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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter W » Wild Arms 3 - Strategy Guide (Page 23)

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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