location (world
map, dungeon, town) without having to find a save point.  This is a great item
if you find yourselt torn away from the game suddenly and dont want to keep
your Playstation on.  You may also want to use one of these before each boss,
if you are not positive you can beat him.


--------------------
Grab Bag
--------------------

You will find this item much more useful then its larger counterpart.  This
item gives 500 EXP to whoever it is used upon.  These are found earlier in the
game and so are worth much more for your party development then the larger
Grab Bags are.  Use these immediately whenever you find one.


--------------------
Growth Egg
--------------------

This item raises a characters max MTC by one permanently.  This is an easier
way of getting more MTC if you dont want to constantly summon your mediums.
There are a limited number of these, so use them wisely and on your magic
users (Gallows and Virginia).


====================
-----    H     -----
====================

--------------------
Heal Berry
--------------------

This item is rare when you need it most: The beginning of the game.  it
restoes 300 HP to a single member, which is more then your parties HP early
on.  Because of its rarity until you reach the Secret garden, you are forced
to rely on the heal Spell from the Aqua Wisp medium.  Use these with Mystic,
instead of alone.


--------------------
Holy Root
--------------------

This is another useful, but rare item.  It restores your status to normal.
Note that it doesnt not restore KO, so dont expect it to.  Use it on enemies
who cause multiple status ailments upon your party.


====================
-----    I     -----
====================

--------------------
Ice Gem
--------------------

This item generates an Ice Elemental attack.  It is basically the equivalent
of the Refrigrate attack.  It does Ice elemental damage to a single enemy.
You can only get Ice Gems by defeating an enemy with a Ice elemental attack or
summon.


====================
-----    L     -----
====================

--------------------
Light Gem
--------------------

This item generates a Light Elemental attack.  It is basically the equivalent
of the Spectre attack.  It does Light elemental damage to a single enemy.  You
can only get Light Gems by defeating an enemy with a Light elemental attack or
summon.


--------------------
Lucky Card
--------------------

This can be one of the best items in the game.  it doubles the EXP of the
character it is used upon.  There are a few rules i would suggest when using
this item.  One: ONLY use it in boss fights.  NEVER in normal fights.  Rule
Two: Only use it with Mystic.  There is a limited number of these items in the
game and you need to save them all.  Besides, Mystic will double the entire
parties experience at the cost of one item.

--------------------
LVL Apple
--------------------

This is a magic item.  *sigh* ah I wish there were more of these.  Note that
you should NOT use these until you get to at least level 80.  Why, you ask?
Because they instantly level you up, even if tyou have just leveled up in the
previous battle.  You may want to wait to 90, if you rerally want some free
EXP.  But, if you are just beating the game normally, do it at 50 and it still
works great.


====================
-----    M     -----
====================

--------------------
Magicleanser
--------------------

Anm ever important item, this one cures the annoying Bronze Status.  You will
want to have at least 20 of these in your inventory at all times because
Bronze is in my opinion, one of the most annoying status effects as it can be
deadly.


--------------------
Medicine
--------------------

Unlike the name implies, this item does not restore HP.  Instead, it cures the
Disease status.  As with all status items, you should keep at least 20 of
these in your inventory at all times.


--------------------
Mega Berry
--------------------

The most potent of the healing items, the Mega Berry is sued toi restore 3,000
HP to a single member.  I suggest using this item with Mystic when your party
is close to defeat because of the rarity of the item itself.  It is also
rather hard to breed in the Secret Garden, so save these up until you REALLY
need it.


--------------------
Mini Carrot
--------------------

Another important item, the Mini Carrot restores 25 FP (or one level) to a
single character, or multiple characters when used with the Mystic ability.
These are very important items in hard battles so save them up as best you
can.  Also,m start breeding these early on, as you need quite a few of them.


====================
-----    N     -----
====================

--------------------
Name Tag
--------------------

I would consider this the most useless consumable item in the game.  This item
changes a NPC's name.  Note that it only works on people you find in towns.
Actually, it can be useful if you want to name everyone "Bob" or "John".
Other then that, it has no use other then selling.


--------------------
Nectar
--------------------

This rare item restores the entire parties HP to max.  It is not usable in
battles, so don't try.  Still, useful if you are in the middle of a dungeon
and dying because you dont ahve any other healing items.


====================
-----    P     -----
====================

--------------------
Peppy Acorn
--------------------

This item restores the status ailment misery.  Misery can be a pain in the ass
in long battles, so use this item immediately when the status effect occurs.
Remember to always have over 20 of them in your inventory.


--------------------
Pinwheel
--------------------

This item restores the status ailment confusion.  Confusion can be very
dangerous if it is cast upon your strongest party members, so always have more
then 20 of these in your inventory at a time.


--------------------
Pixie Dust
--------------------

This item restores the status Ailment parasylisis.  While this ailment is not
as deadly as say, Bronze, you may accidentally watch your party get
slaughtered if they are all paralyzed.  parasylisis is also quite common.
Have over 20 of these in your inventory all the time.


--------------------
Potion Berry
--------------------

This will be your main healing item through the middle and end of the game.
this item restores 1,000 HP to a single (or multiple, with Mystic) party
member.  From early on, store these up, and breed as many as you can in the
Secret Garden as you will need them.


====================
-----    R     -----
====================


--------------------
Revive Fruit
--------------------

This item will be your replacement for the Revive spell on the Fiery Rage
medium.  It usually restores more HP (at least for a while) then Fiery Rage as
it is.  Rare at the beginning, you need to stock them up.  Breed these in the
Secret Garden as well.


====================
-----    S     -----
====================

--------------------
Seed Powder
--------------------

This item restores the status ailment Glass.  Glass can be deadly, so this
item will be useful.  As always, keep over 20 of these in your inventory at
all times so you can restore at a moments notice.


====================
-----    T     -----
====================

--------------------
Tiny Flower
--------------------

This item raises your luck.  Luck can not permanently be raised, so it
temporarily raises the luck of the character it is used on.  Luck effects a
lot of things, so if used wisely, this item can save you.  Of course, you can
go through the game never touching this item.


--------------------
Thunder Gem
--------------------

This item generates a Thunder Elemental attack.  It is basically the
equivalent of the Inspire attack.  It does Thunder elemental damage to a
single enemy.  You can only get Thunder Gems by defeating a enemy with a
Thunder elemental attack.

--------------------
Toy Hammer
--------------------

The Toy hammer restores the horrible status ailment Amnesia.  use this item
immediately as Amnesia is a horrid, horrid effect.  Always keep 20 of these in
your inventory so you wont run out.


====================
-----    W     -----
====================

--------------------
Warp Star
--------------------

This item automatically brings you to a Railroad station of choice.  You can
only go to Railroad stations you have visited in the past.  These items can
save you if you are alone and lost on the world map, or are in dire need of
healing.  These ONLY work on the world map.


--------------------
Water Gem
--------------------

This item generates a Water Elemental attack.  it is basically the equivalent
of the Pressure attack.  It does Water elemental damage to a single enemy.
You can only get Water Gems by defeating a enemy with a Water elemental attack
or summon.


--------------------
Wind Gem
--------------------

This item generates a Wind Elemental attack.  It is basically the equivalent
of the Vortex attack.  It does Wind elemental damage to a single enemy.  You
can only get Wind Gems by defeating a enemy with a Wind elemental attack or
summon.



*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                          Music Guide                           *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-mscgd-

This is a guide to the Music in the Little Rock Inn.  I will tell you the
place the song plays (though I dont know the name, sorry).

Note: This is NOT a guide to the Original Soundtrack (OST).

Also, forgive my lack of knowledge of some of these songs.  I mean some songs
play once or twice throughout the game, and others are on the tip of my mind,
and wont come all the way. Also note that this area contains HUGE Spoilers for
the entire game, so dont look unless you are prepared to be spoiled.

Title: The Opening song.  Before you press start to load your game.
Field_01: Walking on the world map.  You hear this more than the other field
songs.
Field_02: World map while you are travelling on the Sandcraft.
Field_03: Lombardia, World Map.
Dungeon_01: Song from Den of Miasma, etc.
Dungeon_02: Song from Doomed to Obscurity, etc.
Dungeon_03: Song from Ruins of Memory (I think), etc.
Dungeon_04: Song from Glimmering Emblem, etc.
Dungeon_05: Song that plays in any futuristic dungeon.  Faraway Lands, Fila Del
Fia, etc.
Dungeon_06: Song from Nidhogg Pass, etc.
Dungeon_07: Song from Yggdrasil.
Dungeon_08: Dues Ex Machina
Dungeon_09: The Abyss, 1-10
Dungeon_14: Millenium Puzzles.
Town_01: Train Stations.
Town_02: Song from Claiborne, etc.
Town_03: Song from Baskar.
Town_04: Song from Little Twister, etc.
Battle_01: Normal battle theme.
Battle_02: Enemy Ambush of your party, back attack.
Battle_03: Normal Boss battle.
Battle_04: Janus, or Asgard Boss battle.
Battle_05: Maya Boss battle.
Battle_06: Prophet Boss battle.
Battle_07: Battle on Lombardia.
Battle_08: Battle with Seigfried.
Battle_11: Game Over
Event_02: Sleeping at an Inn.
Event_03: Virginia in Boot Hill (opening), etc.
Event_04: Usually shown when Virginia is remembering her father.
Event_05: Something bad has happened.
Event_06: Virginia's Decision.
Event_07: Clive remembering.
Event_08: [Remind me]
Event_09: Maya, and before a boss battle.
Event_10: Prophet scenes.
Event_11: Characters freaking out(namely, Maya and Virginia).
Event_12: Maya's theme
Event_13: Recovering, Virginia meeting her father
Event_14: Janus, Phophets, Mediums, bad things are going to happen.
Event_15: Main theme.  Played when Virginia shoots the Demon shield out of
Janus's hand in Ka Dingel.
Event_16: A version of the main theme.
Event_18: Planning at Clives house.
Event_19: Escape from Decaying Labyrinth.
Event_20: Jet's Theme.
Event_21: Time for celebration or relief.
Event_22: Memories
Event_23: Demon's theme.  Seigfried's Theme.
Event_24: Baskar Celebration, Chapter 4 start.
Event_25: Demondor Pillar


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                          Song Lyrics                           *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-snglr-

This is just for fun.  I am adding the lyrics to the English songs (Not the
Japanese, sorry) to this area.  Feel free to use it as need be.  Note that
wrote these from listening...So if you see any mistakes, Email me and I will
correct them.


The Ending theme 'Wings':

"All across this threatening sky,
Full of tales of danger and war,
I hear the thunder, the distant thunder,
And the wind begins to take form.

Rushing through it breaks through the clouds,
Calling out to time's open door.
The scars of history,
Would be a mystery
Spread your Wings,
It's time to soar.

And with the guiding hand we'll fly,
Back through the cooridorss of time,
To find the key and unlock our destiny,
Spread your Wings!
Together our tattered wings unfurl,
Through freedom changing our world!
With the bell-
Of the Owl,
To follow secure!

In the dark,
Unable to see,
I stood tall and dared to dream.
To find the answer,
Just one answer,
And the truth will lead us as one.

We will ride through the eye of the storm,
Holding on to hearts beating strong,
Keeping our eyes on,
The new horizion,
The tides of war will turn with our soul...

[Main Theme in the Background]

I recall the days of my youth,
All around was safety and peace.
How could I have know then,
There'd be a time when,
All would fall to the foot of a beast?

On the day we took to the skies,
Full of hope so anxious to fly,
We soared higher,
And never tire,
To the fire deep in our right (?)

And with the guiding hand we'll fly,
Back through the cooridors of time,
To find the key and unlock our destiny.
Spread your Wings!
Together tattered wings unfurl,
Through freedom changing the world!
When the smoke,
Fills the air,
I will be there!

In the face of disaster we stand.
Racing far we'll fight and defend,
The cries of thunder, that angry thunder,
Testing those who built on the sand.

They can try to tear off my wings-
But they can't erase all my dreams!
We'll fight for Freeedom,
And beat the system,
This is our turn, this is our time.


The Opening Theme "Advanced Wind':

The change in time,
Finally made up my mind.
I raise my hand,
From beneath the shifting sands,
And embraced the winds of change.

Suddenly, everything is up to me.
The pages turn,
Flashing full of memories.
I can see it all too clear,
The time has come to face my fears.

And there's a fire buring in my heart,
To shine with all thats torn apart.
And I will make it through this desert storm,
Safe and warm.

My shield is strong,
I'll take my chances here and now.
Bring on the fight,
Ill find a way to win somehow!
With tomorrows no regrets,
I'll just got off on this brand new day!


*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                          Closing                               *-_-*-_

*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-
-clsng-

Eh, thanks for reading my Guide. This section mainly contains contact
information and legal info, so unless you want either of those, you are done,
and hope I helped you.

=-=-=-=-=-=-=-=-=-=-=
To Be Done:
=-=-=-=-=-=-=-=-=-=-=

After close to a full rewrite, there's still a ton that I haven't added to
this FAQ that I'd really like to. I still need to rewrite the last sections
(Arcana, Items) and the final dungeon. Also, perhaps a Personal Skill list
and expand on The Abyss Section later on.
For now, I don't want to touch this guide for a long, long time.


=-=-=-=-=-=-=-=-=-=-=
Contact Information
=-=-=-=-=-=-=-=-=-=-=

unfortunately, due to real life issues, I am unable to respond to Emails
regarding this, or any of my other FAQs.  I thank everyone for reading it
and for the Advice sent to me, but I can not respond or accept EMails any
longer.

If you wish to use my guide on your site, you may do so under the condition
that it remains completely unchanged and also by crediting me ("Cyril")
as the original source of the document.


=-=-=-=-=-=-=-=-=-=-=
Legal Information
=-=-=-=-=-=-=-=-=-=-=

First rule: I love copyrights.  So basically if I find my guide on your site
without my permission, I will take action, as is my legal right.  Of course, I
will send you a nice, polite Email first asking to take it down, but if you do
not heed that warning, well good luck!

Basically you can not use this guide for any profit, other then your own
gaming.  You can not sell/reproduce it in any way without my consent. (which
you get from writing me an Email)  You can print it off, but for your own
use.  If you want to give it to your friend, tell them to go to the site in
which you found this guide, and make them get it themselves.

Another reason I will take action...I spent a LOT of time on this guide.  I
got all the money to upgrade the weapons myself, and spent hours writing notes
for the game.  This takes a HELL of a lot of time, and I kindly as you to
respect that time.  I will not be happy if you don't.


=-=-=-=-=-=-=-=-=-=-=
Version Information
=-=-=-=-=-=-=-=-=-=-=

Version 2.0: September 2nd, 2008:  It's been three years and I finally
decided on a rewrite.  The guide has been pretty much completed, with a few
small things to fix still. Many typos and small errors have been fixed, all
optional bosses finished, The Abyss, EX File Keys, and Mimir's Well puzzles
completed. WOW!

--------
Version 1.1 October 11th, 2005: Finished final dungeon completely.  Fixed
formatting issue that kept coming up from upperscores ><
Version 1.0, October 9th, 2005:  Finally, version 1.0^^  I finished 
Walkthrough, well, kinda.  I still have a lot to do in it, but I'm working on 
the guide again.  Its almost been 2 years :O My writings changed a lot since I 
started, and I dont like how I sounded in some things, but I cant really 
change it now ><.  Added some Telepath Towers, the Final Dungeon, and some 
bosses.
Version .975, Janurary 2nd, 2004: My first update of the new year.  Have
part of the final dungeon written, as well as reformatted the ARMs list and
added an items list.
Version .97: November 14th 2003: Finished Arcana lists.  Took me a whole
month.;)
Version .95 October 6th 2003: Finished all dungeons but Mimirs well puzzles
(THAT will be hell) and the final dungeon. Added another Telepath Tower.
Version .80 September 29th 2003: Yes, I know I promised chapter 3 would be
done last time, and so I feel bad.  I updated this fast so Chapter 3 WOULD be
done.  Anyways, yah...thats it.
Version .79 September 28th, 2003: 6 Telepath Towers done, as well as Dim Root
Path and Cradle of the Metal Gods.  Finished all the Millenium Puzzles as well.
Version .77 September 26th 2003: Big update.  Most Millenium Puzzles done, and
a few other things.  Walkthrough pas the Teardrop done, and I am going to add
Telepath Towers, and Finish Chapter 3 with the next update.  Maybe I will try
for Arcana lists and Medium skills as well...Added Coordinates and World Map
Items sections.
Version .76 September 24th 2003: Yes, I know kinda fast.  I did all those
(like 7) Millenium Puzzles, and only have a few more left to write/type up and
add to the guide.  Also did the end of the Lombardia Chapter.  Also updating
because my last upload made my guide look like crap.
Version .75 September 23rd 2003: Completely reformatted because of multiple
complaints.  Next time I will have about 5 more Millenium Puzzles done, as
well as Dissection Facility.
Version .65 September 21st, 2003: Wrote 3 chapters.  Not much, just lots of
typing.
Version .62 September 17th 2003: Slow progress.  Iron Dragons nest is done. I
also added a few Coordinates. And added a music and lyrics section. Lots of
misc. stuff. Next update I will have a few side-quests (in the form of a
chapter) done and try for Worlds Footprint (at minimum!).
Version .60 September 12th 2003: Finished Chapter 2 like I promised (yay
me!).  Also finished a Millenium Puzzle (yay me!).
Version .56 September 5th 2003: Reformatted parts of the walkthrough so that
you readers can have an easier time reading it.  Finished up to Infinitum.
Next update, Chapter 2 WILL be done *smacks self to get to work*
Version .55 September 2nd 3003: Walkthrough up to Infinitum is done, and did a
few more Millenium Puzzle Solutions.
Version .50, August 26, 2003: Walkthrough up to getting the Sandcraft is
done.  Boss section is done up to the part of the walkthrough, and I have 4
Millenium puzzles written.  The Decaying Labyrinth side-quest is done, as
well.

=-=-=-=-=-=-=-=-=-=-=
Contributors & Thanks
=-=-=-=-=-=-=-=-=-=-=

Me: Since I wrote this I get thanks.  I don't care if you mean FAQers don't
like me thanking myself.  I spent a lot of time on this guide, and I feel good
about myself.

Mark ([email protected]): Giving me that trick on how to beat Mr.
Annoying Olvier in Fortune Gear dungeon.

Psycho Penguin: For making me get into the game.


Thanks for reading!

RIP, Airik.

Copyright 2003-2005 Stephanie Nutter