Wild Arms 3 - Strategy Guide (Page 06)
Below are the cheat codes, hints and help for Wild Arms 3 - Strategy Guide (Page 06).
This battle is a lot like the last one. In fact, its nearly identical, but you still have to be cautious. Remember that Jasna heals and has the instant death attack, Wisraspt casts the support spells, and Vendidurt is the attacker. If you remember this formation, you can take them out to your lesuire. The enemies do seem to do a bit more damage in battle this time. They do from 100-150 damage. Most of the time it seems to be closer to the 150 mark though. Keep your HP over 300 to stay safe. As in the previous battle, you should go for Jasna (the red one) first. He still has that instant death attack, and is ready and willing to use it. He also heals himself and his other allies for 200-300 HP, making him the most annoying enemy in the battle. If you have all of your characters attack him you can kill him in one or two turns, even if he has healed himself twice. After Jasna, go for the ever annoying Wisraspt. He casts spells that lower magical and physical damage to his party, and causes the battle to drag out longer then it should. He is far more of an annoyance. Lastly, Vandidurt. All he really does is attack, and rarely a few others things. he is the least annoying of the three. One last thing, you shouldnt use Mystic-Lucky Card here, either. You dont get that much EXP from this battle, so its probably a waste. Wait until the next battle, and you will do well. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ After the battle watch another scene, and the Power Rangers come back at you, this time with their strong friend! +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Jansa, Vendidurt, Wisraspt, Jasteuch (Final Battle) EXP: 480 Gella: 560 Item: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This battle poses are far more serious threat then the former battles with our Power Ranger friends. You would be surprised how much more dangerous it is just because of one extra enemy. Well, first off the enemies' attacks seem to do a bit more damage. More to the 150 level then the 100. And Jasna still heals, while Wisraspt casts support spells. But even with Jasna's instant death attack, he isnt the biggest threat in this battle. Jasteuch is. Jasteuch has an attack that does 100-200 damage to the entire party. He is also extremely fast, making healing annoying. His physical attacks do around 200 damage, so keep your HP above 400 at all times in this battle, or you will find yourself in critical condition. As always, start with Jasna. He is still the healer, and still has that annoying instant death attack. He is the second worst of the bunch. After Jasna, you will want to go for Wisraspt, as always. He still casts support spells on his allies, and is as annoying as ever. You can get Jesteuch and Vendidurt out in whatever order you want, but Jasteuch is the FAR bigger threat. It just depends on your play stle. One last thing...you may actually want to use Mystic-Lucky Card in this battle. This battle gives you 100 more EXP then the previous two, and is much more worth it. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Sadly, after beating these Power Rangers, the battle is not over. you still have to finish the horridly long parts of the dungeon. *sigh* from now on I may have a bit of trouble writing it, as you have to do things one step (literally) at a time. Watch a scene, and head west and through the northwestern door. In this new section of the Sand Canal, head northwest, and go south through the door. Open the two chests in here for a Heal Berry and a Gella Card x3. Exit the same way you entered. Back in the hall, head northwest up the stairsm and go through the northwestern door. In here, step on that first floor switch. Now, walk onto the white block to the northeast. When you can, walk onto the second block to the north you encounter. Stay on this block until it reaches some stable land. Open the chest here for 4,000 Gella. Fall into the sand, and you start over at the enterence. Back at the beginning of this puzzle, head onto the northwestern white block, and when 3 blocks meet, go onto the far northwestern white block. When another 3 blocks meet, go onto the far northeastern block (farthest from you).Open the chest on the stable land for a Duplicater. Now, when the block comes back over to you, step onto it, and when the 3 blocks meet again, step onto the center block. When two blocks here meet at a corner, you have to walk very quickly (this is hard, but doable) over them and onto the dry land here. Open the chest for Seed Powder x2. Now, when the white block comes back to the platform again, step onto it, and step off at the next platform. Now, walk onto the southwestern white block, and when it meets with two others, go onto the south block. When teo blocks meet yet again, go onto the northern block. Head onto the next block, and when on dry land, step on the switch to start the second part of the puzzle. Now there will be two colors of blocks moving, black and white. From the switch, jump into the sand to be back at the enterence. Once here, go onto the northwestern white block, and when it meets the other blocks, step onto the farthest block. On this block, wait until it meets two other blocks, and then step onto the northeastern block, and wait until that leads you to a platform where there was a Treasure chest. Now, this will be the first time you get onto a Black block. Jump onto the black block to the east, and then walk onto the last switch. Fall into the sand and go back to the enterence once again. Back at the enteence for the last time, step on the blue block to the south, and ride it. Head through the southwestern door and be glad that this puzzle is done. Just when you thought you wouldnt have to deal with a block puzzle another one comes immediately. Sadly, this one is even longer and harder to explain then the previous. *sigh* This is going to be a long strategy. Note: You may want to stop the game after every block and try to read this. this can be a very annoying puzzle, as you have to step perfectly. Start by stepping onto the far side of the white blocks, and waiting. When some black blocks come up, step onto those. Step south onto the lone blue block, and west onto the white block when it rises. Continue onto the lone black block. When the blue blocks rise, step onto them, and then the white blocks to the north. Step onto the black blocks to the north, and onto the blue block to the west. No step onto the lone white block to the west, and then the black block. Go onto the next blue block, and go north onto a set of white ones. Go west onto a black block, and then south onto a blue set. Step west onto some whites, and then west onto a lone black. Go south onto some blues, and take a deep breath. This puzzle is FINALLY done. Head south, and off the screen. In here, go northwest, and then south. Open the two chests her for a Gimel Coin and a Mimic which contains a Soul Feather. Head northwest, and through the northern door. *growls* this is yet -another- evil block puzzle. This one is a bigger version of the last one, so the same rules apply. And please, be easy on me. I am trying to write this as best I can. Walk onto the white blocks, and go onto the southern black blocks. Now go onto the southern blue blocks, and then go onto the southern white block. Go onto the southern black block, and east onto some blue blocks. Go south onto a white block, and then south onto another black block. Go west onto a blue block, and then west onto another white block. Go west onto a set of black blocks, and step onto the southwestern (middle) blue block. Go onto the two white blocks, and then step south onto some black blocks. Go south onto a blue set, and south onto another white set. Continue south onto some black blocks, and and west onto a blue block. Step west onto a set of whites, and south onto a black. Go south onto yet another blue, and onto another set of whites. Go south onto a black, and onto the western blue. Go west onto a white block, and then south onto a black block. Now go west onto some blue blocks, and west onto some whites. Go south onto a black block, and and east onto a blue. Go east onto a white, and step off onto (FINALLY!) dry land. Head east, and flip the swicth here. This opens the door, and allows you never to do that evil puzzle again. Now go west, and up the stairs. Ignore the floor switch, save, and go through the northern door. Watch a scene. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Janus EXP: 540 Gella: 600 Item: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ After all those annoying puzzles, this battle will probably be WELCOME. Well, sadly, you dont have to win, and you most likely wont. ALl you need to do is survive for 3 rounds, and the battle will automatically end. Janus isn't too much stronger in this battle. His negative Rainbow still does 200 damage to all members, and his physical attacks do 100. He does counter every attack though, so keep your HP over 400. As I said, you only need to survive three turns, so attacking isn't really nescissary. But if you want the EXP, you need to have Virginia and Gallows use Mini Carrots, and have the party attack. Use Gatling, and continue attacking. Its very hard to win, but it is doable. (or so I have heard) If you dont beat him, you wont get any EXP or Gella, so dont use any of those boosting items. You wouldn't want to use a Gella Booster (Card) in this battle, anyways. It would be a waste. After three turns, Janus will cast UltraNegative Rainbow for 800 damage to the entire paryty, or bringing your parties' HP down to one. Clive should attack after this, so have defend on the final turn of battle so he isnt countered and killed. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ After the battle, watch a scene, and you automatically exit. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-= Ouch! --=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Filgaia ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Suggested Level: 17 Enemies: Trilobite, Cursed Corpse +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ You are probably a bit mad after that Sand Canal. I know I was (and am now). So head west as far as possible, ignoring the path to the north. At the far west, search, and you will find the town you are looking for. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Little Rock ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: X: 25,292, Y: 12,559 Suggested Level: 17 Shops: ARMS, Item, Inn, Save Point Items: Any Items you find in boxes (namely a Duplicater) Key Items: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ When you enter, head north and enter the Inn. This is a very special Inn. It allows you to listen to music for FREE. This is an awesome feature if you are into the music in Wild Arms 3. Event 12 is highly recommended. After healing and spending the night, exit the inn, and head over to the west. Talk to Kovahn here, and he will tell you about a decaying ruins. Now that you have this information, you can exit Little Rock. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Filgaia ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Suggested Level: 17 Enemies: Trilobite, Cursed Corpse +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Back on the world map, head a bit east, and go up to the north. Follow the path north, Before the beaches is 5,000 Gella. After the beaches you will find the dungoen. For now, ignore it, and continue northwest. Search, and eventually you will find another dungeon. this one should be familiar. This is Jets first dungeon, Doomed to Obscurity. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Doomed To Obscurity ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: X: 23,984, Y: 16,137 Suggested Level: N/A Enemies: Ascomid Boss: None Items: Any items you did not get previously, Migrant Seal Key Items: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This is basically the same as before, except now you have the ability to get another item that you missed the first time. Head up the stairs to the east, and then go north. Go up the next set of stairs to the left (west). Up here, head north, and then west. At the end, jup onto the lower level, and head west up the stairs. Go south, and then go up the stairs to the north. Go up another set of stairs, and circle around the top of the 'pyramid'. Enter the room where Jet originally fell down, and you will notice the chest is still there. Have Gallows use the Steady Doll on the Chest, and you will get a Migrant Seal. Very cool. Head out of the room, jump south off three levels of the pyramid, and exit Doomed to Obscurity. There is nothing more to do here. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Filgaia ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Suggested Level: 17 Enemies: Trilobite, Cursed Corpse +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ From Doomed to Obscurity, head east, and enter the dungeon you originally passed. This is going to be a long, long trip. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Glittering Emblem ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: X: 23,317, Y: 15,496 Suggested Level: 17 Enemies: Hobgob, Fairylight Bosses: Mono-eyed Titan, Hecto-eyed Titan Items: 4,200 Gella, Heal Berry x2, Mini-Carrot, Gella Card x3, Duplicater, Gimel Coin, Lucky Card x2, Growth Egg Key Items: Flash Hit +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This is going to be a long, hard dungeon. If you need to, feel free to go back to Little Rock and stay the night at the Inn. The swotched pressed will not reset themselves. When you enter, you will automatically be faced with 3 paths. Meet this dungeon: You have to solve 4 puzzles to get to the switch to open the path. Basically this dungeon has about 10 puzzles that need to ber solved. Note: I am adding a header to the path areas. This will make it easier for you people who only use the walkthrouhgh for one puzzle or so. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ East Path 1 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Start by taking the eastern path up the stairs, and into the eastern door. In here open the chest for 4,200 Gella. Now go east, up the stairs, and through the door. Now you face your first puzzle. Put Virginia in the lead, and you need to light 4 fires. The one in the northwest corner, the one in the center of the row closest to the glass, the one south of the northwest candle, and and the southeastern most candle. This should open the door. Have Clive break the glass with a Bomb, and head through the newely opened door. In this room there are two chests to the north. Get them by walking into the center of that thin platform and using the Steady Doll on both of them. They contain a Mini Carrot and some Heal Berry x2. Now head west and exit the screen. Here, Equip Gallows with the Freezer Doll.Face the edge where you can jump off, (DONT jump) and spray around the window. This should solve one half of the puzzle. You know you did it if a short scene starts to play. Once you have cleaned the window, jump off the ledge, and head south. Exit the screen and you will be back on the original screen. Back on the original screen, go south, and head up the west stairs and through the go through the door. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ West Path 1 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ In here, head west, and jump down to the lower level. Go up the western stairs. Equip Gallows with the Steady Doll, and face east. Push the northern block 2 spaces east with the Steady Doll. Now go north, and look south. Push the second block here two spaces. Now, have Jet leave and use his Boomerang to light the Gem lamp. The door will now open. Go north and through the door. In here there are 3 blocks to the east. Take the block to the farthest north, and pull it down two spaces. Now push it north one space. This block will be in place. Now get the block that was once in the center, and pull it three spaces west, and push it two spaces north. Now get the last block, pull it three spaces west, and then push it one more space west. Now push it three spaces north, and the puzzle is done. Head up the stairs and cross east over the two sets of blocks that you have made into a bridge. Exit through the eastern door. In here, open the chest to the south for a Gella Card x3. Now go north and spray the window the same way you did the previous (with the Freezer Doll) and the second path will be open. Jump down, and you will be done with this path. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Normal +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Once on the ground, head north and through the newely opened door. In here, use Clive and bombs to break the glass, and go through the northern door. This room is part two of the dungeon. As with before, there are three paths, and I will give you a walkthrough for both as I did in the previous manner. Start by going up the eastern ladder. Now go through the eastern door. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ East Path 2 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ When you start the east path, go southwest, and you will notice a lone box. Pull the box two spaces North, and then two west. Push it once more west, and the door will open. Go through the door and onto the next screen. In here is another fire puzzle. this one is a bit different from the earlier one. Put Virginia in the lead, and have her light the center, northwest, and southeast candles. This will not finish the puzzle. Now go south and you will notice 3 boxes. Break the box to the far northwest, and then the puzzle will be solved. Have Clive break the glass, and go through the newely opened door. In this room, go down the stairs and open the chests to the north for a Gimel Coin and a Duplicater. Go through the western door onto the next screen. In here, go north and pull the switch. This will solve the first part of the puzzle. Now jump down to the south, and continue south back onto the intersection screen. This time go up the ladder to the west, and go down the longer western path. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ West Path 2 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ In here you are immediately confronted with three blocks. Jump off, and pull the center block one space west, and then push it once space north. Now get the block to the far south, and pull it once west. Push it once west, and push it two times north. Now go up the stairs and walk over your new block path. On the other side, you need to open the door. Pull the block in the center seven (yes, 7) times south, and push it two times east. This will put the block onto the floor switch, and open the door. Now, go back to the other two blocks. Pull the eastern one three spaces south. For the last one, pull it one space east, and then one space south. Now push it two spaces south, and you will be done. Go up the stairs, over the blocks, and through the northern door. Another puzzle lies here. Now go as far east as pssoible, and use the Steady Doll on the block 2 times. Now, move back toawards the stairs. Stand near the stairs, and use the Steady Doll again on the second block here. First we are going to get the chest. Start by pushing the eastern block three spaces south, and one west. Now go get the other block. Push that one one space east, five steps south, and then one west. Go back up the stairs, go south, and then east. Cross over the block path and open the chest here for a Growth Egg. Now, lets finish the puzzle. Jump off the blocks to the west, and push the southern block east twice. Now push it south two more times, and it will be in place. Now go and get the second block. Push this one one time east, and then south three times. This one will be in place. Now, go back up the stairs, head east, and go over the block path. Continue east, and go through the eastern door. In here, go north, and pull the final switch. Jump off to the south, and head north through the newely opened path. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Normal +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Save your game in here. Now have Clive break the glass, and continue north. In here, go north and watch a scene. You will now get the Flash Hit medium, which I suggest equipping on Gallows at the start of... +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Mono-eyed Titan Weakness: Light Resistant: Dark EXP: 900 Gella: 1,100 Item: Dark Ring +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ The Mono-eyed Titan attacks with mainly dark spells. Though he sometimes physically attacks, the spells are the far greater threat. The first thing you may have noticed in this battle was his weakness, which is Light. Dark Spells (Grav) wont work on Mono-eyed Titan, so dont worry about using those. But because of his direct weakness for Light spoells, you can use your newely acquired Flash Hit. Using Spectre on this boss will do upwards 500 damage to him. The bosses main attack is the Arcana spell Dark Matter. This spell does from 100-300 damage to a single character. If a character has the Dark Ward from Moon Spark on them, they will lower the damage, even nullify it. So even if your party is weak, you can win the battle with the character with the Dark Ward almost unharmed. Attack him physically. Build up FP and go all out. The character with Flash hit should use Spectre, as that will be your strongest offense in this battle. You shouldn't need to heal too much in this battle, but be cautious and stay over 400 HP just in case. PS: From now on (or when fighting any enemy who gives more then 750 Gella after a battle) you should use a Gella Card. Since Gella Cards sell for 1,500 Gella, using it on an enemy who gives less then 750 Gella is a waste. But on any enemy or boss that does, it is well worth it. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ After the battle, head north onto the next screen. In here, go north and examine the black object at the top of the screen. Watch a disturbing scene, and then head south back onto the previous screen. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Hecto-eyed Titan Weakness: Dark Resistant: Light EXP: 1,200 Gella: 1,400 Item: Mini-Carrot +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This battle is almost exactly opposite of the previous battle. The Hecto-eyed Titan is much stronger then his other breathen. He has stronger attacks, and counters 90% of the time. His counters do around 100 damage, as does his normal physical attacks. He doesnt attack with magical attacks often, but his counters make up for his lack of damage he does normally. Also, unlike many bosses, Grav works on Hecto-eyed Titan. It will start by doing quite a good sum of damage, but as you attack him it will go down by quite a bit. It will work for a few turns, but when the damage goes under 100, its not worth it to use it anymore. Grav is a main offense in the battle, though it is very easy to win the battle without it. When the Hecto-eyed Titan does attack magically, they are light-elemental. So the character with Flash Hit can be immune to Light elemental magical attacks. This will lower the damage he can cause to a person. Sadly, he doesn't attack with magical attacks as often as his Mono-eyed breathen, and so it is harder to lower the damage he does. Hecto-eyed Titan is stronger versus physical attacks then most monsters, and so if you have a party on the weaker end of the scale, you may want to rely on Grav more. He is still damaged by physical attacks, just not to the sheer extent of some monsters. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ After the battle, watch a scene, and as always, you automatically exit the dungeon. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Filgaia ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Suggested Level: 18 Enemies: Trilobite, Cursed Corpse +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Head south all the way, and at the end, go west back to Little Rock. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Little Rock ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: X: 25,292, Y: 12,559 Suggested Level: 18 Shops: ARMS, Item, Inn, Save Point Items: Any Items you find in boxes (namely a Duplicater) Key Items: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ When you enter Little Rock, head east, andf talk to the man to the far East. this is Goodwin. 'Ask' him about Leylines, and you will learn your next destination. Save, prepare, upgrade, sleep, do whatever you need to, and head back onto the world map. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Filgaia ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Suggested Level: 18 Enemies: Trilobite, Cursed Corpse +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ From Little Rock, head east and north when you can. Continue to Glittering Emblem, and from there, head all the way northwest (dont cross the land bridge) should be a small peninsula. Check around here for the dungeon. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Leyline Observatory ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: X:22,890, Y: 14,384 Suggested Level: 18 Enemies: Cursed Corpse, Targum, Comic Book, Bonedrake, Mimic Boss: Asgard Items: Lucky Card, Heal Berry x2, Tool: Radar, Dragon Fossil, Call Whistle x3, Magicleanser x3, Gimel Coin, Gella Card, 4,500 Gella, Dragon Fossil, Mimic x2(Holy Ankh) Key Items: ID Card, Taped Photo +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ When you begin, watch a scene, and head north onto the second screen. In this hall, go north and through the first door to the west. In this room, open the two chests for a Lucky card and Heal Berry x2. Now, go north and search the thrid and fourth locers, and you will find a new Tool for jet. Its the Tool: Radar. This is the only tool in the game that you are not required to have to beat the game. After getting the Tool: Radar, exit the room through the southern door. Back in the hall, head directly east and enter the eastern door. In this rectangular room, head north and examine the console at the end. Enter the password "Inkapilia" with a capital 'I', and watch a scene. Now head south and exit the room the same way you entered. Back in the hall, head north all the way, and go through the top eastern door. Go up this elevator, and onto the next floor. Up here, head south and go through the first door you see (its on the west). In this room, go west, and examine the metal near the bookshelf and you will get a Dragon Fossil. Now head south, and open the two chests here for Call Whistle x3 and Magicleanser x3. Now go west, and exit the room. Back in the hall, head south, and go through the southern door. In this room, head southeast, and examine the table. You will find an ID Card, which you need to continue. Exit the room back into the hall. In the hall once again, head north and use the ID card on the console near the door. Head through the door and ride the elevator to the next floor. Here, head south and go through the southern door. In here, open the three chests for a Gimel Coin, 4,500 Gella and a Gella Card. Exit the room to the north. Back in the hall, head north, and go through the first door to the west. In here, head west and open the chests for a Dragon Fossil. Fight two Mimics, and you will get a Holky Ankh from the chest. Now head east and exit the room. Once again back in the hall, head north, and go through the far eastern door. now the music will change. Talk to your party members, and head north. Examine the console, and chose to look at the expermental records. Now talk to Jet, and watch a scene. Head west and through the newely opened door. In this new area, head north, and through the most northern door. In this room, save, and enter the password "Guiding Word". Note that it has to be perfect. G and W need to be capitalized, and there needs to be a space between the two words. After getting the password right, go north and through the door. In this final room, go to the north and examine the gray object on the table. Now, use the Right Half at the same place you were when you examined the item the first time. Now watch one of the best scenes in the game. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Asgard EXP: 2,000 Gella: 2,400 Item: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This is one big mofo. He is as strong as he looks, so sadly, that means he is hell strong. He only attacks physically, so that is one big advantage you have over him. In this battle, support spells are your friends. Spells like Shield and Turbulence are wonderfully useful in this battle, and will save you more then you realize. Since Asgards attacks do around 300+ damage, this is extremely important. To make matters worse, Asgard will sometimes cast a Barrier. This Barrier will stop all damage from physical and magical attacks. It will last two to three turns. it ends when Asgard does an action called "Optomizes Data". After he does that, you will be able to damage him normally. But take note that soon after, he will cast the barrier once again, making you wait another few turns until you can do damage to him. The best way to go about this battle is to build up FP. Attack Asgard physically even when his shield is up, so you can build FP up for Gatlin Combos when the shield is down. When you have enough FP, Defend, and wait until he lowers his shield, and then attack full on with Gatling. That will get rid of him fastest, but you may want to use Valiant on a low HP character, if you have one. Valiant may be a little cheap, so if you want a pure game, then you wont want to use it. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ After the battle, watch a scene. Rather, a long SET of scenes. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-= A Tale of Two Dungeons --=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Filgaia ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Suggested Level: 20 Enemies: Trilobite, Cursed Corpse, Twin Tails, Moss Fungus +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Now your goal is not Little Rock again, yay! From your starting location, go south, and west over the bridge. Continue south, keeping near the edge of the continent. Near a beach, search around, and you will find the town you are looking for. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Humphreys Peak ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: X: 23,079, Y: 12,020 Suggested Level: 20 Shops: ARMS, Item, Inn, Save Point Items: Grab Bag Key Items: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This town has all the works in it, as do most towns. Its also the home of a side quest that you will not be able to do at this point. When you begin, watch a scene. Now head north, and talk to the nerdy looking guy standing near the Save point. Watch a short scene. Now, head a bit west,and go north. Enter the large house with the blue roof. This is Clives house. Watch a scene, and when you can control Virginia, talk to your party members, and use the Taped Photo from your inventory. Now watch another scene and you automatically spend the night. In the morning, you wake up in a small room. Head south and examine the drawrs beside the bed (you pedo!) and you will get a Grab Bag. Now head north and out of the room. In here, talk to Catherine, and chosoe "chat". She will tell you one place you need to go. Now talk to Kaitlyn, and she will tell you the other place. Exit the house. Head south, and exit the town. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Filgaia ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Suggested Level: 20 Enemies: Twin Tails, Moss Fungus +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Note: You can go to either of the two dungeons next. You have to do them both, but you can do them in either order you want. The second dungeon is easier, but with a harder boss. The first dungeon you will find far more annoying, though. From Humphreys Peak, head northwest. Jump north over that small rift (this one may take a while to time enough to jump over). On the other side, head north, and down the west path.
| « Previous Page | Next Page » |
