Wild Arms 3 - Strategy Guide (Page 16)
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Use the Teleport Orb and warp to Gunners Heaven. From there, go north, and on the same continent you will find Mimirs Well. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* ***** Mimirs Well ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: X: 440, Y: 19,520 Enemies: None, for now Bosses: None, for now Items: None, for now Key Items: None, for now +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ As you enter, watch a long, long scene. You wont have to anything in this part, but note that you have to pay attention because everything here is automated and you may miss the speech if you are a slow reader. Remember the password TOMORROW. After the scenes, you automatically go back to Boot Hill. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Boot Hill ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: X: 15,729, Y: 513 Suggested Level: 54 Shops: ARMS, Inn, Item, Save Point Items: Any you did not get before Key Items: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ When you gain control, head south, and watch a scene. Exit Boot Hill. Back on the World map, teleport to Baskar. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-= Finale --=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Baskar Colony ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants:X: 13,005, Y: 10,912 Suggested Level: 55 Shops: Inn, Save Point Key Items: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Once inside Baskar Colony, go north and enter Gallows's House. Watch a scene, and you can now exit. Your goal, once again, is Sacrificial Alter. Head onto Lombardia, and go north. Enter Sacrifical Alter for the last time... Note: Sacrificial Alter leads the way to the final dungeon. So fight any optional bosses and the like beforehand. You can exit the final dungeon once entered, but it will be easier for you if you do things before. Happy Hunting! *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* ***** Sacrificial Alter ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: X: 12,902, Y: 12,625 Enemies: Alk Volk, Gargoyle, Scorpious Bosses: None Items: None Key Items: Exodous Orb +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ As you enter, go all the way north around the alter (NOT inside) and go west up the stairs. Continue west, and go south up the next set of stairs. Go through the northern door at the very top of the alter. Watch a scene, and you will aquire the Exodous Orb. You now enter the final dungeon. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* ***** Nightmare Castle ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: Unknown Enemies: Sammael, Kelaino, Necromancer, Toy Soldier, Will-o'-the-wisp, Devonova, Sun Flayer, Cyclops, Stealth Stalker Bosses: Disaster Water, Disaster Fire, Diaster Moon, Disaster Light, Disaster Wind, Diaster Earth, Tiamat, Final Boss(1) Items: None Key Items: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Note: There are quite a bit of paths to take from the main hall of the castle. I will put strategies for them in the order of floors they come in. Note that you dont have to take ANY of the side paths, but it makes an upcoming boss much, much easier. If you want to rush to the end, then by all means, just go straight in the big final room, and through the northernmost door. But if you want a slightly easier boss fight, and more EXP, go through all the side doors, as I am going to lead you. Note that its perfectly possible to rush into the boss room without taking any of the side paths, I did it myself my first time through the game. I suggest having a lot of Elemental Wards before doing such though. As you enter, watch a scene. Go north, and onto the next screen. 3F (or Floor 3, however you wish to say it >.>;) is the main hall of the Nightmare Castle. Here you can access any of the side areas of the castle if you solve a small, easy puzzle to do such. I give the answers to the puzzles at the start of each area. Some sections are larger then others, so dont expect them to all be the same size. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Floor 4 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ To get to this floor, you need to grab one of the four vlear blocks near the entrance. With these blocks, head to the far east, and there will be a little crystal. Throw the block at the crystal from a few steps away, and a door very close to you on the lower level will open. Once on 4F, head north, northeast, and north through the door to 5F. On 5F, there is a little brown square to your west. Step on this, and follow the path as it opens up for you. I cant adequately give a stretegy for this, other then to follow it as it times ;;. Once you reach the first island, step on the second brown square to the east, and walk the path. Be careful, its a lot harder this time. Head north onto 6F. On 6F, continue north onto 7F. On 7F, use the Changecrest to teleport over to the first pad. Then step on the brown block to the east to start the path walking again. This time the path splits multiple directions. When it does, go west twice. At the end, it looks like theres a dead end, but you need to turn east very quickly and use the Changecrest. This might take a few times of practice. Go north through the door onto 8F. On 8F, go north through the next door onto 9F. On 9F, examine the item on the ground to begin the battle. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Disaster Water EXP: 10,000 Gella: 0 Strength: Ice/Water Weak: Fire/Lightning Item: Dragon Fossil? +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ If this is your first Disaster Battle (and you decided to do them all in order of floors) theres a few things to be expected. Disasters are not strong for a boss. In face, they are only about as strong as a normal monster enounter, with lots and lots of HP, and a few strong attacks. Ok, maybe I am being a little low on them, but they are not challenging. There are usually two ways to kill them. Finest Arts, and elemental weaknesses. I prefer the elemental weaknesses way, because at some point in these battles, you actually do more damage with them then you would with Finest Arts, and more quickly. Extension-Attachment-Fire in this battle will allow your main attackers (Clive and Jet) to be rediculously powerful, as these monsters are pure elemental. Also, because Disaster Water is based off your Medium, and your Medium is based off Ice and Water, he has two Weaknesses, which is the exception of just Disaster Water. Every other Disaster has only one weakness. It is very easy to break the 8000+ mark with normal critical attacks with just Attachment and no Valiant. Note that Disasters dont do any status attacks, and they have two forms of attack. They use a normal physical attack, and an AOE, which is pretty much the same as your summons, except with their graphics. Disaster Water is no different. To prevent the Summon damage, use Water Wards (though thats a bit cheap >.>;) The Disasters' weak attacks and elemental weaknesses make them easy foes. It shouldn't take more then 5 turns to dispose of them. If it does, you might want to go out and level some more. You've faced much harder. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ After the battle, use the Exodous Orb to return to 3F. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Floor 10 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ To get to 10F, go north up the stairs, and then go east. Use the Tindercrest on the Unlighted Candles here, and go through the newely opened eastern door. This will be the path to the Disaster. In here, go east, and through the eastern door. Here is the first puzzle. There are three levers, rotate the right one once, the center three times, and the left one four times. Or in easiest ascii form: Left 4 Center 3 Right 1 Now, cross the blocks to the other side. Go east up the stairs, and through the door. Here, continue east and through the eastern door. This is yet another puzzle. Use Jets boomerang on the gem to the south, and then use Virginia with the Galecrest. Use it slightly AFTER the far eastern block goes into the wall (this is EXTREMELY hard to time, but it is doable). Then, put Clive in the lead, time it, and use the Grappling Hook on the moving platform. One on top, jump off, and go onto the brown area. Use Jet with the Radical Sneakers to jump up and down about 6 times, and the area will be lowered. Go east and through the eastern dooe. Here, continue east, and examine the object on the ground, watch a scene. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Disaster Fire EXP: 10,000 Gella: 0 Strength: (Absorb) Fire Weak: Ice Item: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Much like the Medium fight in the beginning of the game, this battle will be fast, but deadly. The Disaster Fire has strong physical attacks, that do fire damage to all members. For defense. the only thing you need to be completely invulnerable is to use Fire Wards. If you can use Fire Wards on all of the characters, you wont be damage throughout the entire battle. Start by attacking normally. If your level is high, you can use Gatling, but dont do it immediately. Use Attachment-Ice first. Even if you have to temporarily fix your mediums, Attachment-Ice will allow you to do much more damage then before. You may want to use Extension-Attachment-Ice, but if not, just use it on Clive and Jet. His main attach is called Vapor Blast, which does Fire damage to the entire party. it is basically the same attack your Firey rage Medium does to enemies, except that it is done to your party. Of course, as I said, with Fire Wards, he wont be able to damage your party members in the least. Gallows, or Virginia, whoever has the Ice spell, should use it. It does quite a good bit of damage. Of course, being fire elemental, he has average to weak physical and magical defense. This is a serious advantage you have over him. His low defense, paired with Fire Wards can make this battle last less then three rounds. of course, if you really wanna cheat, you can add Valaiant to the Attachment-Ice, but then you will be almost TOO strong, especially without Fire Wards. So if you dont have Fire Wards, Valiant will just let you finish the battle easier. Mind you, SAVE GATLING UNTIL YOU HAVE ICE ATTACHED! You should be able to kill him almost immediately (maybe even in one round) if you have enough FP and a high level. Other then that, Ice magic, and normal attacks work just fine on slaughtering this boss. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Now, use the Exodous Orb to get back to the Main hall of the dungeon. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Floor 16 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ To get to this floor, on 3F, go to the Southeast and open the Crack on the door with one of Clives Bombs. Follow 16F south, southwest and south again through the door. This next screen (Floor 17F) requires you to use Gallows and his Freezer Doll on that little Gold object in front of you. This is something of a guessing game, so watch where you step. If you make one extra step over the edge you have to start this screen over. I can not give you exact directions over this screen since everyone presses the analog buttons a bit differently (and therefore our 'steps' are different sizes) but the goal remains the same. Keep Gallows as leader and keep spraing the Freezer Doll when you need to see where you need to go. Remember to take advantage of that he can turn in place with the Freezer doll out if you hold the Square Button down and rotate the left analog stick. There are no encounters on this screen. On 18F there are some Encounter Crystals. Head south through the door onto the next screen. 19F looks much like 17F, except with a new path. Approach it the same way as you did 17F: with Gallows in the lead, using the Freezer Doll to light your path. Take your time, and remember that there are no encounters. Once again, if you fall you have to start this screen over, so be careful. Try and be patient, this is a pain in the ass though. On 20F continue South through the door. 21F holds your next boss. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Disaster Moon EXP: 10,000 Gella: 0 Strength: Dark Weak: None Item: Dragon Fossil +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ In the final dungeon, you will technically want to treat all the Disaster bosses the same. The easiest way to defeat them (like all monsters at this level) is to use Finest Arts, though like always, I find that cheap. In some ways, Extension-Attachment-Permanence-Elemental is even faster though. Especially on characters with strong Gatlings, siunce one strong Gatling attack can finish the Disaster off. Note however, this wont work on Moon. Moon has no definite weaknesses (I believe >.>;) so he is stronger then the other Disasters, in a way. To make this boss almost too easy, use Dark Wards. Of course, if you do not have the ability to give Dark Wards to everyone, give them to whatever characters you find taking the most damage. Diaster Moons strongest attacks are Dark Elemental based, and with Dark Wards, you will take no damage (or reduced damage at least). Thats kinda common sense at this point though. Disaster Moon has strangely low physical defense, so just normal physical attacks will kill him quickly, if you happen to be too lazy to choose commands for some reason >.>;. His physical attacks are weak, and will be no threat. The only thing you need to worry about is its summoning/gravity attacks. Strangely, Disaster Moon seems weaker then the other Disasters in strength. He uses his physical attacks 90% of the time, so most likely you will probably come out of this battle stronger then when you came in. It is worth it to note that he has rather high magic defense, so spells dont as well on him as they should ;;. Oh well. It will die quickly enough as it is, even without an elemental weakness to exploit with Attachment. Pretty run of the mill for this point of the game >.>; +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ After the battle use the Exodus Orb to go to the entrance of the Castle. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Floor 22 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ To get to this floor, head up the stairs and to the west. There are four (4) statues at the far west upper level. Move the second from the bottom (or the third from the top ... whatever, same thing). This will open a door directly to the south of you. Head back down the stairs and go through the door. On 22F, head south, southwest, and south onto 23F. On 23F there are 4 Graves. Ignore them >.>;. Use Virginia and the Tindercrest on the Demon in the doorway. You need to get it to shine once. Then use the Freezer Doll, and once it shines that once, use Jet and his Boomerang. Then use Virginia and the Changecrest lastly of all, and the doorway will be clear. Head through the doorway onto 24F. On 24F, head south through the door onto 25F. On 25F, we find a block puzzle. Again. ;;. The goal of this puzzle is to make the picture in the blocks match the picture right near the entrance of the screen. You will need to rotate all of the blocks multiple times using Clives Mighty Gloves. There is no real wrong or right way to do this puzzle. If I wrote a full strategy on how I did it, it would take quite a while, so all I can reccomend is making sure you have moved all of the blocks, including the center block. The center block needs to be rotated as well, even though it doesn't look like it. The door opens when you finish the puzzle. On 26F head south and through the door. On 27F, examine the Disaster and prepare to fight. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Disaster Light EXP: 10,000 Gella: 0 Strength: Light Weak: Dark Item: None (Dragon Fossil?) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This battle is to be approached like every other Disaster battle. Its a pretty routine battle as a whole, and theres not a whole lot you need to be afraid of. Like Disaster Moon, you cant exploit an elemental weakness on this boss with Elemental-Attachment. Still, Permanence-Valiant works well. To make things easier, as always, use Light Wards, if you can get them. Disaster Light tends to prefer physical attacks over his summoning, which is a welcome relief over the other Disasters. He is pretty slow, too.With his average defense, treat him like a regular boss. If you have yet to kill Disaster Moon, then you wont know it, but oddly, the battles are nearly identical. Strange, showing how they are opposite elementals. Of course, all of the Disasters fight much the same. The most you'll probably see Wings of Death hit for (thats his melee attack) is around 600. And thats really rare, most of the time it will be around 200 most, if it hits at all. Disasters tend to miss more often then they hit. Disaster Light's magical attacks tend to be a bit stronger (in my experience) then the other Disasters. But not by much, only 100 damage or so. They do 300-600 instead of 200-500. At this point its not much damage, since he doesnt use them that often. Treat it like a strong normal monster and you'll be fine@@; +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ After the battle, use the Exodous Orb to go to the entrance of the Castle. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Floor 28 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ To get to this floor, on floor 3F, head directly west from the door, and walk into the brown switch at the wall. It should go in. With Gallows, use the Steady Doll to press in the other switch and the door to your west will open. Enter this door, and you're on floor 28. On 28F, head west, northwest, and west through the screen. go through the door into 29F. Here we find four doors other then the one we just entered (which was from the east). Note that in this area the tracker item helps a lot. It is also worth it to note that if you make a mistake in the order of doors, that you will be put back on the 29F. On 29F go through the west door to get to 30F. On 30F, go through the north door to get to 31F. On 31F go through the East door to get to 32F. On 32F, go through the south door to get to 33F. On 33F, go through the west door onto 34F. Note that you pretty much went in a big circle after all that. On 34F, head west onto 35F. On 35F, there is a lot of doors. You entered from the far east. Going through the far north door goes to 36F. On 36F, head through the Northeast (the door between the north and east doors, its kinda hard to call it being in the northeast though . . .) door and you reach 37F. On 37F, go through the Southwest door, and you will be on 38F. Head west through 38F to reach 39F. On 39F, examine the object on the ground and your next battle commences. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Disaster Wind EXP: 10,000 Gella: 0 Strength: Wind Weak: Earth Item: None (Dragon Fossil?) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Like the rest of the Disaster battles, Disaster Wind is a rather weak enemy. You can one hit him with Finest arts if you choose (ew) or if you choose to fight him the normal way, you can use Extension-Attachment-Elemental(Wind) with Valiant and Permanence if you desire. That should kill him in two to three turns, even if you're weak. Note that like the Wind Guardian, Disaster Wind is very quick. He will attack much faster then his cohort Disasters (which usually go after you) and usually attacks after Jet, if not before, if you're of lower level. Use spells to raise your speed (such as Quicken) if they are on a caster character, as they will help you keep up with the boss. Disaster Wind has surprisingly low physical defense. Much much lower then the other Disasters. He makes up with slightly higher evasion, which you probably wont notice at all at this point. Attacking him physically is the way to go. Just remember not to go all out until all of your attachments/buffs are on your characters. You dont want to accidentally waste that FP. The only real threat from Disaster Wind (other then his speed) is his summon. His Summoning spell does around 500 to everyone, depending on Wards, and your magic defense. To cheat a bit add Wind Wards, but the battle will be over so quickly that they probably will not matter so much that its imperative to have them. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Floor 40 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ To enter this floor, go to the very very southwest corner of 3F Nightmare Castle. There you wont be able to see it, but there is a Crystal above you. Put Clive in the lead and equip him with the Grappling Hook. Use it here, and the door in the northwest should open. If you cant reach the Crystal, move out a bit to the north, and you should be able to see it. Go through the door you just opened. On 40F, head north, northwest, and north through the door, picking up the crystals when you need them. 41F houses another fun block puzzle. With Clive in the lead and the Mighty Gloves on, push the first block one left, and the second block once right, then the first block all the way left. Push the second block all the way right, and you have access to a second block on the right. Push this one to the right, and it will be as far right as possible. Now you can push a block in the center. Oush this block to the right, and then push the block you have access to now to the left. Push the next block right, and your way will be clear. Head north through the door on 42F. On 43F is another block puzzle, harder then the one on 41F. There are a lot more choices on how to start this time. Push the first two blocks on the elft all the way left. Then follow by pushing the top right block as far left as it will go. go up as far as you can, and then right, then push the center block downwards so that it hits the blocks you just moved left. Push the next block as far down as you can. Then move left, and up. The wasy is cleared for you to move to the next room. NOTE: The blocks on this screen do NOT reset if you fall off the edge. You need to exit and re-enter the room to make the blocks reset. On 44F head North onto the next screen. On 45F, examine the object on the ground to start a boss battle. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Disaster Earth EXP: 10,000 Gella: 0 Strength: Earth Weak: Wind Item: None (Dragon Fossil?) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Like all disasters before it, this is a rather run of the mill battle, to be fought in the same mannerisms that you fought the previous. Earth Wards work exceedingly well for the magic that the Disaster might cast. If you use Finest Arts, crush him using that, if not, Extension-Attachment-Permanence- Wind Elemental is exceedingly dangerous on Disaster Earth. With the attachments on, you should do well over 3000 damage with a normal attack, and your stronger characters may do 5000+ with a critical (but it may end up in the 8000 range!). Planet Breaker is the only thing you really need to watch out for, and even that is not -too- powerful. It does around 500-700 to everyone, depending on magic defense, but since your HP is high enough at this point, thats not much at all. And Earth Wards can prevent damage, if you dont mind cheating a bit. Note that like most Earth elementals, Disaster Earth remains pitifully slow, though his physical defense is a bit higher then normal. Also note, he tends to use both physical and magical attacks more often then his counterpart Disasters, making him harder to predict. Still, hes not dangerous. Remember, if you are using the Extension-Attachment-Elemental strategy over Finest Arts, remember to wait until the elemental is attached to your weapon before you use Gatling, that way you can do a lot mroe extra damage. You dont want to waste it on accident. It sucks when we do that ><. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ When you feel you are ready, you can take on Tiamat. Tiamat resides on 47F Nightmare Castle, which is just straight from the entrance. You can take on Tiamat the second you enter Nightmare castle if you desire, though that is difficult, even for very high level players. I suggest taking out one or two of the Diasters at the very least. Killing the Disasters plays a very key role in your defeating Tiamat. But before you reach Tiamat, a very familiar voice stops your path -_-;;; +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Disaster Luck EXP: 10,000 Gella: 0 Strength: None Weak: None Item: Dragon Fossil? +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Disaster Luck resides on 47F of Nightmare Castle. Expect the battle to go a lot like the previous Disaster battles, except a bit more like Disaster Moon then any other. He has no elemental weakness to exploit, and low physical defense. This will take a bit longer then the other Disasters. Like every other disaster battle, Luck has the ability to summon erm . . . himself. His summon does around 500 to everyone, which isn't the greatest threat, but you need to stay as healthy as possible for the next battles. Also note that he tends to spam his summon (Unlucky Shot) over and over so be prepared for the worst in that manner. Remember Extension-Valiant with Extension-Permanence if you can, that will help. This battle should go quickly, as Luck has little HP as defense. But try to keep your HP high as the battle with Tiamat begins right as the battle with Luck ends. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Tiamat EXP: 30,000 Gella: 0 Strength: None Weak: None Item: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This is not the final battle. >.>; Though this battle may seem difficult, or very very simple depending on how many disasters you killed. If you went straight on in the battle without killing any Diasters in the Nightmare castle, expect Tiamat to do well over 2,000 damage to each character each round. Every turn Tiamat uses 'Final Disaster' on all your members. The damage it does depends on how many of the Disasters you killed. Also, your Wards stop the elemental damage he inflicts, so I suggest putting on as many as you possibly can. Typically, each summon he has will do around 500 per, so if you killed 3-4 Disasters you will take around 1000-1500 on all characters per round. So now that we have that out of the way, how do you survive >.>? Well killing Disasters helps. But if you didn't do that, its going to be a long, rough road for you, but it is possible. You should probably feed Virginia Carrots every turn and have her focus on Mystic-Potion Berry or even Mystic-Mega Berry if you have some to spare. You are close to the final battle, you shouldnt worry about sparing things. Also note, Valiant works incredibly well during this battle if you haven't spent the time killing all of the Disasters. Your HP probably wont ever be at max, so your attack power will be raised quite a bit. Also, you might want to have more then one person heal each turn if things start getting out of hand, since its very easy that it might happen. Final disaster can be powerful. Of course. . . If you took the time and killed every Disaster in Nightmare Castle (you're crazy >.>;) you wont have to worry and this will probably just be another battle to you, with a Disaster with more HP then normal. Either way, with all the summons Tiamat uses each and every round, prepare for a long, boring battle. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Once Tiamat lies defeated you are ready to take on the final battle, the evil of evils. I wont spoil it for you here, but its 9 parts long, and whether you use Finest arts or not, its going to take a loooong time to kill. The ending is adorable, too. Hopefully, you had no trouble with Tiamat. If you did, you should turn back now, gain more levels, get items, go rest, or do whatever. If you haven't done the optional bosses and want to, now is the time. You will be able to do them in your EX game still, but why not do them in your first game when its harder? Also, remember Gunners Heaven, if you haven't stopped by there for a while. If you truly feel prepared, then head forward into the throne room where the final battle awaits you. >.>; I will give a final battle strategy later when I have the time, but for now try and figure it out on you're own. You're smart people, right?^^ Congratulations for those who have gotten this far. Remember to watch all the way through the credits and save your game afterwards for the 'EX'Game save file. Its pretty much the normal game with your levels and whatnot. *-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*- *-_-*-_ Bosses *-_-*-_ *-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*- This is basically a Boss FAQ inside of a normal FAQ. If you just want boss strategies, and not the walkthrough, this is the place for you. I will have them in order of appearance, so dont worry about finding them alphabetically. ***************************************************************************** ************* Prologue ************* ***************************************************************************** =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-= Virginia --=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Hobgob Boss EXP: 24 Gella: 30 Item: Potion Berry +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Hopefully, you got Virginia to level 3 or 4 before this battle. Hobgob Boss (how original...) is strong compared most of the enemies in this dungeon, doing 4 or 5 damage to Virginia. Luckily, Virginia has high RFX (evasion) and he will miss her a lot of the time. Have Virginia attack physically, and her attacks should do around 30 damage. heal her if she gets around 10-15 HP. After about 3 rounds of trading blows, Virginia will freak out, and her FP will shoot up to 100. Guard on this turn to get your bullets back, and then choose the Gatling command, and Virginia will atack Hobgob boss 5 times for over 100 damage each hit! The battle will then end, and you can reap the spoils. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-= Jet --=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Tatzelwurm EXP: 48 Gella: 52 Item: Dragon Fossil +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Have Jet start by attacking normally. Dont use any FP, as you are going to need it later. Jets attacks are strong, doing 50-70 damage to Tatzlwurm. Those are some crappy translaters...wurm...jeeze. Tatzle is fast, but not as fast as Jet. His attacks do about 2-5 damage to Jet, which is nothing if you have Jet at a higher level. But his Baking Breath does about 10 damage, so that is far more of a threat. After a few turns, the Tatzelwurm will heal himself with Recovery. Jet will now tell himself what to do. Use Jets Force Command, Accellerator, and Tat will be killed. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-= Gallows --=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Kesaran Pasaran (x4) EXP: 48 Gella: 52 Item: Ice Gem +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This battle is four against one, so things can get out of hand if you are weak. Luckily, gallows has high HP and should be able to survive a lot of their attacks. But still, be cautious. Their attacks do 5-10 damage with each hit, and that is up to 40 damage a round. Gallows cant stand long against that, so have him heal if he gets under 70 HP. Gallows should physically attack as the battle starts. Two attacks should get rid of one of the Kesaran Pasarans, but it may be three, if your Gallows is weaker. When one of the Kesaran Pasarans is killed, all of the other enemies (three of them) will only do an action called 'Issuing Warning'. At this point, you need to kill one more off. (Try to have 25 FP before killing the second one off). After killing the second one off, watch a scene, and you are back to where you started: against all for Kesaran Pasarans. Now is when you can win. If Gallows has 25 FP at this point, have him use his Force Abiltiy, Extension, and have him attack all of the enemies with Refrigerate. This should kill them all instantly, and the battle will end. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-= Clive --=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Goldrake EXP: 64 Gella: 60 Item: Potion Berry +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ First off, like 90% of the other enemies in the game, Goldrake will go before Clive. this means you need to be on the ball with Clives HP. Clive has excellent defense, but that doesnt mean he cant be in danger. Goldrake does 5- 10 damage with his normal attacks. Don't worry about Clive missing throughout the battle, he rarely misses any enemy with his normal attacks. Besides, his normal attacks do over 70 damage even this early on. Defend when you run out of bullets, and continue attacking. After around 275 damage, the Goldrake will begin to fly, and then you can not hit him with normal attacks. Now, Clive needs one bullet, and 25 FP, so defend if needed. Now, use his force skill, Lock-On, and the battle will end. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Goldrake (Round 2) EXP: 78 Gella: 80 Item: Antidote +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
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