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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter W » Wild Arms 3 - Strategy Guide (Page 16)

Wild Arms 3 - Strategy Guide (Page 16)

Below are the cheat codes, hints and help for Wild Arms 3 - Strategy Guide (Page 16).

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.


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*****                             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                                --=-=

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


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*****                            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.


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*****                          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.
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                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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