Wild Arms 3 - Strategy Guide (Page 21)
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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. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 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 ><. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 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. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ *-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*- *-_-*-_ Optional Dungeons *-_-*-_ *-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*- There are two Optioan dungeons in Wild Arms 3. This area will give you a basic walkthrough for both of them, though the second is...rather difficult to describe. Since there are two of them, I will do them in the order that you would normally do them. And oddly, the first one doesnt have to be done at the end of the game! Just read on if you want to do these dungeons. ***************************************************************************** ************* Decaying Labyrinth ************* ***************************************************************************** The decaying Labyrinth is the first hidden and optional dungeon in Wild Arms 3. You can do this dungeon ANY time after you buy some horses from Claiborne. This means that this dungeon is doable during Chapter 1, though it would be quite diffcult at that time. Any time after you have the horses, head over to Midland Station, and I will tell you where to go from there. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* ***** Filgaia ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Suggested Level: 20+ Enemies: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ From Midland Station, you should use a Claa Whistle. With your horses, you are ready to head over into the area where Decaying Labyrinth resides. Head northwest from Midland Station, and jump over that rift to get onto the grassy area. (Remember, if you dont make it over the rift the first time, you can turn around and try again). Now stay on your horse, and head east around the forest (you can go directly through, if you wish, as well). At the end you will see a little circle of grass. Search around here, and you will find a town. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* ***** The Secret Garden ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: X: 17,823, Y: 8,239 Suggested Level: 20+ Shops: None Items: Heal Berry x10 Key Items: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Though this is technically a town, there is only one inhabitant. When you enter, head north and talkl to the girl. Watch a rather interesting scene, and you will recieve Heal Berry x10. Now you have a mission, should you choose to accept it. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* ***** Filgaia ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Suggested Level: 20+ Enemies: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ From The Secret Graden, head north and then west, staying along the edge of the continent. Search along the way and you will find 2,000 Gella. On the far western side of this side area you will find the Decaying Labyrinth: Home of Video Game annoyances. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* ***** Decaying Labyrinth ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Suggested Level: 20+ Enemies: Rachael, Rat Monkey, Undead Reptile Boss: Ring Keeper Items: None Key Items: Curse (Corpse?) Ring +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ *sigh* well to start off, you need to figure out if you are strong enough to take on this dungeon. You need to have both Virginia and Jet faster then the Rachael's, and be able to kill off at least one of them before they can go. The Undead Reptiles need to do 0 damage to at least one of your party members with their attacks. And you need to have some decently high evasion rates, as well. If you have all of these, you can proceed. If not, you should level a bit more, and make sure you are ready. The beginning of the dungeon is the easy part... Note: I was able to do this dungeon with little problem at level 18. It is possiblr to do it earlier, but I was not willing to risk that much. Though a lot of people will have trouble doing it at level 18, it IS doable. Last Note: Dont dodge any encounters for the first half of this dungeon. I'll tell you when you can dodge encounters, but you need to fight all of these. When you enter, head north, up and down some stairs, and enter the inside of the dungeon. Head north down the stairs, and into the tnext screen. On the next screen, continue north, and through the next door you will face your first puzzle. Well, not technically a puzzle, you need to walk around this room, making sure you dont fall off. Head north, and go east along the thin platform. Head east, north, east, and go down the second path to the south. Go through the eastern door onto the next screen. In here, go eeat, and push the block east one step (space). Now go north, and east when you can. Be careful not to fall off the platforms, or the puzzle will reset! Step on the floor switch in the center of the room. Now head north and west. Pull the block one space east, and go back to the floor switch. Go west, north, and through the western door. Here, head south and west down the stairs Go west, and through the northern door. Now go north, and step on the floor switch under the bridge. This will open the door. Before heading through it, save your game, and dive on in. In here, the door closes behind you. Head north, and jump down the different levels and onto the floor. Examine the chest, and you are forced into a boss battle. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Ring Keeper EXP: 3,900 Gella: 4,000 Item: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Depending on when you do this battle, the Ring keeper is either hard, or extremely easy. The earlier in the game you do the battle, the harder the battle will be. Ring keeper has two main attacks: a physical attack and an attack-all magical attack. the magical attack is Dark elemental so the Moon Spark Medium and whatever other Mediums that are equipped with Dark Rings will do well in this battle. Both of his attacks do around 200 damage. The attack all does 200 damage to all members not with Dark Wards. Also take note that he counters at times, doing even more damage to the party. Now, depending on your level, the above may seem kinda crazy. And it is. The Ring Keeper is decently fast, but nothing too bad, and nothing Virginia can't handle. Have Virginia on constant defense. You probably shouldnt even have her attack, unless you are out of Mini-Carrots. You probably wont have to even use Mystic other then the Lucky Card Combo. But if you dont, Gallows will be needing to be on healing duty as well. Have your characters attack normally, saving up FP for Gatling. Use Gatling whenever you can, and you will slowly whittle the Ring Keeper down. Magical attacks work, but are not the strongest. If you are going to use magic, use support spells first. Especially spells that up your defense and evasion. After a certain point of HP, the Ring Keeper will start casting Anti Arcana zone. This will stop your entire party from using magical Arcana attacks, but the Ring keeper can still cast his. You need to heal soley with Heal and Potion Berries now, so you need quite a large amount of them. Anti-Arcana zone stays for 3 turns. Even at a low level this isnt the most challenging battle in the game, and at higher levels, it is one of the easiest. Just attack however you wish, and heal when a character gets under 500 HP, and you should do just fine. PS: Gella Cards are your friends. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ After the battle, choose NO. I repeat: Choose NO. Now save your game, and if you are POSITIVE you are ready, select yes. Now, this is one of the most annoying parts of the game. Your HP is set to 1 maximum. In battle you will only have 1/1 HP, and you have no VIT. You will not be able to save, or use any healing items. This is a time where you have to dodge every encounter you have, even if it means falling off the edge of a platform to do it. This is also why I told you NOT to dodge encounters throughout the beginning of the dungeon. You still have a lot to go, so good luck! Note: You may want to turn the music down in this section...they want to make you go crazy, and it does work. It will also be annoying and throw you off. After getting the Curse ring, and go north through the first door. Head north through this second screen, and go through the door to the west. In here, go north west and south through the southern door. Now for a puzzle. In here, push the first block one space south. Go west, and push the first switch. Now, head south and push the next block one space south. Go east and step on the switch. Now, go west, and step on yet another switch. From here, go south, and push the block one space south. Now go east and step on the last floor switch to open the door. Continue east and push the block one space east. Go through the southern door. In here, go south down the western path, and go through the door at the end. Head south through the eastern door. And in this next screen, head east onto yet another screen. Now WALK (yet another screen you need to not fall off on) east, south, east, north, south, east, and north again. Go through the northern door. Here is yet another block puzzle. Start by pushing the first block one space north, and press the western switch. Now head east, going north when possible. Push the blobk north one step. Now go east, and south, pushing the block south. Step on the eastern switch. Go back to the block, and pull it two spaces north. Now, go north, and push the block one space north. Step on yet another switch to the east. Now pull the block two spaces south, and go west when possible. Head all the way to the western side of the room, and go north. Push the northern block one space north, and push the button to the west. Now, go east, and step on the floor swotch here. After doing this, head back west, and push the CENTER (its in the middle of the screen) block three spaces south, Now go back to the western side of the room, and pull the western block two spaces south. Now, go into the center of the room, and go north. Head west, and then push the final switch. This should open the door. Now, fall off the side to reset the puzzle. Once the puzzle is reset, push the first block one space north, and go east. Push the far eastern block east, and go through the southern door. This puzzle will finally be completed. In here, rush south, and go through the western door. Head north, west, south, and go through the southern door. Now that you are in another walking room (where you nered to walk across the platforms) head all the way over to the west, and pres the switch. This will open the door. Go through the newely opened door, and head south. Drop down to the lower level, and continue south. So close! Continue south through two more screens, and the curse will be broken! Your HP, VIT, ENG, and everything else will be set to maximum and you are invited to take a deep, and very much needed breath. Head south and exit the Labyrinth, being happy you never have to enter it again. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* ***** Filgaia ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Suggested Level: 20+ Enemies: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Now that you are back on Filgaia, you need to head back to The Secret Garden. Head east, past or through the forest, and re-enter the garden. Talk to Florina, and she will reward you with the excellent ability to Garden plants. This side quest is finished, and you should be relieved never to have to do it again. ***************************************************************************** ************* The Abyss ************* ***************************************************************************** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* ***** The Abyss ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Coordinants: X: 25,205, Y: 10,200 Suggested Level: 46 Enemies: Alleo, Baskerville, Cannon Buffalo, Madgasser, Calupdis, Balphon Bosses: Ephrem Zein Items: None (gasp) Key Items: Dragon Idol +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ NOTE: This is unfinished. But for those of you who want to take it on completely, make sure to have 4 Weather Vanes, and characters with ALL elemental and status resistences possible. Without that, you wont get very far. The Abyss is a dungeon unlike any other. Once you get in, you can not get out until you reach certain levels with teleporters that allow you to go out. Those levels are 10, 30, 60, and 100. Also, make sure you have 4 Weather Vanes going into this dungeon. You can get one from Worlds Footprint, and the other two from Millenium Puzzles. THe last is already on Flash Hit. You will get ambushed constantly here, but if you have Weather Vanes (4) you never will be. Take note, that you will only NOT get ambushed if you dont have 4 of them. Also, there is no way I can do a walkthrough for this area, because the order you get the levels is randomized. It pains me to tell you this, but you are going to have to do this on your own. Though the levels are short. Get the 5 White gems on each level, and the teleporter opens, allowing you to go to the next floor. Each White Gem heals 1/10 of your ENG gauge, and 1/20 of your VIT gauge. This makes your trip a whole lot easier. Note: Feel free to fall off the edge at any time. in fact, this makes many levels go so much faster, as you dont have to travel back from point one, all the way to the other side of the level to get another Gem. this can also avoid encounters if your ENG is low. This trick is extremely useful, as the gems will not reappear. After getting all 5 gems on each floor, go through the teleporter onto the next floor, in which you should repeat the process over again. On the tenth floor, do the same, and when you go through the teleporter... +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Ephrem Zein EXP: 17,000 Gella: 20,000 Strengths: Light (Half) Weakness: Dark Item: Dragon idol, Dragon Fossil +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Odd is not the work I would use to describe this boss. Messed up is. This battle is different from most other battles. Like Leehalt battles, the enemy will not attack your party, but only counters. Sadly, this counter is good and bad. Its VERY strong, and attacks all members at once. Luckily, it doesnt do the damage you did to him. Try and have as many characters as possible with Light wards, as this makes his counter completely useless. Start off by having Gallows use Extension-Shield (even if Gallows does't have Terra Roar, you should move it onto him just for this battle) to reduce the damage Magical attacks do. This will be your lifesaver in this battle. Virginia and Gallows should NEVER attack. Unless of course, either one of them Have Moon Spark and the Grav Arcana. Why dont you want them to attack? the counters. Ephrem Zein's couunters do 1,000 (unprotected) to the party. He will never attack you, but will always counter your attacks, and he can counter four times a turn. Your party most likely wont survive four counters, so only two people (maximum) should attack each round. Virginia should heal each round (Mystic-Potion Berry is your friend), and Gallows should make sure that everyone who has less then 1,500 HP gets their HP up. Whoever has the Grav spell (even Clive) should use it until it gets weak. Attack with physical attacks (Jet and Clive ONLY) as he is weak versus them. You may only want to attack with gatling (using Virginia and Gallows to give them mini Carrots each round, while they defend) to lower the sheer amount of damage that Ephrem can do. With more then one character using a Light Ward, this may not be needed, but it certainly will reduce the damage you take. Against your strongest physical attacks, Ephrem wont last long, but neither will you if you attack full on! Patience is a virtue, and you must use it in this battle. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ *-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*- *-_-*-_ Optional Bosses *-_-*-_ *-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*- There are a whole lot of optional bosses in Wild Arms 3. this area will give you a rundown of who they are, where to find them, and give you a strategy for how to defeat them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=-= Ring Keeper -=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ring Keeper is found in the Decaying Labyrinth. You have to fight him to get the Curse Ring, which finishes the dungeon. he is a mid-boss, but because you can fight him at low levels, he can be very annoying. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Ring Keeper EXP: 3,900 Gella: 4,000 Item: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Depending on when you do this battle, the Ring Keeper is either hard, or extremely easy. The earlier in the game you do the battle, the harder the battle will be. Ring keeper has two main attacks: a physical attack and an attack-all magical attack. the magical attack is Dark elemental so the Moon Spark Medium and whatever other Mediums that are equipped with Dark Rings will do well in this battle. Both of his attacks do around 200 damage. The attack all does 200 damage to all members not with Dark Wards. Also take note that he counters at times, doing even more damage to the party. Now, depending on your level, the above may seem kinda crazy. And it is. The Ring Keeper is decently fast, but nothing too bad, and nothing Virginia can't handle. Have Virginia on constant defense. You probably shouldnt even have her attack, unless you are out of Mini-Carrots. You probably wont have to even use Mystic other then the Lucky Card Combo. But if you dont, Gallows will be needing to be on healing duty as well. Have your characters attack normally, saving up FP for Gatling. Use Gatling whenever you can, and you will slowly whittle the Ring Keeper down. Magical attacks work, but are not the strongest. If you are going to use magic, use support spells first. Especially spells that up your defense and evasion. After a certain point of HP, the Ring Keeper will start casting Anti Arcana zone. This will stop your entire party from using magical Arcana attacks, but the Ring keeper can still cast his. You need to heal soley with Heal and Potion Berries now, so you need quite a large amount of them. Anti-Arcana zone stays for 3 turns. Even at a low level this isnt the most challenging battle in the game, and at higher levels, it is one of the easiest. Just attack however you wish, and heal when a character gets under 500 HP, and you should do just fine. PS: Gella Cards are your friends. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=-= Bombur -=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The earliest point you can fight Bombur is at the beginning of Chapter 3. The earlier you get to Lazisland, the earlier you get Gallows' Kramer Dolls, and can fight him. You must have the Kramer Dolls to fight Bombur. The Bombur is found in the Ark of Destiny. From the enterence, go through the eastern door. here, go down two sets of stairs, and through the lower eatern door. In the room with many Sealed doors, go through the one closest to you. Here, there will be a Blueish save point. You wont be able to do anything with it (no saving, etc), but if you use the Kramer Dolls by it... +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Bombur EXP: 60,000 Gella: 72,000 Item: Prism Stick +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Many consider this the easiest of the optional bosses. Well, in some ways it is, and in some ways it is not. Bombur has well over 50,000 HP, so it will take a long time to kill any way you fight him. Unless of course you are a cheap wad and use Finest Arts skill (if you have it at this point...). Without the Finest Arts skill (which as always, I do not suggest you use) you are in for a long battle. Bomburs two main attacks are called Desperation and Wheel Laser. He also has a status attack called Numb light. Desperation is your average physical attack, doing 200-300 damage to a single member. You will be happy to see this attack, especially compared to his others. Numb Light is a status atack that doesn't do any damage, but it causes the ever annoying status Amnesia. Amnesia is one of the more annoying statuses in the game, as it stops you from getting EXP from battle. During the battle, that isn't a big deal, as normally it wont do much, but when you are close to killing him, then it becomes a serious pain in the ass. His last attack, Wheel Laser is the most serious threat this battle poses. this does between 500 and 1,000 damage to your entire party. Normally that isn't too bad, but he can do it as many rounds in a row he wishes, and there is no way to reduce damage. It is not a Light elemental attack, though it may look it. Bombur does not have the highest defense, and its rather average, so that technically isn't a problem. The main problem is that you will have at most 3 characters attacking in one round. Why only three? *points to the Wheel Laser attack* Virginia needs to have over 50 FP at all times. With any less then that the party can be obliterated, especially at low levels. That 500- 1,000 damage is a major ouchie. It is even worse because it atacks all of your party members are once. Because of this, you need Virginia to keep your parties' HP over 1,300 at all time, or else another minor attack can kill you off. Now, for attacking. With or without Valiant, this battle will take a while. And oddly, Gallows works best in this battle. Any level above 40 or so, gallows has the best Valiant ability. Leave him at about 1,200 HP, cast Valiant on him, and he will usually do well over 1,000 HP with a single physical attack. Why? because Gallows has the highest HP in the game, and he can loose more of it with Valiant then any other member. So, with Gallows on attack, you need to choose your other attacker. Most likely Clive is stronger then Jet, and should be your physical attacker in this battle. Jet is faster, attacking before Bombur, though Clive is slower, and can heal you party from the effects of Bomburs attacks. it really dependson your play style. No matter who you choose as your second attacker, gallows with Extension - Valiant is your friend. Even Virginia will be able to do some decent damage at lower HP with it. Whenever Jet (or Clive) is not on healing duty, have him attack as well. Also, the support character that is not Virginia should make sure that Virginia constantly has more then 50 FP. If she does not, your party may be slaugtered if they are weak. Only use Mystic - Potion Berry/Mega Berry in this battle. With two characters (Gallows and another) on Attack, one on defense/support/attack and Virginia on Healing duty, this battle should be survivable. Just dont take any chances. Tip: If you want more EXP (and you dont have Attack Up, or FP boost), have all of your characters equipped with the Power Cancel ability. And on each turn, have the character (when they are going) use the Inertia Cancel ability. You will get .1 EXP every time you do this, which is definitely worth it in a battle like this. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=-= Kraken -=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Kraken is found in Little Twister. To find him, use the Kramer Dolls by the well. The well is slightly east of the enterence. DO NOT FIGHT HIM WITHOUT 4 WATER WARDS! You will obliterated if you do otherwise. Just a word of warning. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Kraken EXP: 95,000 Gella: 114,000 Strength: Lightning Weakness: Water Item: Comet Mark +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ If it were not for the bosses at the bottom of the Abyss, I would say Kraken is the longest and most annoying/repetitve battle in the entire game. He has a HELL of a lot of HP (200,000-300,000, and no those hundred-thousands are not typos) and has high physical defense. Even a person who uses Finest Arts will take at least 4 rounds to kill him, and I do not use Finest Arts. Kraken has three main attacks. His main, Malestrom, attacks all members with Water elemental damage. This does about 1,200-1,500 unprotected. This is a serious threat to the entire party and can wipe you out in two or three rounds. THAT is why you need Water Wards. His secondary attack is basically the same as Malestrom, except it only attacks one member, instead of all. Kraken also has a physical attack that does from 500-1,500 damage. yes, that is a broad amount of damage, but it is somewhat randomized. If you have Water Wards to max, you only need to worry about the Physical attacks. So keep your HP over 2,000 at all times. Even with Valiant. He usually attacks with one magical attack and one physical atack per round. For those of you who want to do the battle the old fashioned way (Valiant alone) be prepared for at least a 30 minute battle. I suggest Equipping Virginia with the Hope Shard medium, and giving her FP Boost. Makse sure that all of your characters have all 4 levels on their Water Wards, or else you will not last long. Also, Have Virginia (if she has Hope Shard) equipped with the Aqua Wisp. This will make the battle much easier. Try and have Gallows equipped with the Love Charm, as he will do more damage then the other party members this way. With the setup I mentioned, you can do the same thing every turn, and survive without much of a problem. Start by having Virginia cast Attachment-Water on Clive. And then have Gallows use Valiant (NOT with Extension) on Clive. Then on the next turn, have Virginia cast Permanence on Clive. Do the same for the next to turns to Jet. This will allows Jet and Clive to do maximum damage to Kraken. Even though he has high physical defense, Kraken is weak versus water, and the Attachment-Water, will allow them to do 2,000+ damage a round with their physical attacks. And Permanence will not let it wear off. You should know Valiant by now. Once Clive and Jet are settled, you have Virginia and Gallows to worry about. Virginia should be on pure healing duty. So now you are probably wondering, why does Virginia need Hope Shard? Well, the answer is simple. Because FP Boost. When she guards she will gain 25 FP, and this will allow her to restore her own FP, and let Jet and Clive continue their attacks. Now for Gallows. With the Love Charm, have Gallows use Copy Ability on Kraken ASAP. You will get Krakens skills. From now on, have Gallows use Malestrom every turn, and he will do 2,000-3,500 damage to Kraken every round. With this setup, a weak party can do about 10,000 damage around with physical attacks and Malestrom alone. Now, to keep your party fully healed, make sure you have at least 50 Potion Berries. This shouldn't be too hard, if you have been breeding them for a while in the Secret Garden. Now, One turn, have her defend and get 25 FP, and the next, use Mystic-Potion Berry. Then the next turn Defend, and then use Mystic-Potion Berry again. Of course, you can defend again if you are lucky and don't need the healing. Virginia sucks with attacks in this battle, so dont waste a turn attacking. She is purely for healing purposes. And with this setup, no one will die. If needed, heal more often as well. This battle takes a HELL of a lot of patience. You may huff and puff, but Kraken will eventually die. Just dont ruin your controller because the battle takes so long. He is beatable, just be patient. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=-= Heimdal Gazzo -=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Heimdal is found in the Dissection facility. Head into the facility until you reach the room with two large blocks. Move them, and go through the hidden door on the wall. In here you will see a floating orb. Use the Kramer Dolls near this, and you will fight Heimdal. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Heimdal Gazzo EXP: 70,000 Gella: 84,000 Item: Gold Liscence +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Heimdal Gazzo is basically a weaker version of Kraken. oddly though, you can be obliterated in this battle faster then you can in the Kraken battle. Mainly because heimdal will always counter your attacks. First rule of this battle: DO NOT ENTER WITHOUT 4 DARK WARDS! Heimdal counters your attacks with Screaming Mad, a dark elemental attack. This does about 500 damage to a single party member. So make sure your entire party has Dark Wards equipped, and up to level 4. Heimdal's main attack is called Phantom Hazard, which attacks all members for about 700 damage. Lucky for your party, it is Dark elemental, so you will be completely immnue to it. Fun fun. This is an excellent battle to get EXP in. If you attack heimdal once a round, and he uses Phantom Hazard, you get .2 EXP a round, which is 20% of 70,000, or about 13,000 EXP. So you are getting an extra 13,000 EXP a round (if you are lucky). Use a Lucky Card, and you instantly go up to 140,000+ EXP. Because it is so easy to gain EXP in this battle, use weak attacks, and you will kill him off slowly. The best way to attack him is to use his own attacks against him. I suggest having Virginia or Gallows with the Copy Ability Arcana, and use that on the first round. You will get two spells, Screaming Mad (his counter) and Phantom Hazard. Luckily, Heimdal is not strong versus dark attacks, so this trick works well. Now, there is a small trick you can do. it doesnt work 100% of time, but it works quite often. If you cast Phantom Hazard (the attack all spell) on hemidal, he will most likely se Phantom Hazard on your party that turn. Mind you, I did it with Virginia, but it worked quite often, 95% of the time. This will get more EXP for your party in the long run, and it does more damage then Screaming Mad (100-200 more, max).
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