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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter W » Wild Arms 4 - Strategy Guide (Page 02)

Wild Arms 4 - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Wild Arms 4 - Strategy Guide (Page 02).

Now, about GC point (GCP for short) distribution:
- For each LV chr gains one GCP is awarded (maximum of 100 GCP at lv100).
- You can expend GCP to allow chrs learn PS way before they reach required
  level. Example: Raquel is lv80, so she has 80 GCP. There is "Add Badge Slot"
  PS she can learn at lv95. But instead of waiting that long, you can expend 15
  GCP and she will learn that PS (denoted by silver star).
- Don't overdo it with GCP distribution, as each GCP you expend decreases MAX
  HP and MP.
- You can withdraw GCP the same way you expend them. Or place the cursor on GCP
  bar, press Circle and choose top option to withdraw all of them at once.
- Once PS is mastered by reaching required level, it will be marked as such
  with gold star and words "MASTER" appearing next to it. If any GCP were
  expended towards that PS, these GCP are returned to your GCP total.

Adjusting MAX HP and MAX MP details:
- at lv100 Jude has 6000 base MAX HP and 300 base MAX MP
- by putting HP/MP ratio to the left Jude will have 3500 MAX HP and 400 MAX MP
- by putting HP/MP ratio to the right Jude will have 8500 MAX HP and 200 MAX MP
- calculations are done like this:
  -> if sliding left: new MAX HP = [base MAX HP - GCP x 25]
  -> if sliding right: new MAX HP = [base MAX HP + GCP x 25]
  -> if sliding left: new MAX MP = [base MAX MP + GCP]
  -> if sliding right: new MAX MP = [base MAX MP - GCP]

Additionally, this submenu allows renaming chrs' OC in any other way you wish.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------------------- ITEMS SUBMENU --------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This submenu is divided into six subcategories.

FIELD ITEMS  - Here you will find items which you can use only when on field
               screen.

BATTLE ITEMS - Here you will find items which you can use only when on battle
               screen.

WEAPONS      - View all weapons acquired so far.

ARMORS       - View all armors acquired so far.

BADGES       - View all badges acquired so far.

BOOKS        - View all books acquired so far.

To cycle between subcategories, press L1 or R1.
To cycle quickly between items on same page, press L2 or R2.

You can also arrange items to your liking, or having the game auto-arrange them
for you.



===============================================================================
===============================================================================
10.)                          BATTLE MODE - G1000
===============================================================================
===============================================================================

First a quick rundown on what you will see on battle screen.

- Help line at the top.
- Upper left corner has:
  a) battle commands.
  b) names and HP bars of all enemies encountered.
  Info displayed depends on what command you select.
- Upper right corner has chrs' avatars, with HP and MP bars below.
- At the bottom you see battle turn order, showing you whose turn it currently
  is and whose turn will be next (useful for planning your course of battle).
- PPS activation notices which regularly appear in lower right corner.
- Force Gauge (FG for short) at the right of the screen.

Let's discuss various battle subjects now.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------- BATTLE COMMANDS -------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

It is in a shape of hexagon as well (like main menu):


                                     ITEMS
                                       1

                       OR. COMMANDS          FORCE AB.
                             6                   2

                                    ATTACK
                                       7

                          ANALYZE             SYSTEM
                             5                   3

                                     MOVE
                                       4


1. ITEMS
   Use battle items from your inventory. You can also rearrange them.

2. FORCE ABILITIES
   Use chr's unique FA or learned FCA (for more info on latter, please look
   into Force Combination Arts subsection under Battlefield entry).
   You need at least 25 FP to perform FA.

3. SYSTEM
   Fiddle around with game settings (the same as in main menu, except that you
   can't load previous game from here).

4. MOVE
   Move your chr to nearby unoccupied hex or to nearby hex already occupied
   with other party member/s. If you target the hex you're currently standing
   on, chr will guard until next turn (in Jude's case he will also reload his
   ARM if any shots have been fired already).

   Please note the following: Six outer hexes have another "boundary", which
   points to "outside". If you manage to have one of your chrs successfully
   reach this "boundary", your party escapes from battle. Event battles cannot
   be escaped from!

   If you wish to escape from battle, try grouping all of your chrs on the hex
   you will escape from. The more chrs you have in escapee hex, the less gella
   you lose from running. Optionally, if the chr who makes the escape attempt
   is wearing Rabbit badge, no gella is lost. Otherwise, it's like this:
   Chr is alone in escapee hex -> [enemies' gella total x 4 = gella lost]
   Two chrs in escapee hex -> [enemies' gella total x 3 = gella lost]
   Three chrs in escapee hex -> [enemies' gella total x 2 = gella lost]
   All four chrs in escapee hex -> [no gella is lost]

5. ANALYZE
   View information on enemies encountered. Following info is available:
   LV             - level of enemy
   HP             - MAX (or remaining, if already hit before) HP of enemy
   EXP            - EXP awarded when enemy is killed
   GELLA          - gella awarded when enemy is killed
   ATTRIBUTE      - special attribute enemy possesses, like undead or machine
   FIRE AFFINITY  - enemy's fire element resistance
   WATER AFFINITY - enemy's water element resistance
   WIND AFFINITY  - enemy's wind element resistance
   EARTH AFFINITY - enemy's earth element resistance
   WEAKNESS       - tells you suggested method for taking the enemy out, like
                    using Sanctify on undead etc.
   ITEMS CARRIED  - a single enemy can carry up to four items; item listed as
                    first has the lowest % of being stolen, and item listed at
                    bottom has the highest % of being stolen

   Please note the following: while items indeed appear when all enemies are
   defeated, they have no connection whatsoever with items enemies carry. For
   example, you fight a group of Gobs, who carry Gella Cards, Lucky Cards and
   badges. But when battle ends, you may be awarded with Dragon Fossil.

6. ORIGINAL COMMANDS
   Use OC chr has learned so far. Please note that you need MP for them - no
   MP means no fireworks. Some OC may be affected depending on which hex you
   stand at time of execution. Depending on the type of OC used, chr is allowed
   to target any hex on the battlefield, adjacent hexes or two hexes in a
   straight line, etc. For such information look into Original Commands
   section.

7. ATTACK
   Use the equipped weapon to attack nearby hex.
   - Jude's ARM has a reach of two hexes in a straight line. If Jude's ARM runs
     out of bullets, it will transform into a sword (allows Jude to attack
     hexes adjacent to his) until Jude reloads.
   - Yulie can attack hexes adjacent to hers.
   - Raquel can attack hexes adjacent to hers.
   - Arnaud can attack hexes adjacent to his.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------------- CHARACTERS' QUICK INFO ----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

You will see this in upper right corner. It consists of four things:
- chr's avatar
- current HP (if it's full, the number is blue; some of it lost, number is
              white; critical HP, number is red; chr is KO-ed, number is grey)
- red bar, representing ratio of current to MAX HP
- green bar, representing ratio of current to MAX MP


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------------------ BATTLE TURN ORDER ------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Appears on bottom of battle screen. It shows up to nine entries with small
avatars of your chrs, or having word "ENEMY" or "BOSS" (along with appropriate
letter) in it. The entry which appears on far left is the combatant whose turn
currently is. Once that combatant makes a move, his/her/its turn ends and it's
next combatant's turn. Reaction stat of combatants dictates how quickly they
get a turn, as well as equipment carried and previous actions they did in
battle.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------------- PPS ACTIVATION NOTICES ----------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

As battle progresses, and if your chrs have learned/mastered any PPS so far,
and also assuming they haven't been toggled off, once the requirements for PPS
activation have been met, you will be notified of PPS activating by a small
notice in lower right corner. Example: Raquel has PPS Red Zone, which allows
her to instantly get a turn if her HP is reduced to a critical level. When
she's hit with an attack that does so, you will see Red Zone's name appear in
lower right corner, and Raquel's entry appearing at far left of battle turn
order bar. Some PPS award bonus EXP rate when activated.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------------------- FORCE GAUGE ---------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Appears on far right of the screen and consists of two bars.

Blue bar on the left fills as various actions occur in battle:
- your chr attacks an enemy
- enemy attacks your chr
- chr guards
- and so on...

As it reaches values of 25, 50, 75 and 100, red segments on the right will fill
up. If at least one is full, you can have one of your chrs perform FA.

JUDE'S FA:   MYSTIC
             Use a battle item from your inventory and have that item affect
             all hexes.

YULIE'S FA:  MATERIAL
             Depending on color of the hex she's standing in, she will summon a
             guardian.
             - Grey hex: a guardian which recovers team's HP
             - Green hex: a guardian which deals wind mgd to all enemies
             - Yellow hex: a guardian which deals earth mgd to all enemies
             - Red hex: a guardian which deals fire mgd to all enemies
             - Blue hex: a guardian which deals water mgd to all enemies

ARNAUD'S FA: JUMP
             Arnaud as well as any allies (even if KO-ed) in current hex will
             jump to any other unoccupied hex or any other hex already occupied
             by a team member. If relevant PPS is learned, Arnaud still retains
             his current turn and can act again.

RAQUEL'S FA: INTRUDE
             When Raquel uses Intrude, she will gain two turns in a row. This
             is a very cool FA indeed - if your FG is full, and it is Raquel's
             turn, you can have her perform four to five attacks in a row. Use
             Intrude, attack once, use Intrude, attack once, etc...

You may wonder just for how much does FP rise if certain actions are performed
in battle, be it you attacking the enemies or vice versa. Following is the list
of all actions in battle that make your FP rise (and there's quite a lot of
them), and actions which make it drop.

-------------------------------------------------------------------------------
ACTION TYPE                                                        | FP GAIN
-------------------------------------------------------------------------------
?????                                                              | 4   FP
?????                                                              | 8   FP
?????                                                              | 6   FP
?????                                                              | 4   FP
?????                                                              | 4   FP
-------------------------------------------------------------------------------
?????                                                              | 2   FP
?????                                                              | 8   FP
?????                                                              | 4   FP
?????                                                              | 8   FP
?????                                                              | 8   FP
-------------------------------------------------------------------------------
?????                                                              | 8   FP
?????                                                              | 8   FP
?????                                                              | 8   FP
?????                                                              | 8   FP
?????                                                              | 8   FP
-------------------------------------------------------------------------------
?????                                                              | 12  FP
?????                                                              | 8   FP
-------------------------------------------------------------------------------

NOTE: If chr is standing in a hex under misery status, *all* FP increases are
      locked to 1.
NOTE: If FA is used, no FP are awarded!


-------------------------------------------------------------------------------
ACTION TYPE                                                        | FP LOSS
-------------------------------------------------------------------------------
Chr's unique Force Ability is used                                 | 25  FP
Force Combination Art is used (cost is either 50, 75 or 100 FP)    | Formula FP
Enemy's attack on team's FG (25 FP per chr in target hex)          | 25  FP


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------------------- BATTLEFIELD ---------------------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Battlefield consists of six smaller hexes surrounding middle hex, thus seven
hexes in total. When battle begins, your chrs and enemies encountered are
randomly positioned in hexes.


-------------------------------------------------------------------------------
LEY POINTS

First thing to take into account are Ley Points (LP for short). You will always
find three LP in one battle. Their colors are:

RED    - FIRE
BLUE   - WATER
GREEN  - WIND
YELLOW - EARTH

Now, what do LP affect? Quite a few things, actually.
- fire and water are opposed to each other, as are wind and earth
- if you're standing in water LP, you take half damage from water attacks
- if you're standing in water LP, you take double damage from fire attacks
- same applies for fire, wind and earth LP
- likewise, if enemy is standing in water LP, and you use a fire attack against
  it, you'll score double damage
- some OC are given element properties if you're standing on a respective LP
- Yulie's FA is affected by element properties of LP she's on as well


-------------------------------------------------------------------------------
HEX OCCUPATION

Single hex can be occupied by up to four chrs or four enemies (some enemies are
very large in size, and as such only one fits in one hex). A combination of say
one enemy and two chrs standing in same hex is not possible.

There are four enemy "sizes", so to speak. They are:
S - small (equals 1)
M - medium (equals 2)
L - large (equals 3)
XL - extra large (equals 4)
So, for example, one hex can be occupied by four S size enemies, or one L size
enemy and one S size enemy; but not one L size enemy and one M size enemy. If
total amount exceeds 4 (note that all of your chrs belong to S size), no more
enemies can enter that hex.

What else does hex occupation mean for you?
- any attack on a hex will affect everybody in it (same applies for both your
  chrs and your enemies)
- using an item on a hex will affect everybody in it


-------------------------------------------------------------------------------
BATTLE NOTICES

As battle progresses, sometimes colored numbers or other notices pop up.

GREEN NUMBER           - denotes HP recovery
VIOLET NUMBER          - denotes MP recovery
BLOW OUT! / CRITICAL H - instantly destroys the target
NO COUNT! / NO EFFECT! - attack used has no effect on target
BLOCK!                 - a physical attack on target hex has been blocked
MISS!                  - physical attack missed the target
                       - status attempt failed
1HIT!, 2HIT!, 3HIT!... - denotes amount of hits combatant took (proportional
                         to damage inflicted)

HP loss has interesting approach. According to enemy's weaknesses and
attributes, HP loss has following colors:
GREY NUMBER   - denotes HP loss, but the enemy halves it or is resistant to the
                damage from attack type you just used
YELLOW NUMBER - enemy is immune to attack type you just used, and instead
                absorbs damage as HP recovery
RED NUMBER    - denotes HP loss, and the enemy is weak to attack type you just
                used (double damage is inflicted)
WHITE NUMBER  - denotes HP loss, and the enemy takes normal damage from attack
                type you just used

Regarding types of attacks, here are the battle icons used:
SQUARE  - physical attack, ATK and ATP govern the damage inflicted
        - can indicate special occurences in battle (e.g. enemy skips the turn)
CIRCLE  - magical attack, MAG governs the damage inflicted
HYBRID1 - looks like half-circle, half-square
        - most often denotes attacks with elemental affinities
HYBRID2 - looks like half-square, with small crown on top
        - denotes usage of FA or Material
DIAMOND - magical attack, attack power of the item governs the damage inflicted


-------------------------------------------------------------------------------
DETONATION!

When battle starts, you may see one or more of the combatants emit red stars.
This means they're in "Detonation!" mode until end of battle. Basically,
"Detonation!" mode raises all of combatant's attributes, making it a versatile
enemy or powerful ally (depends on who it happens to).

CHR'S "DETONATION!" STATISTIC BONUSES
- ATK +100
- DEF +100
- MAG +100
- RES +100
- HIT +100
- EVA +50
- RFX +100

ENEMY'S "DETONATION!" STATISTIC BONUSES
- ATK +100
- DEF +100
- MAG +100
- RES +100
- HIT +100
- EVA +0
- RFX +50


-------------------------------------------------------------------------------
EXP BONUS RATE

Certain actions during battle award extra EXP to the base [x1,0 EXP] when
battle is over. Here's some of those actions:

-------------------------------------------------------------------------------
ACTION                        | EXP MULTIPLIER
-------------------------------------------------------------------------------
Killing an enemy              | x 0,2
Killing last enemy**          | x 0,5
Evade enemy's attack          | x 0,1
Counter PPS activates         | x 0,1
Defender PPS activates        | x 0,1
Magic Defender PPS activates  | x 0,1
Finest Art attack             | x 0,2
Destroy a crate               | x 0,5
Use Lucky Card***             | x 1,0
Have Hen badge equipped*      | x 0,1
-------------------------------------------------------------------------------

* NOTE  : Hen awards extra [x 0,1] bonus EXP for all actions that cause bonus
          EXP to be awarded
** NOTE : You get combined [x 0,7] bonus EXP for offing last enemy (killing an
          enemy & killing last enemy = combined bonus)
*** NOTE: Lucky Cards don't stack, so don't waste a second one in same battle.


-------------------------------------------------------------------------------
FORCE COMBINATION ARTS

If at least two or more chrs are standing in same hex, they aren't affected by
any negative status changes, and provided that FG is at respective value (see
below), then chrs may randomly learn FCA. You will know so when you'll see
partner chrs engage in small conversation before FCA is learned and added to
their FA battle submenu. All you have left to do is select it and watch the
enemies fly.

- 2P FCA: You need at least 50 FP and correct partner chr standing in same hex
- 3P FCA: You need at least 75 FP and correct partner chrs standing in same hex
- 4P FCA: You need 100 FP and all chrs standing in same hex

There's three 4P FCA you can learn. One can be learned as soon as 4th chr joins
your party, second is learnable in final boss battle only, and for third you
need to gather certain items first.


-------------------------------------------------------------------------------
BATTLE TRAPS

Among your battle items you will also find traps. You can plant these into any
hex that's currently unoccupied and then watch the enemy get blown up or
whatever. Just be careful you don't accidentally forget where you planted it.

Only Yulie and Jude can use them, once they learn Hi-Item PS. There are six
different items, and as such six different traps you can put down on target
hex.

EXPLODER       - hex trap which reduces combatant's current HP by 50%
IMPRISONER     - hex trap which prevents the combatant from leaving the hex
                 once entered
RAID CANCELLER - hex trap which prevents the hex from being entered; if
                 combatant attempts to enter the hex, combatant will be bounced
                 back and also waste a turn
TELEPORTER     - hex trap which teleports combatant to random other hex
MONEY PIT      - hex trap which sucks away 10% of combatant's gella
RANDOMIZER     - hex trap which triggers death effect; it will cycle between
                 hexes with alive combatants and when a hex is chosen, kill
                 everyone in it; if immune, damage is inflicted instead

Only one hex trap can be active at a time. If you use another hex trap on a hex
which has already been trapped, first trap is void.


-------------------------------------------------------------------------------
POST BATTLE CHESTS

Sometimes after battle ends, a chest with an item will appear in one of seven
hexes. If you have a chr in the same hex chest appeared in, contents of the
chest is yours to keep.


-------------------------------------------------------------------------------
ENEMY'S ELEMENTAL AFFINITIES

There's five of them:
WEAKNESS  - enemy takes double damage
HALVED    - enemy halves the damage
RESISTANT - enemy takes no damage
ACTIVE    - enemy absorbs damage as HP recovery and stats temporarily increase
NORMAL    - enemy takes normal damage



===============================================================================
===============================================================================
11.)                       ABNORMAL STATUSES - G1100
===============================================================================
===============================================================================

Abnormal statuses can be further divided into several categories.
a) negative hex status condition
b) negative hex statistic condition
c) positive hex statistic condition
d) negative combatant status condition
e) special combatant status condition
f) positive combatant status condition
g) Gob statistic condition

Conditions listed under a), b) and c) are in effect for as long as combatant is
standing in affected hex. If combatant moves to another hex, combatant is no
longer under the influence of condition.

Condition listed under d), e) and f) are in effect until you clear them with
respective countermeasures or until battle ends. If combatant moves to another
hex, combatant is still under the influence of condition.

Conditions listed under g) are exclusive to Gob enemies only. Condition
activates once two or more Gob enemies stand together in same hex. Please
review the Bestiary section for more info on which Gobs trigger which
conditions.

-------------------------------------------------------------------------------
NEGATIVE HEX    | CONDITION'S EFFECTS
STATUS CONDITION| AND COUNTERMEASURES
-------------------------------------------------------------------------------
Poison          | Combatant in affected hex will lose 25% of MAX HP at start of
                | combatant's turn. Hex status can be removed with Antidote
                | (and several other items as well), or Yulie's Material FA
                | once she has learned relevant PPS. Poison is removed from hex
                | by itself after several turns. Chr becomes poison immune by
                | equipping Moonstone or Frog badge.
-------------------------------------------------------------------------------
Disease         | Combatant in affected hex cannot recover HP in any way
                | possible. If diseased hex is occupied by fallen chr, such a
                | chr cannot be revived. Hex status can be removed with
                | Medicine (and several other items as well), or Yulie's
                | Material FA once she has learned relevant PPS. Disease is
                | removed from hex by itself after several turns. Chr becomes
                | disease immune by equipping Hazel Sprig or Frog badge.
-------------------------------------------------------------------------------
Amnesia         | Combatant in affected hex will not gain any EXP when battle
                | ends. Hex status can be removed with Toy Hammer (and several
                | other items as well), or Yulie's Material FA once she has
                | learned relevant PPS. Amnesia is removed from hex by itself
                | after several turns. Chr becomes amnesia immune by equipping
                | Memo Pen or Frog badge.
                | Enemy positioned in hex under amnesia status has its RFX
                | lowered by a degree.
-------------------------------------------------------------------------------
Misery          | Combatant in affected hex cannot execute OC and FA.
                | Additionally, all FP increases are locked to 1 FP. Hex status
                | can be removed with Peppy Acorn (and several other items as
                | well), or Yulie's Material FA once she has learned relevant
                | PPS. Misery is removed from hex by itself after several
                | turns. Chr becomes misery immune by equipping Heart Leaf or
                | Frog badge.
                | Enemy positioned in hex under misery are more prone to
                | skipping its turn and using "Assessing the situation."
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
NEGATIVE HEX    | CONDITION'S EFFECTS
STATISTIC COND. | AND COUNTERMEASURES
-------------------------------------------------------------------------------
ATK down        | Combatant's ATK stat is reduced by 100. Move out of or cast
                | Dispel on affected hex.
-------------------------------------------------------------------------------
DEF down        | Combatant's DEF stat is reduced by 100. Move out of or cast
                | Dispel on affected hex.
-------------------------------------------------------------------------------
MAG down        | Combatant's MAG stat is reduced by 100. Move out of or cast
                | Dispel on affected hex.
-------------------------------------------------------------------------------
RES down        | Combatant's RES stat is reduced by 100. Move out of or cast
                | Dispel on affected hex.
-------------------------------------------------------------------------------
EVA down        | Combatant's EVA stat is reduced by 100. Move out of or cast
                | Dispel on affected hex.
-------------------------------------------------------------------------------
RFX down        | Combatant's RFX stat is reduced by 100. Move out of or cast
                | Dispel on affected hex.
-------------------------------------------------------------------------------
HIT down        | Combatant's HIT stat is halved. Move out of or cast Dispel on
                | affected hex.
-------------------------------------------------------------------------------
Locked          | Hex is locked. No combatants are able to enter it, and
                | combatants that were already in the hex once it was locked,
                | are unable to exit it. Cast Dispel on affected hex.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
POSITIVE HEX    | CONDITION'S EFFECTS
STATISTIC COND. | AND COUNTERMEASURES
-------------------------------------------------------------------------------
ATK up          | Combatant's ATK stat is increased by 100.
-------------------------------------------------------------------------------
DEF up          | Combatant's DEF stat is increased by 100.
-------------------------------------------------------------------------------
MAG up          | Combatant's MAG stat is increased by 100.
-------------------------------------------------------------------------------
RES up          | Combatant's RES stat is increased by 100.
-------------------------------------------------------------------------------
EVA up          | Combatant's EVA stat is increased by 100.
-------------------------------------------------------------------------------
RFX up          | Combatant's RFX stat is increased by 100.
-------------------------------------------------------------------------------
HIT up          | Combatant's HIT stat is increased by 100.
-------------------------------------------------------------------------------
Recovery        | Combatant recovers 5% of MAX HP at start of combatant's turn.
-------------------------------------------------------------------------------
Turn Extension  | Hex effects have been extended for 20 turns.
-------------------------------------------------------------------------------
Force Boost     | Combatant's FP increase rate is doubled.
-------------------------------------------------------------------------------
Weapon Power Up | Combatant's physical attack power is doubled.
-------------------------------------------------------------------------------
Physical Barrier| Physical damage is cut by 25%.
-------------------------------------------------------------------------------
Magic Barrier   | Magical damage is cut by 25%.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
NEGATIVE COMB.  | CONDITION'S EFFECTS
STATUS CONDITION| AND COUNTERMEASURES
-------------------------------------------------------------------------------
Sleep           | Affected combatant falls asleep and you're unable to enter
                | any commands. Status can be removed with Breath Mint (and
                | several other items as well), or Yulie's Material FA once she
                | has learned relevant PPS. Sleep wears off by itself after
                | several turns, and combatant may wake up after being hit with
                | physical attack. Chr becomes sleep immune by equipping Alarm
                | Clock or Fish badge.
-------------------------------------------------------------------------------
Confusion       | Affected combatant becomes confused, and his/her/its actions
                | erratic. Commands can be entered at start of each turn, but
                | there's a chance affected chr will perform something else
                | (for example, you told Yulie to use Heal Berry on Raquel, but
                | instead she'll hit her). Status can be removed with Pinwheel
                | (and several other items as well), or Yulie's Material FA
                | once she has learned relevant PPS. Confusion wears off by
                | itself after several turns, and combatant may regain senses
                | after being hit with physical attack. Chr becomes confusion
                | immune by equipping Clear Chime or Fish badge.
-------------------------------------------------------------------------------
Petrify         | Takes several turns to work. On 1st turn combatant's EVA
                | becomes zero (0), on 2nd turn combatant's OC and FA are not
                | available, and on 3rd turn combatant becomes stoned. If
                | stoned combatant is hit with physical attack, combatant
                | shatters and becomes fallen. Magic attacks are ineffective
                | against stoned targets. Status can be removed with Pygmalion
                | (and several other items as well), or Yulie's Material FA
                | once she has learned relevant PPS. Chr becomes stone immune
                | by equipping Holy Ankh or Fish badge.
-------------------------------------------------------------------------------
Fallen          | Occurs when combatant's HP becomes zero (0). HP counter
                | becomes grey, commands cannot be entered. Status can be
                | removed with Revive Fruit (and several other items as well),
                | or Yulie's Revive or Material FA once she has learned
                | relevant PPS. Chr becomes fallen immune by equipping Holy
                | Grail or Fish badge.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
SPECIAL COMB.   | CONDITION'S EFFECTS
STATUS CONDITION| AND COUNTERMEASURES
-------------------------------------------------------------------------------
Provoke         | Enemy has been provoked by Jude's Funny Pose OC, and will
                | attempt to attack Jude exclusively until enemy's next turn.
-------------------------------------------------------------------------------
MAX HP down     | Chr's MAX HP has been reduced by 20% as a result of not
                | reviving him/her before previous battle ended. Condition
                | persists until treated properly. Condition stacks if chr
                | enters fallen status repeatedly without curing it inbetween.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
POSITIVE COMB.  | CONDITION'S EFFECTS
STATUS CONDITION| AND COUNTERMEASURES
-------------------------------------------------------------------------------
EXP bonus       | Chr's EXP bonus rate has been increased by x 1,0. Lasts until
                | end of battle.
-------------------------------------------------------------------------------
Double gella    | Target enemy will drop double amount of gella once the battle
                | has ended. Lasts until the target enemy is killed.
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
GOB STATISTIC   | CONDITION'S EFFECTS
CONDITION       | AND COUNTERMEASURES
-------------------------------------------------------------------------------
Gob Strength!   | All Gobs in same hex as Axe benefit from ATK +25 bonus.
-------------------------------------------------------------------------------
Gob Shield!     | All Gobs in same hex as Shield benefit from DEF +25 bonus.
-------------------------------------------------------------------------------
Gob Speed!      | All Gobs in same hex as Shotel benefit from RFX +25 bonus.
-------------------------------------------------------------------------------
Gob Spirit!     | All Gobs in same hex as Princess benefit from MAG +25 and
                | RES +25 bonus.
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12.)                      ALTER CODE F BONUS - G1200
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WA4 allows you to start a new game, by loading any save you have made in Wild
Arms: Alter Code F. See "Section 7" for more info on how to load such save.

Here's the stuff you can get by using (completed) Alter Code F (I'll also add
the info on what my completed save contained, and then make necessary changes
at respective points in the guide):

- Level bonus (initial level + <*> Level)
  - <*> level bonus is added to initial level of each chr
  - <*> equals amount of Sheriff Star/s you have obtained in ACF
  - My achievement - 1 (one) Sheriff Star obtained in ACF
                   - therefore 1 extra level

- Gella bonus (initial money + <*> gella)
  - <*> gella bonus is added to initial money at start of the game
  - [<*> = amount of killed ACF enemies - number of ACF saves made]
  - My achievement - 7367 enemies killed, 331 saves made
                   - therefore 7036 extra gella

- Item bonus
  - Bonus items added to the inventory at start
  - If you load completed ACF save, you also get 6x Extra Challenge items added
  - The amount of other bonus items depends on Mariel's level in ACF
    - Heal Berry: Mariel's Level / 2
    - Revive Fruit: Mariel's Level / 3
    - Potion Berry: Mariel's Level / 4
    - Nectar: Mariel's Level / 5
    - Mega Berry: Mariel's Level / 10
    - Vibhuti: Mariel's Level / 15
    - Holy Berry: Mariel's Level / 20
    - Full Revive: Mariel's Level / 25
    - Ambrosia: Mariel's Level / 30
    - Level Apple: Mariel's Level / 50
  - My achievement - Mariel was lv15 when she left my party
                   - therefore I get 7x Heal Berry, 5x Revive Fruit, 3x Potion
                     Berry, 3x Nectar, Mega Berry, and Vibhuti
                   - I also get 6x Extra Challenge cos of completed ACF save

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