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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter W » Wild Arms 3 - Strategy Guide (Page 21)

Wild Arms 3 - Strategy Guide (Page 21)

Below are the cheat codes, hints and help for Wild Arms 3 - Strategy Guide (Page 21).

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.
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Earth
EXP: 10,000
Gella: 0
Strength: Earth
Weak: Wind
Item: None (Dragon Fossil?)
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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 ><.
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Disaster Luck
EXP: 10,000
Gella: 0
Strength: None
Weak: None
Item: Dragon Fossil?
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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.

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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.
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*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                       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
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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.


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*****                        The Secret Garden                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 17,823,  Y: 8,239
Suggested Level: 20+
Shops: None
Items: Heal Berry x10
Key Items: None
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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.


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*****                             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.


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*****                         Decaying Labyrinth                          *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: Rachael, Rat Monkey, Undead Reptile
Boss: Ring Keeper
Items: None
Key Items: Curse (Corpse?) Ring
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*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.


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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.


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*****                              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                      *************

*****************************************************************************


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*****                              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.
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*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-

*-_-*-_                        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.

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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...

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Boss: Bombur
EXP: 60,000
Gella: 72,000
Item: Prism Stick
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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.
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-=-=                              Kraken                                  -=-=

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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.

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Boss: Kraken
EXP: 95,000
Gella: 114,000
Strength: Lightning
Weakness: Water
Item: Comet Mark
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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.
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-=-=                           Heimdal Gazzo                             -=-=

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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.

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Boss: Heimdal Gazzo
EXP: 70,000
Gella: 84,000
Item: Gold Liscence
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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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