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    Battle System FAQ by rob.

    Version: 1.9 | Updated: 10/30/99 | Printable Version | Search Guide | Bookmark Guide

    Wild Arms 2nd Ignition Battle System and Stuck Point Mini-Faq
                                   V  1.9 -10/30/99
    Welcome to my Wild Arms 2nd Ignition battle system and stuck point mini-faq.
    I must start off by saying that this faq is not to be copied, sold, or freely
    distributed anywhere without my permission.  People who ask permission to post
    this faq will be granted so and it is limited to that.  Now on to the faq.
    Updates:10/30/99;added info on defeating the boss "Ghost", also added info on 
    Marianbel and the side quests that are tied in with her
    10/29/99;clarified what you receive from the Lucied place,info added
    on force abilities for Tim, Riruka, and Brad,added info on uses of
    Marianbel,also clarified my unanswered question on the tower in the
    upper-right section of map, added info on optional tower
    10/28/99;added info on how to get Marianbel to join, how to Lucied as
    a guardian, how to get Ashley's final good, a trick to avoid getting into
    battles entirely, added more to the unanswered questions section,made some
    logical corrections/removals to various parts of this faq,added info on the
    boss Ghost,added info on Ashley's 3rd force ability(thanks to JL for this)
    10/28/99; corrected spelling of Ashley's level 4 Force Ability, added
    info on a few stuck points, added a list of unanswered questions within the
    game, and finally an editor's note
    10/27/99; battle system and gameplay information through the middle
    of disk 2, potentially major stuck point solutions included as well.
    There is only one other faq/walkthrough on this game to be found so some of
    you may find this to be quite helpful.
    The game play systems in WA2 are not all that much different than the first
    game's, but they have been expanded upon.  First off, there are 8 playable
    characters, 5 of which are with you for a good portion of the game.  They
    include Ashley(The main character- yes, that's a blue haired guy named
    Ashely), Brad, Riruka, Tim, Kanon, and Marianbel.  The goods system is back
    for puzzle solving in the dungeons.  Each character above has 3 goods during
    the course of the game(except for Marianbel)
    Ashley- Throw Knife, Treasure Core(this is the only one that basically isn't
    used to solve puzzles.  It makes a sound when there is an unopened treasure in
    a room), and a staff that serves as a light flare(this is found in the end
    Brad- Kick Boots, Bomb, I don't know the exact translation of this one, but
    when used, Brad whacks the ground making block fall down so as to create a
    walkable path.
    Riruka- Fire Rod, Freeze Rod, Change Rod
    Tim- Pooka(Tim's little pet who is mainly used to fetch out of reach
    treasures.  You must be at the same height on the screen as the treasure),
    This next one I can't translate, but it is a leaf that shoots towards and
    moves blocks, Mist Cloak
    Kanon- Wire Hook, Roller Dash, Jump Boots
    Generally, Usage of the different goods will usually get you unstuck in a
    dungeon, but not in all cases as will be explained later.
    The battle system is very similar to the first game's, but with a few
    additions.  Only 3 characters can be used in battle, but there is a total of 6
    that you have the option of working with.  In the first set of options when a
    battle begins, you can choose the one with the arrows to sub in any of the
    other characters whenever you want.
    Summoning beasts are back, but things are a little different this time.
    Everyone, except for Kanon and Marianbel has the ability to use summons.  The
    summons represent the character's level 2 force ability which is called
    "combine" You first acquire this shortly after Tim joins the party.  There is
    but one condition to using summons- Tim must be in the party. This causes for
    lot of battle strategy as Tim is easily the worst character in the game, but
    you want others to use summons...
    These summons are equipped as accessories, and each one brings forth a new
    command during battle.  These include analyze(like ff's scan),
    pickpocket(steal items from the enemy), and defend.  In addition to Combine,
    your characters will have the opportunity to get other force abilities, some
    of which come automatically.
    Ashley-Accelerate(gives him the first turn in a battle),Combine,full blast
    which uses all ammo in an ARM for inc. damage  You can get this one from some
    person in the throne room of the town that is located on the most northwestern
    continent of the map in disk 2),Access(It turns Ashley into a super hero sort
    of character that has all-new powers).  Thanks to JL for the correct spelling
    of this ability.
    Brad-Lock on Blast(ensures accuracy with his guns and does increased damage),
    Combine, Double Arm(allows him to fire guns twice in a turn), Blast Attack
    which fires a gun with 3 times the power as his lock-on ability(thanks to Matt
    for this info).
    Riruka-Mystic(allows use of an item to spread for all characters), Combine,
    Extension which can be found in the same island where you can first learn
    level 2 magic- thanks again to Matt for this info, Dual Cast- Allows 2 spells
    to be
    cast per turn.
    Tim- Force Shift(gives FP pts. to other characters-thanks to Rudi for this
    info), Combine, Power divide which halves the level of the target(thanks to
    Matt for this info), High Combine(A higher powered version of combine-thanks
    to Matt, but I have not been able to actually use it yet,although its on my
    Kanon-Gatling levels 1-4(each gets stronger and is used as a supplemental
    attack to one of her specials.
    To use force abilities the given character must have the required amount of
    FP's which will decrease upon use.  FP's increase during battle by using a
    physical attack or by getting oneself attacked.  Max FP's are equivalent to a
    character's level.  This system is different from the character's other
    specials or "Original Power".  For example, Ashley and Brad can use guns or
    ARMS such as: Phantom Fang or Dead on Arrival.  Riruka can use spells which
    are broken down into level 1 or level 2 magic.  Magic is acquired the same way
    as in the first game: get a crest graph and trade it in at a shop for a spell
    of your choice.  However, level 2 magic is not accessed automatically.  You
    must use the teleport orb(not the same as the gems which can be bought) which
    you get from the dog in Brad's hometown, and you will randomly be warped to a
    small island where you can search for a house.  In there you get an orb which
    can be given to someone in Riruka's home town on the snow continent.  When you
    return to the guy in the house, you can give him crests for level 2 magic.
    Also, select other towns offer level 2 magic as well.  There is one change
    worth noting in regards to the ARMS: each has the usual beginning amount of
    ATP(attack power), bullets and hit percentage.  These can be increased at the
    shops, but only to level ten.  No matter what attribute you decide to
    increase, the max is level is 10.  Remember, one level per stat increase.
    The guns and magic spells require having a certain amount of FP, but this time
    the FP does not decrease when the tech is used.
    If you die in battle in most RPG's, the game is over and its back to the last
    save.  However, in WA2, there are continues which bring you right back to the
    battle you died in when used.  The game starts you out with 3 and that number
    can increase by finding the corresponding coins throughout the game.
    Another added feature of WA2 is the point skills system.  When a level is
    gained, the character gains a skill point that can be used at the shop to
    increase a stat or make an action more likely.  Most skills take 2-4 points to
    go up one level and all have 3 levels.  Examples are: Magic Defense Up,
    Critical Hit rate up, counter attack chance up, HP increase larger upon level
    gained and so on.
    Potentially major stuck points:
    1)To go forward in the cave inside the town of Horust(spelling?), you must
    find Brad's good: Bombs - these are found by a bed on the second floor of the
    inn.  You won't actually see them-you must search.  Use you can use Ashley's
    Treasure Core to find their exact location.
    2)The solution to this second problem can be credited with huge thanks to
    "Nusakan".  At one of Odessa's(the terrorist group you are fighting) hideouts,
    in the desert on the western part of the map, there is a door which requires a
    password for entry.  That would be "toromu" entered in katakana.  Again, thank
    nusakan for this one.
    3)This next stuck point comes essentially right after the previous.  You can
    wander around, without much to do on any of the screens.  You need the voice
    recorder which is found inside one of the locked doors with a guy in it.  It
    is precisely in a locker in the room.  You must listen in on the phone
    conversation there(one of the options on your menu) and then go back a few
    screens to another room and do the same thing.  When you return, the door will
    be open, the guy gone, and you can get the voice recorder.
    4)This next stuck point involves what to do once you have the voice recorder.
    A very special thanks goes out to my girlfriend Shann for solving this one.
    You must go to the room(this is after the password door)where there is a phone
    conversation involving one of Odessa's female flunkies(don't remember her
    name-I think it starts with "A")and in that room go right up to the door(this
    is essential because you can't just be in the room) and use the voice
    recorder.  Then go to the sealed door by the save point and use the voice
    recorder.  Thank Shann for this one, players.
    5)This stuck point can be found at the Raypoint-Wing location in Disk 2(one of
    the four elemental places you must go to get the life energy of the element to
    battle Odessa) in which there are 4 blocks with an opening at the top of each.
     A item piece must be placed in each.  Each of the 4 items can be found
    through puzzles just before this room.  The pieces look to represent a planet
    or rock(this is what is looks like on the item list), sun, moon, star.  There
    is a certain order in which the blocks must be placed.  Once again, thanks to
    Shann for working on the combinations here(24 of em).  From the top block(the
    one nearest the sealed door)place the planet one in,then going downward, the
    order is:moon, sun, star.
    6)This stuck point refers to how to access the water elemental
    location:Raypoint-Muse in Disk 2
    The only way to get here is by hovercraft, but your denied moving towards it
    by the big bridge that goes into the snow continent.  In the Raypoint-Wing
    location, you will get Tim's mistcloak.  Once you have this, you can go to the
    final room of the bridge from the map and get inside the fence.  There you can
    pick up one of Ashley's last guns and use the computer to raise the drawbridge
    so your hovercraft can go through.
    7)This stuck point involves what to do once you defeat the boss in
    Raypoint-Muse and acquire the jump-boots shortly thereafter.  You must use the
    jumpboots to leap to the room just above the boss room(you have already been
    here before) where there is only one statue.  From the statue, walk around the
    corner towards the treasure chest and look for a faded tile.  This is where
    you must use the jump boots 2-3 times to continue on.  Thanks to many people
    including Tom Chan who was first to come forward w/this info.
    8) This stuck point refers to puzzle in Raypoint-Muse that has several
    statues, 3 of which can't be turned.  The idea is that each statue must
    directly face another.  First work with the 3 that can't be moved by having
    the corresponding statue face them.  From there, there is only one way each
    statue can face to have all of them facing each other in pairs. Thanks to
    Shann(hec8ie@hotmail.com) for this one.
    9) This stuck point is the one w/ seven tiles in the apparent final location.
    The tiles must be removed in a certain order to open the door.  The order is
    moon,fire,water,tree,gold,earth,sun.  Big-time thanks to Rudi for this answer.
    1)Tim is actually useful afterall with this avoiding enemies trick!!!:
    This doesn't work on the overhead map, but inside dungeons, if you use Tim's
    mistcloak for every step you take, you won't get into any battles whatsoever.
    It's slow, but it works.  When applied to the end dungeon, I didn't get into
    any random battles.
    2)You can get Luceid as a guardian.  Once you have Ashley's final good, go to
    a location on the western side of the map that is primarily dark and only
    shows a certain radius of distance.  Use Ashley's good to light up the room
    and continue forward(this isn't necessary, but makes things considerably
    easier).  Thanks to Dhira(dhira@bigfoot.com)for this info
    Note: When you complete this area, an ability is added on to Ashley' super
    hero ability list.  Lucied is not actually a call spell.
    3)You can get the vamp girl from the opening of disk 2 to join your party.  Go
    to the place that is called "something blue red" on the western part of the
    map.  She'll join and come with the electrical good which can be used in the
    end dungeon to get Ashley and Brad's best weapons. Thanks again to Dhira for
    this information.
    4) In the dungeon after Raypoint-Muse there is a sword that when touched,
    brings about a boss battle with the ghost of Vinsfeld.  He is extrememly tough
    and can do 6,000 damage spread per hit.  Obviously you want more max HP than
    that.  You also want to have Riruka use her Mystic ability every turn with the
    max heal item to keep up everyone's HP's.  Other than that, use Ashley's
    access and use the 97 ability from it for over 9,500 of damage.  You don't
    seem to get anything special from this unless something is set off elsewhere.
    It appears that winning this is just for the pride of victory. Oh yeah and a
    carrot item as well.
    Note: There is a quick and dirty way to defeat this boss.  Use Tim's turn 
    undead ability on him for the win.  It's as simple as that.  This kind of 
    reminds me of all the cheap ways you defeat some bosses in ff5 and ff6. Thanks 
    to JL for this tip.
    5) Marianbell can summon monsters as well-take her to all of the dungeon's
    with the pyramids.  Her electricity ability is the key to many of the optional
    stuff as well. Thanks to Matt for this info. It turns out that Marianbel has 3 
    goods as well.  You have the first and can get the 2nd in a dungeon on the SW 
    island.  First, to make it possible to search for this place, you must have 
    her read from the eastern shelf of the library in the castle section of 
    Townmaria(Ashley's hometown).  Then, you can use that good in the Lost Garden 
    dungeon(this is old and not the end dungeon,btw) to get her 3rd good which 
    activates the various pyramids you  have seen in dungeons.  There are 8 of 
    them corresponding with 8 tough-ass bosses that help Marianbel get guardians.  
    Note: Marinbel can get original power skills by randomly learning them from 
    enemies who use them on her(this is similar to blue magic from ff).  Thanks to 
    JL for this extra info on Marianbel.
    6) Towards the end of disk one, you must go to three towers(the ones where you
    fight Odessa bosses).  There is actually a fourth which is optional and you
    fight Judecca.  To get to it you must go to the snow continent on the western
    half of the map(the name of the place is Arc...I don't remember the rest of
    it)and get to an additional transporter.  From there you will have access to
    the tower on the upper right-hand continent on the map.
    All help or contributions on anything in this game is greatly and appreciated.
    You will be credited in the following version of this faq.
    Editor's Note:  I would like to thank everyone who has offered help on this
    game.  It has allowed my girlfriend and I to continue forward with this quest.
     It has also helped a lot towards making this faq the growing metropolis that
    it is soon becoming.  You guys are all great. When there is an import
    walkthrough museum, you shall all have finely crafted statues for those on
    tours to view.  Look for future versions of this faq and also an Arc the Lad
    III faq/walkthrough coming soon.
    We have arrived to the end of this faq.  I will update it when more info is
    available and may do a complete walkthrough when time is free, and many other
    future rpg's are finished.
    My girlfriend and I are simulataneously going through separate quests and we
    can be reached at rob@gwu.edu(me) and hec8ie@hotmail.com(her). We thank
    you for all help in advance.
    This document is protected by copyright laws, 1999