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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter W » Wild Arms 3 - Strategy Guide (Page 18)

Wild Arms 3 - Strategy Guide (Page 18)

Below are the cheat codes, hints and help for Wild Arms 3 - Strategy Guide (Page 18).

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.
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*****                           Gemstone Cave                             *****
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Boss: Maya, Alfred, Todd, Shady
EXP: 2,400
Gella: 2,600
Item: Duplicater
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Since your last battle, your enemies haven't gotten much stronger.  But that
does not mean they do not pose a threat.  While they may not be as strong as
before, they can still kill off an unwary party.

During the entire battle, keep your HP over 600 at all times.   With all their
attack aimed at one member, they can easily kill off a member with HP lower
then that.  And whoeevr has Moon Spark should have a Dark Ward.  Elemental
Wards are more important in the battle then are Status wards. Keep a confusion
ward on though.

As always, go after Todd first.  He not only heals Maya and Alfred for 300
damage when you attack them, but he has the strongest attacks.  He also has
that confusion attack still.  The Confusion can be annoying as hell, but at
this point you can probably counter it better then you could the first
battle.  Other then his confusion and healing, Todds attacks do around 200
damage.

Other then Todd, Maya has gotten a lot stronger.  She now attacks your entire
party at once for 100 damage.  She casts support spells on her own party, and
can be an all around annoyance.  While you do not want to attack her until
last (you want as much EXP as possible) she is still a major threat.

After killing off Todd, go for Shady.  He does about 80 damage with his
attacks, and he is one of the fastest enemies.  He is far more of a threat
then Alfred will ever be, so get rid of him.  He has a whole lot of HP, but
weak defense.

Go for Alfred next.  He is still weak, doing at max 50 damage with his
attacks.  He also has quite low HP, so you really don't need to worry about
him being a threat.  he is so slow that it amazing he is actualyl able to
contribute in this battle.

Lastly, Maya.  She has weak physical defense, so dont attack with magic.
Especially if she has cast refect on herself.  Take note that after damaging
her, she will start using stronger spells (Vortex does around 150 to all) and
and she has a single target Dark elemental spell.  She will also usually stop
casting defensive spells when she is alone.
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*****                              Filgaia                                *****
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Boss: Diaborg
EXP: 3,500
Gella: 3,800
Strength: Lightning
Weaknesses: Water, Ice
Item: Dragon Fossil x15
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This boss is quite odd.  You fight him on your horses and so the battle will
be a bit faster then normal.  The Diaborg has some kick-ass looks, but he is
not the hardest boss you will have to fight.

First off, the Diaborg is rather slow.  He usually attack after Gallows, and
that definitely shows a major weakness.  He gets one attack per round, and its
not the strongest.

Diaborg has two main attacks.  He can paralyze a single member of your party
with Parasylisis Bite.  This attack does not work that often, but if it doesn,
it will incapacitate a party member for a few rounds. His other attack is a
normal physical attack that does from 100-150 damage to a single party
member.

Attack him normally.  If Gallows has Aqua Wisp, have him use Refrigerate.
Because Diaborg is weak versus Water and Ice, Aqua Wisp is your best friend in
this battle.  You may want to to actually use Mini Carrots on the character
with Aqua Wisp, and then have him/her summon the Medium in battle.  If the
character has a good enough magic stat, and high enough FP, you can put an
extremely large dent in Diaborg.

Other then with water and ice, attack him normally.  he has a LOT of HP, and
may take a while to wear down.  Use Gatling when you can, and defend when you
need to get your bullets back.  This battle may take a while, but it shouldn't
be too difficult.
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*****                            Fortune Gear                             *****
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Boss: Olivier
EXP: 800
Gella: 1,000
Strength: ABSORBS ALL ELEMENTS
Item: Hazel Spring
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Well...this is only a sub-boss, but that doesn't make him less annoying.  He
has quite a bit of HP, so the battle may take a while.

First rule in this battle. NO MAGIC!  Well, at least no elemental magic.  He
absorbs it and it will heal him.  The only magic spell you can use is
Devastate, and that won't do too much damage unless it is on Gallows or
Virginia.

This means you are limited to physical attacks.  Have Virginia on constant
healing duty.  She will heal the multitude of statuses that Olivier causes.
Because Olivier uses mainly statuses, you wont have to worry about healing
HP.  This is why Virginia is the best healer in this battle.  Take note that
BRAWWWWWWW does a small amount of damage and has a chancde of causing disease
to the entire party.  Do not worry abotu healing the disease, you probably
will not need to heal as it is.

Since HP doesnt matter, Gallow, Clive, and Jet will probably be on attack duty
throughout the battle.  Gallows should heal anyones status that Virginia
misses. Make sure to get rid of the Misery and Amnesia statuses first, as they
will make the battle drag on.

As the battle goes on, Virginia should constantly heal, with Gallows sometimes
assisting.  Clive and jet should attack constantly, and then use Gatling when
possible.  Dont worry about Mini-Carrots.  This battle is not supposed to be
TOO challenging.
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From Mark (reimers@clarityconnect.com)
If you keep using magic something pretty cool happens, he gets larger and
larger until he dies (I guess he gets so big that he explodes). It only takes
about 3 turns. Try it.
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Boss: Janus
EXP: 1,600
Gella: 1,700
Item: None
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Wow...talk about strong.  Janus seems to have gotten at least twice as
powerful as he was in his previous battles, and that is not a good thing.  he
easily has the power tyo obliterate your party.

Now Janus not only attacks with Dark Speak, but he also attacks often with
Negative Rainbow (he doesn't have to wait a turn) and a new, extremely strong
skill called Proton Beam.  This spell is hell, doing 500+ damage to a single
character.  I have seen it do well over 800 damage to lower level characters.
That is easily strong enough to pick off a weakened character.

And, as always, Janus has the Negative Rainbow attack.  this time, instead of
200-300 damage to all members, it does 500 damage to all members.  He seems to
use this a bit more then he did in his previous battles, which is definitely
not a good thing.

First off, Janus is very capable of killing your party off.  And it is not
only his sheer strength. he is actually FASTER then Virginia.  Thsi emans that
you need to be somewhat wary.  If you have the Baselard on Gallows, switch the
Medium with Virginia, as she will need it most.  Do the same with any other
character, even if only for this battle.

With the Baselards, Virginia will be able to Inertia cancel without a FP cost
and be able to heal your party asfter one of Janus' devastating attacks.

Well...for an offense, physical attacks work, though not well.  Virginia
should be on constant healing duty, as should Gallows. Keep your HP as close
to max as possible to stop him from killing off a party member instantly with
Proton Beam.  Clive and Jet should physically attack.  Janus is strong versus
physical attacks, but they work better then magical attacks, so pound away,
using Gatling whenever possible.

Also take note that Janus gets a bit stronger versus physical attackas as the
battle goes on.  And oddly, he doesn't counter your party members' attacks,
like in the previous battles.  Thsi will be the only relief you have from
Janus's constans and very powerful strong of attacks.

Luckily, for winning this battle, you get some good rewards, so remember to
use Gella and Lucky Cards.
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*****                           Faraway Lands                             *****
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Boss: Vacuumon
EXP: ???????
Gella: ???????
Item: ???????
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Well, this battle will last less then one round.  You need Virginia and Jet as
strong as possible to actually win, as well.  He is a bit stronger then a
nromal Vacuumon HP wise, but he will not attack you.

He takes normal damage, but has quite a bit of HP.

All right, to win, you need to kill him off before he has a single turn.  Jet
needs to critical attack, and Virginia needs at least to magical attack or to
Gatling.  Without some strong atacks you will not be able to beat him.  Maybe
having Jet with a Baselard, and then have Virginia use a Full Carrot, and then
have Jet use his summon.  That could kill him off, but I am not positive.

If you do not kill him off before he has a turn, he will caste Retreat.  This
will send your party all the way back to the enterence of the dungeon.
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Boss: Asgard, Melody
EXP: 0
Gella: 0
Item: None
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Well, Asgard starts alone.  Melody will not join the battle until the second
turn, so you don't have to worry about her at this point.  All there is is
your party, and Asgard.  Just have each of your characters physically attack
him on this first turn, to build up some FP.  On the second turn, Melody comes
into the fray.  After this one round, he does Flood Barrier, for 500-600
damage to your entire party.

NOW the battle gets hard.  Now is when you need to start taking cautioun and
start worrying about strategy.  Both Melody and Asgard get to attack your
party, but you can not attack Melody.  Which is totally and completely unfair,
but the damn game wont let us complain.

Well, Asgard is the main threat, and since you can only attack him, he is the
one you are going to kill off first.  Asgards physical attacks do about 100-
150 damage, which is a lot weaker then Melody's. He doesnt attack with Flood
Barrier again, luckily.  He mainly attacks with his physical attacks.  His
stronger physical attacks do 200+ damage, but they hit rarely.

Melody, sadly, is stronger then Asgard.  She does 250-350 damage with her
Elimiate scanner, and paired with Asgards physical attacks, the damage they
can both do in a single round can go upwards 600 damage.  So keep your HP
above 700 at all times.

Melody is rather normal speed, going after Jet and before Gallows.  But that
makes it harder for Gallows to work as a healer.  Asgard is slower, usually
going after Gallows.  But that still makes them both dangerous (poor Clive).

Make sure Virginia is always with FP.  She will be the character on healing
duty mainly throughout the battle, and she needs to have the FP for mystic.
Since she wont be using a Lucky Card in this battle (0 EXP) then she will save
at least 25 FP. Have the character with a Baselard (Gallows, hopefully) be the
secondary healer to Virginia.

Just keep your HP up, and you shouldn't have TOO much problems survivng.  As
always, jet and Clive should attack normally, building up FP, and then using
Gatling when possible.  Asgard is strong versus physical attacks, but he is
still damagable.

After a few rounds (taking off all of his HP), he will cast Wide Barrier,
which will kill  all of your party members, no matter what.
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Boss: Asgard
EXP: 3,500
Gella: 4,000
Item: None
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This battle is about 10 times easier then the previous, which is a good
thing.  Your party starts without their max HP (because you finished the last
battle with all your characters dead).  And if you didnt have enough VIT left,
they may not even have their max/max HP in this battle.  Luckily, that isn't
big of deal.

The first thing you should do, is heal your party.  That is, if your party
didn't have good VIT and is low on HP.  Virginia with Mystic does that well.
If you have a high level, Virginia can do it on the first turn in battle.

Luckly for your party, Asgard is a LOT weaker in this battle.  he attacks once
per round, and that attack is after Gallows.  It does about 100 damage, even
to weaker defense characters, like Virginia.  That means even the weakest of
your characters can survive 5 or 6 of his attacks.  You arent likely to die in
this battle, but it is possible.

Just attack.  Physically works well, and even Virginia does decent damage to
Asgard.  Of course, Virginia wont be too strong against him, but she will do
more damage then she did in some other battles.  Dont worry about building FP,
and constantly attack.  Gatling when needed, and Asgard should die quickly.
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*****                          Survey Point #17                           *****
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Boss: Hound, Feline, Donkey, Flier
EXP: 3,500
Gella: 3,150
Item: Gimel Coin, Bullet Clip
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This is like a battle against a weaker version of your party.  The four
enemies dont have the highest HP in the game, but they cast a lot os support
spells on their party, and cast stat decreasing spells on your party.  Because
of this, the battle can get annoying if you dont take out the certain monsters
first.

Each of these monsters has a certain duty.  The Donkey soley physical attacks,
which does 150 or so damage.  Not too strong, but he does have four other
companions to help him out.  The Flier dispels support spells cast on your
party, so dont cast any spells like that, or you will have just wasted a
turn.  And to all you Valiant Fanboys: TAKE THAT!  You cant rely on that spell
forever.  The Flier also casts negative stauses and stat-decreasing spells on
your party.  The feline casts support spell on his own party, and is very fast
to boot.  The Hound mostly attacks, but sometimes uses support spells.

Well, I suggest going for the Feline first.  The Felines support spells on her
party can get annoying, especially because of her sheer speed.  The Feline has
the lowest HP of the three, and so will be taken out the fastest.

After killing off the Feline, go for the Flier, for obvious reasons.  The
Fliers annoying stat decreasing abilities can make this battle a pain in the
ass, as can his ability to dispel your statuses.  In fact, if you rely on
support spells a lot, you may even want to take him out before the Feline.

After the two annoyances are out of the way, go for the Hound.  Mr Doggie
here, he attacks physically, but he also casts some spells.  He is faster then
the Donkey as well, though not quite as strong.  He should be next gone.

Donkey is last. He only physical attacks, and the damage for the attacks isn't
that high.  He has the highest HP, and will take a bit longer to kill if you
haven't been saving up your FP for Gatling attacks.
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Boss: Humpty, Dumpty
EXP: 3,100
Gella: Use Gella Cards on both
Item: Duplicater, Mini Carrot
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This battle is surprisingly difficult.  Dont let their unassuming appearance
fool you, these two can be deadly, even to an overlevelled party.

Humpty and Dumptry each have their own jobs.  Humpty casts support spells on
Dumpty, and never attacks.  Though Humpty never attacks, Dumpty is a huge
threat as it is.  You need to get as many elemental wards on your party
members as possible.  Ignore the status wards, and go all elemental.  Dumpty
himself is a huge threat because he can attack with all the elelements.

How big of threat IS dumpty?  He does around 300-400 damage to the entire
party every round.  That may not seem like much, but it is.  Especially in
this battle, where there are two targets.  This makes the decision of who to
attack rather difficult.

I suggest going for Humpty first.  Though Dumpty is easily the stronger of the
two. Humpty casts support spells on Dumpty, and makes it harder to kill both
of them off in the long run.  Some spells Humpty has: Shield, Protect, and
Reflect.  Obviously, each of those makes the battle more annoying.

It may take a while to kill Humpty off, as they are rather strong versus
physical attacks.  I also suggest attacking one, and not both at one time.
Sadly, at the same time, Dumpty will continually wear down your party, so if
you haven't bred some Potion Berries at the Secret Garden, then you will be
having a tough time staying healthy in this battle. Gallows will need to be
onhealing duty as well, not only Virginia.  And dont worry, use all the Mini
Carrots needed on Virginia, as you will definitely need them.

After killing off Humpty, you will go for Dumpty.  He may have some support
spells still cast on him, so dont use Gatling or any super-strong skillls
until you are positive those have worn off.  THen attack him with full force.
If you didn't use any Gatling/FP to attack Humpty, your FP should be through
the roof by now.  If so, then you should be able to kill him rather fast.
Just keep your HP over 1,500 at all times during this battle, and you will
survive.
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Boss: Maya, Alfred, Todd, Shady
EXP: 4,400
Gella: 4,800
Item: Dragon Fossil
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Like the previous battle, Maya takes on a different...form. This time she is a
physical attacker.  She is very fast, and quite strong.  Though this time, she
only atatcks one member at a time, instead ot ehe entire party.  All of her
allies have gotten stronger in this battle as well. Keep your HP above 800 at
all times.

As always, start with Todd.  He can still confuse your party and his physical
attacks do 200-300 damage.  The confusion is just as devastating as ever, and
Clear Chimes are hard to find, even now.  Todd also heals more often in thia
bttle.  Now, 300 damage healed isnt as much, but it is still a round or two
and can be more of an annoyance then anything else.

Alfred and Shady have gotten a lot stronger, as well.Alfred does about 100
damage with his blast attacks, and Shady does around 150 damage.  Compared to
the last battle, this is a severe improvement on their pathetic damage from
the previous battles.

Maya does around 200-400 damage with her physical attacks.  But it is easy to
lower the damage done with support spells.  She also does not seem to have the
highest HIT percentage, because she misses quite often.

When Todd is dead, Maya powers up, and starts using her ultimate attacks.
Those do around 300+ damage, and Maya powers up all around.  At this point,
she is far more dangerous, but still, dont get rid of her.

After getting rid of Todd, go for Shady, as always.  Shady does more elemental
attacks, Ice and Fire this time, which is no change from the previous
battles.  Though he does seem to have less HP this time.  He wont take too
long to kill.  After Shady, go for Alfred.  Alfred is easily the weakest of
the bunch, and a round of physical attacks (mainly with critical attacks) can
kill him off easily.  He will not last more then three turns against a full
onslaught of physical attacks.

Lastly, as always, go for Maya. If you have been building up FP, use Gatling
with as many characters as possible.  Maya seems rather resiliant in this
battle, and has high HP.  It may take a bit to kill her, but she is still
fast.  Once the others are gone, she wont be much of a threat alone.
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*****                             Infinitum                               *****
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Boss: Pyrodrake
EXP: 3,800
Gella: 4,000
Item: Dragon Fossil
Strength: Water (Half)
Weakness: Ice
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Like his name says, the Pyrodrake IS a fire elemental monster.  And because of
that, all of his magical attacks are fire based.  The character with Firey
Rage will be invulnerable.

Like many fire elementals, he is somewhat weak versus physical attacks.  They
only do lsightly more then normal, but still, there is a slight weakness there
that you will be able to exploit. You will also notice the weakness versus
Ice.  Have Gallows or Virginia equipped with Aqua Wisp, and you can do 800 or
more damage to Pyrodrake each round just with that character.

Oddly, he isnt imune in any way to fire attacks.  But you wont want to use
magic other then Ice magic on him, because that is his main weakness.  With
Ice attacks and physical attacks, he will die faster then normal enemies.

And as you may have guessed, the Pyrodrake is strong with magical attacks, and
weak with physical attacks.  He has an attack called Volcano Trap that attacks
the enetire party for 200 damage.  This can be quite severe, if your party has
been worn down from his other, stronger attacks. His main attack, The Caloric
Sphere does 250 damage to a single party member.  This is easily his strongest
attack, and the main threat of this battle.  His other attack, The Giant
Groans, is easily his weakest attack.  As with most other Giant Groans
attacks, it doesn't hit too often.  And unlike most other Giant Groans
attacks, it doesn't do much damage, 100 max, normally around 80.

So you basically have one command for your party chosen. You should use Ice
magic every round, that is the best offense in this battle, without a doubt.
Now you need your other characters.  Virginia/Gallows (Whichever doesnt have
Aqua Wisp) should be on healing duty, and Jet and Clive should physically
attack every round.  They should use gatling whenever they can, and dont worry
about conserving FP, as it wont matter much anyway.  Do not use any Mini-
carrots in this battle.

Because this is a Halfway boss, he isnt as strong as normal bosses, but he
does have a lot of HP, so be warned that it may take a while to kill him.
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Boss: Asgard
EXP: 4,200
Gella: 4,500
Item: None
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This battle is quite odd.  Most unlike any battle in the game actually.

Asgard can not attack you.  He has a skill called Fortress of the Gods, but it
wont work.  he will waste every turn he has using that skill over and over,
and it will do absolutely nothing on your party.  This may make the battle
seem like a total breeze.  It isn't.

Asgard will ALWAYS counter your attacks.  There is no might, or maybe about
it.  He will always counter your attacks with Barrier Knuckle.  Normally this
wouldnt be such a bad thing, but Asgard has gotten a lot more powerful since
your last encounter with him.  This time his physical attack does 350-500
damage.  Well, not really an attack, but it is a counter.  Lucky for your
party, it doesnt have the highest hit percentage, but when it does hit, it
packs quite a wallop.

So obviously, you are needing to keep your HP up, and wont want to attack
often.  I suggest having only Jet and Clive attack while Gallows and Virginia
are on healing duty.  After the Original Mystic-Lucky Card and the Gella card
from Gallows, (while Clive and Jet attack) Virginia and Gallows should be able
to heal Clive and Jet easily.  Virginia using Heal Berries/Potion Berries
(Potion Berries if you have been breeding them at the Secret Garden, Heal
Berries if not) and Gallows using heal.  Gallows shouldn't need to use
Extension-Heal, because Virginia will be on healing duty as well.

With Gallows and Virginia on healing duty, Jet and Clive are free to attack
with any means necessary.  Dont allow them to attack when under 700 HP, but
attack with a full force when they have anything above that.  You may want
Virginia to use Mini-Carrots on them so that they can attack with Gatling more
often (Mystic-Mini Carrot works amazingly well).  You may want to have
whatever character with Terra Roar cast defensive spells to lower the physical
damage that Jet and Clive recieve.

Sadly, Asgard has high physical defense, so this battle will take a while.
Dont be imtimdated, just do it, and eventually you will be
finished...eventually.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: None
Gella: None
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is another odd battle.  This one will remind you more of the battle with
Janus in the Sand Canal then it did the previous battle.

First off, you have three party members, which is obvious.  Gallows will take
no part whatsoever in this battle, as he is busy elsewhere.  So you have to
rely on Virginia for all healing purposes.  Normally this would be a bad
thing, but there is one thing you have on your side.

This battle lasts 3 rounds.  No more, no less. And luckily, Asgard wont
counter your physical attacks like he did in the previous battle.  If your
party has a high enough level, you may not even have to heal.

First off, Asgard has a single attack. This is called Barrier Storm.  Barrier
storm does 200-400 damage to your entire party (all three members).  This is
mainly a threat if it is more on the 400 side of the damage then the 200.  If
so, have Virginia heal after 2 rounds, or else watch yourself writhe and die.

Asgard has lower Physical defense then in the previous battle, but you can not
kill him this time.  As I said, this battle will last three rounds whether you
want it to or not.  In fact, you may want to just defend with all your party
members.  This will be over quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Nidhogg Pass (1)                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nidhogg
EXP: 4,000
Gella: 4,400
Strength: None
Weaknesses: Light, Dark
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Nidhogg is a surprisingly weak boss for this point of the game.  The only real
things he has going for him are his status effect, and everything else is just
like a normal enemy.

And thats what Nidhogg basically is.  A strong normal enemy.  He has a hell of
a lot of HP for a normal enemy, but his attacks do about the same damage as a
normal enemies, if a bit more.His normal attack does around 100 damage,  which
should be slightly more then the normal attack at this point.

He does have a few status attacks though.  Namely the ever evil confusion,
which he causes with an attack called "Luminous Moss".  He can also cause
Misery, but luckily, not Amnesia.  As always, use Inertia Cancel if you must
to cure it.

Hopefully, Virginia and Gallows have the Moon Spark and the Flash Hit mediums
equipped respectfully.  Because Nidhogg is weak versus Light and Dark,
Virginia and Gallows can use magic on him to do quite a bit of damage.  On the
first few turns (one or two) a Casting of Grav (yes, it works in this battle)
does over 3,000 damage.  Of course, the damage will go down fast after casting
it.  Spectre (from Flash Hit) does from 800-1,200 damage to Nidhogg and will
work as your main offense in this battle.  Take note that in the end, multiple
castings of this will be more useful then Valiant, so use Spectre instead of
Valiant (if the Flash Hit is on a stong magic user...anyone but Jet works).

Physical attacks work, as always, but the magical attacks from Virginia and
Gallows will do more damage in the long run.  Have the party attack (remember
that before you kill him to use Gella Cards/Lucky Card), as if you attack with
the strong magic, you will kill him within two or three rounds.  Maybe even
one round, if your party is strong enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Nidhogg Pass (2)                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nidhogg
EXP: 4,000
Gella: 4,400
Strength: None
Weaknesses: Light, Dark
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
This battle is the exact same as the previous, and should be treated as such.
Nidhogg still gives all those nice EXP/Gella bonuses though.

Nidhogg is a surprisingly weak boss for this point of the game.  The only real
things he has going for him are his status effect, and everything else is just
like a normal enemy.

And thats what Nidhogg basically is.  A strong normal enemy.  He has a hell of
a lot of HP for a normal enemy, but his attacks do about the same damage as a
normal enemies, if a bit more.His normal attack does around 100 damage,  which
should be slightly more then the normal attack at this point.

He does have a few status attacks though.  Namely the ever evil confusion,
which he causes with an attack called "Luminous Moss".  He can also cause
Misery, but luckily, not Amnesia.  As always, use Inertia Cancel if you must
to cure it.

Hopefully, Virginia and Gallows have the Moon Spark and the Flash Hit mediums
equipped respectfully.  Because Nidhogg is weak versus Light and Dark,
Virginia and Gallows can use magic on him to do quite a bit of damage.  On the
first few turns (one or two) a Casting of Grav (yes, it works in this battle)
does over 3,000 damage.  Of course, the damage will go down fast after casting
it.  Spectre (from Flash Hit) does from 800-1,200 damage to Nidhogg and will
work as your main offense in this battle.  Take note that in the end, multiple
castings of this will be more useful then Valiant, so use Spectre instead of
Valiant (if the Flash Hit is on a stong magic user...anyone but Jet works).

Physical attacks work, as always, but the magical attacks from Virginia and
Gallows will do more damage in the long run.  Have the party attack (remember
that before you kill him to use Gella Cards/Lucky Card), as if you attack with
the strong magic, you will kill him within two or three rounds.  Maybe even
one round, if your party is strong enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+


*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Nidhogg Pass (3)                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt
EXP: 4,300
Gella: 4,500
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Fighting Leehalt is like battling no other enemy in the game.  leehalt rarely
attacks your party, which is something essential to your own survival.  Why
might you ask?  Well read on and I'll tell.

Leehalt counters everything you do.  And it isn't like the Asgard counters,
either.  leehalt counters with an attack called "Rule of vengeance" which does
the exact same damage to your party member (that attacked) that the attack did
to him.  So if Virginia attacked for 200 damage, Leehalt would counter for 200
back.  Leehalts counters always hit, and there is no way to lower the damage
they do.

Now the question is, how do you attack him without your own party being
decimated in the process.  And the answer to that is: You don't.  First off,
your weaker attackers (Gallows and Virginia namely) should not attack at all.
if you want them to get FP, use Mini Carrots, and dont risk attacking.  Clive
and Jet will take over 500 damage per round, if they are strong, and Virginia
and Gallows can heal that (one character each), as long as they are both on
healing duty.

Now, with Gallows and Virginia on healing duty, you have two choices and ways
to go about this battle.  You can have Clive and Jet use Mini Carrots on
themselves so that they get max FP, and then use Gatling when both are at
max.  The danger to this is, when you use Gatling, Leehalt doesnt just counter
the damage of one attack, he counters the damage of ALL the atacks (so if you
do 300 damage with 3 attacks, he will do 900 back, not 300.)  This will almost
always kill the member that Gatlinged.That is the fastest and easiest way
though.

The other way is to only attack with Clive and Jet normally.  Dont use
Valiant, as that will up the damage Leehalt does back to you.  You can keep
your HP up (dont let it go under the amount double the damage they do
normally, as you never know when your characters can critical attack) with
Virginia and Gallows, while Jet and Clive attack.

Either way works, but just remember to keep your HP up, and remember that
Healing is your friend. Without healing, you are going to be screwed quickly.
Caution is what this battle is all about.  If you go into it head on, you will
be slaughtered.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Balazs
EXP: 2,250
Gella: 2,400
Item: Full Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, you will fight no other enemies in the game like
this one.  This is even odder then the previous battle though.  Balazs has two
attacks.  Though those attacks are some od the oddest you will ever see.  To
make it even worse, you may not have had enough VIT to restore from the last
battle, so you may not be in top condition.

His first attack is called Otherworld.  This incredible looking skill will
reduce your entire parties' HP by half (so if you have 1,000 HP, it will do
500 to that member).  This attack can not kill your party, which is a major
plus.  Though during this period, Balazs will be invicble, and not take any
damage.  This only lasts one round, but it is still annoying.  To actually do
some damage to Balazs, you need to attack before him (and at this point
Virginia is probably the only one fast enough for that, without support
spells) or to attack after the spell wears off.  How do you attack after the
spell wears off?  A little friend called Cosmic Cog.  Use Mini Carrots on the
character with Cosmic Cog until he/she has 100 FP.  Then, use the
Arcana "Replay" on the character you want to attack (probably Clive).  Dont
use Gatling, as you would have wasted all your FP previously in the turn and
wont restore it.  Attack normally with the character, and he will not damage
him throughout the normal turn, but on the "Replay" turn, your character will
damage him.

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