SPOILER-FREE'D /��\ GUARANTEED! |\ /| |��������������|
=================\ /=============| ) ( |�����|�| |����\ ��| |�| |�| |�
__ / \ __ | | | |�| |�| | | |�\ \ | | | | | |
/ |______/ \______| \ | |/\ | | | | | | | | \ \ | | | | | |
\__ __/ | ( \| | | | | | | | / / | | | | | |
\ / | ) ) |_| |_| |___| |_/ / | | | | | |
\ / (_______|_____|_____|____/ | | | | | |
) ( (�������)����\ |�\ /�|/�����/ | | | | | |
/ \ | |��( | |�\ \| \/ ( (�\/ | | | | | |
/ \ | |___) | |_/ /| |\ \ | | | | | |
/�� ______ ______ ��\ | ___ | ( | ( ) | \ \ | | | | | |
\__| \ / |__/ | ( ) | |�\ \| |\/| |\_) ) _| |_| |_| |__
\ / | ) ( |_| \_\_| |_|____/ |______________|
=================/ \=============|/=====\|====================================
FAQ/WALKTHROUGH \__/ by Shotgunnova (P. Summers) ~~ shotgunnova [@] gmail.c0m
I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
Story ............................................................ STRY
Characters ....................................................... CHRC
Stat Overview .................................................... STTO
ASK/Search System ................................................ ASYS
Migrant/Encounter Gauge .......................................... MGRN
Battle Types ..................................................... BTTL
Status Abnormalities ............................................. STTS
Tips N' Tricks ................................................... TPST
III. WALKTHROUGH [CHAPTER ONE] . . . . . . . . . . . . . . . . . . . . CHP1
00) The Sting..................................................... WK00
01) Doomed to Obscurity [Jet]..................................... WK01
02) Den of Miasma [Clive]......................................... WK02
03) Fallen Sanctuary [Gallows].................................... WK03
04) Gob's Hideout [Virginia]...................................... WK04
05) The Sting Pt. II.............................................. WK05
06) Fallen Sanctuary II........................................... WK06
07) Jolly Roger................................................... WK07
08) Ruins of Memory............................................... WK08
09) Claiborne..................................................... WK09
10) Serpent's Coils............................................... WK10
11) Ka Dingel .................................................... WK11
WALKTHROUGH [CHAPTER TWO] . . . . . . . . . . . . . . . . . . . . CHP2
12) Little Twister ............................................... WK12
13) The Unclean Mark ............................................. WK13
14) Lunatic Garden ............................................... WK14
15) Sand Canal ................................................... WK15
16) Little Rock .................................................. WK16
17) Glimmering Emblem ............................................ WK17
18) Leyline Observatory .......................................... WK18
19) Humphrey's Peak .............................................. WK19
20) Fortune Gear ................................................. WK20
21) Gemstone Cave ................................................ WK21
22) Faraway Lands ................................................ WK22
23) Secret Garden/Decaying Labyrinth .............. [OPTIONAL] ... WK23
24) Ark of Destiny ............................................... WK24
25) Survey Point #17 ............................................. WK25
26) Boot Hill .................................................... WK26
27) Infinitum .................................................... WK27
28) Nidhogg Pass ................................................. WK28
29) Yggdrasil .................................................... WK29
WALKTHROUGH [CHAPTER THREE] . . . . . . . . . . . . . . . . . . . CHP3
30) Iron Dragon's Nest ........................................... WK30
31) The World's Footprint ........................................ WK31
32) Ruins of Dreams .............................................. WK32
33) Fila del Fia ................................................. WK33
34) Caging Tower ................................................. WK34
35) Dragon's Lair ................................................ WK35
36) Dissection Facility .......................................... WK36
37) Ruin of Memory [2] ........................................... WK37
38) Cradle of the Metal God ...................................... WK38
39) The Four Guardian Lords & Miscellany ......................... WK39
40) Dim Root Path ................................................ WK40
41) Cradle of the Metal God ...................................... WK41
42) Deus Ex Machina .............................................. WK42
WALKTHROUGH [CHAPTER FOUR] . . . . . . . . . . . . . . . . . . . . CHP4
43) Baskar Colony ................................................ WK43
44) Sacrificial Altar ............................................ WK44
45) Demondor Pillar .............................................. WK45
46) Demondor Pillar-Rear ......................................... WK46
47) Mimir's Well ................................................. WK47
48) Nightmare Castle ............................................. WK48
49) Ark of Destiny ............................................... WK49
IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
Migrant Seals & Booster Kits ..................................... MGRN
Gear Overview .................................................... GRVR
Medium/Arcana Overview ........................................... MARC
World Map Locations .............................................. WRML
Arm Upgrades ..................................................... ARMU
EX File Overview ................................................. EXFL
The Black Market ................................................. BLMR
Treasure Chest Overview .......................................... TRSR
Growth Charts .................................................... GRTH
Telepath Towers .................................................. TLPT
Gunner's Heaven .................................................. GNRS
Millennium Puzzles ............................................... MLLN
The Abyss ........................................................ THBY
Mimir's Well ..................................................... MMRW
Secret Garden Quest .............................................. SCRT
Optional Bosses .................................................. OPTB
Miscellaneous Sidequests ......................................... MSLN
Duplicators ...................................................... DPLC
Sandcraft ........................................................ SNDC
V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
VI. UPDATES & CONTRIBUTORS . . . . . . . . . . . . . . . . . . . . . . UPDT
VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
_______________________________________________________________________________
�������������������������������������������������������������������������������
I. CONTROLS [CNTR]
_______________________________________________________________________________
�����������������������������������|��|����������������������������������������
____ | | ____
L2 BUTTON --> /____/\ | | /\____\ <-- R2 BUTTON
L1 BUTTON --> /____/\ \_______| |_______/ /\____\ <-- R1 BUTTON
/ _ \________|__|________/ _ \
/ _| |_ _ /_\ _\ <-- TRIANGLE BUTTON
DIRECTIONAL --> ( |_ _| [SELECT] [START] |_| (_)) <-- CIRCLE BUTTON
PAD | |_| [ANALOG] (X) | <-- X BUTTON
) ____ ____ (
/ / \ / \ \
( ( ) __ ( ) )
\ /\ \____/ / \ \____/ /\ /
\ / \______/ \______/ \ /
\_____/ LEFT ANALOG RIGHT ANALOG\_____/
(L3) (R3)
Wild Arms 3 is only compatible with a DualShock controller, the kind with 2
analog sticks, although the d-pad can be used in lieu of that. Controller
configuration can be changed in appropriate options menu. [Buttons with no
initial function aren't mentioned below.]
___________ _______________________________________________________________
| BUTTON | FUNCTION |
|�����������|���������������������������������������������������������������|
| D-Pad | Controls movement |
| Start | Display character tool menu (acts as a pause menu also) |
| Select | Display world map (and its variations) |
| Circle | 'Cancel' button / Cancel incoming encounters |
| Square | Use selected character's tools / Activate ASK System |
| Triangle | Display main menu / See info (about highlighted selection) |
| X-Button | 'Accept' button / Hold to dash |
| L1 Button | Rotate camera (on world map) |
| L2 Button | Switch pointman |
| R1 Button | Rotate camera (on world map) |
| R2 Button | Switch pointman |
| L. Analog | Controls movement |
| R. Analog | Controls camera's POV |
|___________|_______________________________________________________________|
_______________________________________________________________________________
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II. TH' BASICS [THBS]
_______________________________________________________________________________
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STORY [STRY]
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"During destolate times on the 'Sea of Sand,' Drifters venture across the
vast lands of Filgaia searching for fortune and adventure. Amidst the deserts
lie cities erected from eroded rock and scavenged wood. Towns that a few call
home provide rest and solitude for the many travelers of the barren wasteland.
Tales of mystic relics that harness unmatched powers spread across the land.
While some view the items as treasure, others have deciphered a secret
bringing unlimited power.
Meanwhile, one object of mythical stature attracts four Drifters to a common
place. These four strangers discover the strength in working as a team.
Shortly thereafter they learn of an ancient prophecy determining the future
of their eroded homeland. Setting asside their differences, they roam the
lands and unlock the knowledge and mystical forces making their adventure
their destiny."
CHARACTERS [CHRC]
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There are four characters in the game, all with strengths, weaknesses, and
a unique force ability -- their "defining" skill. First, their best stats.
[See the Stat Growth section for an example of how their values stack up.]
__________ _____ _____ _____ _____ _____ _____ _____ _____
| CHARACTR | HP | ATK | DEF | MAG | MGR | RFX | AIM | EVA |
|����������|�����|�����|�����|�����|�����|�����|�����|�����|
| Virginia | 4th | 4th | 1st | 1st | 2nd | 1st | 2nd | 1st |
| Clive | 2nd | 1st | 2nd | 3rd | 4th | 4th | 1st | 3rd |
| Jet | 3rd | 2nd | 3rd | 4th | 3rd | 2nd | 3rd | 2nd |
| Gallows | 1st | 3rd | 1st | 2nd | 1st | 3rd | 4th | 4th |
|__________|_____|_____|_____|_____|_____|_____|_____|_____|
A Force Ability is used by expending 25 FP, and the player can't be under the
influence of Misery (or a debilitating status).
__________ _____________ __________________________________________________
| CHARACTR | FORCE ABLTY | FUNCTION |
|����������|�������������|��������������������������������������������������|
| Virginia | Mystic | Selected item affects all allies/enemy group |
| Clive | Lock On | 100% accuracy, and attack doubles in damage |
| Jet | Accelerator | Selected action goes first, regardless of RFX |
| Gallows | Extension | Selected arcana affects all allies/enemy group |
|__________|_____________|__________________________________________________|
Each character also gets three special tools for puzzle-solving purposes:
one is obtained by default, the other two are found in specific dungeons in
the course of the game (all mandatory).
__________ __________________ _____________________________________________
| CHARACTR | TOOL | FUNCTION |
|����������|������������������|���������������������������������������������|
| Virginia | Tindercrest | Lights certain objects |
| | Galecrest | Move like the wind over broken paths |
| | Changecrest | Turn VIT crystals into blocks or vice versa |
| Clive | Bombs | Destroys certain traps, blocked doors, etc. |
| | Mighty Gloves | Can lift/push heavy objects |
| | Grappling Hook | Use to reach higher ledges/trigger switches |
| Jet | Boomerang | Player-steered, switch-hitting projectile |
| | Radar | Scan current room for hidden items |
| | Radical Sneakers | Jump off floor pads to reach higher ledges |
| Gallows | Freezer Doll | Freeze objects with projectile stream |
| | Steady Doll | Projectile doll can hit faraway switches |
| | Kramer Doll | Summon fight with foes (or special bosses) |
|__________|__________________|_____________________________________________|
STAT OVERVIEW [STTO]
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There's plenty of stats to be mindful of! Note that Force Points (FP) are
equal to one's level at the start of battle, making the milestones 25, 50,
75, and 100 (for Force Ability use).
______ ____________ _______________________________________________________
| STAT | STANDS FOR | FUNCTION |
|������|������������|�������������������������������������������������������|
| AIM | Accuracy | Accuracy when shooting |
| ATT | Attack | Affects physical damage |
| BLT | Bullets | Number of times ARM can fire before reload is needed |
| CRT | Critical | Chances of a critical hit |
| DEF | Defense | Physical damage resistance |
| EVA | Evasion | Affects ability to dodge physical attacks |
| EXP | Experience | Total amount of experience collected so far |
| FP | Force Pts. | Required to use Force Abilities and Arcana |
| HIT | Arm Accur. | ARM's built-in accuracy |
| HP | Health | Keeps person alive (if at zero HP, can't take action) |
| LCK | Luck | Affects item drops, trap disarming, etc. |
| LV | Level | Character's level (raise it by accumulating EXP) |
| MAG | Magic | Affects magical damage |
| MGR | Mag Resist | Magical damage resistance |
| MTC | Material | Affects # of times summons can be used |
| NXT | Next LVUp | EXP needed to get the next level-up |
| RFX | Reflexes | Affects character's turn order |
| SHT | Shooting | Affects ARM's built-in damage capabilities |
| VIT | Vitality | Used to cure allies after-battle (0 VIT = no curing!) |
| WGT | Weight | Affects FP needed for each hit in a Gatling |
|______|____________|_______________________________________________________|
NOTE: MTC is raised by defeating enemies with summons. As it goes on, it's
harder to raise, so defeat many hard enemies at once (Chupacabras in
The Abyss?) or use Growth Eggs.
NOTE: WGT affects Gatlings. Normally, each hit in a Gatling costs 20 FP, but
by reducing WGT, that cost is lowered (1/per upgrade). For instance,
by giving Virginia a 5BLT/10WGT upgrade setup, she can do a 10-hit
Gatling at 100FP.
ASK/SEARCH SYSTEM [ASYS]
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Finding dungeons depends on two systems: ASK and Search. Understanding these
concepts is critical in progressing the plot, so commit 'em to memory. Here's
the rundown.
ASK ---- This function is used in conversation. Some dungeons cannot be found
on the world map without getting a verbal clue, and NPCs will drop
hints about whereabouts/locations. These are written in red. What
the ASK System does is let one probe deeper into special words NPCs
talk about (these appear in green). Press O-button when a green
word comes up and a character expounds on that subject. While it can
be used for unearthing dungeon clues, it's also used in regular
conversation as well, letting one get insight into others' motives.
SEARCH - Anyone familiar with Wild Arms 2 should already know what this is!
Pressing Square on the world map unleashes sonar in the area, and
if there's something that can be found -- proper conditions filled,
of course -- then it appears on the map. Dungeons are accessed in
this way, but regular items are lying around, as well as signposts
and, later, Telepath Towers.
MIGRANT/ENCOUNTER GAUGE [MGRN]
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Migrant Level (MLV) is a form of cancelling battle on the field or overworld.
When an exclamation point (!) comes up, one of three things happen, depending
on the icon's color:
Green - Encounter can be cancelled w/o affecting ECN Gauge
White - Encounter, if cancelled, will lower ECN Gauge some
Red --- Encounter happens automatically (can't be cancelled)
Green is the best situation, while red is the worst. Raising MLV is possible
by finding Migrant Seals, which allow one to cancel more encounters for free,
while ones that can't be cancelled ciphon less from the ECN Gauge.
So what is the ECN Gauge? It's basically the Migrant Gauge's "currency" --
when a normal battle is cancelled, part of it's expended. When the Migrant
Gauge is empty, battles can no longer be cancelled and battles will be the
bad kind (most likely ambush/danger situations). Finding rare Booster Kits
will raise the ECN Gauge by +10 each time.
NOTE: A little known (useless) fact is that when a green/white icon comes up,
battle can be initiated by double-tapping O-button really fast. Of
course, battle starts either way if it's not cancelled, so this isn't
that useful to know.
BATTLE TYPES [BTTL]
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There's a few types of battle that can be experienced, and here they are.
NORMAL ---: Most battles will be like this. No force has the upper hand and
things move alone by RFX order.
AMBUSH ---: The enemy's version of "Initiative," where they get first crack
while the allies have to take the abuse. This scenario can be
completely eliminated by having everyone with the Eagle Eye
ability (see: Weather Vane).
DANGER ---: A bad scenario, basically the entire enemy force against a single
character. Said character will have to put up with the beatdown
until the rest of the allies arrive turns later. [If killed in
this scenario and restarted, the other allies are present.] This
situation becomes more frequent in high-risk places, which it's
prudent to have the Eagle Eye PS on everyone (see: Weather Vane).
INITIATIVE: The only scenario that gives the allies an upper hand; basically
a free shot at all enemies without them getting a turn. Chances
of this aren't that good, but can be boosted by the Initiative
skill (see: 10-Gal Hat).
STATUS ABNORMALITIES [STTS]
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WA3 has a lot of statuses, good and bad, to pay attention to.
___________ _________________________ ______________ ______________ ________
| STATUS | FUNCTION | PREVENT WITH | ITEM CURE | REMAIN |
|�����������|�������������������������|��������������|��������������|��������|
| Amnesia | Can't gain experience | Memo Pen | Toy Hammer | Yes |
| Bronze | Can't take action | Holy Ankh | Magicleanser | No |
| Confusion | Attack indiscriminately | Clear Chime | Pinwheel | No |
| Disease | Can't heal self | Hazel Sprig | Medicine | Yes |
| Fallen | Zero HP -- can't act! | Holy Grail | Revive Fruit | No |
| Glass | If hit, can't battle! | Soul Feather | Seed Powder | No |
| Misery | Can't use Force/Arcana | Heart Leaf | Peppy Acorn | Yes |
| Paralysis | Can't take action | Blue Bracer | Pixie Dust | No |
| Poison | HP lowers each round | Moonstone | Antidote | Yes |
| Sleep | Can't take action | Alarm Clock | Breath Mint | No |
|___________|_________________________|______________|______________|________|
NOTE: "Fallen" is a status effect, but when a character dies, they're also
considered "Fallen." The reason this is mentioned is because Status
Lock and Status Guard say they protect someone from all statuses but
Fallen -- they're talking about the zero-HP status in that case.
Some arcana can be considered a "status" as well, since it bestows a certain
effect and has a set duration, so see that section for more info.
TIPS N' TRICKS [TPST]
������������������������������
� CASH! It's pretty easy to find later on, but in the early going, there's but
a handful of methods to do. There's two helpful ones: (1) defeating enemies,
particularly Jelly Blobs in Serpent's Coils, with elemental attacks/summons
and selling the gems created for 100g/per (2) selling Gella Cards for 1500g
each. Jelly Blobs are weak to all elements and die easily, so they're a
good way to boost MTC, plus they appear in 3/4/6s so it's quite lucrative.
For Gella Cards, there's no use wasting them on enemies who give out less
than 750g normally, so they're a quick way to boost the reserves.
� ITEM OVERLOAD! If you're a completionist, be careful about carrying the
max number of items. If you open a chest and can't take the item, it's easy
to think y'did, and that can screw up the treasure checklist (which you'd
do well to keep). Instead of carrying 99, I recommend carrying about 90 --
that's usually sufficient. No point in fighting battles just to waste items,
yo!
� DUPLICATORS! These magical keys unlock sealed doors, treasure chests, and
even some bosses -- but they're also used to unlock normal books. Although
there's just enough (40) to unlock everything that requires it, saving the
duplicators for useful things, instead of dumb ol' normal books, helps a
lot. [It's possible to unlock a book, read it for the password/info, then
reset and go on your way -- no harm done!]
� SYNCHRONIZER! This oft-overlooking arcana can be astoundingly fun. What it
does is make the user and the target(s) share status abnormalities. Say
Gallows uses the skill with Extension -- if he's poisoned, all foes he's
synched with will be as well. The downside is that, if his statuses are
alleviated, so are the foes. [Synchronizer is not a normal status and can't
be removed by Eraser, I think.] Using this method is a good way to inflict
statuses one normally wouldn't be able to, such as paralysis or confusion.
Just make sure the targets are susceptible or the ally takes a beating for
nothing!
________________________________________
____________________________________/ III. WALKTHROUGH [CHAPTER ONE] -- CHP1 |_
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00) The Sting [PRL0]
_______________________________________________________________________________
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Welcome to Wild ARMs 3, the western-influenced installment in the series! As
is the series' usual, the (4) characters' prologues must be completed before
the real meat of the game can begin.
_______________________ _________ The backstories rank in difficulty with
| PROLOGUE | RANKING | the easiest being a "1" and the hardest
|�����������������������|���������| being a "3". It really doesn't matter
| | | which order you go in, although be aware
| Girl in First Class | 1 of 3 | that the collective inventory (items you
| Boy Who Broke In | 2 of 3 | collect) is shared amongst everyone when
| A Suspicious Intruder | 2 of 3 | they start. For this reason, a player
| A Drifter Guardsman | 3 of 3 | unfamiliar with WA3 may do Virginia's
|_______________________|_________| first, as it has the most items to reap.
_______________________________________________________________________________
�������������������������������������������������������������������������������
01) Doomed to Obscurity [Jet's Prologue] [WK01]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 07 (007/320) | � Ascomid |
|______________|____________________________________________________________|
________________
| STARTING STATS | Jet's the scrapper of the bunch, an outlaw who won't stoop
|����������������| to earn his daily bread. Is he ruthless? Is he a petty
| HP - 71 | thief? Well, we're about to learn the backstory of him,
| ATT - 34 | which takes place exactly one week before the encounter on
| DEF - 25 | the train...
| MAG - 15 |
| MGR - 13 | The dungeon he starts in is "Doomed to Obscurity," in the
| RFX - 26 | hinterlands somewhere. The front door is locked, so we'll
| AIM - 34 | start the tutorial place there. Pay attention to the small
| EVA - 28 | compass point that's always visible at the top-middle of
|________________| the screen -- the red point indicates north.
_ _____________ _________
|#| _____ ___|_____ | __________
|�|_| _______|_____ |_ | _______ | BOSS|
| | | _________ | | | | | |_ _ |___ |__ |
| | | | _____ | | | | | | |�� |C|_ |B| _| |67 |
| |�| | | | _ | | | | | | |2 A 3|_ |_ | | |C |��| |_
| | | _ | |1| | | | | | | |_____| |_| | ����|�����| |
| | |_| _| |A|_| |�| | | |_______ ___| |� 4 �| |
| | |#| |___ _| | | |_ | |_ _| | |_____| | |
| | |#| |_________| | |#| | |_| | | |B| |
| | |#|_____________| |#| | / |_ 5 � |
| |###| |___|#| | To Outside |_____|���
| ��� START � |
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|����|������������������| The front door can't be jimmied, so Jet'll have
| 01 | Migrant Seal* | to circle counterclockwise around the temple's
| 02 | Heal Berry | mount. Reach the northern jump-down point for a
| 03 | 600 Gella | mini-tutorial, then meander to the summit, which
| 04 | Mini Carrot | is barricaded. Jet's tool (Boomerang) can slap it
| 05 | Heal Berry | down easily. Inside, approach the treasure to fall
| 06 | Revive Fruit [2] | through the floor. [The treasure, a Migrant Seal,
| 07 | Gimel Coin | can be obtained later with the help of the Steady
|____|__________________| Doll.]
After landing, move around the room and collect chests #2-3. To open the
exit, hit the globular switch with Jet's tool -- these types of devices will
be used frequently in the hours to come. The hallways beyond are lined with
spear traps, which rise out of the ground to impale thieves and robbers. To
bypass, dash straight past them. There'll be a scene at the temple's "foyer,"
after which move along to the eastern hallways, which lead downwards.
In the next chamber, Jet notes that he can grab onto some steel latticework
jutting out of the wall (press X-button underneath to grab on). Jet can also
flip onto the mesh's upside when the player presses X-button on the periphery,
which is helpful as it's faster than swinging. Get item #4, then swing to
the exit. [As you may've guessd, those weird 4-hole tiles are spikes, so be
careful not to hit 'em.]
Past the next hall, another climbing course -- this one requires Jet to get
to the top, then jump down to the exit. Get Item #5 first, of course. The
hallways beyond are still filled with spear traps, although some lateral
ones come in the brightly-lit chamber (which also have items #6 and #7). A
Gimel Coin has two purposes: it lets one save their game anywhere, or if they
get a game over, it can be expended to let them retry the battle. There'll be
a boss battle after a downstairs scene, so...save, perhaps?
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Tatzelwurm | HP: ???? | EXP: 48 | GELLA: 52 |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROPS: Dragon Fossil (100%) |
|�������������������������������������������������������������������|
| - Heave [physical attack on single target] |
| - Recovery [regenerates HP back to maximum amount] |
| - Baking Breath [fire-elemental attack on single target] |
|___________________________________________________________________|
�������������������������������������������������������������������
Pretty easy going here. Its physical attack is single-digit damage while
Baking Breath barely breaks mid-teens. In fact, winning this battle is
impossible until Jet gets 25 FP -- accumulated by taking damage or attacking
physically -- at which time his Accelerator is available. This allows him to
act immediately regardless of RFX or turn order. Use this on the Tatzelwurm
to instantly destroy him!
Try to leave and Pike will show you the shortcut to the exit. It's just a
couple of mesh-wire climbing rooms, although the last (2nd) one has a couple
switches that have to be mashed to lower segments to cling on. If you're in
a bind, remember that Jet can control the boomerang once it's thrown; banking
the thing off walls can drop the tool right onto switches to activate them!
Jet's prologue closes as they re-enter that initial room and Pike's reunited
with the townspeople he calls family... Save at the prompt!
_______________________________________________________________________________
�������������������������������������������������������������������������������
02) Den of Miasma [Clive's Prologue] [WK02]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 05 (012/320) | � Barghest |
|______________|____________________________________________________________|
________________
| STARTING STATS | Clive's the adult of the ragtag group of travelers, and
|����������������| as the prologue narrative seems to infer, he's got more on
| HP - 153 | his mind than making a quick buck.
| ATT - 49 |
| DEF - 39 | Either way, this dungeon's called "Den of Miasma," and if
| MAG - 29 | you can figure out what that means, it relates to poisons
| MGR - 27 | and such. Once again, the protagonist will be going into
| RFX - 15 | the dungeon alone, but if you've done any other prologues
| AIM - 54 | so far, the items that were collected are accessible to
| EVA - 31 | Clive as well. [This helps if one does Virginia's p'logue
|________________| first, as it has the most items and treasure chests.]
_____
| | |����|������������������|
| |�| | | 01 | Heal Berry [3] |
___________ | | | | | 02 | Heal Berry |
|BOSS _ \ | | | | | 03 | Revive Fruit [2] |
| ______| \ \) | ) ) | 04 | Gimel Coin |
| |_____ \/ )( ( | 05 | 300 Gella |
|_____ | ) / | | | 06 | Heal Berry |
| | / (__| |___ |____|__________________|
_____| |__| |__ _ |
|5 6 4/ _| | | | As in the other prologues, Clive will do all his
������������__| 3 |_| | events solo. Talk to Borgnine a few times to get
/ ��� 2| all of his berries (Item #1), then go in a couple
( |��������� screens to find Item #2. His tool, the Bombs, are
|1| necessary to get through stuffed-up passages and
|_| some field objects -- they'll be required to get
START into the first large cavern.
Once there, use the side path to get to a ledge just passed, containing Item
#3's chest. Backtrack one screen and take the long northern loop-around,
containing some ENC (encounter gauge) gems. Back south, collect Item #4 and
make a westward exit. Spy, then bomb the hidden passage leading to Items #5
and 6. What's that large device, you ask? It contains a hidden boss (Arioch)
which can't be fought until much later. Backtrack and go through the blue
jelly-like obstacles, and continue until the path breaks off. This signals
the appearance of...
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Goldrake | HP: ???? | EXP: 64 | GELLA: 60 |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROPS: Potion Berry (100%) |
|�������������������������������������������������������������������|
| - Glider Dive [single: phys damage; only when flying ] |
| - Bite Strike [single: phys damage; only while grounded] |
|___________________________________________________________________|
�������������������������������������������������������������������
The boss only has two attacks, both physical in nature. Bite Strike inflicts
paltry damage, and while Glider Dive's a bit better, it often misses. When
the boss becomes airborne, use the force ability "Lock On" to finish battle.
Afterwards, a few scenes, Clive, now poisoned, will have to return to the
entrance. The more he walks around the more he's damaged, so it pays to take
shortcuts, i.e. jumping down ledges to previous spots. The easiest way is to
go to Item #3's ledge and leap off, saving time. [Before the trek, there'll
be a small tutorial in using bombs en masse to destroy a boulder.]
Back in town (Ballack Rise), there'll be a few more scenes before a rematch.
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Goldrake | HP: 256 | EXP: 72 | GELLA: 80 |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROPS: Antidote (100%) |
|�������������������������������������������������������������������|
| - Toxic Breath [single: Poison%] |
| - Glider Dive [single: phys damage; only when flying] |
|___________________________________________________________________|
�������������������������������������������������������������������
Basically a repeat of the same battle, except Goldrake can use Toxic Breath
and it's always airborne, making normal attacks do nothing. The item Borgnine
tossed to Clive earlier was an Antidote, and can cure poison, which helps out
here. Glider Dive will still miss a lot, building up FP rather easily. Use
Lock On 2-3 times, burying this caustic critter.
_______________________________________________________________________________
�������������������������������������������������������������������������������
03) Fallen Sanctuary [Gallows' Prologue] [WK03]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 06 (018/320) | � Pillbug |
|______________|____________________________________________________________|
________________
| STARTING STATS | Gallows is the black sheep of his Baskar Clan, which has
|����������������| the ability to communicate with Guardians (protectors of
| HP - 117 | the planet). Instead of blindly following tradition and
| ATT - 37 | staying in the village, he yearns for the outside world
| DEF - 23 | and doesn't mind forsaking his duty as a Baskar Priest to
| MAG - 29 | do so...
| MGR - 28 |
| RFX - 21 | Unlike the other prologues, Gallows' journey actually has
| AIM - 13 | its start in the Baskar Colony instead of the dungeon. So,
| EVA - 14 | before blowing this joint, there's two things to do. The
|________________| first involves talking to Halle at the center shrine.
The second thing is talking to Ellen for some items. After the conversation
is done, Gallows gets an amount of items that corresponds to how he answered.
For the best reward (5 Heal Berry, 3 Gimel Coin), answer honestly:
- "How'd you guess?"
- "Yeah. You wanna help me out?"
- "I wanna run away and be free."
Other items: (1) Revive Fruit in Gallows' house, upstairs barrel (2) Heal
Berry in town storehouse (3) Heal Berry in other large house, upstairs. Also,
there's free healing by sleeping upstairs in Gallows' house.
Before leaving, talk to Cordell near the entrance -- he'll inform our runaway
about the Search system, which finds yet-hidden locations on the world map.
THIS MUST BE DONE OR YOU CANNOT FIND THE NEXT DUNGEON. Now, to find the Fallen
Sanctuary, travel southwest to the beach, where the canyon bends. Follow the
southern cliff eastward, and "search" along the way. Pretty easy overall.
_____
| BOSS| |����|��������������������|
_______ | | | 01 | Heal Berry |
| __ ) |� �| | 02 | Tool: Freezer Doll |
| | / / _____ |_ _| | 03 | Gimel Coin |
|A| ( (_| | ______| | | 04 | Migrant Seal* |
� | _|1 2 3| |456 _ ) | 05 | Ambrosia* |
| | |_____| | | ) / | 06 | Mini Carrot* |
| | ��� ( ( |____|____________________|
| | | |__|�����|
_| |__ |____ | Inside, jump down to the lever, which opens
| ____| |_ _| the stairway back out. Ignore the staircase
| | __| _ | | as it leads to nowhere special...yet. North,
| | |^ | _|A|_ | | follow the corridor to an east antechamber,
|_ __| | |__| | containing Items #1-3. Gallows gets his 1st
|_| | ____| tool, the Freezer Doll, at this point -- it
START |_____| can instantly flash-freeze certain objects.
This includes blue flames, which the player
gets a chance to extinguish a little further down the hall. This leads further
into the dungeon.
The ensuing chamber has four blue flames which light back up after awhile --
snuff 'em all out quickly to solve. Two screens later, another block-pushing
puzzle: depress the switch with the block, then hit the door opener. Continue
and ignore the next lever seen, as it leads to Items #4-6 which can't be taken
until much, much later. The penultimate (northern) room has a crapton of
candles, but a continuous spinning stream of frost will solve the puzzle quite
easily. Finally,
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Kesaran Pasaran [x4] | HP: 54 | EXP: 48 | GELLA: 52 |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROP: not available |
|�������������������������������������������������������������������|
| - Issuing Warning [self: idles] |
| - Mission Accomplished [single: phys damage] |
| - Throws a cordon. [creates new KPs so that 4 are on field] |
|___________________________________________________________________|
�������������������������������������������������������������������
Analyze shows these buffoons are weak to water, but if one dies, the others
just split in half to create more, so there's always 4 on the field. There's
only one way to win and that's by using Gallows' Extension force ability,
which makes a selected arcana affect all appropriate targets. In this case,
use Refrigerate or Pressure to slaughter the KPs en masse, before any get a
turn to regenerate. [And no, killing more will not increase EXP/GELLA amnts.]
With the Ark Scepter in hand, backtrack through the dungeon until a...jail
scene plays. Use the newly-acquired scepter (from the menu), then talk with
Shane to exit.
_______________________________________________________________________________
�������������������������������������������������������������������������������
04) Gob's Hideout [Virginia's Prologue] [WK04]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 11 (029/320) | � Gob |
|______________|____________________________________________________________|
________________
| STARTING STATS | Virginia's from a small farming community that's been in a
|����������������| bit of a squeeze since demi-humans took the place over. In
| HP - 31 | terms of statistics, she lacks in most of the best battle
| ATT - 20 | areas -- however, her force ability is indispensible going
| DEF - 12 | the game.
| MAG - 18 |
| MGR - 16 | In order to help her place out, Virginia packs up the guns
| RFX - 29 | she learned to use with her father and tails the gobs over
| AIM - 34 | to their mansion-turned-hideout. Time for payback!
| EVA - 27 |
|________________| |����|��������������������|
_____ ____ | 01 | Revive Fruit |
|11 14|B | _____ | 02 | Tool: Tindercrest |
.-----|12B13| |__ _____ ENTER |6 7 8| | 03 | Heal Berry |
| |����� |1 2 |_|�|_ |9 10| | 04 | Heal Berry |
| | |���������| | ___| | | | | 05 | Mini Carrot |
| | | | | |___| | |� �|_ | 06 | 400 Gella |
| | | | ___________| | A| | 07 | Heal Berry |
| _| | |_| | |� | 08 | Gimel Coin |
'-> |_ |___ ___ |5| �| |� | 09 | Duplicator |
| | 3 | 4|_| |_ | | | 10 | Right Half |
| | _| _| | | | | 11 | Wolf Idol* |
| | |_| |_| |�| | |� �| | 12 | Tiny Flower* |
| | _ ___| | | | BOSS| | 13 | Gimel Coin* |
|_ | | | _| | |_ _| | 14 | Duplicator* |
| | | | |A | |_| |____|____________________|
� � ��� | * - Obtained later on |
�������������������������
Hit the switch that leads into the 2nd screen, where a mandatory fight with
some Gobs plays. Although Virginia is ridiculously poor in all categories
(except RFX), she shouldn't have much trouble putting these saps out of their
misery. Since she's the only person who starts at Lv1, it helps to gain a few
levels to boost her survivability.
In a sideroom nearby, get Items #1 and #2 in a crate and chest, respectively.
The Tindercrest is a projectile tool that lights things on fire, particularly
torches! Use it on the snuffed torch in the hallway to proceed. In the next
large room, the floor will have numerous holes in it and many tiles give way
when ran over. Solution: carefully walk over them by holding O-button. [The
ladder that leads to Items #11-14 is not accessible until much later on.]
Further down the corridor, Virginia comes to a balcony. Spy an unlit candle;
when that problem's rectified, the door to Item #4 opens. Repeat this same
method to get Item #5. When that business' finished, visit the eastern stair
and hit the switch to Item #5, north of there (and bypassed earlier).
At the ground floor, a mini-tutorial on finding suspicious things plays: hold
R2 and press X-button to locate them. In this case, it's the weird crankwheel.
Grasp the object and twist it clockwise (with analog stick or d-pad), opening
the storehouse. Search carefully for items #6-10 -- the Duplicator and Right
Half are mandatory items.
Back outside, inspect the sealed door to find out it's a Duplicator Door! Use
the titular item (from the inventory) just obtained to unlock it. South leads
to the boss' sanctuary.
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Hobgob Boss | HP: ???? | EXP: 24 | GELLA: 30 |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROPS: Potion Berry (100%) |
|�������������������������������������������������������������������|
| - Tackle [single: phys damage] |
| - Battle Axe [single: phys damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Another fight where the boss can only die under a certain condition; in this
case, it's when Virginia uses Gatling on it. Virginia's decent EVA will help
her dodge most attacks, so just wail on the gob-faced freak for ~5 attack
turns. After a scene regarding its perseverance, select 'Gatling' from the
force command menu and execute its rapid-fire technique! That's the only way
to defeat it, naturally. [Virginia's high bullet count make her a natural at
this technique throughout the game.]
_______________________________________________________________________________
�������������������������������������������������������������������������������
05) The Sting Pt. II [WK01]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| -- (029/320) | � None |
|______________|____________________________________________________________|
With all prologues done, the four strangers meeting by happenstance must band
together for a third-party interference (or is that sixth-party...?).
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Janus | HP: 330 | EXP: 24 | GELLA: 100 |
| BOSS: Dario | HP: 300 | EXP: 16 | GELLA: 50 |
| BOSS: Romero | HP: 300 | EXP: 16 | GELLA: 50 |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROP: Mini Carrot (100%) |
| STEAL: not available | DROP: Heal Berry (Dario) |
| STEAL: not available | DROP: Heal Berry (Romero) |
|�������������������������������������������������������������������|
| [J] - Multiblast [all: phys damage] |
| [J] - Heretic Stab [single: phys damage] |
| [R] - Throwing Star [single: phys damage] |
| [D] - Gillius TH12/23 [single: phys damage] |
| [J] - Sniper Shark XR [single: phys damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Multiblast is the only attack worth worrying about, and both Gallows/Virginia
can heal everyone in one go (with Extension + Heal or Mystic + Heal Berry,
respectively). Janus' lackeys aren't up to his caliber really, although
Gillius TH12/23 can do damage in the 30s. Lock On and Accelerator will be of
great help in getting this fight over quickly. Remember that if Janus is KO'd
first, the other two's EXP/GELLA/Drops are missed! [Y'may have to baby
Virginia here in order to avoid _not_ wasting Revive Fruits; I have her guard
a lot, personally.]
After thumping Janus and his crew, they escape. Everyone disembarks from the
train and they decide to accompany Clive, who's on a mission to deliver the
item everyone wanted to swipe. Y'remember where Baskar Colony is, right? Take
a hike NW of the train tracks to where the land gets greener, then follow on
past Fallen Sanctuary back to the destination.
---
Back at Gallows' hometown, Halle gives the reward of [1200 GELLA] for Clive's
professional job. She says the Ark Scepter is a staff that transmits and can
receive willpower, an instrument ideal for communicating with guardians. The
reward: the mediums that allow use of summons and Arcana (like Gallows has
been doing up 'til now).
One can now learn about the ASK system (Active Selected Keyword) in convos by
pressing Square when a green phrase or word comes up. This often cues extra
information or, at times, integral directions for moving forward in the game.
Also, as Shane mentions, if you have a different party leader (the person you
see walking around the field; switch with L2), you can hear different speech
than normal. This usually applies in places that have meaning to a specific
character -- for instance, walking around as Gallows in Baskar has different
dialogue than normal.
|����������������������|
| Antidote -----> 20 | While you're in town, meet the only "real" shopkeep
| Medicine -----> 10 | in the entire world: Roykman. He's the dude in the
| Pixie Dust ---> 40 | Robin Hood getup. Our friend will be the only source
| Pinwheel -----> 60 | of medicinal items for many, many, many dungeons and
| Toy Hammer ---> 10 | more, so stocking up when possible is nice. He only
| Peppy Acorn --> 40 | sells curative items but no Heal Berries -- those're
| Breath Mint --> 40 | found on monsters and during a sidequest later. This
| Seed Powder --> 20 | salesman appears in different towns (always there if
| Magicleanser -> 40 | your first time visiting), so if you don't find him
| Call Whistle -> 100 | immediately, keep re-entering until he's there.
| World Screen -> 5000 |
|______________________| Return to the Fallen Sanctuary when you're ready to
continue. Leveling up a bit is suggested, as there
are going to be four bosses coming up. The desert area across the land bridge
has more "difficult" enemies than your normal fare, thus more EXP, etc. There
is a free inn in Baskar if you need to heal up.
_______________________________________________________________________________
�������������������������������������������������������������������������������
06) Fallen Sanctuary [II] [WK06]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| -- (029/320) | � None |
|______________|____________________________________________________________|
This time we're just going to the "rooftop" Guardians area, up the fixed
stairway in the first chamber. A few notes before:
� Virginia can die really easily if she isn't similarly leveled to her allies,
so screw around a bit (particularly near world map train tracks) and help
her out. On the flipside, the Moor Gault medium has the Revive skill which
is great for saving Revive Fruits.
� Enemies on the world map drop lots of Heal Berries. Newcomers often kvetch
about how hard it they are to come by, particularly later on, so now's a
good time to get some.
� The (3) chests left behind when Gallows first came through still can't be
obtained. The Changecrest tool is needed to get inside, for reference.
At this time there are four stairways that lead to large monoliths. Inspect
any one at this time and choose to "show your power," beginning a boss fight.
It doesn't matter which one you start with, really, although Schturdark has
a healing ability and that will be useful. Kickstart it with him first...
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Schturdark | HP: 960 | EXP: 34 | GELLA: ----- |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROPS: not available |
|�������������������������������������������������������������������|
| - Pressure [single: water damage] |
| - Assault Tide [all: water damage] |
| - Refridgerate [single: ice damage] |
| - Big Press [single: phys damage; also phys atk counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
Have everyone guard the first turn to reduce Assault Tide's damage -- it's
only used this once. Schturdark's DEF is quite good for an early boss so
Virginia won't be going much unless she relies on Gatling. Importantly,
Big Press is the best way to build FP -- it's a counter and often misses,
even on low-EVA characters. Because of this, people like Jet and Clive will
be the most helpful here (Gallows' shotgun is hit-or-miss). Since there's no
elemental weaknesses to play off of, this first of four battles will be the
toughest. It gets easier in a sec.
A win nets one the [MEDIUM: Aqua Wisp], which is identical to the medium that
Gallows had equipped, at least in the Arcana portion. Since Extension allows
one to apply Arcana to all allies/enemies, it's a smart move to equip it back
on Gallows for the next battle. It'll be against the elemental opposite: Moor
Gault. His monolith is right across the way from Schturdark's.
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Moor Gault | HP: 780 | EXP: 34 | GELLA: ----- |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROPS: not available |
|�������������������������������������������������������������������|
| - Cremate [single: fire damage] |
| - Vapor Blast [all: fire damage] |
| - Vulcan Beak [single: phys damage; also phys attk counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
It uses Vapor Blast at the beginning of the battle, which is to be expected
now. Make sure to defend as it can KO Jet/Virginia right off the bat! MG's
defense is pretty crappy, though, and Gallows can dig in right where it
hurts with repeat Refridgerates. Vulcan Beak, the physical attack counter,
hits for about ~60 and doesn't have as a hit% as Schturdark's similar
attack. You may want to waste a few Heal Berries at the start to get
everyone back in good health 'fore the real battle gets underway. Cremate's
damage is negligable when compared to everything else, also. Remember: Vapor
Blast can be used more than once! Use Mystic/Accelerator together to manage
party upkeep.
Stick the [MEDIUM: Fiery Rage] on someone, preferably a character who can
live awhile -- the bearer learns "Revive" which can save a few Revive Fruits
from being eaten. It's good for Gallows as he can spread some nice buffs on
the party.
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Grudiev | HP: 800 | EXP: 34 | GELLA: ----- |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROPS: not available |
|�������������������������������������������������������������������|
| - Shield [self: raises DEF] |
| - Planet Breaker [all: earth damage] |
| - Megasmash [single: phys damage; also phys attak counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
He leads off with Planet Breaker, so defend first thing. His DEF isn't as
great as Schturdark's but is better than Moor Gault's, to give y'an idea. He
counters physical attacks with Megasmash, which is rather mediocre compared
to the hard-hitters we've seen before. Cast Fragile when Shield is used, and
Refridgerate when possible to get through this quickly. The one thing that
sets the boss apart is that Planet Breaker gets used more than others' techs
that hit everyone. Luckily it's easy to keep one's HP in tiptop shape, since
the boss typically uses Shield.
The [MEDIUM: Terra Roar] is received at this time. Protect/Decelerate works
well in conjunction with Extension, but it's up to you, really. Last boss is
right across from Grudiev's slab...
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Fengalon | HP: 880 | EXP: 34 | GELLA: ----- |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROPS: not available |
|�������������������������������������������������������������������|
| - Vortex [single: wind damage] |
| - Turbulence [self: raises RFX] |
| - Inspire [single: thunder damage] |
| - Hi-Speed Ripper [all: wind damage] |
| - Sonic Scratch [single: phys damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Defend against the first-turn Hi-Speed Ripper and get ready to slap it with
Decelerate, which undoes Turbulence's effect. Sonic Scratch doesn't seem to
activate as much as the others, but in return, it's got a better hit%. When
possible, use Extension + Shield to reduce the damage from its physical hits,
while Petrify plays off its elemental weakness.
The [MEDIUM: Gale Claw] is now obtained! As you try to leave, Gallows talks
about using the force ability Summon, which is selected from the appropriate
menu. The more FP used, the more damaging it is. Summons can only be executed
a # of times; the MTC gauge governs this.
---
Return to Baskar Colony and Halle will unlock the mediums' Personal Skills,
as well as the inherent power boosts they give. Every time a level-up takes
place, that person gets 1 PS point to be used on those medium skills. Later
on, it will be possible to find "gears" that grant different personal skills;
these will be fixed onto mediums at this time. More on this later.
Talk to Roykman to get a hint about a town on the "shore to the southwest,"
being Jolly Roger. He skidaddles, so it's time to do the same. Return to the
world map and head back to the railroad tracks. See the small land bridge by
there? Southwest of there is a small beach where Jolly Roger is located.
NOTE: From now on, locations one must search for will have x/y-coordinates
listed in their section. These are to be used in conjunction with the
World Screen Roykman sells, which shows the world map and one's own
x/y-coordinate location. It costs 5000g so don't feel obligated to get
it just yet -- it's easier two dungeons down the line.
_______________________________________________________________________________
�������������������������������������������������������������������������������
07) Jolly Roger [X/Y: 15473,5468] [WK03]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| -- (029/320) | � None |
|______________|____________________________________________________________|
This small port town borders a sea of sand, but that doesn't mean there isn't
stuff to do here! First things first: loot this town! [Just listen to that
wonderful town theme "Scenery from Everyday". The best in the game!]
� [MIGRANT SEAL ] - Bomb the largest crate by the town entrance
� [GIMEL COIN ] - In the saloon, the barrel by the countertop
� [HEAL BERRY ] - Go up saloon's stairway; barrel in the hall
� [MINI CARROT ] - Go up saloon's stairway, down hall; barrel on balcony
� [DRAGON FOSSIL] - Go up saloon's stairway, down stairs; barrel in ARMsmth
The Migrant Seal increases your "Migrant Level." As it increases, the cost of
cancelling monster encounters decreases, and you can avoid more powerful
enemies. Y'know those exclamation points that appear when monsters skirmishes
are imminent? A higher Migrant Level can make those turn green, which allows
free cancellation!
NOTE: UPDATING ARMS
�������������������
Jolly Roger has the first Armsmith, which allows one to customize the guns
each person carries. Each can be upgraded a total of 15 times total, so one
really has to think best about each character's angle before shelling out the
cash. [It's possible to default someone's upgrades and do them all over
again but this only means one wasted money without thinking!]. Here's how I
suggest upgrading:
Virginia: Upgrading her attack is often a waste of cash. However, giving her
10 WGT and 5 BLT will maximize her Gatling potency at 100 FP. [WGT
lowers the cost needed to use each hit in Gatling, BLT gives her
more shots to be used with the command.] Like Clive, she'll almost
never miss unless the enemy boosts a stat, so there's no reason to
improve her AIM. [Virginia's Gatlings may not be that awesome early
on but once the Valiant arcana is learned, it becomes a murdering
machine.]
Jet ----: Jet gets one of the best weapons in the game, so it's only fair to
play off its attack. Aiming for 10 SHT is a good short-term goal,
and after, decide whether to spend the next 5 points on SHT or CRT.
Clive --: Go purely for SHT -- he almost never misses. He can be handicapped
a bit with only two bullets, so 13 SHT/2 BLT ain't half bad.
Gallows : The shotgun has decent attack power but has aiming trouble, but a
player can rectify that by boosting his AIM or CRT (critical hits
always hit 8 times). The least costly route is to put five in AIM,
CRT, and SHT, although 10 SHT/5 CRT works as well. It's worth
noting that Gallows' main strength is magic, so he should mostly be
attacking in order to build FP, not do damage...but every little
bit helps!
If you need extra cash, kill enemies with elemental attacks/summons to earn
'gems.' These can be sold for 100/per, which is helpful throughout the game!
[Non-elemental arcana doesn't leave anything, however.] A good way is go is
weakening all enemies en masse, then having everyone summon. All gems can be
sold for the same cash.
NEXT DESTINATION
����������������
When ready, mosey on over to the local watering hole and 'Chat' with Hannah.
It costs 150 gella for some leads. After the worst "goodbye" celebration in
history, everyone decides to keep banding together. Outside, an "informant"
talks about the Ruins of Memory nearby, where the Eternal Sparkle is kept,
supposedly. It's southwest of town, on the cape.
_______________________________________________________________________________
�������������������������������������������������������������������������������
08) Ruins of Memory [X/Y: 18219,3737] [WK08]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 09 (038/320) | � Blue Book � Annaberge � Spartoi |
|______________|____________________________________________________________|
NOTE: Not all rooms can be entered now ('#' marks inaccessible rooms).
NOTE: Bring a few Antidotes for the Annaberges' Toxic Breath attack.
_____
_|_BOSS| North of the entrance is where the tentative alliance w/
|###| |� Janus begins. Exit NW and start looping counterclockwise,
|###| |___ to a glass-enclosed switch (hint: bomb). Further south, a
___ |###|_78 | 2nd locked door -- this time, it's Jet's switch-slapping
|456| |#####|�| | boomerang that acts as the key, by shooting it over the
�|�|_|_###_|_| | guard rail. West is the third puzzle, on the bridge that
| <-|#|-> | overpasses the entrance walkway. Gallows' Freezer Doll
| |���|#|���| | is meant to extinguish the blue flames, opening the west
|_3�|�###�|� _| gate.
| |#####| |
_| |#####| |_ The SWmost room is the first to have a treasure, Item #1.
_| _ ���|� _ | Break open the cube and maneuver it to its switch, which
| |��� | | | lets one continue northward. This room has Item #2. One
| 2 | | | | can ignore the tiny step back into the main chamber, as
|_ _|_ _|_| |_ it isn't used for a very long time (entrance to all the
| | | | | | yet-inaccessible rooms).
| 1 |_|_|_| |
|_________________| North still, Item #3 behind a glass barrier, and keeping
_|^|_ that course, the dead-end room with Items #4-6. Hang a
| | path east and the team's locked in! The NE of the four
|START| statues is a crumbling wreck and bombing it reveals the
|_ _| exit switch.
������������������| The team is now in the northeastern wing of the museum.
1 - Heal Berry | Go south a bit and flip the switch, making a shortcut
2 - 1500 Gella | from the main hall's corridor. North is a library with
3 - Gella Card | no way forward...or is there? Bomb the wall underneath
4 - Dragon Fossil | the minotaur statue, then get Items #7 and 8 (#9 needs
5 - Lucky Card | a Duplicator). [If you skip #9 remember to return later!]
6 - Gimel Coin |
7 - Growth Egg | The Memo Pen is the first 'gear' obtained, and can be
8 - Memo Pen | attached to a medium in order to teach an ability. This
9 - Name Tag [3] | one protects against Amnesia. Note that once a gear has
__________________| been placed, removing it permanently destroys it.
To exit the treasure room, throw a boomerang across the gap and hit a switch
tucked behind the pillar. North, the final puzzle's rather simple: extinguish
the blue flame Freezer Doll style, step on the newly-lowered platform, then
Tindercrest the blue flame back into existence. Save before proceeding.
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Janus | HP: 520 | EXP: -- | GELLA: --- |
| BOSS: Dario | HP: 490 | EXP: 56 | GELLA: 125 |
| BOSS: Romero | HP: 455 | EXP: 56 | GELLA: 125 |
|_____________________________|__________|___________|______________|
| STEAL: not available [x3] | DROPS: Duplicator (100%) (Romero) |
|�������������������������������������������������������������������|
| [D] - Zips up. [raises own DEF] |
| [R] - Loses nerve. [raises own EVA] |
| [J] - Multiblast [physical attack on all characters] |
| [R] - Throwing Star [physical attack on single character] |
| [J] - Sniper Shark XR [physical attack on single character] |
| [D] - Gillius TH12/23 [physical attack on single character] |
| [J] - Don't be causin' me trouble! [heals an ally up to 300 HP] |
| [J] - Trinity [physical attack on single character; all three of |
| his allies to be in fighting condition] |
|___________________________________________________________________|
�������������������������������������������������������������������
Janus must be the first target defeated, despite one's instincts to go after
Romero (the weakest) -- this is because Mr. Cascade heals his comrades 300 HP
if they're damaged, regardless of turn order. The Trinity attack can do 100+
damage to one target, so while it's not that scary for Clive or Gallows, the
other two allies can be 2HKO'd by it, so keep on guard. Once Janus is downed,
the other two fall ridiculously easily.
When the goofball twins fall, it's time to hit the dusty trail again. [You
can get the dumb Name Tag duplicator chest inside, but I suggest saving it
for something actually useful.] Return to Jolly Roger and use the ASK System
on Dennis, to find out the Midland Station is to the northwest. Basically,
use the search system along the tracks and it'll be rather easy to locate.
The one-way fare is 120g -- talk to Tony once the train arrives.
In the new region's station (Westwood), chat with Rick to learn the town of
Claiborne is east of there.
CLAIBORNE [X/Y: 11788,7068] [WK09]
����������������������������������������
A tiny stopover in a tiny town. First, loot the place for freebies:
� Revive Fruit - barrel in ARMsmith's
� Revive Fruit - breakable outdoor crate
� Duplicator --- hay trough at horse stalls
� Heal Berry --- barrel behind saloon
� Pinwheel ----- barrel in house near entrance
� Gimel Coin --- barrel, upstairs of horse stalls
� Mini Carrot -- barrel, under stablehouse staircase
To learn the next dungeon's whereabouts, talk to Otto the armsmith to get
the lowdown. Serpent's Coils is located east of Claiborne -- basically follow
the tracks and search the strangely empty part of the foothills.
_______________________________________________________________________________
�������������������������������������������������������������������������������
10) Serpent's Coils [X/Y: 13741,7852] [WK10]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 12 (050/320) | � Jelly Blob |
|______________|____________________________________________________________|
|�����| As an aside, Serpent's Coils is a notable dungeon as
10-| BOSS| it's one of the easiest places to farm elemental
|_ _| gems, which, as y'know, can be sold for 100g/per or
| | used with Mystic. Jelly Blobs are element-weak and
|8| |9| any arcana/summon is a KO (immune to weapon attacks).
|_| |_|____
| BOSS | For this reason, many people set aside a bit of time
��������| | to build up the MTC gauge and get a little scratch
______ | | for ARM upgrades. Since the enemies appear in large
______/ _ 34| | | groups of 3-6, it quickly becomes the fastest cash-
| ___ | �|_| | -gaining method yet (and for many hours to come).
| | | B ___|
_| |_ | |_ _| |����|����������������|
| | | |_| |______ | X | Empty Chest | N
| 567 | | >| |> |____ | 01 | 2000g | |
|_____| | |�| |����| 12| | 02 | Gella Card [2] | |
_____| |_|A ��| | |���� | 03 | Lucky Card [3] | |
|XXX ___/���� | | 04 | Gimel Coin | W ------+------ E
�����| ||_ _|�| | | 05 | Migrant Seal | |
| |__| |___| | | 06 | Clear Chime | |
|____ _____| | 07 | Nectar | |
| | | 08 | Gimel Coin | S
| | | 09 | Duplicator |
ENTER -| | | 10 | Andro Seal |
|_| |____|________________|
The first order of business is moving to the room with Items #1-2, which also
has a special switch inside. Since this dungeon's supposed to be confusing,
the switch color-codes doorways to tell if one's been through them before.
There are three markers: (1) an empty ring indicates an unexplored room (2)
Blue circle means unexplored room (2) Yellow indicates last explored room.
The switch can be turned off if this is too confusing, also.
Object two is going to the west side of the place, where the three empty
chests are. Although they're worthless item-wise, they DO contribute to the
320 total, so there's no reason to leave 'em be. From there, reach "A" on the
map, which is the tri-segmented room. Jumping down to the door switch is the
only way to proceed, and it starts a scene with a rival gang of drifters who
capitalize on the situation. D'oh! Backtrack around and take the newly opened
door.
"B" is a room with criss-crossing paths. Make way north by hitting the switch
a few time, steal Items #3-4, and loop counterclockwise (west), toward the
antechamber where Items #5-7 are. The Clear Chime protects against confusion
and will be useful for the upcoming battle, so equip and max it on someone.
[You can skip the duplicator chest if you want; it's just a dumb Nectar. Be
sure to return later on though, as a lone chest can be a source of anxietyf
for someone wanting to do the Black Box sidequest.]
On the way back to the criss-cross room, make sure to hit the southern switch
which opens a shortcut back to the previous rooms. As the team tries to make
it east, the female drifter will thwart the trap and force everyone to go
back around. The next-encountered switch is frozen in the "off" position.
Defrost it with a Tindercrest, flip it, then freeze it with Gallows' doll --
if y'don't, then the female drifter will try to deactivate it, forcing a redo.
Save before entering the room at the foot of the stairs...
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Cat (?) | HP: 590 | EXP: 46 | GELLA: 50 |
| BOSS: Timid Boy | HP: 630 | EXP: 46 | GELLA: 50 |
| BOSS: Blonde | HP: 670 | EXP: 46 | GELLA: 50 |
| BOSS: Afro | HP: 750 | EXP: 46 | GELLA: 50 |
|_____________________________|__________|___________|______________|
| STEAL: not available [x4] | DROPS: Potion Berry [100%] (Blonde) |
|�������������������������������������������������������������������|
| [B] - AW-RSTN87 [single: phys damage] |
| [A] - Black Fenrir [single: phys damage] |
| [T] - Homemade Blast [single: phys damage] |
| [B] - Vantage Rage MM [single: phys damage] |
| [C] - Baking Breath [single: fire-elem damage] |
| [C] - Blizzard Breath [single: ice-elem damage] |
| [A] - Psycho Crack [single: phys damage + %Confused] |
| [A] - Healing Factor [if alive, auto-heals dmgd ally for 300HP] |
|___________________________________________________________________|
�������������������������������������������������������������������
Afro, the bodyguard, must be taken out first lest he heal his comrades 300HP.
To expedite the process, use a fire-elemental attack on him -- his hair will
catch fire and decrease his health each turn. Taking him out quickly is good
since he's got a crapload of good moves, Psycho Crack in particular which
can inflict confusion (you may remember this from the first Wild Arms game).
The other baddies aren't as tough but their persistence gradually stacks up,
so defeat Cat(?) and Timid Boy quickly. Surprisingly, Blonde is probably the
least threatening of the bunch, no matter how her personality says otherwise.
This battle can be reasonably hard if weapons haven't been upgraded, or there
are no Pinwheels (cures confusion) in the inventory. Be prepared, and use
Extension + Shield when able! [Defeat Blonde last for max EXP/GELLA.]
With the goober patrol beaten up, go north and collect Items #8-9 and save
again, because...
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Romero | HP: 820 | EXP: 50 | GELLA: 54 |
| BOSS: Dario | HP: 910 | EXP: 50 | GELLA: 54 |
| BOSS: Janus | HP: 999 | EXP: 50 | GELLA: 54 |
|_____________________________|__________|___________|______________|
| STEAL: not available [x3] | DROPS: Mini Carrot [100%] (Janus) |
|�������������������������������������������������������������������|
| - [J] Multiblast [all: phys damage] |
| - [J] Heretic Stab [single: phys damage] |
| - [R] Throwing Star [single: phys damage] |
| - [D] Gillius TH12/23 [single: phys damage] |
| - [J] Oops, sorry! [self: switches places with Romero or Dario] |
| - [J] Trinity [single: phys damage; requires all 3 allies alive] |
|___________________________________________________________________|
�������������������������������������������������������������������
This is a repeat of the Ruins of Memory battle, except everyone has more HP
and Janus can't be the first foe downed -- he switches places with allies if
they're still around. Thus, he must be KO'd last. Romero should be the first
to go as he's the weakest and has the lowest HP (use Fragile to expedite).
Use Extension + Shield when possible to cut down on Trinity's damage; with it
out of the way, things are a lot easier.
Before fleeing, Janus drops a hint that there's an ancient tower southwest of
Claiborne, on the peninsula's tip. Naturally that's the next spot to go! Item
#10 is obtained during the scenes here.
NOTE: Using the jelly blob method of getting cash, if you haven't bought the
World Screen yet, waste a bit of time and do so now!
_______________________________________________________________________________
�������������������������������������������������������������������������������
11) Ka Dingel [X/Y: 9686,4455] [WK11]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 10 (060/320) | � Gagison � Annaberge � Pordarge � Empusa |
|______________|____________________________________________________________|
NOTE: If you haven't upgraded ARMs yet, use the Jelly Blob strategy listed
above. It works like a charm.
Protip: bring some Antidote/Medicine items. Gagisons sometimes drop Hazel
Sprig gears (null: disease) so try to get a few, as it's one of the more
frequent, annoying statuses. [This can be gotten in after-battle chests too.]
_ __
|����\ _|B|_ |C \
|B|�\ \ |BOSS | �) )
_____ N � \ \ |_ _| / / |����|������������������|
/ __ | | _____ \ \ | |__/ / /����| | 01 | Lucky Card [2] |
/ / | |___ |_234_| ) ) |_____/ / /�] | | 02 | Duplicator |
( (_ | 1| __| |___| | / / [7 8] | 03 | Gimel Coin |
\ A| | | |A | / / ��� | 04 | Gella Card [3] |
�� |_ _| ���������� _____ ( (________ | 05 | Heal Berry |
| | _____ |BOSS!| \__ 6 |_ | 06 | Revive Fruit [2] |
/ \ / | | F | / 5 C| | 07 | Blue Bracer |
(START) / /��| | |_____| ( (���������� | 08 | Booster Kit |
�|_|� ( (_ | | ________ \ \ _ | 09 | Mini Carrot |
\ E| |D| |E 9 10 F| \ \_|D| | 10 | Gimel Coin |
�� � �������� \____| |____|__________________|
In the 2nd screen puzzle, move the two initial blocks to make a "bridge" to
the third block, which can then be pushed off to give access to Item #1 or
the exit. Upstairs is a small crankwheel course, where one can step on a
button to lower platforms, then use the valve to get back up. Items #2-4 are
in an anteroom but require doing the first part of the course over again.
Upstairs, save before entering the next large open space...
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Trask | HP: 1510 | EXP: 250 | GELLA: 1500 |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROP: Moonstone [100%] |
|�������������������������������������������������������������������|
| - Toxic Breath [single: %Poison] |
| - Big Press [single: phys damage; also phys counterattack] |
| - Bio-Missile [single: phys damage; also phys counterattack] |
|___________________________________________________________________|
�������������������������������������������������������������������
If you payed attention to a bookshelf in Claiborne, it would have stated that
the boss' shell is capable of deterioration in the same way steel brittles
when exposed to rapid temperature fluctuation. In short, heating and then
immediately cooling is its weakness. Gameplay-wise, this is done by using a
fire-elemental skill (Cremate) and then an ice one (Refrigerate). This will
make physical attacks do a lot more damage, which is good since Trask halves
all elements. Its arsenal is rather annoying, but if the team's Lv10-13 then
its main attack (Bio-Missile) should do approximately 80. Even so, erect the
usual Extension + Shield when possible to make the battle more palatable, and
be ready to cure poison! [Using Fragile helps inflict more hurt, too.]
With Trask six feet under, trek upstairs to the next chamber where some mesh
wire provides a playground course, not unlike Jet's prologue. Items #5-6 are
located here and, expectedly, y'have to restart the entire thing when one's
gotten. The path bifurcates at the end, going southwest and northwest. Take
the latter path first, which leads to items #7-8. Definitely shell out a
Duplicator here because the Booster Kit gives +10 to the encounter gauge,
letting one skip more battles more often!
Return to the bifurcation and go the southwest path, leading upstairs to a
candle puzzle. To do this: stand by northernmost candle, snuff both with the
freezer doll, light only northernmost candle, walk as far north as possible,
snuff northernmost candle. From there, just jump down and exit. Collect Items
#9-10 upstairs and save before taking the elevator.
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Janus | HP: 1800 | EXP: 310 | GELLA: 380 |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROP: Mini Carrot [100%] |
|�������������������������������������������������������������������|
| - Multiblast [all: phys damage] |
| - Rising Nova [single: phys damage] |
| - Heretic Stab [single: phys damage] |
| - Heal Berry [self: heals 300 HP; arcana counter] |
| - Sniper Shark XR [single: phys damage; also phys attk counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
Cascade's gotten a lot more formidable in a short time, but it's still 4-on-1
and manageable with a bit of effort. His arcana counter (self-heal) applies
only to offensive types, so using downers like Decelerate or Fragile is
hunky dory. His new attack, Rising Nova, can deal about 200dmg to a character
which is hard-hitting but not life-threatening. Make sure Virginia can Mystic
when needed and Gallows' can kick out the jam-...err, Extension + Shield. And
don't bother wasting any Gella/Lucky Cards here.
Beating Ka Dingel effectively ends the first chapter!
NEXT DESTINATION [CHP2]
���������������������������
Everyone starts back in Claiborne. After some scenes talking about the next
town, talk to Becky to learn that Little Twister is west of Claiborne, across
a giant crevasse. In order to get there, the team must buy four horses from
Dessinsey for 2000g -- if you don't have the cash, do the Jelly Blob "trick"
or sell a few Gella Cards to make the buck.
NOTE: The 'Martina Sidequest' can be done at this time, by talking to said
girl in the saloon and questioning with the ASK System. When the screen
is refreshed, she'll have gone to the Westwood station, the 2nd stop on
her journey. Make sure to talk to her there!
NOTE: Did you notice a new change in the opening cinema? There's one now!
___________________________________________________________________________
| SIDEQUESTY NOTE | The Secret Garden sidequest's first couple steps can be |
|����������������� started now, although it can't be finished for awhile. |
| To begin, once the horses are bought, hop a train back to Midland Station |
| and call the horseys (with Call Whistle item) to the area. Jump the gorge |
| between Baskar Colony and Jolly Roger's area, and go clockwise (eastward) |
| around the forest. Search by the cliff overlooking the strait to uncover |
| the Secret Garden! After a scene, everyone gets [x10 Heal Berry], which's |
| a good pick-me-up for someone still finding their footing in the game. I |
| don't suggest doing the Decaying Labyrinth step yet, although it can be |
| discovered along the gorge's western side. For now, just concentrate on |
| continuing with the game! |
|___________________________________________________________________________|
With everyone on horseback, find the crevasse near Westwood and jump it. This
is done by getting some speed and hitting it perpendicularly; try at an angle
and the horse will just stop. In the red-rock badlands beyond, search out a
beach and search around there to find Little Twister.
_______________________________________________________________________________
�������������������������������������������������������������������������������
12) Little Twister [X/Y: 6105,8325] [WK12]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 01 (061/320) | � None |
|______________|____________________________________________________________|
First things first: lootin'. [To access the backside of town, where the
Armsmith is, find the tiny house with a crankvalve and twist it to dislodge
the rusted door.]
� Potion Berry - Barrels near sheriff's office
� Revive Fruit - Barrels near the town savepoint
� Duplicator --- Chest behind wall, next to armsmith's abode
� Grab Bag ----- In a breakable crate near the armsmith
� Peppy Acorn -- Barrel in house next to armsmith
� Gimel Coin --- Barrel in stairway to Black Market
When ready to pick up the leads, mosey on over to the saloon and chat with
Angela, who needs a 500-gella reminder about the local landmark located
northeast of there. It's quite easy to find -- ignore the winding path that
leads to the cape and search near the coast, to find...
_______________________________________________________________________________
�������������������������������������������������������������������������������
13) The Unclean Mark [X/Y: 7296,9606] [WK13]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 12 (073/320) | � Pordarge � Gerbug � Orc � Mimic |
|______________|____________________________________________________________|
_____
|BOSS | |����|����������������| |����|����������������|
|_ _| | 01 | 3000 Gella | | 07 | Gimel Coin |
| | | 02 | Dragon Fossil | | 08 | Duplicator [2] |
| | | 03 | Heart Leaf | | 09 | Grab Bag* |
_| |___ | 04 | Heal Berry [3] | | 10 | Elder Record* |
|BOSS | | 05 | Lucky Card [2] | | 11 | Duplicator* |
|___|�| | | 06 | Gella Card [2] | | 12 | Name Tag* |
_| |_ |____|________________| |____|________________|
|��������|_| |
| |����| _______| In the 2nd room, the team joins up with Claudia,
| | _| |_ a girl trying to get through the ruins. To solve
| | | 9-12| the door-opening puzzle, bomb all four pyramid
_| |_ |_____| switches. Do it fast or they'll self-deactivate!
| |_____________ The next area has a duplicator door leading to
|_________________ | Items #1-4.
____________ | |___
|1 2 ___ | | 5 6| The adjacent screen leads to a switch on a tiny
|3 4 | |___| |___| |7 8| path over an abyss. When Claudia flips it, quickly
����|___ |__ __|��� move out of the way before the trap knocks everyone
| | |_| over the side. After, get Items #8-12 in a room
|_| just off the corridor (one is a powerful Mimic so
ENTER save beforehand if you're not sure y'can win!)
Down the hall is a parallel walkway with one already traveled -- boomerang
the wall above the switch, hitting it on the way down and opening the way
forward. The next trap is an acid pool. Approach Claudia and, when she moves
ahead, run after her to avoid the disintegration of the pathway.
Two rooms down is another switch. Hitting it makes giant blocks tumble toward
the party, and will push everyone into the abyss unless one is repeatedly
bombed to clear the way. The hallway beyond leads Items #9-12, but they can't
be obtained until the Mighty Gloves tool is found.
The 2nd-to-last puzzle in the dungeon is 8 pyramid switches in two rows of
four. This can be kind of annoying and requires a specific U-shaped bombing
pattern: (1) pick the NW pair and put a bomb in between (2) do the same for
the SW pair (3) repeat for the SE pair (4) finish with the NE pair. [This
pattern can also be reversed or flipped, as long as it's U-shaped]
The final puzzle is boomerang-ing the switch to open a pathway, then running
the gauntlet before the lateral lances lividly lacerate! Once through, trigger
the lightning trap by grabbing the green gem, then getting out of the way.
Save before talking to Claudia and...
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Robed Woman | HP: 1200 | EXP: 390 | GELLA: 420 |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROPS: Potion Berry [100%] |
|�������������������������������������������������������������������|
| - Eliminate Scanner [single: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Clive's barbed remarks make him the target of the boss' fury, and she will
always attack him as long as he's alive. This single-minded tactic makes it
quite easy to get through, provided someone is constantly healing him. Her
only attack can do 200-300 damage so it's not something to be messed with!
Similarly, making Clive defend or giving him Protect makes damage easier to
swallow. [Fragile helps, of course.]
It's impossible to save afterwards (bah!) so just head north to the waiting
boss.
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Janus | HP: 2500 | EXP: 540 | GELLA: 580 |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROP: Baselard [100%] |
|�������������������������������������������������������������������|
| - Negative Rainbow [all: non-elem damage] |
| - Dark Spear [single: phys damage; also phys dmg counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
This battle can be rather tough, actually. Janus will often counter any ARMs
damage with a paltry physical attack, which weakens everyone for his star
attraction, Negative Rainbow -- it does about 180-200 damage to everyone at
this point. This can't be used consecutively, however, so he'll use it every
other turn. However, because he counters, this builds up everyone's FP at a
much faster rate, especially if his strike is evaded. Mystic + Heal Berry and
Extension + Protect will serve everyone well here. It's easy to perforate his
defenses, since they haven't improved since Ka Dingel. Wasting a Lucky Card
might pay off a bit here, but keep the Gella Cards in your hand. Decelerate &
Fragile can quit warming the bench and see action, too. [If survival's hard,
have everyone guard during Negative Rainbow.]
In a scene afterwards, the mediums seem to suggest going to the southeast.
First revisit Little Twister and question Claudia about the giant shrine she
heard of, learning it's in the southeast indeed. Just search the coast south
of town,
_______________________________________________________________________________
�������������������������������������������������������������������������������
14) Lunatic Garden [X/Y: 7800,6650] [WK14]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 10 (083/320) | � Marid � Oak |
|______________|____________________________________________________________|
Oaks may drop Blue Bracers (null: Paralysis), so it makes sense to get some
for everyone while they're in relative abundance. They usually appear in
post-battle boobytrap chests after an x3 Oak battle. Bring Toy Hammers and
Pixie Dust to cure Amnesia and Paralysis, too, respectively.
_____ _____
| 123 | |BOSS!|
___ __|_ _| |_11 _|
| |45|_| |________ _ _____ | |
| |A| 6 ____ | __|A| |________ | ������|
| |� ��|_____|____| | | __|_| |7 _ 8 9 | |_|�|__ |
| ���� < < | | |________|_| |____ | ________| |
|____|�|�����|��| | | ____________| | | ___ 10 |
|_ _| |___| |B | | B| |____|
START -|_| �������������� ���
|����|��������������������| The main hall has a bunch of exits, but only the
| 01 | Tool: Steady Doll | floor switch one is accessible. This chamber has
| 02 | Gella Card [3] | Items #1-3, and as with all new tools, they'll
| 03 | 3500 Gella | soon see a lot of use (it can press switches from
| 04 | Tiny Flower | afar). In the main hall, put said doll to use to
| 05 | Revive Fruit [2] | reach the duplicator door. Should y'choose to get
| 06 | Migrant Seal | inside, there'll be Items #4-6 -- Migrant Seal!
| 07 | Growth Egg | Take the other lever door to continue.
| 08 | Gimel Coin |
| 09 | Lucky Card [2] | Use the doll to move the block onto the switch,
| 10 | Duplicator | then continue to the main hall's bridge, leading
| 11 | Medium: Moon Spark | west. For the next puzzle: put a block in the SW
|____|____________________| corner, then the two stacked blocks on the others.
Further along, at the next locked door use the new doll on a wall button. The
adjacent room has a rusted door switch that can only be opened by jumping on
it from a higher ledge. Item #7's chest here, and beyond, Item #8-9 are near
an elevator switch.
This path eventually leads to an outdoor garden. To open the locked door, the
various breakable crates must be tossed onto the triangular prism switches
strewn around. It's a good idea to use Gallows, as someone like Jet can't hit
the one farthest away. Finally, Item #10 can be found in the east, and a
Gimel Coin is in one of the breakable crates, too. The path to the last room
is rather straightforward from there. Of course someone is waiting, so save
beforehand.
___________________________________________________________________
|�����������������������������|����������|�����������|��������������|
| BOSS: Slickster | HP: 1650 | EXP: 480 | GELLA: 500 |
|_____________________________|__________|___________|______________|
| STEAL: not available | DROPS: Clear Chime [100%] |
|�������������������������������������������������������������������|
| - Watching your move. [self: idles] |
| - Disorder [single: %Confusion] |
| - Eliminate Scanner [single: non-elem magic attack] |
| - Tri-Injury [single: %Amnesia/Disease/Misery] |
|___________________________________________________________________|
�������������������������������������������������������������������
Slickster starts the battle able to evade all physical attacks. To prevent
this annoyance, use Decelerate and he'll return to normal. His attacks are
nothing special, except Tri-Injury; luckily, some of the bite may have been
taken out if one was diligent in collecting various status-prevention gears.
Cure Disorder when it's used and Extension + Protect when possible, which is
about all that's left to do besides pumpin' him full of lead (Fragile works
sometimes). Cure Amnesia before ending battle if y'want that experience!
The Moon Spark medium is obtained afterward. Make sure to equip it, and the
new Clear Chime, on someone! Heal up and backtrack through the dungeon to the
room where the rusted button is... [No saving is possible en route.]
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: King of Angolmois | HP: 10000 | EXP: 600 | GELLA: 650 |
|____________________________|___________|___________|______________|
| STEAL: not available | DROPS: Dragon Fossil [100%] |
|�������������������������������������������������������������������|
| - Seventh Moon [all: non-elem magic attack] |
| - Screaming Mad [single: dark-elem magic attack] |
| - Agony Effect [single: non-elem magic attack] |
|___________________________________________________________________|
�������������������������������������������������������������������
This frightening boss from WA games' past is a little more tame in this
version, although it is still liable to cause a ruckus. Whoever has the Moon
Spark medium should max out Dark Ward to null Screaming Mad, and fire off
Grav each turn to take off 1400-1800 HP each turn. The other allies should
simply lay into the beast after using Fragile. The boss is susceptible to a
lot of statuses, but Sleep may be the most important. Its Seventh Moon tech
is either used frequently or almost never -- there's no middle ground, it
seems. [All its attacks are magical so use Extension + Protect, naturally.
A Lucky Card ain't a bad idea either.]
---
The search for the next dungeon leads us toward the high ground overlooking
the desert strait, northwest of Little Twister. However, as usual, one has
to find the information from the townspeople (this time Cormano) instead of
going on the prior scene's directions.
_______________________________________________________________________________
�������������������������������������������������������������������������������
15) Sand Canal [X/Y: 4130,10995] [WK15]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 13 (096/320) | � Cave Taurus |
|______________|____________________________________________________________|
Upon entering, the Huskarls deployed to party-crash!
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Jasna | HP: 840 | EXP: 120 | GELLA: 140 |
| BOSS: Vendidurt | HP: 840 | EXP: 120 | GELLA: 140 |
| BOSS: Wisrapt | HP: 840 | EXP: 120 | GELLA: 140 |
|____________________________|___________|___________|______________|
| STEAL: not available [x3] | DROPS: nothing [x3] |
|�������������������������������������������������������������������|
| - [J] Heal [foe: heals HP] |
| - [V] Brass Zapper [single: phys damage] |
| - [V] Eraser [single: nulls arcana effects] |
| - [W] Protect [foe: reduces magical damage] |
| - [J] Deathbringer [single: %Instant Death] |
| - [JVW] Wizardry Brand [single: phys damage |
| - [W] Weasel Size [single: no damage + cancels action] |
|___________________________________________________________________|
�������������������������������������������������������������������
These "weirdos" aren't that hard to tangle with, but they can cause problems
the longer battle continues. As the game says, they're highly organized and
have certain functions -- for instance, if Vendidurt can use Eraser, then he
will without fail. The good news is that one can "bait" the enemy into that
path, ensuring they don't do anything offensive in nature. Having someone
Eraser Wisrapt (or his targets) and put status magic on allies baits two out
of the three Huskarls into turn-wasting nonsense (Jasna wastes his turns too
if he can heal). Speaking of which, Jasna's Deathbringer skill nominates him
as the highest priority target -- use Fragile and quickly eliminate! The
others aren't that important once he's out of the way.
|�|-EXIT (BOSS) |����|�����������������|
| | | 01 | Holy Root |
| | | 02 | Name Tag |
| |_|�������| | 03 | Lucky Card [2] |
| _ ___ | | 04 | Gimel Coin |
| 12| |___| | ___ | 05 | Heal Berry |
| 13| __ |_| | _____ | 06 | Gella Card [3] |
|___|10| |___ | | 9 8 | | 07 | 4000 Gella |
|11| | |_| 7| | 08 | Duplicator |
�� |_________ | | 09 | Seed Powder [2] |
______| | | 10 | Gimel Coin |
|56 _| | 11 | Soul Feather |
����| | | 12 | Grab Bag* |
___| | | 13 | Nine Lives* |
| ___| |____|_________________|
( (
BOSS -\ \ ____ This dungeon's straightforward in design, as
) )_/ 4| the map shows, which works to everyone's
|___ (��� advantage as it's not that entertaining. The
\ ���|_ first sand canal can be crossed by standing
| |�|3| on the conspicuous platform and flipping the
W N | � | faraway switch with the Steady Doll. If you
\ | / ���) ) want to get Items #1-2 behind the duplicator
\ | / ____/ / door, that's fine.
\|/ / ____/
------+------ / / ___ Down the way, boomerang a switch on the
/|\ ( ( |1 2| channel's opposite side to continue. There's
/ | \ | |_| |� a dead-end near Item #3...or is there? Dash
/ | \ | | into the upright bridge to knock it flat,
S S E ���| | providing a way across.
_| |_
|BOSS!| The sand waterfall (sandfall?) near Item #4
�|_|� has the entrance half-hidden underneath. Use
ENTER a Gimel Coin before continuing, as...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Jasna | HP: 840 | EXP: 120 | GELLA: 140 |
| BOSS: Vendidurt | HP: 840 | EXP: 120 | GELLA: 140 |
| BOSS: Wisrapt | HP: 840 | EXP: 120 | GELLA: 140 |
| BOSS: Jasteuch | HP: 840 | EXP: 120 | GELLA: 140 |
|____________________________|___________|___________|______________|
| STEAL: not available [x4] | DROPS: nothing [x4] |
|�������������������������������������������������������������������|
| - [Js] Heal [foe: heals HP] |
| - [V] Brass Zapper [single: phys damage] |
| - [V] Eraser [single: nulls arcana effects] |
| - [W] Protect [foe: reduces magical damage] |
| - [Js] Deathbringer [single: %Instant Death] |
| - [all] Wizardry Brand [single: phys damage |
| - [Jt] Khordah Avesta [all: non-elem magic damage] |
| - [W] Weasel Size [single: no damage + cancels action] |
|___________________________________________________________________|
�������������������������������������������������������������������
This battle is an exact repeat of the first battle to start, so same strategy
applies. However, once the fight is won, the fourth knight Jasteuch appears
and it all starts again. Like before, Jasna's Deathbringer should prioritize
his downfall over the rest, then defeat Jasteuch whose Khorda Avesta attack
will hit everyone. Note that all of them are still susceptible to Sleep, and
this can evade Khorda Avesta, which is used every three turns. Given this
fact, it makes sense to Mystic a Lucky Card in both of the boss battles.
Once the Huskarls' threat is finally over, continue the path to an anteroom
with Items #5-6 inside. . The main path leads to a sandy channel with movable
platforms, once the button's stepped on. With the first set of blocks, Items
#7-9 are available to snatch. The switch in the western corner makes the dark
blocks active, allowing access to the 3rd switch in the east, which THEN
allows access to the exit in the S via a blue block that travels to the
initial platform. Whew. [Remember: you can walk diagonally across blocks w/o
falling in!]
The adjacent sand channel has many platforms that rise and sink in a pattern.
Getting through isn't that hard, but it may take a few trials & errors to get
the pattern down pat. There's no tips to give besides it's possible to walk
diagonally to tiles. Items #10-11 are available in the subsequent corridor,
the last chests available at this time. [NOTE: The Soul Feather is not that
important and it's very rare to find something that can inflict glass status,
so don't equip it.]
A second sand channel replicates the last's type, although it's fast-moving
as opposed to the other's leisurely pace. Again, trial and error is the best
way to get through, although if y'need a helping hand, try watching this
video (http://www.youtube.com/watch?v=E-MysCx5BLw) at around 3:30 for one of
the possible ways. Be sure to hit the lever on solid ground to avoid doing
this puzzle ever again! Make way northwest, past the switch that can't be
triggered yet, and save before entering the final room...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Janus | HP: ????? | EXP: ---- | GELLA: ---- |
|____________________________|___________|___________|______________|
| STEAL: not available | DROPS: nothing |
|�������������������������������������������������������������������|
| - Proton Beam [single: non-elem magic damage] |
| - Dark Spear [single: phys damage; also damage counter] |
| - Ultranegative Rainbow [all: non-elem mgc damage; HP-to-1 attk] |
|___________________________________________________________________|
�������������������������������������������������������������������
This battle is unwinnable, and Janus tips the team off that in three turns,
he'll make the sky turn black -- i.e. his most powerful attack, Ultranegative
Rainbow. Do whatever until then but make sure everyone guards the turn he
uses his souped-up technique 'cause it can skewer injured allies easily. Do
not waste any Lucky/Gella cards, of course.
Afterwards, everyone'll be through Sand Canal in a new region. Head straight
east and search around near the coast to find the town of Little Rock.
16) Little Rock [X/Y: 25290,12559] [WK16]
�����������������������������������������������
Loot these peasants, hit-'em-up style!
� Dragon Fossil - barrel in mine
� Duplicator ---- crate near armsmith
� Name Tag ------ barrel in cliff cave
� Heal Berry ---- barrel, bar 2F (outside)
� Mini Carrot --- barrel in armsmith
� Gimel Coin ---- barrel, bar 2F (inside)
The tip for the next dungeon comes from Kovahn outside, talking about how
a run-down shrine is to the north. Remember these NPCs? Most appeared in
Jet's prologue. Talking to them with Jet as pointman will give different
dialogue!
NOTE: Martina should be at the bar if you've been talking to her. [She will
appear in Little Twister if you backtrack through Sand Canal but this
isn't required, just a curio.]
To locate the dungeon, get on your horse (buy a Call Whistle to get one in
this area) and head north. Left of one of the beaches is the dungeon in
question!
NOTE: Follow west of Glimmering Emblem to find Doomed to Obscurity, Jet's
prologue dungeon, near the coast (it doesn't appear on map). Remember
that chest at the top that couldn't be gotten before? The Steady Doll
can snatch it -- "it" being a Migrant Seal.
_______________________________________________________________________________
�������������������������������������������������������������������������������
17) Glimmering Emblem [X/Y: 25337,15524] [WK17]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 08 (105/320) | � Fairy Light � Hobgob |
|______________|____________________________________________________________|
|�| Fairy Lights are capable of dropping Light
_| |_ Rings (null: light). Is it worth seeking
BOSS-( ) them out? Yes and no. On one hand it's good
\ / to take care of elemental aspects, but on
_____ _) (_ _____ _____ the flipside, light-elemental attacks are
| | | | | | | not that common and the enemies themselves
| 6 _| |_ 7 8| | may not be too easy to find. Note that,
| ___|_ _|___|_| | unlike the Oaks' Blue Bracers, these drop
| |5| | | | | at a tiny rate so don't waste too much time.
| | | |
|_____|_ _|_____|_____| |����|����������������|
_____ ___| |_______ | 01 | Gella Card [3] |
| | | | 4|3|_____ | 02 | 4200 Gella | N
| 1| | | | | | 03 | Heal Berry [2] | |
| ___|_|_ _|_|_ _| | | 04 | Mini Carrot | |
| _ ) ( _ 2| | | 05 | Lucky Card [2] | W ----+---- E
| |( ( ) )| | |_____| | 06 | Growth Egg | |
|_____| \_ _/ |___| | 07 | Duplicator | |
|_| | 08 | Gimel Coin | S
START |____|________________|
To open the way forward, the team must go down both the left & right paths
at the start. At the end of each, the team will end up on a ledge overlooking
a center room. Gallows' Freezer Doll has to be shot straight ahead at a dirty
window, and after a bit, it'll let the sun shine in on the red balloon-like
object. But before that, the paths have to be done.
WEST: The first room's puzzle involves hitting the block away with the Steady
Doll, then hitting the unshielded switch with a boomerang. Easy-peasy.
The second room has 3 blocks, and when moved, the other arrangement of
blocks on the other side mimics them. All this means is that by pushing
the three blocks side-by-side to form a bridge (in the north), there'll
be a waiting bridge on the east side. [Get Item #1 on ledge after.]
EAST: Collect Item #2 and move into the mirror room. To open the exit, the
torches must be lit in a certain configuration, which is made evident
by the spectral reflection. Copy the reflection exactly and the door
will open; break the glass with a bomb. Items #3-4 are in the adjacent
room.
When both windows have been freeze-cleaned from the ledges, the lower door
can be entered. North of there, past the pane of glass, the path splits in
three again. Either ladder leads to a path that must be explored in another
"joint effort" to open the lower path.
WEST: Another block puzzle where one side mimics the other. Ignore the floor
switch a moment and make a side-by-side bridge to the other side. Then,
maneuver a "mimicking" block onto the switch to open the door. Finally,
use the remaining two blocks to make a bridge to the exit. For the 2nd
puzzle, Steady-doll the two blocks off the edge and form a bridge to
the exit, making sure to nab Item #6 from the ledge.
EAST: The first room's block puzzle is a cinch, just a mimicking block one
as have just been done. The 2nd "flame reflection" puzzle is easy too,
but the creators throw in a twist: not only do the flames have to be
mirror images but so do to the crates. On the side with the crates,
destroy the "NW" elbow to open the exit. Get Items #7-8 en route to
the final switch.
With both levers pulled and the barricades lowered, the way north is open --
save! North, the Flash Hit medium is obtained right before a boss does a
flashy hit of its own...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Mono-eye Titan | HP: 2000 | EXP: 900 | GELLA: 1100 |
|____________________________|___________|___________|______________|
| STEAL: not available | DROPS: Dark Ring [100%] |
|�������������������������������������������������������������������|
| - Eyeball [single: phys damage] |
| - Dark Matter [single: dark-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Pretty simple -- the boss has basic single-target attacks and they're not
that damaging. Gallows should be the only one who gets Flash Hit as it knows
the "Valiant" spell, where lost health is converted into damage. Fr'instance,
if Gallows has 1 out of 1000 HP remaining, 999 extra damage is added to his
damage output. Fragile the boss and rip him to shreds with Spectre -- no
sweat broken. [Use a Gella Card if y'have one.]
But the show ain't over yet! Continue north, inspect the chock, then turn
back south to fight yet another boss. Like before, there's no saving
in-between battles, so...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Hecto-eye Titan | HP: 2400 | EXP: 1200 | GELLA: 1400 |
|____________________________|___________|___________|______________|
| STEAL: not available | DROPS: Mini Carrot [100%] |
|�������������������������������������������������������������������|
| - Eyeball [single: phys damage] |
| - Dark Matter [single: dark-elem damage; damage counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
Same fight as before, except the stats are a little better, the weakness
is now Darkness instead of Light, and damage is countered with Dark Matter.
This shouldn't increase the difficulty any; it just makes the battle longer.
Use Fragile and Extension + Valiant to make short(er) work of this doofus,
and don't forget the Gella/Lucky Card!
Following the festivities, return to Little Rock to dig up some clues to the
next dungeon. Goodwin talks about a leyline facility northwest of town, and
that's the next stop. Basically, to find it, follow the coastline west of
Glimmering Emblem until a mesa blocks the way; go around it and continue to
find the...
_______________________________________________________________________________
�������������������������������������������������������������������������������
18) Leyline Observatory [X/Y: 22859,14369] [WK18]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 09 (114/320) | � Comic Book � Bonedrake � Cursed Corpse � Targum |
|______________|____________________________________________________________|
_____
N BOSS -| 12| |����|������������������|
| |_ _| | 01 | Heal Berry [2] |
W --+-- E _| |_ | 02 | Lucky Card |
| | | | 03 | Magicleanser [3] |
S | ���| | 04 | Call Whistle [3] |
___ ___ |_____| | | 05 | Dragon Fossil |
_____| A| _____| _| _____| | | 06 | ID Card |
| |�| |5 | | |��� | 07 | Gimel Coin |
| 1 | | | 4 | |_ | 10 | |_ | 08 | 4500 Gella |
| 2 |_| | 3 B| | 11 B| | 09 | Gella Card |
|_____| |_ |_____| |� |_____| |� | 10 | Holy Ankh |
\ / | 6 �| |789 �| | 11 | Dragon Fossil |
\_/ |_____| |_____| | 12 | Taped Photo |
START |____|__________________|
Enter the north hallway and hang a west to find a meeting room. Get Items 1-2
and search around the lockers to find the Radar tool for Jet. This identifies
hidden items in barrels and similar containers, cutting down search time and
ensuring y'don't miss anything! Remember to read the bookshelf containing a
memo about elevator passwords -- passwords that are a person's name. Hmm...
Go across the hall to the lift controls and input 'Inkapilia' as the password,
which will open the elevator down the hall.
On 2F, enter the meeting room and loot it for Items 3-5 (#5 in a cubby hole).
The room across the hall is locked, but by finding the ID Card (Item #6) on
a table in the southern research area, it can be opened. Just remember it has
to be selected from the inventory!
3F has Items #7-11 but nothing too extraordinary item-wise. Two things of
note: (1) the Holy Ankh chest is guarded by two Mimics (2) a bookshelf has an
Adult Mag sealed by a duplicator -- don't open it! It requires one to be "18"
to fight the optional boss, which actually means a Migrant level of 18. Don't
waste a duplicator on it!
At one end of the 3F hallway, the team will splinter off to inspect the
still-active machines. Talk to everyone, inspect all consoles, then talk to
Jet to find a hidden passage. One of the bookshelves there talks about "The
Guiding Word" being a magical password and -- what d'ya know! -- it can be
put in the northern corridor's console to remove the laser grid. Just make
sure to put "Guiding Word" in verbatim or it won't work. [Save before going
north.]
Inspect the table photograph, then use the "Right Half" from the inventory to
obtain Item #12. This also signals a boss fight!
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Asgard | HP: 2600 | EXP: 2000 | GELLA: 2400 |
|____________________________|___________|___________|______________|
| STEAL: not available | DROPS: --- |
|�������������������������������������������������������������������|
| - Iron Fist [single: phys damage] |
| - Barrier Knuckle [single: phys damage] |
| - High-power barrier erected. [self: nulls all damage] |
| - Optimize data. [self: removes damage-nullifying barrier] |
|___________________________________________________________________|
�������������������������������������������������������������������
The Divine Fortress revealed! Asgard's physical attacks can pack quite a
punch, which is all the more reason to get Extension + Valiant/Shield up.
Dealing damage on the whole isn't that hard, especially with Fragile and
some souped-up weapons; however, sometimes the boss erects a damage-nulling
barrier for a few turns. Until the boss uses "Optimize data." to remove its
barrier, use that time to heal up, distribute Lucky/Gella cards, and so on.
The good news is that the boss doesn't attack while its barrier is erected.
Once battle's over, Clive suggests going to his hometown of Humphrey's Peak,
south of the observatory. To find it, cross the natural bridge nearby & trek
SW near the beach to find town.
NOTE: The opening cinema has been tweaked to show Asgard now!
19) Humphrey's Peak [X/Y: 23130,11959] [WK19]
���������������������������������������������������
Before robbin' the 'hood, head to Clive's house -- the blue-roofed one. After
a scene, inspect the Taped Photo to continue. The man of the house remembers
there being a gem-filled mineral vein nearby, and Catherine suggests visiting
the Guardian of Luck's shrine. But whoa, let's do one at a time. First, steal
from these good citizens:
� Potion Berry - armsmith barrel
� Adventure 1 -- talk to Kaitlyn
� Grab Bag ----- dresser in Clive's house
Now, about the destinations: Fortune Gear or Gemstone Cave. To reach the
former, head east to the railroad tracks and uncover East Highlands station,
and from there, take a ticket to Dune Canyon's station. Fortune Gear's nearby
in the east. Simon also talks about a monster named Diobarg causing trouble,
and gives hints about the dungeon's location. [There's also a Duplicator in
a barrel at Dune Canyon.] To reach Gemstone Cave, go north of Humphrey's Peak
and jump the crevasse. The mineshaft is located against a large mesa.
Since the former has a guardian that teaches Pickpocket, that's the 1st stop!
NOTE: If you go into the dry riverbed in-town, search underneath the bridge's
blind spot and walk north. There's a hidden NPC (Uncle Gob) down here
who talks about the world map's completion. Later, when it's completed
100%, he'll give an EX File Key! Keep it in mind.
_______________________________________________________________________________
�������������������������������������������������������������������������������
20) Fortune Gear [X/Y: 21720,9321] [WK20]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 11 (125/320) | � Griffin � Critter |
|______________|____________________________________________________________|
N |�����|
| BOSS -| |
W --+-- E |_ _| |����|������������������|
| / \ | ! | Black Box |
S ( (�) ) | 01 | Gimel Coin |
_____ _____ _____ ___ \ � / | 02 | Gella Card [2] |
|10 ! | |4 5 6| |___| | |� �| | 03 | Migrant Seal |
| | �| � _ 123| | | | 04 | 5000 Gella |
|� �| | |�|_____|_| |___|___|_ _| | 05 | Adventure 2 |
|A|�|B| |� �|_____|A B| |_| | | 06 | Lucky Card [3] |
� � | BOSS >�| |�> _ |_ | 07 | Gimel Coin |
|_____|�����|� �|_____|7 8 9| | 08 | Duplicator [2] |
| |�| | ����� | 09 | Call Whistle [3] |
|_ _| | 10 | Growth Egg |
|_| |____|__________________|
START
Continue north, ignoring the side-stairs (unless you want to waste a d'cator
to get Item #10), until y'reach a room with eight crystals. The puzzle is
solved by matching their colors, kind of like "The Memory Game" -- inspect one
and find its pair. When all are done, the door opens; however, making too many
errors randomizes the colors and forces the player to rebegin.
Once through, look for a suspicious east-side wall that can be bombed to
show Items #1-3 (Migrant Seal is a duplicator chest). Down the hall is the
antechamber with Items #4-6 inside, as well. Continue to the 2nd "Memory Game"
puzzle. It's basically a repeat of the first, except now there's a crapload of
breakaway floor tiles to annoy a player. [Soft-walking with avoids them.] Past
there is the next boss...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Olivier | HP: 3700 | EXP: 800 | GELLA: 1000 |
|____________________________|___________|___________|______________|
| STEAL: not available | DROPS: Hazel Sprig [100%] |
|�������������������������������������������������������������������|
| - Bwaaargh! [all: non-elem damage + %Disease] |
| - Prohibited Play [single: %Poison; phys counter] |
|___________________________________________________________________|
Remember this idiot from Wild Arms 2? He's back and still has some disgusting
moves. This battle is ridiculously easy if one obtained four Hazel Sprigs at
Ka Dingel; if not, be prepared to use Extension + Clearance/Mystic + Medicine
to get rid of all the nasty stuff. Since the boss absorbs all elements (!?)
the only way to teach it a lesson is through gunfire -- hit it up w/ Fragile
and boost everyone with Extension + Valiant. [Poison works well with Valiant,
remember.] The boss isn't worth a Gella/Lucky Card, frankly.
The next puzzle is a bit tricky since there's no hint as to the solution --
which is freezing the N, W, and S pedestals and stepping on the east to open
the exit. In the corridor beyond, bump into the orange wall button to gain
access to the antechamber with Items #7-9 inside. Beyond, a third "Memory
Game" puzzle. The trick here is that once triggered, they deactivate after a
second or two, so one has to be quick about matching them up. [In case it's
not obvious, using the Steady Doll to cover ground quickly is required.]
Past there's a chock, signifying the dungeon's almost over. Save! Beyond...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Janus | HP: 3300 | EXP: 1600 | GELLA: 1700 |
|____________________________|___________|___________|______________|
| STEAL: not available | DROPS: --- |
|�������������������������������������������������������������������|
| - Proton Beam [single: non-elem magic damage] |
| - Dark Spear [single: phys damage; also damage counter] |
| - Negative Rainbow [all: non-elem mgc damage; "death" counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
Basically a repeat of the Sand Canal battle, but with all cylinders and no
orders to hold back! Get Extension + Protect up quickly so Negative Rainbow
doesn't rip everyone to shreds, then try to do the same with Valiant to
increase damage output. Janus has Reflect at the start so Eraser it away
before casting any offensive arcana (Fragile, etc). Since this battle's a
bit hard actually, Mystic a Potion Berry if need be. [When Janus is defeated,
he'll use Negative Rainbow before it ends, so be prepared. There may not be
too much time to use Lucky Cards and such, so if y'find an opening, do it!]
Afterwards, the Lucky Hand medium is obtained. Equip it on whoever -- since
Gallows gets the best stuff, I usually give it to Virginia for the HP boost,
and so she'll have something to do when she's not attacking.
FIGHTING DIOBARG
����������������
Remember that enemy Simon at Dune Canyon talked about? The one who attacks
fast moving objects? He can be fought in the Fortune Gear enemy, but only if
everyone's on horseback. Before battle, there'll be a green exclamation point
so it's quite easy to locate him. He has 4000 HP and two attacks, one of
which causes paralysis...or it would if everyone wasn't on horseback. He's
such a gigantic pushover that there's no reason to go all out in detailing
him. Beating him earns fifteen (15) Dragon Fossils, which will be required
for an upcoming portion of the game -- don't forget to do this! [Make sure
to use Gella/Lucky Cards as well since he gives out 3800/3500, respectively.]
MILLENNIUM PUZZLES
������������������
After Fortune Gear's completed, talk to Simon and inquire about his hobby.
He likes making puzzles and a sponsor has created twenty shrines around the
world for them. Solving one gets an item, and the chest goes toward the 320
total count so they have to be done in the long run if y'wanna fight Black
Box! Millennium Puzzle #1 is nearby, around the eastern mesa by the tracks.
_______________________________________________________________________________
�������������������������������������������������������������������������������
21) Gemstone Cave [X/Y: 21597,15244] [WK21]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 07 (132/320) | � Rock Baboon � Hodan |
|______________|____________________________________________________________|
To World Map In case you've forgotten, Gemstone Cave's
| | north of Humphrey's Peak. Jump the crevasse
| |__ _____ and search near the mesa to find the shaft.
| 3| |
( ��____|4|
\ ' _ � \ _____ |����|����������������|
)_ (_) /�\ \_| _ | _____ | 01 | 5000 Gella |
\ /2 ) ) | | | | 02 | Gella Card |
N ) ( | HOLE | | |_ _| | 03 | Gimel Coin |
| _| |____|______| | | | |-Boss | 04 | Revive Fruit |
| |__ _ | 5 6 |_| |_ 7| | 05 | Amulet |
W ----+---- E \ | |_____________| | 06 | Lucky Card |
| \_|_ _|_______/ ) | 07 | Heal Berry [2] |
| ( \__________ / / |____|________________|
S \ \ \/ _ 1 \/ /
)_)__/ |_______/
Pretty easy going for awhile. Continue until the rival drifters are seen,
and get Item #1 in the chest beneath the walkway. Loop east for the western
trek, and after awhile, the team encounters Maya, making a bit of mischief
by blocking the path with a boulder. Like Trask, the way to get past it is by
degrading its composition: repeatedly heat it with the Tindercrest, then cool
it down with the Freezer Doll. Bombs'll blow it to smithereens, then.
This larger chamber has Item #2 on a chest across the stream (Steady Doll).
Near here, look for a strangely well-lit portion of the wall to find a door
stuffed with rocks. Blow it open to find a hidden path beyond, where Item #3
is. The other stuffed-up passage leads to an isolated part of the world map,
but this isn't important now (it will be later, however). The eastern part
of this chamber leads to a lege with Item #4 on it, though.
Backtrack to the well-lit portion and go east, which leads to a chamber with
plenty of holes. Maya'll knock everyone in to start, but simply go up the
slope to return.
___________ ___ The room has seven holes to fall into, some leading to
| E | N | items, some leading to the nowhere.
|E 2 | | |
| 1 3 | + | Hole 4: Item #5
| 4 5 | | | Hole 6: SE Exit
| 6 7 | S |
|___________|��� Item #6 is gotten by jumping to its ledge from the slope.
In Item #7's room, going to the exit starts a boss fight.
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Todd | HP: 1820 | EXP: 600 | GELLA: 650 |
| BOSS: Maya | HP: 1650 | EXP: 600 | GELLA: 650 |
| BOSS: Alfred | HP: 1500 | EXP: 600 | GELLA: 650 |
| BOSS: Shady | HP: 1340 | EXP: 600 | GELLA: 650 |
|____________________________|___________|___________|______________|
| STEAL: nothing [x4] | DROPS: Duplicator [100%] (Maya) |
|�������������������������������������������������������������������|
| [M] Vortex [all: wind-elem damage] |
| [M] Cremate [all: fire-elem damage] |
| [M] Petrify [all: earth-elem damage] |
| [M] Pressure [all: water-elem damage] |
| [T] Black Fenrir [single: phys damage] |
| [A] Homemade Blast [single: phys damage] |
| [S] Baking Breath [single: fire-elem damage] |
| [S] Blizzard Breath [single: ice-elem damage] |
| [M] Suppressed curse? [single: dark-elem damage] |
| [M] Eraser [all: removes positive arcana effects] |
| [A] Psycho Crack [single: phys damage + %Confusion] |
| [M] Reflect [foe: sets up arcana-reflecting barrier] |
| [A] Healing Factor [foe: heals 300 HP; non-Todd damage counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
Todd should be the first priority again, although this time at least half the
team can guard against Psycho Crack's confusion-inducting status. Remember to
catch him on fire to inflict additional damage! [He'll heal any ally attacked
while he's alive, remember.] Although Maya's new costume imbues her with some
new powers, the attacks aren't that powerful...still, it'll help to Extension
Protect or Valiant around, before Maya Eraser-s it. Like usual, battle ends
when Maya's defeated.
Afterwards, everyone's on the world map and it's suggested to revisit Clive's
hometown. A bit later, meet with Albert by the town memory figure to get a
new mission: retrieve the Kizim Fire from a nearby dungeon. The job's 2000g
upon completion, and the dungeons' southwest of Humphrey's Peak, apparently.
Basically just head east to the railroad tracks and search near the ridge.
_______________________________________________________________________________
�������������������������������������������������������������������������������
22) Faraway Lands [X/Y: 20960,10924] [WK22]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 12 (144/320) | � Vacuumon � Unknown |
|______________|____________________________________________________________|
NOTE: The Vacuumon enemy can force the team to restart the entire dungeon, so
take them out quickly if you're going to fight 'em! [They also drop
Warp Stars which let one teleport to any previously-visited station.]
Good luck if any ambush the party...
|����|���������������������|
| 01 | Name Tag |
| 02 | Full Carrot | |�����|
| 03 | 5500 Gella | | 13 | ___|�����|
| 04 | Gimel Coin | ___________|_ _| |4 |
| 05 | Heal Berry [2] | | | | BOSS) | |�|___ |
| 06 | Lucky Card [2] | _ | |___ _| / | | |A| |
| 07 | Tool: Mighty Gloves | _|A|_|___ |_____|___(_ |5| | | | |
| 08 | Duplicator | | | | | |_ | | | |6|_ _| |_____
| 09 | Gimel Coin | | |11 | | 9 10| � | | | |
| 10 | Robber's Ego | _| _|_|_ |12 |_____| |_| | 123|
| 11 | Gella Card | | | | |�|� ��| | | | |
| 12 | Dragon Fossil | | 7 | | |8 ���| | �|_|� �����
| 13 | Kizim Fire | |_____| |_____|_____| START
|____|_____________________|
Continue forward into the 2nd screen and use the east staircase, going back
south. The duplicator-locked room contains Items #1-3, including the first
Full Carrot -- don't waste it as you'll want to save it for the Secret Garden
sidequest where you can breed them. Return north to a room with a dry furnace.
Step on the grate-opener switch and throw Tindercrests into its belly until a
generator kicks on, opening the door west.
Snatch Item #4 nearby, then monkey-climb south to Items #5-6. Return to the
2nd screen and find the generator's enabled an elevator -- take it. Spy the
mesh-wire net and climb on, then drop onto the rusty button to open a door
above. Flip upwards and enter to get Clive's Mighty Gloves tool, which lets
him move heavy blocks with ease. [A forced Vacuumon battle takes place now.]
Use the new tool in the previous room to unblock the doorway.
Beyond, the tool gets another work out, putting the heavy block on the door's
switch. There's a 4-cube puzzle beyond, although it's quite simple: slide all
blocks north, then east from where they land, onto the switches. Item #8 is
nearby, too. Take the stairs up to the next puzzle room.
Here, Clive'll have to cut through the massive stack of blocks to get to the
door switch, then do the same on the way back. Items #9-10 are found in an
east antechamber, although the west door is the real way to take. This leads
to items #11-12, the last of their kind in the dungeon. Complete the next
block puzzle downstairs (put them on the switches farthest away from 'em).
Save afterwards, then continue to get Item #13, the Kizim Fire. A boss fight
takes place on the way out.
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Asgard | HP: 4500 | EXP: ---- | GELLA: ----- |
| BOSS: Melody | HP: ????? | EXP: ---- | GELLA: ----- |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: --- |
|�������������������������������������������������������������������|
| - Iron Fist [single: phys damage] |
| - Wide Barrier [all: %Instant Death] |
| - Barrier Flood [all: non-elem damage] |
| - Barrier Knuckle [single: phys damage] |
| - Eliminate Scanner [Melody, single: non-elem damage] |
| - High-power barrier erected. [self: nulls all damage] |
| - Optimize data. [self: removes damage-nullifying barrier] |
| - Auto Defender [Melody, self: if targeted, switches with Asgard] |
|___________________________________________________________________|
�������������������������������������������������������������������
After the first-turn Barrier Flood, Melody joins the battle. Erect Extension
+ Protect to lessen Flood's damage, and Fragile big bad golemface in order
to get more damage done. Melody can't be damaged whatsoever and switches
places with Asgard if attacked. The erected barrier blocks all normal damage,
but awesomely, Valiant will pierce it, so there's no reason to let up when
Asgard starts wasting its turns. When enough damage's been done, Asgard uses
Wide Barrier to end the rollercoaster ride of excitement. [Don't bother with
any Lucky/Gella cards.]
Following, there'll be a rematch on evener terms...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Asgard | HP: 2600 | EXP: 3500 | GELLA: 4000 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: --- |
|�������������������������������������������������������������������|
| - Iron Fist [single: phys damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
The jammer bullet's affected Asgard's systems and he can only use his most
basic attack, which, even with everyone's reduced HP (don't waste any Nectars
here), should be rather easy to defeat. Just keep everyone's health in good
order, use Fragile, and go for the jugular. [Mystic a Gella/Lucky card here!]
With Faraway Lands in the bag, return to Humphrey's Peak for the 2000g reward
and get the new mission to deliver it to the central office -- 3000g up front
and the rest upon completion. The branch is on an island southeast of Jolly
Roger
___________________________________________________________________________
| TREASURE UPDATE | There are four chests to get in the Unclean Mark, now |
|����������������� that the Mighty Gloves have been obtained. The items -- |
| Grab Bag, Elder Record, Duplicator, Name Tag -- are near the dungeon end. |
|___________________________________________________________________________|
JOLLY ROGER
�����������
Talk to Emelia the Armsmith and she'll give everyone a Sandcraft to traverse
the sea of sand...provide the team has 15 Dragon Fossils. The easiest way to
get this amount is to kill Diobarg, the enemy seen in the Dune Canyon area
(he attacks when the team is riding horses). See the Fortune Gear section for
more info on that. Once bought, the Sandcraft appears on the beach next to
town.
NOTE: All normal enemies (and some bosses, too) may drop Dragon Fossils now,
in addition to their regular items. This is to help one fill the quota
if Diobarg's not an option.
BUT BEFORE DOING THAT, while we're in the area, why not start up the Secret
Garden sidequest? It could've been started earlier but without Dark Wards,
it's pretty impossible to get through (the team should have two by now).
_______________________________________________________________________________
�������������������������������������������������������������������������������
23) Secret Garden/Decaying Labyrinth [OPTIONAL] [WK23]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 01 (145/320) | � Rachael � Undead Reptile � Rat Monkey |
|______________|____________________________________________________________|
X/Y: 17695,8239
To find the Secret Garden, get on some horses and jump the gorge near the
Midland Station railroad tracks. Search among the eastern verdure to find the
tiny hideaway house. [There's no special requirement to finding this place.]
There's a Duplicator in the house (barrel) and talking to Florina earns ten
Heal Berries. The little girl says corrupt soil in the northwest is causing
her plants to cry! Search the NW side of the gorge to find the next dungeon.
|�������|
DECAYING LABYRINTH | | |�| | X/Y LOCATION: 15339,9679
������������������ | |_|� �| ������������������������
_|�|_____| |_| BOSS|
|_ _ _ _|_ _| _|�|_____|�|_
| |_| |_| | | | |_ _ _ _|
| _ _ | | | | |_| |_| |
_| |_| |_| | | | | _ _ |
|_ _____ | | | _| |_| |_| |_
|_| | _ | | | |_ _____ _|
| |_| | | | ___ ___ _| |_____| |
|_ |_|___|_|_| | | | _ _|
| ----> | | | |_ | |_| |
�������|�|�|_____|_____|_ |_| Remember: killing an
The Undead Reptile enemy may | | _| | | | enemy w/ Lucky Hand
drop Lion Shields, teaching | | |_ | | | |_ | improves drop %s!
the Defender skill. One can _| |_ |_ _|_____|
steal Moonstones from Rat | ___|_|�| |A| | |_ N
monkeys, also. Unimportantly | |_| _ ����� _| |
Rachaels drop Cait's Boots. |_____| | |�| |�| | |
___ ___ _____ | � � | |
| | | |_| |�| |�| |_ W ------+------ E
| | | | | | | _ � � _| |
| |___|___|___| |_|�����|_| |
|A| |
|�| |�| S
|START|
�|_|�
This dungeon's actually quite straightforward so there's no in-depth strat
needed, luckily. En route to the boss chamber, there's only one puzzle and
it's moving blocks around to get to the door switch -- yawn! Eventually the
team will be locked into the center room and after opening the chest and
getting the Corpse Ring, a fiend approaches!
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Ring Keeper | HP: 4800 | EXP: 3900 | GELLA: 4000 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Phantom Hazard [all: dark-elem damage] |
| - Mighty Swing [single: phys damage; damage counterattack] |
| - Anti-Arcana Zone [global: locks Arcana command for 3 turns] |
|___________________________________________________________________|
�������������������������������������������������������������������
Two people should have Dark Ward by now, nullifying the Phantom Hazard and
making this battle a lot easier. Anti-Arcana Zone can be annoying but for
those who like playing on weaknesses, use Light Gems or wait it out. Fragile
and Valiant speed things up. Don't forget to Lucky/Gella card this ghoulish
freak either. [Those without Dark Ward may have a hard time staying alive
if the boss pulls Phantom Hazard repeatedly, so Extension + Protect helps a
lot. FP-gaining is easy since it counters all damage and misses a lot, too,
so at least that's goin' for them. Defending to reduce damage is the other
option, of course.]
Afterwards, the team has the option to take the Corpse Ring. During the time
it's in the inventory, everyone's HP is permanently stuck at 1 within the
dungeon and saving can't be done. So, to hedge one's bets, don't take it
right away and save on another file, then open the chest and continue on.
Take the ring when ready. Although it's possible to fight enemies with 1 HP
and still get through (even if you die, you still have 1 HP), it's still a
risk, so it's best to avoid all battles whenever possible. Pertinent to this
method, there are a few ways to interrupt battles:
- Stepping on switches
- Skipping w/ ENC Gauge
- Grabbing ahold of blocks
- Entering/exiting a screen
- Falling in pits (great for resetting puzzles, avoiding lots of walking)
The passage back is lined with pits, so falling into 'em is one of the easy
options; for the generic block/puzzle mazes (there are two on the way back)
grabbing onto blocks is also on the table. Play it smart and there's little
threat of getting attacked -- well, unless y'have less than 2-3 on the ENC
gauge. Getting ambushed in this setting blows, so avoid that outcome... [Kill
Undead Reptiles immediately as they can attack everyone with Steam Breath.]
Eventually the two routes overlap and the team ends up back near the start.
Bringing the Corpse Ring out into the sunlight breaks the curse, removing it
from the inventory and solving Florina's problem.
SECRET GARDEN
�������������
Return to Florina and she'll give the best reward so far: allowing one to
cultivate certain medicinal items, such as carrots, berries, roots, etc. This
is a good way to get supplies -- plant some now, come back later on and get
the harvest. The 'breeding' option sacrifices certain items to increase the
growth rate, so by sacrificing 100 Heal Berries, they'll be ridiculously easy
to obtain. Of course, this is more helpful for, say, Large Carrots, Potion
Berries, Holy Roots, etc. Plant some now and return later for harvest!
NOTE: Item class improves for every 10 items sacrificed. Florina's dialogue
will change each time this is done, as a way to gauge the progress.
NOTE: If you max out breeding on half (4) the plants, Florina gives the team
a "Dried Flower" gear, whose "Green Thumb" ability improves the amount
healed by berries. This is good for Virginia as, when maxed, it doubles
all berry effects!
See the Secret Garden sidequest section for more details.
_______________________________________________________________________________
�������������������������������������������������������������������������������
24) Ark of Destiny [X/Y: 9100,2249] [WK24]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 11 (156/320) | � None |
|______________|____________________________________________________________|
Once the Sandcraft's been obtained, it's time to find the Ark. Head southwest
of Jolly Roger and find the first island in sight, with its bow-shaped ridge.
In the crook of that ridge is the order's ship and office. Head north into
the bridge and the Kizim Fire is given over for 5000 gella. After a bit o'
talk, another mission is given: stop the Schroedingers rampaging through
Survey Point #17. Albert will give the location, being the first beach south
of the Ark's island but in the vicinity before the land bridge.
Item-wise, there's a lot of goodies to loot in the order, but not all can be
obtained just yet -- most require yet-unobtained tools.
� [10] Dragon Fossil - room requiring Mighty Gloves
� Map Scope ---------- room requiring Mighty Gloves
� [03] Warp Star ----- SWmost duplicator room
Don't bother opening any of the other duplicator rooms yet, though -- they're
wastes of time.
_______________________________________________________________________________
�������������������������������������������������������������������������������
25) Survey Point #17 [X/Y: 10227,23452] [1-Time-Only Dungeon!] [WK25]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| -- (156/320) | � Captor � Urchin Bug |
|______________|____________________________________________________________|
This is a straightforward dungeon, so no map needed, I hope.
Screen 01: Gella Card (barrel by entrance)
Screen 03: Heal Berry, Gella Card (breakable crates)
Screen 05: Gimel Coin (barrel), Lucky Card (pot)
Save before entering the sixth screen...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Donkey | HP: 1400 | EXP: 750 | GELLA: 780 |
| BOSS: Hound | HP: 1300 | EXP: 750 | GELLA: 780 |
| BOSS: Flier | HP; 1200 | EXP: 750 | GELLA: 780 |
| BOSS: Feline | HP: 1100 | EXP: 750 | GELLA: 780 |
|____________________________|___________|___________|______________|
| STEAL: nothing [x4] | DROPS: Bullet Clip [100%] |
|�������������������������������������������������������������������|
| [Fe] Quicken [foe: raises RFX] |
| [H] Bite [single: phys damage] |
| [Fl] Peck [single: phys damage] |
| [H] Decelerate [all: lowers RFX] |
| [D] Stampede [single: phys damage] |
| [D] Walpurgis Night [all: %Disease] |
| [Fe] Toy with a Cat [single: phys damage] |
| [Fl] Eraser [all: removes positive arcana effects] |
|___________________________________________________________________|
�������������������������������������������������������������������
A ridiculously stupid stopgap battle, and rather easy, since most of these
suckers are just souped-up versions of normal monsters. Remove Donkey first
as "Walpurgis Night" is a nuisance, unless everyone got Hazel Sprigs ages
ago. It doesn't really matter the order the others are taken out in. Remember
to Gella/Lucky Card, and take away one good memory from these losers.
The trail continues! Get the Heal Berry and Mini Carrot hidden in screen 7,
and enter screen 8 where Maya/Virginia'll have to work together to get ahead.
Maya will step on switches to lower barricades; Virginia Tindercrests candles.
In Screen 9, breakable crates hide a Lucky Card. The tenth screen has another
"work together" puzzle, with Virginia taking the highroad. Pretty simple too,
although there's a bit of timing in play now (toward the end, fire a T'crest
diagonally to get to end switch).
Screen #11 has a Heal Berry and Gimel Coin, while the next has a Gimel Coin
and Lucky Card (in crates). Screen #13 has the last "work together" puzzle,
and it's trickier but has a simple trick. When it starts, both gals will be
followed by, uh, "spear blocks" that force a restart if they touch anyone.
Light the first two torches with Virginia, then buffet the nearing block with
Freezer Doll to buy time for Maya to hit the other switch. Save before going
further.
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Humpty | HP: 3600 | EXP: 1550 | GELLA: 1600 |
| BOSS: Dumpty | HP: 3600 | EXP: 1550 | GELLA: 1600 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: Duplicator [100%] |
| STEAL: nothing | DROPS: Mini Carrot [100%] |
|�������������������������������������������������������������������|
| [D] Maelstrom [all: water-elem damage] |
| [D] Storm Blade [all: wind-elem damage] |
| [H] Shield [single: reduces phys damage] |
| [D] Crack Tremor [all: earth-elem damage] |
| [D] Phantom Hazard [all: dark-elem damage] |
| [H] Protect [single: reduces magic damage] |
| [D] Volcannon Trap [all: fire-elem damage] |
| [H] Critical Heal [single: restores target to full HP] |
| [H] Reflect [single: erects arcana-reflecting barrier] |
|___________________________________________________________________|
�������������������������������������������������������������������
An annoying battle to be sure. Before deciding which target to kill first,
stick up Extension + Protect to make the magical pounding everyone takes
easier to endure. If the player wants to take out Humpty initially, getting
Critical Heal out of the way, that's the easy road to walk, although Dumpty
will bombard everyone with hard-hitting arcana up to that point. The flipside
is taking out Dumpty first, which makes the battle easy but the work often
gets undone -- this is the hard road. Valiant-boosted gatlings eviscerate
Dumpty since, when about 2000 HP is lost, Humpty's AI kicks in to heal. Both
are weak to light-elemental attacks, also, so whoever has Flash Hit (Gallows,
if you're smart!) can get a few twofers in. [Gella/Lucky Card like usual.]
Go north a screen and save before entering the final...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Todd | HP: 2190 | EXP: 1100 | GELLA: 1200 |
| BOSS: Maya | HP: 2040 | EXP: 1100 | GELLA: 1200 |
| BOSS: Alfred | HP: 1900 | EXP: 1100 | GELLA: 1200 |
| BOSS: Shady | HP: 1750 | EXP: 1100 | GELLA: 1200 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| [M] Phalanx [single: phys damage] |
| [T] Divide Shot [single: halves HP] |
| [T] Meteor Drive [single: phys damage] |
| [M] Pike Thruster [single: phys damage] |
| [A] Homemade Blast [single: phys damage] |
| [S] Baking Breath [single: fire-elem damage] |
| [S] Blizzard Breath [single: ice-elem damage] |
| [A] Healing Factor [foe: heals 300 HP; non-Todd damage counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
The killing order is Todd -> Maya -> Shady -> Alfred. That part hasn't
changed but Maya and Todd have found a few new tricks, with Maya channeling
Jean from Lunar 2 (no side ponytail!?) and having some physical-oriented
moves, and Todd focusing on his two new abilities, including one that halves
HP. [He doesn't seem to use his earlier ones, which is good for those who
dread Psycho Crack's confusion status.] Naturally it's best to Extension
Shield around to lessen the physical damage, and later on, boosting everyone
with Valiant helps clean up. One thing to know is that enemy AI often gangs
up on characters occasionally, such as: Divide Shot -> Pike/Phalanx -> B.
Breath. This can do about 800+ damage even with a physical barrier around!
If one's been dutiful in cultivating berries at the Secret Garden, the fight
makes a good argument to their liberal application. [Gella/Lucky Card like
usual, too.]
Afterwards, there'll be a 15:00 timer to escape the dungeon. This isn't that
hard of a task unless y'have little to no ENC gauge left to burn -- and the
timer DOES run in battle. [Hopefully you don't get any one-ally ambushes like
I did, especially with 5-6 Urchin Bugs...holy crap. Luckily losing an ambush
like this and restarting w/ a Gimel Coin doesn't recreate the situation.]
Once the escape's made, the journey to Ark of Destiny's automatically done,
and while no reward's obtained, the team can access the library (by entrance)
at leisure. Inspect the shelf at the "elbow" to get some more info on the
Council of Seven. Virginia suggests going to her hometown of Boot Hill. If
you've bought the World Map from Roykman (and you should've by now), the town
is located on the landmass at the north-central and south-central of the map.
It's got a lot of green plains to differentiate it from the usual desert-y
places, so it's not that hard to find. Boot Hill's on a northern beach of the
landmass, facing an sandy inlet.
_______________________________________________________________________________
�������������������������������������������������������������������������������
26) Boot Hill [X/Y: 15714,512] [WK26]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| -- (156/320) | � None |
|______________|____________________________________________________________|
Visit the fam or rob the citizens? I choose the latter!
� Gimel Coin ----- armsmith, crate.
� Warp Star ------ house by well, barrel
� Tiny Flower ---- grave
� Name Tag ------- shed by hilltop farm
� Revive Fruit --- Tesla's house, barrel
� Heal Berry ----- tree by well (how clever!)
� Gimel Coin ----- crate behind Tesla's house
Note that the rare Tiny Flower often appears on Ekatrina's grave, making
it hands-down the best method of obtainment (for breeding). It's the hardest
item in the game to breed so y'gotta take 'em when they come -- visit often!
At Virginia's house, the team gets a new lead about Yggdrasil, which may clue
everyone into the planet's decay. Try to leave the village and Gallows thinks
it's best to return to Baskar Colony for info, so do just that!
NOTE: Gob's Hideout, Virginia's prologue dungeon, is almost due south of
Boot Hill. East of Boot Hill, near the train tracks, is the Southfarm
station. Might as well find this stuff before leaving.
The sandcraft has an auto-pilot function to return to Jolly Roger, so might
as well use that to avoid any battles along the way.
BASKAR COLONY
�������������
Find Halle at the sanctuary to learn Infinitum is the last guardian shrine,
and it's west of Baskar Colony. Unlike the others that were simply in the
area by linearity's sake, Infinitum is tucked away and must be sought out in
a rather roundabout way. To find it, get in the sandcraft at Jolly Roger and
follow the continental coast west, toward the Little Twister area. Remember
Sand Canal and there's a strait in-between it? Go through there and turn
southeast, back towards Baskar Colony's beach. Just a little west of said
beach is another on the orange-colored soil. Search around there to find the
tower.
NOTE: Manticores occasionally drop Moonstones (null: poison) so if y'haven't
decked out the party with 'em, now's a good time.
_______________________________________________________________________________
�������������������������������������������������������������������������������
27) Infinitum [X/Y: 9422,10920] [WK27]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 10 (166/320) | � Delphin � Premium Delphin � Manticore |
|______________|____________________________________________________________|
_____ _ _ |����|��������������������|
_| _ | _____ |C| _|C|_ | 01 | Gella Card [2] |
| | | _| |_ |� �|�����| _| | | 02 | Adventure 3 |
| |A| | A| |BOSS 1234| |D| | | | | 03 | Potion Berry |
|_ _|� | |_____|� |_ _|_____| | |5| |6| | 04 | 7000 Gella |
|_| | B| |B| | � |� | 05 | Gimel Coin |
START ����� � _____ ����� | 06 | Revive Fruit |
_____ BOSS-| 11 | N | 07 | Gimel Coin |
_| |_ _|�����|_ | | | | 08 | Growth Egg |
|D |E| |F E| |_ _| W --+-- E | 09 | Lucky Card [3] |
�|_ _| | �|_____|� _| 7 8 | | | 10 | Duplicator |
|_____| |F 9 10 | S | 11 | Medium: Cosmic Cog |
�|_____| |____|____________________|
Head to 2F where some clock gears are sitting inert. Use the crankvalve (spin
clockwise) to insert the cogs into the series, then hit the floor button to
open the way east. Save before entering 3F...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Pyrodrake | HP: 7000 | EXP: 3800 | GELLA: 4000 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: 2x Dragon Fossil [100%] |
|�������������������������������������������������������������������|
| - The giant groans. [single: phys damage] |
| - Caloric Sphere [single: fire-elem damage] |
| - Volcannon Trap [all: fire-elem damage; ice-elemental counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
This shouldn't be that hard of a battle -- get the Mystic/Gella card stuff
out of the way first, Fragile the boss, and Extension + Protect to diminish
Caloric Sphere's power. Attacking Pyrodrake with its weakness (ice) causes it
to counter with Volcannon Trap, so simply avoid doing that and things'll be
A-OK. [Valiant helps too, of course.]
Following, move the blocks near the wall out of the way and bomb the crack,
gaining access to Items #1-4. Those moveable blocks, when put side-by-side,
form a path along the rim of the room. In the SW corner, have Gallows inspect
the weird device to open the northern elevator.
On 4F, boomerang the walkway's underside switch to start the first pendulum
moving, and let it hit the pointman onto the east switch, making the other
pendulum move. Get knocked to the strange device like on 3F, and have Gallows
read it to open the exit. Up to 5F!
There, the room is taller and full of cogs, which are used as transportation
in this case (stand on the protrusions). Make it to the 2nd cog and flip the
nearest switch, cueing a western swingset used to get to the 2nd switch. [The
platforming parts here are liable to drive a player up the wall if y'don't
time it correctly!] Now that the 2nd swingset is moving, use it to reach the
southern ledges where Gallows can work his magic on the exit switch.
Upstairs, there's a giant clock-like ring and an inscription urging one to
not go against the flow of time. Okay. Using the Tindercrest, light pedestals
starting at I and ending at XII (or, clockwise). Items #7-10 are up the lift,
the last in the dungeon. Save before going north.
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Asgard | HP: 4200 | EXP: 4500 | GELLA: 4500 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Fortress of the Gods [self: does nothing?] |
| - Barrier Knuckle [single: phys damage; phys damage counterattk] |
|___________________________________________________________________|
�������������������������������������������������������������������
Asgard will continuously try his Fortress of the Gods attack, which simply
ends up failing, making this battle rather easy to control. Extension +
Shield at the start to reduce damage from its counterattack, and pick your
assailants carefully (Barrier Knuckle can do 400-500 damage w/ Shield). Cast
Valiant if needed -- the simplicity of execution overrides any deep tactics,
though.
Once things finish, it becomes a double-header!
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Asgard | HP: ????? | EXP: ???? | GELLA: ????? |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Barrier Storm [all: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Gallows asks everyone to stall for three turns, so the other allies gotta
to take on Asgard alone. There's not much to do besides defending/healing,
and so long as y'anticipate healing with Clive (the only person slower than
Asgard, generally), there's not much trouble. If y'cultivated a huge harvest
of berries at the Secret Garden, now's a good time to use 'em. [NOTE: There
might be a EXP/GELLA payout if Asgard's defeated within 3 turns, but it's
not obtained normally so don't waste any cards.]
Afterward, the clue to finding Yggdrasil is given: go through Nidhogg Pass.
The Cosmic Cog medium's also obtained, and since it's abilities aren't that
awesome Extension-wise, I usually give it to Jet (who still has only one
medium, Moor Gault's!). It's also a good choice since Accelerator's often a
pinpoint accuracy ability and saving it up makes more sense, thus his FP's
often higher than the others at any given time...at least for me.
FINDING NIDHOGG PASS
��������������������
Clive suggests visiting various locales to learn where the pass is. Although
y'can head to the dungeon if its location's already known, the real way to
find out is by learning info from NPCs and piecing it together. This is done
by talking to Gunther in Boot Hill (as Virginia) to learn about the giants
in the Nidhogg legend and how there's two statues dedicated to 'em. These
are located:
- the cape north of Southfarm
- the island in-between Sand Canal's location
Each giant is looking in a certain direction, and where the lines intersect,
that's where the entrance is (in this case, on the NW landmass wrapped around
the circular island). It's quite easy to find, too. Return to Infinitum's
location and head north, past the Baskar beach. While circling the island,
look for a beach with a small hilltop forest -- that's where Nidhogg Pass
lies.
NOTE: The sandsea around Yggdrasil has Capricorn and Jenny Green Teeth foes,
which can drop Ice and Water Rings, respectively. Eventually there's a
better way to get Water Rings, but Capricorns are the easiest (natural)
way to get Ice Rings that I know of. [Of course, selling one to the
Black Market later on becomes more reliable.]
_______________________________________________________________________________
�������������������������������������������������������������������������������
28) Nidhogg Pass [X/Y 3341,21880 -or- 5464,22663] [WK28]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 17 (183/320) | � Helterskelter � Amduscias � Mushussu
|______________|____________________________________________________________|
NW Entrance
|�| |�|--NE Entrance
| |-BOSS | |
| | | | Most enemies here carry some pretty useful gears. The
( ( | | Helterskelters can drop Lion Shields, teaching Defender
) ) | | (especially for HP titans like Clive/Gallows). The rare
| |___ ) ) steal of an Amduscias is a Holy Grail, which can block
| |123|___( ( instant death with Fallen Ward. Beware though, as their
| _| | _| Lance Thrust attack can inflict that very status. And
|4| _| |7| finally, Mushussus' Alarm Clock drops expectedly block
|5 / ( �) Sleep status. Remember: sleep status in this game isn't
�) ) \ (___ dispelled when physically attacked so it's really akin
_( (_ ) _ ) to paralysis.
| _ |_( |_| |
|_|_4 |8 9| _| |����|�����������������|
|_ _| 10| | | 01 | Adventure 4 |
|___ ��� | | 02 | Mini Carrot |
_____ | |��� | 03 | Migrant Seal |
| 11 |� �| | 04 | Potion Berry |
| 12 | |_|�| | 05 | Gella Card [3] |
|_________ | | 06 | Revive Fruit | N
) ) | 07 | Lucky Card [3] | |
14,15 _( (_ | 08 | Grab Bag | |
_\_ _| |_ _____ | 09 | Tiny Flower | |
| | | | 13 \__| | | 10 | Name Tag [2] | W ------+------ E
| | | |_ _|\___ ___| | 11 | Duplicator | |
| | | | |16 |_ _| | 12 | Tool: Galecrest | |
| | | | 17 | | 13 | 8500 Gella | |
|_____|_____|____| | | 14 | Amulet | S
|_ _| | 15 | Potion Berry |
|_ __| | 16 | Gimel Coin |
BOSS -) ) | 17 | Full Carrot |
EXIT -|_| |____|_________________|
As soon as one walks a little into the dungeon, instant boss fight!
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Nidhogg | HP: 8000 | EXP: 4000 | GELLA: 4400 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Downhearted [single: %Misery] |
| - Mow Down [single: phys damage] |
| - Luminous Moss [single: %Confusion] |
|___________________________________________________________________|
�������������������������������������������������������������������
The boss' arsenal is rather crappy, with Luminous Moss being the biggest
annoyance -- a couple people should be immune to confusion by now, though.
First turn, get the lucky/gella card issues out of the way and Extension
Valiant around, which hopefully allows one to finish expediently. And if it
matters, the boss is weak to both Light/Dark elements.
Head south until the chamber with the crumbling passageway is found. There's
actually a duplicator door halfway through that one can fall by, and it'll
lead to Items #1-3 -- the Migrant Seal's worth it. Get Items #4-5 in the
pathway's chamber first, though. Further south is a room with two blocks. Use
Mighty Gloves to put the higher one down, then make a bridge to Item #4. Past
there, hit the lever and...the exit isn't opened!?
The reason behind this is that, often unbeknownst to the player, there's
actually TWO entrances to Nidhogg Pass, keeping in line with the legend of
the giants who couldn't work together. But the statues only point to one,
so it's time to find the other through simple detective work... [Although,
standing by the 1st forest, you may have already caught sight of the 2nd --
it's within eyeshot.]
FINDING NIDHOGG PASS' OTHER ENTRANCE
������������������������������������
Auto-pilot back to Jolly Roger and visit Ark of Destiny -- Albert mentions a
strange forest southwest of the Ark. Basically, follow the coast east past
the beach that led to Survey Point #17 and land at the next one, where the
verdant hilltop leads to the other entrance.
NIDHOGG PASS WALKTHROUGH, PT. II
��������������������������������
Nidhogg will have to be fought again once inside, so follow the directions
above to defeat it again (once and for all, I might add). Go south until a
blocked door's found -- curve a boomerang into a wall to hit the waterfront
switch. Staying the course, pick up Item #7 on a ledge and find the chamber
with three unlit torches sticking out of the water. Tindercresting them at
different heights opens the upper door, but don't forget to pick up items
#8-10 in the lower duplicator door (middle chest is x3 mimic battle). After,
flip the lever to reunite the two paths and open the way south.
NIDHOGG PASS WALKTHROUGH, PT. III: UNITED PATH
����������������������������������������������
The next room can't be done until an eastern antechamber is reaped for Items
#11-12, which gives Virginia the Galecrest tool. This allows her to breeze
over some broken surfaces where one wouldn't normally be able to. I would
liken the ability to Mario (from Super Mario fame), speed-running over
platforms equally interspersed with pits -- he sprints over w/o falling in.
Put the Galecrest to good use back in the previous room, and Virginia'll fly
east to the exit.
NOTE: Although Galecrest continues until an obstacle's hit, no enemies can
attack during -- use this to your advantage for low encounter gauges.
Through the south corridor is another room requiring the new tool. Locate
and flip a lever, moving a platform southward. The switch in-between the high
walls resets this, so Galecrest over it to avoid that outcome. This time,
use Galecrest to glide south to the high exit overlooking Item #13. The next
2-block puzzle room's pretty easy to figure out: make a bridge to the middle
ledge and keep one block on it, so when Virginia Galecrests across, she'll
be stopped by it and can maneuver to the exit.
Adjacent is a 3-bridge area: one leading to a switch, one to Items #14-15,
and one to the east exit, which leads back Item #13's room. Galecrest east,
then past the rocky corridor, to a 3-block puzzle. It should be pretty
obvious where they go -- one in the SW corner, the others two spaces north
and east of it, respectfully. This lets Virginia Galecrest to the corner,
then to the opposite (east) corner.
Beyond, Galecrest west to Items #16-17, the final ones in the dungeon (Full
Carrot is a duplicator chest). To solve the 2-block puzzle room facing the
party, do this: (1) push the high block to the floor (2) maneuver both blocks
near the northern ledge, so Virginia can jump off and land on one (3) G'crest
south, parallel with east wall, and get to SE platform. [If you get rebuffed
by a breakable crate, move the heavy blocks eastward still.] Save and go
south...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Leehalt | HP: 5000 | EXP: 4300 | GELLA: 4500 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: Potion Berry [100%] |
|�������������������������������������������������������������������|
| - Watching your move. [self: idles] |
| - Rule of Vengeance [single: hits attacker w/ incurred damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Pretty easy fight, as long as y'know the trick. Leehalt never initiates an
offensive maneuver, he only counters all damage with "Rule of Vengeance."
Basically, if Clive hits for 1000 damage, Leehalt hits Clive for the same.
Using Valiant may or may not be a good idea in this way, and watch out for
critical hits -- they can work against someone here!
But ending the dungeon on such an easy note wouldn't be any fun. Now it's
time to stick it to that chameleon idiot who's been tailing everyone through
the entire game!
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Balazs | HP: 3200 | EXP: 2270 | GELLA: 2400 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: Full Carrot [100%] |
|�������������������������������������������������������������������|
| - Agony Effect [single: non-elem mgc damage] |
| - Outer World [global: halves allies' HP; makes self invincible] |
|___________________________________________________________________|
�������������������������������������������������������������������
Quite an annoying battle. Outer World halves all allies HP and makes Balazs
invincible for one turn, during which he'll snipe people with Agony
Effect. Did I mention Virginia has a storyline-related poison illness for
the battle that can't cured? Yeah, it's pretty weak. The only way to damage
the boss is by attacking after Outer World's effect ends but before Balazs
gets a turn. There are two ways to do this, thus: (1) use Jet's Accelerator
(2) Extension + Quicken to boost everyone's RFX so they can naturally get
in turns. Without Quicken, Virginia and Jet may be the only ones capable of
scoring hits. It's important to know that the boss has a predictable pattern
of attack (Outer World x3, Agony Effect, repeat) and that a Valiant-enhanced
Gatling can make short work of this doofus, not to mention nullified attacks
still gain FP -- don't stop attacking! [Don't Lucky/Gella card, though.]
Afterwards, Virginia'll need to convalesce and the invitation to visit a
nearby house is extended. [This is done automatically.]
GREENLODGE
����������
This is the lodge "he" talked about. After some scenes, Virginia's up and at
'em. The first aid kit here refills all HP, VIT, and the encounter gauge.
However, our leading lady is still afflicted by the nanomachine poison and
has her VIT gauge stuck permanently at zero (0), meaning she'll have to cure
more than usual. There's also a Potion Berry to find outside, and later on,
a Magic Candle.
NOTE: Jenny Green Teeth in this area can drop Water Rings, and since it's a
common element used by all types of enemies, now's a good time to get
everyone decked out with 'em!
To locate Yggdrasil, locate the pond nearby and search around the western
clearing. The last dungeon in chapter two is before you!
_______________________________________________________________________________
�������������������������������������������������������������������������������
29) Yggdrasil [X/Y: 4190,19109] [WK29]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 16 (199/320) | � Cockatrice � Clay Puppet � Gorbash � Okypete |
|______________|____________________________________________________________|
|����|����������������| |����|����������������|
| 01 | Duplicator | | 09 | Potion Berry |
| 02 | Lucky Card [3] | | 10 | Name Tag |
| 03 | Gimel Coin [2] | | 11 | Baselard |
| 04 | Revive Fruit | | 12 | Cait's Boots |
| 05 | Mini Carrot | | 13 | Gella Card [2] |
| 06 | Gella Card [2] | | 14 | 10000 Gella |
| 07 | Gimel Coin [2] | | 15 | Gimel Coin |
| 08 | Lucky Card [3] | | 16 | Booster Kit |
|����\ |____|________________| |____|________________|
____| |�\ \ _______ ____ _
| ____|__) ) | ___ |_ / D| |D| |���|
|______ )A/ _ _| 1 2| A| _|�����|_ ( |�����|_ _) )_____ ___| | |
| \_/ /�� |B| �|� ��� |B C| |_ C| | _|BOSS |_ | _ |F|
��\ / | |BOSS | �|_____|� _| |3 4|� | (_| | _| | | |�
)_( ( |_ _| |5 6�|� |_________| ) |789| | |
START \____| ����� |E / |___| |E|
____ ���� �
/ __ \__ |�����|
( 10) F| ____ _ | BOSS|
_| |11|_|� _____ | I| _|I|_ _____ |_ _|
_| |�� _| |_ ( |�����|_ | | | | |
|G| |-BOSS |G H| \ H| |15 16| ( | |
( |_ | �|_____|� _) |___|� |___________ \ |_ _|
\____| |12 13| |J / |J|
| 14 | ���� �
�����
To get out of the first room, climb towards the locked door and jump off the
ledge onto the rusted switch below. The next hallway has laser traps, which
laughably are weak to Clive's bombs -- destroy them all before continuing.
In the upstairs chamber, a walkway is guarded by some vigilant laser traps
pointing right towards anyone coming along. To destroy them, stand by the
corner, perpendicular to enemy's trajectory, and arc a boomerang to destroy
the impedements. Once Items #1-2 are obtained up the ladder, save and keep
on keepin' on...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Melody | HP: 4800 | EXP: 2500 | GELLA: 2700 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: Potion Berry [100%] |
|�������������������������������������������������������������������|
| - Venom Strike [single: %Poison; all-attack counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
Melody's traded Eliminate Scanner for Venom Strike this time, which inflicts
Poison if the target's susceptible -- if you got Moonstones at Infinitum as
directed, the attack's side effect shouldn't be a problem. What is rather
annoying is her barrier: any attack that does less than 350 HP is nullified.
However, this isn't a subtractive effect: if someone normally deals 500 HP,
they deal that much, not (500 - 350) HP. Obviously Extension + Valiant is a
good way to boost the damage output. Is it worth using a Gella/Lucky card on
poor, pitiful Melody? You decide. [Melody does not single-mindedly attack
Clive for this fight either, to wit.]
Once the beauty pageant's finished, head upstairs to a strange puzzle. The
object here is to light up just the red lights, and it can be a bit vexing
for trial-and-error sessions (hitting a light a 2nd time deactivates it). So,
the most succinct way is to stand south/north, throw a Tindercrest through
the 2nd and 4th rows, then stand east/west and throw through the 1st/5th
rows. This should open the elevator door.
Upstairs, Items #3-6 are available, either in the starting room or the south
antechamber. Continue upstairs until some steam vents block the path -- make
'em past tense by Freezer-dolling their pipes closed. Save before entering
the next room.
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Malik | HP: 5200 | EXP: 2750 | GELLA: 3000 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: Potion Berry [100%] |
|�������������������������������������������������������������������|
| - Annihilator [all: non-elem damage] |
| - Chaotic Dimension [all: %Confusion] |
| - Tri-Injury: [single: %Amnesia/Disease/Misery] |
|___________________________________________________________________|
�������������������������������������������������������������������
Expectedly, Malik starts out in his "fast" state and can't be hit with ARM
attacks until someone casts Decelerate on him. Tri-Injury's a bother but
it's Chaotic Dimension and Annihilator which make the fight truly annoying.
However, said two attacks will not be used UNTIL Malik is Decelerated; this
means simply bombarding him with arcana and Lock On is a safe and effective,
albeit slower, way to get through with few bruises. Wanna rough it? Prepare
to use Extension + Protect to lower Annihilator's 500-600HP damage, and hope
the status effect gods don't spam Chaotic Dimension repeatedly. Hopefully,
everyone's immune to disease and at least half are immune to confusion. [I
suppose a third way to avoid Chaotic Dimension is to have confusion-immune
people take action and the two others have the Amulet's Status Ward, which
blocks the status as long as they're defending.] Gella/Lucky Card if the
chance arises.
With the momma's boy whipped, venture upstairs to a corridor where the team
is trapped by two barricades. Unfortunately, they're weak to bombs -- oh, the
folly! For the next room, sneak across the breakable bridge, get items #7-9,
and locate the stack of blocks. Put the carryable one to the south, and bank
the sliding one south and across the bridge, stopping it on the doorswitch.
Upstairs, ahoy!
The curvy path once again has a few laser traps, so employ the "boomerang
around the corner" option like before. Items #10-11 are up the ladder, so
get 'em 'fore going south (save first).
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Leehalt | HP: 5600 | EXP: 3000 | GELLA: 3500 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: Potion Berry [100%] |
|�������������������������������������������������������������������|
| - Watching your move. [idles] |
| - Eliminate Scanner [single: non-elem damage] |
| - Rule of Vengeance [single: hits attacker with incurred damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
The third stooge appears! Unlike the previous encounter, he's discarded his
defensive game and added Eliminate Scanner, which is the most powerful of
the three (his power was hinted at earlier if y'recall). Cast Fragile and
Extension + Protect as soon as possible, and take care of when attacking --
critical hits and Valiant aren't necessarily welcome here! Gella/Lucky Card
when able, too.
Immediately afterward, it's the last waltz with...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Janus | HP: 6800 | EXP: 6500 | GELLA: 7000 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Dark Spear [single: phys damage] |
| - Proton Beam [single: non-elem damage] |
| - Negative Rainbow [all: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Business as usual, really. Extension + Protect will knock Negative Rainbow
down a notch, and the Dark Spear attack should be managable by this time
(even for Virginia). All HP/FP values from the previous boss fight'll still
be retained for this one, which is why it pays to defeat Leehalt in good
health. Fragile and Valiant pay off as well, of course. [Definitely use a
Gella/Lucky card for this goldmine.]
Upstairs, a test-tube chamber if found, and stepping on the floor button'll
initiate a "Simon" sequence. [For those who don't know what Simon is, it's a
memory game about remembering the order fo colors.] In this case, an 8-tube
sequence must be mimicked, by inspecting each tube in the order they first
lit up in. It's not that hard to remember, although as with these types of
games, cheating (*snicker*) is always welcome -- assigning them numbers and
writing them down on a notepad, drawing a star-like diagram of the order,
etc. works. The elevator's goin' up.
Here, to open the door, Steady-doll the abyss' block south, then Boomerang
to hit the switch it stood on. An anteroom nearby has Items #12-14, with the
westmost chest guarded by four mimics. Upstairs, when the footpath is treaded
on, the wall extends to push everyone into the pit -- use a Galecrest to beat
it at its own game. Get Items #15-16 before going east, though (that Booster
Kit is very helpful so expend a duplicator for it). There's a scene in the
adjacent room nearby, then it's upstairs again (hooray for exercise...).
The next room's door is locked by an "infection" puzzle, which is just the
name I give to this particular thing. Basically, there's a 3x3 grid and when
one tile is stepped on, it and any adjacent tiles change to the opposite of
their current color. The objective is to make all the blue tiles red, which
can be done in a bazillion ways, although the way I remember it is by doing:
N, SE, SW, NE, S, Center, N, NW, S. [Naturally you can repeat this order in
a 90-degree turn; it doesn't really matter.] Save before going north...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Leehalt | HP: 3800 | EXP: 2800 | GELLA: 3000 |
| BOSS: Malik | HP: 3800 | EXP: 2800 | GELLA: 3000 |
| BOSS: Melody | HP: 3800 | EXP: 2800 | GELLA: 3000 |
|____________________________|___________|___________|______________|
| STEAL: nothing [x3] | DROPS: Full Carrot [100%] |
|�������������������������������������������������������������������|
| - Eliminate Scanner [single: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
The final battle in chapter two is against all the prophets, although their
HP and abilities have been nerfed, mostly because they've got a lickin' in
previous skirmishes. However, that doesn't mean they can't kill someone if
they gang up! For this reason, use Extension + Protect and, later on, do
the same for Valiant. Overall, not too hard -- once a few targets are dead,
then do the Gella/Lucky Card stuff.
AFTERMATH [CHP3]
��������������������
Following Yggdrasil events, everyone returns to Boot Hill. Clive says that
there's a new job from the Ark of Destiny, so that's the next stop.
___________________________________________________________________________
| TREASURE UPDATE | With the Galecrest obtained, Virginia can now claim the |
|����������������� lone clifftop chest in Little Rock (Migrant Seal!) |
|___________________________________________________________________________|
Lamium wants everyone to dispose of a mine shaft that's become a monetary
burden and a potential hazard for townfolk. Albert places the location at
halfway between Claiborne and Jolly Roger. [Before leaving, get the two Name
Tags in the basement duplicator room, which requires Galecrest.] The dungeon
is quite easy to find, really: go east along the coast from Ka Dingel and
dock at the nearby beach, then search the far cliff face for the entrance.
_______________________________________________________________________________
�������������������������������������������������������������������������������
30) Iron Dragon's Nest [X/Y: 13726,6396] [1-Time-Only Dungeon] [WK30]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 01 (200/320) | � Basilisk � Black Pudding � Okypete |
|______________|____________________________________________________________|
NOTE: Black Puddings can drop Dark Rings! Use Flash Hit, Extension + Specter,
and Mystic + Light Gem to kill 'em en masse.
Helga provides the details for the job: the timebomb is deep in the mine and,
when activated, the team will have to rush to the entrance to avoid being
turned into little chunklets. Clive's bargaining skills raise the reward from
11000g to 15000g, too.
--- No map should be needed, as it's straightforward to and fro. ---
Screen 02: Throw a small crate at the pyramid switch to open the door
Screen 04: Step on the floor switch surrounded by crates
Screen 05: Flip the door's lever
Screen 06: Flip the door's lever
Screen 07: A crate has a [Potion Berry] inside
Screen 08: Flip the door's lever
Screen 10: Get the Radical Sneakers tool
The Radical Sneakers are Jet's final tool, which allows him to use certain
springboard tiles to get to higher places (and occasionally, without using
them). Use 'em in the final room to jump up to the timebomb -- save before
triggering.
The team will now have to flee back to the entrance (screen 1). The lowroad
can be taken, but the game obviously wants one to take the highroad (requires
Radical Sneakers) in order to save time. Remember that the timer will play
even for the upcoming boss battle, so there's no time to waste in locating
the exit! [The timer is 20:00]
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Buer | HP: 2000 | EXP: 9000 | GELLA: 10000 |
|____________________________|___________|___________|______________|
| STEAL: nothing | DROPS: Duplicator [100%] |
|�������������������������������������������������������������������|
| - Evil Eye [single: %Paralysis] |
| - Cocytus [all: ice-elem damage] |
| - Baryon Corrida [single: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
The boss isn't that strong, but heavily reduces damage while it's "closed".
When it opens, exposing its fleshy underbelly, that's the right time to
attack. There's 19:00+ minutes to do this in and the timer doesn't run while
on menus, so Gella/Lucky Card and wait for the right moment to strike (Jet's
Accelerator and Valiant helps). Avoid using light-elem attacks or it'll open
and strike with Cocytus, the most powerful ice-elem attack.
That ends the mission -- the cave is permanently destroyed and the 15000g
reward can be picked up from Helga back at the Ark (west stairway).
___________________________________________________________________________
| TREASURE UPDATE | With the Radical Sneakers obtained, raid the Duplicator |
|����������������� in a downstairs room in the Ark of Destiny! While we're |
| on that train of thought, recall the rusty button toward the end of Sand |
| Canal? Using the new shoes to jump on said button opens a door to a chest |
| duo: Nine Lives and Grab Bag (former is a duplicator chest). |
|___________________________________________________________________________|
Gallows suggests seeing Granny again, and after everyone incurs her ire, she
skips the history lesson and suggests everyone go to the World's Footprint.
The dungeon is north of Infinitum, so it's along the way previously travelled
to reach Nidhogg Pass. This time, when passing through the strait into the
circular area around Yggdrasil's island, look west a little for a beach that
takes everyone back south. In X/Y coordinates it's around (9395,15517), and
actually ends up being directly north of Infinitum, which should help y'find
its general region. [If you haven't bought the World Screen from Roykman, why
don't you do that first...?]
_______________________________________________________________________________
�������������������������������������������������������������������������������
31) The World's Footprint [X/Y: 9390,15569] [WK31]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 08 (208/320) | � Christine � Apocrypha � Wiseman � Drill Mandrill |
|______________|____________________________________________________________|
N |�����| |����|����������������|
| |BOSS | | 01 | Big Grab Bag* |
W --+-- E |_ | | 02 | Migrant Seal* |
| ______|_|�����|�����|_ | 03 | Warp Star [2] |
S / _______ | | 04 | Lucky Card [2] |
_( (_ |^|_____|_____| ) | 05 | Gella Card |
| | _| |_ | _/___ | 06 | Weather Vane |
| | | | | 345 | | 07 | Growth Egg |
|_ _| | | _| |_____| | 08 | Gimel Coin |
| |_ |_ _| | | |____|________________|
__|_ | \ \______| |
/ ___ | \_ _ |_ _|
_( (_ _| | | \_____|
| |1 2| |678 )
| | | ����
|_ _|��� In the third screen, use the Freezer Doll to remove the
| | plaque's mud and see the "proceed quietly" tip. Once the
_| |_ door's open, tiptoe through -- moving in any other way'll
| | create noise and shut the door. When Shane's sermon is
| | done, the adjacent hallway leads to the next spot. [The
|_ _| blocked duplicator door here has Items #1-2 inside, but
| | it can't be obtained until after Virginia's final tool's
START-|_| located, awhile from now.]
Continue until the room with 9 switches. The cryptic plaque (pictured below)
is the key. "N-S" means horizontally, "E-W" means
|���������������������| vertically. So, 2-2 would be the center tile, and
| NS: 2 3 2 1 1 3 1 2 | 3-1 would be the SW tile, etc. Thus, the way to go
| WE: 2 1 3 2 3 2 1 1 | is: middle, SW, E, N, NE, S, NW, W. [The 3-3 tile
|_____________________| which is always depressed gives a clue to solving.]
After the next lecture, the corridor will lead to an anteroom with Items
#3-5 inside. Two screens later, this same setup allows one to get Items #6-8,
the final ones (for now) in the dungeon. After the penultimate lecture, there
will be a 4-block puzzle and a plaque that hints at their placement. Here's
which colored tiles to put the blocks on: Green on NE, Yellow on SW, White on
NW, and Gray on SE. Finally, hit the white block with a Tindercrest (tricky!)
to change it to red. Save before to the final mural...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Steamgear | HP: 5400 | EXP: 3300 | GELLA: 3500 |
| BOSS: Scarecrow | HP: 4800 | EXP: 3300 | GELLA: 3500 |
| BOSS: Leonhardt | HP: 3500 | EXP: 3300 | GELLA: 3500 |
|____________________________|___________|___________|______________|
| STEAL: nothing [x3] | DROPS: Adventure 5 [100%] |
|�������������������������������������������������������������������|
| [Sc] Raven [single: phys damage] |
| [Lh] Blade Arm [single: phys damage] |
| [St] Grasper Mash [single: phys damage] |
| [St] Psychedelicor [single: phys damage] |
| [St] Undulation Cannon [single: phys damage] |
| [Lh] Critical Heal [all foes: heals HP to max] |
| [Sc] Hellsize Masquerade [self: %Instant Death] |
| [Lh] Suppressed curse? [single: dark-elem damage] |
| [Sc] Arcana Disposal [self: erects arcana-reflecting barrier] |
|___________________________________________________________________|
�������������������������������������������������������������������
Generally an annoying battle, as one boss can inflict instant death and the
other can heal all allies (including self) without a trigger. Extension +
Valiant immediately and aim for Leonhardt, who uses Critical Heal apx. every
four turns. So, what's the best way to defeat someone in a short time? A
Valiant-boosted Gatling of course! Mystic a Full Carrot (hopefully you've
cultivated at least a few, as this is one of the few mandatory bosses where
it can REALLY help) and have Virginia go to town, with the others backing
her up. Once Leonhardt is out of the way, gun for Scarecrow, as his death-
-inflicting attack is the only other real obstacle.
Back at Baskar, Halle suggests awakening the powers of the Guardian Lords,
who can perhaps assist in stopping the planet's demonification. The next
morning, Clive suggests visiting a ruin he and his old professor explored,
with only a [Map Shred] to help. The search for the guardian lords can be put
off for awhile -- I'll organize them into a separate section when the time
comes for their help.
FINDING THE NEXT DUNGEON
������������������������
The map shred shows the location amidst some small islands...but where have
we seen those before? If you look at the map screen, it's not that hard to
spy the chain of fragmented land in the northeast of the map, southeast of
the Boot Hill region. You may recognize this as an island overlooking the 2nd
exit to Gemstone Cave. Land on the only beachable island
_______________________________________________________________________________
�������������������������������������������������������������������������������
32) Ruins of Dreams [X/Y: 20097,16707] [WK32]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 11 (219/320) | � Myconid � Grabsk � Zaebos |
|______________|____________________________________________________________|
_____
| | |����|����������������|
|_ _| | 01 | Duplicator |
|_ |__ | 02 | Lucky Card | N
BOSS-| ___ \ | 03 | 12000 Gella | |
| 11) ) | 04 | Revive Fruit | |
|����������� / | 05 | Gella Card [2] | |
|__���|�|�|�����| | 06 | Potion Berry | W ------+------ E
|10 � 7 8 9| | 07 | Mini Carrot | |
|�������|� |_____| | 08 | Amulet | |
| 6 | |_ | | 09 | Name Tag | |
|_ |_____| | 10 | Gimel Coin | S
| |�|_____ | 11 | Grab Bag |
| | | |____|________________|
___| |_|�| |�
| _________| Time to face yo' jitters! Use the Radical Sneakers in
| |_____ screen one to cling on the mesh overhang, which leads to
|_____ | Items #1-5 (different rooms). North, the crankvalve will
| ___| open the door and that's the last obstacle for a couple
_____|_ |_ _____ rooms. In the room east of the lasergrids, toss a crate
| | | | | | on the pyramid switch to open the west door -- bombing
|3 4 5 _ _ 1 2 | the stove-shaped devices will deactivate the obstacles
|_____|_ _|_____| below.
|_|
START In the next room, climb on the overhead latticework to
get Item #6 and flip the switch, opening the eastern
hallway, which itself has a wall button to activate (dash into it). Further
in, after a surprise guest appears, the east room has Items #7-9; two screens
west is Item #10. Once again, use the mesh netting to open the door, this
time by hanging and dropping onto the rusty button.
The room past there has a retracting walkway, but it'll return to normal when
the far switch is boomeranged. Save and continue to...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Humbaba | HP: 13800 | EXP: 10000 | GELLA: 12000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Holy Grail [100%] |
|�������������������������������������������������������������������|
| - Head Butt [single: phys damage] |
| - The stench of death! [self: idles] |
| - Humbaba Curse [all: %Instant Death] |
|___________________________________________________________________|
�������������������������������������������������������������������
This boss is nothing special, but it's got a lot of HP and has a ridiculous
overpowered attack (Humbaba Curse) that can kill everyone instantly. So how
to deal with it? Simple: Holy Grails and Amulets. By now, one Fallen Ward
and three Amulets could've been obtained, which should protect everyone from
instadeath, although that depends on how they're situated medium-wise. If
y'don't want to switch things around to survive, use the death effect to
your advantage, namely for Valiant-boosted attacks. Humbaba Curse is used
every three turns and is prefaced by the "stench of death" quote, signaling
its arrival. This means either (1) have all applicable people guard during
the third turn to avoid death (2) inertia cancel an attack during the third
turn and then guard, depending on RFX (use Decelerate in the early turns).
[As someone who fully bred Full Carrots by now, Mystic-ing them and Gatling
made this battle a lot easier than it would've been.]
Afterward, get Item #11 on the ledge nearby and head to the northern room to
pay respects. The suggestion of visiting Fila del Fia (not Philadelphia!) to
locate a large generator is given.
LOCATING FILA DEL FIA
���������������������
Virginia says that something that fell from the sky would probably leave a
big crater, and if you've explored around the world (or talked to Helga in
Ark of Destiny), you'd know there's one south of Survey Point #17's former
location.
NOTE: The Dust Men outside the dungeon can drop Moonstones (null: poison) if
you still haven't gotten any. Since they appear in large groups (up to
8!) this is the easiest method of obtainment yet! Naturally it's also
the best way to increase everyone's MTC, too...
_______________________________________________________________________________
�������������������������������������������������������������������������������
33) Fila del Fia [X/Y: 10451,18339] [WK33]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 10 (229/320) | � Walking Dead � Barbarossa � Zaebos |
|______________|____________________________________________________________|
_____
\678 \ |����|����������������������|
\_ _\ ____ | 01 | Tool: Grappling Hook |
\�\__\ \_ | | | 02 | Gella Card [2] |
\ __ \ | __| | 03 | Potion Berry |
\ \_\5\ \ Boss | |_____ | 04 | Lucky Card |
\ \4\�\ \ \ ) __9 10| | 05 | Warp Star [3] | W N
\ \ \/ / /��\/ / |___| | 06 | Migrant Seal | \ /
\ /\ \/ /\ \/ | 07 | Adventure 6 | +
\ \ \__/ /\ \ | 08 | 15000 Gella | / \
______/ / \^\ \ | 09 | Pocketbook | S E
|123 _ ( \__/ | 10 | Gimel Coin |
|___|_| |_ |____|______________________|
|___ |
) ____|
/_/-Start
Once inside, enter the 2nd-screen hallway and make for the SW antechamber
containing items #1-3, including Clive's new tool. The Grappling Hook can be
used to (1) hit ceiling switches (2) attached to overhead objects, which can
let Clive jump off to a higher ledge. Employ the second tactic back in the
hallway to get north. In the pipe room, inspect the blue console for a small
scene, after which the way opens again.
Beyond, use the grappling hook to hit the overhead switch, get Item #4, then
visit the low exit. The thin path has breakaway tiles, but soft-walking will
get one across (grab Item #5 with Steady Doll before continuing!). In the NW
corner, where the white gems are, see the crack? Bomb it to find Items #6-8.
Following
another discussion, the next hallway has a block-n'-grapple puzzle -- just
move the block stack two spaces north and grapple up to it. Save in the next
pipe room 'cause after...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Chameleon Man | HP: 14000 | EXP: 12000 | GELLA: 13000 |
|___________________________|___________|____________|______________|
| STEAL: Full Carrot | DROPS: Duplicator [100%], Gimel Coin |
|�������������������������������������������������������������������|
| - Lazy Lick [single: %Misery] |
| - Backstab [single: %Instant Death] |
|___________________________________________________________________|
�������������������������������������������������������������������
The boss' best move (Backstab) is only used while invisible, a state brought
on by being physically damaged -- this state is also immune to all physical
attacks, including Lock On. Basically, the easiest way to get through is to
either (1) have the people w/o Fallen Ward defend to trigger Status Guard,
while the others go to work (2) do a pure arcana/summon match, which avoids
Backstab's appearance -- the boss is weak to ice. Lucky/Gella Card this dude
too, of course, and be lucky it's such a minor-league skirmish! [NOTE: Using
Gatlings works fine here as only the final shot triggers the invisibility.]
Now that chameleofreak's taking a dirtnap, find the stairway nearby. Turning
the crankvalve here makes the switch's machine turn rightside-down, so Clive
will have to hotfoot it downstairs and trigger it with his hook, before it's
position is reset. [It may take a few tries to do this as the timer's about
5-6 seconds. Run at switch diagonally to save grapple time.] At least this
stairwell has the worst encounter rate in the dungeon...
Two screens past, a corridor eerily similar to the first encountered. Take
the lower path to Items #9-10. North, inspect the console to see information
about the city's energy: the Teardrop gem.
NEXT DESTINATION
����������������
The final scene in Fila del Fia talked about a man in Claiborne, so that's
the next stop. Give Myra the third degree to learn there's an abandoned tower
nearby that used to exterminate monsters (should sound familiar for anyone
who played Wild Arms 1). Search the northwest coastline overlooking Infinitum
to locate...
___________________________________________________________________________
| TREASURE UPDATE | Back at the Ark of Destiny, the grappling hook can get |
|����������������� a Full Carrot chest in a basement duplicator room... |
|___________________________________________________________________________|
_______________________________________________________________________________
�������������������������������������������������������������������������������
34) Caging Tower [X/Y: 9372,9162] [WK34]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 14 (243/320) | � Nybbas � Barbarossa � Gorg |
|______________|____________________________________________________________|
This tower's easy to navigate, so I'll just give a short overview.
F1: The path is broken, so the far chest can't be obtained just yet.
F2: There's a bubble trap here: basically bubbles continuously changes places
around the room and if they hit a player, the pointman's trapped inside
until enough squirming gets him/her out. Bombing the pointing switch'll
deactivate the trap and open the door -- this is how it'll be from now
on. The chest has [x2 Lucky Card] inside, and the stairway has two chests
of its own: a [Potion Berry] and [Revive Fruit].
F3: Past the jail cells...
F4: Another bubble trap, only this time the radical sneaker pads are required
to reach the pointy switch. A [Gella Card] is accessible here, and in
the stairway antechamber, 3 chests: [Grab Bag], [AP Ammo], [Gimel Coin].
The AP Ammo has a "DEF Null" ability that may make the target's defense
zero for damage calculation, which may be useful for Virginia (if you've
done the recommended 5BLT/10WGT setup. Save before heading onward...
___________________________________________________________________
|����������������������������|�����������|�����������|��������������|
| BOSS: Todd | HP: 6400 | EXP: 3100 | GELLA: 3200 |
| BOSS: Maya | HP: 6000 | EXP: 3100 | GELLA: 3200 |
| BOSS: Alfred | HP: 5400 | EXP: 3100 | GELLA: 3200 |
| BOSS: Shady | HP: 5000 | EXP: 3100 | GELLA: 3200 |
|____________________________|___________|___________|______________|
| STEAL: nothing [x4] | DROPS: nothing [x4] |
|�������������������������������������������������������������������|
| [M] - AW-RSTN87 [single: phys damage] |
| [T] - Divide Shot [single: halves HP] |
| [T] - Meteor Drive [single: phys damage] |
| [T] - Black Fenrir [single: phys damage] |
| [M] - Calamity Jane [single: phys damage] |
| [A] - Homemade Blast [single: phys damage] |
| [M] - Vantage Rage MM [single: phys damage] |
| [S] - Baking Breath [single: fire-elem damage] |
| [S] - Blizzard Breath [single: ice-elem damage] |
| [T] - Psycho Crack [single: phys damage + %Confused] |
| [T] - Healing Factor [if alive, auto-heals dmgd ally for 300HP] |
| [T] - Wild Bunch [all: phys damage; requires other 3 teammates] |
|___________________________________________________________________|
�������������������������������������������������������������������
This battle's quite normal: defeat Todd first, the others after. The men've
got a Trinity-style attack (Wild Bunch) now that can do 400-500 to everyone,
so make sure to Extension + Valiant to take advantage of it. [They'll use
it basically every turn until they can't any longer.] Extension + Protect'll
be good for the 2nd half of the fight. This fight's pretty easy, although
the rare Calamity Jane attack can do 1100-2000 damage to a target, so be on
the lookout!
Now to continue the normal stuff...
F5: Jump on the button nearby to restore elevator power, and the 1F and 3F
floors can be reached. Take the latter first and get a [Mega Berry], then
the duplicator chest to claim a [Black Pass] for the Black Market, which
we'll go to in a bit.
F6: Here's a red bubble trap, although not much has changed. The NW corner's
got two items accessible by grappling hook: [17000 Gella], [Growth Egg].
The opposite corner has the deactivation/door switch.
F7: More bubble traps and springboards for the radical sneakers. The series
has a [Gimel Coin], [x3 Call Whistle], [Duplicator] to get.
F8: After a scene, Alfred says the next direction to go is southeast of the
tower.
LOCATING NEXT DUNGEON
���������������������
Going southeast is a pretty vague clue, so Todd suggests canvasing some of
the locales nearby for clues. Dessinsey (Claiborne) says that the monsters
the Caging Tower captured were taken to a place only accessible by air, for
dissection. [Leaving town shows a scene, so y'must be on the right track!]
So, the next portion will involve getting air transport. A lot of people're
talking about "dragon wings," which should clue y'into the next part...
THE BLACK MARKET [OPTIONAL]
���������������������������
So where's the Black Market located at? Surprisingly, it's the lawless town
of Little Twister. Get to the back part of town and get on the outside part
of the fence, and walk around until a shed (between Armsmith and large house)
is found. Go downstairs to the door and select the Black Pass from the
inventory to get in.
The inventory is pretty basic to start with, but there are ways to increase
what's sold (1) items fully bred in Secret Garden can be bought here (2) some
gears, particularly status and elemental types, can be obtained here if one
is sold.
ENTERING THE INNER SEA
����������������������
This is quite easy, although it requires sandcraft battling. Upgrade the
ship's cannon to Ark Smasher (or Scud Cannon III if you have somehow managed
to _not_ get 50 dragon fossils) and traverse northeast a bit, to the strait
near Secret Garden's location -- it's blocked by debris. Approach it and a
fight with the Balal Quo Naga serpent plays out. Basically just fire your
entire payload at it to do 300,000+ damage. After, the monster's thrashing
will break the debris and give access!
There's really only a couple places to go here, and one of them's a town! To
find Laxisland, head to the northern island in the sea -- the one with all
the pointy rocks -- and search by the elevated NE coast.
LAXISLAND
���������
Loot the place first...
� Tool: Kramer Dolls - talk to Armsmith
� Revive Fruit ------- barrel by armsmith
� Revive Fruit ------- breakable barrel
� Name Tag ----------- bar barrel (2F)
� Gimel Coin --------- bar barrel (2F)
The Kramer Dolls are Gallows' last tool, which can be used to summon monsters
to the party or -- in the case of optional bosses -- force them into battle.
Zim talks about everyone who went to the "south fire mountain" died after
owning them...hmm... Roykman also talks about a town at [X:11890, Y:14230],
which is rather accurate for normal chit-chat.
The "south fire mountain" is actually a volcano, and searching around its
base will reveal...
_______________________________________________________________________________
�������������������������������������������������������������������������������
35) Dragon's Lair [X/Y: 17972,13195] [WK35]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 08 (251/320) | � Thunderdrake � Virsago � Necrosaurus |
|______________|____________________________________________________________|
__|�|___
/1_2 __ \ |����|����������������|
__/ /_| )_ \ \ | 01 | Call Whistle | N
__/ __/ __/4 \_\ \ | 02 | Gimel Coin | |
/_ /3__/ __/ _ ) )_ | 03 | Potion Berry | |
/ /_____/7 8/_|5| _| | 04 | Gella Card | |
( _/ ��� 6| | | 05 | Name Tag | W ------+------ E
( ( /���������|_| | | 06 | Lucky Card | |
( ( (__|�|-To | | | 07 | Duplicator | |
\ \_____| Boss ) ) | 08 | 10-Gal Hat | |
\______ ������� ( |____|________________| S
START-|_|������
As expected, this volcano is circular in nature, so it'll require revisiting
and passing rooms plenty of times -- kinda confusing. Make way to the north
side of the interior to find a ladder, leading up to Items #1-2. There's a
bombable blocked-up doorway to the south, and once through, fall down the
pit to land by Item #3. Continue onward and the path meanders to Item #4,
which has the third bombable doorway (this is a running theme). A bifurcation
later, get Items #7-8 in a dead-end section, then #5-6 in the east, which is
also by a ladder. Follow this path until there's another hole to fall down,
which winds back south to the ladder first seen by the entrance. [This is the
part of the map that leads to the boss.] Save before going into the tunnel
past the small bridge, as everyone'll be trapped by debris...and it's the
kind a few bombs won't budge.
At the volcano's cone, play Gallows' Kramer Dolls to invoke the wrath of...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Lombardia | HP: 15000 | EXP: 13000 | GELLA: 14000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Mighty Might [self: doubles ATT] |
| - Missile Might [single: non-elem damage] |
| - Cerebral Matter [self: increases RFX/EVA] |
| - Epidermal Shell [self: erects ATT/MAG-reducing barrier] |
|___________________________________________________________________|
�������������������������������������������������������������������
For a lauded dragon, this fight's sure a one-trick pony. The boss' only
offensive attack (Missile Might) is preceded by its stat-buffing abilities.
Whoever has Eraser should be using it every turn, while the others simply
beat the crap out of the boss -- Fragile, Extension + Valiant, etc.
Afterwards, Lombardia will join if her questions are answered "I want what
you want," "Yes," "I will give you something more," and "Something to quench
your desire." Pick any others and the boss will barbeque you on the spot,
like homegrown human burgers. [The ingratiating answers to the dragon's Q's
are hinted at back in Laxisland, such as the bar's bookshelf and Laura.]
Lombardia can fly around and land in most places, although for some rocky
areas, she can't (is the wittle dwagon afwaid? Haha...) -- horses will be
required for faster transport. Awesomely, R2 button will fire missiles and
this comes into play when unblocking straits or destroying those feeble gray
rocks on land.
FINDING NEXT DUNGEON
��������������������
Remember how the warp in Caging Tower flew southeast of there? Follow that
general direction until finding a beachless plain near Boot Hill, separated
by the mountain range. Search around there to find...
_______________________________________________________________________________
�������������������������������������������������������������������������������
36) Dissection Facility [X/Y: 17707,24150] [WK36]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 11 (264/320) | � Chimera Geo � Chimera Muse � Chimera Fray � Chimera Geo |
|______________|____________________________________________________________|
The monsters in this dungeon are all elemental-oriented and may drop rings
of their element, making it a pretty good place to brush up on those skills.
[Also, be prepared to be ambushed a lot.]
|�����| |����|��������������������|
| | | 01 | Name Tag [3] |
| | | 02 | Potion Berry |
|�����|� �| | 03 | 18000 Gella |
| 14 12 13| [Opt.Boss] | 04 | Mini Carrot |
|_____|_ _| Heimdal | 05 | Heal Berry |
/ |_ | Gazzo | 06 | Gimel Coin |
BOSS |_11|_____ \ | 07 | Lucky Card |
|_______10| |�����| | 08 | Big Grab Bag |
| A | | A | | 09 | Nectar |
|_ ���| | 7 8 | | 10 | Gella Card [2] |
|_ |� ����� | 11 | Potion Berry |
|6| |�| | 12 | Paperback/Card Key |
| | | | 13 | Gimel Coin |
___| _| |___ | 14 | Holy Root |
|_45 ___|_ 7 | |____|____________________|
|_ | |___|
| 3 |_________ N
�| | _ 2 | |
|�|_ | |___| |
_______| _____| |
| 1 | | W ------+------ E
|___| |_ | |
|_ _| |
|_| |
START S
Just inside, use a duplicator to get Item #1 in its lonely anteroom. Through
the tiny divided corridor, enter the room with one gigantic movable block
(Mighty Gloves). Moving it east will let Virginia Galecrest to Item #2's
room, while pushing it far south, then back north lets it be used as a bridge
to the west. Items #3-4 are imprisoned in the tiny cells beyond, which can
be opened by dashing into the bars (that's using yer head). Get the breakable
crates' Heal Berry before letting Todd two-shot the strange red door nearby.
The next chamber is a lever puzzle, but get Item #6 first. Stand on the sunken
middle partition and hit the southernmost switch, which lifts everyone up to
the ledge. Get Item #7 down the hall -- easy-peasy. The next strange red door
will be destroyed in a plot-like fashion, so no worries there. The next
two-block puzzle is easy to solve: move the northern of the two north once,
east once. However, pushing the southern of the two blocks away reveals a
hidden entrance, to Items #8-9 and the optional boss Heimdall Gazzo -- I'd
suggest fighting it way, way later. Once across the block puzzle, make sure
to get Item #10!
North, pick Item #09. After Alfred's explosion scene, flip through its pages
to uncover the [Card Key] hidden inside -- this is important for later on.
Get Item #11 in a breakable crate, save, and use a duplicator on the sideroom
to fight...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Sadas | HP: 2400 | EXP: 7000 | GELLA: 7500 |
| BOSS: Sadas Jr. | HP: 2400 | EXP: 7000 | GELLA: 7500 |
|___________________________|___________|____________|______________|
| STEAL: nothing [x2] | DROPS: Potion Berry/Revive Fruit [100%]
|�������������������������������������������������������������������|
| [Jr] Life is beautiful. [revives Sadas] |
| [S] Don't forget me! [single:
| [S] A Journey of Self-Discovery [single: inflicts cur. HP damage] |
| [S] You ain't layin' a finger on him! [single: takes dmg for Jr.] |
|___________________________________________________________________|
�������������������������������������������������������������������
Every other turn Sadas will kamikaze on someone; and every other turn Sadas
Jr. will revive him. So how to proceed? Well, you can wait it out and attack
Junior in the downtime after his "parent's" death but before reviving, which
is similar to defeating Balazs during his Outer World attack. Or, you can
Mystic a Full Carrot and have everyone summon which should do ginormous
amounts of damage (the bosses have no elemental resistance) and stop Sadas
from taking his junior's damage. [Sadas has nigh perfect DEF so he'll take
0 damage from physical attacks.] Also, Sadas' kamikaze attack is equal to
his current HP -- so at best it's 2400. Make sure to Lucky/Gella card this
delinquent duo.
Following, go north from where the Paperback was obtained and inspect the
tiny eastern console for a scene. This plots the next stop as...the Ruin of
Memory!? But we beat that forever ago!
_______________________________________________________________________________
�������������������������������������������������������������������������������
37) Ruin of Memory [II] [WK37]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| -- (264/320) | � Blue Book � Annaberge � Spartoi |
|______________|____________________________________________________________|
_____
_|_BOSS| Since this place has been visited and looted before, I'll
| | |� skip the retreading and assume one knows the gist of this
| * | |___ place.
___ |_ |_ |
| | | |�| | Remember how there was a section of this dungeon that was
�| |_|_ _|_| | left the first time, basically the middle? That's now the
| <-| |-> | destination. Get to the NW corner of the main hall --
| |���| |���| | marked "A" on the map -- and use Clive's grappling hook
|_ �|� �|� _| to get to the upper ledge. [The plaque about wiping a
| | | | teardrop from one's eye sure makes sense now!]
_| | | |_
_| _ � A|� _ | There's a lantern statue puzzle beyond. The easiest way
| |��� | | | to solve is inspecting the two west/eastmost, then the
| | | | | middle. In the painting room past the bridge, only one
|_ _|_ _|_| |_ can be inspected: "Fire". Obviously, Tindercrest the
| | | | | | priceless tapestry to reveal the entrance!
| |_|_|_| |
|_________________| Right after, there'll be a door blocking the way. If not
_|^|_ done yet, inspect the Paperback picked up in Dissection
| | Facility to get the Card Key, which opens the door. The
|START| mythical Teardrop (also a throwback to Wild Arms 1!) is
|_ _| obtained thereafter.
The Teardrop is an "infinite item," something that never runs out. It can be
used in battle only through the Mystic command, and even then, it affects one
person at a time (a huge break in Mystic's functionality).
You'll notice no gimel-coin saving's possible. That only means that, as soon
as one backtracks far enough...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Leehalt | HP: 6000 | EXP: 5300 | GELLA: 5500 |
| BOSS: Malik | HP: 5800 | EXP: 5300 | GELLA: 5500 |
| BOSS: Melody | HP: 5600 | EXP: 5300 | GELLA: 5500 |
|___________________________|___________|____________|______________|
| STEAL: nothing [x3] | DROPS: nothing [x3] |
|�������������������������������������������������������������������|
| [Ma] Disorder [single: %Confusion] |
| [Le] Watching your move. [self: idles] |
| [Ma] Eliminate Scanner [single: non-elem damage] |
| [Me] Eliminate Scanner [single: non-elem damage] |
| [Me] Venom Strike [single: %Poison; offensive action counter] |
| [Le] Rule of Vengeance [single: reciprocates incurred damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Apparently old dogs can't learn new tricks -- the prophets may have changed
their wardrobe but their skills are the same as ever. Malik's penchant for
using Disorder earns him highest priority (Decelerate first), while Leehalt
remains obstinately defense-oriented, which makes him low priority. Melody's
fixation on Clive remains and she attacks him relentlessly, and even boosted
her barrier to guard attacks under 500 damage. Lucky/Gella Card when y'can,
as there's no surprises here.
Afterwards, Alfred pinpoints' the prophets signal at [X:14470, Y:17570], west
of Laxisland. Basically search the middle of the plateau nearby.
38) Cradle of the Metal God [WK38]
��������������������������������������
When uncovered, try to enter from the world map and a defensive system will
rebuff the team -- another way in will have to be found. Lamium at the Ark of
Destiny says an alternate tunnel was constructed to infiltrate COTMG, but a
cave-in halted operations. Its location? West of Survey Point #17; or, NW of
COTMG. Past the landbridge, look for a large gray rock against the cliff and
have Lombardia dispose of it. Search in its place to find the dungeon! [NOTE:
Lamium's help is mandatory; reading the book at the library, even though it
gives the exact coordinates, is not enough.]
Unfortunately, this dungeon's door is blocked by a wicked miasma. Only the
help of the four Guardian Lords is enough to overpower the seals, so the next
step is finding 'em. Yeah, we put it off for awhile...
_______________________________________________________________________________
�������������������������������������������������������������������������������
39) The Four Guardian Lords & Miscellany [WK39]
_______________________________________________________________________________
�������������������������������������������������������������������������������
An overview first. The four guardian lords are sealed within four idols, and
before their mediums can be obtained, the idols must be obtained. They're
strewn around the world and there's not too many clues to their whereabouts,
at least in some cases. [I'll also put other odds and ends in this section
after the main part, since getting Lombardia opens up other stuff, too.]
NOTE: If you want to get a statue and then fight the lord immediately, rather
than waiting until all are collected, that's fine, too.
OBTAINING: GODDESS IDOL
�����������������������
Not surprisingly, the destination actually isn't in an accessible part of the
world...yet. The first step in finding it is opening a way into the inner
sea which, if you look at the map, is only possible from one place: a strait
near Secret Garden, blocked by rubble. To find it, go under the natural
bridge near Jolly Roger and turn towards the verdant cliff the Secret Garden
resides on. Approach the rocks and a boss fight with the gigantic Balal Quo
Naga starts!
NOTE: Before fighting the Balal Quo Naga, upgrade your sandcraft's weapon to
the best it can be. [The Scud Cannon III is an alright replacement for
the Ark Smasher, although it could be said if you're going to waste a
bunch of dragon fossils, y'might as well go all the way.]
The giant serpent boss can heal itself to full, which is why one must strike
quickly to defeat it (it's got about 100,000 HP). Using a good weapon and
the gunner's "fire all ammo at once" option, it's pretty easy to defeat it.
For instance, with the Ark Smasher alone, it does 300K damage. [20K EXP, 24K
Gella; win: 24x Dragon Fossil]
With Balal in the throes of intense pain, the strait becomes unblocked by its
thrashing -- the inner sea can now be accessed! A [Suitcase] is obtained and,
if given to Emilia back in Jolly Roger, the team obtains the [Goddess Idol]
is obtained. This is a mandatory item used for upcoming Guardian quest, so
put it somewhere safe!
OBTAINING: WOLF IDOL
��������������������
People in the world may've talked about a rich merchant who bought this item
(such as Becky in Claiborne) near Boot Hill. Naturally, it's the guy who used
to inhabit Gob's Hideout! So that's the next stop. Enter the room near where
Virginia started (now the "end") with all the breakaway floor tiles and jump
up the tiny steps with the radical sneakers. Upstairs is the idol and a few
other treasures (Tiny Flower, Gimel Coin, Duplicator).
OBTAINING: LION IDOL
��������������������
Before one's able to get this item, Gunner's Heaven must first be uncovered,
but at least it needs no hint. Basically fly to the western part of Yggdrasil
Island and find the train tracks; then, search near the southern point to
locate. Basically, the point of coming here is winning the Novice League (a
2000g entrance fee required) to obtain the Item Scope, which lets one see
nearby items on the map. Without it, the idol cannot be obtained! It's not
that hard to win five battles in 25 turns, especially if one's Mystic-ing
Full Carrots.
NOTE: If you can't find Gunner's Heaven on the map, try talking to Von in
Little Rock -- he gives directions.
Datson in Humphrey's Peak talks about the Gemstone Cave having an alternate
entrance and how artifacts may be there -- pretty thin lead but that's what
y'gotta go on. [See map in WK21 for entrance's location.] Once on the world
map in the area where Lombardia can't land, search around for the idol at
[X:20923, Y:16504].
OBTAINING: DRAGON IDOL
����������������������
NOTE: See the Migrant Level section below before doing this part. Coming in
with a MLV of 15-16 ensures the way down isn't ridiculously annoying.
Naturally y'should have gotten some Booster Kits earlier to add +10 to
the ENC gauge, making it easier to evade battle that way, too.
Y'may have heard that Little Rock is the place to learn about Zephyr, the
Hope Guardian. Mock (the little kid) will say that in the mountains past the
southern desert, there's a deep crevasse -- The Abyss. To find it, go east
past the Secret Garden, to the region with tall red-brown cliffs. There'll be
a mountain pass stuffed up with debris that Lombardia has to clear, and at
the end of that path is the dungeon in question. [Try to have a high Migrant
Level before coming in, to avoid a lot of battles.] [X/Y: 25231,10234]
The Dragon Idol is ten floors down in the hands of a boss. To clear each
level, all ENC crystals (these refill percentages of the gauge instead of a
fixed +1) must be collected, and that opens the teleporter down a floor.
Remember: if you're low on ENC gauge, you can fall off the platforms' edge to
imminent battle. On the 10th floor...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Ephrem Zein | HP: 12000 | EXP: 17000 | GELLA: 20000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Dragon Idol [100%] |
|�������������������������������������������������������������������|
| - Luminous Impact [all: light-elem damage] |
| - Prepare Intercepts [self: will counterattack if targeted] |
| - Intercepts cancelled. [self: won't counterattack if targeted] |
|___________________________________________________________________|
�������������������������������������������������������������������
Ephrem Zein uses "Prepare Intercepts" first thing each turn, in which it
readies itself to counter any attack with Luminous Impact. Toward the end of
the turn its cancel its interception stance, so any attack following that
is free and clear. This leaves to options to attack without retaliation: (1)
before it can prepare intercepts, such as with Jet's Accelerator ability (2)
after it cancels its stance. Slower characters like Clive can probably get
in their attacks naturally, while others probably need to have Replay cast
on them for extra oomph. (3) if everyone has Light Ward on, such as by
farming gears in Shimmering Emblem, just attack normally. This battle's not
hard inherently, but it does take a bit of time if y'want to avoid Luminous
Impact. [The boss has automatic Reflect, too.] As someone who cultivated most
things in the Secret Garden, all it took was Mystic-ing a Full Carrot every
now and then and having Jet & Clive go to town. [Make sure to Lucky/Gella
Card here!]
Afterwards, make sure to leave the Abyss!
FIGHTING THE GUARDIAN LORDS
���������������������������
Just as Mad Max had a Thunderdome, so do our four adventurers have their own
guardian-bashin' arena: Fallen Sanctuary. Up the stairs, those pads for the
Radical Sneakers lead to each of the reliefs where one can fight the lords.
Use Gallows to read which monolith belongs to which guardian, then offer up
the appropriate idol (manually from inventory) to fight it.
Any particular order to doing this? Not really.
WOLF IDOL ----> Luceid
LION IDOL ----> Justine
DRAGON IDOL --> Zephyr
GODDESS IDOL -> Raftina
Defeating a guardian lord powers lets one power up 2 of the 8 normal mediums
(each time). Since all will be powered-up by the end, picking which ones to
do first doesn't matter that much.
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Luceid | HP: 18000 | EXP: 8400 | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Large Moon [single: phys damage] |
| - Dark Luceid [single: non-elem damage] |
| - Dark Destruction [all: dark-elem damage] |
| - Lifedrain [single: damage inflicted cures Luceid by same amt.] |
|___________________________________________________________________|
�������������������������������������������������������������������
Luceid makes a good first target since it's the least annoying battle of the
four, i.e. easiest. Extension + Valiant/Protect takes care of the defensive
angle, while Virginia can keep everyone's spirits high by Mysticking some
carrots (Full preferred). Luceid's attacks are pretty bland, especially if
y'have Dark Ward on a few people -- Dark Luceid in particular does 0 damage!
Use Fragile and go to town, basically, but don't waste any Gella Cards (for
obvious reasons).
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Raftina | HP: 16000 | EXP: 8400 | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Sacred Blood [self: heals 4001 HP] |
| - Silver Fleuret [single: phys damage] |
| - Weaken [all: random weakness assigned to each target] |
| - Copy Ability [all: allows use of targets' arcana (?)] |
|___________________________________________________________________|
�������������������������������������������������������������������
The second-easiest boss is Raftina, mostly because her attacks aren't that
damaging -- she 's just capable of healing herself a decent amount. Her Copy
Ability tech lets her use the targets' arcana, which is her main method of
attack. Erect Extension + Valiant/Protect for good measure, since all her
arcana attacks are automatically slated to hit everyone. Luckily, she only
heals about every 5-6 turns, leaving plenty of time to mystic Full Carrots
and bombard her with Gatlings. This is one instance where having everyone
damaged helps, as it improves Valiant's bonus damage a significant degree.
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Zephyr | HP: 19000 | EXP: 8426 | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Downburst [single: phys damage] |
| - Exploder [single: makes target a bomb] |
| - Phantasmic Heart [all: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
This battle's pretty normal except for one thing: Exploder. When it works,
it makes the target a living bomb. When that person automatically dies a few
turns later, half of the current HP is transferred to everyone in damage! So
if Gallows has 3300 HP and dies at max HP, everyone's hit for 1650 -- that
hurts in a big way. Luckily, by using Extension + Reflect it can be totally
rebuffed and everyone can attack like normal. [Also, since Exploder is a
status, anyone defending with Status Ward should be able to brush it off as
well.] In case someone turns into a suicide bomber, keep Virginia's FP high
enough (50+?) so she can heal everyone and still have functionality the next
turn as well.
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Justine | HP: 18000 | EXP: 8426 | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Hyper [self: doubles ATT] |
| - Justine Attack [all: %Fallen] |
| - Heavy Brave [single: phys damage] |
| - Magnarize [single: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Perhaps the most dangerous of the four guardians, Justine's titular attack
can instantly kill targets, and even if it doesn't, Hyper-boosted damage
ain't no fun (someone will have to Eraser him every so often to avoid extra
suffering). Unfortunately, the attack is not used like clockwork, so it can
show up every 4-6 turns or back-to-back...on the flipside, it CAN miss.
With all guardians defeated, y'may want to consider changing mediums around.
Yeah, I know, you have gears and are accustomed to 'x' character using 'y'
arcana. Still, shuffling a few things in order to highlight Extension is a
good idea. So, although optional, here's my setup:
OLD NEW
Virginia -> Aqua Wisp, Lucky Hand Aqua Wisp, Lucky Hand, Lust Jaw
Clive ----> Gale Claw, Moon Spark Gale Claw, Moon Spark, Flash Hit
Jet ------> Fiery Rage, Cosmic Cog Fiery Rage, Cosmic Cog, Love Charm
Gallows --> Terra Roar, Flash Hit Terra Roar, Brave Seal, Hope Shard
Hope Shard can be swapped for Love Charm in certain cases, such as fighting
Creeping Chaoses, where status protection makes a lot of sense. But that's
not that important for now...
OPTIONAL: Ballack Rise [X/Y: 11901,14250]
���������������������������������������������
This hideaway town is on a cliff north of Baskar Colony, inaccessible by any
normal means except air. It's quite easy to find, although y'may have to talk
to Marty (Ark of Destiny) to get a hint about it. Either way, time to loot
these folks!
� Migrant Seal ---- bar barrel (2F)
� Mini Carrot ----- breakable crate, bar roof
� Duplicator ------ eastern, lower porch by broken stairs
� Grab Bag -------- chest by telescope
� Mini Carrot ----- chest by Armsmith's
OPTIONAL: Teleport Orb/Tracker/Weather Vanes
��������������������������������������������
Millennium Puzzle #14 -- [X:21380, Y:5749] -- gives up this fantastic item,
which allows one to teleport to any town visited so far. The bonus is that
all vehicles will teleport to the nearest applicable location as well, and
if you plan on finishing the Teleport Tower sidequest, this is a required
item! [See Millennium Puzzle section on solving this.]
Millennium Puzzle #10 -- [X:16030, Y:18899] -- is on a cliff near Laxisland,
and when the marginally difficult puzzle's beaten, the Tracker is obtained.
This works similar to the system in Serpent's Coils, letting one see where
they are, where they've been, and any places yet unexplored.
Millennium Puzzle #07 and #11 both have a Weather Vane gear, which teaches
Eagle Eye to a character. This prevents "ambush" scenarios where one ally's
separated from the group and the entire enemy force gets to beat on him/her.
With these two, plus the one at World's Footprint and Cosmic Cog's inborn
skill, everyone can prevent this status. Is this important? If you want to
go through The Abyss later on, then definitely. THERE IS A FINITE AMOUNT OF
THESE so don't go around selling them for chump change -- you'll regret it!
OPTIONAL: Migrant Levels
������������������������
There's a few just laying around, so why not pick them up? [Item Scope from
Gunner's Heaven is required for this.]
( 6516,11243) - See: Sunset Peak section below
( 7571, 7927) - Little Twister area
( 7606,13780) - Cliff NW of Infinitum
(15939,18178) - Laxisland double beach area
(22927, 9283) - Eastern Fortune Gear area
Millennium Puzzle #18, on the tiny island southeast of Yggdrasil's landmass,
also has a migrant seal, although it has to be won, of course.
OPTIONAL: Sunset Peak [X/Y: 7320,11339]
�������������������������������������������
NOTE: This requires the Teleport Orb
Y'may have heard about people disappearing from the Southfarm train near
Boot Hill. This is due to them carrying a Teleport Orb as they go through the
tunnel! So, book a train to East Highlands (1600g) and instead of the proper
destination, everyone ends up at Sunset Peak, the abandoned/unfinished rail
station. [Bump into the lamp post to obtain an EX File Key!]
The main reason to come out here is obtaining some items in the otherwise
untraversable, unobtainable land. There's a Migrant Seal a little southwest
of the station, by the coast.
OPTIONAL: Teleport Tower Quest
������������������������������
Note that this is covered in-depth elsewhere, but a note about this: this is
a glitched sidequest so y'may end up accidentally skipping it if it's put off
too long! Basically, talk to Ventura in Laxisland and he should talk about
"forces of chaos" invading the land. What y'need to do at this point is find
at least one Telepath Tower, which are found in vacant zones of the world.
Two examples: across the gorge near Sunset Peak and near the Jolly Roger's
cliff, behind the rock that Lombardia can blow up.
If the quest is started now, then it can definitely be finished! I'll say
the cutoff point later on, too.
_______________________________________________________________________________
�������������������������������������������������������������������������������
40) Dim Root Path [X/Y: 8301,22772] [WK40]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 10 (274/320) | � Lycanthrope � Evil Dead � Aza |
|______________|____________________________________________________________|
With all mediums upgraded to gold, the miasma seal at the dungeon can now be
overcome with the power of the love, hope, bravery, and booze guardians. No,
wait, that's not right... Either way, entry's now available so mosey on in,
pardner.
END-|�| |����|�������������������|
E S | | | 01 | Tool: Changecrest |
\ | / |� �| | 02 | Lucky Card [3] |
\|/ | | | 03 | Potion Berry |
+ |_ _| | 04 | 20000 Gella |
/|\ |___ | | 05 | Gimel Coin [3] |
/ | \ | | | 06 | Gella Card [2] |
N W | ���| | 07 | Violator |
___ _____ �| |� | 08 | Adventure 7 |
| \_| |_| | | 09 | Revive Fruit |
| |\__ _ | | 10 | Migrant Seal |
_| |_ |_____|_| | |____|___________________|
|___ 7| |8 9|
| ___| | 10| In the 2nd screen, go into the anteroom to get
___|_ _|_ ��� Virginia's final tool, the Changecrest. This has 2
|456 _____ ) primary purposes: (1) changing VIT crystals into blocks, or
|___| / / vice versa, to trip switches (2) targeting certain ENC crystals
( ( to instantly teleport through/across obstacles. Use the first
_____| | method to get Items #2-3, and back in the hallway, the second
|123 _ | method will warp everyone to the southeast ledge. Further in,
|___| | | the first method is used to trigger a switch.
| |
|_| A ways down the hall, there's a similar ledge setup -- this
START time, use Clive to stack the blocks and walk/Glidecrest across
the bridge to the room with Items #4-6. Back in the hall, the
path behind the orange blocks leads to an abyss room. Changecrest the three
blocks, then Galecrest over to avoid a nasty plummet-to-your-death scenario.
Item #7's nearby, too, the incredible Violator!
Violator's Finest Arts ability says "Increases the power of a combination
attack" but what this really means is that it can make Gatling into the
ultimate killing machine. Basically, the 5th hit in a barehanded Gatling'll
do enormous damage, often (LV*1000). So who should get the Violator? Clive's
a good candidate, given his enormous ATT and relatively low bullet count.
NOTE: A monster in The Abyss can drop Violators if y'need more, but it's a
rare occurance so choose wisely now.
Past the Violator chest is a hallway where Clive has to put two blocks on
two switches -- yawn. The ensuing chamber has 8 switches and 8 blocks, which,
again, takes no skill to complete. The T-crossing's northwest antechamber has
Items #8-10; to get across the next ledge, stack the 4 blocks so Virginia's
able to Glidecrest over. There, the Changecrest'll get everyone through the
lattice barricade.
After a scene, the next room shows to be a semi-repeat of a previous. C'crest
the 3 orange blocks and the nearby crystal, then Steady Doll the heavy blocks
off the Glidecrest path. Once across, move the remaining orange block above
the crystal and let a falling boomerang trigger it. Whew! The adjacent room's
got 4 crystals and a plaque talking about a jewel thief "using wits instead
of relying on speed." This means, to open the door, change all VIT crystals
into blocks, align them in an easy pattern, and Changecrest them again. If
the pointman doesn't collect them quickly enough, new ones respawn and the
whole thing has to be redone.
Finally, inspect the far corridor door (or a corridoor as I call it...haha?)
to end the dungeon. No boss? Weaksauce. The next dungeon starts automatically
after.
_______________________________________________________________________________
�������������������������������������������������������������������������������
41) Cradle of the Metal God [X/Y: 8296,22777] [1-Time-Only Dungeon] [WK41]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| -- (274/320) | � Fleurety � Sekmet � Haborin |
|______________|____________________________________________________________|
NOTE: This dungeon's straightforward so no map needed.
After meeting up with the Schroedingers, inspect the weird orb nearby to
be healed up properly. Southeast a bit, there'll be a corridor filled with
searchlights, and avoiding them's a good idea. To disable, shoot them with
the Grapple Hook (while standing underneath of course). Stand on the switch
and Steady Doll the exit open after the coast's clear. Save before entering
the next chamber...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Ose | HP: 16800 | EXP: 4500 | GELLA: 7500 |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: Blue Bracer [100%] |
|�������������������������������������������������������������������|
| - Evil Gaze [single: %Paralysis] |
| - Diabolic Claw [single: phys damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
When Ose is in its formless, amoebalike state, it's immune to physical
damage. Using Refrigerate/Ice Gem will harden it a bit and force it into
its panther form temporarily, during which everyone can beat up on it Ose
their preferred fashion -- Extension + Hyper/Valiant, Fragile, etc. Even
Virginia, who hadn't had her ARMs' ATT upgraded ever, was doing 700+, if
that's an indication of how lame this boss is. Evil Gaze can inflict some
paralysis, but that threat should've been eradicated as early as Ka Dingel,
so...yeah.
Past there, hit the elevator console's switch and head to 2F. Here, there'll
be more searchlights to destroy, and one room even has lasers (use Radical
Sneakers to jump over and/or cling onto mesh overhang). After an Asgard
scene, continue to another room with mesh overhangs and moving platforms.
Use the Rad Sneaks (their pimpin' name) to get on the 2nd mesh net, which one
can flip up to hit the door switch. Getting to the door isn't that hard, but
the platforms do move with faster frequency so time the jumps/falls to avoid
plunging into the pit.
The sideroom here is where Malik was in a previous scene, and one of the
computers refills everyone's HP, VIT, and ENC gauges -- schwing! Save before
continuing into the hallway's next room.
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Malik | HP: 8600 | EXP: 4700 | GELLA: 5000 |
| BOSS: Melody | HP: 8200 | EXP: 4700 | GELLA: 5000 |
|___________________________|___________|____________|______________|
| STEAL: nothing [x2] | DROPS: nothing [x2] |
|�������������������������������������������������������������������|
| [Ma] Disorder [single: %Confusion] |
| [Ma] Tri-Injury [single: %Misery/Disease/Amnesia] |
| [Both] Eliminate Scanner [single: non-elem damage] |
| [Me] Venom Strike [single: %Poison; damage counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
On the whole, this battle's not much different than previous encounters with
the duo, except Melody inflicts more damage. If plenty of people are still
susceptible to Confusion, use Status Lock or Status Guard to buy time. Using
Extension + Valiant/Hyper is the easiest path, although Finest Arts is still
there as a fallback plan. [Malik must be Decelerated or physical attacks
miss...but y'already know that, I'm sure.] Lucky/Gella Card like usual, too.
Southeast of there, another room with searchlights. Destroy the lower ones
like normal and use Steady Doll on the guarded upper lever to escape. The
elevator leads to 3F, and after a scene, locate the nearby lasergrid traps
that are evaded like normal -- the twist is a high switch that can only be
triggered by ricocheting a boomerang from atop the last mesh net. Save in the
next hallway, before proceeding onto the outer terrace...
___________________________________________________________________
|��������������������������|������������|������������|��������������|
| BOSS: Wyvern | HP: 100000 | EXP: 5000 | GELLA: 10000 |
|__________________________|____________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Mighty Might [self: doubles ATT] |
| - Missile Might [single: phys damage] |
| - Draconic Attack [single: phys damage] |
| - Cerebral Matter [self: increases RFX/EVA] |
| - Epidermal Shell [self: erects ATT/MAG-reducing barrier] |
|___________________________________________________________________|
�������������������������������������������������������������������
Yes, that is the correct HP value -- 100K! Luckily this battle's fought by
Lombardia during the getaway. Sort of like the Sandcraft battles, Lombardia
gets 4 actions per turn, performed in order of RFX. She's got the same
abilities as back in Dragon's Den, plus a few other commands: Draconic Gun
Blaster and Self-regeneration. Basically, have the quickest people cast
some buffs the first turn, and the 2nd turn, use Mighty Might while having
the slowest person cast Draconic Gun Blaster, Lombardia's ultimate attack.
Without the damage limiter, it should do 100,000+ damage and finish this
sucker in style.
That effectively ends the Cradle portion of the game. The Deus Ex Machina
fortress is now airborne and cloaked, and more Wyverns are dispersed so there
are now air battles available (although they'll quit being available when the
next dungeon's defeated). Wyverns give the same EXP/Gella amounts in random
battles too, so it helps to milk the situation for what it's worth if y'need
to upgrade ARMs or buy stuff from the Black Market.
LOCATING NEXT DUNGEON
���������������������
The wizard stealth mode of Deus Ex Machina makes it invisible, but there's
still a method to finding it. Since it's giving off inordinate amounts of
heat, it'll shimmer in the air -- once found, Lombardia's missiles will
disable its function and let one infiltrate the base.
NOTE: Before starting the next dungeon, begin the Telepath Tower sidequest!
If you don't, it'll glitch somehow and prevent one from finishing, and
that's no fun at all. [All you need to start it is making a tower show
up on the world map; after that, it's always active and can be done at
a later time if y'choose.]
OPTIONAL: Changecrest Treasures
�������������������������������
With the final tool obtained, there's a ton of stuff to do around the world
treasure-wise. Most involve backtracking to previous dungeons, although some
of the town(ish) places have animals that can be turned into items (use the
Radar to see suspicious things). Here's the list! [NOTE: If you're going to
the Greenlodge item, get the Teleport Orb first so it's not such a chore to
get back from.]
___________________ ________________________________________________________
| LOCATION | TREASURES OBTAINED |
|�������������������|��������������������������������������������������������|
| Baskar Colony | Full Carrot |
| Fallen Sanctuary | Migrant Seal, Ambrosia, Mini Carrot |
| Jolly Roger | Tiny Flower |
| The Secret Garden | Ambrosia |
| Claiborne | Potion Berry |
| Little Twister | Growth Egg |
| Ark of Destiny | LVL Apple, Tiny Flower, Holy Root, Big Grab Bag, |
| | Growth Egg; Missanga (use on blue memory figure) |
| Boot Hill | Big Grab Bag |
| Greenlodge | Magic Candle |
| World's Footprint | Big Grab Bag, Migrant Seal |
| Laxisland | Holy Root |
| Ballack Rise | LVL Apple |
|___________________|________________________________________________________|
Total treasure chests obtained in this segment:
� [3] Fallen Sanctuary
� [2] World's Footprint
� [5] Ark of Destiny
Also, by now it's possible to have a Migrant Level (MLV) of 19, meaning 18 of
the 19 total have been found.
_______________________________________________________________________________
�������������������������������������������������������������������������������
42) Deus Ex Machina [X/Y: Varies] [1-Time-Only Dungeon] [WK42]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| -- (274/320) | � Bandersnatch � Jabberwock � Quox |
|______________|____________________________________________________________|
NOTE: Once entered, it's possible to exit again. The dungeon will probably
change locations but its stealth function never recovers.
This place is pretty straightforward,
Up the stairs, there's a moving lasergrid similar to seen before -- these'll
be destroyed with bombs. Beyond the orange Changecrest blocks, there's a room
with moving pistons that are supposed to form a bridge...but they're moving
in a scattershot way. See the red emblem? Freezer Doll that to temporarily
render the pistons inert, then cross across and flip the upper door switch to
continue.
Destroy a couple lasergrids and continue until a Schroedinger scene. After,
the adjacent room contains Deus Ex Machina's main control panel, and one over
is DEM's sub-panel. Inspect both and Maya will have everyone return to the
main panel, where the team splits again. [Todd can heal everyone up here,
if asked.] At the sub-panel, there'll be a 10-second timer to input Maya's
shutter code. It's a 5-button input so it's pretty easy. Moving along...
___________
| _ _ | There'll be a lot of floor buttons to use and four movable
| |_|_| | blocks: 3 two-by-twos and one tiny one. These all must be used
| _|_|_| | to depress the floor buttons to exit. The solution's not that
| |_|_|X| | hard, of course. Where the "X" is on the diagram is the tiny
| |_|_|�|�| | block's location, while the bigger ones fill in the other spots.
| |�|�| | No order's required, although the middle of the big blocks has
| � � | to go in the SE corner, since it's up against the wall.
�����������
Further in, a conveyor belt has a bunch of switches and blocks. Naturally the
switches must be boomeranged, but obstacles can't be knocked into the abyss
so it becomes a battle of correct timing. Since everything speeds up as each
successive switch is triggered, hitting the farthest away may be easiest.
In the next hallway, save before going east.
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Fafnir | HP: 22000 | EXP: 9800 | GELLA: 6000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Duplicator [100%] |
|�������������������������������������������������������������������|
| - Mighty Swing [single: phys damage] |
| - Fafnir Horn [single: non-elem damage; wind-elem counterattk] |
| - Contaminated Crust [global: lose one-tenth max HP each turn] |
|___________________________________________________________________|
�������������������������������������������������������������������
This battle's not that out of the ordinary except for Contaminated Crust,
an unblockable global effect that makes all allies lose one-tenth of their
HP at the end of each turn. If you're not going to use Finest Arts to make
quick work of this failosaurus rex, Extension + Hyper/Valiant and Fragile
the dude. Using wind-elemental attacks encourages a Fafnir Horn counter, so
just feed it bullets instead.
Following, the next major room encountered has a mobile grappling hook pad,
which must be ridden to the center platform. There, a boomerang switch queues
a 2nd hook pad that leads to the exit. These criss-cross narrow platforms so
time each drop carefully if y'don't wanna restart. Save before entering the
nanomachine plant's heart next door...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Leehalt | HP: 9000 | EXP: 6100 | GELLA: 6400 |
| BOSS: Malik Clone | HP: 7000 | EXP: 6100 | GELLA: 6400 |
| BOSS: Melody Clone | HP: 6800 | EXP: 6100 | GELLA: 6400 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| [Ma] Disorder [single: %Confusion] |
| [Le] Watching your move. [self: idles] |
| [Le] Eliminate Scanner [single: non-elem damage] |
| [Ma] Tri-Injury [single: %Misery/Disease/Amnesia] |
| [all] Eliminate Scanner [single: non-elem damage] |
| [Me] Venom Strike [single: %Poison; damage counter] |
| [Le] Rule of Vengeance [single: reciprocates received damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
This battle's basically the same as the last tri-prophet skirmish, except
Malik starts out in normal form (no Deceleration required). Since he'll spam
Disorder with reckless abandon, it's time to put him six feet under for good!
Leehalt's defensive posturings means he should be last target, despite having
the most powerful Eliminate Scanner. Remember that Extension + Protect will
mitigate that damage. [Melody's barrier is aesthetics only -- in practice,
it doesn't exist.] Gella/Lucky Card if y'want to.
Following, inspect the nanomachine console for a scene, then continue on. The
path will break to trap everyone in while a movable wall pushes everyone into
a pit...or at least that's how it's supposed to happen. In actuality, Freezer
Doll the thing then blow it up with Clive's explosives. Upstairs, there'll be
another shutter requiring a button input to open, this one having 10 instead
of five. Save before entering, keeping Maya's clue in mind...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Siegfried | HP: 24000 | EXP: 10000 | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: Teardrop [100%] | DROPS: nothing |
|�������������������������������������������������������������������|
| - Teardrop [self: heals all HP to full] |
| - Proton Beam [single: non-elem damage] |
| - Negative Rainbow [all: non-elem damage] |
| - Dark Spear Nemesis [single: phys damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
This battle's really quite easy, despite Sieg resurrecting Negative Rainbow
from the grave. The catch is that, after about 10-15K damage, he'll use the
Teardrop to smooth over all damage...and that's a problem. Maya's impatient
suggestion of just stealing it is actually the correct course -- Pickpocket
Siegfried to take the gem, preventing him from curing any longer. [Is it
possible to win by using Finest Arts? Yes, but then you don't obtain the
Teardrop, so avoid that outcome.] Lucky Card before ending!
With everything seemingly under control, return to the entrance the hard way
(but not before seeing Maya's nerdy researcher outfit, haha).
___________________________________________________________________
|��������������������������|������������|������������|��������������|
| BOSS: Dragna Sieg | HP: 100000 | EXP: 10000 | GELLA: 15000 |
|__________________________|____________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Dragna Horn [single: phys damage] |
| - Proton Beam [single: non-elem damage] |
| - Sieg Impulse [single: non-elem damage] |
| - Dark Spear Nemesis [single: phys damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
This fight isn't that different from trashing a Wyvern, except it's got a
bunch of different attacks. Like usual, have the quickest person use Mighty
Might and the slowest person use Draconic Gun Blaster; in-between, buff out
Lombardia with the other two abilities. Since Sieg can't buff his stats, he
is susceptible to a OHKO! That's ending the battle (and chapter) with style.
43) Baskar Colony [WK43][CHP4]
����������������������������������
After a celebration (and Virginia maybe getting tipsy! Ruh-roh) it's time to
look for Shane -- he's by a building. The next day, it turns out one has to
visit the Sacrificial Altar north of Baskar. It's literally right over the
cliff from the colony, near the blocked-up strait that Ballack Rise overlooks.
[Or, if you haven't found Ballack Rise, the dark-colored cliff overlooks.]
_______________________________________________________________________________
�������������������������������������������������������������������������������
44) Sacrificial Altar [X/Y: 12922,12678] [WK44]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 07 (281/320) | � Gargoyle � Eel Volk � Scorpius |
|______________|____________________________________________________________|
______
/ \ |����|����������������|
( (�|� �|�����| | 01 | Gella Card [3] |
|� �| 6 7 8| | 02 | Gimel Coin |
| |_ _|_____| | 03 | Revive Fruit |
|_ _| | | 04 | Growth Egg |
| | | |-Boss | 05 | Mini Carrot |
| | |_ _|_ | 06 | Talisman |
| |_| |_|_| |_ | 07 | Potion Berry |
_| |_ ___ _| | 08 | Lucky Card |
| | |^| | | _ |____|________________|
|Boss |___|_| |___| |_
|_____| |_ ___ _| Before even starting, get Items #1-2 on the outdoor
_|_|_ _| |_ walkways of the structure, plus Item #3 in a feeble
|4 | _ | crate at ground level. Via the lower entrance, the
| |_| | 2nd chamber has some movable cubes that call for the
|5 |_ _| Steady Doll -- use them to make a Glidecrest path
�����| | north. Items #4-5 are in a duplicator room adjacent
|�| |�| to there, too.
| |
�| |� Beyond, a plaque talks about extinguishing flames &
START-| | letting the phoenix' flame guide the player. What
that gobbledegook means is, snuff all flames with
the Freezer Doll, and wait a little bit for some flames to reignite -- the
path they're by is the right one to take. Keep repeating this until a stairway
is found, and save here before entering the next room...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Hydra | HP: 22000 | EXP: 10000 | GELLA: 12000 |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: Mega Berry [100%] |
|�������������������������������������������������������������������|
| - Vitalizer [self: restores HP] |
| - Maelstrom [all: water-elem damage] |
| - Hydra Combination [single: phys damage + %Poison] |
|___________________________________________________________________|
�������������������������������������������������������������������
Hydra's weakness is ice, but if you recall Halle's advice, the boss will
restore its health (the WA3 equivalent of regrowing heads) to avoid death.
Fire-elemental damage is the key, and each dose will reduce the amount of
health Vitalizer restores. For instance, it normally heals 11000 HP, then
each fire attack halves that -- do this until the amount is minuscule. The
boss mostly just spams Maelstrom, so if any teammates have Water Ward, the
battle ends up being a lot easier than normal (damage is usually 300-500/per
around Lv50). Extension coupled with Valiant or Hyper, plus Protect and
Permanence, should serve one well in the battle. [And if needed, use Finest
Arts to kill the boss before it can heal itself.] Note that the boss seems
to get an MGR boost as its health wanes, resulting in Maelstrom's damage
increasing almost twofold. [Gella/Lucky Card of course.]
Afterwards, head north to a similar-shaped room and bomb the cracked eastern
wall to find the remaining chests, Items #6-8. Downstairs, clean the muddied
plaque with the Freezer Doll and learn the hint that said tool is used to
make the invisible path over the abyss temporarily visible. Yeah, it's going
Indiana Jones and the Last Crusade up in here. Save in the stairway before
facing...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Salamandra | HP: 32000 | EXP: 12000 | GELLA: 14000 |
|___________________________|___________|____________|______________|
| STEAL: Potion Berry | DROPS: Fire Ring [100%] |
|�������������������������������������������������������������������|
| - Volcannon Trap [all: fire-elem damage] |
| - Salamandra Burn [single: fire-elem damage; ice-elem counter] |
| - Flaming Zone [global: raise fire-elem damage for three turns] |
|___________________________________________________________________|
�������������������������������������������������������������������
Palette-swapping time already? Huzzah. Salamandra can't heal like the Hydra
but he'll do his best to burn everyone to a crisp with all the fire-based
attacks. Extension + Protect/Hyper/Permanence is a good idea to start off
with, plus Fragile, while Virginia Mystics a Full Carrot so she's always
ready to heal when necessary. The boss is weak to ice but counters attacks
of that type with Salamandra Burn -- since the attack does 2000+, feel free
to NOT encourage its use. [It can still be used as a normal non-counter too.]
Also, since Salamandra Burn's so damaging, having Virginia with the Green
Thumb skill (from Dried Flower gear) is a great help, using Potion Berries
to heal 2000 HP/per. Finest Arts is always there to get this battle over
quickly, remember. [Use Gella/Lucky Cards when possible.]
After some scenes, there'll be a rumbling on the world map, coming from the
peninsula SE of Baskar Colony. Basically, instead of crossing the landbridge
into Jolly Roger's area, go southeast to the deserted peninsula (has a few
isles by it) and search.
_______________________________________________________________________________
�������������������������������������������������������������������������������
45) Demondor Pillar [X/Y: 18394,6457] [WK45]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 02 (283/320) | � Gargoyle � Buckbaird � Hide Bomb |
|______________|____________________________________________________________|
The 2nd room is blocked by stone talons, but one is cracked and bombable, so
no problems there. The next room has dangerous acid in a center pool, and the
only way to cross is by tossing a Changecrest (blindly, I might add) to the
other side, hitting the ENC gem and forcing a warp. Toss from the stairs west
of the entrance, of course.
Upstairs, there's a similar Changecrest warp puzzle, but this time the gems
float in midair while platforms pass underneath. Precise timing will let
Virginia land safely; sloppy timing leaves her a smear at the pit's bottom.
On 3F, destroy the stonelike talons by degradation of matter: freezing with
Freezer Doll, dethawing with Tindercrest, explodin' with Bombs. Save before
going into the 4F room...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Gespenst | HP: 18000 | EXP: 12659 | GELLA: 4659 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Dark Ring [100%] |
|�������������������������������������������������������������������|
| - Corpse Claw [single: phys damage] |
| - Phantom Hazard [all: dark-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Gespenst halves all elements except darkness and light, his resistance and
weakness, respectively. Since the boss automatically smoothes over physical
damage when attacked, there's a few ways to defeat this dude: (1) Requiem
arcana automatically kills him, since he's undead (2) arcana damage remains,
so light-elem stuff is the way to go (3) Finest Arts can kill him before he
heals totally. Requiem's the easiest way, though. Remember to use a Lucky
Card! [How do you know Gespenst is undead? Well, that does mean "ghost" in
German...]
Following, the next staircase has a locked door. The switch'd cleverly hidden
underneath the middle part of the walkway, so change the camera POV to locate
the sucker. The low path leads upstairs to a room where snake statues circle
the meandering walkway. Two chests -- the [Power Boost] and [Gimel Coin] --
are in a sunken corner here. To reach, Galecrest off the closest edge, snatch
the loot, and radsneak back up.
The next room's highpath intersects a room previously seen, and a repeat of
the last situation plays: Galecrest off the edge to (barely) land by a pad,
then radsneak up to the next ledge. Save on the stairwell and have a showdown
with a certain metalbrain in the next chamber...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Asgard | HP: 25000 | EXP: 14000 | GELLA: 16000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Ambrosia [100%] |
|�������������������������������������������������������������������|
| - Wide Barrier [all: %Fallen] |
| - Barrier Storm [all: non-elem damage] |
| - Barrier Knuckle [single: phys damage] |
| - Barrier Flood [all: halves current HP] |
|___________________________________________________________________|
�������������������������������������������������������������������
Not that different from previous battles, most of Asgard's attacks have
been cast aside for the real meat of Asgard's arsenal. Wide Barrier's death-
-inflicting attack should be less nail-biting, since at least three people
should have Fallen Ward and others can still use Amulets (Status Guard) to
block it. [It's only used once the entire battle, apparently.] Extension +
Hyper/Valiant/Protect, then Permanence it. Having a well-healed team baits
Barrier Flood's usage, and after that, he'll usually try to Barrier Storm
everyone. Try to get a Gella/Lucky Card turn in there, too.
After, the existence of another Demondor Pillar is uncovered, far northeast
of the first -- by Humphrey's Peak! Once in town, Ricardo says a huge light
pillar appeared in the southeast. Check out Clive's house first and he'll
temporarily leave the party (his mediums stay with him).
The next dungeon is actually located on one of the untraversable cliffs right
by the Abyss, and if you look around, the only way in is a long, narrow,
meandering cliff, south of Dune Canyon (!). Ride a horse all the way through
and search around the scruffy ground to find...
_______________________________________________________________________________
�������������������������������������������������������������������������������
46) Demondor Pillar-Rear [X/Y: 24625,10510] [WK46]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 08 (291/320) | � Radiant Black � Radiant Silver � Radiant Bronze |
|______________|____________________________________________________________|
In the second room, the path bifurcates -- but without Clive, only the top
route can be accessed (by Changecrest). East, the room has a bunch of tiered
worm monsters poking out of the ground. Two are side-by-side next to the east
ledge, and throwing the boomerang chops 'em down to size. The goal is to use
'em as a step up via the Radical Sneakers. Downstairs, there'll be a fight
when walking over the strange-looking platform... [Save in the stairway if
y'want.]
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Nebiros | HP: 20000 | EXP: 25000 | GELLA: 18000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Full Carrot [100%] |
|�������������������������������������������������������������������|
| - Maelstrom [all: water-elem damage] |
| - Storm Blade [all: wind-elem damage] |
| - Crack Tremor [all: earth-elem damage] |
| - Volcannon Trap [all: fire-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
The boss commands some basic party-hitting elemental skills, but lets the
player pick "how they want to die," i.e. what attack they'll be hit with.
Naturally it's best to play off current resistances, or use Extension +
Protect/Permanence to avoid indecision. The boss' MGR is pretty poor and
attacks only do about 500 to each on a clean strike, so one less ally isn't
the end of the world...
Afterwards, Clive will enter the dungeon and have to take the lower of the
two routes (bomb it open, whydontcha?). NOTE: Given how slow Clive is, solo
battling can be a pain! Give him a Weather Vane (Eagle Eye) to avoid any
ambush situations.
Continue along to a room with some colored buttons. Blow up the weird machine
to deactivate the others' barrier, now letting them move around. The team'll
have to go through the dungeon separately until rendezvousing. I'll call the
teams 'Clive' and 'Other' for a bit. [To switch between parties, select their
tools from the menu.]
CLIVE: Step on orange button
OTHER: Get [Revive Fruit] and [Lucky Card], step on blue button
CLIVE: Get [25000 Gella] and [Potion Berry]
OTHER: Step on east stairway's orange button
CLIVE: Step on west stairway's blue button
OTHER: Move to next stairway
CLIVE: Step on orange button
OTHER: Get [Gella Card] and [Adventure 8]; freeze worm, boomerang the switch
CLIVE: Step on blue button
OTHER: Rendezvous chamber -- step on red switch
CLIVE: Go to rendezvous chamber
Everyone'll have met up now and can travel as a single party! Put the blocks
on all three switches to open a false wall to [Gimel Coin] & [Prism Crown].
The Prism Crown can nullify all elemental attacks, meaning whomever has it
equipped can discard space-wasting single-elemental wards. [No, it can't be
bought from the Black Market...]
Downstairs, another pathway puzzle with snake statues. The red worm things
here are immune to freeze, but a handy dose of Clive's bombs cuts 'em down
to size, at least temporarily. Make way to the semitransparent worm thing in
the room's center, then freeze-n'-bomb it to open the door. The next chamber
has a speechy scene from Clive, and the room past there has another. Dungeon
finished!
FINDING NEXT DUNGEON
��������������������
Virginia suggests going to Boot Hill. The [Last Letter] at Ekatrina's grave
says to visit Mimir's Well. But who gives a clue to its whereabouts? Silly
enough, highlighting the letter on the item screen and pressing triangle will
give its location: (440,19520). This is the area north of Gunner's Heaven,
_______________________________________________________________________________
�������������������������������������������������������������������������������
47) Mimir's Well [WK47]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| 09 (300/320) | � Land Lamprey � Jammer Imp � Gamygyn |
|______________|____________________________________________________________|
The [Dream Key] and [Old Terminal] are obtained here after numerous scenes,
and the password to the far computer console is also stated as "TOMORROW".
The chests and optional boss here are both covered in the dungeon's optional
section, which contains a Full Libra, the last Migrant Seal, and some other
stuff.
LOCATING THE FINAL DUNGEON
��������������������������
Gallows suggests going to Baskar Colony -- do so. In the "free resting" hut,
the plan's devised to use the Sacrificial Altar's cloister to reach the
Nightmare Castle. [This is accessed by taking the outdoor path around the
exterior, to the single room atop the temple.] Shane gives Gallows the cool
Exodus Orb, which, when used, lets one return to the start of a dungeon --
very handy for avoiding backtracking.
_______________________________________________________________________________
�������������������������������������������������������������������������������
48) Nightmare Castle [One-Time-Only Dungeon] [WK48]
_______________________________________________________________________________
�| CHESTS ������| ENEMIES ���������������������������������������������������|�
| | |
| -- (300/320) | � Kelaino � Devonova � Cyclops � Doppleganger |
|______________| � Sammael � Toy Soldier � Sun Flayer � Necromancer |
���������������������������������������������������������������������������
Exiting Nightmare Castle leads back to Filgaia's world map. This is a good
time to clear up any loose sidequests, as the Exodus Orb saves a lot of
footwork! Some sidequests MAY become impossible to do after finishing the
castle, so don't put 'em off (or at least, make a seperate save). Also,
Secret Garden harvests aren't possible after finishing this dungeon, so be
sure to do that first!
__________________________________________________________________________
��������������������������������������������������������������������������
Earth Water
\ /
|�| _|�|_
|� �| | |
| | | |
|_ _| |_ _|
_| |_ _____ _| |_
| | |Beat | | |
| | | rice| | |
|_ _| |_ _| |_ _|
_ _ | | | | | |
_| |_| |_ ( ( |Luck | ) ) _____ _____ Fire
Wind /\|�|/\ |_ _ _| \ \ | | / / __| |_| |_/
\_\ _ /___| |_| |__ ) )/�� ��\( (_/ _ _ _|
|_ (_) ____ _ _ \_|___/� �\>| |__/ |_____| |_____|
/ \ | | | | \__ _ � |
\/|_|\/ � � | | \_ _/�| |
) ) | | ( (
/ / |_| \ \ N
_( (_ START _) )_ |
| | | | |
| | | | |
|_ _| |_ _| W ------+------ E
_| |_ _| |_ |
| | | | |
| | | | |
|_ _| |_ _| S
|_| |_|
/ \
Light Moon
The grand staircase in the foyer leads straight north to Beatrice, although
she is guarded by a huge boss that uses all summons CONSECUTIVELY on the
party when fought. However, by defeating a "Disaster" around the castle, it
cuts off one summon from the boss' arsenal. Someone with one Prism Crown can
probably get through alright, but that's the boring way to fight the boss!
Here's how to open the doors in the foyer:
� NW -> Use Grappling Hook on high-up globe switch in SE corner
� W --> Press one of the wall buttons, then hit other with Steady Doll
� SW -> On NE balcony, pull out third-from-north statue
� SE -> Bomb the wall crack
� E --> Throw a crate at the eastern pyramid switch
� NE -> Use Tindercrest on NE unlit candelabra
There's no particular order to do these in, and the bosses themselves aren't
exactly difficult, but doing a bunch of mini-sections (some annoying) often
puts off players who just ignore this aspect. However, we're not gonna. :D
______________
��������������
NORTHWEST PATH
______________
��������������
|�����������������| The northwest path leads to a large chamber with ten
|___ EXIT! ___ | gigantic blocks, which impede the path to the northern
|10 |___ | 6 |___| exit. Although there's a lot of ways to do this, here's
|___| 8 |_|___| 5 | mine (NOTE: Puzzle can be reset by exiting/reentering.)
| _|___| 7 |_|___|
| | 9 | | _| 4 | | 1) Move "1" all the way west
| |___|���|_|___| | 2) Move "9" south
| | 2 | 3 | | 3) Move "2" south
| |���|�|___| N | 4) Move "4" east
| | 1 | | | 5) Move "7" east
| ��� |
�������|_|������� Further down the hall is another puzzle of this sort,
_________________ only with eleven blocks instead of ten.
| ___ ___ |
|___|10 |___| 8 | | 1) Move "1" all the way west
| 11|___| 9 |___| | 2) Move "2" all the way west
|___| _|___| 7 | | 3) Move "5" all the way east
| ___| 3 |_|___| | 4) Move "3" all the way south
| | 2 |___| 4 |___| 5) Move "4" south
| |___|_ |___| 6 |
| | 1 | | 5 |___| The next boss will have earth-elemental attacks, so
| |___| |___| | if anyone has Earth Ward, put some points into that (or
|_______ _______| use the Element Ward the Prism Crown provides.)
|_|
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Disaster [Element] | HP: 24000 | EXP: 10000 | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - [Summon] [all: elemental damage] |
| - Wings of Death [single: phys damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
All Disasters are basically the same thing, only they each use a summon that
corresponds to their element (Disaster Earth uses Planet Breaker, and so on)
and has a different weakness (Earth is weak to wind, blah blah blah). There
isn't anything particularly difficult about these bosses, so I'm only gonna
list this fight once. Use Extension + Protect, Finest Arts, Gatling, etc to
score a victory.
______________
��������������
WEST PATH
______________
��������������
Through the hallway, come to a 4-path maze and go west -- there should be a
rose-pattern stone in the middle of the room, and it'll act as an indicator
that the correct path is being taken. From the 1st "rose room" go:
N > E > S > W > W
This enters a circular room with 8 entrances. Go [N > NE > W > W] to find the
boss, Disaster Wind
______________
��������������
SOUTHWEST PATH
______________
��������������
At the end of the hallway is a room with four plaques, nebulously clueing the
player into how to destroy the southern dragon relief. The correct order is
Tindercrest, Freezer Doll, Boomerang, Changecrest. South of there is a room
with a rose picture on the floor and a 3x3 plot of blocks, where one must
recreate the picture (using Mighty Gloves). Do the corners first since they
have certain colors to 'em, then use the in-between blocks. If everything but
the middle is correct, it's really easy to remedy that. Disaster Light is
down the hall.
______________
��������������
SOUTHEAST PATH
______________
��������������
There's an invisible path that can be temporarily seen by hitting the weird
floating sculpture with Tindercrest, Boomerang, or Freezer Doll. It's rather
easy as long as y'constantly check and don't get fooled by the reflective
walls. [Freezer Doll works best here.] Past all these onionheads is Disaster
Moon.
______________
��������������
EAST PATH
______________
��������������
Three crankvalves control the path's shape. Turn the north counterclockwise
once, southern once clockwise, and middle twice counterclockwise. This makes
the path to the next room accessible. There, hit the switch to make pistons
come out of the wall at an astounding rate. Virginia has to time the action
(actually, preempt) and Glidecrest across. Basically, as soon as the nearest
retracts, start charging! Once across, use the Hookshot...err, Grappling
Hook on the moving pad and on the rust-colored platform, the Rad Sneakers
to pound it down to the lower path. Disaster Fire's in the final room.
______________
��������������
NORTHEAST PATH
______________
��������������
Step on the brown tile and a path will be created, but it's mobile so the
pointman has to keep moving (without falling off) or it's a long drop down.
The first room like this isn't that hard, but the 2nd one is uber-meandering
and not very fun to go through since more paths branch out of it and they're
decoys that lead to failure. Make sure to Changecrest off to the last stop
or it'll all be for naught! Disaster Water's in the ensuing chamber.
_____________
�������������
NORTH PATH
_____________
�������������
Open the door requiring the Dream Key, and Disaster Luck attacks once inside.
No rigamarole here, thankfully. [The boss' Unlucky Shot is hilarious to
watch...] However, as soon as the boss is killed, another shows up to take
its place...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Tiamat | HP: 36000 | EXP: 30000 | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Final Disaster [all: use all living Disasters' summons in a row ]
|___________________________________________________________________|
�������������������������������������������������������������������
Final Disaster can either be brutal or babylike, it all depends on the
player's diligence! Normally it would use all of the Disasters' summons in
a row; however, for each killed, its summon is removed. So, killing Disaster
Fire would take out Vapor Blast from the set. If all Disasters were murdered
then only Unlucky Shot('s animation) will be used, and not surprisingly, it
sucks. Definitely Lucky Card for this behemoth, and maybe Finest Arts him
into the ground if he's putting up a fight.
______________________________________
��������������������������������������
ONCE YOU'RE READY TO FIGHT BEATRICE...
______________________________________
��������������������������������������
North of Disaster Luck's room is Beatrice's chamber. The game's save prompt
IS THE LAST TIME YOU CAN SAVE IN THE GAME, so if you want to do it now, take
it 'cause the last boss is ridiculous. [And after saving, the boss doesn't
automatically start for reference.] Further in...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Beatrice | HP: 28000 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Feeble Mind [all: reduces MGR] |
| - Dark Matter [all: dark-elem damage] |
| - Nightmare [all: non-elem damage + %Sleep] |
|___________________________________________________________________|
�������������������������������������������������������������������
Beatrice isn't that hard, mostly because her damage output is horrible and
Finest Arts can one-shot her, but Nightmare at least shows she's thinking
outside of the box -- it IS one of the lesser-used abnormalities after all.
Extension + Hyper/Permanence is about the only strategy y'need.
Afterwards, the castle will start collapsing and there'll be a 0:10 timer to
escape in. Obviously hoofing it back to the entrance won't do anything, so
use the Exodus Orb to avoid death by disintegration.
_______________________________________________________________________________
�������������������������������������������������������������������������������
49) Ark of Destiny [WK49]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Once entered, the boss battle starts after some long scenes... The upcoming
boss is a 10-form menace so be prepared to go all out! [The following strats
are used by a Lv50ish party, which I think is a good average for this point.]
NOTE: Battles are consecutive, meaning HP/FP values, deaths, statuses and
bullet counts are retained. Basically it easily sets up Finest Arts!
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Beatrice | HP: 18000 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: nothing |
|�������������������������������������������������������������������|
| - Feeble Mind [all: reduces MGR] |
| - Dark Matter [all: dark-elem damage] |
| - Nightmare [all: non-elem damage + %Sleep] |
|___________________________________________________________________|
�������������������������������������������������������������������
Same fight as before, except she's got less health. Nightmare's still a bit
of an annoyance (and used more often), her damage output flatlines. Yawn.
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Nega Filgaia | HP: 8000 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: nothing |
|�������������������������������������������������������������������|
| - Dreaming [self: idles] |
| - Count Counter [???: attacks reciprocated at turn's end] |
| - Nega Filgaia splits in two! [self: creates another N. Filgaia] |
|___________________________________________________________________|
�������������������������������������������������������������������
This li'l baby isn't that tough, but uses Count Counter at the end of its
turn to reciprocate attacks (not damage like Rule of Vengeance). Basically,
if someone attacks it, they're attacked in kind; same goes for someone who
used arcana against it. At best it becomes an attack-all skill for 500-600
damage, at worst a single-target washout. When about half its life is gone
it splits in two, but killing it before then (such as with Finest Arts) will
prevent that outcome. It'll keep splitting in two unless it's killed, mind
you.
Since the boss is really a defensive critter, it will pay in the long run to
erect a bunch of positive statuses on everyone and hit 'em with Permanence.
Status Lock, Protect/Shield, Hyper and Valiant in particular are good ideas.
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Beatrice | HP: 18000 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: nothing |
|�������������������������������������������������������������������|
| - Tranquilizer [single: %Paralysis] |
| - Reset [global: battle restarts; used every 6 turns] |
|___________________________________________________________________|
�������������������������������������������������������������������
This should be a ridiculously easy battle, since the boss can inflict zero
damage and everyone was immune to paralysis forever ago (I hope). Every six
turns it resets battle, which is why y'should be glad any good statuses were
put on in the first one! Fragile, Extension + Hyper, and lay into each turn
-- or Finest Arts. [Yes, I'm going to say that a lot!]
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Nega Filgaia | HP: 5800 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: nothing |
|�������������������������������������������������������������������|
| - Slimy Touch [single: phys damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
The boss is immune to physical attacks and has high magic defense so it'll
shrug off any arcana. The solution? At the end of each turn there's a "core
is exposed" notification, meaning it can take physical damage. Like all its
forerunners, this means there's only one way to proceed: Replay someone and
have them attack at turn's end. The boss' status recovers so Accelerator is
not an option, unfortunately.
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Nega Filgaia [4] | HP: 5800 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: nothing |
|�������������������������������������������������������������������|
| - Rock Gazer [single: earth-elem damage] |
| - Sky Twister [single: wind-elem damage] |
| - Arctic Lance [single: ice-elem damage] |
| - Bright Blast [single: light-elem damage] |
| - Screaming Mad [single: dark-elem damage] |
| - Caloric Sphere [single: fire-elem damage] |
| - Hydro Launcher [single: water-elem damage] |
| - Current Spark [single: thunder-elem damage] |
| - Critical Heal [all: restores all enemies to full HP] |
|___________________________________________________________________|
�������������������������������������������������������������������
The streak of fun easy battles ends now. The bosses will heal themselves to
full if damaged physically, so arcana is the only way to proceed. Analyze
'em to see what their weakness is and snipe at it. Note that they'll change
their method of attack and weakness at that point, but it's nothing that
important. Whoever has the Weakness skill can inflict major damage here,
but there's also other ways to beat on these brats, such as by Extensioning
Exploder (yes, it works!) or using Copy Ability to learn their entire
repertoire, turning one person into an elemental jack-of-all-trades. Just
keep HP and Extension + Protect up. Gatlings and Finest Arts works too, but
it probably doesn't need to come to that.
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Nega Filgaia [2] | HP: 8000 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: nothing |
|�������������������������������������������������������������������|
| - Stampede [single: phys damage] |
| - Hyper [all: doubles foes' ATT power] |
| - Fragile [all: reduces allies' DEF power] |
| - Critical Heal [all: restores all foes' HP] |
|___________________________________________________________________|
�������������������������������������������������������������������
These two lizards work together to inflict lots of damage, with Filgaia A
using Hyper and Stampede while Filgaia B casts Fragile and uses Critical
Heal every other turn. The best plan's to inflict a bucket of damage
first round to Filgaia B, since it always casts Fragile first thing, then
picking up the slack on the 2nd round before it can heal up. Without its
mate, Filgaia A is pretty lame. Note that Eraser-ing Hyper makes the boss
recast, so at least there's little danger of incurring damage. [Valiant'd
Gatling or Finest Arts can be used if all else fails. Both bosses have
automatic reflect.]
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Nega Filgaia | HP: 24000 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: nothing |
|�������������������������������������������������������������������|
| - Crusher Joe [single: phys damage] |
| - Tear Outlet [all: non-elem damage] |
| - Arcana Disaster [all: 8-hit all-elemental damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
The boss is weak to all elements initially, but when hit with one, damage is
mitigated (first hit is normal, 2nd is halved, 3rd is resistant) Feeble Mind,
Analyze, and have Virginia/Gallows snipe at the boss with elements/gems,
while the others use physical attacks. Arcana Disaster is the boss' hardest
move, but with Extension + Reflect, it's all sent back at him, doing much of
the work for the player. [Only one person needs Reflect for Arcana Disaster
to be sent back at the boss, avoiding any ally damage at all! Ally spells
also pierce Reflect so don't be apprehensive about casting it.]
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Nega Filgaia | HP: 28000 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: nothing |
|�������������������������������������������������������������������|
| - Mighty Swing [single: phys damage] |
| - Reset [global: battle restarts; used every 8 turns] |
|___________________________________________________________________|
�������������������������������������������������������������������
Basically a combination of the 2nd and 6th Filgaia forms: it uses Reset to
avoid death and has the "property" where, although it starts out weak to
all elements, it quickly adapts to mitigate damage. With Gallows/Virginia
working on the arcana angle, Jet/Clive can do Valiant/Hyper-boosted Gatlings
or Finest Arts. Just work together! Haha... [A spellcaster with Weakness can
really prey on these gimmick bosses, mind you.]
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Nega Filgaia | HP: 12000 | EXP: ----- | GELLA: ----- |
| BOSS: Spirit Servant [2] | HP: 2000 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: nothing |
|�������������������������������������������������������������������|
| [SS] Dreaming [self: idles] |
| [NF] Ars Magna [all: dark-elem damage] |
| [SS] Hyperion Blaster [single: non-elem damage] |
| [SS] Sacrifice [takes damage if Ars Magna is targeted] |
| [NF] Blessing of the Planet's Life Force [global: revives SS x2] |
|___________________________________________________________________|
�������������������������������������������������������������������
Most annoying battle yet. Nega Filgaia can only be attacked when its spirit
servants are dead. What's the problem then? The "left" Servant is immune to
physical attacks and the "right" one to arcana, not to mention they take
damage for the boss and will be revived first opportunity (if both are dead
only; not if only one is). The servants themselves are crappy but because
of the boss' revival plan, a careful approach should be taken. For instance,
get the gist of the RFX and see if there's an opening to use Finest Arts --
if not, use Decelerate/Quicken and perhaps it will level things out a bit.
[If all else fails, a quicker person can do a Valiant-boosted Gatling.] Ars
Magna is the boss' only attack, and although Dark Wards help, Extensioning
Protect is a sufficient stopgap. [If a turn starts and there's no servants,
feel free to change the turn order in order to get off an opportune attack.]
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Nega Filgaia | HP: 13000 | EXP: ----- | GELLA: ----- |
| BOSS: Messenger [2] | HP: 2000 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: nothing |
|�������������������������������������������������������������������|
| [SS] Dreaming [self: idles] |
| [NF] Fatima's Miracle [all: light-elem damage] |
| [SS] Hyperion Blaster [single: non-elem damage] |
| [SS] Sacrifice [takes damage if Ars Magna is targeted] |
| [NF] Blessing of the Planet's Life Force [global: revives SS x2] |
|___________________________________________________________________|
�������������������������������������������������������������������
This is basically a repeat of the previous battle, except Nega Filgaia uses
a light-based attack (switch wards, erect Protect/Distortion accordingly)
and the cohorts are no longer immune to certain attacks...they just have a
lot better defense. Of course, Valiant ignores DEF and deals fixed bonus
damage so that'll help a lot here. [The boss also has auto-reflect.] So,
the gameplan is to kill the messengers with arcana, then blitzkreig the main
target in a way described in the previous battle (changing turn order will
work great). Note that Sacrifice doesn't activate for items or arcana that
target the boss, so having a Virginia/Gallows target Filgaia and Replaying
it is a good way to avoid the stupid messenger fiasco (if you're struggling).
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Nega Filgaia | HP: 30000 | EXP: ----- | GELLA: ----- |
| BOSS: Oricoflagamus | HP: 2800 | EXP: ----- | GELLA: ----- |
| BOSS: Matricaria | HP: 2800 | EXP: ----- | GELLA: ----- |
| BOSS: Krukmer | HP: 2800 | EXP: ----- | GELLA: ----- |
| BOSS: Vanda | HP: 2800 | EXP: ----- | GELLA: ----- |
|___________________________|___________|____________|______________|
| STEAL: Ex File Key [100%] | DROPS: nothing |
| STEAL: Mini Carrot | DROPS: nothing |
|�������������������������������������������������������������������|
| [NF] Vanda Formation [global: summons Vanda] |
| [NF] Seyfurt Microcosm [all: non-elem damage] |
| [NF] Matricaria Formation [global: summons Matricaria] |
| [Or] Sediment of the Styx [all: water/dark-elem damage] |
| [Va] Tsohanoi's Solar Wind [all: wind/fire-elem damage] |
| [NF] Oricoflagamus Formation [global: summons Oricoflagamus] |
| [Ma] Hrimthurs's Eternal Ice Wall [all: ice/earth-elem damage] |
| [Kr] Apocalypse's Thunderclap [all: thunder/light-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
The end battle is kinda fun. Nega Filgaia is weak to all elements initially
and has no companions. When a "formation" ability is used, it summons a
cohort tentacle, which gives a bonus (RFX, DEF, etc.) as well as making it
loses its weakness to whatever element the tentacle's skill uses. So, when
it summons Oricoflagamus, it loses its water/dark weakness. Killing a cohort
will reset weaknesses and they're not resummoned --UNLESS-- someone casts an
elemental skill on the boss, at which time it counters by regrowing a root
that deals with that element, and without superseding its current turn! Do
not do that if you've killed 'em already! Seyfurt Microcosm, Filgaia's only
inherent attack, is spammed from Turn 5 on, but with Extensioned Protect on
everyone, it should only do a peasly 500-700 at best. Once the free Ex File
Key is stolen, finish the boss of in you're preferred method -- Finest Arts
is quick and pain...ful. :D
_________ _______ _______ _ ______ _
\__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( )
) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| |
| | | (___) || (__ | (__ | \ | || | ) || |
| | | ___ || __) | __) | (\ \) || | | || |
| | | ( ) || ( | ( | | \ || | ) |(_)
| | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _
)_( |/ \|(_______/ (_______/|/ )_)(______/ (_)
After the credits and stuff, the Ex File Keys can be spent. See the appendix
on 'em for more info. _______________________
_____________________________________________________/ IV. APPENDICES [APND] |_
�������������������������������������������������������������������������������
MIGRANT SEALS & BOOSTER KITS [MGRN]
_______________________________________________________________________________
�������������������������������������������������������������������������������
NOTE: For exact locations, I suggest using the walkthrough maps for help.
Migrant Seals assist battles in another way: avoidance. When a battle on the
world map or field is bypassed, and one's migrant level is low, the encounter
gauge will drain faster. Basically, seals improve the migrant level and let
one avoid crappier monsters, which in turn saves time and resources. There're
nineteen to find in the game, making the maximum migrant level 20. [Seals'll
be listed in the order they're first available.]
NOTE: Finding world map migrant seals requires the Item Scope from Gunner's
Heaven (this is mandatory) but #09 also requires one to get a Teleport
Orb item from Millennium Puzzle #14, then take a train from Southfarm
to East Highlands. In the process, the team wackily winds up in the
defunct Sunset Peak station, which is the only way to get to the area
with the seal.
____ _____________________ __________________________________ _____________
| ## | DUNGEON | SEAL LOCATION | REQUIRES... |
|����|���������������������|����������������������������������|�������������|
| 01 | Jolly Roger | Steel crate outdoors | Bombs |
| 02 | Serpent's Coils | Dead-end room [SWM] | ----------- |
| 03 | Lunatic Garden | Duplicator room near entrance | Steady Doll |
| 04 | Doomed to Obscurity | Top of the temple (interior) | Steady Doll |
| 05 | Fortune Gear | Behind bombable wall; near start | ----------- |
| 06 | Nidhogg Pass | Room below NW breakaway floor | ----------- |
| 07 | Little Rock | Upper cliff chest | Galecrest |
| 08 | Fila del Fia | Bombable wall; crumblyfloor room | ----------- |
| 09 | (world map) | (X:6516 ,Y:11243) | TeleportOrb |
| 10 | (world map) | (X:22927,Y: 9283) | ----------- |
| 11 | (world map) | (X:7571 ,Y: 7927) | ----------- |
| 12 | (world map) | (X:7606 ,Y:13780) | ----------- |
| 13 | (world map) | (X:15939,Y:18178) | ----------- |
| 14 | Ballack Rise | 2F barrel in the bar | ----------- |
| 15 | Dim Root Path | Antechamber towards the end | ----------- |
| 16 | Fallen Sanctuary | Antechamber towards the end | Changecrest |
| 17 | World's Footprint | Blocked room near 1st mural area | Changecrest |
| 18 | Mimir's Well | West-side duplicator room | ----------- |
| 19 | Millennium Puz. #18 | Isle SE of Yggdrasil landmass | ----------- |
|____|_____________________|__________________________________|_____________|
Booster Kits are items that increase the encounter gauge, which lets one
skip more battles more often -- it works great if one's migrant level is
low, but even better when it's high. There are only four in the game, but
that's really all y'need (each +10 Encounter gauge; 50 is max, therefore).
____ _____________________ __________________________________ _____________
| ## | DUNGEON | BOOSTER KIT LOCATION | TOOL NEEDED |
|����|���������������������|����������������������������������|�������������|
| 01 | Ka Dingel | In a duplicator chest | ----------- |
| 02 | Yggdrasil | In a duplicator chest | ----------- |
| 03 | (world map) | (X:13204, Y:25093) | ----------- |
| 04 | The Abyss | Defeat boss on floor 30 | ----------- |
|____|_____________________|__________________________________|_____________|
_______________________________________________________________________________
�������������������������������������������������������������������������������
GEAR OVERVIEW [GRVR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Gears are an important part of gameplay, as they provide extra functions that
aren't initially available to mediums. By attaching a gear to said medium, a
personal skill (PS) is attached to that medium and the skill can be used at
leisure; or, disabled in lieu of another skill. REMOVING A GEAR FROM A MEDIUM
PERMANENTLY DESTROYS IT, so it always pays to think ahead -- some gears, like
the Comet Mark or Dist Dims, are entirely unique!
SKILL OVERVIEW
��������������
LV/PS: This column talks about the level and # of PS points needed to fill 1
bar of the skilll. For instance, Amnesia Ward has 4 levels and
requires 1 PS point to fill one bar.
Putting points into a skill has various effects:
- ELEMENTAL: Mitigation of damage (always active; can null elements too)
- STATUS : Likelihood to guard (can totally block statuses)
- SUPPORT : Likelihood to trigger (generally; some skills always active)
When a skill activates, the equipper gets an additional x0.1 to their EXP of
that battle. In battles where the enemy uses a lot of status-inflicting
skills, it's easy to rack up extra experience in this way. Some skills can
even trigger each other -- example: defending triggers Life Charge and Force
Charge, the latter of which triggers Regeneration (instant x0.3)!
Also, some skills are inborn in mediums but can't be replicated on any gear.
They are: EXP Boost, Focus, Force Charge, Inoculation, and Life Charge.
__________________ _______ _________________________________________________
| PERSONAL SKILL | LV/PS | FUNCTION |
|������������������|�������|�������������������������������������������������|
| Amnesia Ward | 04/01 | Immune to Amnesia |
| Arcana Blocker | 04/04 | Nullify certain arcana (depends on FP amount) |
| ATT Blocker | 02/02 | Nullifies physical attacks when activated |
| ATT Plus | 04/10 | Incrementally increase character's ATT damage |
| Auto-Reload | 02/02 | May automatically reload when out of bullets |
| Bronze Ward | 04/01 | Immune to Bronze |
| Confusion Ward | 04/01 | Immune to Bronze |
| Counterattack | 02/02 | May counterattack when physically damaged |
| Critical Hit | 04/02 | Increases chances of a critical hit |
| Dark Ward | 04/01 | Immune to dark-elemental attacks |
| DEF Null | 04/02 | May treat target's DEF as zero for damage calc. |
| Defender | 02/02 | May take (reduced) physical damage for an ally |
| Disarm | 04/02 | Increases chance to disarm after-battle chests |
| Disease Ward | 04/01 | Immune to Disease |
| Eagle Eye | 01/03 | Equipper can't be put in Ambush/Danger battles |
| Earth Ward | 04/01 | Immune to earth-elemental attacks |
| Elemental Ward | 04/04 | Immune to any elemental attack |
| ECN Gauge Charge | 01/04 | After-battle ECN gauge charges double amount |
| EXP Boost | 04/02 | Equipper gains more after-battle experience |
| Fallen Ward | 04/01 | Immune to Fallen (the status; not having 0 HP!) |
| Finest Arts | 04/02 | --SEE NOTE BELOW-- |
| Fire Ward | 04/01 | Immune to fire-elemental attacks |
| Focus | 04/04 | Resists statuses that wear off after battle |
| Force Charge | 01/05 | Each time user defends, gain 25 FP |
| FP Plus | 04/02 | Gain more FP than normal for applicable actions |
| FP Save | 04/02 | Incrementally lowers FP costs for all arcana |
| Gella Boost | 01/03 | 25% chance to double after-battle gella |
| Glass Ward | 04/01 | Immune to Glass |
| Green Thumb | 04/05 | Incrementally raises amounts berries heal |
| Gun Hero | 1/100 | All user's mediums' skills treated as maxed out |
| Ice Ward | 04/01 | Immune to ice-elemental attacks |
| Initiative | 01/03 | 25% chance team gets an "Initiative" battle |
| Inoculation | 04/03 | Resists statuses that don't remove after battle |
| Life Charge | 04/03 | Restores ##% of user's HP when s/he guards |
| Lifebringer | 04/03 | Incrementally increases user's VIT |
| Light Ward | 04/01 | Immune to light-elemental attacks |
| Luck Boost | 04/03 | Incrementally increases user's luck rating |
| Misery Ward | 04/01 | Immune to Misery |
| MTC Recovery | 04/10 | Walking around gradually refills user's MTC |
| Necronomicon | 04/10 | Incrementally increases certain arcanas' damage |
| Paralysis Ward | 04/01 | Immune to Paralysis |
| Poison Ward | 04/01 | Immune to Poison |
| Power Cancel | 01/04 | Can cancel any attack without losing 25 FP |
| Regeneration | 02/03 | Restores ##% HP when user gains 25 FP |
| Restoration | 01/05 | Removes certain statuses when force level rises |
| Resurrection | 04/04 | When HP becomes zero, may come back to life |
| Sleep Ward | 04/01 | Immune to Sleep |
| SOS Critical | 04/02 | In low health, critical attacks do more damage |
| SOS FP Boost | 04/04 | In low health, applicable actions give more FP |
| SOS Guard | 01/03 | In low health, reduces all types of damage |
| SOS Invisible | 01/05 | In low health, can't be specifically targeted |
| SOS Power Boost | 04/04 | In low health, increases physical damage |
| SOS RFX Boost | 02/02 | In low health, user's RFX increases |
| SOS Support | 01/02 | In low health, user's support arcana self-cast |
| Status Guard | 01/01 | Immune to all statuses while defending |
| Thunder Ward | 04/01 | Immune to thunder-elemental attacks |
| Total Ward | 04/05 | Immune to all statuses |
| Water Ward | 04/01 | Immune to water-elemental attacks |
| Weakness | 04/02 | When attacking foe's weakness, do more damage |
| Wind Ward | 04/01 | Immune to wind-elemental attacks |
|__________________|_______|_________________________________________________|
The Finest Arts skill is pretty vague about what it does, perhaps 'cause it's
way awesome. Basically, it makes the last hit in a 100-FP bare-handed Gatling
do tens of thousands of damage (at best, LV*1000). The player MUST have 100
FP, start the Gatling with no bullets, and have at least one point invested
in Finest Arts for it to work. [Finest Arts cannot trigger in Replay-enhanced
Gatlings.]
SUPPORT GEARS
�������������
These gears specifically help with the active side of battle. [If a gear has
no way to get infinite amounts, it means there's a finite amount -- check the
walkthrough for gear locations.] One asterisk means the monster only has an
item as a steal, two only as an item for a drop, and three means both.
NOTE: In some cases of common gears (like the Lion Shield), there's a lot of
places to get 'em. In this case, the easier enemies are listed.
NOTE: Basically none of these can be rebought on the Black Market, so don't
bother trying to sell 'em!
________________ __________________ ________________________________________
| GEAR | TEACHES | EASIEST WAY TO GET INFINITE AMOUNTS... |
|����������������|������������������|����������������������������������������|
| 10-Gal Hat | Initiative | -------------------------------------- |
| AP Ammo | DEF Null | Last Batallion*** (Abyss) |
| Arctic Blade | Counterattack | -------------------------------------- |
| Baselard | Power Cancel | Dropped by Vacuumon** & Grabsk** |
| Bullet Clip | Auto-Reload | -------------------------------------- |
| Cait's Boots | SOS RFX Boost | Dropped by Rachael** & Critter** |
| Comet Mark | ATT Plus | -------------------------------------- |
| Crisis Arm | SOS Critical | Hyperion*** (Abyss) |
| Cute Ribbon | SOS Invisible | Stealth Stalker*** (Nightmare Castle) |
| Dist Dims | MTC Recovery | -------------------------------------- |
| Dried Flower | Green Thumb | Dendrobium** (Abyss) |
| Ebony Shadow | Arcana Blocker | -------------------------------------- |
| Elder Record | FP Save | Coatl/Leonard*** & Dakleit** (Abyss) |
| Evergreen | Restoration | Great Pumpkin*** (Abyss) |
| Force Unit | FP Plus | Great Maximum*** (Abyss) |
| Golden Dawn | Lifebringer | -------------------------------------- |
| Gunstar Sign | Critical Hit | Alligatiger** (Abyss) |
| Lion Shield | Defender | Helterskelter*** & Undead Reptile** |
| Magic Candle | ECN Gauge Charge | -------------------------------------- |
| Missanga | Luck Boost | Elbucky*** (Laxis) Melchom*** (S.Peak) |
| Necronomicon | Necronomicon | Necronomicon** (Abyss) |
| Nine Lives | SOS Guard | Flauros** (Abyss) |
| Pocketbook | Gella Boost | Melchom* (S.Peak)/Melchom Lich (Abyss) |
| Power Boost | SOS Power Boost | A Bao A Qu* (Abyss) |
| Prism Stick | SOS FP Boost | Demiurgos** (Abyss) |
| Pulbo Calbo | SOS Support | Mu*** (Abyss) |
| Robber's Ego | Disarm | Forbidden*** (Abyss) |
| Secret Note | Weakness | Black Knight*** (Abyss) |
| Sheriff Star | Gun Hero | -------------------------------------- |
| Sunset Red | Regeneration | Grendel** (Abyss) |
| Talisman | Resurrection | Master Therion** (Abyss) |
| Vambrace | ATT Blocker | -------------------------------------- |
| Violator | Finest Arts | Vodianoi*** (Abyss) |
| Weather Vane | Eagle Eye | -------------------------------------- |
|________________|__________________|________________________________________|
STATUS/ELEMENTAL GEARS
����������������������
These gears deal with status and elemental damage prevention. Most can be
sold to Travis on the Black Market, who in turn will start selling them...
albeit at ridiculously inflated prices. [The Gold License halves all prices
at his shop.] For some reason, the Holy Ankh, once sold to Travis, can't be
bought there -- so just don't sell one.
________________ __________________ ________________________________________
| GEAR | TEACHES | EASIEST WAY TO GET INFINITE AMOUNTS... |
|����������������|������������������|����������������������������������������|
| Alarm Clock | Sleep Ward | Mushussu*** & Buckbaird*** |
| Amulet | Status Guard | Oak Warrior**/Orc Warrior** (G's Heav) |
| Blue Bracer | Paralysis Ward | Oak***, Eel Volk***, Walking Dead** |
| Clear Chime | Confusion Ward | Myconid*** |
| Earth Ring | Earth Ward | Chimera Geo*** |
| Fire Ring | Fire Ward | Chimera Frey*** |
| Full Libra | Total Ward | Zohak** (Abyss) |
| Hazel Sprig | Disease Ward | Gagison*** |
| Heart Leaf | Misery Ward | Saracenian*** (Secret Garden region) |
| Holy Ankh | Bronze Ward | Unknown*** |
| Holy Grail | Fallen Ward | Amduscias* & Gorbash*** |
| Ice Ring | Ice Ward | Capricorn** (Yggdrasil area - sancrft) |
| Memo Pen | Amnesia Ward | Marid* |
| Moonstone | Poison Ward | Rat Monkey* & Manticore** |
| Prism Crown | Elemental Ward | Agawogdent** (Abyss) |
| Soul Feather | Glass Ward | Comic Book*** |
| Thunder Ring | Thunder Ward | Thunderdrake*** |
| Water Ring | Water Ward | Chimera Muse*** / Jenny Green Teeth** |
| Wind Ring | Wind Ward | Chimera Wing*** |
|________________|__________________|________________________________________|
_______________________________________________________________________________
�������������������������������������������������������������������������������
MEDIUM/ARCANA OVERVIEW [MARC]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Mediums are indispensible: once invoked, a character gets its inborn arcana,
personal skills, a summon that affects all enemies, and can equip more gears
(5 slots/per) to get more abilities. Truly amazing. There are twelve (12)
mediums overall, which makes three for each character (that's also the max).
NOTE: Killing an enemy with an elemental ability/summon creates a gem. For
instance, the water-elemental Pressure arcana creates a Water Gem. The
gems can be used to damage enemies when arcana's not available, or can
be sold for 100g/per -- a good way to earn cash in the early going.
NOTE: All damage is FP-based (does more at 100FP than at 001FP) but most of
the effects are too. For instance, Justine Attack will always kill the
susceptible enemies at 100FP, System Chronos gives max number of free
turns at 100FP, etc.
____________ ______________ _______________ ______________________________
| MEDIUM | ABILITIES | PERSNL SKILLS | SUMMON & EFFECT |
|������������|��������������|���������������|������������������������������|
| Aqua Wisp | Pressure | Water Ward | [Assault Tide] |
| | Refrigerate | Ice Ward | |
| | Heal | ATT Blocker | Water-elemental damage |
| | Analyze | | |
|------------+--------------+---------------+------------------------------+
| Fiery Rage | Cremate | Fire Ward | [Vapor Blast] |
| | Devastate | Poison Ward | |
| | Fragile | Critical Hit | Fire-elemental damage |
| | Revive | | |
|------------+--------------+---------------+------------------------------|
| Gale Claw | Vortex | Wind Ward | [High-Speed Ripper] |
| | Inspire | Thunder Ward | |
| | Turbulence | Counterattack | Wind-elemental damage |
| | Quicken | | |
|------------+--------------+---------------+------------------------------|
| Terra Roar | Petrify | Earth Ward | [Planet Breaker] |
| | Shield | Disease Ward | |
| | Protect | Defender | Earth-elemental damage |
| | Decelerate | | |
|------------+--------------+---------------+------------------------------|
| Moon Spark | Feeble Mind | Sleep Ward | [Merciless Queen] |
| | Sleep | Dark Ward | Can do 25/50/75/100% gravity |
| | Eraser | FP Save | -based HP damage, depending |
| | Grav | | on fullness of FP gauge |
|------------+--------------+---------------+------------------------------|
| Flash Hit | Spectre | Light Ward | [Augoeides] |
| | Clearance | SOS Invisible | |
| | Reflect | Initiative | Light-elemental damage |
| | Valiant | | |
|------------+--------------+---------------+------------------------------|
| Lucky Hand | Hox Pox | EXP Boost | [Lucky Hand] |
| | Pickpocket | Luck Boost | Does low damage but enemies |
| | Randomizer | Gella Boost | killed by summon have higher |
| | Familiar | | chance to drop rare(r) items |
|------------+--------------+---------------+------------------------------|
| Cosmic Cog | Banish | Fallen Ward | [System Chronos] |
| | Replay | SOS Guard | User gets 1-4 free turns to |
| | Escape | Eagle Eye | self, depending on amount of |
| | Reset | | FP expended |
|------------+--------------+---------------+------------------------------|
| Lust Jaw | Dark Matter | FP Plus | [Dark Destruction] |
| | Lifedrain | Weakness | |
| | Dark Luceid | Restoration | Dark-elemental damage |
| | Curse | | |
|------------+--------------+---------------+------------------------------|
| Love Charm | Weaken | Inoculation | [Sacred Blood] |
| | Copy Ability | SOS FP Charge | Heals all allies; restores |
| | Status Lock | Life Charge | status and revives, also, |
| | Requiem | | depending on FP expended |
|------------+--------------+---------------+------------------------------|
| Hope Shard | Arc Impulse | SOS Critical | [Phantasmic Heart] |
| | Attachment | Lifebringer | |
| | Permanence | Force Charge | Non-elemental damage |
| | Exploder | | |
|------------+--------------+---------------+------------------------------|
| Brave Seal | Magnarize | Focus | [Justine Attack] |
| | Synchronizer | Regeneration | Inflicts Fallen. Chances of |
| | Distortion | SOS Support | success dependant on the FP |
| | Hyper | | expended. |
|____________|______________|_______________|______________________________|
Arcana is the WA3 version of "magic," and can only be used by invoking a
medium onto a character. In battle, to use arcana, one must boost FP to 'x'
amount. Unlike other games' magic abilities, arcana does not consume FP. For
instance, Arc Impulse costs 32 FP -- but as long as that amount's retained,
it can be used indefinitely.
NOTE: Unless otherwise stated, all arcana is single-target.
______________ _____ ______________________________________________________
| ARCANA | FP? | FUNCTION |
|��������������|�����|������������������������������������������������������|
| Analyze | 004 | See and retain monster stat information |
| Arc Impulse | 032 | Non-elemental damage |
| Attachment | 024 | Imbue ally's physical attacks with element |
| Banish | 048 | May kill a (non-Undead) foe |
| Clearance | 032 | Removes most status abnormalities from target |
| Copy Ability | 064 | If foe has copyable skills, they replace own arcana |
| Cremate | 010 | Fire-elemental damage |
| Curse | 048 | Temporarily halves target's status resistance |
| Dark Luceid | 032 | Non-elemental damage |
| Dark Matter | 010 | Dark-elemental damage |
| Decelerate | 008 | Reduces target's RFX |
| Devastate | 020 | Non-elemental damage |
| Distortion | 024 | Erects barrier (prevents 'x' amount of damage) |
| Eraser | 024 | Removes positive statuses from target |
| Escape | 005 | May escape battle |
| Exploder | 064 | Turn target into a living bomb |
| Familiar | 064 | Non-elemental damage |
| Feeble Mind | 016 | Reduces target's MGR |
| Fragile | 006 | Reduces target's DEF |
| Grav | 016 | May halve target's HP |
| Heal | 012 | Restores some HP |
| Hox Pox | 018 | Increases target's LCK |
| Hyper | 048 | Doubles target's ATT |
| Inspire | 010 | Thunder-elemental damage |
| Lifedrain | 016 | Drain HP from foe (own health raised by same amount) |
| Magnarize | 032 | Non-elemental damage |
| Permanence | 048 | Removes positive statuses' turn limit |
| Petrify | 010 | Earth-elemental damage |
| Pickpocket | 032 | May steal an item from target |
| Pressure | 010 | Water-elemental damage |
| Protect | 008 | Reduces MAG damage on target |
| Quicken | 008 | Increases target's RFX |
| Randomizer | 000 | Randomly cast an arcana (ally arcana not applicable) |
| Reflect | 036 | Erect arcana-reflecting barrier |
| Refrigerate | 010 | Ice-elemental damage |
| Replay | 100 | Target's action is repeated at turn's end |
| Requiem | 024 | May kill an Undead foe |
| Reset | 100 | Restart current battle |
| Revive | 008 | Revives fallen ally (to 1 HP) |
| Shield | 008 | Reduces ATT damage on target |
| Sleep | 032 | Inflicts Sleep on target |
| Spectre | 010 | Light-elemental damage |
| Status Lock | 038 | Prevents status abnormalities on target |
| Synchronizer | 048 | Own abnormalities inflicted on foe (future ones too) |
| Turbulence | 012 | Increases target's EVA |
| Valiant | 024 | Target's damaged boosted by (Max - Current HP) amnt. |
| Vortex | 010 | Wind-elemental damage |
| Weaken | 032 | Forces elemental weakness onto enemy |
|______________|_____|______________________________________________________|
NOTES
�����
� Analyze ------ Boss HP information is not revealed
� Attachment --- Only elemental mediums can be used to imbue elements
� Copy Ability - Copied skills can be deleted; normal arcana will return
� Curse -------- Some statuses an foe is 100% immune to (they're unaffected)
� Dark Luceid -- Does more the more resistances the target has
� Distortion --- Barrier's strength is one-fifth of max HP
� Eraser ------- Unreflectable arcana; can remove Permanence also
� Exploder ----- Target dies next turn; its allies incur (half its HP) damage
� Permanence --- Essentially makes any positive status last indefinitely
� Replay ------- Action only replays if sufficient FP is available!
� Reset -------- Expendible items return to their former amount, by the way
� Status Lock -- Prevents "instant death" Fallen, not "has zero HP" Fallen
� Synchronizer - Flipside is true also: curing a status cures the enemy also
� Weaken ------- Weakness selection based off user's elemental mediums
_______________________________________________________________________________
�������������������������������������������������������������������������������
WORLD MAP LOCATIONS [WRML]
_______________________________________________________________________________
�������������������������������������������������������������������������������
The search function is used to locate dungeons and towns, but it's capable
of spotting items (and less importantly, signs). The coordinates given are
to be used with the World Screen item, bought from Roykman for 5000 Gella
(can only be done once). This allows one to see the world map by pressing
selection button, in addition to any located towns, dungeons, millennium
puzzles, and telepath towers -- although their individual coordinates aren't
given, just their location.
______________________
����������������������
TOWN/STATION LOCATIONS
______________________
����������������������
Proper towns all provide rest and most have armsmiths setup. Roykman visits
any normal town (besides Secret Garden & Greenlodge) -- his route is detailed
in a Boot Hill bookshelf.
_____________ ______________________ _____________ ______________________
| COORDINATES | LOCATION | | COORDINATES | STATION |
|�������������|����������������������| |�������������|����������������������|
| 12980,10911 | Baskar Colony | | 14559,6766 | Midland Station |
| 15473,5468 | Jolly Roger | | 9630,7146 | Westwood |
| 11788,7068 | Claiborne | | 21132,11975 | East Highlands |
| 6105,8325 | Little Twister | | 19560,9529 | Dune Canyon |
| 25290,12559 | Little Rock | | 18914,996 | Southfarm |
| 23130,11959 | Humphrey's Peak | | 7320,11339 | Sunset Peak |
| 9100,2249 | Ark of Destiny | |_____________|______________________|
| 15714,512 | Boot Hill |
| 17780,19029 | Laxisland | NOTE
| 11901,14250 | Ballack Rise | ����
| 2030,15860 | Gunner's Heaven | Greenlodge is the only "town" that's
| 17695,8239 | The Secret Garden | unavailable on the Teleport Orb, due
| 5370,17177 | Greenlodge | to it being entrenched in foliage and
|_____________|______________________| stuff (revisit via Nidhogg Pass).
_________________
�����������������
DUNGEON LOCATIONS
_________________
�����������������
Dungeons are specialized areas that contain treasure, monsters, and bosses.
Yeah, it's pretty obvious what they are, no? Dungeons CANNOT be warped to by
the Teleport Orb, but once found, their locations can be pointed out on the
World Screen item (buy from Roykman). Some dungeons (Sand Canal, Gemstone
Cave, Nidhogg Pass) have more than one entry/exit point.
_____________ _____________________ _____________ _________________________
| COORDINATES | DUNGEON | | COORDINATES | DUNGEON |
|�������������|���������������������| |�������������|�������������������������|
| 15661,24667 | Gob's Hideout | | 9422,10920 | Infinitum |
| 11970,16985 | Den of Miasma | | 3341,21880 | Nidhogg Pass |
| 12937,8584 | Fallen Sanctuary | | 5464,22663 | |
| 23965,16189 | Doomed to Obscurity | | 5139,18695 | |
| 18219,3737 | Ruins of Memory | | 4190,19109 | Yggdrasil |
| 13741,7852 | Serpent's Coils | | 13726,6396 | Iron Dragon's Nest |
| 9686,4455 | Ka Dingel | | 9390,15569 | The World's Footprint |
| 7296,9606 | The Unclean Mark | | 20097,16707 | Ruins of Dreams |
| 7800,6650 | Lunatic Garden | | 10451,18339 | Fila del Fia |
| 4130,10995 | Sand Canal | | 9372,9162 | Caging Tower |
| 2358,12040 | | | 17972,13195 | Dragon's Lair |
| 25337,15524 | Glimmering Emblem | | 17707,24150 | Dissection Facility |
| 22859,14369 | Leyline Observatory | | 8301,22772 | Dim Root Path |
| 21597,15244 | Gemstone Cave | | 8296,22777 | Cradle of the Metal God |
| 21391,16294 | | | 12922,12678 | Sacrificial Altar |
| 21720,9321 | Fortune Gear | | 18394,6457 | Demondor Pillar |
| 20960,10924 | Faraway Lands | | 24625,10510 | Demondor Pillar-Rear |
| 15339,9679 | Decaying Labyrinth | | 440,19520 | Mimir's Well |
| 10227,23452 | Survey Point #17 | | 25231,10234 | The Abyss |
|_____________|_____________________| |_____________|_________________________|
Deus Ex Machina and Nightmare Castle have no set coordinates.
______________
��������������
ITEM LOCATIONS
______________
��������������
NOTE: Does finding coordinates one-by-one seem really lame? It is! That's why
you should win the Sonar Kit from Gunner's Heaven (Journeyman's League)
which will make nearby items and undiscovered dungeons/telepath towers
appear on the map! It sure beats hoofin' it around the world...
____ _______________ _______________ ____ _______________ _______________
| ## | XCOORD,YCOORD | ITEM | | ## | XCOORD,YCOORD | ITEM |
|����|���������������|���������������| |����|���������������|���������������|
| 01 | ( 5816,17758) | Ex File Key | | 19 | (15061,3265 ) | Duplicator |
| 02 | (13204,25093) | Booster Kit | | 20 | ( 1820,15789) | Duplicator |
| 03 | ( 6516,11243) | Migrant Seal | | 21 | ( 9268,18931) | Duplicator |
| 04 | ( 7571,7927 ) | Migrant Seal | | 22 | (13184,11941) | Duplicator |
| 05 | ( 7606,13780) | Migrant Seal | | 23 | (17290,2319 ) | Duplicator |
| 06 | (15939,18178) | Migrant Seal | | 24 | (25181,17603) | Duplicator |
| 07 | (22927,9283 ) | Migrant Seal | | 25 | ( 8623,11126) | Gella Card |
| 08 | (11758,22838) | 10000 Gella | | 26 | (15469,8471 ) | Gella Card |
| 09 | ( 1453,6763 ) | 8000 Gella | | 27 | (18126,24685) | Lucky Card |
| 10 | (10264,1493 ) | 5000 Gella | | 28 | (19823,8501 ) | Gella Card |
| 11 | ( 816,13891) | 5000 Gella | | 29 | ( 3982,23046) | Gimel Coin |
| 12 | ( 6647,7845 ) | 3500 Gella | | 30 | (21381,14103) | Gimel Coin |
| 13 | (16321,10215) | 2000 Gella | | 31 | (23950,7250 ) | Gimel Coin |
| 14 | (17486,4373 ) | 1500 Gella | | 32 | ( 8307,12063) | Name Tag |
| 15 | (18676,14666) | Ambrosia | | 33 | (18858,2270 ) | Name Tag |
| 16 | ( 8598,14793) | Big Grab Bag | | 34 | (20550,11964) | Name Tag |
| 17 | (15095,16965) | Big Grab Bag | | 35 | (12958,14691) | Full Carrot |
| 18 | ( 6379,13945) | Big Grab Bag | | 36 | (17547,16832) | Tiny Flower |
|____|_______________|_______________| |____|_______________|_______________|
___________________________
���������������������������
MILLENNIUM PUZZLE LOCATIONS
___________________________
���������������������������
Millennium Puzzles are a sidequest started after completing Fortune Gear.
Talk to Simon at Dune Canyon and inquire about his puzzle-making hobby, and
afterwards, the "dungeons" can be found on the map. There's twenty in all
strewn 'round the world. [NOTE: #3 may not appear on the map since it's in
the far NW corner and small-screen tvs will probably cut it off.]
____ _____________ ____ _____________ ____ _____________ ____ _____________
| ## | COORDINATES | ## | COORDINATES | ## | COORDINATES | ## | COORDINATES |
|����|�������������|����|�������������|����|�������������|����|�������������|
| 01 | 20497,10621 | 06 | 19218,15980 | 11 | 7701,15886 | 16 | 14368,10295 |
| 02 | 7299,21310 | 07 | 21414,19965 | 12 | 24968,14748 | 17 | 4413,13833 |
| 03 | 976,24899 | 08 | 8499,8800 | 13 | 13117,2705 | 18 | 9359,13686 |
| 04 | 24882,22212 | 09 | 20718,13424 | 14 | 21386,5803 | 19 | 11625, 9090 |
| 05 | 22551,10242 | 10 | 16036,18918 | 15 | 4628,18270 | 20 | 7158,12310 |
|____|_____________|____|_____________|____|_____________|____|_____________|
________________________
������������������������
TELEPATH TOWER LOCATIONS
________________________
������������������������
Telepath Towers can start being found in Chapter 3, but at least one must be
found before finishing the Deus Ex Machina dungeon or it's permanently gone!
See the [TLPT] section for more details and coordinates.
_______________________________________________________________________________
�������������������������������������������������������������������������������
ARM UPGRADES [ARMU]
_______________________________________________________________________________
�������������������������������������������������������������������������������
All characters use ARMs, special type of guns, that can be worked on by an
armsmith to increase power. Five categories can be raised: SHT, HIT, BLT,
WGT, CRT. The maximum amount of work possible is fifteen (15) upgrades; if a
player wants a do-over, s/he'll have to initialize the setup. This defaults
the stats to their original form but any upgrade costs aren't regained, so it
pays to have a plan!
Each ARM's SHT/HIT have different amounts, but BLT/WGT/CRT upgrades always
have uniformity: +1 BLT, +.01 CRT, and -1 WGT. SHT/HIT upgrades are set, so
since Virginia gets 7 SHT/per each, if one wanted to know what her maxed out
SHT would be, it's just (8 + (7*15)). Simple math.
Virginia Wpns: Rapier Ez & Bantorain 93R
Initial stats: 08 SHT, 16 HIT, 5 BLT, -0 WGT, x0.2 CRT
Upgrade Amnts: 7-8 SHT, 16 HIT
Clive Weapon : Gungnir HAG35
Initial stats: 19 SHT, 18 HIT, 2 BLT, -0 WGT, x0.4 CRT
Upgrade Amnts: 18-19 SHT, 17 HIT
Jet's Weapon : Airget-lamh B/V2
Initial stats: 15 SHT, 13 HIT, 4 BLT, -0 WGT, x0.3 CRT
Upgrade Amnts: 15 SHT, 13 HIT
Gallows Weapn: Coyote M17F Mod
Initial stats: 16 SHT, 05 HIT, 3 BLT, -0 WGT, x0.1 CRT
Upgrade Amnts: 16-17 SHT, 05 HIT
UPGRADE COSTS
�������������
I dunno how it is in overseas versions, but in the NTSC game characters have
uniform upgrade costs.
____ ________ ________ ________ ________ ________
| ## | SHT | HIT | BLT | WGT | CRT |
|����|��������|��������|��������|��������|��������|
| 01 | 750 | 300 | 450 | 75 | 150 |
| 02 | 3000 | 1200 | 1800 | 300 | 600 |
| 03 | 6750 | 2700 | 4050 | 675 | 1350 |
| 04 | 12000 | 4800 | 7200 | 1200 | 2400 |
| 05 | 18750 | 7500 | 11250 | 1875 | 3750 |
| 06 | 27000 | 10800 | 16200 | 2700 | 5400 |
| 07 | 36750 | 14700 | 22050 | 3675 | 7350 |
| 08 | 48000 | 19200 | 28800 | 4800 | 9600 |
| 09 | 60750 | 24300 | 36450 | 6075 | 12150 |
| 10 | 75000 | 30000 | 45000 | 7500 | 15000 |
| 11 | 90750 | 36300 | 54450 | 9075 | 18150 |
| 12 | 108000 | 43200 | 64800 | 10800 | 21600 |
| 13 | 126750 | 50700 | 76050 | 12675 | 25350 |
| 14 | 147000 | 58800 | 88200 | 14700 | 29400 |
| 15 | 168750 | 67500 | 101250 | 16875 | 33750 |
|____|________|________|________|________|________|
And as a little bonus, here's how much you'll have to shell out just by
concentrating one stat (not recommended, generally):
All SHT Setup: 930,000 Gella
All HIT Setup: 372,000 Gella
All BLT Setup: 558,000 Gella
All WGT Setup: 83,925 Gella
All CRT Setup: 186,000 Gella
_______________________________________________________________________________
�������������������������������������������������������������������������������
EX FILE OVERVIEW [EXFL]
_______________________________________________________________________________
�������������������������������������������������������������������������������
No, this isn't Mulder and Scully's business -- EX Files pertain to special
priveleges that carry over from one game to the next. Said priveleges are
unlocked by locating EX File Keys, obtained by doing sidequests and similar
things.
____ ______________________________________________________________________
| ## | EX FILE KEY LOCATION |
|����|����������������������������������������������������������������������|
| 01 | At the Sunset Peak station, dash into the clock to dislodge it |
| 02 | Finish the "Missing Martina" sidequest |
| 03 | At Secret Garden, breed all eight flowers to 100% |
| 04 | Buy at Black Market for $9,999,999 (or $4,999,999 with a Black Pass) |
| 05 | Defeat Balal Quo Naga a 2nd time |
| 06 | Use Item Scope (won at Gunner's Heaven) to uncover near Greenlodge |
| 07 | Talk to Uncle Gob (Humphrey's Peak sewers) after 100%-ing world map |
| 08 | Finish "Telepath Tower" sidequest |
| 09 | Finish the "Arioch" sidequest |
| 10 | Defeat Bad News in the Gunner's Heaven arena |
| 11 | Finish all 20 Millennium Puzzles, then talk to Simon (Dune Canyon) |
| 12 | Open all chests in the game and defeat Black Box (at Fortune Gear) |
| 13 | Read Kaitlyn (Humphrey's Peak) all Adventure books, #1-11 |
| 14 | Defeat Ragu O Ragla in The Abyss (the 100-floor dungeon) twice |
| 15 | Pickpocket from final boss |
|____|______________________________________________________________________|
So, once the keys are obtained and after the final boss and credits are done,
they can be traded in for special features in the New Game Plus. Feature are:
____ ___________________ __________________________________________________
| ## | EX FILE PRIVELEGE | FUNCTION |
|����|�������������������|��������������������������������������������������|
| 01 | View Status | See allies, Lombardia, sandcraft's endgame stats |
| 02 | New Game Plus | Allows one to use "New Game Plus" feature |
| 04 | View Exit Movies | View all 4 choose-not-to-continue-screen movies |
| 08 | View All Openings | View all 8 of the game's openings |
|____|___________________|__________________________________________________|
So what does a New Game Plus offer? It allows one to start from the game's
beginning, but retains one's levels and gella, plus any Sheriff Stars the
team had. NOTE: Only unequipped Stars or currently equipped & activated Stars
(Lv100 necessar to activate Gun Hero PS) are able to be carried over.
So, this feature's pretty useless without getting at least two key, which're
pretty easy to obtain -- there's quite a few that aren't hellish, like the
Millennium Puzzles one.
_______________________________________________________________________________
�������������������������������������������������������������������������������
THE BLACK MARKET [BLMR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Ever wonder why there's only one salesman in the entire world? Well, there's
not. A chest in Caging Tower contains the Black Pass item, which allows one
to enter the Black Market in Little Twister. Hidden in a shed next to the
Armsmith and a vacant house, the player has to walk around the fence, go
downstairs, and manually select the pass in front of the door to gain access.
Travis' inventory is pretty paltry to start, but can be improved in a couple
ways (the 'unlock method'). Sure the prices are highway robbery, but if a
player has money to spend and doesn't want to fight monsters for hours trying
to get drops repeatedly, this is the most expedient way to get rings/status
wards.
NOTE: The Holy Ankh cannot be bought from the shop, perhaps due to a glitch.
Don't bother selling any to him 'cause he won't stock 'em.
_______________ ___________ _______________________________________________
| ITEM | PRICING | UNLOCK METHOD... |
|���������������|�����������|�����������������������������������������������|
| Heal Berry | 1,000 | Fully breed at The Secret Garden |
| Potion Berry | 2,000 | Fully breed at The Secret Garden |
| Revive Fruit | 1,500 | Fully breed at The Secret Garden |
| Gimel Coin | 300 | Beat Master League at Gunner's Heaven |
| Growth Egg | 50,000 | Everyone's combined MTC levels are 60+ |
| Moonstone | 50,000 | Sell one to him |
| Hazel Sprig | 25,000 | Sell one to him |
| Memo Pen | 25,000 | Sell one to him |
| Heart Leaf | 100,000 | Sell one to him |
| Alarm Clock | 100,000 | Sell one to him |
| Soul Feather | 50,000 | Sell one to him |
| Holy Grail | 500,000 | Sell one to him |
| Earth Ring | 100,000 | Sell one to him |
| Water Ring | 100,000 | Sell one to him |
| Ice Ring | 100,000 | Sell one to him |
| Fire Ring | 100,000 | Sell one to him |
| Wind Ring | 100,000 | Sell one to him |
| Dark Ring | 100,000 | Sell one to him |
| Ex File Key | 9,999,999 | --------------------------------------------- |
| Warp Star | 1,000 | --------------------------------------------- |
| Dragon Fossil | 2,000 | --------------------------------------------- |
|_______________|___________|_______________________________________________|
Obtaining the Gold License from optional boss Heimdal Gazzo will halve all
prices in the shop. It's advised to defeat the boss first before buying too
much stuff.
_______________________________________________________________________________
�������������������������������������������������������������������������������
TREASURE CHEST OVERVIEW [TRSR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Is there any reason to find all treasures? If you're interested in getting a
bunch of free things, sure, but there's also a harder sidequest tied into all
this: fighting the Black Box in an optional quest. This secret boss can only
be fought if all (320) chests in the game are opened, and it's quite a task,
not only because finding all of 'em are hard enough, but because keeping track
of them is an even bigger task! Basically, this isn't the type of thing y'just
walk into blind.
A ---> Total number of chests in dungeon
B ---> Number of the "A" column chests requiring special methods
TTL -> Running total of chests overall (out of 320)
[c] -> Changecrest
[d] -> Duplicator
[g] -> Galecrest
[m] -> Mighty Gloves
[r] -> Radical Sneakers
[s] -> Steady Doll
[!] -> must be last chest
[*] -> Assortment Needed
______________________ ________ _____ ______________________ ________ _____
| LOCATION | A B | TTL | | DUNGEON | A B | TTL |
|����������������������|��������|�����| |����������������������|��������|�����|
| Doomed to Obscurity | 07 1s | 007 | | Ark of Destiny | 11 8* | 156 |
| Den of Miasma | 05 -- | 012 | | Infinitum | 10 -- | 166 |
| Fallen Sanctuary | 06 3c | 018 | | Nidhogg Pass | 17 -- | 183 |
| Gob's Hideout | 11 3r | 029 | | Yggdrasil | 16 -- | 199 |
| Ruins of Memory | 09 1d | 038 | | Iron Dragon's Nest | 01 -- | 200 |
| Serpent's Coils | 12 -- | 050 | | World's Footprint | 08 2c | 208 |
| Ka Dingel | 10 1d | 060 | | Ruin of Dreams | 11 -- | 219 |
| Little Twister | 01 -- | 061 | | Fila del Fia | 10 -- | 229 |
| The Unclean Mark | 12 4m | 073 | | Caging Tower | 14 -- | 243 |
| Lunatic Garden | 10 -- | 083 | | Dragon's Lair | 08 -- | 251 |
| Sand Canal | 13 2r | 096 | | Ballack Rise | 02 -- | 253 |
| Little Rock | 01 1g | 097 | | Dissection Facility | 11 -- | 264 |
| Glimmering Emblem | 08 -- | 105 | | Dim Root Path | 10 -- | 274 |
| Leyline Observatory | 09 -- | 114 | | Sacrificial Altar | 07 -- | 281 |
| Fortune Gear | 11 1! | 125 | | Demondor Pillar | 02 -- | 283 |
| Gemstone Cave | 07 -- | 132 | | Demondor Pillar Rear | 08 -- | 291 |
| Faraway Lands | 12 -- | 144 | | Mimir's Well | 09 9* | 300 |
| Decaying Labyrinth | 01 -- | 145 | | Millennium Puzzles | 20 20 | 320 |
|______________________|________|_____| |______________________|________|_____|
NOTE: Opening chests only counts if the contents are taken. If an item can't
fit into the inventory, the chest shuts (after screen refresh) and the
items can be obtained later. This is very bad for strict checklisters,
so be aware!
When all (319) normal chests have been opened, try to open the Black Box in
Fortune Gear to initiate battle!
___________________________________________________________________
|�������������������������|������������|�������������|��������������|
| BOSS: Black Box | HP: 136000 | EXP: 102000 | GELLA: 85000 |
|_________________________|____________|_____________|______________|
| STEAL: nothing | DROPS: Ex File Key [100%] |
|�������������������������������������������������������������������|
| - Gimmick Hand [single: phys damage] |
| - Phantom Hazard [all: dark-elem damage] |
| - Screaming Mad [single: dark-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Hard? Not really. Dark Wards eliminate its most frequent methods of attack,
leaving plenty of time to set up Finest Arts. The boss is weak to light-elem
attacks, so in lieu of Finest Arts, the "person with Weakness PS attacks its
weakspot while someone Replays it" strategy suffices as well. Overall, a
piddly end to a very long quest.
_______________________________________________________________________________
�������������������������������������������������������������������������������
GROWTH CHARTS [GRTH]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Here's a general description of character's growth. Chances are this won't be
totally complete (I abhor power-leveling) but it should provide a glimpse of
how each protagonist is modeled. These are naturally-grown levels, so nothing
that could affect them is used (such as LVL Apples).
VIRGINIA
��������
____ ______ ______ ______ ______ ______ ______ ______ ______
| LV | HP | ATK | DEF | MAG | MGR | RFX | AIM | EVA |
|����|������|������|������|������|������|������|������|������|
| 01 | 31 | 20 | 12 | 18 | 16 | 29 | 34 | 27 |
| 05 | 101 | 29 | 21 | 31 | 28 | 52 | 48 | 48 |
| 10 | 256 | 41 | 33 | 49 | 44 | 80 | 66 | 74 |
| 15 | 411 | 52 | 45 | 66 | 60 | 108 | 84 | 100 |
| 20 | 566 | 64 | 67 | 83 | 76 | 136 | 101 | 125 |
| 25 | 721 | 75 | 69 | 101 | 92 | 165 | 119 | 151 |
| 30 | 876 | 87 | 81 | 118 | 108 | 193 | 137 | 177 |
| 35 | 1031 | 98 | 93 | 135 | 124 | 221 | 155 | 203 |
| 40 | 1186 | 110 | 104 | 152 | 140 | 249 | 172 | 229 |
| 45 | 1341 | 121 | 116 | 169 | 156 | 277 | 190 | 255 |
| 50 | 1496 | 133 | 128 | 187 | 172 | 306 | 208 | 281 |
| 55 | 1651 | 144 | 140 | 204 | 188 | 334 | 225 | 307 |
| 60 | 1806 | 156 | 152 | 221 | 204 | 362 | 243 | 333 |
| 65 | 1961 | 167 | 164 | 238 | 220 | 390 | 261 | 359 |
| 70 | 2116 | 179 | 176 | 256 | 263 | 419 | 279 | 385 |
| 75 | 2271 | 190 | 188 | 273 | 252 | 447 | 296 | 410 |
|____|______|______|______|______|______|______|______|______|
CLIVE
�����
____ ______ ______ ______ ______ ______ ______ ______ ______
| LV | HP | ATK | DEF | MAG | MGR | RFX | AIM | EVA |
|����|������|������|������|������|������|������|������|������|
| 05 | 153 | 49 | 39 | 29 | 27 | 15 | 54 | 31 |
| 10 | 358 | 66 | 61 | 45 | 42 | 24 | 74 | 48 |
| 15 | 563 | 120 | 83 | 61 | 57 | 33 | 93 | 64 |
| 20 | 768 | 137 | 104 | 77 | 72 | 42 | 113 | 81 |
| 25 | 973 | 192 | 126 | 93 | 87 | 50 | 133 | 98 |
| 30 | 1178 | 209 | 148 | 109 | 102 | 59 | 153 | 115 |
| 35 | 1383 | 225 | 170 | 125 | 117 | 68 | 172 | 132 |
| 40 | 1588 | 261 | 192 | 141 | 132 | 77 | 192 | 149 |
| 45 | 1793 | 296 | 213 | 157 | 147 | 85 | 212 | 166 |
| 50 | 1998 | 332 | 235 | 173 | 162 | 94 | 232 | 183 |
| 55 | 2162 | 364 | 253 | 186 | 174 | 101 | 247 | 197 |
| 60 | 2408 | 403 | 279 | 205 | 192 | 112 | 271 | 217 |
| 65 | 2613 | 420 | 301 | 221 | 207 | 120 | 291 | 234 |
| 70 | 2818 | 474 | 322 | 237 | 222 | 129 | 311 | 251 |
| 75 | 3023 | 491 | 344 | 253 | 237 | 138 | 330 | 268 |
|____|______|______|______|______|______|______|______|______|
JET
���
____ ______ ______ ______ ______ ______ ______ ______ ______
| LV | HP | ATK | DEF | MAG | MGR | RFX | AIM | EVA |
|����|������|������|������|������|������|������|������|������|
| 03 | 71 | 34 | 25 | 15 | 13 | 26 | 34 | 28 |
| 05 | 126 | 40 | 33 | 19 | 17 | 34 | 40 | 36 |
| 10 | 307 | 53 | 51 | 30 | 27 | 54 | 55 | 57 |
| 15 | 489 | 97 | 70 | 41 | 37 | 73 | 69 | 78 |
| 20 | 672 | 125 | 88 | 52 | 46 | 93 | 84 | 99 |
| 25 | 854 | 138 | 107 | 63 | 56 | 113 | 99 | 119 |
| 30 | 1037 | 167 | 125 | 74 | 66 | 133 | 114 | 140 |
| 35 | 1219 | 195 | 144 | 85 | 75 | 153 | 129 | 161 |
| 40 | 1402 | 209 | 162 | 96 | 85 | 172 | 143 | 182 |
| 45 | 1584 | 237 | 181 | 107 | 95 | 192 | 158 | 203 |
| 50 | 1767 | 266 | 199 | 117 | 105 | 212 | 173 | 223 |
| 55 | 1949 | 294 | 218 | 128 | 114 | 232 | 188 | 244 |
| 60 | 2131 | 307 | 236 | 139 | 124 | 252 | 203 | 265 |
| 65 | 2311 | 336 | 255 | 150 | 134 | 271 | 217 | 286 |
| 70 | 2491 | 349 | 273 | 161 | 143 | 291 | 232 | 307 |
| 75 | 2671 | 363 | 292 | 172 | 153 | 311 | 247 | 327 |
|____|______|______|______|______|______|______|______|______|
GALLOWS
�������
____ ______ ______ ______ ______ ______ ______ ______ ______
| LV | HP | ATK | DEF | MAG | MGR | RFX | AIM | EVA |
|����|������|������|������|������|������|������|������|������|
| 03 | 117 | 37 | 23 | 29 | 28 | 21 | 13 | 14 |
| 05 | 202 | 43 | 30 | 38 | 36 | 27 | 16 | 18 |
| 10 | 442 | 74 | 46 | 59 | 56 | 43 | 21 | 28 |
| 15 | 682 | 88 | 62 | 80 | 76 | 58 | 27 | 39 |
| 20 | 922 | 119 | 79 | 102 | 96 | 74 | 33 | 49 |
| 25 | 1162 | 149 | 95 | 123 | 116 | 89 | 39 | 59 |
| 30 | 1402 | 179 | 112 | 144 | 136 | 105 | 44 | 70 |
| 35 | 1642 | 194 | 128 | 166 | 156 | 120 | 50 | 80 |
| 40 | 1882 | 225 | 144 | 187 | 176 | 136 | 56 | 91 |
| 45 | 2122 | 256 | 160 | 208 | 196 | 151 | 62 | 101 |
| 50 | 2362 | 270 | 177 | 230 | 216 | 167 | 67 | 111 |
| 55 | 2602 | 316 | 193 | 251 | 236 | 182 | 73 | 122 |
| 60 | 2842 | 331 | 209 | 272 | 256 | 198 | 79 | 132 |
| 65 | 3082 | 345 | 226 | 294 | 276 | 213 | 85 | 143 |
| 70 | 3322 | 393 | 242 | 315 | 296 | 229 | 90 | 153 |
| 75 | 3562 | 407 | 258 | 336 | 316 | 244 | 96 | 163 |
|____|______|______|______|______|______|______|______|______|
NOTE: ATTs may be off a smidge due to ARM upgrades.
_______________________________________________________________________________
�������������������������������������������������������������������������������
TELEPATH TOWERS [TLPT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Although most people dismiss him as a kook, Laxisland's own Ventura kicks off
a rather fun sidequest involving aliens watching Filgaia. Unfortunately the
sidequest is a little glitchy and can PERMANENTLY MISSED if it isn't started
before finishing Deus Ex Machina, the last dungeon in Chapter 3. Kickstarting
the sidequest is simple in origin though: talk to Ventura and use the ask
system until he talks about "forces of chaos" roaming the land. Then, use one
of the coordinates below to discover a tower. Once any tower is found, the
search-and-destroy mission is automatically begun.
NOTE: A common mistake is thinking the "Mu and Lemuria Monthly" book in Ark
of Destiny's library must be read to start the quest. This isn't so.
PREPARATIONS
������������
- Everyone with an Amulet (Status Guard)
- Finest Arts on someone (for expedience)
- 40-50 Full Carrots (breed at Secret Garden)
- Gallows has Justine & Zephyr mediums (Extension + Status Lock/Permanence)
Note that when fighting, a good way to quickly deal with the enemies is to
change the turn orders around. For instance, if a slowpoke like Clive has
Finest Arts, change the turn order so he attacks first regardless of RFX,
then have someone else use a Full Carrot so he can Gatling immediately the
next round. [Manual order changes have to be done each turn, mind you.]
Also, in place of Finest Arts, Virginia can use a 5BLT/10WGT Arms setup to
get in ten hits, which when boosted by Valiant, can do 17000+ without much
trouble. Extension + Distortion helps keep her out of Hyperion Blaster's
way, too.
FIGHTING TELEPATH TOWERS
������������������������
Telepath Towers specialize in using status-inflicting skills, many of which
have already been seen throughout the game. Low-numbered towers have few of
the skills, but higher-numbered ones carry a wide arsenal. The basic strategy
is to Extension + Status Lock/Permanence, which takes care of everything but
Fallen (instant death), which everyone should already have guards for.
The list of soon-to-be-witnessed skills and what they inflict. All towers'll
have Hyperion Blaster so that won't be mentioned in the chart below.
� Evil Glance ------> Bronze
� Harmful Wave -----> Poison
� Hyperion Blaster -> Non-elem Damage
� Hypnotizer -------> Sleep
� Malice Grace -----> Glass
� Melancholic Ray --> Misery
� Noxious Stream ---> Disease
� Numb Light -------> Amnesia
� Psychedelicor ----> Confusion
� Radious Breath ---> Fallen
� Tranquilizer -----> Paralysis
Finally, an overview to save space. All battles have three Telepath Towers to
defeat, and there's not much to do besides the aforementioned strategy. If
y'want an easier time locating them, however, win the Sonar Kit from Gunner's
Heaven (Journeyman's League prize) which makes any unfound items, dungeons,
and telepath towers show up on the map. [Note that EXP values listed are on
a per-each basis; multiply by three to find total.] Don't forget about using
Finest Arts!
____ _____________ _____________ __________________________________________
| ## | COORDINATES | HP/EXP | STATUS EFFECT SKILLS |
|����|�������������|�������������|������������������������������������������|
| 01 | 16707,18214 | 6900/3000 | Num |
| 02 | 4877,15142 | 7500/3500 | Nox |
| 03 | 10033,16288 | 8100/4000 | Har |
| 04 | 6633,9635 | 8700/4500 | Hyp |
| 05 | 895,22606 | 9600/5000 | Mel |
| 06 | 9085,5456 | 10200/5500 | Tra |
| 07 | 20814,7641 | 11100/6000 | Mal |
| 08 | 12990,15630 | 12000/6500 | Psy |
| 09 | 24963,11828 | 12600/7000 | Evi |
| 10 | 24201,8353 | 13500/7500 | Rad |
| 11 | 13919,1361 | 14100/8000 | Nox, Num |
| 12 | 22424,22572 | 15300/8500 | Har, Hyp |
| 13 | 6801,22179 | 15900/9000 | Mel, Tra |
| 14 | 15338,4831 | 16500/9500 | Har, Mel, Nox, Num |
| 15 | 5953,12878 | 17400/10000 | Evi, Hyp, Psy, Rad, Tran |
| 00 | 15606,2462 | 65000/32000 | (knows all eleven status-inflictors) |
|____|_____________|_____________|__________________________________________|
Some TTs (11,14) are hidden under rocks at the given location, and can only
be found by blowing 'em up with Lombardia's missiles. TT15 is located in the
Sunset Peak area, so that tiny sidequest (get Teleport Orb, take train from
Southfarm to East Highlands) must be done first.
To reach Telepath Tower #0, obtain the Teleport Orb from Millennium Puzzle
#16 -- this is mandatory. After, teleport to Boot Hill. Remember how there's
a tiny closed-off part of the sand sea the sandcraft normally can't reach
right by town? Since all vehicles warp to the player's nearest location, the
Sandcraft appears in that very sea! The opposite beach has the tower. Unlike
others that appear in threes, Teleport Tower #0 is just one target.
REPERCUSSIONS
�������������
- 03 Towers killed: Strange cry from tower
- 05 Towers killed: UFO sighting (can now fight in sandcraft?)
- 06 Towers killed: Forced Creeping Chaos battle (can be found on world map)
- 10 Towers killed: Silent Chaos enemies can now be found on world map
- 15 Towers killed: Telepath Tower #00 can now be found.
- 16 Towers killed: UFO (mothership) sighting #2
Creeping Chaoses are notible for their Arc-en-Ceil ability, which inflicts
a crapload of statuses on everyone -- Extension + Status Lock makes that go
away, however. [Finest Arts is a good idea, but a 100-FP Justine Attack will
inflict Fallen 100% of the time, and is a good alternative.]
AFTER ALL TOWERS ARE DEAD...
����������������������������
The final step is fighting the mothership, which is done by defeating twenty
(25) normal UFOs. However, before being able to fight any in the air, the
team must defeat five (5) with the sandcraft. They only have about 40K health
and are ridiculously easy to defeat no matter where they're encountered. The
26th UFO encountered will be...
___________________________________________________________________
|��������������������������|������������|������������|��������������|
| BOSS: Mothership | HP: 456000 | EXP: 40000 | GELLA: 10000 |
|__________________________|____________|____________|______________|
| STEAL: nothing | DROPS: Ex File Key [100%] |
|�������������������������������������������������������������������|
| - Hyperion Blaster [single: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
The mothership only has one attack and can't reduce ATT/MAG damage, so this
battle's no so much hard as it is lengthy. The usual strategy of having the
strongest ally (Clive, usually) use Draconic Gun Blaster after everyone else
uses the other skills (Mighty Might especially) still stands. Damage in this
way should do 150-200K per hit, so at worst. Unfortunately for the player,
damage against the UFO seems to fluctuate wildly -- Missile Might can do 30K
or 250 damage...it's weird. Attacking in large batches is really the best
way to proceed because of this. [Remember that Mighty Might's side effect is
leaving Lombardia incapacitated for a few turns down the line, and as the
battle goes on, Mothership seems to dish out more damage while taking in
less -- watch out!]
With the mothership in ruins, the Ex File Key is obtained! Creeping Chaoses
quit being found all over the map, but can still be fought in Sunset Peak's
region if y'wanna farm levels/gella -- although these ones are immune to the
Justine Attack strategy.
_______________________________________________________________________________
�������������������������������������������������������������������������������
GUNNER'S HEAVEN [GNRS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Although it's way out in the middle of nowhere, Gunner's Heaven is mandatory,
at least for a fraction of the game. However, the meat of what it offers is
some great arena prizes plus two optional bosses. Those seeking a challenge
have come to the right place!
PREPARATIONS
������������
- Lots of Full Carrots
- Lucky/Gella Cards (naturally...)
- Finest Arts (taught by Violator)
- Dried Flower gear on Virginia (Green Thumb doubles berry healing)
- Gallows has Justine/Zephyr mediums (for Extension + Hyper/Permanence)
- Pocketbook gear (Gella Boost may double gella; stacks with Gella Cards!)
Do you remember the "turn order" trick for Finest Arts? Since Clive should
have the skill and he's the slowest, manually change the turn order to make
him first, then have those following him give him a Full Carrot -- allowing
him to Gatling immediately the next turn! Dan Dairam can also buy some time
without the enemy bothering anyone. [NOTE: Finest Arts does NOT activate in
a Replay-based Gatling, so don't bother trying to do two in one turn (aww).]
ARENA OVERVIEW
��������������
- The best prizes are only obtained by finishing round within round limit!
- Each league has 5 consecutive battles
- Novice must be beaten to unlock Journeyman; and in turn, that for Master
- After finishing a battle, prompted to continue or quit
- Battles can leave items but no EXP/Gella behind
- Battles are consecutive! HP, MTC, bullets, status, etc. values carry over
- No enemy knows Eraser in the leagues, so be sure to cast support arcana!
- The Gold License halves all prices here
NOVICE LEAGUE OVERVIEW
����������������������
FEE : 1000 Gella
LIMIT : 25 Rounds
REWARD: 5000 Gella, Item Scope
___ _____________________ _______ __________ ______________________________
| R | OPPONENT(S) | HP | WEAKNESS | OTHER NOTES |
|���|���������������������|�������|����������|������������������������������|
| 1 | Ganga [3] | 1600 | -------- | Power Smash = turn canceller |
| 2 | Wendigo | 5000 | Wind | Eraser its initial ATT boost |
| 3 | Shambling Mound [6] | 1100 | Fire | Can inflict Bronze |
| 4 | Balor | 6000 | Thunder | Can inflict Poison/Disease |
| 5 | Armordrake | 7000 | -------- | Eraser its DEF bonus/Shield |
|___|_____________________|_______|__________|______________________________|
Novice League is, of course, the easiest of the three but for a team that
still hasn't learned the ins and outs of battle, it can still be hard. Make
sure to have Disease/Poison wards for Balor and kill the Shambling Mounds
with Moor Gault (or similar) to avoid wasting turns or healing Bronze.
JOURNEYMAN LEAGUE OVERVIEW
��������������������������
FEE : 2500 Gella
LIMIT : 20 Turns
REWARD: 10000 Gella, Sonar Kit
___ _____________________ _______ __________ ______________________________
| R | OPPONENT(S) | HP | WEAKNESS | OTHER NOTES |
|���|���������������������|�������|����������|������������������������������|
| 1 | Mercurius [4] | 6000 | -------- | Uses thunder-elem techniques |
| 2 | Gasher Skeleton [3] | 8500 | Light | Undead foe/Eraser RFX boost? |
| 3 | Bamulvris | 22000 | Fire/Ice | Uses Fire/Ice attacks |
| 4 | Audhumla | 12000 | Wind/Ice | Uses Hyper & physical attcks |
| | Sleipnir | 12000 | Fire | Lance Thrust inflicts Fallen |
| 5 | Egregori [6] | 5000 | -------- | Can inflict Fallen, etc. |
|___|_____________________|_______|__________|______________________________|
Here's a rough overview of the fights:
� MERCURIUS -------: Have some characters (not Virginia) summon first turn to
get rid of them. Their lightning attacks are boosted by
Thunder Zone, and Superconductive Gimlet is damaging!
� GASHER SKELETONS : Have someone (Gallows is good) summon Flash Hit to get
rid of them. Alternatively, Replay-ing Requiem can cut
'em down to size.
� BAMULVRIS -------: By now Clive should be able to get a Finest Arts off,
which is probably quicker than exploiting its weaknesses
(although Weakness PS can help). If Finest Arts isn't
already setup, that's okay -- waste a few turns here to
quickly deal with the next battle.
� AUDHULMA/SLEIPNIR: Have Clive Finest Arts Sleipnir while Virginia/Gallows
pray on Audhumla's dual weakness. Should only take a
few turns on this end. [Use manual turn order!]
� EGREGORIS -------: These morons can inflict Fallen, Paralysis, Confusion,
Sleep, and Glass/Bronze as well. Mystic a Full Carrot
and have everyone do 100-FP summons to kill these guys!
[Use Cosmic Cog to buy time if need be.]
The Sonar Kit prize lets one see unfound items, dungeons, Millennium Puzzles,
and telepath towers on the world map, making it ridiculously awesome for the
search parties. [Unfound items/signs are in gold, unfound dungeons in green.]
MASTER LEAGUE OVERVIEW
����������������������
FEE : 10,000 Gella
LIMIT : 15 Turns
REWARD: 30,000 Gella
___ _____________________ _______ __________ ______________________________
| R | OPPONENT(S) | HP | WEAKNESS | OTHER NOTES |
|���|���������������������|�������|����������|������������������������������|
| 1 | Daredevil [3] | 12000 | Earth | Uses wind attks/Can paralyze |
| 2 | Sphere [6] | 6000 | Darkness | Uses Bright Blast |
| 3 | Death Mask | 24000 | Light | Can inflict Fallen @ ally(s) |
| 4 | Dantalion | 28000 | -------- | Can inflict Confsn/Paralysis |
| 5 | Doll Drone | 20000 | -------- | ARMs can't hit/Has Falln atk |
|___|_____________________|_______|__________|______________________________|
Most enemies have death-inflicting moves, so y'gotta come prepared. Getting
Finest Arts out early doesn't really matter here, since the initial enemies
should be taken out with mass-hitting attacks. Just make sure to have it
out by Round #3 & #4 to save some time for #5, which uses a little setup.
� DAREDEVILS - Whoever has the Weakness PS should summon Terra Roar; or,
alternatively, Virginia (assuming she has Weakness) can Mystic
Earth Gems while someone casts Replay on her.
� SPHERES ---- Virginia + Summon + Lust Jaw = Win. It probably takes two
summons of it, so make sure to throw Virginia a Full Carrot
after the first summon so she can kill the sextet on the
rebound. [If you're apprehensive about Virginia without the
FP to heal, this round's not that dangerous as long as the
team has Light Ward.]
� DEATH MASK - Finest Arts 'im -- Clive should've emptied his magazine by
now. Virginia should give herself a Full Carrot first, though.
The boss can inflict instant death, so this isn't a round to
hang around in...well, if you're susceptible.
� DANTALION -- Dantalion alternates between closed form (only susceptible to
magic damage) and open (only susceptible to physical damage).
This is good, because the first turn against it can be used to
get Clive into Finest Arts shape. Do that on the subsequent
turn.
� DOLL DRONE - He's immune to normal attacks (Lock On still works), so the
expedient way to attack it is forcing a weakness on it while
Virginia (who gets Replay'd) uses an elemental gem on it. Once
the weakness is established, then Virginia can do Replay'd
summons to exploid it. It should only take two summons to kill
it, by the way.
The Relic Coin is basically an infinite-use Gimel Coin, which basically means
it's impossible to get a game over! [Winning Master League also makes Gimel
Coins available for purchase on Black Market.]
OPTIONAL BOSS: Emperor Marduk
�����������������������������
This boss can be fought by finishing all fights in Master League, regardless
of breaking the turn limit. Talk to Begucci upstairs and agree to the
proposal, at which point...
___________________________________________________________________
|�������������������������|������������|������������|���������������|
| BOSS: Emperor Marduk | HP: 240000 | EXP: 90000 | GELLA: 108000 |
|_________________________|____________|____________|_______________|
| STEAL: nothing | DROPS: Dist Dims [100%] |
|�������������������������������������������������������������������|
| - Restoration [self: restores some HP] |
| - Agony Effect [single: non-elem damage] |
| - Screaming Mad [single: dark-elem damage] |
| - Satellite Extinction [all: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Angolmois' brother? Oh my. The boss doesn't know Eraser, so Gallows should
get to work stat-buffing (Protect > Hyper > Permanence), while Virginia and
Jet setup Clive for Finest Arts-ing. With Protect on everyone, Satellite
Extinction -- at best -- does 1100+ to the weak-MGR players. That should be
more than tolerable at this point in the game, although he'll use it more
than Angolmois' used Seventh Moon. Restoration heals about 3000 HP -- paltry
sum! The boss is also quite fast, though, interjecting its turns (or likely
to) between Virginia and the 2nd-fastest. Make sure to Gella/Lucky Card the
buffoon when possible, too.
The Dist Dims it drops gives the MTC Recovery ability, which lets one refill
MTC by walking around. Not that useful in the outside world where healing's
abound, but in The Abyss, where Lucky Shot'ing enemies to get their rarities
is great, the ability truly shines. THERE IS ONLY ONE IN THE GAME so don't
do something stupid like selling it for the price of a hamburger. :p
OPTIONAL BOSS: Bad News
�����������������������
Once Marduk's pushing up daisies, chat with Ortega and he'll introduce the
team to Bad News, the biggest, meanest, and toughest fighter in the arena.
[I was around Lv75 here, having killed basically all other optional bosses
except Ragu. I wouldn't say this is necessary but extra HP always helps...]
___________________________________________________________________
|������������������������|������������|�������������|���������������|
| BOSS: Bad News | HP: 325000 | EXP: 100000 | GELLA: 120000 |
|________________________|____________|_____________|_______________|
| STEAL: nothing | DROPS: Ex File Key [100%] |
|�������������������������������������������������������������������|
| - Power Mountain Load [single: phys damage] |
| - Believe in yourself. [self: heals some HP] |
| - Rocket Bazooka [single: phys damage + %Amnesia] |
| - Hatchet Blow [single: phys damage + %Confusion] |
| - Counter Tomahawk [single: phys damage; damage counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
Certainly more of a challenge than Marduk, although he still doesn't know
Eraser so it just forces the player to proceed more cautiously. The battle
would become unduly hard if Virginia's not first to act, so make sure she's
quickest (w/ Gale Claw she had 670+ and that sufficed). Extension + Protect
is a savior here, so make sure to Permanence it -- all Bad News' attacks're
of that sort. Although Finest Arts is still king of this battle, it's pretty
easy to get that messed up if people are constantly being hit with confusion
and amnesia -- come in prepared (or Status Lock applicable people). Weaker
characters shouldn't attack too often -- or at all -- since the boss strikes
back with Counter Tomahawk. It seems to get more powerful as BN's health
decreases, so Virginia'll have to be attentive toward the end. The best
attack in BN's arsenal is Power Mountain Load which can do 1500+ without
Shield pulling its weight (I suggest Extensioning Distortion as well, just
to be on the safe side).
NOTE: A funnier, cheaper alternate strategy is coming into battle with a
poison-afflicted ally. That person then uses "Synchronizer" on Bad
News, which inflicts him with Poison as well! He'll be dead in five
turns! Good way to save Full Carrots and stuff.
_______________________________________________________________________________
�������������������������������������������������������������������������������
MILLENNIUM PUZZLES [MLLN]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Millennium Puzzles (MPs) are a special "dungeon". To unlock the sidequest,
finish Fortune Gear and talk to Simon, inquiring about his hobbies. When he
talks about a benefactor and whatnot, this allows one to find MPs on the
overworld. Here's a list of their coordinates, although some are in rather
annoying places and the best way to find them is with Lombardia and the Sonar
Kit (from Gunner's Heaven Journeyman League).
____ _____________ ____ _____________ ____ _____________ ____ _____________
| ## | COORDINATES | ## | COORDINATES | ## | COORDINATES | ## | COORDINATES |
|����|�������������|����|�������������|����|�������������|����|�������������|
| 01 | 20497,10621 | 06 | 19218,15980 | 11 | 7701,15886 | 16 | 14368,10295 |
| 02 | 7299,21310 | 07 | 21414,19965 | 12 | 24968,14748 | 17 | 4413,13833 |
| 03 | 976,24899 | 08 | 8499,8800 | 13 | 13117,2705 | 18 | 9359,13686 |
| 04 | 24882,22212 | 09 | 20718,13424 | 14 | 21386,5803 | 19 | 11625, 9090 |
| 05 | 22551,10242 | 10 | 16036,18918 | 15 | 4628,18270 | 20 | 7158,12310 |
|____|_____________|____|_____________|____|_____________|____|_____________|
To solve a puzzle, eliminate all blocks presented by matching (coming in
contact with one another) -- pushing 'em off the edge doesn't count. Blocks
come in red, silver, orange, and puke green. These will be abbreviated R, S,
O, and G, respectively. Blank spaces are denoted with a hyphen (-), any
obstacle/wall is denoted with a hash mark (#), and a stack of blocks will be
denoted by an asterisk (*). Finally, a bracketed number will denote how many
blocks are removed when an action is done -- ex: [3].
My maps' axises are both "numbered" by letters. The reason? It helps keep the
tables small, since it doesn't have to deal with double-digit or -letter
stuff, which can inflate the size. [Example direction: FD > EE. This means
to go DOWN to F then OVER to D; not vice versa.]
NOTE: North is always "up" on the map.
MILLENNIUM PUZZLE #1
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Prize : Cait's Boots
Rating: 1/5
Hint -: You can eliminate any block. Keep in mind how many are left!
___________________
_| A B C D E F G H I | STRATEGY
| |�������������������| ��������
|A| S O G S R O G O S | Since it's the first one, it's also the easiest, and
|B| - - - - - - - - - | unlike later puzzles which may require precise
|C| O G O R S O G S R | directions and navigation, this one's really just a
|D| - - - - - - - - - | free-for-all that anyone can bungle their way past.
|E| R O G O S R O S R |
|F| - - - - - - - - - | The only tip is to periodically look around and see
|G| R S O R O S R O G | how many of each color is left. Red/Silver blocks're
|H| - - - - - - - - - | odd-numbered here so a player'll have to take out 3
|_|___________________| at once. Nothing sucks more than a lone [color] block!
MILLENNIUM PUZZLE #2
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Prize : Amulet
Rating: 1/5
Hint -: Even if you eliminate three of the four blocks, there will still be
one left. Obviously, this will not count.
The basic strategy is to clear out the middle, set aside one block of each
color, then topple the large stacks. Each stack that's destroyed should have
one block left of that color to defeat another stack, and so forth.
_________________
_| A B C D E F G H | STRATEGY
| |�����������������| ��������
|A| - - - - - - - - | 1) CC > East [3R] 10) DH > FF [3S/3O]
|B| - R * R G * G - | 2) CF > West [3G] 11) EH > CF [3O/3G]
|C| - * R - - G * - | 3) FC > North [3S] 12) DH > CC [3G/3R]
|D| - R - R G - G - | 4) FF > West [3O]
|E| - S - S O - O - | 5) GD > HD
|F| - * S - - O * - | 6) DB > DA
|G| - S * S O * O - | 7) DG > DH
|H| - - - - - - - - | 8) EG > EH
|_|_________________| 9) DA > FC [3O/3S]
MILLENNIUM PUZZLE #3
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Prize : Pocketbook
Rating: 1/5
Hint -: If you run out of space behind you, you cannot pull the block any
further. Try moving the block differently.
The gist of this puzzle is that there's little room to maneuver on the area's
fringe, so pulling out blocks out of the clogged center crossways creates a
bit more room. Pay attention to odd-numbered colors.
_______________
_| A B C D E F G | STRATEGY
| |���������������| ��������
|A| S - G - G - O | 1) GE > GF [2S] 9) EF > EE [2O] 17) AA > AC [2S]
|B| - # O # R # - | 2) GC > GE [2G] 10) EB > EE [2R] 18) GD > CE [3S]
|C| R S G S O S R | 3) EG > ED [2R] 11) FC > CC [2G]
|D| - # O # R # - | 4) AG > EG [2O] 12) BC > FC
|E| O R G O S O R | 5) AE > AD [2G] 13) EA > EB
|F| - # O # G # - | 6) GA > GC [2O] 14) FE > GD
|G| O - G - S - S | 7) EC > FC 15) CE > EC [3O]
|_|_______________| 8) EE > FE 16) BE > DA [2R]
MILLENNIUM PUZZLE #4
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Prize : Growth Egg
Rating: 2/5
Hint -: Eliminate the blocks in combos by breaking up the heap of blocks.
Just keep chipping away at them.
_______________
_| A B C D E F G | STRATEGY
| |���������������| ��������
|A| - - - - - - - | 1) GE > FF [??]
|B| - - - - - - - | 2) GC > FE [??]
|C| - - G - O - - | 3) EE > FB [??]
|D| - - - - - - - | 4) CC > DD [2G]
|E| - * * * * * - | 5) CE > EE [3O]
|F| - - - - - - - | 6) EB > EC [2G]
|G| - - S - R - - |
|H| - - - - - - - |
|I| - - - - - - - |
|_|_______________|
MILLENNIUM PUZZLE #5
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Prize : Holy Grail
Rating: 2/5
Hint -: First, eliminate 3 blocks. Then you'll be ready to solve the puzzle.
The trick here is to use take out three blocks at once.
___________________
_| A B C D E F G H I | STRATEGY
| |�������������������| ��������
|A| S - - - - - - - - | 01) HI > FG [2O]
|B| O - - - - - - - - | 02) II > FG [2G]
|C| G - - - - - - - - | 03) CA > FC [2G]
|D| - - - * - * - - - | 04) AA > ED [3S]
|E| - - - - - - - - - | 05) BA > ED [3O]
|F| - - - * - * - - - | 06) FD > DE [2R]
|G| - - - - - - - - S | 07) GI > EF [3S]
|H| - - - - - - - - O | 08) FF > DE [3G]
|I| - - - - - - - - G | 09) DD > DE [2O]
|_|___________________|
MILLENNIUM PUZZLE #6
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Prize : Duplicator
Rating: 2/5
Hint -: You must first bring the blocks to the same height as yourself in
order to move them. Confirm the block's location before you start.
___________________
_| A B C D E F G H I | STRATEGY
| |�������������������| ��������
|A| * - - - - - - - * | 01) HE > GE [??]
|B| - - - - O - - - - | 02) EB > GF [2G]
|C| - - - - - - - - - | 03) ED > EE [2G]
|D| - - - * * * - - - | 04) BE > EE [2O]
|E| - G - * - * - S - | 05) Move 4 silver blocks to each corner stack [8S]
|F| - - - * * * - - - | 06) Destroy the 5 remaining red blocks [5R]
|G| - - - - - - - - - |
|H| - - - - R - - - - | The trick here is to destroy most of the square stack
|I| * - - - - - - - * | in a large cascade. This frees up most of the blocks
|_|___________________| to be moved to the corners.
MILLENNIUM PUZZLE #7
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Prize : Weather Vane
Rating: 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.
___________
_| A B C D E | STRATEGY
| |�����������| ��������
|A| R - S - R | This looks more complicated than it is. Although each color
|B| - G - O - | has 3 blocks (meaning they must all be destroyed at once), a
|C| S - R - G | rule of thumb is to pick a color -- silver's good -- and move
|D| - O - S - | all blocks to the outside of the 5x5 grid to free up space.
|E| - - G - O | Once a color's destroyed, the others can be done easier, too.
|_|___________|
MILLENNIUM PUZZLE #8
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Prize : LVL Apple
Rating: 3/5
Hint -: Even though you can't move blocks high above from side to side, you
can still knock them off.
_________________
_| A B C D E F G H | STRATEGY
| |�����������������| ��������
|A| # O G O G R S # | Another one a player can eyeball. The two stacks are on
|B| # G O S O S O # | a lower ledge so blocks have to be dropped adjacent to
|C| # S G O G O G # | destroy them. Free up space above by destroying the two
|D| # O R S O R S # | nearest orange blocks and start picking apart stacks.
|E| # - - - - - - # | There's a million and one ways to do this, but beware:
|F| # - - - - - - # | there's an odd-number of red blocks, so destroy be sure
|G| * - - - - - - * | to destroy three on the lower ledge (i.e. drop a red
|_|_________________| two spaces from stack).
MILLENNIUM PUZZLE #9
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Prize : LVL Apple
Rating: 3/5
Hint -: Even though you can climb down, climbing back up is impossible. Watch
your step.
This is a three-star puzzle? I always found it quite difficult, maybe 'cause
it's the first (if you're going in order) that's an actual thinker. Starting
high on the map, one has to think about the "bridge formations" to the blocks
isolated on cliffs.
___________________
_| A B C D E F G H I | STRATEGY
| |�������������������| ��������
|A| # # # # R S O G R | 01) AO > DD 13) DC > IC
|B| # # # # - - - - S | 02) AF > CD 14) KD > ID [2O] - PULL IT NORTH
|C| R - - - - - - - O | 03) BI > DC 15) KC > ID [2S] - PULL IT NORTH
|D| G - - - - - - - G | 04) CI > CC 16) CD > HE
|E| # # - - - # # # # | 05) CA > BE [2R] 17) CC > IC
|F| # # - - - # # # # | 06) DI > DB [2G] 18) Jump down!
|G| # # - - - # # # # | 07) AH > EE 19) HE > HG [2S]
|H| # # - - - - - S R | 08) AI > ED 20) IC > IG [2O]
|I| # # - - - - - O G | 09) Jump down! 21) II > ID [2G]
|J| # # - - - # # # # | 10) ED > HC 22) HC > HI [2R]
|K| # # S O - # # # # | 11) EE > HD
|_|___________________| 12) DD > ID
MILLENNIUM PUZZLE #10
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Prize : Tracker
Rating: 3/5
Hint -: There might be more blocks hidden from view. Don't forget to rotate
the camera.
_______________________
_| A B C D E F G H I J K | STRATEGY
| |�����������������������| ��������
|A| - - - - - - - - - - - | 01) FD > IB [??] 13) IH > DD [4G]
|B| - - - - - - - - - - - | 02) HC > JI [??] 14) Destroy 4 remaining orange
|C| - - * * - - - * * - - | 03) DF > DE [2R]
|D| - - * * - R - * * - - | 04) HF > DG [2O]
|E| - - - - - - - - - - - | 05) DH > FF
|F| - - - S - - - G - - - | 06) FH > DH [3G]
|G| - - - - - - - - - - - | 07) CH > AC
|H| - - * * - O - * * - - | 08) DI > BC [3R]
|I| - - * * - - - * * - - | 09) FF > HF
|J| - - - - - - - - - - - | 10) DD > HG [3S]
|K| - - - - - - - - - - - | 11) CC > BI [2S]
|_|_______________________| 12) HI > DE
MILLENNIUM PUZZLE #11
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Prize : Weather Vane
Rating: 3/5
Hint -: Same-colored blocks are eliminated by placing more than two of them
together. Count all the blocks before you begin.
_______________
_| A B C D E F G | STRATEGY
| |���������������| ��������
|A| # # # # # # # | 01) EE > EC 09) BB > CC
|B| # R G S # # # | 02) BD > ED 10) FF > CD [3R]
|C| # O R - - # # | 03) FE > EE [3S]
|D| # G - - - O # | 04) CC > CE
|E| # # - - G S # | 05) BC > DC [3G]
|F| # # # O S R # | 06) FD > ED
|G| # # # # # # # | 07) CB > CD
|_|_______________| 08) DF > DD
MILLENNIUM PUZZLE #12
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Prize : Pocketbook
Rating: 3/5
Hint -: Brute force will only go so far. Be open to trying to move blocks in
a new way.
___________________
_| A B C D E F G H I | 01) BC > BF 08) CF > AC 15) BI > CB
| |�������������������| 02) CC > CF 09) CG > CA [2R] [2O]
|A| S O S # # # R S R | 03) CB > CC [2R] 10) CH > CG [2O]
|B| R S O - - - S G O | 04) CA > CB [3S] 11) AC > CH [3G] 16) BF > BI
|C| S R G - - - R O G | 05) DA > BB [2O] 12) BG > BC 17) BC > CI
|D| O S R # # # O R S | 06) AC > AB [2S] 13) AH > BF [3S]
|_|___________________| 07) BF > BB 14) DH > AH [3R]
MILLENNIUM PUZZLE #13
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Prize : Lion Shield
Rating: 3/5
Hint -: Eliminating one block can cause a chain reaction and wipe everything
out. But it's not totally necessary.
_______________
_| A B C D E F G | STRATEGY
| |���������������| ��������
|A| # - * * * * * | 01) EB > BC [massive chain reaction!]
|B| G R - - - - * | 02) EA > FC
|C| O S - - - - * | 03) BB > FE [3R]
|D| S O - - - - * | 04) BA > FC [2G]
|E| R G - - - - * | 05) CB > EA [2S]
|F| # # * - - * * | 06) DB > FE
|_|_______________| 07) CA > FD [3O]
MILLENNIUM PUZZLE #14
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Prize : Teleport Orb
Rating: 4/5
Hint -: You already know that putting two blocks together will eliminate
them. But don't forget that they can be put together vertically as
well as horizontally.
The trick to this puzzle is taking two blocks off the SW stacks, and using
'em to destroy part of the stoppage in the middle. It's rather easy once that
part's revealed.
_____________________
_| A B C D E F G H I J | STRATEGY
| |���������������������| ��������
|A| # R - - # # # - * * | 01) CI > BF [2O] 06) BB > BJ [2O]
|B| G O - - G O R S - - | 02) CJ > BE [2G] 07) BA > BJ [2G]
|C| # S - - - - - - * * | 03) BH > BI [2S] 08) AB > BJ [2R]
|D| # # # # - - - - # # | 04) BG > BI [2R]
|_|_____________________| 05) CB > BI [2S]
MILLENNIUM PUZZLE #15
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Prize : 10-Gal Hat
Rating: 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.
Despite the ranking, this may be one of the easiest ones played. I'm not
even sure it's POSSIBLE to screw this one up (no hyperbole).
_________________
_| A B C D E F G H | STRATEGY
| |�����������������| ��������
|A| * * * * * - R O | 01) AG > AC [2R] 06) AA > AB [2S] 12) BE > BD [2G]
|B| * * * * * - S G | 02) BG > BB [2S] 07) AE > AD [2G] 13) AC > AE [2S]
|_|_________________| 03) BH > BD [2G] 08) BE > BD [2O] 14) BC > BA [2O]
04) AH > AD [2O] 09) AC > AB [3O] 15) AA > AB
05) BC > BB [2O] 10) BC > BB [3G] 16) BE > BB [2R]
06) BA > BB [2R] 11) AE > AD [2O]
MILLENNIUM PUZZLE #16
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Prize : 10-Gal Hat
Rating: 4/5
Hint -: It's natural to think differently when you find a new point of view.
Even in a puzzle of moving blocks, will everything stay the same when
something new comes up?
_______________________
_| A B C D E F G H I J K | STRATEGY
| |�����������������������| ��������
|A| # # # # # # # | 01) EF > GF 14) CF > DF [2S]
|B| # G O R G S # | 02) HB > HF [2G] 15) BF > CF [2R]
|C| # O R S O G # | 03) GB > FC 16) CD > CE [2O]
|D| # R G O S O # | 04) RA > JD [2R] 17) DH > DG [2O]
|E| # # # # G # # # # | 05) HJ > HB 18) DE > BE [2G]
|F| # # - - # - # - - # # | 06) HK > HI 19) BG > CH [2G]
|G| S O - - # - # - - R O | 07) JG > HH [2G] 20) DD > GF
|H| R G - - - - - - - S G | 08) HB > JD 21) JH > HF [2R]
|I| # # # - # # # - # # # | 09) GJ > JH 22) JD > HJ
|J| # - R - G - # | 10) EF > GF 23) BH > GF
|K| # # # # # # # | 11) FC > HE 24) GA > HE
|L| # # # # # # # | 12) EF > GF 25) HJ > HF [3S]
|_|_______________________| 13) GK > HF [3O]
MILLENNIUM PUZZLE #17
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Prize : Arctic Blade
Rating: 4/5
Hint -: Some say it pays to wait. Others say look before you leap. Just don't
forget that you have to move to make progress.
_______________________
_| A B C D E F G H I J K | STRATEGY
| |�����������������������| ��������
|A| - - - * - - - * - - - | 01) EG > CG [??]
|B| - - - * - - - * - - - | 02) EE > CE [??]
|C| - - - * - - - * - - - | 03) DF > CF
|D| # - - - - G - - - - # | 04) FF > CD [2O]
|E| # - - - R - S - - - # | 05) BH > BF [2G]
|F| # - - - - O - - - - # | 06) BD > BH [2S]
|G| # - - - - - - - - - # | 07) AH > AE [2O]
|_|_______________________| 08) AD > CG [2R]
MILLENNIUM PUZZLE #18
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Prize : Migrant Seal
Rating: 5/5
Hint -: Who was it that said, 'Looking for a shortcut can lead you astray.'
Like Berlitz' used to say, shortcuts ain't that helpful all the time. In
fact, trying to breeze through this will probably make a player error, so it
really pays to think ahead and take it slow. Luckily there's a west-side ramp
that lets a player return to the top of the overlapping 4x4 pads.
___________________________
_| A B C D E F G H I K L M N | STRATEGY
| |���������������������������| ��������
|A| # R - - - # | 01) AI > EI
|B| # - # # - # | 02) HF > HG
|C| # - # # - # | 03) HN > JK
|D| # # # # # # # # - - - - # | 04) PK > PF (go back up)
|E| # - - - - - - - - # # # # | 05) HG > HK
|F| # - # # # - # # - # | 06) JK > PE (go back up)
|G| # - # # - # # - # # # # | 07) HK > PD (go back up)
|H| # - # # S - - - - - - O | 08) EI > RD > RB
|I| # - # # # # # # - # # - | 09) RB > PB [2R]
|J| # - # # - # # - | 10) PD > PC (go back up)
|L| # - # # # # # - - - - | 11) PC > PB [2S]
|M| # - # # - - - - # # # | 12) PE > PC (go back up)
|N| # - # # # - # # - # | 13) PC > PB [2O]
|O| # - - # # # - # # - # | 14) PF > PB [2G]
|P| * - - - - - - - - G # |
|Q| # - # # # - # # # # # | As y'see, the trick is aligning the blocks
|R| # - # # # - # | with the stack at PA, and making sure to
|S| # - # # # - # | preserve order on the way down, else it all
|T| # - - - - - # | falls apart. [And at the end, using the 3x3
|U| # # # # # # # | obstacle to move the red block to the west
|_|___________________________| side is genius, of course.]
MILLENNIUM PUZZLE #19
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Prize : Vambrace
Rating: 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.
___________
_| A B C D E | STRATEGY
| |�����������| ��������
|A| G S O R O | 01) BA > CC 06) AB > CA 11) DB > CB
|B| O R G S G | 02) BB > DC 07) AD > CC [3R] 12) BE > BB [3G]
|C| - - - R S | 03) BC > DB 08) BA > BB
|D| - - - # # | 04) CC > DA 09) CA > CD [3S] Then destroy the final 3
|_|___________| 05) AC > BA 10) AA > AB orange blocks at leisure!
MILLENNIUM PUZZLE #20
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Prize : Gunstar Sign
Rating: 5/5
Hint -: Pushing...pulling... Life is full of repetative chores. And that is
the secret to success.
Note that the Sunset Peak "sidequest" must be done before this can be found.
Luckily the defunct station is recorded in the Teleport Orb.
_________________
_| A B C D E F G H | STRATEGY
| |�����������������| ��������
|A| # # * # | 01) DE > DD 10) AC > DH [2G]
|B| # # - # | 02) FE > FF 11) FH > CC [2O]
|C| # * - # # # # # | 03) DD > BB [2R] 12) HE > CC [2S]
|D| # # - - R - - - | 04) GE > HE 13) HH > CC [2R]
|E| # # - # - S # G | 05) FF > HF
|F| # # - - O - # O | 06) EF > BB [2S]
|G| # # # # G - S - | 07) HF > BB [2O]
|H| # # - - - - # R | 08) HC > CC [2G]
|_|_________________| 09) GG > HE
With all the puzzles done, remember to get the Ex File Key reward from Simon
in Dune Canyon!
_______________________________________________________________________________
�������������������������������������������������������������������������������
THE ABYSS [THBY]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Although the first ten floors are mandatory, there's a whole lot more to the
Abyss. Its one hundred (100) floors contain many rare enemies carrying gears
that can only be obtained from them, plus Ragu O Ragla, the final boss that
has to be defeated at the bottom AND at the top as well. This isn't just some
undertaking you do in five minutes -- time must be set aside and massive
preparation beforehand (that is, unless you enjoy getting 'x' floors deep and
failing).
It's advised that one waits until later in the game to tackle this place, for
obvious reasons: it's hard, better levels and gears available, better chance
of not being eaten by a half-tiger, half-alligator creature... And so on.
HOW THE ABYSS WORKS
�������������������
Facts about the dungeon.
� Abyss is 100 floors deep
� To proceed down 1 level, collect all ENC crystals strewn throughout the map
� The 10th, 30th, 60th, and 100th floors have bosses guarding the warps
� The 10th, 30th, 60th, and 100th floors have warps to surface or next tier
� The Exodus Orb can be used to escape the dungeon as well
� A player who exits the dungeon prematurely has to do it ALL over!
� Saving is disabled inside
� Tracker (potentially to see what floor you'd be on) does not work inside
PREPARATIONS
������������
� Migrant LV20
� 3 of 4 Booster kits found
� 99 Potion/Heal Berries (healing)
� 99 Gimel Coins (or a Relic Coin)
� Violator (for Finest Arts skill)
� Exodus Orb (to warp from dungeon at leisure)
� Dried Flower on Virginia (boosts Mystic's potency)
� Everyone has Eagle eye skill (prevents Ambush/Danger situations)
� Dist Dims on someone (MTC Recovery PS -- helps for getting rare items)
� Status wards on everyone (Full Libra + individual wards on the others)
� Full elemental wards on everyone (Prism Stick + others get individuals)
Since Virginia's perhaps the most important person upkeep-wise, she should
get Full Libra and Prism Crown (remember it's possible to get more of these
inside).
ENEMIES WORTH WATCHING OUT FOR
������������������������������
As mentioned, many foes within carry items that can't be found anywhere else;
or, are the only ways to get more of items found scarcely throughout normal
gameplay. Naturally they drop with astounding infrequency, so the best way
to get drops is to kill the enemy with Lucky Shot, which increases the chance
of the enemy dropping its goods. [This is the main reason to have Dist Dims
on someone.]
� A Bao A Qu ----- steal Power Boost
� Agowogdent ----- drops Prism Crown
� Alligatiger ---- drops Gunstar Sign
� Black Knight --- drop/steal Secret Note
� Calupdis ------- defeat it before it flees with your cash to get 10% return!
� Coatl ---------- drop/steal Elder Record
� Dakleit -------- drops Elder Record
� Demiurgos ------ drops Prism Stick
� Dendrobium ----- drops Dried Flower
� Flauros -------- drops Nine Lives
� Forbidden ------ drop/steal Robber's Ego
� Great Maximum -- drop/steal Force Unit
� Great Pumpkin -- drop/steal Evergreen
� Grendel -------- drops Sunset Red
� Hyperion ------- drop/steal Crisis Arm
� Last Batallion - drop/steal AP Ammo
� Leonard -------- drop/steal Elder Record
� Master Therion - drops Talisman
� Mu ------------- drop/steal Pulbo Calbo
� Necronomicon --- drop/steal Necronomicon
� Ragu O Ragla --- drops Sheriff Star (2nd time - 100%)
� Vodianoi ------- drop/steal Violator
� Voidra --------- can eject everyone from dungeon (kill fast or avoid it!!!)
� Zohak ---------- drops Full Libra
Since saving's disabled inside the Abyss (yes, a truly cheap shot) it's not a
bad idea to leave after getting some of the rarer gears. Yes, doing everything
over again is a bitter pill to swallow but it could be worse.
BOSSES
������
With Weather Vanes and full Migrant Level, the Abyss becomes a lot more
tolerable. There's no danger of allies being detained in ambush situations,
and the enemies that can't be skipped easily take off only a few ENC points,
which are then regained through collecting ENC crystals in the maps. Ahh, the
good life! This makes fighting the bosses the main parts of doing this place.
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Ephrem Zein | HP: 12000 | EXP: 17000 | GELLA: 20000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Dragon Idol [100%] |
|�������������������������������������������������������������������|
| - Luminous Impact [all: light-elem damage] |
| - Prepare Intercepts [self: will counterattack if targeted] |
| - Intercepts cancelled. [self: won't counterattack if targeted] |
|___________________________________________________________________|
�������������������������������������������������������������������
Ephrem Zein is the 10th floor boss. Its strategy consists of using "Prepare
Intercepts" and after awhile using "Intercepts cancelled." It takes no
offensive measures except Luminous Impact, which is only used as a counter
when damaged while Prepare Intercepts is active. To defeat it, gauge its
actions to see when PI's duration ends. It's quite possible Clive can attack
it each turn like normal, but the alternatives are (1) using Replay on an
attacker to make them attack at the end of the turn as well, when intercepts
are already cancelled (2) attacking like normal, provided Light Wards are
present. [The boss has auto-reflect.] Don't forget to Lucky/Gella Card!
Of course, someone reading this toward the end of the game has already done
that boss, so let's skip that. Twenty floors later, it's...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Luranaire Zein [3] | HP: 12000 | EXP: 51000 | GELLA: 60000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Booster Kit [100%] |
|�������������������������������������������������������������������|
| - Phantom Hazard [all: dark-elem damage] |
| - Prepare Intercepts [self: will counterattack if targeted] |
| - Intercepts cancelled. [self: won't counterattack if targeted] |
|___________________________________________________________________|
�������������������������������������������������������������������
Basically a repeat of the 10th-floor boss, except there's three of 'em and
they use Phantom Hazard as a counterattack. Finest Arts can take care of
all these doofuses, and without worrying about any repercussions (which're
also moot since the player was advised to have Dark Ward coming in here).
A single 100-FP Flash Hit with Weakness PS maxed out might be able to kill
them all en masse, although it's rather unnecessary.
Thirty floors later, it's...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Zaverga Zein [4] | HP: 12000 | EXP: 68000 | GELLA: 80000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Bone [100%] |
|�������������������������������������������������������������������|
| - Paradigm Pollution [all: non-elem damage] |
| - Combine Together [enemies: combine into one Zaverga Zein] |
| - Prepare Intercepts [self: will counterattack if targeted] |
| - Intercepts cancelled. [self: won't counterattack if targeted] |
|___________________________________________________________________|
�������������������������������������������������������������������
The last in a series of Zein bosses, it has all the trappings of a normal
fight with these guys. Paradigm Pollution is the new counterattack and isn't
subject to the wards before, so it's at least a little more dangerous on
that end. On Turn 4, any living boss will merge into one entity and become a
lot more powerful (although it's strategy or HP value doesn't change). The
person(s) with Finest Arts will probably be too fast to avoid the Paradigm
attack, so if they have any RFX-boosting mediums, maybe unequip 'em for a
bit.
If you're wondering what the Bone does, when used in conjunction with Mystic,
it puts all of Virginia's mediums' support arcana on a target. Pretty sweet,
actually. At the Abyss' bottom, find the mysterious chock and play the Kramer
Dolls to summon...
___________________________________________________________________
|��������������������������|������������|������������|��������������|
| BOSS: Ragu O Ragla | HP: 750000 | EXP: ----- | GELLA: ----- |
|__________________________|____________|____________|______________|
| STEAL: nothing | DROPS: Sheriff Star [100%] |
|�������������������������������������������������������������������|
| - Giant Impact [single: phys damage] |
| - 100 Billion Degrees [all: fire-elem damage] |
| - Counter Sweep [single: phys damage; phys damage counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
The ultimate boss in the game! Actually, he's quite overrated. Although he
has the highest HP yet, his oft-used 100 Billion Degrees attack is nullified
by Fire Ward, and Giant Impact can often miss if everyone is buffed out
with Turbulence. All physical attacks are countered with the sweep technique
so it pays to avoid attacking for the first couple turns and have Gallows
erect Extension + Shield/Permanence, while the others add in their support
arcana. This battle is hell if Virginia doesn't go first, so make sure she
has 600+ RFX to ensure Ragu doesn't kill anyone before she can heal 'em.
Ragu's counter and Giant Impact, when they hit, can do 1500-2000 damage, so
weaker characters can get two-shotted -- when everyone's in good health,
having Gallows cast Distortion when it runs out is a good safeguard. And
finally, Virginia may end up healing each turn so make sure she's always
got 25+ FP in her reserve.
The Sheriff Star is a one-per-game gear that's quite amazing: once active,
all personal skills in possession are activated, regardless if there's enough
PS points. The only downside is the Sheriff Star costs 100 points, meaning a
person has to be Lv100 to use it. [Also, if the SS is not equipped on one
when the game's beaten, it can be carried over to a New Game Plus!]
After ragging on Rags, a warp appears to the 1st-floor entrance. However, a
chock blocks the way so yet another boss must be fought to leave. And as it
turns out, it's...
___________________________________________________________________
|��������������������������|������������|������������|��������������|
| BOSS: Ragu O Ragla | HP: 999999 | EXP: ----- | GELLA: ----- |
|__________________________|____________|____________|______________|
| STEAL: nothing | DROPS: Sheriff Star [100%] |
|�������������������������������������������������������������������|
| - Cocytus [all: ice-elem damage] |
| - Maelstrom [all: water-elem damage] |
| - Giant Impact [single: phys damage] |
| - Storm Blade [all: wind-elem damage] |
| - Crack Tremor [all: earth-elem damage] |
| - Electrigger [all: thunder-elem damage] |
| - Phantom Hazard [all: dark-elem damage] |
| - Luminous Impact [all: light-elem damage] |
| - One Tillion Degrees [all: fire-elem damage] |
| - Counter Sweep [all: phys damage; phys damage counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
This is a repeat of the previous fight, except Ragu will always go first
and uses a whole lot more elemental skills. [Accelerator can still beat Ragu
in terms of speed, however; this is a good way to heal.] Double-edged sword:
having to worry about less physical attacks is a good thing now that the
repertoire's larger, but without proper elemental wards, this battle can be
a lot harder than before. Fortunately, if everyone took care of their wards
before entering the Abyss, then most of the difficulty's ciphoned away.
[Like before, take care to set up your wards before drawing Counter Sweep's
wrath at anyone. Extension + Protect/Permanence at first, and make sure to
add in Turbulence, Hyper, Distortion for good measure, etc.] Also: Virginia
needs to have 25+ FP at all times!! Things go south quickly if she doesn't.
Basic strategy for me (manually changing turn order): Jet Accelerator heals
anyone at start of turn > Clive Gatlings and incurs damage > Gallows recasts
Distortion > Virginia Mystics a Full Carrot. Works near perfectly, except
maybe in the rare instance two physical attacks are used in the same turn,
or someone's taking extra damage. Having the Power Cancel PS (Baselard) can
help if the player needs to pull an audible. Having two people Finest Arts
each turn isn't recommended, even though that skill's the only realistic
choice in making headway.
A cool note: remember that Bone won from the 60th-floor boss? Its function
(can only be used with Mystic) is to cast all of Virginia's current support
arcana onto one other target. This means that if anyone dies, she can play
catchup immediately! Of course, one has to prepare by having her burdened
with plenty of statuses + Permanence, and that upkeep has to be done every
so often, but it pays off (for me, Jet kept dyin'...oh well).
And with that, the sidequest is over! A hard-fought, hard-won Ex File Key's
the prize, although a player's welcome to return and claim rare goodies from
the dungeon's inhabitants.
_______________________________________________________________________________
�������������������������������������������������������������������������������
MIMIR'S WELL [MMRW]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Mimir's Well is a mandatory stop later in the game, but has treasure-filled
antechambers as well. In the style of the Millennium Puzzles, they require
one to move blocks around. [The Name Tag x3 and 30000 Gella chests can be
obtained normally, but the Migrant Seal requires a Duplicator. The Full
Carrot and Full Libra require putting 'TOMORROW' into the northern console.]
NOTE: Remember if you screw up, just Exodus Orb out! Don't work in reverse...
|�������������������| SOUTHWEST ROOM Reward: Duplicator
| A B C D E F G | ���������������������������������������
| _ _ _ _ _ _ | 1) D3 > E5
| 1 |_|_|_|_|_|_| | 2) D4 > F5
| 2 |_|_|_|_|_|_| | 3) C4 > F4
| 3 |_|_|_|_| |_ | 4) C3 > F3
| 4 |_|_|_|_| _| | 5) B3 > E3
| 5 |_|_|_|_|_ _| | 6) B4 > E4
| 6 |_|_|_|_|_|_| | 7) A3 > D3
| 7 |_|_|_|_|_|_| |
| |
|�������������������| EASTERN ROOM Reward: Adventure 9
| A B C D E F G | ����������������������������������������
| _ _ _ _ _ | 1) F2 > G4 9) B2 > E2
| 1 #|_|_|_|_|_| | 2) E2 > E5 10) B3 > E3
| 2 |_|_|_|_|_|_| | 3) F1 > F5 11) A3 > D3
| 3 |_|_|_|_| |_ | 4) E1 > E4
| 4 |_|_|### _| | 5) D2 > E1
| 5 | | |�|�| | | 6) D3 > F4
| 6 |�|�|�|�|�|�| | 7) C2 > F2
| 7 #|�|�|�|�|�| | 8) C3 > F3
| � � � � � |
|�������������������| NORTHEASTERN DOOR Reward: Holy Root/Tiny Flower
| A B C D E F G | ��������������������������������������������������
| 1 |�|�|�|�|�|�| | 1) F2 > G4 9) B2 > F2 17) B5 > B1
| 2 |�|�|�|�|�|�| | 2) E2 > E5 10) B1 > E1 18) C5 > C2
| 3 #|�|�|#|� �|_ | 3) F1 > F5 11) A2 > E2 19) A5 > B4
| 4 #|�|�|#| _| | 4) E1 > E4 12) A1 > D1
| 5 |�|�|�|#| | | 5) D1 > E3 13) B3 > A2
| 6 |�|�|�|#|�|�| | 6) D2 > F4 14) C3 > D2
| 7 |�|�|�|#|�|�| | 7) C2 > F3 15) B4 > A1
| � � � � � | 8) C1 > F1 16) C4 > C1
�������������������
Finally, there's an optional boss that can be fought in this dungeon. The key
is the northern console, which can summon the both when the correct password
is input. Said word is 'emeth,' which is learned from the Ice Queen book at
Ark of Destiny's library. The creature should be familiar to those who tried
the first Wild Arms game...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Lolithia | HP: 22000 | EXP: 27000 | GELLA: 30000 |
|___________________________|___________|____________|______________|
| STEAL: Mini Carrot | DROPS: Ice Ring [100%] |
|�������������������������������������������������������������������|
| - Cocytus [all: ice-elem damage] |
| - Avalanche [single: phys damage] |
| - Cold Sleep [single: non-elem damage + %Sleep] |
| - Freezing Zone [global: ice-elem damage increased] |
|___________________________________________________________________|
�������������������������������������������������������������������
The boss' main claim to fame is the little-used Cocytus spell, inflicting
decent ice damage on everyone, but it can also put everyone to sleep, so it
pays to Extension + Status Lock to cover all bases. The first turn Virginia
should Mystic a Full Carrot while Gallows Extensions Protect, reducing all
the arcana damage that'll be incurred. One Finest Arts should be enough to
take this buffoon out, but get the Lucky/Gella Cards out of the way first.
_______________________________________________________________________________
�������������������������������������������������������������������������������
SECRET GARDEN QUEST [SCRT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Ever wonder why healing items aren't available for purchase? It's because the
land's soil isn't that hospitable to 'em, and they only flourish in certain
places. The main reason for completing this quest is gaining the ability to
plant medicinal items.
OPENING UP GARDEN
�����������������
The Secret Garden is located in-between Baskar Colony and Jolly Roger, on a
verdant cliff separated from the plains by a gorge (there's a huge forest on
it, so it's hard to miss). Once Claiborne is accessed, buy Dessinsey's horses
for 2000g, gaining the ability to use them indefinitely. Buy a Call Whistle
from Roykman and use it back in the first region, jumping the cliff and
finding the Secret Garden on its cliff (there's no dialogue clue to unlocking
it).
There, a scene with Florina will give the team [x10 Heal Berry] as payment to
eradicate the "evil soil" in the south. This is actually the Decaying
Labyrinth dungeon, described in its own section [WK23]. Although it can be
beaten theoretically after finishing Lunatic Garden, it's advised to continue
and beat Glimmering Emblem as well. The reason: the boss uses powerful dark-
-elemental skills and two people can have Dark Ward by then.
After clearing Decaying Labyrinth, Florina's reward is letting everyone plant
unbuyable herbs in her garden.
OPTIONS
�������
Eight items are available for planting: Heal Berry, Potion Berry, Mega Berry,
Revive Fruit, Holy Root, Tiny Flower, Mini Carrot, Full Carrot.
� Sow ------ Plant an item in one of the eight available plots. Before an
item can be planted, Florina needs to sacrifice an item to make
a seedling (this is only done once, not per each, mind you). An
item can be sown eight times, or eight different items can be
sown -- there's no rules. To get rid of an item in a plot, plant
an item over it or wait for it to eventually give up its harvest
and cease to exist.
� Breeding - The method of making items grow faster, thus producing bountiful
harvests. For instance, to make the Heal Berry more productive,
sacrifice Heal Berries from the inventory. Some items, like the
common berries and such, are easy to cultivate, while rarer
items (like Mega Berries, Full Carrots, and Tiny Flowers) ask a
player to sacrifice a crapload of those rare items to make them
more useful.
� Harvest -- Put any raised items into inventory (up to 99). If some items
won't fit, Florina keeps them for the party to use later on.
BREEDING
��������
Each item has a different difficulty for breeding. The easier it is, the less
specimens need be sacrificed to max out its level; the harder it is, the more
have to be given up.
Easy : Heal Berry, Potion Berry, Revive Fruit
Medium: Mini Carrot, Holy Root
Hard : Mega Berry, Full Carrot, Tiny Flower
As said, breeding is the way of making the plants give up more items. But how
does the passage of time factor into this? Different actions help out on this
end but the hands-down best is ridiculously simple: sleeping/resting! Most
WA3 vets would agree that Baskar Colony is a good place to sleep repeatedly,
since it's free and has a close proximity (although Boot Hill and Humphrey's
Peak would work as well). Just sleep 20-30 times, collect the garden harvest,
breed, and repeat.
REWARDS
�������
Besides the obvious awesomeness of helpful items, Florina also gives an Ex
File Key if all eight items are bred to their maximum potential. This will
take quite awhile because, even if a lot of items are bred during midgame
(which is possible), some other items, like Mega Berries, aren't seen until
later on. As for as helpfulness goes, this quest takes the cake so getting
the "ultimate reward" should be second nature or a prudent player.
_______________________________________________________________________________
�������������������������������������������������������������������������������
OPTIONAL BOSSES [OPTB]
_______________________________________________________________________________
�������������������������������������������������������������������������������
NOTE: Optional bosses tied to other sidequests are in their appropriate
sections, such as Lolithia in Mimir's Well.
Remember those weird red orbs that look like chocks? They appear in various
dungeons. When Gallows uses his Kramer Dolls (obtained in Laxisland) nearby,
it forces the incarcerated foe out into the open.
Optional bosses are typically tackled just like normal ones: have elemental
and status wards, Full Carrots on hand, and Finest Arts at your disposal. Of
course Gallows should be able to Extension most of the best arcana as well.
PREPARATIONS
������������
There's a few things to do before committing to these guys, and fortunately,
there's not a lot to change.
- Lots of Full Carrots
- Lucky/Gella Cards (naturally...)
- Finest Arts (taught by Violator)
- Exodus Orb (to avoid in-dungeon backtracking)
- Teleport Orb (to avoid backtracking in some cases)
- Dried Flower gear on Virginia (Green Thumb doubles berry healing)
- Gallows has Justine/Zephyr mediums (for Extension + Hyper/Permanence)
- Pocketbook gear (Gella Boost may double gella; stacks with Gella Cards!)
Also, remember the "trick" with switching turn order. This can be used to
force a set acting order, which is useful if someone like Clive has Finest
Arts -- then someone faster acting after him can use a Full Carrot and he'll
be all set to do another the next turn.
OPTIONAL BOSS 1: Bombur
�����������������������
This boss is in Ark of Destiny's basement, behind a Duplicator door. It looks
like a memory figure but has a blue sombrero instead, and says nothing when
"talked at." Using a Changecrest on it turns it into a Missanga gear (do this
first; it respawns) and playing the Kramer Dolls by it summons...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Bombur | HP: 64000 | EXP: 60000 | GELLA: 72000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Prism Stick |
|�������������������������������������������������������������������|
| - Numb Light [single: %Amnesia] |
| - Desperation [single: phys damage] |
| - Wheel Laser [all: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
The boss is pretty crappy, but don't underestimate Wheel Laser -- Extension
+ Protect/Permanence gets it out of the picture. Other than that, the boss'
penchant for Numb Light can rob a character of hard-won experience, so think
about putting Status Lock on the susceptible person(s). Y'might not even be
in the mood for Finest Arts with this guy -- it's like shooting a big fish
in a tiny barrel...
Prism Stick gives the "SOS FP Boost" skill, which isn't that awesome, sadly.
OPTIONAL BOSS 2: Balal Quo Naga
�������������������������������
Remember this cat? He was the boss fought in the sandcraft in order to reach
the inner sea. He didn't die then; instead, he escaped and went to lick his
wounds at the horseshoe-shaped island in the southwest part of the map. Use
Lombardia's missiles to shoot at that weird reef until the monster thrashes
around (visual: sand explosions), then take the sandcraft there to initiate
battle.
___________________________________________________________________
|�������������������������|������������|������������|���������������|
| BOSS: Balal Quo Naga | HP: 250000 | EXP: 60000 | GELLA: 30000 |
|_________________________|____________|____________|_______________|
| STEAL: nothing | DROPS: Ex File Key |
|�������������������������������������������������������������������|
| - Quicken [self: increases RFX] |
| - Mighty Swing [single: phys damage] |
| - Critical Heal [self: heals HP to full] |
| - Current Spark [single: thunder-elem damage] |
|___________________________________________________________________|
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The reason this boss is being eliminated so early in the section is because
it's ridiculously easy. Basically, outfit the sandcraft with a good weapon
(the Ark Smasher's best but the Scud Cannon III suffices), get behind the
beast, and have the gunner unload all ammo on it for increased damage. It
just heals itself to full if not enough damage is done, and that's the only
challenge to this buffoon.
OPTIONAL BOSS 3: Power Trask
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This boss is found on the way up Ka Dingel, in the same room it was fought
the first time.
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Power Trask | HP: 80000 | EXP: 70000 | GELLA: 84000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Golden Dawn [100%] |
|�������������������������������������������������������������������|
| - Big Press [single: phys damage] |
| - Bio-Missile [single: phys damage; also damage counter] |
| - Contaminated Crust [global: lose one-tenth max HP each turn] |
|___________________________________________________________________|
�������������������������������������������������������������������
Very straightforward battle. Virginia should Mystic a Full Carrot at once,
and Gallows uses his next few turns Extensioning Protect/Permanence/Hyper.
Trask 2.0 is very much the same as his first incarnation except the poison
ability's ditched in favor of Fafnir's Contaminated Crust technique. It
isn't that hard to defeat him without Finest Arts, actually. [Trask resists
all elements.]
Golden Dawn's ability can double VIT on its affected character, which makes
them twice as durable and cuts down on after-battle healing (not that it's a
huge issue this late in the game).
OPTIONAL BOSS 4: Heimdal Gazzo
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Heimdal Gazzo is located in Dissection Facility, whose location is denoted
on the [WK36] map. Basically, go to the 2nd two-block room deep in the place
and find a hidden entrance behind the southern of the two. Using Dark Wards
ensures this boss inflicts no damage.
___________________________________________________________________
|��������������������������|������������|������������|��������������|
| BOSS: Heimdal Gazzo | HP: 117000 | EXP: 70000 | GELLA: 84000 |
|__________________________|____________|____________|______________|
| STEAL: nothing | DROPS: Gold License [100%] |
|�������������������������������������������������������������������|
| - Eyeball [single: phys damage] |
| - Phantom Hazard [all: dark-elem damage] |
| - Screaming Mad [single: dark-elem damage; counters damage] |
|___________________________________________________________________|
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Virginia should Mystic a Full Carrot like usual, while Gallows Extensions
Hyper/Permanence (priority given to Protect if someone doesn't have Dark
Ward). Phantom Hazard's likely to do 700/per target if unguarded, for
reference; however, with Dark Wards, the boss can do no significant damage,
leaving the Finest Arts/Valiant-boosted Gatling option on the table.
The Gold License halves all fees at the Black Market in Little Twister, so if
you've been eyeing that $9,999,999 Ex File Key, that's goal's a lot closer to
get now! [Not to mention Travis' exorbitant prices are kicked down a peg so
it's actually worthwhile to buy stuff from there now...]
OPTIONAL BOSS 5: John Dee
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This boss is in the chock found at Greenlodge, so the player'll have to go
back through Nidhogg Pass to find it (why isn't it added to the Teleport Orb,
ughhh!?). Bring Light/Dark Wards for everyone.
___________________________________________________________________
|��������������������������|������������|������������|��������������|
| BOSS: John Dee | HP: 170000 | EXP: 80000 | GELLA: 96000 |
|__________________________|____________|____________|______________|
| STEAL: Holy Root | DROPS: Ebony Shadow [100%] |
|�������������������������������������������������������������������|
| - Agony Effect [all: non-elem damage] |
| - Eraser [all: removes positive statuses] |
| - Paradigm Polution [all: non-elem damage] |
| - Unbreakable spell? [all: light-elem damage] |
| - Suppressed curse? [single: dark-elem damage] |
| - You had it coming. [single: phys damage; phys damage counter] |
|___________________________________________________________________|
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As y'can see, John uses a lot of magic-type attacks but also knows Eraser,
so the team can't effectively buff themselves...or can they? It's an example
of AI baiting -- making the boss use Eraser avoids extra damage overall, so
that should be Gallows' role here. It works best if he's faster than the
boss, but even if he isn't, it takes heat of the Finest Arts person (the
physical counterattack gets more brutal as John's health wanes).
Because he has so much HP and is generally dangerous, Finest Arts is really
the only expedient way to deal with him. If you're using Replay to empty the
ARM faster, do it normally to minimize damage. Once whoever (Clive for me)
is ready to unleash his stuff, do the turn order "trick" and make sure he
goes first, then have the others clean up the FP mess and heal up as needed.
It takes about 6-7 Finest Arts to file John under 'D' for dead. :D [Make
sure to use Fragile before attacking!]
NOTE: A "legitimate" non-Finest Arts way to get though this is by exploiting
John's elemental weaknesses. Well, he starts with none, but Weakness
arcana can give him one and the Weakness skill can really chip away
at the bloke. [John doesn't counter arcana attacks so it's also a good
way to avoid extra hurt. Also try using Copy Ability to get access to
the rare set of spells John has.]
The Ebony Shadow gives the Arcana Blocker skill, which nulls skills relative
to one's FP level. Although it only blocks a handful of normal arcana (15?),
the more points spent on the skill, the less FP needed to make it work. It's
pretty cool, and more can be won in the Abyss.
OPTIONAL BOSS 6: Kraken
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Ever peer into the well by Little Twister's entrance? Using the Kramer Dolls
by it summons this frightful octoped. Make sure that everyone has Water Ward
before coming in! [Win some in Dissection Facility from Chimera Muses should
y'need any; then, sell one on the Black Market -- voila!]
___________________________________________________________________
|�������������������������|������������|������������|���������������|
| BOSS: Kraken | HP: 280000 | EXP: 95000 | GELLA: 114000 |
|_________________________|____________|____________|_______________|
| STEAL: nothing | DROPS: Comet Mark [100%] |
|�������������������������������������������������������������������|
| - Maelstrom [all: water-elem damage] |
| - Hydro Launcher [single: water-elem damage] |
| - Mighty Swing [single: phys damage; phys damage counter] |
|___________________________________________________________________|
�������������������������������������������������������������������
Although this boss has more HP than John Dee, it's still a lot easier...if
everyone has Water Wards. Still, the boss doesn't know Eraser, so a team is
free to pile on as much support arcana and Permanence it. Although Finest
Arts is still the best way to proceed overall, Kraken is (hilariously) weak
to water. Having someone attack with water abilities -- or having someone w/
Weakness attack while another person uses Replay -- can help out as well.
It should take about 5-6 Finest Arts to deep-six this sucker.
The Comet Mark incrementally increases ATT power, making it good for any
character. If you want to use it to make a Finest Arts Gatling even more
damage, that's fine. However, if you're designing strategies around medium-
-swapping instead of keeping them on one character the whole game (I'm doing
the latter as it's easiest), then being able to put it on a faster character
can pay off too. An example would be one-shotting (Gatling) monsters in the
Abyss. THERE IS ONLY ONE COMET MARK IN THE GAME so choose wisely!
OPTIONAL BOSS 7: Adult Mag
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This boss can be found on 3F of Leyline Observatory. Inspect one of the south
bookshelves to see the 'Adult Mag'. Unlock it with a Duplicator and see that
"you must be 18" to read. What this really means is one's Migrant Level has
to be 18+ in order to fight it. If those conditions are fulfilled, then it's
go time!
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Adult Mag [12] | HP: 12000 | EXP: 90000 | GELLA: 75000 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Adventure 10 [100%] |
|�������������������������������������������������������������������|
| - Grav [single: halves HP] |
| - Melancholy Pose [self: idles] |
| - Agony Effect [single: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Twelve bosses? The only proper way to do this is summon-rushing and killing
by means of their weakness: fire. Give Virginia Moor Gault (for summon) and
Luceid/Aqua Wisp (for MAG boost), and make sure Luceid's Weakness skill is
maxed out. Have Jet Accelerator her a Full Carrot and have her summon, which
should hopefully kill all twelve with little trouble. Should the bosses get
their turns in somehow, they'll Grav a target until Agony Effect can do
enough to kill 'em. This is avoided in two ways: (1) Extension + Reflect (2)
Ebony Shadow's Arcana Blocker PS can nullify it on one person if maxed out
and person has at least 25 FP (if I recall right). Mystic a Lucky Card first
thing if y'think it's worthwhile.
Afterwards, the pointman will say funny dialogue about just what the "adult"
magazine is. Try all four!
OPTIONAL BOSS 8: Arioch
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Arioch is located in Den of Miasma, Clive's prologue dungeon. Remember the
part where the path broke on the way to Goldrake (first battle)? A little
before there's a bombable wall that leads to two chests...and the mysterious
chock this monster can be plucked from. But there's a big surprise in store
for someone fighting these guys...
___________________________________________________________________
|���������������������������|�����������|������������|��������������|
| BOSS: Arioch [3] | HP: 150 | EXP: 1 | GELLA: 1 |
|___________________________|___________|____________|______________|
| STEAL: nothing | DROPS: Ex File Key [100%] |
|�������������������������������������������������������������������|
| - Agony Effect [single: non-elem damage] |
|___________________________________________________________________|
�������������������������������������������������������������������
Ariochs come in threes and boast no amazing abilities, and are easily KO'd,
right? Uh-huh...at first.
The problem with this boss is that it turns into a sidequest all its own.
After the first defeat, the bosses spread to the other dungeons and must be
defeated 99 more times to get the Ex File Key. Each fight their stats rise,
and they'll become semi-formidable by the time a player racks up 70+ defeats.
[Max HP: 15000 each].
Compounding the annoyance of this quest is the bosses' appearance. Sure they
may be easy to defeat, but while they can appear in any dungeon, they can't
be fought consecutively in the same one. Meaning? A player has to go back
and forth between two different dungeons over and over to rack up kills. The
bosses' appearance does NOT supersede the other monsters', meaning a player
has to trudge through the normal encounters to find the correct one. [I guess
that's not too different from usual.] When the 100th Arioch fight ends, the
Ex File Key's obtained.
_______________________________________________________________________________
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MISCELLANEOUS SIDEQUESTS [MSCL]
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A few sidequests are easy to miss or forget about entirely, so here they are!
ADVENTURE SERIES SIDEQUEST
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Clive's daughter Kaityln enjoys reading "Adventure" books, and reading all
of them (select item from inventory) earns an Ex File Key. The storybooks
don't have to be read entirely -- just the first page at least. [For specific
info on where to find the chests, use the walkthrough maps.] I'm not sure if
anyone can read the books to Kaitlyn, but just to make sure, have Clive the
one doing it.
______________ ____________________________________________________________
| BOOK | OBTAINMENT METHOD |
|��������������|������������������������������������������������������������|
| Adventure 1 | During 1st visit to H's Peak, chat with Kaityln (as Clive) |
| Adventure 2 | Chest inside Fortune Gear |
| Adventure 3 | Chest inside Infinitum (bombable wall) |
| Adventure 4 | Chest inside Nidhogg Pass (room 'neath breakaway floor) |
| Adventure 5 | Dropped by bosses in The World's Footprint (mandatory) |
| Adventure 6 | Chest inside Fila del Fia (bombable wall) |
| Adventure 7 | Chest inside Dim Root Path |
| Adventure 8 | Chest inside Demondor Pillar-Rear |
| Adventure 9 | Chest inside Mimir's Well (duplicator room) |
| Adventure 10 | Dropped by Adult Mag boss (Leyline Observatory 3F) |
| Adventure 11 | Chat with Catherine in Chapter 4 (if books #1-10're found) |
|______________|____________________________________________________________|
MARTINA SIDEQUEST
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Remember the teenage girl from Claiborne's bar who leaves in search of her
mother? This is a proper quest (can be done at any time), although there's
not much activity on the player's part. Basically, every time she's seen,
converse with her 'til she repeats her dialogue, then sleep/reenter town to
check if she's gone somewhere else.
1) Claiborne (saloon)
2) Westwood
3) Little Twister (saloon; post-Sand Canal)
4) Little Rock (saloon)
5) Humphrey's Peak (Cheville's house/fountain)
6) Jolly Roger (saloon)
7) Ballack Rise (street)
8) Laxisland (saloon)
When Martina gets to Laxisland, go upstairs to find her with her sick mom.
Talk to her until she mentions there's no doctor in town. Return to Cheville
in Humphrey's Peak and tell her the situation, then return to Laxisland and
talk to all 3 women 'til they repeat their dialogue. Mileux convalesces with
the passage of time, so the easiest way (like in the Secret Garden quest) is
to go sleep somewhere -- although not Laxisland since there's no vacancies.
[I suggest sleeping about 10 times in Baskar Colony].
After enough time's passed, talk to Martina and she'll mention that it's time
to return to Claiborne. Visit said town's bar and Mileux will now be the
proprietress, and talking to Martina earns the Ex File Key. So what happened
to Myra? She's walking the street in Little Twister......hey, not like that,
you perverts! :p
MAP COMPLETION SIDEQUEST
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This one is easily missable -- not in the permanent sense, just that y'may
never know it exists. In Humphrey's Peak, there's a dry canal -- walk under
it and move north, through a blind tunnel that leads to the center of town.
Move around there and find an NPC to talk to: Uncle Gob! Yes, this hideous
outcast of gobsciety (gob + society) always dreamt of travelling the world,
and loves looking at the team's map. He'll give an Ex File Key if the team's
completed their map to 100% completion! Obviously this quest can only be done
when Lombardia's obtained.
This quest would be nigh impossible if the player hasn't purchased the World
Screen item from Roykman (5000g). This allows one to see the world map, and
of course, how much of it's been completed. Black/gray squares represent the
unfound parts, and are "removed" to show the parts underneath when traversed.
Flying with Lombardia is the easiest way to do this. The only foreseeable
problem with this quest is that some squares are hard to find when they've
overlapped the map's black coastline -- pay attention to odd angles and such,
and fly along coastlines to avoid this issue.
Uncle Gob will tell how much of the map's been completed (in terms of %) and
gives the EFK when it's all done! [This quest can be done at any time.]
_______________________________________________________________________________
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DUPLICATORS [DPLC]
_______________________________________________________________________________
�������������������������������������������������������������������������������
Duplicators are magical keys that unlock things sealed by magic -- doors,
bookshelves, treasure chests. There are forty (40) in the game, and that
matches the number of unlockables by that method. Note that a person can save
Duplicators for more important things by NOT unlocking bookshelves when
prompted -- it's a pretty useless gesture in the long run, except for the
Adult Mag boss.
They can be obtained in any order, too, although the tables will go in the
general chronological order. [See walkthrough maps for specific locations.
Asterisked (*) dungeons denote a revisit based on a recently-obtained tool.]
Items #36-40 are easiest found with the Sonar Kit from Gunner's Heaven.
____ _____________________________ ____ _____________________________
| ## | LOCATION/DUNGEON | | ## | LOCATION/DUNGEON |
|����|�����������������������������| |����|�����������������������������|
| 01 | Gob's Hideout (chest) | | 21 | Infinitum (chest) |
| 02 | Ruins of Memory (boss drop) | | 22 | Nidhogg Pass (chest) |
| 03 | Claiborne (horse trough) | | 23 | Yggdrasil (chest) |
| 04 | Serpent's Coils (chest) | | 24 | Iron Dragon's Nest (bssdrp) |
| 05 | Secret Garden (barrel) | | 25 | Ark of Destiny* (chest) |
| 06 | Ka Dingel (chest) | | 26 | Ruins of Dreams (chest) |
| 07 | Little Twister (tiny crate) | | 27 | Fila del Fia (boss drop) |
| 08 | The Unclean Mark (chest) | | 28 | Caging Tower (chest) |
| 09 | The Unclean Mark (chest) | | 29 | Dragon's Lair (chest) |
| 10 | Lunatic Garden (chest) | | 30 | Ballack Rise (barrel) |
| 11 | Sand Canal (chest) | | 31 | Gob's Hideout* (chest) |
| 12 | Little Rock (tiny crate) | | 32 | Deus Ex Machina (boss drop) |
| 13 | Glimmering Emblem (chest) | | 33 | Mimir's Well (chest) |
| 14 | Dune Canyon (barrel) | | 34 | Millennium Puzzle 6 (chest) |
| 15 | Fortune Gear (chest) | | 35 | X/Y: 1820,15789 (map) |
| 16 | Fortune Gear (chest) | | 36 | X/Y: 9268,18931 (map) |
| 17 | Gemstone Cave (boss drop) | | 37 | X/Y: 13184,11941 (map) |
| 18 | Faraway Lands (chest) | | 38 | X/Y: 15061,3265 (map) |
| 19 | The Unclean Mark* (chest) | | 39 | X/Y: 17290,2319 (map) |
| 20 | Survey Point #17 (bossdrop) | | 40 | X/Y: 25181,17603 (map) |
|____|_____________________________| |____|_____________________________|
_______________________________________________________________________________
�������������������������������������������������������������������������������
SANDCRAFT [SNDC]
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�������������������������������������������������������������������������������
The Sandcraft is the first motorized vehicle obtained in the game, used for
traversing the world's sand ocean. Naturally monsters lurk out there so it's
also equipped for attacking. Each character is assigned a station, which can
be changed as well:
HELMSMAN : This is the person steering the ship, so of course he's in charge
of flanking the target and firing diversions.
HARPOONER: Like its namesake, this job is the person manning the harpoon.
Harpooning an enemy successfully will lower a foe's RFX and make
the gunner do more damage -- very helpful.
GUNNER --: The person who fires the main cannon. Does more damage if the foe
is harpooned, and if the helmsman's moved to a more advantageous
position (flank, aft). Clive is a natural choice for this, but
Virginia's speed helps turns come faster naturally.
DECKMATE : In charge of assisting others actions (increases RFX) and healing
the sandcraft if it gets damaged.
The sandcraft is composed of four parts, which can be changed when parked at
Jolly Roger's beach. Just talk to Amelia in town and she'll research (create)
new parts, heal the ship, change crew positions, and equip armaments. Parts
are made in exchange for Dragon Fossils (DF), the basic machine component.
Dragon Fossils are dropped by any enemy in the world toward the middle of
Chapter 2, and the sandcraft itself requires a fee of 15 to be made. [This's
the reason to defeat Diobarg, terrorizing the Dune Canyon region.] Later on,
these fossils can be bought from the Black Market, so that's a fast way to
upgrade.
Speaking of upgrades, giving the entire craft an overhaul is unnecessary --
buying the Ark Smasher (or Scud Cannon III) will mow down any enemy, making
the other upgrades fairly extraneous. The basic battle strategy is to "move
to an advantageous position" after a harpooning, then "fire all ammo" at
close-range. With good weapons, this should do 500,000+ damage.
NOTE: If the craft's armaments and frame exceed the payload (Capacity), the
sandcraft's HP suffers. An engine powerful enough to haul everything'll
fix that problem, though.
NOTE: I couldn't fit a Payload (Capacity) category for the engines into the
chart, so I just put it in the WGT column. Don't confuse the two!
___________________ _________ _________ ___ ______ _______ _________ _______
| PART | TYPE | SHT/HIT | B | CRIT | WGT | DEF/MAG | COSTS |
|�������������������|���������|���������|���|������|�������|���������|�������|
| Revolver Cannon | Cannon | 60/50 | 2 | x0.1 | 4000 | ---/--- | -- DF |
| Bunker Cannon I | Cannon | 90/150 | 3 | x0.5 | 6000 | ---/--- | 14 DF |
| Bunker Cannon II | Cannon | 130/120 | 6 | x0.3 | 8000 | ---/--- | 16 DF |
| Bunker Cannon III | Cannon | 160/ 80 | 2 | x0.2 | 11000 | ---/--- | 18 DF |
| Scud Cannon I | Cannon | 200/280 | 6 | x0.7 | 10000 | ---/--- | 30 DF |
| Scud Cannon II | Cannon | 230/220 | 8 | x0.5 | 12000 | ---/--- | 32 DF |
| Scud Cannon III | Cannon | 300/180 | 4 | x0.4 | 15000 | ---/--- | 34 DF |
| Ark Smasher | Cannon | 270/250 | 8 | x0.7 | 18000 | ---/--- | 50 DF |
| Singing Swallow | Harpoon | 30/30 | - | x0.1 | 2000 | ---/--- | -- DF |
| Owl T1 | Harpoon | 40/60 | - | x0.2 | 3000 | ---/--- | 10 DF |
| Owl T2 | Harpoon | 50/40 | - | x0.6 | 4000 | ---/--- | 12 DF |
| Owl T3 | Harpoon | 60/50 | - | x0.3 | 6000 | ---/--- | 14 DF |
| Hawk T1 | Harpoon | 80/100 | - | x0.4 | 5000 | ---/--- | 22 DF |
| Hawk T2 | Harpoon | 90/70 | - | x0.8 | 6500 | ---/--- | 24 DF |
| Hawk T3 | Harpoon | 110/80 | - | x0.5 | 8000 | ---/--- | 26 DF |
| Soaring Falcon | Harpoon | 100/90 | - | x0.7 | 9000 | ---/--- | 40 DF |
| Econo-Frame | Frame | ---/--- | - | ---- | 6000 | 75/75 | -- DF |
| Delux-Frame DX | Frame | ---/--- | - | ---- | 9000 | 200/100 | 12 DF |
| Delux-Frame EX | Frame | ---/--- | - | ---- | 12000 | 100/200 | 14 DF |
| Delux-Frame FX | Frame | ---/--- | - | ---- | 18000 | 180/180 | 16 DF |
| Maxx-Frame DX | Frame | ---/--- | - | ---- | 15000 | 450/200 | 24 DF |
| Maxx-Frame EX | Frame | ---/--- | - | ---- | 20000 | 200/450 | 26 DF |
| Maxx-Frame FX | Frame | ---/--- | - | ---- | 24000 | 350/350 | 28 DF |
| Ultra-Frame | Frame | ---/--- | - | ---- | 27000 | ---/--- | 45 DF |
| Dragonheart OG | Engine | ---/--- | - | ---- | 12000 | ---/--- | -- DF |
| Dragonheart G1 | Engine | ---/--- | - | ---- | 18000 | ---/--- | 20 DF |
| Dragonheart G2 | Engine | ---/--- | - | ---- | 24000 | ---/--- | 25 DF |
| Dragonheart G3 | Engine | ---/--- | - | ---- | 30000 | ---/--- | 30 DF |
| Dragonheart G4 | Engine | ---/--- | - | ---- | 36000 | ---/--- | 35 DF |
| Dragonheart G5 | Engine | ---/--- | - | ---- | 42000 | ---/--- | 40 DF |
| Dragonheart G6 | Engine | ---/--- | - | ---- | 48000 | ---/--- | 45 DF |
| Dragonheart NG | Engine | ---/--- | - | ---- | 54000 | ---/--- | 50 DF |
| [Element] Shell | Ammo | ---/--- | - | ---- | ----- | ---/--- | 01 DF |
|___________________|_________|_________|___|______|_______|_________|_______|
_______________________________________________________________________________
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V. FREQUENTLY ASKED QUESTIONS [FAQZ]
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[Q] - I can't find the Fallen Sanctuary!
[A] - Gallows can't find it until he learns about the search system from NPC
Cordell (Baskar Colony). He stands by the entrance and says it first
thing.
[Q] - Why is my health red?
[A] - There are two reasons: (1) the character is in critical health, either
in battle or on the field due to lack of VIT (2) character was KO'd
during a fight and wasn't revived during that fight, and thus has lower
(20%) HP than normal. For the latter annoyance, a Nectar item restores
health to its natural maximum.
[Q] - In Lunatic Garden, why can't I hit the pyramid switches!?
[A] - Some of the younger, weaker characters like Virginia and Jet don't have
enough "oomph" to throw that far. The two stronger allies are capable
of the long throws.
[Q] - Do Gella Cards stack with Gella Boost?
[A] - Yes, they do. If you take a base of 4000g available, it's possible to
parlay that into 16000g. Quite nice!
[Q] - What do all those coordinates you're talking about mean?
[A] - When the World Screen (5000g) is bought from Roykman, it lets one see
the map, which includes current coordinates plus all dungeon locations
(after the fact). Basically, when travelling, check it occasionally to
see where y'are. It's NOT necessary for finding places, but it's useful
just the same.
[Q] - How do I use Finest Arts?
[A] - Three steps: (1) assign points to the skill when the Violator's equipt
on a medium (2) make sure character has no bullets (3) perform a 5-hit
Gatling. The final hit will do phenomenal damage, which increases as
more points are put into the Finest Arts PS.
[Q] - How do I find Dissection Facility!?
[A] - This always seems to hang someone up, I dunno why. The NPC to talk to
is Dessinsey in Claiborne. After that, fly to the coastal plain where
the facility's located.
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VI. UPDATES & CONTRIBUTORS [UPDT]
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05-16-07 ---------------------------------+ Started walkthrough
10-22-09 ---------------------------------+ Started walkthrough (again)
11-11-09 ---------------------------------+ Finished walkthrough
THANKS TO...
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� Sailor/Ceej, for hostin' my stuff
� The WA3 manual, for the story portion
� The WA3 board in general, for being awesome
� Split Infinity, for some Abyss monster drops
� Andvareel, Duke Darkwood and OutlawDino, for excellence in WA3dom
NOTE TO SELF/THINGS I NEED
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� Alternate boss steals (if there are any)
� Infinitum, Items #3/6 -- right amount? (had max when opened 'em)
� Yggdrasil, Leehalt battle (#1): is EXP/Gella actually obtained?
� Virginia Lv65 stats -- correct? (used BGB)
� Adventure Book Quest: can anyone read to Kaitlyn and get Ex File Key?
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VII. LEGALITY [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.
Allowed Sites: Disallowed Sites:
� Gametalk.com � cheatcc.com
� GameFAQs.com
� MyCheats.com
� Neoseeker.com
� Gamesradar.com
� Supercheats.com
� Cheathappens.com
� Honestgamers.com
� Chaptercheats.com E-mail me for permissions ~
� Cavesofnarshe.com shotgunnova (a+) gmail (d0t) com.
_______________________________________________________________________________
WHY DID I LEAVE THE Document � Shotgunnova, 1997-2009 (and countin'!)
PLOW IN THE FIELD AND Wild Arms namesake � respective owners
LOOK FOR A JOB IN THE TOWN? E N D O F D O C U M E N T