Wild Arms 3 - Strategy Guide (Page 23)
Below are the cheat codes, hints and help for Wild Arms 3 - Strategy Guide (Page 23).
Start by pulling the southeastern green block once west, and then once north. Push it two more times north, and it starts the chain reaction the hint comments about. About 80% of the blocks disappear. Pull the western red block three times east, and push it once more south, onto the floor. Pull the northern red two times east, and push it once more east. Push it four times south, onto the floor, and RED IS DONE! Pull the southern yellow block three spaces east, and push it two south off the edge. Push the northern blue block south, BLUE IS DONE! Pull the western yellow block three spaces east, and push it three south. YELLOW IS DONE! Pull the green blocks two spaces east, and push it for spaces south GREEN IS DONE! *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Millenium Puzzle 14 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: South of Fortune gear and Millenium Puzzle 1, On an island. (Need Lombardia) Coordinants: X: 21,386, Y: 5,748 Difficulty: 4/5 Hint: "You already know that putting two blocks of the same color together will eliminate them. But dont forget that they can be put together vertically as well as horizontally." Item: Teleport Orb +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Solution: Pull the eastern yellow block three times west. Push it once north, making both yellows go. Pull the eastern green block four times west, and push it once more west. Push it once north, making both greens disappear. Jump down to the east. Pull the western blue once east, making two blues go. Pull the western red block two times east, making two reds go. Now you can finish the puzzle. Pull the western blue once east, and then once north. Pull it six times east, and BLUE IS DONE! Pull the western yellow once east, and push it seven times east. YELLOW IS DONE! Pull the western green block two times east, and push it seven times east. GREEN IS DONE! Pull the western red block once south, and then once east. Push it seven times east, and THIS PUZZLE IS DONE! *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Millenium Puzzle 15 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: In the Yggdrasil/Greenlodge area of the world map. Coordinants: X: 4,480, Y: 18,259 Difficulty: 4/5 Hint: "Puzzles are solved before you know it. After all, it's only a game. But you still need to get it right." Item: 10 - Gal Hat +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Solution: Start by pulling the eastern blue block five spaces west, making both blue blocks disappear. Now, pull the eastern red block four spaces west, making two more blocks disappear. Jump from corner to corner, and get back to the other blocks. Now, pull the yellow block 2 spaces west, and push it two more, making another two blocks disappear. Pull the green block a few spaces west, and when it disappears, jump down. Now, push the mid southern block once west, making two more disappear. Now, pull the western red block once east, making yet another two disappear. Pull the blue block once east, making some more disappear. Now, move the eastern yellow once west, making some more go. Pull the eastern green block once west, making two more go. Jump down to the east. Push the center yellow block once west, making three yellows disappear. Push the center green block once west, making three greens disappear. Pull the eastern yellow once west, and it will disappear. Now, pull the eastern green once west. GREEN IS DONE! Jump down to the west. Push the blue block once east, and easily, BLUE IS DONE! Push the center yellow block once west, into another yellow, and YELLOW IS DONE! And for red...pull the eastern red twice west, and then push it two more times west, and THIS PUZZLE IS DONE! *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Millenium Puzzle 16 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: The fertile area to the west after you fought Balal Quo Nega, South of the Dragons Lair. Coordinants: X: 14,341, Y: 10,258 Difficulty: 4/5 Hint: "It's natural to think differently when you find a new point of view. Even in a puzzle moving blocks, will everything stay the same when something new comes up?." Item: 10 - Gal Hat +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Solution: Note: Sorry for the horrid solution here. I know most of it is correct, but on some parts I messed up on the writing, so forgive them...It should still work for you. Just kill three blocks of the same color when I say kill three blocks, and two when I say two. Start by walking over the blocks, and jump off to the far north. Pull the far northern block as far south as possible, and then pull the western green block 4 spaces east. Now pull the eastern red block on time west, push it once south, and pull it five times west, and then push it twice more south, to get rid of two red blocks. Now, pull the far northern yellow block three spaces south. Pull the far eastern yellow block once west, push it one time south, and pull it two times west. DONT LET THEM TOUCH! Now, go west, and pull the far western yellow block once west, and push it once south. Push it three times to the east, making all three of the Yellow blocks disappear. Now go to the north, and pull the blue block south, making both disappear. Pull the eastern yellow block once west, making them both disappear. Still in the northern area, pull the most northern block once south, making two blocks disappear (damn my writing notes at 3 AM, so unclean!). Now, pull the eastern green block once, making both disappear. Now, pull that northeastern blue block once west, and push it once more west. Pull it five times south. Pull that blue block to the east once west, and push it twice more west. Dont touch them. Now go get the western blue block, and pull it twice east, and push it once south. Pull it once more east, and push it twice more to the east. All three will be destroyed, and BLUE IS DONE! Now, get that eastern green block, and pull it twice east. Push it once more east, an then twice south. This makes both green blocks disappear. Go back up into that northern area of the puzzle, and pull the green block (the one you can reach without moving other blocks) once west, and then pull the northern yellow block once south. YELLOW IS DONE! Almost done (finally...). Pull the southern green block one space north, and then push it once more north, and then once west. GREEN IS DONE! Last ones! Pull that northern red block east, and then once north. Push it once more east, and pull it four times south. Now go get that far western red, and pull it east five times, so that both reds disappear. THIS PUZZLE IS DONE! *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Millenium Puzzle 17 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: Directly north of Sand Canal (Little Twister side) on a different continent. Coordinants: X: 4,434, Y: 13,766 Difficulty: 4/5 Hint: "Some say its pays to wait, others say look before you leap. Just don't forget that you have to move to progress." Item: Arctic Blade +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This is actually quite short...And its easier then the other 4/5 puzzles.Dont stress yourself over this one, it shouldnt take too long even without the solution right here. Start by pushing the red block to the west once which will allow you to get out of that prison. Push it once more to the west, and then two times to the north, so that it falls off the edge. It will cause a rather large combo and get rid of most of that pile of blocks. Still on the upper level (remember not to jump down until all of them are on the lower level) push the eastern blue block twice to the north so that it falls to the floor, and makes another combo disappear on the pile of blocks over here. Now that a decently large amount of blocks are gone, you can start getting rid of colors. Push the northern green block once east and once north so that it falls onto the floor. Now push the yellow block three times north, so that it also falls on the floor. Jump down once both are on the floor. Down here, you know you are almost done. Pull the Souther green block once north, and GREEN IS DONE! Now pull the middle yellow block once north, and push it once more north. Push it once west, making both blocks disappear. Now pull the western blue block four times east, and BLUE IS DONE! Now this should be rather easy. Pull the easter yellow block two times west, and once south. Push it once more south and once more west, and YELLOW IS DONE! Last one, which should be just as easy as the yellow. Pull the eastern red two times west, and then once north. Push it twice more west, and THE PUZZLE IS DONE! *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* ***** Millenium Puzzle 18 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+* +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: Directly south of Worlds Footprint, on an island. Coordinants: X: 9,355, Y: 13,678 Difficulty: 5/5 Hint: "Who was it that said 'Looking for a Shortcut will lead you astray'." Item: Migrant Seal +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Solution: Note: This is easily the longest of the Millenium Puzzles. Mainly because you have to go back to the top of the puzzle over and over again. And also, be pateint. This puzzle can be extremely annoying because of the small areas. It is very easy to fall off, and this will make you restart over and over. I about killed my game beating this puzzle for you people. :) Pull the red block once south once, and push it three times south so that it falls onto the lower level. Jump down. Now, pull the blue block east two times. Jump down to the lower level. Pull the yellow block two times west, and then push it once more west. Pull it twice south, and push it to the south twice more, so that it falls off the edge. Pull the yellow block two times west, and pull the green block two times west. Jump onto the lower level. Now you are on the bottom floor. You will be doing this step over and over so pay attention. GO to the far west, and walk up that extremely thin plank to the top of the puzzle. Jump down to the east. Now, push the blue block two east, so it falls onto the floor. Pull the red block two times south, and push it once more south. Push it two times east, so that it falls onto the floor. Jump down again. Pull the blue block twice south, and jump down to the next lower level. Push the green block two times west, so that it falls onto the floor. Push the yellow block once west, and pull it two times south. Push it once more south, and then two times west, so that it falls onto the floor. Jump down, and pull the green block once to the south. Now, go back up to the top of the puzzle once again. Jump down to the level with the red and the blue block. Here, push the blue block two times south, so that it falls onto the lower level. Jump down now. Pull the blue block two times south, and push it once more south. Pull it two times west, and push it two more times west, so it falls onto the ground again. Jump down, and go back to the top of the puzzle once again. Go back to the level with the red block, and push it once west. Pull it two times south, and push it two more times south. Jump down. Pull the red block two times south, and push it once more south. Pull it two times west, and push it foure more times west, so that it falls onto the floor. Jump down, and pull the red once west. GO back to the top of the puzzle. Go all the way back down to the bottom, and jump into the space east of the red block. Push the red block once west, and RED IS DONE! Pull the yellow block two times west, and go back to the top of the puzzle. Go allllll the way back down again, and push that yellow block once west, and then once south. Pull the blue three times west. Go back to the top of the puzzle...again. Go all the way back down, and hop down. Push the blue block once west, and BLUE IS DONE! Now, we dont have to go back to the top! Pull the yellow block once north, and YELLOW IS DONE! Now for green. Pull the southern green south twice. Then push is once more south. Pull it three times west, and push it once more west. Pull it four times north, and THIS PUZZLE IS (FINALLY) DONE! *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Millenium Puzzle 19 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: Directly north of Claiborne Coordinants: X: 11,625, Y: 9,062 Difficulty: 5/5 Hint: "If you had to choose between food you like or food you hate, which would you eat first? In other words, it may be best to get the tough tasks out of the way first." Item: Vambrace +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Solution: Start by pulling the northwestern yellow block one space south, and then push it two spaces east. Now pull the eastern green block one spacewest, and then one space south. Push it once more south. Now get the eastern yellow block, and pull it once space west, and push it once more west. Push it once to the south. Now get that northern yellow block, and pull it south once. Now pull it once west. Now get that northern blue block, and pull it south once. Push it once more south, and then once west. Now, go get the most northern red block , and pull it once west, and then once south. Push it once more south, and RED IS DONE! Get the northwestern yellow block, and pull it once east. Then push it once north. Now get the far western blue block, and pull it once east, and push it two spaces east. BLUE IS DONE! Now for green. Get the far southern green, and pull it one space north, and then push it two spaces east. Go get the far western green block, and pull it once east, and push it two more times east. GREEN IS DONE! Now to finish this annoying puzzle. Start with the far northern ywllo block. Pull it once south, and then push it two spaces east. Get the western yellow block, and pull it once north, and then once east. Push it two spaces north, and then two spaces east. THIS PUZZLE IS DONE! *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Millenium Puzzle 20 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: North of Sunset Peak Coordinants: X: 7,137, Y: 12,289 Difficulty: 5/5 Hint: "Pushing...Pulling...Life is full of repetitive chores. And that is the key to success." Item: Gunstar Sign +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Jump down as far north as possible, and pulll the red block once west. Push the yellow block you can access once east. Now puish the red block once west, and then push it two times north. This gets rid of two reds. Push that southern green block once south, and then once west. Pull the yellow block you can access once south, and push it once south. Push the northern blue block once north, and pull it two spaces west. Push it once more west, and then two times north. Two blues go. Pull the southern yellow block two times north, and one time west. Push it two times north, and two times west. Push it twice more north, and two yellows go. Pull the lone green two times south, and two more greens go. Pull the southern green once east, and twice north. Push it two times more north, and then two times east. GREEN IS DONE! With one color done how to finish the puzzle should be laid out for you. When I first saw this puzzle I was like AAAAK, and I am pretty sure you were to. But I will continue the strategy for you. Pull the eastern yellow block once north. Pull the southern blue block once west, then push once south. Push the eastern yellow block once north, and pull it four times west. Push it once more west, and once north. YELLOW IS DONE! Pull the southern blue block two times north, and one time west. Push it two times north, and two times west. Push it two more times north, and two more times west. push it once more north, and BLUE IS DONE! Now for red. Pull the southern red three times north. Push it once more north. Pull it four times west, and push it once more west. Push it once more north, and THIS PUZZLE IS DONE! After finishing all 20 millenium Puzzles, go back to Dun Canyon, and Chat with Simon. he will be quite impressed with your work, and you will get a rare Ex- File Key. *-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*- *-_-*-_ Telepath Towers *-_-*-_ *-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*- The Telepath Towers are a long side quest, much like the Millenium Puzzles. Unlike the Millenium Puzzles though, the Telepath Towers are all encounters, and no puzzles whatsoever. You just need to fight a battle with 3 Towers each time. Each Tower has different abilties, and higher HP each time you fight them. To start this quest, you need to have talked to Roswell in Laxisland before Dissection Facility. You have to "Ask" him things. Then, talk to him after Diessection Facility, and he will tell you the location of the Telepath Tower. Now, after you get/lose the Teardrop, Ask him again, and this time you can start the quest. The first Tower is Southwest of Laxisland, and you can find and defeat the others in whichever order you want. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-= Tower Battles --=-= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section will tell you the location, and how to fight each Telepath Tower. Also, after killing 5 of them, you will fight a new enemy. I will put the new enemy strategy after 5 of the Tower battles. Note: Instead of wards, a lot of people like to use the combo: Extenion-Status Lock, and then Extension-Permanence, though the wards allow you to get more EXP from these battles. I suggest the former, but some may like the latter better. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Telepath Tower 1 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: Southwest of Laxisland Coordinants: X: 16,609, Y: 18,173 Status: Amnesia EXP: 9,000 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Notice the 'Status' I have in the information area of the section. This shows what status effect the Telepath Tower Causes to your party. Note that each tower causes a different status effect (each set of towers causes a single, or multiple in later towers) status effect onto your party. In Telepath Tower 1, the status is Amnesia. Amnesia stops your party member (s) to not get EXP from a battle. This is a horrid status effect, especially if you need the EXP badly. Two characters should have an Amnesia ward, but you probably shouldn't need any more characters then that with one. This is easily the easiest set of towers to kill. But for all the towers, physical attacks work well, and FP Boost/Attack Up (though cheap) are your friends. It is also good to get in the habit of healing the status effects when you first get afflicted with the status effect. This will help you later on. And You may want to have status preparations BEFORE entering some of the later battles, or at least setting up the status protection right when the battle starts with the Medium Command. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Telepath Tower 2 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: Southeast of Gunners Heaven Coordinants: X: 4,897, Y: 15,078 Status: Disease EXP: 10,500 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ These towers don't hit hard at all, and their status attack (Noxious Steam) is far from dangerous (though it is an annoyance if you do not clear it). The only status these cause on you is Disease, which just dtops you from getting EXP after the battle. Normally, in any dongeon thats annoying, but since the amount of EXP these give you is insignificant at this point, it does not really matter. Extension-Clearance (if thats equipped to Gallows during the battle) works nicely to get the job done. As always in this quest, switch around your wards, or if you desire, just kill them off and do not worry about the status's until they are dead an the battle is over. Either way, the choice is up to you, its a very easy battle, the only thing that takes time is lowering their higher HP. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Telepath Tower 3 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: Slightly east of Words Footprint Coordinants: X: 10,130, Y: 16,339 Status: Poison EXP: 12,000 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This is the first set of Towers that can actually kill your party members. Poison is, as always, an extremely annoying status. It deals a percentage of HP damage each round, and can kill off members. Without any wards, you need quite a few Antidotes to win this battle. Of course, without Wards you can also cast Status lock/Permanence, but thats not fun is it? You wont get the extra EXP from the Skills, either. Have at least 2 characters with Wards, and cast Status lock on the other two, and there is little chance you will die in this battle. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Telepath Tower 4 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: Very slightly West of 'The Unclean Mark' Coordinants: X: 6,630 Y: 9,641 Status: Sleep EXP: 13,500 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Again, a battle more annoying then dangerous. Sleep Wards are highly reccormended, as these Towers' status effect from their 'Hypnotizer' attack is Sleep. Extension-Status Lock at the start of the battle if desired. Like most battles before it, they do not hit hard, but if the sleep sticks, be prepared for the battle to drag on a lot longer then you will have originally intended it to. And that always sucks) Lucky for you, they dont seem to use it as often as the other towers, focusing on their main attacks over their statuses. Even with the increased strength of attacks, these should not be difficult to defeat. It's just the same thing over and over again. Sadly. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Creeping Chaos ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ After beating 5 of the Telepath Towers, you are forced into a fight (immediately) with a new enemy, the Creeping Chaos. After this battle, you may fight them anywhere on the world map. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Boss: Creeping Chaos HP: 30,000 EXP: 10,000 Gella: 10,000 Item: None +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ As someone once said, the Creeping Chaos is the Malboro (Final Fantasy) of Wild Arms 3. And well, its true. Except he is a whole lot easier to beat then the Malboro's. He has three main attacks. A Human experimentation, which is their physical attack, another one that alomost never works, and Arc-En- ciel. Arc-En-Ciel is the main problem. This equivalent to "Bad Breath". You have two options. Give your party as many status wards as possible (mainly, Confusion, Sleep, and Parasylisis wards, but you can get other ones as well) or you can use Extension-Status Lock, Extension-Permanence. I prefer the former, because you can get a hell of a lot of EXP from this battle if your party members have a lot of status wards equipped. And you can get the EXP fast, up to 100,000 if you are devoted enough to get to 9.9. Killing off a Creeping Chaos is not hard, for a boss. 30,000 HP isnt that bad, and wont last too long against strong Gatlings. If you want the EXP, this is an excellent time to level, if you want it over with, Status lock, and continuous Gatlings are your friend. However you do it, you need SOME sort of status protection against your allies, or you will be screwed. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ After the battle, you can fight Creeping Chaos' in random encounters from now through the rest of the Telepath Tower Quest. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Telepath Tower 6 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: On a small island north of Ka Dingel Coordinants: X: 9,051, Y: 5,497 Status: Parasylisis EXP: 16,500 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This is annoying. Luckily, parasylisis wears off after two or three turns. This battle you may actually want to do Status lock on, though I must say Blue Bracers (which give Parasylisis Wards) are easily the most common status item in the game. Rememeber, unlike other RPGs, having your entire party paralyzed will not give you a Game Over. But at minimum, have Clive or Jet with Status Lock or a Parasylisis ward, so that you can kill off the enemies. Thats a minimum, remember. You dont want ALL characters paralyzed so that you are at the enemies' mercy. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Telepath Tower 9 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: Island with beach just south of Little Rock Coordinants: X: 24,860, Y: 11,834 Status: Bronze EXP: 21,000 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This one is probably the most annoying of the basic statuses. Bronze isnt caused often before this battle, so you wont feel the full effects of its annoyances. Basically it is like a slow petrify in other games. Except for the fact that the characters who are effected with Bronze ALWAYS go last. No matter how slow the enemy is, they will always go last, making the battle drag out a whole lot. Heal the Bronze immediately, because you dont know when you will have the time to in other turns. have at least one character (preferably Jet or Virginia) with a Bronze ward. Bronze is dangerous, only when your characters turn to bronze, but it is extremely annoying on the way. And also, take healing the bronze in priority to attack the towers, though the characters who have the bronze status should attacks, while those without should heal. *sigh* annoying annoying. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Telepath Tower 10 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: Southwest of the Abyss, Near Demondar Pillar [Rear]. In the shadows of a mesa Coordinants: X: 24,151, Y: 8,403 Status: Death EXP: 22,500 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Easily one of the more annoying sets of towers, these cast instand death spelld on your party. Without Death wards, your party can be killed (if the enemy is lucky) in four attacks. You can have, most likely, 3 death wards right now. Holy Grails give you the Death Ward skill. One on Cosmis Cog, one from Hunbaba in Ruins of Dreams, and one from a Millenium Puzzle. Even if you do not have three, two is good enough. And one will still make it so that you wont Game Over. Try to have as many as possible, and at maximum level though, so you dont have to use as many items to revive your members. As always, focus on one at a time, and even have Virginia attack full on, as you want to finish this battle as often as possible. Even though the Radius Breath doesn't hit often, it can still be a pain, especially when you are building up FP. Caution is your friend. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ After you defeat 10 Telepath Towers the Towers will 'Release a Scream'. Now you will have new types of random encounters all over the world map. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Telepath Tower 11 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: Northwest of Boot Hill. Use Lombardia to bomb the rocks. Coordinants: X: 13,965, Y: 1,354 Statuses: Amnesia, Disease EXP: 24,000 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ There is very little chance that you will die in this battle. The statuses that these towers affect you with are non deadly statuses and are easily curable. Amnesia is far worse then Disease, as it stops you from getting EXP from battles, and 24,000 EXP is quite a lot to miss, so make sure that any Amnesia is healed before you kill the third tower. Other then that, keep Amnesia on, and dont waste a turn healing it. Unless your party was weak from previous battlesd, the Disease will not be a problem, as all it does is stop you from healing. And because these Towers do about 200 damage, it is going to take a long, long time for you to die. Dont worry about this status, and attack exclusively. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Telepath Tower 12 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: Go to the beach that you originally entered to get to Gunners Heaven. Then, use a Call Whistle, and hop onto your horse. Head south, and you will see a rift to your west. Jump over the fole, and search. Here, you will find the Telepath Tower. Coordinants: X: 22,397, Y: 22,622 Status: Poison, Sleep EXP: 25,500 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ This battle is more annoying then hard. The sleep status they can cause is a pain in the ass, and the poison paired with it is even worse. If your party is all poisoned and asleep, you can easily die as the enemy continually pounds on you. Sleep is more of a problem in this battle then poison is, but if you dont heal poison fast enough, the poison will cause quite a problem. Sleep is like parasylisis, except it is seemingly harder to cure. If you had wards from the previous battles with the Towers that used posion and sleep, use them fully here, as you will need them. This battle is far more annoying then it really is hard. *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ ***** Telepath Tower 15 ***** *+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Location: West of Sunset Peak, over the gorge (need Horse) Coordinants: X: 5,960, Y: 12,923 Status: Death, Bronze, Sleep, Confusion (basically all the statuses, but these they use most) EXP: 30,000 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Easily the hardest of the Teleapath Towers. Bronze paired with Sleep can be hell, especially if all of your characters who arent bronzed are asleep. Have as many Sleep and Bronze wards possible on your members, and have at least 2 with confusion wards. They dont cause confusion often, but it is as deadly as always when they do. And on top of that, you STILL have to worry about Death spells. If you used Holy Grails for Telepath Tower 10, have them equipped here, as you need them. This battle is more about preparation and wards then it is fighting. Status Lock is amazing, but only if you dont have the Wards. This is the most annoying Telepath Tower set, so be pateient, and kill them one at a time, with whatever means nescissary. *-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*- *-_-*-_ Mediums *-_-*-_ *-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*-_-*- This section is devoted to the Mediums in Wild Arms 3. I will go throguh each spell and skill a Medium gives you when you equip it. Medium: The name of the Medium Medium Set: The set of Mediums this Medium comes with. There are three medium sets Arc Scepter: The first set. You get it on chapter 1. Ley Points: The Mediums you get on Chapter 2, each holding a Ley Point. Guardian Lords: The Mediums you get in Chapter 3. Arcana: The types of Arcana, their names, their costs, if they can be reflected, and their effects. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Aqua Wisp +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Medium Set: Arc Scepter =-=-=-=-=-=-=-=-=-= Pressure =-=-=-=-=-=-=-=-=-= FP: 10 Reflect: Yes Effect: Pressure is a Water elemental Arcana attack. It does more damage to enemies weak versus water attacks, and will do less damage to enemeis strong versus water attacks. It is less useful then Refrigerate. =-=-=-=-=-=-=-=-=-= Refrigerate =-=-=-=-=-=-=-=-=-= FP: 10 Reflect: Yes Effect: Refrigerate is an Ice elemental attack. I found that I used this attack far more often on bosses and normal enemies then I did Pressure, so it is more useful. It will do more damage to enemes weak versus ice attacks. It will do less damage to enemies strong versus ice attacks. =-=-=-=-=-=-=-=-=-= Heal =-=-=-=-=-=-=-=-=-= FP: 12 Reflect: No
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