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                \__    ___/______|__| ____ |  | _____.__. ______
                  |    |  \_  __ \  |/ ___\|  |/ <   |  |/  ___/
                  |    |   |  | \/  \  \___|    < \___  |\___ \ 
                  |____|   |__|  |__|\___  >__|_ \/ ____/____  >
                                         \/     \/\/         \/ 
Guide for: Wild Arms, 3rd Advanced 
Version: 12.03 
 
This is an automated .txt conversion of a FAQ I wrote in HTML, but as not 
all sites allow that format, this conversion. 
If you want the full HTML version (and if you want to make sure you're 
reading the last update of this FAQ), please visit http://faq.tbbs.nl 
That site also contains the tools to contact me for questions or remarks 
about this FAQ. 
 
 
=============================================================================
FAQ Index 
=============================================================================
Copy the code behind the index and paste it in a search box (ctrl-F in 
Windows and Linux, Command-F on MacOS X) and make the brower look for it. 
 

   Introduction
    Introduction  ............................................... INT00000001


   Characters
    Virginia Maxwell  ........................................... CHR00000001
    Clive Winslett  ............................................. CHR00000002
    Jet Enduro  ................................................. CHR00000003
    Gallows Caradine  ........................................... CHR00000004
    NPC characters  ............................................. CHR00000005


   Walkthrough


   Prologue
    Overview  ................................................... PRO00000001
    Virginia's Prologue - Gob's Hideout  ........................ PRO00000002
    Jet's Prologue: Doomed to Obscurity  ........................ PRO00000003
    Gallows' Prologue - Baskar Colony  .......................... PRO00000004
    Gallows' Prologue - Fallen Sanctuary  ....................... PRO00000005
    Clive's Prologue: Den of Miasma  ............................ PRO00000006
    Introducing Janus Cascade  .................................. PRO00000007


   Chapter 1
    Overview  ................................................... CH100000001
    Baskar Colony - Let's return the Ark Sceptre  ............... CH100000002
    Fallen Sanctuary - The Four Basic Guardians  ................ CH100000003
    Baskar Colony - We got the four Guardians  .................. CH100000004
    Jolly Roger  ................................................ CH100000005
    Ruins of Memory  ............................................ CH100000006
    Clayborne  .................................................. CH100000007
    Serpent's Coils  ............................................ CH100000008
    Ka Dingel  .................................................. CH100000009


   Chapter 2
    Overview  ................................................... CH200000001
    Little Twister  ............................................. CH200000002
    The Unclean Mark  ........................................... CH200000003
    Lunatic Garden  ............................................. CH200000004
    Sand Canal  ................................................. CH200000005
    Little Rock  ................................................ CH200000006
    Glimmering Emblem  .......................................... CH200000007
    Leyline Observatory  ........................................ CH200000008
    Humphrey's Peak  ............................................ CH200000009
    Diobarg  .................................................... CH20000000A
    Fortune Gear  ............................................... CH20000000B
    Gemstone Cave  .............................................. CH20000000C
    Faraway Lands  .............................................. CH20000000D
    Ark of Destiny  ............................................. CH20000000E
    Survey Point #17  ........................................... CH20000000F
    Ark of Destiny - Oops, sorry....  ........................... CH200000010
    Boot Hill  .................................................. CH200000011
    Baskar Colony - Janus' trap  ................................ CH200000012
    Infinitum  .................................................. CH200000013
    Nidhogg pass  ............................................... CH200000014
    Nidhogg Pass - West Section  ................................ CH200000015
    Nidhogg Pass - East Section  ................................ CH200000016
    Nidhogg Pass - Main Section  ................................ CH200000017
    Yggdrasil  .................................................. CH200000018


   Chapter 3
    Overview  ................................................... CH300000001
    Start Up  ................................................... CH300000002
    Iron Dragon's Nest  ......................................... CH300000003
    Balal Quo Naga  ............................................. CH300000004
    Fallen Sanctuary - Raftina  ................................. CH300000005
    Laxisland  .................................................. CH300000006
    Dragon's Lair  .............................................. CH300000007
    Gob's Hideout  .............................................. CH300000008
    Fallen Sanctuary - Luceid  .................................. CH300000009
    Baskar - Another Cry For Help  .............................. CH30000000A
    The World's Footprint  ...................................... CH30000000B
    Gunner's Heaven  ............................................ CH30000000C
    Gemstone Cave  .............................................. CH30000000D
    Fallen Sanctuary - Justine  ................................. CH30000000E
    Ruins of Dreams  ............................................ CH30000000F
    The Abyss  .................................................. CH300000010
    Fallen Sanctuary - Zephyr  .................................. CH300000011
    Fila Del Fia  ............................................... CH300000012
    Caging Tower  ............................................... CH300000013
    Disection Facility  ......................................... CH300000014
    Ruins of Memory  ............................................ CH300000015
    Dim Root Path  .............................................. CH300000016
    Cradle of the Metal God  .................................... CH300000017
    Deus Ex Machina  ............................................ CH300000018


   Chapter 4
    Overview  ................................................... CH400000001
    Baskar Colony - Little Party  ............................... CH400000002
    Sacrificial Altar  .......................................... CH400000003
    Demondo Pillar  ............................................. CH400000004
    Demondo Pillar - Rear  ...................................... CH400000005
    Mimir's Well  ............................................... CH400000006
    Nightmare Castle  ........................................... CH400000007
    Nightmare Castle - Earth Section (40-45)  ................... CH400000008
    Nightmare Castle - Wind Section (28 - 39)  .................. CH400000009
    Nightmare Castle - Light Section (22-27)  ................... CH40000000A
    Nightmare Castle - Moon Section (16-21)  .................... CH40000000B
    Nightmare Castle - Water Section (4-9)  ..................... CH40000000C
    Nightmare Castle - Fire Section (10-15)  .................... CH40000000D
    Nightmare Castle - Main Section (??-??)  .................... CH40000000E
    Ark of Destiny - The Grand Finale  .......................... CH40000000F


   Sidequests
    Overview  ................................................... SID00000001
    Martina van Basten  ......................................... SID00000002
    Decaying Labyrinth (Secret Garden)  ......................... SID00000003
    Gunner's Heaven  ............................................ SID00000004
    Uncle Gob  .................................................. SID00000005
    Telepath Towers  ............................................ SID00000006
    Sunset Peak  ................................................ SID00000007
    Balal Quo Naga II  .......................................... SID00000008
    Little Twister - Kraken  .................................... SID00000009
    Ark of Destiny Cellar  ...................................... SID0000000A
    Leyline Observatory - Adult Magazine  ....................... SID0000000B
    Mimir's Well  ............................................... SID0000000C
    The Abyss  .................................................. SID0000000D


   Bosses
    HobGob Boss (Gob's Hideout)  ................................ BOS00000001
    Tatzelwurm (Doomed to Obscurity)  ........................... BOS00000002
    Kesaran Pasaran (x4) (Fallen Sancuary)  ..................... BOS00000003
    Goldrake (Den of Miasma)  ................................... BOS00000004
    Goldrake (Ballack Rise)  .................................... BOS00000005
    Janus, Romero and Dario (On top of the train)  .............. BOS00000006
    Guardian: Schturdark (Fallen Sanctuary)  .................... BOS00000007
    Guardian: Grudiev (Fallen Sanctuary)  ....................... BOS00000008
    Guardian: Moor Gault (Fallen Sanctuary)  .................... BOS00000009
    Guardian: Fengalon (Fallen Sanctuary)  ...................... BOS0000000A
    Janus, Romero and Dario (Ruins of Memory)  .................. BOS0000000B
    The Schrodinger Family (Serpent's Coils)  ................... BOS0000000C
    Janus, Romero and Dario (Serpent's Coils)  .................. BOS0000000D
    Trask (Ka Dingel)  .......................................... BOS0000000E
    Janus (Ka Dingel)  .......................................... BOS0000000F
    Melody ("Robed Woman") (The Unclean Mark)  .................. BOS00000010
    Janus (The Unclean Mark)  ................................... BOS00000011
    Malik ("Slickster") (Lunatic Garden)  ....................... BOS00000012
    The King of Angolmois (Lunatic Garden)  ..................... BOS00000013
    Jasna, Vendidurt, Wisrapt - Round 1 (Sand Canal)  ........... BOS00000014
    Jasna, Vendidurt, Wisrapt - Round 2 (Sand Canal)  ........... BOS00000015
    Jasna, Vendidurt, Wisrapt, Jasteuch  ........................ BOS00000016
    Janus (Sand Canal)  ......................................... BOS00000017
    Mono-eye Titan (Glimmering Emblem)  ......................... BOS00000018
    Hecto-eye Titan (Glimmering Emblem)  ........................ BOS00000019
    Asgard (Leyline Observatory)  ............................... BOS0000001A
    Diobarg (World Map, near Fortune Gear)  ..................... BOS0000001B
    Olivier (Fortune Gear)  ..................................... BOS0000001C
    Janus (Fortune Gear)  ....................................... BOS0000001D
    The Schrodinger Family (Gemstone Cave)  ..................... BOS0000001E
    Asgard and Melody (Faraway Lands)  .......................... BOS0000001F
    Asgard (Faraway Lands)  ..................................... BOS00000020
    Hound, Feline, Donkey, Flier (Survey Point #17)  ............ BOS00000021
    Humpty & Dumpty  ............................................ BOS00000022
    The Schrodinger Family (Survey Point #17)  .................. BOS00000023
    Pyrodrake (Infinitum)  ...................................... BOS00000024
    Asgard (Infinitum) (round 1)  ............................... BOS00000025
    Asgard (Infinitum) (round 2)  ............................... BOS00000026
    Nidhogg (Nidhogg Pass)  ..................................... BOS00000027
    Leehalt (Nidhogg Pass)  ..................................... BOS00000028
    Balazs  ..................................................... BOS00000029
    Melody (Yggdrasil)  ......................................... BOS0000002A
    Malik (Yggdrasil)  .......................................... BOS0000002B
    Leehalt / Janus (Yggdrasil)  ................................ BOS0000002C
    Leehalt, Melody and Malik  .................................. BOS0000002D
    Buer (Iron Dragon's Nest)  .................................. BOS0000002E
    Balal Quo Naga  ............................................. BOS0000002F
    Raftina  .................................................... BOS00000030
    Lombardia (Dragon's Lair)  .................................. BOS00000031
    Luceid  ..................................................... BOS00000032
    Scarecrow, Steamgear and Leonhardt (The World's Footprint)  . BOS00000033
    Justine  .................................................... BOS00000034
    Humbaba (Ruins of Dreams)  .................................. BOS00000035
    Ephrem Zein (Abyss)  ........................................ BOS00000036
    Zephyr  ..................................................... BOS00000037
    Chameleon Man (Fila Del Fia)  ............................... BOS00000038
    The Schrodinger Family (Caging Tower)  ...................... BOS00000039
    Leehalt, Melody and Malik (Ruins of Memory)  ................ BOS0000003A
    Ose  ........................................................ BOS0000003B
    Malik & Melody (Cradle of the Metal God)  ................... BOS0000003C
    Wyvern  ..................................................... BOS0000003D
    Fafnir (Deus Ex Machina)  ................................... BOS0000003E
    Leehalt (Deus Ex Machina)  .................................. BOS0000003F
    Siegfried (Deus Ex Machina)  ................................ BOS00000040
    Dragna Sieg (Deus Ex Machina)  .............................. BOS00000041
    Hydra (Sacrificial Altar)  .................................. BOS00000042
    Salamandra (Sacrificial Altar)  ............................. BOS00000043
    Gespent (Demondo Pillar)  ................................... BOS00000044
    Asgard (Demondo Pillar)  .................................... BOS00000045
    Neribos (Demondo Pillar Rear)  .............................. BOS00000046
    Disaster Earth (Nightmare Castle) (Optional)  ............... BOS00000047
    Disaster Wind (Nightmare Castle) (Optional)  ................ BOS00000048
    Disaster Light (Nightmare Castle) (Optional)  ............... BOS00000049
    Disaster Moon (Nightmare Castle) (Optional)  ................ BOS0000004A
    Disaster Water (Nightmare Castle) (Optional)  ............... BOS0000004B
    Disaster Fire (Nightmare Castle) (Optional)  ................ BOS0000004C
    Disaster Luck / Tiamat (Nightmare castle)  .................. BOS0000004D
    Beatrice (Nightmare Castle)  ................................ BOS0000004E
    Beatrice (Ark of Destiny)  .................................. BOS0000004F
    Nega Filgaia (Ark of Destiny)  .............................. BOS00000050


   Optional Bosses
    Sadas & Sadas Jr.  .......................................... OBS00000001
    Ring Keeper (Decaying Labyrinth)  ........................... OBS00000002
    Emperor Marduk (Gunner's Heaven)  ........................... OBS00000003
    Bad News (Gunner's Heaven)  ................................. OBS00000004
    Mothership (Sky)  ........................................... OBS00000005
    Balal Quo Naga (round 2) (World Map)  ....................... OBS00000006
    Kraken  ..................................................... OBS00000007
    Bombur (Ark of Destiny)  .................................... OBS00000008
    Adult Magazine (Leyline Observatory)  ....................... OBS00000009
    Lolithia (Mimir's Well)  .................................... OBS0000000A
    Lunaire Zein (The Abyss)  ................................... OBS0000000B
    Zaverga Zein (The Abyss)  ................................... OBS0000000C


   Sealed Bosses
    Overview  ................................................... SLB00000001
    Arioch (Den of Miasma)  ..................................... SLB00000002
    Powered Trask (Ka Dingel)  .................................. SLB00000003
    Heimdal Gazzo (Disection Facility)  ......................... SLB00000004
    John Dee (Green Lodge)  ..................................... SLB00000005
    Ragu O Ragla (1) (The Abyss)  ............................... SLB00000006
    Ragu O Ragla (2) (The Abyss)  ............................... SLB00000007


   Millenium Puzzles
    Overview  ................................................... MPZ00000001
    Millenium Puzzle #1  ........................................ MPZ00000002
    Millenium Puzzle #2  ........................................ MPZ00000003
    Millenium Puzzle #3  ........................................ MPZ00000004
    Millenium Puzzle #4  ........................................ MPZ00000005
    Millenium Puzzle #5  ........................................ MPZ00000006
    Millenium Puzzle #6  ........................................ MPZ00000007
    Millenium Puzzle #7  ........................................ MPZ00000008
    Millenium Puzzle #8  ........................................ MPZ00000009
    Millenium Puzzle #9  ........................................ MPZ0000000A
    Millenium Puzzle #10  ....................................... MPZ0000000B
    Millenium Puzzle #11  ....................................... MPZ0000000C
    Millenium Puzzle #12  ....................................... MPZ0000000D
    Millenium Puzzle #13  ....................................... MPZ0000000E
    Millenium Puzzle #14  ....................................... MPZ0000000F
    Millenium Puzzle #15  ....................................... MPZ00000010
    Millenium Puzzle #16  ....................................... MPZ00000011
    Millenium Puzzle #17  ....................................... MPZ00000012
    Millenium Puzzle #18  ....................................... MPZ00000013
    Millenium Puzzle #19  ....................................... MPZ00000014
    Millenium Puzzle #20  ....................................... MPZ00000015


   Backgrounds
    Ability Symbols  ............................................ BCK00000001
    Status Changes  ............................................. BCK00000002
    Come back!!!!  .............................................. BCK00000003
    Black Market  ............................................... BCK00000004
    Power Tips  ................................................. BCK00000005
    Enemies  .................................................... BCK00000006
    Personal Skills  ............................................ BCK00000007
    Guardians  .................................................. BCK00000008
    EX File  .................................................... BCK00000009
    Completists Notes  .......................................... BCK0000000A
    Silly Quotes  ............................................... BCK0000000B


   Ending notes
    Copyrights - Terms of Use  .................................. END00000001
    How do you contact me?  ..................................... END00000002



 
 
 
 
 
 
                                                                  INT00000001
=============================================================================
Introduction 
=============================================================================
Wild Arms 3 was the first Wild Arms game to appear for PlayStation 2, and 
the crew made a lot of work to it. Wild Arms remained true to the basics of 
the series, but took full advantage of the possibilities of the PS2. Too 
bad the cel shading graphics were not commonly accepted by the fans (I 
quote "What the cell is going on?"), well I liked those. 
The Wild Arms crew is at least a crew who listens to the fans. Was Wild 
Arms 2 a bit crappy on the scenario, Wild Arms 3 made improvements, still 
not the best scenario, but more acceptable. Wild Arms 2 had a party of 6 of 
which you had to choose which 3 to use, which didn't work, people basically 
only used either "Ashley-Brad-Lilka" or "Ashley-Kanon-Lilka" and never 
switched. And thus, in Wild Arms 3, you have one big party of 4 and that 
never changes throughout the game. 
The FP system was carried over, which means you don't have to pay mana to 
cast spells, you must have a certain ammount of FP. You start with as many 
FP as your level is, you build up FP by by attacking or being attacked, you 
don't pay FP for casting spells, but you do for using Force Abilities. 
 
The force system has been reduced from WA1 and WA2 where you had 4 force 
abilities. In Wild Arms 3 all characters only got one unique force ability, 
taking up 25 FP to perform. They got gatling in which they fire up their 
gun and FP. And you can summon guardians which use up all your FP and the 
more FP you have the more powerful the guardian's spell will be. Summoning 
costs also MTC and the more you summon the more MTC your characters will 
receive. 
 
 
The gear system has been removed. So you won't get new gear to equip your 
characters with. In stead you can equip guardians. Each character can equip 
up to three guardians. In my character discription I'll tell you which 
guardians to equip on whom in order to use this FAQ correctly. You can try 
other setups, but this FAQ won't go about it, and some setups can make 
certain strategies impossible. Of course, in some battles a diffrent 
guardian setup has to be used, but when that's the case I'll explicitly 
note it! 
 
The guardians allow you to summon a guardian (duh), but they also grand 4 
magic spells each called "Arcana". 
 
Each guardian also gives you personal skills. These skills costs SP and the 
number of SP is always as high as your level. You can freely set and remove 
skills to your liking at any time of the game. You can gain additional 
skills by attaching an item to a guardian. You can then spend PS into that 
extra skills in the same manner as the guardian's initial skills. One 
warning, when you remove that item from a guardian the item will be 
destroyed, so be careful on how you set your items. 
Personal skills are also known as "passive abilities" and whenever they 
activate in battle you'll gain 0.1 experience multiplier points. For 
example: if Virginia gets 4x attacked with a poison spell, but she has a 
skill protecting her against it, the skill has activated 4 times to protect 
her, and thus she'll get 1.4x experience. This system is capped on 9.9x and 
some enemies easily get you that far. 
 
 
 
Now a bit of help on how I write my FAQs. All dungeons and cities in WA3 
are divided in rooms and all of them have a number. I start each room with 
the given number. If you have the item "Tracker" the numbers will become 
visible on your screen. After that I'll use the "=" to summ up what you 
have to do. Like this: 
       01: = Go North 
           = exit East 
       02: = Exit North 
       05: = VIRGINIA: Pick up the key 
           = exit south 
       02: = exit east 
and so on. When I say "exit" you leave the room in the given direction to 
enter the next room. When I start a line with a character's name it means 
that only that specific character can perform that action, so using any 
other won't work. This is mostly the case due to the tool system. 
In some dungeons (some disappearing dungeons) I could not retrieve the room 
number than I'll mark it like this 
- = Go North 
  = exit East 
- = Exit North 
- = VIRGINIA: Pick up the key 
  = exit south 
- = exit east 
 
 
 
I tried to make this FAQ that way that if you only want to use it to get 
past area you're stuck at, so I got a large index containing all dungeons 
cities, I listed the sidequests separately, and all bosses are also 
indexed. 
If you want to use my FAQ from start till finish, fine with me, in order to 
make that possible I'll make a note of it in this FAQ when certain 
sidequests become available, please note that such moment are not always 
the wisest to take them on, as your levels do count here and sometimes a 
few other recommendations. 
 
 
I also want to note that the game only has savespots in cities (looking 
like funny little men with a Mexican hat and all named after dwarves from 
"The Hobbit" a book by Tolkien). Dungeons do NOT have savespots... never 
ever.... Okay, only a few exceptions, but overall none. In stead you can 
use your gimel coins to save in dungeons. I got to note, only do that when 
you are really unsure, even though you score these coins easily you can run 
out when you save too much. You cannot save in dungeons you cannot leave 
without meeting a boss. 
Gimel coins can also be used when you lose a battle. Using one in that case 
will reset the battle so you can try it again. 
 
 
You will notice at at the start of every dungeon, city or boss fight I list 
all characters with levels. They are the levels I had when I took it all on 
for this FAQ. They are by no way recommendations, but when you are not sure 
if it's save to take stuff on, you may want to try to be at least my level. 
The maximum level is 100, and that level is very easy to achieve. 
 
And that sets things right, I suppose. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
                                                                  CHR00000001
=============================================================================
Virigina Maxwell 
=============================================================================
Virginia Maxwell is the main protagonist of the game. When the four main 
characters form a group at the start of the game, she is picked to be their 
leader. The leadership is not easy, as Virginia is young and inexperienced, 
and she'll soon learn that the life of a drifter is not as beautiful as she 
always imagined it to be. However she's a quick learner and matures quickly 
throughout the game and her setbacks make her stronger. Virginia is often 
seen as the bad protagonist due to her naive behavior, but maybe it's 
because I'm older than most fans, but I personally think that Viriginia is 
actually a protagonist as a "real one" would be. You'll have to learn to 
love her. :) 
 
In battle Virginia is the fastest character, and combined with the fact 
that her unique ability happens to be "Mystic" (that move is famous in the 
series) she's a very important character and can get you out of many messy 
situations. A major setback is the fact that she's the weakest in both 
offense and defense. She has, however a fair hand when it comes to magic, 
but she's not as strong a Gallows when it comes to this. 
 
 
 
Unique Force Ability: Mystic 
Viriginia can use it on almost any consumable to spread the effect of it 
over an entire group in stead of one target. This works on as well 
offensive items and healing items. 
She can also draw powers from equippable items (on which I mean, items you 
can attach to guardians) which won't get used up this way. 
 
 
Viriginia's Tools: 
- Thindercrest 
  = Viriginia throws out a crest and whenever it hits something inflamable 
    it will burn. Handy to light torches or burn things when needed. 
 
- Gale Crest 
  = Virginia will warp through the room and can cross some traps and even 
    narrow pits this way. 
  = Virginia won't stop until she hits a wall or falls into a wider pit 
 
- Change Crest 
  = It will turn VIT crystals into orange transparent blocks or vice versa 
  = When used on a ENC crystal Virginia will instantly teleport to the 
    crystals positions. This can be used to move over big pits or to move 
    through nets. 
=============================================================================
 
 
 
 
 
                                                                  CHR00000002
=============================================================================
Clive Winslett 
=============================================================================
Clive is a professional drifter making a living by visiting towns and 
performing tasks for them. He takes pride in getting a job done without any 
compromises. Clive is a historian who researches the decay of Filgaia, 
which he used to do with his father-in-law, but he continued the search 
alone after the old man passed away. He acts as the mature guy who has to 
keep Viriginia on the right track, teaching her the ways of a drifter, but 
truth is that he's pretty insecure, and though he hides it pretty well, on 
some moments his insecurity is exposed. 
 
In battle Clive is your powerhouse. He's slower than the others, but his 
physical attacks makes it all up for it. His gun has the least amount of 
ammo, but that problem is easily solved. On magic he's very weak, so I 
suppose you won't be using him much on that part. 
 
 
 
Unique Force Ability: Lock On 
= Accuracy in a attack (with ARM, not melee) is raised to 100%, and Clive 
  will deal 1.5x damage 
 
 
Clive's Tools: 
- Bombs 
  = A famous tool. Place a bomb and a few seconds later it will explode 
    destroying weak walls or objects 
 
- Might Gloves 
  = Allows Clive to lift or push heavy blocks 
 
- Grappling Hook 
  = This tool does NOT work the same as in other WA games!!!! 
  = Shoot a hook in the air and when it hits something to hook on it will 
    pull Clive up. Handy to reach spots otherwise out of reach. 
 
 
 
                                                                  CHR00000003
=============================================================================
Jet Enduro 
=============================================================================
A drifter who claims he has no memories and he can't stress enough he 
doesn't care about anything, especially not about Viriginia's childish way 
of thinking, who prefers to walk alone and blah blah blah. He acts very 
anti-social and rude all the time, and he appears to enjoy Virginia getting 
upset about it. But truth is that he's much softer than that, and sooner or 
later you'll discover what kind of guy he really is. 
 
Jet is very average. He doesn't suck in anything, but he doesn't excel in 
anything either, and basically it makes me wonder how to use him best. The 
fact that he can use "Accelerator" makes him handy in cases of emergency. 
 
 
Unique Force Ability: Accelerator 
When used Jet moves faster than anyone, no matter how quick his friends or 
foes are and can perform any action (except an other force ability). This 
move is particulary handy in tough situations. 
 
 
Jet's Tools 
- Boomerang 
  = Jet throws a boomerang which can be used to activate targets. When it 
    hits the wall it will fall down hitting targets below. With the 
    directional keys you can steer the boomerang a little, allowing you to 
    hit the otherwise impossible targets. 
 
- Radar 
  = Scans the rooms and marks all treasures in the room. 
 
- Jump Shoes 
  = Jump! Jump! Jump! 
 
 
 
 
                                                                  CHR00000004
=============================================================================
Gallows Caradine 
=============================================================================
A carefree kindof guy, Gallows tries everything to escape his duties as a 
Guardian Priest. His education was most of all skipping class or falling 
asleep during class, and he wanders the world looking for beer, girls and 
fun. Behind his carefree shell, we'll find a very senstive man, who's very 
protective over his younger brother, Shane. When it comes to the Guardians 
he's supposed to be serving he's caring more about them then he wants 
people to believe. When people do things that go beyond his sense of 
justice he jumps directly onto the barricade and is hard to control. He's 
more reliable than he ever imagined himself to be. 
 
In combat Gallows is very weak, but he's pretty quick, and he's the best 
magic user of the group and therefore also your first choice for the water 
guardian providing him healing spells. Healing, damage, anything magic is 
strongest when performed by Gallows and his Extention force makes things 
even better. 
 
 
Unique Force Ability: Extention 
Normally spells can only be used on one target. Extention allows you to use 
a spell on an entire group. Very handy in sticky situations. 
 
 
Gallows' tools: 
- Freeze Doll 
  = Freeze stuff and put out fires 
 
- Steady Doll 
  = Reach faraway places (a combination of Hanpan from WA1 and Pooka from 
    WA2) 
 
- Kramer Doll 
  = Instant encounter 
  = When used near a seal, the boss inside will break out igniting a boss 
    fight. 
 
 
 
 
 
 
                                                                  CHR00000005
=============================================================================
NPC characters 
=============================================================================
 
Good guys: 
- Halle 
  = Gallows' grandmother. A very knowlegable old woman and she'll help 
    Virginia in and her team throughout the entire game 
 
- Shane 
  = Gallows' younger brother (yes, he's a boy even though he looks like a 
    girl). He's a very bright pupil of Halle's and apears to be a pillar, 
    meaning he's very gifted in the power of the guardians. He has dreams 
    about the "blue manace" whatever that's supposed to mean. 
 
- Tesla 
  = Viriginia's uncle. He took care for Viriginia after both her father 
    disappeared and her mother passed away. He cares a lot for "his little 
    girl", and is not happy about her ambition to become a drifter. Still 
    he allows her to follow her dreams, 
 
- Catherine 
  = Clive's wife. A very pretty, yet caretaking woman 
 
- Kaitlyn 
  = Clive's daugher. A cute and sweet little girl, but she can't stand 
    celery. 
 
- Werner Maxwell 
  = Viriginia's father. He disappeared about ten years ago without leaving 
    a trace. He was a scientist and he taught Viriginia how to use an ARM. 
  = He's believed to be dead, but wether that be true or not, he's part of 
    a history which is very important. 
 
- Maya Schrodinger 
  = Viriginia's rival. 
  = Maya doesn't skip any oppertunity to scold Virginia for her naivity and 
    does everything to make Virginia stop being a drifter, and she does 
    that in a very rude and uncooth way. 
  = Truth is that she secretly cares for Viriginia and simply fears she'll 
    get hurt. 
 
- Alfred Shrodinger 
  = Maya's younger brother. 
  = Alfred is a very timid, yet social boy. He sees right through his 
    sister's rude guise and takes her for what she really is. 
  = He's very smart, knows a lot about technology and is a master with 
    explosives 
 
- Todd Dukakis 
  = Maya's bulter. He's a man of honor and will follow Maya and Alfred 
    wherever they go. 
 
- Shady Thousand 
  = A small dragonlike cat creature. Little is known about him aside from 
    him being out for fun, and being alittle claustrophic. 
 
 
 
Bad Guys: 
- Janus Cascade 
  = A profesional drifter who acts pretty sexist towards Viriginia, and 
    tries to exploit her inexperience. His motivations are unknown, but for 
    certain is that he's up to no good. 
  = Janus is like the evil twin of Ashley Winchester (main protagonist in 
    Wild Arms 2). Both characters use a bayonet and Janus special moves 
    mimic Ashley's. 
 
- Romero & Dario 
  = Two morons following Janus around. They are silly, they are dumb and 
    they are pathetic. Every time you meet them something silly is certain 
    to happen. 
 
- Asgard 
  = A golem serving the Prophets. He learns through collecting data from 
    the battles he's in. 
 
- Leehalt (Japanese name: Richard) 
  = Leader of the Prophets. He appears very knowlegable about programming 
    and ancient technology. 
 
- Melody (Japanese name: Milady) 
  = The only female member of the prophets. She's obsessed about being 
    beautiful, and she desperately hates Clive Winslett. 
 
- Malik 
  = A very odd member of the prophets. He gives the impression not to take 
    life seriously, acts as a joker. 
  = He appears to be working on secret experiements, but it's unknown for 
    what purpose. 
 
 
 
 
 
 
 
 
 
                                                                  PRO00000001
 
     PROLOGUE     
 
 
 
In the prologue you'll have to play a solomission with all characters one 
by one, the order doesn't matter, but for this FAQ I'll do Viriginia, Jet, 
Gallows, Clive, but it's completely up to you. 
Once you did them all, the party will immediately unite, you get one boss 
to fight and there the prologue ends. 
 
 
 
 
                                                                  PRO00000002
=============================================================================
Viriginia's Prologue 
Dungeon: Gob's Hideout 
=============================================================================
My level:   Virginia   Lv 1 
=============================================================================
Enemies: 
= Gob 
Boss: 
= HobGob Boss 
=============================================================================
New Tool: 
= Thindercrest (Viriginia) 
=============================================================================
Overview: 
This dungeon is not hard to understand. The only enemy you can find here 
are Gobs, and they are pretty cowardish, and will waste a lot of turns 
discussing who should actually hit you. 
=============================================================================
      013: = South 
           = Hit the switch 
           = Exit West 
      011: = You will get an encounter of two gobs. Just defeat them, 
             they're easy. 
           = Up the stairs 
           = Exit North 
      012: = OPTIONAL: Destroy all crates (pick them up and throw them 
             away) and you may find some nice healing items 
           = Remove the crate before the treasure chest. 
           = Open it 
=============================================================================
           NEW TOOL: Thindercrest 
           Viriginia will throw a red crest into the direction she's 
           currently facing which will keep on going until it's stopped by 
           a wall or something.Anything on the way of this crest that's 
           inflameble will burn. You can also use this tool to light 
           braziers/torches. 
=============================================================================
           = Exit South 
      011: = Use the thindercrest to light the soutern torch (to the west) 
           = Exit West 
      010: Forget about the treasure chest to the south. There's no way to 
           reach it from here. 
           = Go North 
           = Exit West 
      008: This room has a weak floor. When you walk or run over it you'll 
           fall through it (resetting the room) 
           Hold down the cancel button, (which is &nbsp;O&nbsp; by 
           default), and make your way west without releasing that button. 
           Once you made it to the west side, exit west. 
      008: Follow the corridor and exit east at the end 
      003: = OPTIONAL: Both doors to the north can be opened by using the 
             Thindercrest on the torch south of them. They both lead to 
             treasure, nothing more. 
           = In this room, make your way East 
           = Exit East 
      005: = Down the stairs 
           = OPTIONAL: The switch opens the north door which leads to 
             treasure 
           = Exit west at the bottom of the stairs 
      003: = Go to the wheel next to the door north 
           = Grab the wheel (&nbsp;X&nbsp; by default) and turn the left 
             analog stick around until the door opens. 
           = Exit North 
      004: = OPTIONAL: Open the chests for several treasures 
           = Open the chest North-East (after removing the crates blocking 
             it, of course) to find a Duplicator, and the "Right Half" 
           And now I'm gonna be rude, but I did have a guy in the past 
           e-mailing me like crazy (it was getting close to spamming me) 
           how to find this item as he claimed he didn't have it on the 
           moment in the game you need this thing. Point is, as you need 
           that duplicator that comes with this item to exit this dungeon, 
           IT'S ABSOLUTELY IMPOSSIBLE TO MISS THIS ITEM UNLESS YOU'VE BEEN 
           CHEATING OR EXPLOITING BUGS NOT KNOWN TO ANYBODY. 
           Cut short, mail me about how to get the "Right Half" and I'll 
           ban you from mailing me. I love helping people, but mailing me 
           problems that are impossible (which I told him countless times 
           btw) is a waste of my time (and yours). 
           = Exit South 
      003: = Go South 
           = Use the duplicator to open the south door (this is the only 
             door locked with a duplicator that you MUST open to complete 
             the game. All others lead to optional rooms only). 
           = Exit South 
      002: Go South, exit South 
      001: Move south until you find the first boss 
 
 
                                                                  BOS00000001
+--------- 
| Boss: 
+---------------- 
| HobGob Boss 
+-------------------------------------------------------------------------- 
My level:   Virginia   Lv 1 
=============================================================================
Abilities: 
- Tackle 
  = Normal attack (10+ damage) 
=============================================================================
This battle is only a tutorial. HobGob Boss has unlimmited HP, only the 
force ability "Gatling" will kill him instantly. 
Gatling is a force ability all four playable characters have, and it will 
fire all your bullets, in combination with using up all your FP. Well, that 
doesn't explain it well, not right at all. Oh, what the heck, you'll learn 
the way it works throughout the game. 
Point is your FP is not yet sufficient to do this. Just fire away and heal 
when you need. Sooner or later the game will explain how Gatling works, and 
put you FP to 100. Once that's happened, use "Gatling" and you win the 
battle. 
=============================================================================
Winning this fight will conclude Virginia's prologue. 
 
 
 
                                                                  PRO00000003
=============================================================================
Jet's Prologue: 
Dungeon: Doomed to Obscurity 
=============================================================================
My level:   Jet   Lv 3 
=============================================================================
New Tool: 
= Boomerang (Jet) 
=============================================================================
Enemies: 
= Ascomid 
Boss: 
= Tatzelwurm 
=============================================================================
Overview: 
The advancements to next rooms is pretty straightforward, but the room 
contain puzzles and walking routes that appear a little complex. 
You need a good insight and study the room well before doing things. 
=============================================================================
NEW TOOL: BOOMERANG 
The boomerang is a pretty nifty tool, and Jet gets it right away upon 
starting his prologue, so that's easy.Jet throws a boomerang which will if 
you do nothing just come back, as a boomerang is supposed to do. When you 
hit specially desinged targets (looking like green bulbs) with it, 
something will happen that might help you solve the puzzle in the room 
you're in. When the boomerang hits the wall or other kind of barrier, it 
will fall down making you able to hit targets below. (To those who played 
WA2, it works a bit like Ashley's Hurl Knife).When you use the directional 
buttons (or left analog stick) while the boomerang is flying it's course 
will change. On several occasions you need to make use of that as the 
targets you need cannot be hit elseway. 
=============================================================================
       01: = Go up the stairs east and follow the route around the corner 
             north 
           = Don't walk the entire way north, halfaway is a stairway, hit 
             it and proceed nort. 
           = Hit the other stairs, and around the corner west 
           = All the way west and drop off west (you'll get a short 
             tutorial on how the dropping off system works). 
           = Up the stairs and proceed west, and around the corner south 
           = When you cannot go further south, east of you is a set of 
             stairs, hit it, and hit the other as well and go east 
           = Around the corner south 
           = At the end west and hit the stairs 
           = Use the boomerang on the wooden barrier in order to remove it 
           = Now a stairway inside the pyramid has been revealed. Hit it. 
       02: Go North until the grounds crumbles under your feet and you'll 
           fall down (you cannot take the chest right now in any way. And 
           no the walk-slowly trick you could use in Virginia's prologue 
           doesn't work here). 
       03: = Up the stairs East 
           = Drop off East 
           = Up the stairs south 
           = Drop off West 
           = OPTIONAL: Chest South-West = Heal Berry 
           = Up the stairs west 
           = Down the stairs north 
           = Up the stairs west 
           = OPTIONAL: Chest = 600 Gella 
           = Stand on the most North-west position of this platform 
           = Throw your boomerang to the target south here 
           = Drop off East 
           = Exit North 
       04: There are spear traps here. Spear will come out of the floor and 
           hurt you. 
           = Just RUN all the way west 
           = At the end, exit south 
       05: = Run all the way South 
           = At the end exit East 
       06: You will meet some people here. They'll offer to hire you to 
           find a missing person, but Jet will automatically decline. 
           = Exit East 
       07: = Run all the way North 
           = At the end exit West 
       08: Jet will now explain to the player how hanging in nets works. 
           = South 
           = Jump into the net 
=============================================================================
           OPTIONAL 
           = All the way west 
           = Drop off at the end 
           = Open the chest for a Mini-Carrot 
           = Drop off East 
           = Make your way east and don't touch the spikes 
           = Up the ladder 
           = South and back into the net 
           END OPTIONAL PART 
=============================================================================
           = Go west until you are above the center platform 
           = Drop off onto it 
           = North 
           = Jump into the net here 
           = West 
           = At the end drop off 
           = Exit West 
       09: Go South, exit East 
       10: = South, and jump into the net 
           = Climb up 
           = Jump into the net above you 
           = Go to either east or west to climb up 
           = Drop off North 
           = North 
           = Jump into the north net 
           = OPTIONAL: If you want the chest climb up and claim it 
           = Drop off on the most east position possible 
           = Exit East 
       11: = Run all the way north 
           = Exit West 
       12: = Stand as much center as possible and RUN all the way North 
           = OPTIONAL: Claim the chests (Revive Fruit, and Gimel Coin) 
           = Exit North (downstairs) 
 
                                                                  BOS00000002
+--------- 
| Boss: 
+---------------- 
| Tatzelwurm 
+-------------------------------------------------------------------------- 
My level:   Jet   Lv 3 
=============================================================================
Abilities: 
- Heave 
  = Normal attack (10 or so damage) 
- Baking Breath 
  = Fire attack 
=============================================================================
This is a tutorial battle. Just play long enough to get 25FP then use 
"Accelerator" with an attack and it'll die. 
(You can only kill this boss by using "Accelerator"). 
=============================================================================
       13: = Go up the stairs and find out that a cave-in blocked your path 
             (Pike will open an alternat path for you) 
           = Exit West 
       14: = Go to the North-West and jump into the net 
           = Climb up and go South 
           = Jump into the net above you. 
           = Climb up 
           = Go south-east of this net 
           = Drop off East 
           = Drop off East again 
           = Go North and jump into the net above you 
           = Climb up and go east 
           = Jump into the net above you 
           = Climb up and exit up the ladder 
       15: = Go to the north-east of the room 
           = Jump into the net and climb up 
           = Go West 
           = Jump into the next net and climb up 
           = Stand on the center east of this net and throw the boomerang 
             to the south-east 
           = Go West and jump into the net 
           = All the way south and drop off 
           = East 
           = Jump into the next net and climb up 
           = Hit the west target with the boomerang 
           = Go south and jump into the net 
           = Climb up 
           = Exit up the ladder 
       16: After Pike's done talking, exit south 
This concludes Jet's Prologue. 
 
 
                                                                  PRO00000004
=============================================================================
Gallows' Prologue: 
City: Baskar Colony 
=============================================================================
My level:   Gallows   Lv 3 
=============================================================================
Overview: 
Baskar is (as always in a Wild Arms game) a native-american style village 
devoted to the guardians. 
In Wild Arms 3 it will also be the center of nearly all your activities, so 
you'll be spending a lot of time here. 
=============================================================================
- = OPTIONAL: Speak to Ellen (a woman walking around in the village) and 
    say to her "How'd you guess?", "Yeah. You wanna help me out?" and "I 
    wanna run away and be free." Now she'll give you 5x Heal Berry and 3x 
    Gimel Coin. 
  = Exit North 
- = Once the intro is done speak to "Granny" and she'll reveal some kinds 
    of traps. 
  = Exit South 
- = Go to the south part of town and speak to Cordell (a guy walking around 
    in this area) and he'll explain you how the searching system works (you 
    must have done that or you cannot search on the world map, which you 
    need to do to find nearly all cities and dungeons). 
  = Exit the village south 
 
 
 
                                                                  PRO00000005
=============================================================================
Gallows' Prologue 
Dungeon: Fallen Sanctuary 
=============================================================================
Enemies: 
= Pillbug 
Boss: 
=============================================================================
New Tool 
= Freeze Doll (Gallows) 
=============================================================================
How to get there: 
= First Cordell (in Baskar) must have told you how the searching system 
  works. 
= When you leave Baskar, go South-West 
= When you come past a beach into the dunes (which is a sea of quicksand 
  acting as the sea as far as this game is concerned) go East 
= As soon as you can south 
= When you can go no more south, search here 
=============================================================================
Overview: 
This place serves multiple purposes, but the other purpose will be 
explained on the moment it actually gets relevant, and that is not right 
now. 
For now it's just a dungeon that is straight forward and the puzzles are 
very easily overviewed and revolve most of all about putting out torches 
with the Freeze Doll you'll obtain here. 
Gallows as the "Aqua Wisp" Medium equipped. All you need to know about that 
for now is that it allows Gallows to use magic and all enemies here need 
magic to be defeated (as Gallows is too weak to kill them physically). 
You'll be relying most on "Refridgerate" for this in random encounters, and 
for the boss... that comes later. 
=============================================================================
       01: = Drop off North 
           = OPTIONAL: If you feel good about it hit the switch to open the 
             way back (if you don't it will happen automatically when you 
             get back here) 
           The stairway in the center serves no purpose at all during the 
           prologue, so leave it be. You'll find out its purpose soon 
           enough once you completed the prologue. 
           = Exit North 
       03: = North 
           = Push the block north onto the switch (you'll get a short 
             tutorial about it when you touch the block) 
           = Exit North 
       04: Exit East 
       05: = The outer chests are optional, the center chest contains your 
             first tool for Gallows 
=============================================================================
           NEW TOOL: FREEZER DOLL 
            The Freezer Doll will send out a cold beam into the direction 
           Gallows faces as long as you hold to tool button. You can turn 
           Gallows around while sending the beam (and some puzzles require 
           you to). The doll can freeze objects and put out fires. 
=============================================================================
           = Exit West 
       04: = Follow the way North 
           = Use the freezer doll to put out the torch 
           = Exit West 
       06: Follow the road and exit South 
       07: = Stand between the four torches 
           = Keep the tool button pressed and turn around and don't release 
             the tool button till all fires are out 
           = Exit West 
       08: Go East, exit East 
       09: Follow the road and exit North 
       10: = Pull the block west x3 and push it south x1 
           = A switchplate will lower stand onto it 
           = Exit West 
       11: = Follow the way north 
           The switch plate is useless at this stage of the game. It leads 
           to a bonus you'll have to come back for later in the game, so 
           ignore it for now. 
           = Exit North 
       13: Go North, exit North 
       14: = Stand in the center of the braziers 
           = Use the freezer doll to put them all out (read: hold tool 
             botton and turn around 360 degrees). 
           = Exit North 
 
                                                                  BOS00000003
+--------- 
| Boss: 
+---------------- 
| Kesaran Pasaran (x4) 
+-------------------------------------------------------------------------- 
My level:   Gallows   Lv 3 
=============================================================================
Abilities: 
- Mission Accomplished 
  = Normal attack 
- Issuing warning 
  = Skip turn 
- Throws a cordon 
  = Spawns allies until there's a group of 4 again. 
=============================================================================
As with the other prologue bosses, this one too serves only for tutorial 
purposes. 
You need to build up FP to 25 points. Once you have that use "Extention" in 
combination with the spell "Pressure" to kill them all at once 
(any other method will just result into them calling new allies endlessly). 
=============================================================================
The boss is down and you'll obtain the Arc Sceptre, but it's not over yet. 
       15: Exit South x2 
       13: = Go South until you are locked in. 
           = When Shane appears, stand as close to him as possible and use 
             the Ark Scepter 
           = Now speak to Shane 
 
This should conclude Gallows' prologue. 
 
 
                                                                  PRO00000006
=============================================================================
Clive's Prologue 
Dungeon: Den of Miasma 
=============================================================================
My level:   Clive   Lv 5 
=============================================================================
New Tool: 
Bombs (Clive) 
=============================================================================
Enemies: 
= Barghest 
Boss: 
=============================================================================
Overview: 
The game makers deemed this prologue the hardest of the four, and I guess 
it *is* a bit sucky. 
Clive has first of all only two bullets so you'll be reloading quite a lot 
(you can do that by guarding, in case you didn't know) :) 
Clive is the only one who'll meet two bosses on his way (which is both the 
same boss actually), and there's a little more than that. 
This dungeon begins normally up till the moment you meet the boss. Once you 
defeated the boss you'll get yourself poisoned and you cannot cure it in 
any way, at this stage (bummer). When you make it out in this stage, your 
poison will be cured and you'll get a long event in which you have to fight 
the boss again. Beating it that time will end this prologue. 
Taken this into consideration, I suppose this really is the hardest of the 
four prologues, but it's doable, and even though Clive's the slowest 
character of the game, your enemies are even slower. :) 
=============================================================================
NEW TOOL: BOMBS 
Place a bomb, wait three seconds and it'll explode. You can use this to 
blow up weak walls and certain objects. 
=============================================================================
      001: = OPTIONAL: Speak to Borgnine three times to score three Heal 
             Berries 
           = Go North 
           = Exit East 
      002: Go East, exit East (you cannot claim the treasure chest right 
           now) 
      003: = OPTIONAL: Heal Berry at 6 o' clock :P 
           = North 
           = At the end use your bombs to blow up the west wall 
           = Exit West here 
=============================================================================
      004: OPTIONAL 
           = Go West 
           = Exit South 
      002: = use your bomb on the jellyfishes and you have 1 second to get 
             past them 
           = Claim your prize (Revive Fruit x2) 
           = Go back west and use the bomb again to get past the 
             jellyfishes 
           = Exit North 
           END OPTIONAL PART 
=============================================================================
      004: = At the east side of the room, blow up the little rocks north 
             with you bombs 
           = Go North 
           = Exit North 
      005: Go Northm, exit North 
      006: = Go north and around the corner west 
           = Use the bomb on the jellies here and they'll become harmless 
           = From here go South 
           = Exit South 
      005: Follow the road and exit South at the end 
      004: = Follow the road and bomb all jellies that block your path 
           = OPTIONAL: Chest = Gimel Coin 
           = Exit West 
      007: = OPTIONAL: Bomb the west wall and behind the passage revealed 
             are some treasures. (The strange blue thing as no value at 
             this stage of the game). 
           = Bomb the rocks to the north and proceed north 
           = Bomb the jellies and proceed north 
           = Exit west 
      008: Go North 
 
 
                                                                  BOS00000004
+--------- 
| Boss: 
+---------------- 
| Goldrake 
+-------------------------------------------------------------------------- 
My level:   Clive   Lv 5 
=============================================================================
Abilities: 
- Bite Strike 
  = Normal attack 
=============================================================================
And for Clive counts too that the boss battle (or this first round of it at 
least) serves as a tutorial. 
Keep shooting when you have ammo and guard to reload when you are out of 
ammo until you got 25FP and until the boss got airborne. 
Once the boss is Airborne use the Force Ability "Lock-On" to win this round 
=============================================================================
First of all Clive's poisoned. He'll lose HP at every turn in battle and 
with every step he makes outside of battle. You cannot cure it at this 
stage of the game. This places you in a bit of a time limit, but when the 
going gets though you can still use heal berries to extend your time, and 
as long as you do nothing the poison will do nothing either, so DON'T 
PANICK. 
(Due to the place you end up in, it's impossible for me to track down the 
room numbers, so I won't note them for the rest of this dungeon). 
 
- = East 
  = Bomb the wall 
  = Exit East 
- = Follow the corridor and bomb your way through the jellies 
  = When a rock drops before you, stand as close to it as possible and 
    place a number of bombs in succession to blow it up. 
  = Exit South 
- = Drop off South 
  = East 
  = Drop off East 
  = Exit East 
- Follow the corridor and exit west at the end 
- Go West exit West 
 
 
Now you'll have to sit out some scenario and once you sat it all out the 
boss came back for you to seek revenge. 
                                                                  BOS00000005
+--------- 
| Boss: 
+---------------- 
| Goldrake 
+-------------------------------------------------------------------------- 
My level:   Clive   Lv 5 
=============================================================================
Abilities: 
- Toxic Breath 
  = Poisons you 
  = This move will only be used once 
- Glider Dive 
  = Normal attack 
=============================================================================
You got yourself one antidote now, and in the first turn the boss will 
always poison you, but it will only do that once, so use your antidote 
after you got poisoned. 
After that you'll need to shoot it a few times with lock on (when you don't 
lock on, the shot will always miss) and guard when you're out of ammo. 
=============================================================================
Winning this fight will conclude Clive's Prologue. 
 
 
 
                                                                  PRO00000007
=============================================================================
Introducing Janus Cascade 
=============================================================================
Sit out the scenario and the group will eventually get into a fight with 
Janus Cascade and his two (pathetic) helpers. 
                                                                  BOS00000006
+--------- 
| Rival Drifters: 
+---------------- 
| Janus, Romero and Dario 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv3; Clive Lv6; Jet lv4; Gallows lv3 
=============================================================================
Abilities Janus: 
- Multiblast 
  = Hurt entire party. Only used in the first turn to start the tutorial 
    about Viriginia's Mystic ability. 
- Sniper Shark XR 
  = Standard Range attack 
- Heretic Stab 
  = Standard Melee Attack 
 
Abilities Romero: 
- Throwing star 
  = Normtal attack 
 
Abilities Dario: 
- Guillius TH12/23 
  = Normal attack 
=============================================================================
Well, remember these three as they are going to bug you during the entire 
first chapter that starts after this fight. And Janus will bug you a long 
time after that too, so I hope they didn't frustrate you too much. 
Romero and Dario are not your big treat. You can easily heal through their 
attacks (where Gallows is your healer). Janus on the other hand is a more 
dangerous opponent. 
In the first turn have everybody guarding and Janus will perform Multiblast 
to hurt you all. Fortunately he only performs that move during the first 
turn, and a tutorial explaing Virginia's Mystic ability will follow, but 
better ignore that. Whenever Virginia does not guard she's dead, so she's 
useless in this fight. 
After that, let the Clive and Jet take out Romero and Dario and Gallows 
should act as your healer with his healing spell. 
When Romero and Dario are out take out Janus himself in the same manner. 
=============================================================================
Winning this fight will conclude the prologue. You can save your game at 
this point and then the first chapter will begin. 
 
 
 
 
 
 
 
                                                                  CH100000001
 
     CHAPTER 1     
 
Chapter 1 is rather a chapter to get along in the story. 
The game will just send you from one dungeon to another. Most of the time 
you'll be bothered by Janus Cascade. 
 
 
 
                                                                  CH100000002
=============================================================================
City: Baskar Colony 
Let's return the Ark Sceptre 
=============================================================================
How to get there: 
You are dropped from a train in the middle of nowhere. So I'll guide you to 
the village, since you don't know the way yet, I guess :) 
= West 
= When you hit a mountain north 
= When you hit another mountain west and keep hugging the mountain 
= As soon as you can north 
= AS soon as you can North East 
= Ta-daaaaaa! 
=============================================================================
Upon your arrival Hall will give you 1200 Gella. 
After that you'll learn stuff about the Ark Scepters. 
Halle will also destroy Gallows' Aqua Wisp Medium, which means he won't be 
able to do magic any more, but that's not a problem... You'll get a new one 
soon. 
After the lot of blah blah, you can leave the village and go to the Fallen 
Sanctuary. 
 
 
                                                                  CH100000003
=============================================================================
Dungeon: Fallen Sactuary 
The Four basic Guardians 
=============================================================================
My levels: Virginia Lv4; Clive Lv7; Jet lv5; Gallows lv5 
=============================================================================
Enemies: 
= Pillbug (Not likely but possible) 
Bosses: 
= Schturdark 
= Moor Gault 
= Fengalon 
= Grudiev 
=============================================================================
New Guardians: 
= Schturdark (Aqua Wisp) 
= Moor Gault (Fiery Rage) 
= Fengalon 
= Grudiev (Terra Roar) 
=============================================================================
Now you need to go up the stairs and hear out the explanation Gallows will 
give you about the guardians. 
After that you need to examine the four monoliths (the N, S, E, W ones, the 
others cannot be reached at the present time). 
When you examine those Monoliths you fight the guardian tied to it, when 
the guardian accepts you as the winner you'll gain his medium. From this 
moment on the "Evoke" system will be activated making you able to equip the 
guardian to a character. For now you'll only gain the Arcana spells from 
that medium, the other powers in it will be unlocked later. 
 
I strongly suggest you equip each medium as soon as you obtain them. 
I recommend the next 
- Viriginia 
  = Grudiev (Terra Roar) 
- Clive 
  = Moor Gualt (Fiery Rage) 
- Jet 
  = None (for now) 
- Gallows 
  = Schturdark (Aqua Wisp) 
  = Fengalon 
I can't stress enough that when you want to put the power explained in my 
FAQ to the fullest to always keep that setup unless I EXPLICTLY state 
otherwise. 
 
 
Okay, I said you had to fight the guardians. I start with the North 
Monolith, and will take them on, CLOCKWISE. 
                                                                  BOS00000007
+--------- 
| Guardian 
+---------------- 
| Schturdark 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv4; Clive Lv7; Jet lv5; Gallows lv5 
=============================================================================
Abilities: 
- Assault Tide 
  = Strong Water Attack on all targets 
- Big Press 
  = Normal attack (also used to couter you attacks) 
- Refridgerate 
  = Ice attack one target 
- Pressure 
  = Water attack one target 
=============================================================================
In the first move Schturdark will always use his most powerful move. I 
therefore suggest to let Virginia guard there. 
In the turns that follows you can just attack away, his counterattacks miss 
99% of the time. Problem is that you cannot heal through magic, so you'll 
have to use your items, but as HP recovery items are not for sale in shops 
and not easily attained in this stage of the game, I recommend you not to 
push it. Virginia can help a lot by mysticking (wow, now word) those items. 
                                                                  BOS00000008
+--------- 
| Guardian 
+---------------- 
| Grudiev 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv6; Clive Lv7; Jet lv6; Gallows lv6 
=============================================================================
Abilities: 
- Planet Breaker 
  = Heavy earth attack on entire party 
- Megasmash 
  = Normal attack (used much as counter) 
- Petrify 
  = Earth attack on one target 
=============================================================================
In the first move Grudiev will always use his most powerful move. I 
therefore suggest to let Virginia guard there. 
In the turns that follows you can just attack away, his counterattacks miss 
99% of the time. 
I hope you took on Schturdark first and have the Aqua Wisp medium equipped 
on Gallows so he can aid the party with his healing spells. 
                                                                  BOS00000009
+--------- 
| Guardian 
+---------------- 
| Moor Gault 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv7; Clive Lv8; Jet lv7; Gallows lv7 
=============================================================================
Abilities: 
- Vapor Blast 
  = Strong Fire attack against entire party 
  = This move kills Virginia unless you either let her guard all the time 
    or she's heavily overlevelled. 
- Vulcan Beak 
  = Normal attack (also used to counterattack) 
- Cremate 
  = Fire attack on one target 
=============================================================================
Moor Gault is the strongest of the four and therefore you should not 
underestimate his power. 
You must have done Schturdark first so you have your healing powers ready. 
Virginia should guard throughout the entire fight or she's toast. 
Moor Gault has the least HP though, so this battle can be pretty short 
                                                                  BOS0000000A
+--------- 
| Guardian 
+---------------- 
| Fengalon 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv8; Clive Lv9; Jet lv8; Gallows lv8 
=============================================================================
Abilities: 
- Hi-Speed Ripper 
  = Strong wind attack on entire party 
- Turbulence 
  = Increase dodge rate 
- Sonic Scratch 
  = Normal attack (also used as counter-attack) 
- Inspire 
  = Thunder attack on one target 
=============================================================================
Fengalon is not exactly strong, but he's fast... Very fast, so you have to 
think ahead. 
First turn is easy to predict, as that's always Hi-Speed Ripper. You may 
want to let Virginia guard there, but it's not really needed, she should 
survive. 
Fengalon likes to increase his already high dodge rate a lot, so it's hard 
to hit him. If you did already beat Grudiev you can cast "Petrify" on him 
as that will do a lot of damage. 
In physical attacks, he doesn't do them often and his counterrate is pretty 
low compared to the others, but he is also more accurate than the others. 
But in general this fight is very easy. 
=============================================================================
When you got all guardians done, return to the stairs down and you'll get 
some more information about your mediums. 
You'll be able to summon. You can summon any time you want, but it will 
take 1 MTC point, when you're out of MTC points you cannot summon anymore. 
You can restore MTC points by resting at an inn. 
By killing a certain number of enemies by summons, your max MTC points will 
increase. 
Downside is however that summoning reduces your FP to 0 and the more FP you 
had the more powerful the guardian. The power move they all used in their 
first turn is the move they'll perform on your enemies. 
 
After that return to Baskar Colony. 
 
 
                                                                  CH100000004
=============================================================================
City: Baskar Coloy 
We got the Four Guardians 
=============================================================================
My levels: Virginia Lv8; Clive Lv9; Jet lv8; Gallows lv8 
=============================================================================
Upon arrival Halle will power up your mediums and with that the personal 
skills become available. This is a very important feature as nearly all 
your power and defense lies in those skills. 
See the personal skill section for more information. 
When that's all done, speak to Roykman (the travelling salesman south in 
town) choose the "Chat" feature. He'll tell you about Jolly Roger and 
leave. 
With that you got your next target set. 
Leave the city and go to Jolly Roger 
 
 
                                                                  CH100000005
=============================================================================
City: Jolly Roger 
=============================================================================
My levels: Virginia Lv8; Clive Lv9; Jet lv8; Gallows lv8 
=============================================================================
How to get there: 
= Go to the Fallen Sanctuary (don't enter it) 
= From there go East 
= As soon as you can south 
= When you reach the edge go east 
= Cross the bridge south 
= Go West and keep hugging the edge 
= When you follow the edge you'll find a beach into the dunes. Search 
  there. 
=============================================================================
Overview: 
Just a little town. This town will play a much more important role later on 
once you'll be able to explore the dunes. 
For now let's just go for the scenario :) 
=============================================================================
- = OPTIONAL: CLIVE: Bomb the south side of the big crate north of the 
    entrance to obtain a Migrant Seal (See Migrant Seal Section for more 
    information) 
  = Enter the inn (south of town, next to savespot) 
- = Speak to Hannah (the barmaid) and choose the "Chat" feature 
  = When the game prompts to give her 150 Gella accept 
  Now you'll automatically have a rest. The party will after that discuss 
  things. Virginia convices the boys to remain a group, and surprisingly 
  they accept and Clive appoints Virginia as the leader (as it was her 
  idea). Now the story can really begin, oh yeah. 
  = Leave the inn 
- You'll meet Janus Cascade and his two henchmen, he'll make a proposal but 
  Virginia will reject it automatically (for now) 
  (You'll see a blackhaired girl walking away from Romero and Dario. Take 
  note of that. You'll find out eventually why). 
  = Leave the city 
 
 
                                                                  CH100000006
=============================================================================
Dungeon: Ruins of Memory 
=============================================================================
My levels: Virginia Lv8; Clive Lv9; Jet lv8; Gallows lv8 
=============================================================================
Enemies: 
= Spartoi 
= Annaberge 
= Blue Book 
Boss: 
= Janus, Romero and Dario 
=============================================================================
How to get there: 
= Head East from Jolly Roger 
= When you reach the edge go south and keep following the edge 
= When you reach the south-east corner search and you'll find the dungeon 
=============================================================================
Overview: 
The name has a MEMORY. After all Jack's Prologue Dungeon in Wild Arms 1 was 
also called "Ruins of Memory", and in Wild Arms 2 we have a "Memory Maze" 
(most likely a mistranslation to "Ruins of Memory") where Ashley was 
accompanied by Anastasiia and Lucied. 
The place will let you use your tools a lot, of all four characters. 
There's a little complexity in the dungeon's set up, but it's no big deal. 
=============================================================================
       01: Exit North 
       02: Go North, exit North 
       03: You'll find Janus again coming up with the same proposal. Oddly 
           Virginia will accept this time, meaning Janus will go with you, 
           but not as a playable character 
           = Exit North-East 
       04: = Hit the way South 
           = You can break the glass by either bumping into it or using 
             Clive's bombs 
           = Step on the switch plate 
           = Exit South 
       05: = South 
           = Up the stairs east 
           = JET: Hit the target north with the boomerang 
           = Get onto the western platform 
           = Exit West 
       02: = Stand in the center of the bridge 
           = GALLOWS: Use the Freezer Doll to put out all torches 
           = Exit West 
       06: = OPTIONAL: Chest behind south glass wall = Heal Berry 
           = Destroy the northern and the center glass walls 
           = Move the block onto the switch up north 
           = Exit North 
       07: = OPTIONAL: Chest = 1500 Gella 
           = Go North 
           = Exit North 
       08: = OPTIONAL: Chest behind glass = Gella Card 
           = Follow the corridor 
           = OPTIONAL: North exit is treasure. Take it if you want and come 
             back here 
           = Exit East 
       10: You'll be locked in this room and you can't leave until you 
           completed the puzzle 
           = East 
           = CLIVE: When you reach the east side, destroy the statue up 
             north with the broken arm with a bomb 
           = Stand onto the switchplate that's now revealed 
           = Exit East 
       11: = OPTIONAL: To the south is a switch that opens a shortcut out 
             of the dungeon. (not that you need it, but hey, I'm supposed 
             to tell you) :) 
           = Exit Noth 
       12: = CLIVE: Bomb the west wall 
           = Exit West 
       13: OPTIONAL: The chests south contain a Memoires Pen, you can 
           attach that to a guardian medium to obtain a skill that protects 
           against Amnesia (though I prefer to keep that item in my pocket 
           for the time being). 
           There's also a Growth Egg. Using that on a character will 
           increase his/her maximum MTC by 1. 
           The third chest is sealed and you need a duplicator to open it 
           (which you probably don't have at this moment). If you can open 
           it you'll gain Name Tag x3 (worthless item). 
           = JET: There's a boomerang target behind the pillar. To hit it, 
             stand a bit south of it from the east platform, throw the 
             boomerang and use the directional buttons or the left analog 
             stick to steer the boomerang to the target 
           = Exit North 
       14: = GALLOWS: Put out the blue flame with the freezer doll and a 
             platform will lower 
           = Stand on that platform 
           = VIRGINIA: Use the thindercrest from here to light the torch 
             Gallows just put out 
           = Exit North 
 
                                                                  BOS0000000B
+--------- 
| Rival Drifters: 
+---------------- 
| Janus, Romero and Dario 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv8; Clive Lv9; Jet lv8; Gallows lv8 
=============================================================================
Abilities Janus: 
- Multiblast 
  = Attack entire party 
- Heal Berry 
  = Heals up Romero and Dario 
  = Janus will use this one on them whenever you attack them regardless if 
    it's his turn or not. 
 
Abilities Romero: 
- Looses Nerve 
  = Ups RFX or waste a turn 
- Throwing star 
  = Normtal attack 
 
 
Abilities Dario: 
- Zip up 
  = Ups DEF or waste a turn 
- Guillius TH12/23 
  = Normal attack 
 
Combo Ability Janus + Romero + Dario 
- Trinity 
  = Strong series of attacks on one target 
=============================================================================
Well a lot of Blah Blah about that "Trinity" move, and Janus will use it in 
the first turn, but it's no big deal. 
Romero and Dario will do nothing at all and don't bother attacking them, 
Janus will heal them instantly regardless if it's his turn or not. 
Fire all your lead into Janus first, after a few blows he'll make a run for 
it and Romero and Dario will fight on without him. They are still as weak 
as ever (even Virginia shouldn't be impressed), and you don't need any 
special knowledge to get rid of them. 
=============================================================================
When you win this battle you'll score a Duplicator, and this concludes this 
dungeon. 
In Wild Arms 3 you'll be teleported out of a dungeon as soon as you 
completed it. Cool, huh? 
 
 
 
 
 
                                                                  CH100000007
=============================================================================
City: Clayborne 
=============================================================================
My levels: Virginia Lv9; Clive Lv10; Jet lv9; Gallows lv9 
=============================================================================
How to get there: 
- First return to Jolly Roger 
- = Speak to Dennis (he's west of town) and hear him out about trains 
  = Leave Jolly Roger 
- = Make your way over the bridge north-east of Jolly Roger 
  = Go West and when you find a rail road follow it west and search near 
    the mountain to find a railway station. Enter it 
- Buy a ticket to West wood and hit the train. When you arrive leave the 
  station 
- = Go all the way east and when a railroad comes close to you, search the 
    area at the railway corner to find the city 
=============================================================================
Overview: 
Just a town like many others here. 
You can start up the "Martina van Basten" sidequest here (see sidequest 
section for more information). 
You can also buy yourself some horses (2000 gella), but you can also skip 
for that later, that's up to you. 
=============================================================================
- = Speak to Becky (a girl in the east side of town), she'll mention some 
    ruins to the east 
  = Leave the city. 
 
 
 
                                                                  CH100000008
=============================================================================
Dungeon: Serpent's Coils 
=============================================================================
My levels: Virginia Lv9; Clive Lv10; Jet lv9; Gallows lv9 
=============================================================================
Enemies: 
- Jelly Blob 
Bosses: 
= The Schrodinger Family 
= Janus, Romero and Dario 
=============================================================================
How to get there: 
= From Clayborne go East 
= When you see an alcove in the mountain north, go into it and search there 
=============================================================================
Overview: 
This dungeon is a bit awful in layout. It's a bit complicated in setup. 
There's a switch here that activates the tracker system. It will show the 
room numbers (which are the same numbers I show in my FAQ each new room). 
This dungeon you'll be introduced to the Schrodinger family, whom I 
personally nickenamed "The Frustration Foundation". It's a drifter team led 
by Maya Schrodinger and she acts very obnoxious and will do anything in her 
power to annoy you. 
For random encounters you'll encounter only "Jelly Blob". They are immune 
to ANY form of physical attack. Any elemental Arcana spell will have to do 
the trick here. I hope you got the levels to do that in one turn. 
This is also the first dungeon in which you can find trapped chests after 
battle. You gotta choose who disarms it. The higher the luck of that 
character the more chance it gets disarmed succesfully, when the disarm 
fails something bad will happen. 
Let's just get this show on the road 
=============================================================================
      001: Exit North 
      002: Go North, exit North 
      006: Exit East 
      008: = Flip the switch North 
           = Exit East 
      009: = Flip the switch (now the room numbers become visible. And some 
             more effects too) :) 
           = OPTIONAL: Chest North = Gella Card x2 
           = OPTIONAL: Chest South = 2000 Gella 
           = Exit West 
      008: = North 
           = Exit West 
      010: Go west, exit South 
      004: = South 
           = At the end up the stairs east 
           = Exit East 
      006: = North 
           = Drop off East at the ultimate north side 
           = Step onto the switch plate 
           You'll get a little scene in which you'll first meet the 
           Schrodinger Family. Just hear them out until they leave (they 
           are gonna annoy you). 
           = Drop off South 
           = Exit East 
      008: = Drop off East 
           = North 
           = Exit West 
      010: Go West, exit south 
      004: = South 
           = Up the stairs east 
           = Exit East 
      006: Exit North 
      010: Exit North 
      011: = North 
           = Hit the switch 
           = Proceed North 
           = OPTIONAL: Treasure = Gimel Coin & Lucky Card x3 
           = Exit West 
      012: = West 
=============================================================================
           OPTIONAL 
           = Exit West 
      013: Follow the corridor and exit south at the end 
      014: = If you got a duplicator open the chest south with it to score 
             a Nectar 
           = West chest = Clear Chime 
           = East chest = Migrant Seal 
           = Exit North 
      013: Follow the corridor and exit east at the end 
      012: END OPTIONAL PART 
=============================================================================
           = South 
           = OPTIONAL: Using the switch gets you a shortout out (you don't 
             need it, but hey) :P 
           = Up the stairs 
           = North 
           = Exit East 
      011: Maya will hit the switch to annoy you resetting the puzzle. 
           She'll only do that once in this room, so don't worry 
           = Drop off 
           = Hit the switch again 
           = Go Norht 
           = exit West 
      012: = South 
           = Up the stairs 
           = North 
           = Exit East 
      011: As I told you, Maya won't pop up this time 
           = Exit East 
      015: Follow the corridor and exit North at the end 
      016: = VIRGINIA: Use the thindercrest to defrost the switch 
           = Flip the switch 
           = GALLOWS: Freeze the switch 
           = Go West (Maya will try to flip the switch to annoy you, but as 
             it's frozen she won't succeed) 
           = Exit West 
 
                                                                  BOS0000000C
+--------- 
| Rival Drifters 
+---------------- 
| The Schrodinger Family 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv9; Clive Lv10; Jet lv9; Gallows lv9 
=============================================================================
Abilities Maya: 
- Vantage Rage MM 
  = Maya's normal attack 
- AW-RSTN87 
  = Strong attack against one target 
 
Abilities Alfred: 
- Homemade Bomb 
  = Weak attack on one target 
 
Abilities Todd: 
- Healing Factor 
  = Heals ally 
  = Whenever you attack Maya or Alfred Todd will instantly cast this spell 
    regardless if it's his turn or not. 
- Black Fenrir 
  = Todd's Normal attack 
  = TRIVIA: Named after the sword of honor Jack can get in Arctica Castle 
    in Wild Arms 1. 
- Psycho Crack 
  = Attack + Confusion on one target 
  = TRIVIA: Named after Jack's initial Fast Draw attack in Wild Arms 1. 
 
Abilities Shady 
- Baking Breath 
  = Fire attack one target 
- Blizzard breath Breath 
  = Ice attack one target 
=============================================================================
First of all I refuse to use the silly names the game gives you now, I just 
use the names they really have. 
Blonde = Maya 
Timid Boy = Alfred 
Afro = Todd 
Cat (?) = Shady 
 
The only thing that matters in this fight is taking Maya down, as soon as 
she's down the battle is over in your favor. 
This is easier said than done as Todd will heal her (and her little brother 
Alfred) whenever she gets attacked. Todd is also a very skilled swordsman 
with very nasty move (trivia: they mimic Jack's Fast Draw in Wild Arms 1). 
So task one is, take down Todd. He's taugh, but if you cast "Cremate" on 
him (or use a fire gem) his afro will catch fire hurting him at the end of 
each turn. Only use that fire spell once. 
Now focus all your attacks on Todd until he's out of the battle. Gallows 
should be aggressively healing everybody. Todd has the bad habit of causing 
confusion too. I hope you got a few pinwheels, but you can do without them 
(it makes the fight only a bit harder). 
 
Once Todd is out this battle is 70% easier. Now it's up to you if you go 
straight for Maya or if you want to take the others down first. Alfred and 
Shady are very easy. 
 
Maya can become dangerous once she's getting low in HP, summonning a super 
gun dealing a lot of damage. Of course, when you have all other 3 out, this 
is no problem at all, but even with only Todd out you can win easily, as 
long as you heal yourself. 
=============================================================================
     017:: Exit North 
     018:: = North 
           = OPTIONAL: Sideways is treasure, if you want it :) 
           = Exit North 
     019:: = Go all the way north 
           = Try to take the mask 
 
                                                                  BOS0000000D
+--------- 
| Rival Drifters: 
+---------------- 
| Janus, Romero and Dario 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv10; Clive Lv10; Jet lv10; Gallows lv10 
=============================================================================
Abilities Janus: 
- Heretic Stab 
  = Melee attack 
- Multiblast 
  = Attack entire party 
- Oops, sorry! 
  = Janus switches places with either Romero or Dario so they take the blow 
    instead of him. 
  = Janus can use this ability whenever you target him for any sort of 
    attack. 
 
Abilities Romero: 
- Looses Nerve 
  = Ups RFX or waste a turn 
- Throwing star 
  = Normtal attack 
 
 
Abilities Dario: 
- Zip up 
  = Ups DEF or waste a turn 
- Guillius TH12/23 
  = Normal attack 
 
Combo Ability Janus + Romero + Dario 
- Trinity 
  = Strong series of attacks on one target 
=============================================================================
This battle is not hard, even though the three act more aggressively than 
before. You can easily keep it up with healing and even the "Trinity" combo 
is still a joke. 
It's senseless to attack Janus. Whenever you do he'll switch places with 
one of his followers having them to take the blow in stead. So here's the 
rub. Strike down Romero and Dario first and once they are out there's no 
more man for Janus to switch with, so you can take him out. 
=============================================================================
Winning this fight concludes this dungeon. 
You'll end up fully rested in Clayborne. When you are ready, leave the city 
and head for Ka Dingel. 
 
 
                                                                  CH100000009
=============================================================================
Dungeon: Ka Dingel 
=============================================================================
My levels: Virginia Lv10; Clive Lv10; Jet lv10; Gallows lv10 
=============================================================================
Enemies: 
= Gagison 
= Annaberge 
Boss: 
= Trask 
= Janus 
=============================================================================
How to get there: 
As Janus told you, go to the peninsula south-west of Clayborne and search 
there 
=============================================================================
Overview: 
Ka Dingel is the final dungeon of chapter 1. The overal layout is 
straightforward but the difficulty of the puzzles has been raised a bit. 
When it comes to enemies, they are not really that hard. The first boss 
Trask is not hard either. When you defeat him a Boss Seal will appear. You 
cannot use that at the current stage of the game, but if you wanna know 
more, read the "Sealed Boss" Section. 
At the end of the dungeon you'll get to face Janus again, and even though 
Romero and Dario aren't part of this fight he's harder than ever. In fact, 
this may be the first boss fight that really shows a challenge as he's very 
extremely insanely hard. In other words "BE PREPARED!" 
=============================================================================
      001: = Go straight North 
           = Exit North 
      002: = Either drop off or go down the stairs 
           = Move the east block east x3 
           = Move the other north x1 
           = Move it east x4 
           = Tada... A bridge. Cross it 
           = Push the block of the platform to the north 
           = Drop off North 
           = OPTIONAL: You can pull the block east to form a bridge to the 
             treasure. 
           = Push the block west to form a bridge to the exit (IMPORTANT! I 
             said PUSH and NOT pull!!!) 
           = Go over the east side south up the stairs 
           = Cross the bridges you made 
           = Exit North 
      003: Follow the corridor and exit east at the end 
      004: = Step onto the switch and an elevator will lower 
           = Step onto it 
           = Turn the wheel to go up 
           = East 
           = OPTIONAL: You can drop off to hit the north exit for treasure 
             (Gella Card x3, Gimel Coin, Duplicator), but that will mean 
             you gotta start over the entire puzzle 
           = Drop off East 
           = Use the wheel to go up until the system won't let you go 
             further 
           = Move East 
           = Use the wheel here to go up 
           = Exit East 
      006: Go up the stairs and exit south at the end 
      007: Go South 
                                                                  BOS0000000E
+--------- 
| Boss: 
+---------------- 
| Trask 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv10; Clive Lv11; Jet lv11; Gallows lv11 
=============================================================================
Abilities: 
- Biomissile 
  = 115+ attack 
- Big Press 
  = Regular attack (also used for counterattacks) 
- Poison Breath 
  = Poison one target 
=============================================================================
Heathing something then cooling it down will make something fragile. 
Sometimes the other way around, but the combination heath and ice makes 
fragile and this boss is the first obtacle in a long series till the end of 
the game that makes use of that principle. 
Trasks body is completely unpenetrable, so first make somebody cast Cremate 
on it, and then as cast Refridgerate on it, and Trask's defense will drop. 
After that this will overall become a pretty general attack when you can 
and heal when you must battle. 
You must keep in mind that Trask can poison you. It does counter all your 
attacks, but that mostly misses. 
=============================================================================
After this fight you'll see a strange red orb appear with strange blue 
circles around it, making it give an atomic look. 
That's a monster seal, it has absolutely no function at all at the present 
stage of the game, you'll have to come back for that later in the game (See 
the "Sealed Bosses" Section for more information about that). 
You did score a moonstone here. Equipping it on a guardian gives the 
"[Poison] Ward" skill. 
 
      007: Exit South 
      008: Follow the corridor and exit west at the end 
      009: You can go for the chests, but that means you gotta start this 
           room over. 
           = Up the ladder 
           = Jump into the net 
           = Drop off in the south-east corner 
           = OPTIONAL: If you want the chest, drop off east claim it and 
             start over. (Heal Berry) 
           = Jump into the southern net 
           = West 
           = At the end drop off 
           = North and jump into the northern net 
           = OPTIONAL: North east is a chest (Revive Fruit). Take it if you 
             want and start over 
           = Climb up th net 
=============================================================================
           OPTIONAL 
           = Hit the NORTHERN exit west 
      010: Follow the corridor and exit south 
      011: = Claim your prizes. (Blue Bracer, and Duplicator chest = 
             Booster Kit) 
           = Exit North 
      010: Follow the corridor and exit east 
      009: END OPTIONAL PART 
=============================================================================
           = Hit the southern exit West 
      012: Follow the corridor and exit North 
      013: = Stand beside the second torch 
           = GALLOWS: From here put out the southern torch without touching 
             the north one 
           = All the way North 
           = GALLOWS: At the end put ot the second toruch 
           = Drop off North 
           = Exit North 
      014: Go up all the stairs and at the end exit East 
      015: Nice to note, the chests to the south contain a gimel coin, and 
           this is a very good moment to use one, as Janus is close and 
           he's though. 
           = When you are ready, proceed East 
           = Hit the elevator and press the button to activate it. 
 
                                                                  BOS0000000F
+--------- 
| Rival Drifter 
+---------------- 
| Janus 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv10; Clive Lv11; Jet lv11; Gallows lv11 
=============================================================================
Abilities: 
- Rising Nova 
  = Extremely strong attack against one target (250+ Damage) 
- Heretic Stab 
  = Weak attack 
- Sniper Shark XR 
  = Regular attack 
- Multiblast 
  = Attack on entire group. 
=============================================================================
Janus is very extremely strong this time, and to tell the truth, most of 
the optional bosses are easier than this. 
Nearly all your attacks will be countered, that's not the strongest he can 
do, but the damage is significant, even more because of his supermove 
"Rising Nova" which deals very much damage, in combination with the 
counters (and in some turns Janus even acts twice) you're in for a rough 
ride. 
I personally only made Jet and Clive attack, that keeps the damage of 
counters a bit under control. Those two do the most damage anyway. This 
means that Gallows should heal like crazy with the healing spell, and when 
you are in trouble Virginia could use a heal berry (in all other turns she 
should guard). 
This should work well, but no guarantees.. ok? 
=============================================================================
 
 
 
 
                                                                  CH200000001
 
     CHAPTER 2     
 
 
In chapter 2 things get in motion. You saw the prophets before, and in this 
chapter they become your opponent. 
During this chapter four new guardians will be introduced, you don't have 
to fight against those, though some other boss fights will be there. 
Overall this chapter is straight forward, though a few things can be taken 
on in random order. 
This chapter is also significantly longer than the prologue and chapter 1. 
Good luck. 
 
P.S. If you didn't already do it yet, buy the horses in Clayborne. You 
cannot reach your next destination without them. 
 
 
 
 
We start at the inn in Clayborne, let's go to Little Twister. 
                                                                  CH200000002
=============================================================================
City: Little Twister 
=============================================================================
My levels: Virginia Lv12; Clive Lv12; Jet lv12; Gallows lv12 
=============================================================================
How to get there: 
= First of all you MUST have bought the "horsies" in the barn in Clayborne 
  by now, if you didn't you cannot reach this town! If you don't have them 
  yet, buy them now (2000 Gella) 
= Mount your horse and go from Clayborne all the way west 
= Jump over the gorge and proceed west (You can only jump over gorges while 
  mounted on a horse. Please note that the jumping should happen 
  automatically, but the feature is a bit bugged, so you'll need several 
  attempts 
= When you find a beach into the dunes, search the area a bit north to it 
=============================================================================
Overview: 
A city with little law and order, that's how this place was described by 
Gallows. 
Well I guess there are a few things here not completely right. 
I hope you brought some cash with you, as you need it to proceed 
=============================================================================
- Enter the inn 
- = Speak to Angela (the innkeeper) and use the "chat" feature. 
  = "Point to a 500 Gella bottle" (this will cost you 500 gella though) 
  = After the party has discussed the stuff, leave the inn and the entire 
    town. 
 
 
                                                                  CH200000003
=============================================================================
Dungeon: The Unclean Mark 
=============================================================================
My levels: Virginia Lv12; Clive Lv12; Jet lv12; Gallows lv12 
=============================================================================
Enemies: 
= Orc 
Bosses: 
= "Robed Woman" (Melody) 
= Janus 
=============================================================================
How to get there: 
North-east of Little Twister. It's hard to spot though. 
=============================================================================
Overview: 
This dungeon is one with many traps. A girl will "lead" you through this 
dungeon, but stay alert as she's trying to lure you into your death (at the 
end of the dungeon you'll discover why). 
The boss fights in this dungeon are though, so be well prepared. 
=============================================================================
      001: Go North, exit West 
      002: You'll meet a girl named Claudia here. She'll make you a 
           proposal, which you'll automatically accept. 
           Then for this puzzle. The pyramids need to be bombed by Clive. 
           But once a bomb explodes activating a pyramid you got only 2 
           seconds to activate the others or the puzzle resets. 
           Have Clive to walk past the pyramids and place the bombs while 
           you are walking this saves time. Skip all random encounters as 
           they will spook everything up. 
           Practice if you need, and once you succeed, exit North 
      003: = OPTIONAL: Duplicator door west leads to treasure (Dragon 
             Fossil, 3000 Gella, Heal Berry, Heart Leaf) 
           = East 
           = At the end exit South 
      005: = East 
           = Go South 
           = Now Claudia will move forward to hit the switch for you, go 
             either North or South as quickly as you can or the device here 
             will knock you straight dead (which just resets this room, so 
             no worries). 
           = Speak to Claudia 
           = Hit the eastern exit North 
      006: = OPTIONAL: West exit contains treasure. (watch out, south-west 
             treasure is a mimic). Claim it if you want (Mimic = Duplicator 
             x2, others = Gimel Coin, Lucky Card x3, Gella Card x2) 
           = Follow the corridor and exit west at the end 
      003: = Follow the road 
           = JET: At the south is a target. Hit it with the boomerang 
           = Exit West 
      008: Another time in which you'll be lured to death. Claudia will 
           walk toward the switch. As soon as you speak to her she'll walk 
           over it, after that the bridge will collapse. Run North before 
           you fall down. If that happens you can get out easily, but it 
           hurts. 
           = Speak to Claudia 
           = Exit North 
      009: Go North, exit North 
      010: = Step onto the switch and the blocks will roll to you. 
           = CLIVE: Use your bombs in succession to destroy them and make 
             your way east 
           = Exit East 
      011: Follow the corridor and exit East (you cannot yet do anything 
           with the switch and the door south at this stage of the game) 
      013: This puzzle is the same as at the entrance, but a bit harder. 
           First of all, any encounter will spook everything up. Even the 
           appearance of the exclamation mark means you can better start 
           over. 
           You need to place bombs to activate the pyramids and they need 
           to explode all in less than 2 seconds. 
           Walk this way 
         X   X   X   X
	   .   .   .
	   .   .   .
	 X   X   X   X
           Place your bombs on the spots I marked with a . and DON'T STOP 
           moving while placing the bombs. 
           You may need to practice. When you succeed, exit North 
      014: = Up the stairs east 
           = Move a bit to the middle and RUN all the way North (You'll get 
             a scene with Claudia. No trouble, as soon as she's gone, RUN 
             STRAIGHT NORTH). 
           = At the end exit WEST 
      015: = At the south west is a crystal, take it and move immediately 
             straight north (don't run). 
           = Speak to Claudia 
                                                                  BOS00000010
+--------- 
| The Prophets: 
+---------------- 
| Melody <br>("Robed Woman") 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv12; Clive Lv12; Jet lv12; Gallows lv12 
=============================================================================
Abilities: 
- Eliminate Scanner 
  = 280+ damage to Clive 
- Total Inahalator 
  = Very much damage to entire party. 
=============================================================================
I refuse to call her "Robed Woman", the girl you're currently fighting is 
named Melody. 
And she's mad. Clive insulted her, so Clive must pay. This makes things 
easier as Clive and Clive alone will be attacked all the time. Nobody else, 
so you can predict what she'll do and you know you gotta heal Clive. The 
problem is that your "Heal" spell cannot keep up to the damage Melody 
causes to Clive every turn and you MUST keep Clive alive. If Clive dies, 
Melody will cast "Total Inahalator" to finish the entire party off in once. 
This is thus gonna be costly on your healing berries. Just use them about 
every turn unless you manage to keep Clive above 320 HP at least, which is 
with healing spells a next to impossible feat (if it's not impossible you 
are dramatically overlevelled and need a life). :P 
So have Virginia to use a healing berry on Clive at the start of every turn 
and let the others attack Melody. 
The advantage may be that Clive gains FP like crazy so you may be able to 
finish her off with a gatling. 
Letting Clive do nothing but guarding is a strategy you could follow 
(reduces Melody's attack to 220+) but as Clive is the one who deals much 
damage that will take forever and Melody's attacks will still be stronger 
than your healing spells. 
=============================================================================
      015: Melody will make a run for it in the most cowardish way. No 
           matter. 
           You cannot save by using Gimel Coins now until the next boss has 
           been defeated. (oh bummer) 
           = Exit North 
      016: Go North, exit North 
 
                                                                  BOS00000011
+--------- 
| Demon Servant: 
+---------------- 
| Janus 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv13; Clive Lv13; Jet lv13; Gallows lv13 
=============================================================================
Abilities: 
- Negative Rainbow 
  = 190+ damage on entire part 
- Dark Speak 
  = 150+ damage on one target 
=============================================================================
Here we got Janus again, but as he's no longer human, his fighting style 
has been completely revamped. 
He no longer uses a bayonet but the Dark Spear and the power from that 
thing sucks, and you're once again in for a rough ride. 
Basically he casts "Negative Rainbow" in the first turn, in the turn after 
that a normal attack, and after that he'll repeat that cycle over and over. 
In the first two turns, don't overuse your healing, just attack and heal 
your weakest ones with a heal spell. 
In the third and fourth turns, evaluate how bad you sitiuation is. If only 
one of your party members (or less) is below 200 HP just heal your weakest 
with a healing spell, and basically this should be the case. 
In turn five the Negative Rainbow may really fall bad on you, let Virginia 
Mystic a heal berry. 
In turn six you should most likely be able to defeat him, if not, repeat 
the above strategy. 
=============================================================================
Winning from Janus concludes this dungeon. You'll be camping out discussing 
the situation. 
After that return to Little Twister to return Claudia and complete the 
mission. 
 
 
                                                                  CH200000004
=============================================================================
Dungeon: Lunatic Garden 
=============================================================================
Enemies: 
= Marid 
= Oak 
Bosses: 
= Malik ("Slickster") 
= The King of Angolmois 
=============================================================================
New Tool: 
= Steady Doll (Gallows) 
New Guardian 
= Celesdue (Moon Spark) 
=============================================================================
How to get there: 
= First of all, speak to Claudia in the inn/saloon in Little Twister and 
  ask her about the "Giant Shrine". 
= On the world map go South-East 
= When you see a railway in the distance search the edge to the dunes to 
  find the place 
=============================================================================
Overview: 
Here you'll find the first guardian of the four you'll find during this 
chapter, her name is "Celesdue" and she's considered the Guardian of 
Darkness. 
You'll also find Gallows' second tool here, and you can guess you'll be 
using it quite a lot. 
The puzzles are pretty medium here, and the dungeon total layout is very 
basic (like most of the dungeons in WA3). 
At the end of this dungeon you'll meet Malik (though the game calls him 
"Slickster" at this point as his real name has not been said to the party 
yet. I don't consider revealing his name as a spoiler here as it's 
imprinted in the game manual) :P 
He's very very terrible, so be well prepared. After Malik's beaten you 
cannot save by Gimel Coins anymore and you won't exit the dungeon as 
normally. You need to back till halfway the dungeon where you'll fight The 
King Of Angolmois, and contractionally to earlier games he's not an 
optional boss here. 
After killing Angolmois, the dungeon is concluded and then you'll be warped 
out (and after that gimel coins also work again). 
=============================================================================
      001: = Go north 
           = At the north-east side of the bridge you'll find a 
             switchplate. Step onto it and the door North will open. 
           = Exit North 
      002: = OPTIONAL: East and right chest are Gella Card x3 and 3500 
             Gella 
           = Open the center chest 
=============================================================================
           NEW TOOL: STEADY DOLL 
            The steady doll can be seen a bit as a combination with Hanpan 
           (Wild Arms 1) and Pooka (Wild Arms 2), in case you played 
           neither of those two games, a deeper explanation is in order. 
           When used Gallows throws the doll out, if it hits nothing at all 
           it'll just come back. When it hits a switch or a treasure chest, 
           the doll will activate it for you and come back. When the doll 
           hits a wall or something it will stop moving and respond to the 
           directional keys or the left analog stick. Steer it into the 
           direction you want and press X to make it activate a switch or 
           treasure. When you press the tool or cancel button the doll will 
           then return the control to Gallows.Wow, that was a pretty 
           mouthful of information there :) 
=============================================================================
           = Exit South 
      001: = OPTIONAL: GALLOWS: Use the Steady doll to hit the switch west 
             to reach the duplicator door. Behind it you can find a Migrant 
             Seal (though you need the steady doll to get it) and a Tiny 
             Flower and a Revive Fruit x2. 
           = GALLOWS: Use the steady doll on the switch to the East 
           = Exit East 
      004: = Go East 
           = GALLOWS: Use the steady doll to push the block east and north 
             (order doesn't matter) 
           = Exit South 
      005: Go up the stairs and hit the exit at the end 
      004: Exit West 
      001: Cross the bridge and exit West 
      006: Go to the south east puzzle and let's take a look at it. 
       A B C D     N      * = Switch
     1 *     2     ^      1 = Single Block
     2     1       |      2 = Double Block
     3
     4 *     *
           The object is easy, have a block on each switch and yes the 
           Steady Doll will have to do here. Let's go. 
           = GALLOWS: Use the Steady Doll to push the single block on C2 to 
             C4 (you may need to turn the camera diagonally for the second 
             push) 
           = GALLOWS: Use the Steady Doll to push the block you just moved 
             to C4 to A4 
           = GALLOWS: Use the Steady Doll to push the upper block on D1 to 
             the west so that it will fall on C1 
           = GALLOWS: Use the Steady Doll to push D1 to D4 
           = GALLOWS: Use the Steady Doll to Push C1 to A1 
           = Up the steps 
           = Exit North 
      007: Go up the stairs and hit the exit at the end 
      008: = West 
           = Up the staris 
           = GALLOWS: Use the Steady Doll to hit the switch North 
           = Exit East 
      009: = North 
           = Take the most WESTERN way south 
           = Drop off ONTO the switch 
           = North 
           = Take the EASTERN way south 
           = OPTONAL: Chest = Growth Egg 
           = Exit East 
      010: = East 
           = Stand as much south as you can 
           = GALLOWS: Send the Steady Doll from here to the switch and 
             you'll see you on an elevator bringing you up. 
           = Make your way west up here, and exit west 
      009: Go West, exit West 
      011: Go up the stairs and hit the exit 
      012: You are on a garden-on-the-roof... A bit Babylon style I 
           suppose. In this room you won't get into random encounters. 
           I recommend to use either Clive or Gallows for this. Virginia 
           and Jet are shorter and that matters in this room. 
           = Pick up a crate 
           = Stand on the stairs west (if you have Gallows or Clive, if you 
             use Jet or Virginia you need to be on the platform) and throw 
             the crate onto the pyramid. 
           = GALLOWS OR CLIVE: Pick up another crate 
           = GALLOWS OR CLIVE: Go to the south-west part and throw the 
             crate onto the pyramid west (Virginia and Jet cannot reach it 
             as they are both too short) 
           = Pick up a crate 
           = Go up the stairs east 
           = Throw the crate onto the pyramid west of this upper platform 
           = OPTIONAL: Chest south of upper platform = Duplicator 
           = Exit North 
      013: = GALLOWS: Use the Steady Doll to hit the switch west 
           = Exit West 
      014: This is the room with the "Chock" (or "Big Thingamajig" as 
           Virginia will call it later in the game). You'll find one at the 
           end of all four Guardian temples during this chapter. Not really 
           important but a good road marker :) 
           This is a very good moment to use a Gimel Coin to save your 
           game. 
           = When you are ready exit North 
                                                                  BOS00000012
+--------- 
| The Prophets: 
+---------------- 
| Malik </big><br>("Slickster")<big> 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv14; Clive Lv14; Jet lv14; Gallows lv14 
=============================================================================
Abilities: 
- Watching your move 
  = Skip one turn 
- Disorder 
  = Confuses one character 
- Eliminate Scanner 
  = 180+ damage on one target 
- Tri-Injury 
  = Disease, Misery and Amnesia all at once on one target 
- Total Inahalator 
  = Strong attack on entire party 
=============================================================================
This guy is terrible. At first you cannot hit it with normal attacks, but 
whoever has the Terra Roar equipped (for me that was Virginia) can cast 
decellerate on him to fix that problem. 
The point is that this guy is constantly confusing people and you can try 
to use pinwheels to fix it, but it's what we call in Dutch "Dweilen met de 
kraan open", which litterally translates into "Mobbing with an open tap", 
perhaps you can feel what that saying means. No? Let's just say that it 
means it's pointless (not the exact meaning, but I guess you get the 
picture). 
You'll be getting a lot of damage here from your comrades. He can do 
"Eliminate Scanner" like Melody, but this time it's not nearly as powerful 
as Melody's. It's the confusion what gets you. The other status changes he 
can cause by "Tri-Injury" are much less of a problem. 
 
In basic winning or losing is completely in the hands of Lady Luck. How 
often will Malik confuse you (if you are lucky never, if you are unlucky 
all the time), and also he can cast a superpowerful attack on the entire 
party, and does he go crazy with that or not. When you are lucky he'll even 
skip turns. You never know, and that makes it impossible to write a good 
strategy on him. :( 
=============================================================================
Malik will make a run for it. You'll also obtain the guardian Celesdue in 
the form of the Moon Spark Medium. I gave it to Jet. 
Now you need to cure all the bad statusses you may have from this battle. 
Disease and Misary in particular. You'll need to use spells to beat the 
next boss. You cannot save now until the next boss is dead. 
 
      014: Exit East 
      013: = Up the stairs and hit the switch 
           = Drop off East 
           = Get onto the eastern higher platform 
           = Exit South 
      012: Go West, exit West 
      011: Drop off South, exit West 
      009: Go East, exit East 
      010: = East 
           = Drop off North 
           = Exit west 
                                                                  BOS00000013
+--------- 
| Boss: 
+---------------- 
| The King of Angolmois 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv14; Clive Lv14; Jet lv14; Gallows lv14 
=============================================================================
Abilities: 
- The 7th Moon 
  = Strong attack on the entire party 
- Agony Attack 
  = Non Elemental Magic Attack (195+ Damage) 
- Screaming Mad 
  = Darkness attack on one target 
=============================================================================
This guy is bothersome. It takes an eternity to kill him unless you go 
crazy with the spell "Grav" that the new guardian you just obtained 
provides. I had it on Jet so I let him go crazy with that spell. The one 
weating that medium can also be made immune to darkness and it's wise to do 
so. 
Most of his attacks are easy to heal through, but occasionally (if you are 
unlucky) he can cast "The 7th Moon" causing a lot of damage on the entire 
party. He uses it so little that I got many angry mails claiming he doesn't 
even have that spell, well I played this game over 100 times from start to 
finish, and I have confirmed that he has it, so don't mail me about it, 
I'll only ban you for your trouble. As said he barely uses that spell, but 
he has it and when he uses it you suffer dearly. If you are unlucky you got 
a rare case that he goes crazy with it, and then you are most likely toast, 
but that is a very rare scenario. 
Please note, "Grav" never kills, it deals a lot of damage, but never lethal 
damage, so you'll need to keep shooting if you want to finish him off. 
=============================================================================
Winning this fight will conclude the dungeon. 
You'll end up at the inn in Little Twister. 
 
 
 
                                                                  CH200000005
=============================================================================
Dungeon: Sand Canal 
=============================================================================
My levels: Virginia Lv14; Clive Lv14; Jet lv14; Gallows lv14 
=============================================================================
Enemies: 
= Cave Taurus 
Bosses: 
= The Hulskarls 
= The Hulskarls 
= The Hulskarls 
= Janus 
=============================================================================
How to get there: 
= First talk to Claudia at the saloon in Little Twister, and she'll reveal 
  the location of this dungeon. 
= Leave little twister and go North-west 
= When the way's blocked go a littl east to find a ramp up 
= Go up that ramp and go straight on and search at the end of this way 
=============================================================================
Overview: 
This is one of my least favorite dungeons. 
The dungeon starts with a boss fight. The Hurlskals, or "imbecile knights" 
as I like to call them. The battle against them is not exactly easy, 
however if you can keep that fight under control you may not have that much 
trouble. Starting right is what matters here. 
After that we have a dungeon part that is not that hard. Halfaway the 
dungeon you'll meet the Hurlskals again, but that fight is EXACTLY the same 
as your previous fight against them. Once you win that you'll immediately 
have to fight them again, and that time an extra knight joins them. 
When you win that you are at least rid of those knights, but then a party 
begins where you need a quick eye and an even quicker hand movement. Hard 
to explain in this overview, but prepare to be frustrated, and you may need 
some practice. 
At the end of this dungeon you'll have to battle Janus (yeah I know, Janus 
is getting old), and this time it's an endurance fight. The fight is set up 
that way, that you'll most likely leave this dungeon with an empty VIT bar. 
=============================================================================
      001: Go North-West and you'll meet the Hulskarls 
 
                                                                  BOS00000014
+--------- 
| Boss: 
+---------------- 
| Jasna, Vendidurt and Wisrapt 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv14; Clive Lv14; Jet lv14; Gallows lv14 
=============================================================================
Abilities Jasna: 
- Deathbringer 
  = Instant kill on one target 
- Wizardy Brand 
  = Melee attack (seldomly used) 
- Heal 
  = Heal injured ally 
 
Abilities Vendidurt: 
- Wizardy Brand 
  = Melee Attack 
- Brazz Zapper 
  = Melee Attack 
- Eraser 
  = Dispells all your supportive magic (will use it whever you cast 
    supportive spells) 
 
Abilities Wisrapt: 
- Protect 
  = Raises own Magic Resistance 
- Weasel Size 
  = Cancels the action of one target. 
- Wizardy Brand 
  = Melee Attack 
=============================================================================
The imbecile knights, at your service. 
The knights are scripted to work together, in some sort of way. 
Jasna will always kill one of your party in one blow (providing the instant 
kill effect worked), unless he or one of his allies is hurt then he will 
heal him in stead. 
Wisrapt will always raise his own magic resistance (don't even try to 
dispell that) and he'll use his other turns in order to cancel you. 
Vendidurt actually fights, but his attacks are pathetic. 
What matters most of all is that you focus all your power to remove Jasna 
first. You don't want him to heal the other knights and as long as he has 
to heal he cannot kill you instantly. 
=============================================================================
      001: Proceed and exit North-West 
      002: = North-East 
           = Stand onto the cube 
           = GALLOWS: Send out the Steady Doll from here to get across the 
             sand stream 
           = OPTIONAL: Duplicator door leads to: Name Tag, Holy Root 
           = Follow the corridor 
           = Exit North-West 
      004: = Follow the road (and destroy the crates on your way) 
           = JET: Throw a boomerang to the target (and you need to steer 
             the boomerang as it's behind a little wall) 
           = Exit North-East 
      005: = Follow the road 
           = Bump the open bridge to lower it (to bump run to it and don't 
             stop) 
           = Proceed and exit North-West 
      006: = OPTIONAL: Chest at end of the road = Gimel Coint 
           = Exit South-West 
      007: = OPTIONAL: If you want a goon moment to save your game it's 
             now. 
           = Move forward and you'll meet the Imbecile Knights again. 
                                                                  BOS00000015
+--------- 
| Boss: 
+---------------- 
| Jasna, Vendidurt and Wisrapt 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv14; Clive Lv14; Jet lv14; Gallows lv14 
=============================================================================
Abilities Jasna: 
- Deathbringer 
  = Instant kill on one target 
- Wizardy Brand 
  = Melee attack (seldomly used) 
- Heal 
  = Heal injured ally 
 
Abilities Vendidurt: 
- Wizardy Brand 
  = Melee Attack 
- Brazz Zapper 
  = Melee Attack 
- Eraser 
  = Dispells all your supportive magic (will use it whever you cast 
    supportive spells) 
 
Abilities Wisrapt: 
- Protect 
  = Raises own Magic Resistance 
- Weasel Size 
  = Cancels the action of one target. 
- Wizardy Brand 
  = Melee Attack 
=============================================================================
This fight is EXACTLY the same as the one you had before. 
So focus on Jansa first and after that the order doesn't matter; 
                                                                  BOS00000016
+--------- 
| Boss: 
+---------------- 
| Jasna, Vendidurt, Wisrapt and Jasteuch 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv14; Clive Lv14; Jet lv14; Gallows lv14 
=============================================================================
Abilities Jasna: 
- Deathbringer 
  = Instant kill on one target 
- Wizardy Brand 
  = Melee attack (seldomly used) 
- Heal 
  = Heal injured ally 
 
Abilities Vendidurt: 
- Wizardy Brand 
  = Melee Attack 
- Brazz Zapper 
  = Melee Attack 
- Eraser 
  = Dispells all your supportive magic (will use it whever you cast 
    supportive spells) 
 
Abilities Wisrapt: 
- Protect 
  = Raises own Magic Resistance 
- Weasel Size 
  = Cancels the action of one target. 
- Wizardy Brand 
  = Melee Attack 
 
Abilities Jasteuch 
- Kharda Avesta 
  = 100+ damage on entire party 
- Wizardy Brand 
  = Melee Attack 
=============================================================================
One more imbecile. 
Do you win or do you lose? It's all determined in the first two turns. When 
you come out of them bed, then don't even try winning. 
Turn 1: Jasna kills somebody and Jasteuch will do his supermove... That 
thing is set. Now here's the rub, in turn two Wisrapt will cancel somebody. 
Is the one reviving the dead one cancelled, then reset your playstation and 
try it again (yeah, even with the fight before that, things will go much 
faster). 
If that all goes well, then getting the new green guy (Jasteuch) out is 
easy (even with Jasna's healing). Once you downed Jasteuch, the rest of the 
fight is the same as before. 
=============================================================================
      008: = Proceed West, then North-west 
           = Hit the exit 
      009: = Follow the corridor (there's treasure in the sideway) 
           = At the end exit North-West 
 
      010: This puzzle requires a little bit of timing, but is not really 
           hard, as long as you say calm. 
           (By trying out more routes than I describe here you can score 
           4000 Gella, Duplicator) 
           =  Activate with the switch plate 
           = Step onto the block NW 
           = When it collides center block 
           = On the next collision, most South-West block 
           = At the next collision, middle block 
           = At the end get onto the blue block (yes you can when you walk 
             well) 
           = Hit the exit 
 
      011: This puzzle is terrible. You need to be 12414198471947% relaxed, 
           one percent less and you'll fail. 
           You need a quick eye, good memory and quick reflexes. I'll guide 
           you, but this puzzle is impossible to do straight from a FAQ, as 
           the time you need to read this, will kill you, resetting the 
           puzzle. You can hold the puzzle by pressing start (the tool 
           menu), the puzzle won't move while the tool menu is on. 
           The blocks disappear in turn. Green, black, blue, in that order. 
           Ready? 
           = Turn the camera making the compass point to the upper right 
             corner (otherwise my directions won't work) 
           = Onto the puzzle and around the corner up 
           = Onto the black 
           = Onto the blue left 
           = Proceed over all colors up until the very "end" (and then you 
             are on color blue) 
           = Onto the green right and one step up 
           = Onto the black right and one more step right 
           = All the way up and you'll end on a double green. 
           = One step right (Green) 
           = Go up until you are on blue 
           = One step left 
           = All the way up until you are on the blue at the exit of the 
             puzzle 
           = Step off the puzzle here 
           Did you make it? 
           = Exit South-West 
 
      012: = OPTIONAL: Follow the corridor till the end to score a gimel 
             coin and a Soul feather (the latter requires to beat a mimic) 
           = At the most north east corner of this room, exit North-West 
 
      013: No need to explain. This one is harder than the previous one. 
           = Turn the camera to make the compass point to the bottom right 
             of the screen 
           = Step onto the puzzle (green) 
           = Immediatale onto the green up and the blue north 
           = One step up and one step right 
           = Onto the green up 
           = Onto the black up 
           = Left onto the blue and go to the left edge of the blue 
           = Over the green up to the black 
           = Onto the blue right 
           = Onto the green right and another step right 
           = Onto the black right and one step up 
           = Onto the blue up 
           = Onto the green up, black up 
           = Right onto the blue 
           = Right onto the green 
           = Up onto the black 
           = Up Blue 
           = Up Green 
           = Left Black 
           = Up Blue 
           = Up Green 
           = Left Black 
           = Up Blue, and another step up 
           = Up green and one step left 
           = Left Black 
           = Down Blue 
           = Down Green 
           = Left off the puzzle 
           That one is over... Phwew 
           = OPTIONAL: Hit the switch to open a shortcut out 
           = Up the stairs 
           = Ignore the switch. You cannot use it at this stage of the game 
           = Cross the bridge North-East 
           = Exit North-East 
 
                                                                  BOS00000017
+--------- 
| Demon Servant: 
+---------------- 
| Janus 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv16; Clive Lv16; Jet lv16; Gallows lv16 
=============================================================================
Abilities: 
- Proton Beam 
  = Lots of damage on one person 
- Dark Spear 
  = Melee Attack 
- Negative Rainbos 
  = Deal your Max HP -1 damage 
=============================================================================
This is a battle of endurance. Survive 3 turns and you "win" this battle, 
though you won't get any experience points for it. 
Easier said than done, as Janus will pull things to the extreme in this 
battle. 
Turn #1: 
= Janus will cast "Proton Beak" hurting you badly. As you cannot predict 
  the victim, just let everybody shoot to get yourself some FP 
Turn #2: 
= Janus will use "Dark Spear.... a pretty regular attack on one target 
Turn #3: 
= Make sure everybody is full HP and not a single HP less. Both Virginia 
  and Jet should be at 25 FP by now. Virginia is the only one faster than 
  Janus, so she can mystic a healing item if you need. If you think 
  Virginia won't do enough, Jet can do a little extra with "Accelerator". 
= Don't do any attacks. If Janus counters any of those you got yourself a 
  dead one. 
= Janus will do "Negative Rainbow" putting everybody to 1 HP 
 
If you survive that all the battle is over, and the party will go out of 
the dungeon on the other side. 
You are practically out of VIT now, so don't push it on the way to the next 
stop: Little Rock 
 
 
 
                                                                  CH200000006
=============================================================================
City: Little Rock 
=============================================================================
My levels: Virginia Lv16; Clive Lv16; Jet lv16; Gallows lv16 
=============================================================================
How to get there: 
= When leaving the Sand Canal follow the south edge to the west 
= At the end follow it to the north 
= When you reach the dead end search 
=============================================================================
Overview: 
First of all you want to visit the inn here to rest (after what Janus did 
to you, you practically have to) 
Another nice thing to note is that the people searching for Pike during 
Jet's prologue are living here. Having Jet to talk to them will get you 
different replies than when you speak to them with any other character. 
The innkeeper, Von has the "Listen" feature which is just a list of all 
music you heard so far. 
And so far this silly overview :) 
=============================================================================
- = Speak to Kovahn (Guy in yellow in the west of town), and he'll tell you 
    about a shrine in bad condition. That's your cue for the next dungeon. 
  = Leave town after you've done your business here. 
 
                                                                  CH200000007
=============================================================================
Dungeon: Glimmering Emblem 
=============================================================================
My levels: Virginia Lv16; Clive Lv16; Jet lv16; Gallows lv16 
=============================================================================
Enemies: 
= HobGob 
= Fairylight 
Bosses: 
= Mono-eye Titan 
= Hecto-eye Titan 
=============================================================================
New Guardian 
= Stare Roe (Flash Hit) 
=============================================================================
How to get there: 
= East 
= As soon as you can north 
= When you are past the second beach, search 
=============================================================================
Overview: 
This dungeon contains 2x two wings. 
In the first part both wings need to be completed (in random order) in 
order to proceed to the next part, there you'll also have to complete 2 
wings in random order and that you can advance to fight two bosses and 
obtain the guardian. 
The puzzles are not really hard, the random encounters here are terrible. 
One encounter is enough to deplete your VIT bars by 78% at least, if you 
are unlucky, and "unlucky" is a pretty likely scenario here. There no 
dungeon (not even the final dungeon) where things can go this bad. On the 
flip side, the location and setup of this dungeon does allow you to go to 
town easily to rest. Right? 
The the high difficulty rate of the random encounters makes it almost 
embarrassing when you see how easy the bosses here are. 
=============================================================================
PART ONE: 
      001: = Up the stairs west 
           = Exit West 
 
PART ONE, WEST WING: 
      002: = GALLOWS: Send out the Steady Doll to push the block away from 
             the boomerang target 
           = Drop off west 
           = Go West 
           = Up the stairs 
           = North and around the corner East 
           = JET: Hit the target with your boomerang 
           = Make your way west and exit North 
      003: This puzzle is rather a bit of tutorial for what comes later in 
           this dungeon. 
           = Move the blocks so they form a bridge at the north wall (and 
             you'll see the same will happen to the blocks on the east side 
             of the room). 
           = Cross both bridges 
           = Go a bit south and exit East 
      004: = OPTIONAL: Chest south = Gella Card x3 
           = GALLOWS: Use the Freezer Doll on the window to the north 
           = Drop off north 
           = Exit South 
 
      001: = Up the stairs East 
           = Exit East 
 
PART ONE, EAST WING: 
      005: = OPTIONAL: Chest North = 4200 Gella 
           = Exit East 
      006: The object of this puzzle is to make the torches on the south 
           side of the glass mirror the north side. 
           = VIRGINIA: Use the thindercrest to light the torch most 
             North-West on the south side of the glass 
           = VIRGINIA: Thindercrest on the torch east of it 
           = VIRGINIA: Thindercrest on the torch on the middle row, most 
             west 
           = VIRGINIA: Thundercrest on the most South-East torch 
           = Break the glass by either bombing or bumping it 
           = Hit the northern exit west 
      007: = OPTIONAL: GALLOWS: You can reach both treasure chests with the 
             Steady Doll (Mini Carrot & Heal Berry x2) 
           = Exit West 
      004: = GALLOWS: Use the Freezerdoll on the window North 
           = Drop off North 
           = Exit North 
 
PART TWO: 
      008: = Bump or bomb the glass 
           = Exit North 
      009: = Up the ladder west 
           = OPTIONAL: Chest north = Lucky Card x2 
           = Exit West 
 
PART TWO, WEST WING: 
      010: Another dual move block puzzle, but this one is a tiny bit 
           harder 
           = Move the blocks to from a bridge against the north wall and 
             cross that bridge 
           = Down the stairs 
           = Of this set of three blocks, move the most eastern one south 
             x7 
           = Now push it east (this will open the exit) 
           = North 
           = Pull the east block south x4 
           = Pull the west block east, and push it east 
           = Pull it south x1, then PUSH it south x3 
           = Cross the bridge you just formed 
           = Exit North 
      011: = GALLOWS: Use the Steady Doll to kick both blocks to the lowest 
             level 
           = OPTIONAL: GALLOWS: You can use the steady doll to claim the 
             treasure (Growth Egg) 
           = Move both blocks to from a bridge against the south wall 
           = Go to the north-west and go up the stairs there 
           = South, at the end east and cross the bridge 
           = Exit East 
      012: = Flip the switch North 
           = Drop off South-East 
           = Exit South 
      009: = Up the ladder east 
           = Exit East 
 
PART TWO, EAST WING 
      013: = Go to the south-east part of this room 
           = Move the block all the way west till it hits the east "wall" 
           = Pull it north twice 
           = Exit East 
      014: Another mirror puzzle. You know the drill, but they did put in a 
           little extra this time 
           = VIRGINIA: Light the torches North-West, Center and South-East 
             (on the south side of the glass) 
           = Go to the three crates south 
           = Pick up the North-West one and throw it away 
           Door will open now 
           = Bump or bomb the glass 
           = Hit the northern exit west 
      015: = OPTIONAL: Treasure = Duplicator & Gimel coin 
           = Exit West 
      012: = Hit the switch 
           = Exit South-West 
           = Exit North 
 
FINAL PART: 
      016: Bump the glass and exit North 
 
Gallows will not obtain the Flash Hit Medium for you (and I recommend to 
give it to Virginia). 
After that a boss battle starts. 
 
                                                                  BOS00000018
+--------- 
| Boss: 
+---------------- 
| Mono-eye Titan 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv16; Clive Lv16; Jet lv16; Gallows lv16 
=============================================================================
Abilities: 
- Dark Matter 
  = Dark attack one target 
- Eyeball 
  = Melee Attack 
=============================================================================
Well you got yourself a new medium, let's put it to the test :) 
Equip the medium on Virginia (yes you can do that while in combat) and let 
her go crazy with the "Spectre" spell all the time and don't do anything 
else. 
Clive and Jet should just attack and Gallows should be on healing. 
Keep this up, and this battle is over soon 
=============================================================================
      017: Please note that the gimel coins do not work now until the next 
           boss has been defeated (that boss is easy though). 
           = Exit North 
      018: = Move forward and examine the "Big Thingamajig"... 
           = Exit South 
 
                                                                  BOS00000019
+--------- 
| Boss: 
+---------------- 
| Hecto-eye Titan 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv16; Clive Lv17; Jet lv16; Gallows lv17 
=============================================================================
Abilities: 
- Dark Matter 
  = Darkness attack one target or the entire party (also used to counter) 
- Eyeball 
  = Melee Attack (rarely used) 
=============================================================================
Well, this boss is eeeeasy.... 
I call this one, the suicidal boss. :) 
Here's the rub. Have the Flash Hit medium on Virginia and make her attack a 
few times. The boss will counter everything, so have Gallows to aggressive 
heal her. Keep this up until she has 36 FP 
In the meantime I made Clive guard and Jet (who has Celesdue equipped and 
[Dark] Ward maxed out) attack. 
 
When Virginia has 36 FP, the party can begin. Cast "Reflect" on Clive and 
make him attack like crazy. Please note the spell wears off after 2 or 3 
turns so you gotta renew this spell all the time. What will happen? The 
boss counters like crazy and his spells will bounce back on it, plus with 
the extra bonus that this boss is weak against its own spells. 
Cast Reflect on the others as well, and keep renewing it when it wears off 
and very soon this boss will die by its own hands... well... hands in 
metaphorically speaking of course :P 
 
Nice thing to note, *if* the reflecting of his own spell causes the killing 
blow, you'll score a Dark Gem, an item normally not supposed to be scored 
at this stage of the game. Treasure it :) 
=============================================================================
Killing this boss concludes this dungeon. 
For the next dungeon you first need to go to Little Rock and as the 
townspeople. 
 
 
                                                                  CH200000008
=============================================================================
Dungeon: Layline Observatory 
=============================================================================
Enemies: 
= Cursed Corpse 
Bosses: 
= Asgard 
=============================================================================
New Tool: 
= Radar (Jet) 
=============================================================================
How to get there: 
= First you must have asked Goodwin (a guy in Little Rock) about "Leylines" 
  and he'll reveal the the location of this place, which is your next lead 
= Go to the Glimmering Emblem (but don't enter. 
= From here head west (east of the peak on your way you can find Doomed to 
  Obsurity. Jet's prologue dungeon) 
= Go past the peak and follow the edge and keep searching to find it 
  somewhere here. 
=============================================================================
Overview: 
This is a dungeon of revelation. Most of all a few about Jet, and another 
man who has been shrouded in mystery since the very start of the game. 
Before all that, you'll first have a long way to go. First of all you can 
get the "Radar" here, an optional tool for Jet. 
Next, when it comes to puzzles, it resolves most of all on two passwords 
you have to find. Please note all passwords in this game are CASE 
SENSITIVE, meaning that upper and lower case must be given up exactly the 
same way as I type it here in my FAQ. 
The boss is awful. Hard is not the right word. Just awful. It's a long an 
boring fight so I hope you've a can of coffee standing next to you. You're 
gonna NEED it. 
=============================================================================
      001: Exit North 
      002: Hit the first exit west 
      003: = OPTIONAL: Score heal berries and a lucky card with the 
             treasure chests here 
           = OPTIONAL: On the west wall, second locker from the North 
             contains the Radar tool 
=============================================================================
           NEW TOOL: RADAR 
           The Radar scans the entire area for treasure. If one or more are 
           found, you'll hear some bleeps and when the spot in in sight 
           you'll see a mark on the treasure.A green mark gives a treasure 
           that is safe to take, a red mark indicates you gotta fight a 
           mimic first before obtaining the treasure.In some cities you can 
           see some animals getting marked. For the time being that has no 
           meaning, you need Virginia's final tool to make use of that, so 
           I'll explain the workings about that by then.One note to those 
           who played Alter Code F, Wild Arms 4 or 5. All the Radar does is 
           detecting treasure. It will NOT reveal secret passages or 
           objects. This makes obtaining this tool completely optional. 
=============================================================================
           = Exit East 
      002: Hit the east exit halfway the corridor 
      004: = Examine the panel up North 
           = Password: Inkapilia 
           = Exit West 
      002: Go North, and hit the exit east at the end 
      005: = OPTIONAL: West exit leads to Magiccleanser x3 and Call Whistle 
             x3. In one of the cabinets a Dragon fossil is hidden 
           = At the end of the corridor exit South 
      007: = Search the table in the south-east to find an ID Card (you can 
             use the radar to pinpoint it, but you don't have to) 
           = Exit North 
      005: Use the ID card on the panel to the east and hit the door beside 
           it 
      008: = OPTIONAL: South exit leads to Gimel Coin, 4500 Gella, Gella 
             Card 
           = OPTIONAL: West exit leads to Holy Ankh (mimic), Dragon Fossil 
           = Hit the northern exit East 
      011: The party will dissolve for a brief moment and everybody will 
           stand in this room. You only have control over Virginia for this 
           brief period. 
           = Examine all computers and read the story about Adam Kadmon. 
             Memorize that story as the identity of Adam will be revealed 
             at the end of Chapter 3, and is pretty important as that 
             revelation will explain a lot. 
           = Now speak to Jet and he'll open a secret passage for you 
             (though he doesn't understand why he knows about the passage). 
             After this the party reunites. 
           = Hit the door Jet just opened 
      012: Go north, exit North 
      013: = Examine the panel to the east 
           = Password: Guiding Word 
           = Exit North 
      014: = Examine the picture on the table to the East 
           = Now use the "Right Half" (which you obtained during Virginia's 
             prologue) and you'll find out the picture matches 
           Okay, rude note. One guy did spam me for months in the past 
           about "Where to find the Right Half?". It's in your inventory, 
           and it's impossible to get up to this point withing having that 
           thing without cheating. I hate putting people in the "hall of 
           shame", but that guy was very extremely annoying. So once again, 
           search your inventory and you'll find that damn thing! 
 
                                                                  BOS0000001A
+--------- 
| Golem: 
+---------------- 
| Asgard 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv17; Clive Lv17; Jet lv18; Gallows lv17 
=============================================================================
Abilities: 
- Barrier Knuckle 
  = Melee Attack 
- High Power Barrier Erected 
  = Invicibility (unless you are extremely overlevelled). 
=============================================================================
I hope you have a can of coffee ready, as this will take awhile. 
First of all, make sure Virginia has the Flash Hit and make her build up to 
24 FP. She's too weak to hurt Asgard, but that doesn't matter, just get her 
to 24 FP. 
Now make her cast Valliant on Clive and let him shoot, and heal him as 
little as possible and Clive will do quite some damage. The lower Clive's 
health is, the more damage he does tanks to Valliant. When the spell wears 
off, just cast it on him again. Please note, don't let Clive die, so when 
he's about to heal him, just enough to survive the next attack. 
Every once in a while Asgard will erect a high power barrier, making him 
completely invincible (unless you are 20 levels or so overlevelled at 
least, or when you attack while under Valliant with very little HP). 
If you think you can handle it, you might wanna Valliant Jet as well and 
allow him to go to little HP, this speed things up a little. 
In general this battle is easy... Just time eating, that's all. 
=============================================================================
Beating this boss concludes this dungeon. You'll get a high load of 
scenario, and you'll end up on the world map. 
Clive will suggest to visit his hometown Humphrey's Peak. 
 
 
                                                                  CH200000009
=============================================================================
City: Humphrey's Peak 
=============================================================================
My levels: Virginia Lv18; Clive Lv18; Jet lv18; Gallows lv18 
=============================================================================
How to get there: 
= Follow the southern edge to the east 
= Cross the bridge 
= Go south and follow the edge 
= Search the area around the beach 
=============================================================================
Overview: 
A nice casual town. You'll meet Clive's wife and daughter here, and you'll 
have some scenario to dig through here as well. 
=============================================================================
- Enter Clive's house (blue roof) to meet Clive's family. 
- = Sit out the scenario 
  = When you have control over the game again look at the "Taped Photo" 
    that you should now have in your inventory. 
 
After this you can leave town. 
 
The next two dungeons can be taken on in random order. It's up to you which 
order you go for, I'll just handle them in the order in which I took them 
on. 
 
Also, even though it was available from the very moment you bought your 
horses, this is a very fine moment to take the sidequest that allows you to 
start the secret garden. See the sidequests section for more information. 
In order to get in the region, when you talk to Clive's daugher with 
anybody except Clive you can find a railway station (you needed to do that 
for the next two dungeons anyway). 
 
What is also unlocked now is the boss Diobarg 
Unlike what most people believe this boss is NOT optional, and as that one 
is easy and running around the luck temple, I just take the oppertunity to 
do it right now. 
 
 
 
                                                                  CH20000000A
=============================================================================
Sub-Quest: Diobarg 
=============================================================================
My levels: Virginia Lv21; Clive Lv21; Jet lv22; Gallows lv21 
=============================================================================
This is a boss that roams around in the Dune Canyon regeon. Unlike popular 
belief this boss is NOT optional, many people believe that as it drops 15 
Dragon Fossils. You need those 15 fossils to get the Sandcraft Vehicle, and 
once you obtained that craft the fossils can drop at random. 
To find it go to the railway station and buy a ticket to Dune Canyon 
(there's one near Humphrey's Peak, but you cannot find it until Clive 
daughter tells you where it is, which she'll do when you speak to her with 
anybody except Clive. 
In order to leave the station at Dune Canyon you need to speak with the 
ticket attendant and choose chat and he'll tell you about Diobarg. 
 
Now use a "Call Whistle" (you can buy those at Roykman's) to call your 
horses and mount them. Now keep riding around the land until the boss comes 
in the same manner as a regular random encounter. Please note should you 
encounter it while you are not mounted, the battle will immediately end, 
you must be mounted on horses. The boss will always come with a GREEN 
exclamation mark! 
 
 
                                                                  BOS0000001B
+--------- 
| Boss: 
+---------------- 
| Diobarg 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv21; Clive Lv21; Jet lv22; Gallows lv21 
=============================================================================
Abilities: 
- Ram 
  = Attack 
- Paralysis Byte 
  = Does nothing at all since you are riding a horse 
=============================================================================
This is the only boss you'll encounter while riding on horses, and it's a 
ridiculously easy one too. 
He has several nasty status changes to put on you, but while riding on 
horses you're immune to all of them. 
Letting Virginia use Mystic + Lucky Card on the party, and using a Gella 
Card (without Mystic) on him is a good idea. This guy gives quite a lot of 
EXP + Gella for a boss in this stage of the game. 
So attack when you can, and heal if you must. One (minor) setback is that 
when you are mounted you cannot do mellee attacks so you MUST reload 
whenever you get out of ammo. 
Other than that.... Just go for it, this one is hardly worth mentioning. 
=============================================================================
 
 
 
                                                                  CH20000000B
=============================================================================
Dungeon: Fortune Gear 
=============================================================================
My levels: Virginia Lv21; Clive Lv21; Jet lv22; Gallows lv21 
=============================================================================
Enemies: 
= Critter 
Bosses: 
= Olivier 
= Janus 
=============================================================================
How to get there: 
Go with the train to Dune Station (when going from Humphrey's Peak, there's 
a station west from there. It will only appear when Clive's daughter 
revealed it's location to anybody except Clive). 
When you leave the station (you may need to "Chat" with the ticket clerk) 
Once on the world map, it's all the way east 
=============================================================================
Overview: 
This is pretty straightforward dungeon with two bosses. 
Not much to tell about it, aside that the puzzles are based on the game 
Memory. 
=============================================================================
      001: Exit North 
      002: = OPTIONAL: Up the stairs is a duplicator door, it leads to a 
             Growth Egg. The black chest there will tell you how many 
             treasures you collected. Once you collected them all it will 
             turn into an optional boss. 
           = Exit North (lower exit) :P 
      004: = OPTIONAL: In the far north-east you can bomb the east wall to 
             obtain: Gella Card x2, Gimel Coin, Migrant Seal (duplicator) 
           = Follow the road and exit West 
      006: This is just a game of memory, and too bad I cannot tell you a 
           solution as it changes by each playthrough. Just activate the 
           spheres and find the matching colors. Please note, if you try 
           randomly all the time without memorizing stuff sooner or later 
           the puzzle will reshuffle. 
           When you solved the puzzle exit west 
      007: = West 
           = OPTIONAL: North exit = 5000 Gella, Adventure 2, Lucky Card x3 
           = Exit South 
      009: Another memory puzzle. Just like before I cannot give a solution 
           as it differs all the time, and to up the stacks, some tiles are 
           lose and you'll fall through them when you step on them, unless 
           you tiptoe (cancel button) 
           When you solved the puzzle exit East 
 
                                                                  BOS0000001C
+--------- 
| Boss: 
+---------------- 
| Olivier 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv21; Clive Lv21; Jet lv22; Gallows lv21 
=============================================================================
Abilities: 
- Prohibited Play 
  = Poisons one target 
  = Also used as counterattack 
- Bwaaaaaaaaaargh! 
  = Disease over entire party 
=============================================================================
This guy is a master of poison and disease, and don't even think about 
curing that, as it's just a waste of effort. 
When somebody is badly injured and diseased, then you should let Virginia 
cast "Clearance" and have Gallows to follow up with heal, but other than 
that, don't bother. 
This means that you should be healing aggressively. Most of the damage is 
done through the poison, so that makes things somewhat easier. 
=============================================================================
      010: Exit East 
      011: = GALLOWS: Freeze three objects, whatever they are 
           = Stand on the forth 
           = Exit East 
      012: = Follow the corridor 
           = OPTIONAL: YOu can bump the switch on the west wall next to the 
             north exit to open a side way south which leads to: Call 
             Whistle x3, Gimel Coin and Duplicator x2 
           = Exit North 
      014: This Memory Puzzle has it all fixed, but once you open one 
           sphere you got only 1.5 seconds or so to open the other. This is 
           a job for Gallows. 
           = Stand beside the most south-west sphere 
           = GALLOWS: Use the steady doll to activate the one straight 
             north and then the one east of you (green) 
           = A bit north and the ones you get between are both yellow. Hit 
             them both (Steady Doll should not be needed, but you never 
             know) 
           = Go to the east side of the eastern yellow 
           = Open the south sphere (red) and use the steady doll on the 
             sphere east (doing that in reverse order can also work) 
           = Go to the southern sphere from here 
           = GALLOWS: Use the steady doll on the northern one (blue) and 
             hit the one you're at 
           = Exit North 
(Possibly the colors are diffrent than described here, but the solution is 
always the same) 
      015: Go past the Chock and exit North 
 
                                                                  BOS0000001D
+--------- 
| Demon Servant: 
+---------------- 
| Janus 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv21; Clive Lv21; Jet lv22; Gallows lv21 
=============================================================================
Abilities: 
- Dark Spear 
  = Mellee attack (200+ damage) 
- Proton Beam 
  = Major damage on one target 
- Negative Rainbos 
  = Damage entire party 
=============================================================================
Well, Janus is all powered up with the guardian's power. Oh, just cast 
"Eraser" and it's all dispelled. 
After being weakened by that eraser spell you still need to watch out, but 
it basically gets a attack when you can and heal if you must fight. 
=============================================================================
Winning concludes this dungeon. 
You'll obtain the Lucky and which I suggest to give to Clive. 
If you didn't already do it I suggest you beat Diobarg now. 
For any other business, you'll need to go to Humphrey's Peak from here. 
 
 
 
                                                                  CH20000000C
=============================================================================
Dungeon: Gemstone Cave 
=============================================================================
Enemies: 
= Rock Baboon 
= Hodac 
Boss: 
= The Schrodinger Family 
=============================================================================
How to get there: 
= Call your horses to Humphrey's Peak with a call whistle 
= Ride north and jump over the gorge 
= Go to the far end and search the hill 
=============================================================================
Overview: 
You're going here with research in mind, but as this place is full of gems 
you'll be coming in touch with this game's magpie, Maya Schrodinger, and of 
course due to the rivalry between her and Virginia you'll get into much 
misunderstanding, so Maya will annoy you once more eventually you'll get 
into fighting. 
The enemies can be a littlebit easy. There are two tribes of enemies here 
and they hate each other, so in stead of fighting you, they'll attempt to 
kill each other first before targetting you. Abuse that fact :) 
Please note, you'll have two goes through this place during the game, and 
one wall you can bomb leads to a section that is right now utterly 
worthless, so I won't mention it, so no mails stating my FAQ's incomplete, 
ok :P 
=============================================================================
      001: = Go down the ramps 
           = Exit North-East 
      002: Follow the way, exit East 
      003: Hello Maya.... Good to see you again..... NOT! 
           = OPTIONAL: CLIVE: Bomb the rocks under the bridge Maya was on 
             to score 5000 Gella 
           = Go up the east ramp and hit the exit there 
      004: Make your way up and hit the upper exit west 
      003: Cross the bridge and exit west 
      002: Exit North 
      005: Maya will put a rock in your way. 
           Perhaps you remember how you defeated Trask. This rock works the 
           same way (I told ya that puzzle would come back). 
           = VIRGINIA: Throw a high-load of thindercrests into the rock and 
             the rock will shine bright-red 
           = GALLOWS: Freeze the rock and it should crack becoming back 
           You have to do this very fast, if the rock doesn't become black 
           you failed, but you can try this again endlessly. Keep on trying 
           until it works. 
           = CLIVE: Bomb it with many bombs in succesion 
           = Hit the exit 
      006: (Ignore the bomb wall west. It leads to a section currently 
           useless, that comes in your second run here during chapter 3). 
           = Exit east 
      009: Follow the road and hit the exit 
      010: As soon as you get here, Maya will kick you into the sinkhole 
      012: = Go East 
           = Up the ramp 
           = OPTIONAL: Drop off west to claim a lucky card, then drop off 
             to start this room over 
           = Exit North 
      011: Make your way up and exit south 
      010: = Go straight south, avoiding the pits 
           = When you are south, jump into the pit directly west from you 
      012: You should now be on the higher platform.  Follow the way east 
           and you'll see Maya being frustrated. Just ignore her and hit 
           the exit. 
      013: = OPTIONAL: Straight East you can score a Heal Berry x2 
           = Proceed North to the exit and Maya will catch up with you. 
 
 
                                                                  BOS0000001E
+--------- 
| Rival Drifters 
+---------------- 
| The Schrodinger Family 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv23; Clive Lv23; Jet lv24; Gallows lv23 
Abilities Maya: 
- Eraser 
  = Dispells all supportive magic 
- Reflect 
  = Bounces all offensive magic back to the caster 
- Cremate 
  = Fire attack on entire party 
- Pressure 
  = Water attack on entire party 
- Petrify 
  = Earth attack on entire party 
- Surpressed Curse 
  = Darkness attack on one target 
 
Abilities Alfred: 
- Homemade Bomb 
  = Weak attack on one target 
 
Abilities Todd: 
- Healing Factor 
  = Heals ally 
  = Whenever you attack Maya or Alfred Todd will instantly cast this spell 
    regardless if it's his turn or not. 
- Black Fenrir 
  = Todd's Normal attack 
  = TRIVIA: Named after the sword of honor Jack can get in Arctica Castle 
    in Wild Arms 1. 
- Psycho Crack 
  = Attack + Confusion on one target 
  = TRIVIA: Named after Jack's initial Fast Draw attack in Wild Arms 1. 
 
Abilities Shady 
- Baking Breath 
  = Fire attack one target 
- Blizzard breath Breath 
  = Ice attack one target 
=============================================================================
Well, Maya appears to have the power to mirror fictional characters from 
books, and this time she turned herself into a witch, meaning she'll use 
all sorts of magic tricks on you. 
This makes this fight significantly harder than the one you fought before 
as Maya will hit everybody with her spells, and to make sure her party 
won't be the target of spells she'll cast reflect on herself and her 
buddies. 
Once again, all that matters is getting Maya down. Get her out of HP and 
you won the battle, however, as before Todd will always heal her (and 
Alfred) regardless if it's her turn or not. 
As a matter of fact Alfred, Todd and Shady use exactly the same fighting 
technique as before, it's only Maya herself who has changed. 
 
Like before you want to remove Todd first, as he's still the most dangerous 
one with his confusion moves, especially in combination with Maya's spells, 
not to mention that striking Maya down as long as Todd is in battle is 
impossible anyway. 
Like before you can set Todd's afro on fire with a fire spell. To be 100% 
sure it would be reflected by Maya, you do best to summon the fire guardian 
as that's your only fire magic that can't be reflected (this will hit Maya 
and Alfred too, causing Todd to instantly heal Maya). 
You should have as much FP as you can have on both Virginia and Gallows, as 
Maya is now able to target the entire party, you may have to either Mystic 
or Extend a lot. 
What makes this fight a little easier is that you have the "Clearance" 
spell at your disposal so you can cure the confusion Todd causes. 
 
When you manage to remove Todd, the battle is much easier, even with Maya's 
magic, as Alfred and Shady are not a real threat. It's up to you if you 
want to take down Alfred and Shady too or not, you will gain some extra 
experience of you do though, and once Todd is out, you can spare a Mystic 
for a Lucky Card too :) 
=============================================================================
Winning this fight will conclude this dungeon, and you'll also score a 
duplicator. 
 
If you did the Glimmering Emblem already the story will continue in 
Humphrey's Peak, if you didn't do it, go do it first. 
 
 
 
 
                                                                  CH20000000D
=============================================================================
Dungeon: Faraway Lands 
=============================================================================
Enemies: 
= Unknown (yeah, that's really their name) 
= Vaccumon 
Bosses: 
= Asgard and Melody 
= Asgard 
=============================================================================
New Tool: 
= Might Gloves (Clive) 
=============================================================================
How to get there: 
South-east of the railroad near Humphrey's peak. 
You must have completed both Gemstone Cave and Glimmering Emblem before you 
can unlock this dungeon by speaking to the guy next to the memory figure in 
Humphrey's Speak 
=============================================================================
Overview: 
This dungeon is terrible, and that's not because of the puzzles, as they 
are not hard at all. 
It's because of the random encounters. The "Unknown" enemies (yes, it's 
really their name) will continuously turn you to bronze and can only be hit 
by magic, and the Vaccumons are annoying because of "Grav" or they'll cast 
"Eject" teleporting you back to the start of the dungeon. I hope I cannot 
take those Eject spells into account, I really hope you can just avoid 
those. 
You basically want to cancel all encounters here if possible. 
The boss fights are not really cool either. Asgard will be here and this 
time Melody fights with him, and that's a pretty deadly combination. When 
you win that fight you'll fight Asgard again, but that fight is much 
easier. 
You need to be well prepared and have at least one Potion Berry before 
fighting Asgard and Melody together, but more is really recommendable. 
=============================================================================
      001: = Go down the stairs 
           = Exit North 
      002: = Down the stairs 
           = East 
           = Up the stairs North 
           = OPTIONAL: Southern exit leads to a duplicator door hiding a 
             Full Carrot, Name Tag and 5500 Gella 
           = Exit North 
      004: = Step onto the switch 
           = VIRGINIA: Throw several thindercrests in succession until the 
             furnace is lit 
           = Exit West 
      005: = OPTIONAL: Chest = Gimel Coin 
           = OPTIONAL: Go south in the net to score Heal Berry x2 and Lucky 
             Card x2 
           = Drop off 
           = Exit South-East 
      002: The elevator north is now operative, step onto it to go down 
 
      006: = Go west 
           = Onto the platform 
           = Jump into the net 
           = Move above the switch and drop off there 
           = Up the platform and into the net again 
           = Climb up 
           = Exit South 
      007: Open the treasure chest 
=============================================================================
NEW TOOL: MIGHTY GLOVES 
Clive can use this tool to pick up heavy blocks. He cannot walk while he's 
carrying such a block, but he can put it down into any direction.There are 
also blocks Clive won't pick up, but he'll push them in stead. Such blocks 
will keep moving until they either fall off or are blocked by something 
else.Why they had to make Clive's hands glowing is beyond me. Frankly it 
annoys me. 
=============================================================================
Now you will get a Vacuumon. You have 1 turn to beat it, if you succeed, 
nothing wrong, if you don't succeed it will cast "Eject" and you'll be back 
at the entrance. 
On success, exit north, and drop off, on failure, exit north and hit the 
elevator. 
(Best way to succeed. Virginia use "Thunder Gem", Gallows cast "Inspire") 
 
      006: = Go down the stairs east 
           = CLIVE: Use your new toy to remove the block 
           = exit East 
      008: = Go all the way down 
           = CLIVE: Pick up the block and place it on the upper platform 
           = CLIVE: Go to that platform and place the block onto the switch 
           = Exit South 
      009: = Down the strais 
           = CLIVE: Start with the northen block and end with the southern 
             and push them all north 
           = Up the stairs east 
           = OPTIONAL: Chest = Duplicator 
           = Exit East 
      010: Up the stairs and hit the exit 
      011: = CLIVE: Well you need to make your way through the blocks with 
             the Mighty Gloves. The trick is easy, pick up a block and put 
             it on the only empty spot, then pick up the block below the 
             one you picked up and put it on the one you moved last, and so 
             you can make your entire way north. 
           = Step onto the switch at the end 
           = CLIVE: Make your way back through the blocks as before. 
           Puzzle is easy, maybe only a bit time taking ;) 
           = Hit the western way North 
           = Exit West 
      008: = OPTIONAL: Chests south = Gella Card and Dragon Fossil 
           = Exit North 
      013: Go down the stairs and exit East 
      014: = CLIVE: Pick up the south block with the gloves and put it 
             north 
           = CLIVE: Pick it up again from the north side and put it east 
           = CLIVE: Pick it up again from the north side and put it east 
           = CLIVE: Pick up the other from the east and put it east 
           = CLIVE: Pick it up again from the south and put it south 
           = CLIVE: Pick it up again from the east and put it south 
           = Exit East 
      015: Go down the stairs and exit North 
      016: WARNING! As soon as you proceed you cannot save anymore by Gimel 
           Coins until you win both boss fights. 
           = Pick up the Kizim Fire North 
           = Exit South 
 
                                                                  BOS0000001F
+--------- 
| Golem: 
+---------------- 
| Asgard 
+-------------------------------------------------------------------------- 
+--------- 
| The Prophets: 
+---------------- 
| Melody 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv24; Clive Lv25; Jet lv25; Gallows lv24 
=============================================================================
Abilities Asgard: 
- Barrier Flood 
  = 500+ Damage on entire party 
- Auto Defender 
  = Whenever Melody is attacks, Asgard will take the damage in stead. 
- High-Power Barrier erected 
  = Raises defense to invincible unless you are overlevelled or in 
    "Valliant" mode with little HP (going for that is too risky with Melody 
    helping him tough). 
Abilities Melody: 
- Eliminate Scanner 
  = Attack one target 
=============================================================================
The basic flow of this battle is that Asgard will start this fight alone. 
He'll do a supermove dealing a lot of damage. Then Melody will join the 
fight. 
Asgard's way of fighting will be the same as on your first encounter with 
him, Melody will only cast "Eliminate Scanner" on a random target. You 
cannot attack Melody, whenever you do she'll swap places with Asgard and 
he'll take the blow in Melody's stead. 
When you deal enough damage to Asgard, he'll use Wide Barrier to kill you 
all and when that happens this fight counts as "won" though you won't gain 
experience for it, but it only counts when Asgard does "Wide Barrier", when 
your party gets wiped any moment sooner the battle counts as lost. 
You won't get experience or Gella in this fight, so using Lucky Cards or 
Gella Cards is senseless. 
 
To win this fight you must have 1 Potion Berry at least, but more is 
preferable. Allow Asgard his barrier flood in the first turn, and in turn 2 
Virginia MUST mystic a potion berry. 
After that things are hard to predict as both Asgard and Melody will do 
things pretty randomly but when you heal agressively, you can pretty much 
keep it up, but as Asgard goes crazy with his high barrier, this fight can 
take a pretty long while. 
Casting Valliant on both Clive and Jet will help a lot, but please note, 
that you cannot let your HP go too low, with Melody helping that is far too 
risky. Not that her attacks are that strong, but strong enough to kill you 
if you take too much risks. 
Keep this up until Asgard will cast his "Wide Barrier" to end this fight. 
                                                                  BOS00000020
+--------- 
| Golem: 
+---------------- 
| Asgard 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv24; Clive Lv25; Jet lv25; Gallows lv24 
=============================================================================
Abilities: 
- Iron First 
  = Melee attack 
=============================================================================
This time Melody won't join the fight, but Asgard fights more agressively 
to make it up for that fact, but as he has less HP this time. 
You are on an HP Down status, so your max HP has lowered a bit, but that's 
of minor concequence. Asgard's accuracy is low, so except for Gallows (who 
has a dodge rate of a rock) it's very likely your characters will dodge 
most attacks. 
=============================================================================
Winning this fight concludes this dungeon. 
 
Now go back to the guy who gave you this mission in Humphrey's Peak, and 
he'll request you go visit Lamium in the Ark of Destiny. 
 
In order to get at the Ark of Destiny you require a Sandcraft, you can 
obtain one from the ARMS girl in Jolly Roger, but only in exchange for 15 
dragon fossils. The only way to get that much prior to getting the 
sandcraft is by defeating Diobarg. Read the section about him earlier in 
this FAQ how to find an kill him. 
 
And one more note before you leave Humphrey's Peak. You can rest for free 
when you speak to Clive's wife. As your VIT bars are broke now, I suggest 
you do that!!! 
 
 
 
 
                                                                  CH20000000E
=============================================================================
Ark of Destiny 
=============================================================================
My levels: Virginia Lv24; Clive Lv25; Jet lv25; Gallows lv24 
=============================================================================
How to get there: 
= If you didn't already do it, defeat Diobarg. Read my section earlier in 
  this FAQ about him, or look him up in the FAQ index. 
= Hit the train to Midland Station, and go to Jolly Roger. 
= Chat with the ARMS girl and exchange 15 dragon fossils for a sandcraft, 
  it will now be docked outside town. Leave town and board it 
 
Please note that combat on a Sandcraft is COMPLETELY different from normal 
combat. Please read the combat section for more information. 
= Go Soutwest and you'll see a beach, go there, but don't dock 
= From this beach, south and dock at the beach 
= Go west and search the area 
=============================================================================
Overview: 
This is the home of an order that appears a bit religeous, though they 
don't put their faith in a god. 
The place will play an important role in the game, and the leader, Lamium, 
will hire you a lot throughout the game. 
This place also contains some cool optional stuff, so it's really a place 
to seek out. 
For now I'll focus in the main stuff, and leave the cellar full of bonusses 
for the sidequest section. 
=============================================================================
      ???: Exit North 
      ???: Go North, exit North 
      ???: Now you'll meet Lamium, he's an important key character in the 
           plotline of the game. Hear him out. 
           When he mentions a girl he dreams about, hear him out, that girl 
           is gonna be important, so you want to know more about her! 
           Well, when you're told an excavation site of the Ark's is 
           invaded by "a vagarious young woman, a boy with explosives, a 
           stuffed animal-like cat and a vicious looking man with an afro". 
           I don't need to tell you who those people are. 
           And so you got yourself hired again. 
           = Exit South until you're out of this place. 
 
 
                                                                  CH20000000F
=============================================================================
Dungeon: Survey Point #17 
=============================================================================
My levels: Virginia Lv24; Clive Lv25; Jet lv25; Gallows lv24 
=============================================================================
Enemies: 
= Captor 
= Urchin Bug 
Bosses 
= Hound, Feline, Donkey, Flier 
= Humpty & Dumpty 
= The Schrodinger Family 
=============================================================================
How to get there: 
= Board the sandcraft and go straight south 
= When you see an island the beach is a bit west, hit it 
= Once out of the sandcraft go straight south 
= When you reach the edge follow it east and south 
= Don't cross the bridge, but when you reach it, search the area east of 
  it. 
=============================================================================
Overview: 
This is the first disappearing dungeon, this means this dungeon will 
disappear from the map permanently once you completed it. 
Important to know about disappearing dungeons is that the monsters 
disappear forever with it, but there's no monster list anyway, and thus 
there's no "monster island" like in WA2 either. 
All treasure chests in disappearing dungeons contain key items only, but 
there can be some optional treasure hidden in crates and barrels, if you 
want them use your radar to locate them :) 
 
On this particular dungeon, this one has a nice twist. Of course you'll 
meet Maya, but this time you have to work together with her. Maya will be 
controlled by the computer and you have to do your part on your own. 
When you cooperated with Maya in three puzzles you'll meet a boss, a bit 
lateron you get to fight Maya and her family again, and this time as a 
fighting artist. 
When you beat Maya and her team, you'll have a time limit to get out of the 
dungeon. The time will tick away too during combat (but not during the 
entering of turns) so you need to plan your fights well, or even better, 
skip all random encounters during that time limit :) 
Ready? Go! 
=============================================================================
- Hit the tunnel 
- Follow the corridor. Exit North. 
- = OPTIONAL: YOu can score a Heal Berry and Gella Card from the crates 
    east 
  = Exit North 
- = Move forward and meet Maya. Unreasable as ever she is. Sit out the 
    dialog 
  = Exit East 
- Follow the corridor, exit North 
 
                                                                  BOS00000021
+--------- 
| Boss: 
+---------------- 
| Hound, Feline, Donkey, Flier 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv24; Clive Lv25; Jet lv25; Gallows lv24 
=============================================================================
Abilities Hound: 
- Bite 
  = Melee Attack 
 
Abilities Feline: 
- Quicken 
- Speed up itself 
- Toy with the cat 
  = Melee Attack 
 
Abilities Donkey: 
- Stampede 
  = Melee Atack 
 
Abilities Flier 
- Eraser 
  = Dispell all supportive magic 
=============================================================================
Bosses in this form... just a bunch of powered up random monsters will be 
encountered a lot during the game. In fact I really blame the game makers 
for being extremely lazy on the boss design of this episode of Wild Arms, 
as it's pretty amateuristic. Oh well, I'm not here to review this game, I'm 
here to tell you how to defeat these four. 
Well none of the bosses like these (four powered up random monsters) are 
hard and in need of a deep insight explanation. Kill them in any order you 
want and make sure you heal in time. 
As the Flier can dispell everything its senseless to cast powerup spells, 
but then again, you don't NEED them anyway. Think of it like a random 
encounter with the only difference that the monsters have a tiny bit more 
HP, that's all there's to it. 
=============================================================================
- Exit North 
- Follow the corridor and exit East (and I recommend to save those ECN gems 
  for your way back later) 
 
- This is puzzle #1 in which Virginia and Maya have to work together 
  = Up the stairs 
  = VIRGINIA: Light the torch north to grant Maya passage 
  = Contine west 
  = VIRGINIA: Light the next torch to grant Maya passage 
  = VIRGINIA: Light the next two torches to grant maya passage 
  = Exit North 
 
- = Follow the corridor 
  = OPTIONAL: Destroying the crates scores you a Lucky Card 
  = Exit East 
 
- Maya helps, puzzle #2: 
  = Up the stairs 
  = VIRGINIA: Light the torch and proceed east 
  = Stand South-East of the next torch 
  = VIRGINIA: Light the torch from here 
  = Proceed west (it Maya leaves her spot too early (which can happen due 
    to a bug), the puzzle fails. If you drop off the puzzle resets). When 
    you are too slow, you're messed up too. 
  = When you're standing on the barrier, drop off west from it (ONLY WHEN 
    YOU'RE STANDING ON THE BARRIER!!!) 
  = Proceed south 
  = Follow the way 
  = Hit the switch 
  = Drop off in any direction 
  = Exit North 
 
- Follow the corridor and exit East 
- = Follow the corridor 
  = OPTIONAL: tThe Crates contain a Lucky Card and a Gimel Coin 
  = Exit East 
 
- Maya helps, puzzle #3: 
  This puzzle sucks and will frustrate the hell outta you. 
  When Viriginia lights the first torch, the spiked blocks will move. When 
  they touch you or Maya the puzzle will reset, and you'll have the start 
  over. Gallows however can use the Freezer Doll to slow them down, so use 
  that. 
  Now, just light all torches and switch immediately to Gallows to slow 
  down both blocks. Keep this up till the end. However to up the stacks, 
  Maya will try to goof off at the end and leave you to die. Virginia will 
  automatically convice her to let you out, but this costs extra time, time 
  in which the spiked blocks can get you. 
  When you made it, exit North 
 
                                                                  BOS00000022
+--------- 
| Boss: 
+---------------- 
| Humpty & Dumpty 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv26; Clive Lv26; Jet lv26; Gallows lv26 
=============================================================================
Abilities Humpty: 
- Shield 
  = Shield himself or ally 
- Protect 
  = Raises magic resistance to himself or ally 
- Reflect 
  = Reflects all offensive magic back to the caster 
- Full Recovery 
  = Heals Dumpty to 100% health 
Abilities Dumpty: 
- Volcannon Trap 
  = Fire attack to all 
- Maelstrom 
  = Water attack to all 
- Crack Tremor 
  = Earth attack to all 
- Storm Blade 
  = Wind attack to all 
- Phantom Hazard 
  = Dark attack to all 
=============================================================================
These two are terrible. 
Humpty will only use powerup spells and if Dumpty is wounded too badly 
Humpty will heall it fully. 
Dumpty will only hurt the entire group with a spell of a random element. 
 
There is a way to get rid of Dumpty first, but the game makers didn't 
intend for you to do that, and it easily fails, which is, having Virginia, 
Jet an Clive on 100 FP, and make a total of 4 shots on Dumpty or so (maybe 
less), then let Virginia summon Stare Roe (Flash Hit), Gallows should then 
use a Light gem on Dumpty and Clive and Jet both Gatling. But as I said 
this method is risky and the slightest unexpected thing will cause Humpty 
to heal Dumpty missing everything up. 
 
So, you'll need to aim fully for Humpty first, and have all your characters 
in full at any skill you have that wards off elemental attacks and heal 
aggresively. Don't shy out to let Virginia mystic a potion berry, but only 
do so when you have several characters dangerously low on HP (and if 
Virginia is below 25 FP use a mini-carrot on her). 
If only one character is getting dangerously low on HP, then use a potion 
berry on that person. 
I hope you've been growing Potion Berries in the Secret Garden and havested 
20 at least or so, or you'll be in big trouble. 
=============================================================================
Winning this fight will score you a duplicator, yoohoo... :) 
 
- Exit North 
- Follow the corridor and exit North 
 
                                                                  BOS00000023
+--------- 
| Rival Drifters 
+---------------- 
| The Schrodinger Family 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv27; Clive Lv26; Jet lv27; Gallows lv27 
=============================================================================
Abilities Maya: 
- Pike Truster 
  = Melee attack 
- Phalanx 
  = 300+ Melee attack 
  = TRIVIA: This move is copied from Kanon (Wild Arms 2) 
 
Abilities Alfred: 
- Homemade Bomb 
  = Weak attack on one target 
 
Abilities Todd: 
- Healing Factor 
  = Heals ally 
  = Whenever you attack Maya or Alfred Todd will instantly cast this spell 
    regardless if it's his turn or not. 
- Black Fenrir 
  = Todd's Normal attack 
  = TRIVIA: Named after the sword of honor Jack can get in Arctica Castle 
    in Wild Arms 1. 
- Psycho Crack 
  = Attack + Confusion on one target 
  = TRIVIA: Named after Jack's initial Fast Draw attack in Wild Arms 1. 
- Divide Shot 
  = If succesful it recudes you to 50% of your HP 
  = TRIVIA: Jack has this move too in Wild Arms 1 
 
Abilities Shady 
- Baking Breath 
  = Fire attack one target 
- Blizzard breath Breath 
  = Non-elemental attack one target 
=============================================================================
This battle against the Schrodinger Family is easier than your last one. 
This time you need to strike them all down, and the order is up to you. 
Todd won't instantly heal Maya or Alfred when they get hurt, but he now 
uses his healing spell on random occasions. 
 
Maya's new setup is a laugh, however she can still hurt you, so be healing 
aggresively. Though you can win this fight without going for Todd first, I 
still recommend to strike him down first. His confusion moves are still a 
big disaster, so you want to get rid of that as soon as possible. 
As soon as you downed Todd (or anyone else) Maya will make a comment, just 
ignore that. 
 
When Todd's out this battle is much easier and will only get easier by each 
person you remove from battle. None of the three is really dangerous, but 
Alfred deals the least damage, so that's why I personally prefer to leave 
him for last. Maya or Shady hardly matters, but Maya deals a bit more 
damage, so Maya first, then Shady then Alfred is the most obvious order. 
=============================================================================
Winning this fight will start the time-limit to get out of this place. (15 
minutes) 
- Follow the corridor and exit South 
- Exit south 
- = Just pass the puzzle to the south 
  = Exit West 
- Follow the corridor and exit west 
- Follow the corridor and exit south 
- Exit West 
- Follow the corridor and exit south 
- = Pass the puzzle over either north or south lane to the east 
  = Exit East 
- Follow the corridor and exit south 
- Exit South 
- Follow the corridor and exit west 
- Follow the corridor and exit south 
- Follow the corridor and exit south 
- Follow the corridor and exit south 
 
Now you made it out, the dungeon explodes and you'll automatically end up 
at the Ark of Destiny. 
 
                                                                  CH200000010
=============================================================================
Ark of Destiny 
Oops, sorry.... 
=============================================================================
My levels: Virginia Lv28; Clive Lv28; Jet lv28; Gallows lv28 
=============================================================================
      ???: You'll automatically be in Lamium's chamber. Due to your error 
           in Survey Point #17, the promised award of 10,000 Gella will be 
           reduced to 0. Virginia will accept that. 
           Hear out the rest of the story. When you get control over the 
           game egain exit South. 
      ???: Exit South 
      ???: Exit North-West 
      ???: = In this library search the shelf north-east and you'll find a 
             member list of the council of seven. You'll automatically read 
             it. 
           = Exit South-east 
      ???: Exit south and let's go to Boot Hill. 
 
 
                                                                  CH200000011
=============================================================================
City: Boot Hill 
=============================================================================
My levels: Virginia Lv28; Clive Lv28; Jet lv28; Gallows lv28 
=============================================================================
How to get there: 
= From the Ark of Destiny board the Sandcraft 
= Pass straight west and you'll see a grass continent. 
= Follow the shore to the south and dock at the first beach you'll find 
= Straight north 
= When you reach a mountain east 
= When you see a beach north-east, search there 
=============================================================================
Overview: 
Virginia's hometown, and now that your search brings you here, you can 
guess you'll get a lot of scenario here. 
A funny thing is the girl Armengard, who has many silly things to say 
according to the date setting of your PlayStation 2. 
=============================================================================
- Enter Virginia's house, which is the big house north-west in town 
- Leave the house after you sat out the scenario 
- From this point you can speak to Virginia's aunt to rest here for free. 
  = When you are ready leave town. 
 
Janus Cascade will appear and odd as it may seem, he'll help you to get on 
the way (and he also reveals it's a trap). 
 
 
 
                                                                  CH200000012
=============================================================================
City: Baskar Colony 
Janus' trap 
=============================================================================
My levels: Virginia Lv28; Clive Lv28; Jet lv28; Gallows lv28 
=============================================================================
How to get there: 
We're going to take an alternative route, as this route will take you 
closer to the next dungeon. 
= Make your way to the Ark of Destiny with the sandcraft, but don't dock 
  there 
= Go to the continent north of it 
= Follow the shore westward 
= You'll come past the beach of Little Twister, keep going west 
= As soon as you can north and go east 
= Follow the shore right of you and and soon as you find a beach dock there 
= Go North-East to reach Baskar 
=============================================================================
- Enter the temple cave in the north of town 
- Sit out the scenario and you'll end up at the "inn" 
- Go Outside 
- Leave the city 
 
 
 
 
 
                                                                  CH200000013
=============================================================================
Dungeon: Infinitum 
=============================================================================
Enemies: 
= Delphin 
= Premium Delphin 
= Manticore 
Boss: 
= Pyrodrake 
= Asgard 
= Asgard 
=============================================================================
How to get there: 
I really hope you parked your sandcraft at the spot I told you to go in my 
explanation in how to get to Baskar in the last section. If you did it will 
the life better for the both of us. 
= Hit the Sandcraft 
= Hit the Beach West 
= Go a bit west and search here 
=============================================================================
New Guardian 
- Dan Dairam 
=============================================================================
Overview: 
This is the fourth and thus final guardian shrine. Here you can obtain the 
guardian Dan Dairam, but of course, before you get that far, you need to do 
some stuff. 
Nearly all puzzles are based on clockwork gears (how obvious considering 
what kind of place this is). You need to time some puzzles just right or 
you'll fall down, so prepare to be annoyed. 
You will meet one of the Prophets halfaway sending a monster to you, and 
that monster is hot (in the most litteral sense). 
There are two battles here against Asgard. They are both diffrent from your 
usual battles against him. The first one is an eye-for-an-eye battle, and 
the other is an endurance fight in which Gallows won't take part. Both 
battles are pretty easy. 
Let's see if your time's run out or not :) 
=============================================================================
      001: Exit North 
      002: Follow the corridor and exit west at the end 
      003: = Turn both wheels to make both loose gears move three times 
           = Step on the switchplate east 
           = Exit West 
      004: Follow the corridor and at the end exit North 
 
      005: Here you'll meet Leehalt sending a nice monster to you. 
 
                                                                  BOS00000024
+--------- 
| Boss: 
+---------------- 
| Pyrodrake 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv28; Clive Lv28; Jet lv28; Gallows lv28 
=============================================================================
Abilities: 
- The Giant Groans 
  = Melee attack 
- Caloric Sphere 
  = Fire attack one target 
- Volcannon Trap 
  = Heavy Flame attack on entire party 
  = This move is only used to counter ice attacks 
=============================================================================
As this beast is a master of fire, it's quite obvious it would be weak to 
ice, but don't even think about exploiting that weakness. It will counter 
all ice spells with "Volcannon trap" and that will be heavy on your 
healing. 
When you don't use ice spells, this boss gets pathetic, and you just have 
to heal whoever gets attack.... how easy can it be? 
=============================================================================
      005: = Go to the blocks to the east 
           = CLIVE: Pick up the northern upper block with the might gloves 
             and put it south 
           = CLIVE: Pick that block up from the south and place it east 
           = CLIVE: Pick up the other upper block and put it north 
           = CLIVE: Pick this block up from the north and put it east 
           = Go up the stairs in the south-east 
           = Go all the way north, around the corner west 
           = At the end south 
           = GALLOWS: Examine the device at the end 
           = Go North, exit North 
 
      007: This puzzle is rather odd... Let's take it on 
           = Down the stairs west 
           = JET: Hit the target under the bridge with the boomerang 
           = Get onto the bridge 
           = Wait until the thing is west then stand next to it to make it 
             kick you onto the switch east 
           = Drop off East 
           = OPTIONAL: South is a chest containing a Revive Fruit 
           = North and back onto the bridge 
           = Avoid the first swinging thing and let the second one kick you 
             west 
           = GALLOWS: Examine the device 
           = Drop off west 
           = OPTIONAL: South is a chest containing a Gimel coin 
           = All the way north 
           = Cross the bridge and avoid the swinging things 
           = Exit South 
 
      008: Follow the corridor and at the end exit west 
 
      009: I warn you, this puzzle might require some practise 
           = Make your way south 
           = Cross the gear and get off it north 
           = Follow the way 
           = At the end step onto the gear 
           = Get off it north 
           = Step onto the switch 
           = Back onto the gear 
           = Step onto the swing west and get off it west (this is tricky 
             so time it well) 
           = Step onto the switch 
           = Back onto the swing to get back onto the big gear 
           = Get onto the swing south 
           = GALLOWS: Examine the device 
           = Exit south 
 
      010: Follow the corridor and exit west at the end 
 
      011: = VIRGININA: Light all torches and start with I and do them all 
             in order to end at XII 
           = Exit West 
 
      012: You are once again in the room where the Chock is. You know what 
           that means. The main boss is in the next room. :) 
           = OPTIONAL: Chests contain: Duplicator, Lucky Card x3, Growth 
             Egg, Gimel Coin 
           = Exit North 
 
                                                                  BOS00000025
+--------- 
| Golem: 
+---------------- 
| Asgard 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv28; Clive Lv29; Jet lv28; Gallows lv28 
=============================================================================
Abilities: 
- Fortress of the gods 
  = Tries to powerup but fails 
- Barrier Knuckle 
  = 400+ Melee attack 
=============================================================================
This is by far the easiest fight against Asgard. He won't do anything but 
countering your attacks. 
Cast Valliant on Clive and Clive and Clive alone should attack, with 
Gallows healing him if Clive's HP gets dangerously low. When you feel like 
Asgard is going to far, just cease your attacks heal up first and resume 
the battle. This is very easy. :) 
                                                                  BOS00000026
+--------- 
| Golem: 
+---------------- 
| Asgard 
+-------------------------------------------------------------------------- 
My levels:   Virginia Lv 29;   Clive Lv 30;   Jet lv 29 
=============================================================================
Abilities: 
- Barrier Storm 
  = 400+ damage when guarding 
=============================================================================
This is an endurance fight. Survive three turns and you win this fight. 
In the first two turns, have everybody to guard. 
In the third turn, let Virginia Mystic a Potion Berry and let the boys 
guard. 
This should do the trick :) 
=============================================================================
This will conclude this dungeon. You'll obtain the Cosmic Cog, the Medium 
of Dan Dairam, the guardian of time. 
Janus will reveal you need to go through Nidhogg to reach Yggdrasil. 
 
 
                                                                  CH200000014
=============================================================================
Dungeon: Nidhogg pass 
=============================================================================
My levels: Virginia Lv29; Clive Lv30; Jet lv29; Gallows lv29 
=============================================================================
Enemies: 
= Amduscias 
= Helterskelter 
= Mushussu 
Bosses: 
= Nidhogg 
= Nidhogg 
= Leehalt 
= Balazs 
=============================================================================
New Tool: 
= Gale Crest (Virginia) 
=============================================================================
How to get there: 
Read my overview, and FAQ routes. 
=============================================================================
Overview: 
This is a pretty odd dungeon. It has two entrances, and they both lead to 
their own section of this dungeon, and you need to do both sections before 
you can proceed to the main section. 
Both sections start with a fight against a boss called "Nidhogg" then 
contain some puzzles and end with a switch. Both switches will unlock the 
main section. 
 
The main section that comes after two subsections is where Virginia will 
obtain her second tool the Gale Crest, and I suppose you already guessed 
that lots of puzzles will allow you to try out that new toy. 
 
At the end of the dungeon you'll fight Leehalt, but don't worry, he's easy. 
When you win that fight Leehalt will attempt to kill Virginia (don't worry, 
she'll survive), and that will have a concequence for the dungeon that 
comes after that as Virginia will have a little handicap, but more about 
that once you actually reached that point. 
The dungeon ends with a fight with Balazs, he's nasty, but there's a trick 
to that. 
=============================================================================
 
 
                                                                  CH200000015
WEST SECTION 
       WM: = To get there you can best board your Sandcraft from Infinitum 
             or Baskar and head straight north 
           = Keep going North when you can and west if you must 
           = When you reached the north of the circle (it's north-west on 
             the map you bought from Roykman), you may find a beach to the 
             north, dock there 
           = Up the ramp and go east 
           = Search the woods and you'll find it. 
 
      001: Move forward and meet Nidhogg 
                                                                  BOS00000027
+--------- 
| Boss: 
+---------------- 
| Nidhogg 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv29; Clive Lv30; Jet lv29; Gallows lv29 
=============================================================================
Abilities: 
- Luminious Moss 
  = Confusion on one target 
- Downhearted 
  = Misery on one target 
=============================================================================
This guy is most of all a master of confusion attacks, so he'll go crazy 
with it. it's weak to both Darkness and Light, but as Darkness is not yet 
available as a spell (maybe in gems, but I recommend not to waste them), 
light will have to do. 
The boss will waste most turns on confusion and misery attacks. Cure 
confusion as it comes if you can, and also cure Virginia and Gallows from 
Misery. Other than that this fight is easy. 
=============================================================================
      001: Exit South 
      002: Follow the corridor and exit south 
 
Here are two ways. Quick way and treasure way. 
QUICK WAY: 
      003: Tiptoe (cancel button) over the the way south, and exit east 
      005: END QUICK WAY: 
 
TREASURE WAY: 
      003: = Tiptoe (cancel button) all the way South 
           = Claim the treasure chest (Potion Berry) 
           = GALLOWS: Stand a bit on the weak platform and use the steady 
             doll to claim Gella Card x3 
           = Go to the middle of the weak floor then fall through it on 
             purpose 
           = Hit the duplicator door East 
      004: = Up the stairs 
           = Claim the prizes: Migrant Seal, Mini Carrot, Adventure 4 
           = Up the stairs 
           = Exit South-East 
      005: Drop off South 
END TREASURE WAY 
 
      005: = Go South and follow the path 
           = Exit South 
      006: = Drop off 
           = CLIVE: Use the mighty gloves to move the block on the east 
             platform south of the block already below 
           = North 
           = Up the higher platform 
           = All the way south and cross the blocks 
           = OPTIONAL: Claim the chest 
           = Exit South 
      007: Pull the lever 
 
That is the end of the West section. If you did the east section already 
you can proceed to the main section, if not you'll have to do the east 
section first. If that's the case go all the way back, leave the dungeon, 
and read on with the east section. 
 
 
 
                                                                  CH200000016
EAST SECTION 
       WM: You can have your Sandcraft best at Jolly Roger to get there. 
           Board your Sandcraft from there. If it's parked anywhere else 
           you can press the tool button (square by default) to auto-pilot 
           to Jolly Roger 
           = Go to the beach at the Ark of Destiny (don't dock there) 
           = Go to the beach on the continent straight south of it (don't 
             dock there either) 
           = From there head west and dock at the first beach you'll find 
             on your south 
           = Go to the woods and search there 
 
      008: Move forward to meet Nidhogg 
+--------- 
| Boss: 
+---------------- 
| Nidhogg 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv30; Clive Lv30; Jet lv30; Gallows lv30 
=============================================================================
Abilities: 
- Luminious Moss 
  = Confusion on one target 
- Downhearted 
  = Misery on one target 
=============================================================================
This guy is most of all a master of confusion attacks, so he'll go crazy 
with it. it's weak to both Darkness and Light, but as Darkness is not yet 
available as a spell (maybe in gems, but I recommend not to waste them), 
light will have to do. 
The boss will waste most turns on confusion and misery attacks. Cure 
confusion as it comes if you can, and also cure Virginia and Gallows from 
Misery. Other than that this fight is easy. 
=============================================================================
      008: Exit West 
      009: = JET: There's a target south of the peaks. You need to throw 
             your boomerang and bend its course to it. This is pretty 
             tricky, but doable. 
           = When you managed it, exit west 
      010: Go West, exit west 
      005: = Most east 
           = Drop off south 
           = Keep going south and dropping off south 
           = Down the stairs 
           = Exit South-East 
      011: = OPTIONAL: Below is a duplicator door. It hides: Name Tag x2, 
             Tiny Flower (Mimic), Grab Bag 
           = VIRGINIA: From the duplicator door light the lowest torch 
           = VIRGINIA: From halfaway the stairs, light the middle torch 
           = VIRGINIA: From just below the top of the stairs light the 
             upper torch 
           = Exit South (upper area) 
      007: = Pull the lever 
 
That is the end of the East section. If you did the east section already 
you can proceed to the main section, if not you'll have to do the west 
section first. If that's the case go all the way back, leave the dungeon, 
and read on with the west section. 
 
 
 
                                                                  CH200000017
MAIN SECTION 
In case you didn't find out yet, in order to do this section you must have 
done Nidhogg Pass - East Section (CH200000016) and Nidhogg Pass - West 
Section (CH200000015) first, if you didn't do those yet, do them first! 
I start this section up in the room with the two levels unlocking this. 
 
      007: Exit South 
      013: = Drop off in any direction 
           = Get onto the platform in the south-west 
           = Exit West 
      014: = OPTIONAL: West chest = Duplicator 
           = Open the east chest to obtain the Gale Crest 
=============================================================================
           NEW TOOL: Gale Crest 
            When you use this tool, Virginia will transform into a gust of 
           wind and quickly move forward, she'll ignore traps, and she can 
           get over narrow pits with this.Downside of this tool is that she 
           won't stop until she hits a wall or when she tries to get over a 
           wide pit, as she'll still fall into that.I guess I don't need to 
           tell you that as soon as she stops, she'll retake her human form 
           again :P 
=============================================================================
      014: Exit East 
      013: You can immediately try out Virginia's new toy. 
           = VIRGINIA: From the western exit face east and use the Gale 
             Crest and take a look what happens :) 
           = Well, that was cool, huh? Oh yeah.... exit South :) 
      015: Follow the corridor and exit South. 
      016: = VIRGINIA: I can lead you the long way around, but why do that 
             if I don't have to, just move a little east and use the Gale 
             Crest to warp yourself over. 
           = After you fell down breaking the Gale Crest's course, go west 
           = Hit the switch 
           = Go East 
           = OPTIONAL: Chest = 8500 Gella 
           = VIRGINIA: Use the Gale Crest to go North (if you just walk, 
             the block will move back to its originial position) 
           = West 
           = Up the stairs 
           = VIRGINIA: Use the Gale Crest to get over the blocks to the 
             south 
           = Exit South 
      017: = Drop off West 
           = Remove a crate to hit the switch 
           = CLIVE: Use the gloves to from a bridge between the north exit 
             and the middle platform 
           = Make your way over it to this platform 
           = VIRGINIA: Warp your way west with the gale crest 
           = If Virginia didn't already exit west by due to the Gale Crest, 
             do it yourself. 
      018: = OPTIONAL: VIRGINIA: Warp over the center road north to claim a 
             Potion Berry and an Amulet, and warp back south (with warp I 
             mean, use the Gale Crest) 
           = VIRGINIA: Use the Gale Crest over the western way north and 
             hit the switch, and warp back 
           = VIRGINIA: Use the Gale Crest to warp over the eastern way 
             north and exit east 
      016: VIRGINIA: Warp east (and Virginia should exit east 
           automatically) 
      019: Follow the road and exit East 
      020: = Push the south-East block all the way West, and move it all 
             the way South 
           = CLIVE: Push the metalic block south using your gloves, push it 
             then to the west 
           = CLIVE: Move the last block all the way south with your gloves 
           = CLIVE: When you reach the south, pick the block up from the 
             south and drop it west 
           = Go back to the west exit (but DON'T leave this room!!!!) 
           = VIRGINIA: Stand south of the southern torch and use the Gale 
             Crest to warp south and then warp East 
           = Exit South 
      021: = Drop off South 
           = CLIVE: Pick up the block from the east side and place it north 
           = West 
           = Up the stairs 
           = OPTIONAL: West exit contains Gimel Coin and Full Carrot 
             (duplicator) (entering this room will reset the block you just 
             move to its original position, so don't forget to put it back 
             where it belongs). 
           = Stand most south-east on this platform 
           = VIRGINIA: Use your gale crest to the east 
           = CLIVE: Pick up the block and drop it south 
           = Drop off 
           = CLIVE: Move the block south of the other one (there will be 
             some space between them. It's supposed to be that way) 
           = Remove the crates from the southern platform 
           = Up the stairs on the west part of this room 
           = VIRGINIA: Warp all the way east with the Gale Crest 
           = Drop off onto the block 
           = VIRGINIA: Warp South 
           = Exit South 
 
                                                                  BOS00000028
+--------- 
| The Prophets: 
+---------------- 
| Leehalt 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv30; Clive Lv31; Jet lv30; Gallows lv30 
=============================================================================
Abilities: 
- Watching your move 
  = Do nothing at all 
- Rule of Vengeance 
  = Whenever Leehalt is struck by any attack he will do the same damage to 
    the attacker in return 
=============================================================================
Leehalt does nothing at all during this entire fight unless you attack 
them, then he'll cast the spell "Rule of Vengeance" to do the same damage 
to you as you did to him. 
My method to kill him is cheesy, time requiring, but the safest way to get 
past him. 
Only let Virginia do the attacking, as she deals least damage, she'll get 
least damage in return. Let Gallows heal her up. Never cast any spells AND 
ESPECIALLY NO GATLING OR SUMMONS, just normal attacks. When Virginia gets 
in danger, just cease your attack and take your time to heal. 
Just relax... Takes forever, but will get you through this fight easily, 
and he WILL yield eventually. 
Clive and Jet should just guard throughout this entire fight. 
                                                                  BOS00000029
+--------- 
| Boss: 
+---------------- 
| Balazs 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv30; Clive Lv31; Jet lv31; Gallows lv31 
=============================================================================
Abilities: 
- Outer World 
  = Halves all your HP, and becomes invincible throughout the rest of the 
    turn 
- Agony Effect 
  = Magic attack on one target 
=============================================================================
Only Virginia can do something here. In turn #1 she should cast Valliant on 
herself. The boys could maybe use mini carrots on her to make sure she's 
full FP. 
Balazs will cast Outer World for three turns, and only Virginia is fast 
enough to beat that in speed. After those three turns, let Virginia use 
Gatling (with full ammo) and this should kill Balazs. 
=============================================================================
 
Due to Leehalt's attempt to kill Virginia you are still suffering from the 
side effects of his poison. 
As a result Virginia's VIT bar is completely depleted and cannot recover 
from resting or taking VIT crystals. Virginia will remain in this condition 
until the next dungeon (Yggdrasil) has been completed. 
 
 
After a long part of scenario you'll gain control again over the game in 
Green Lodge, a small hut near Yggdrasil. You can rest here and there's also 
a savespot here. 
When you are ready to go, leave and head for Yggdrasil. 
 
 
 
                                                                  CH200000018
=============================================================================
Dungeon: Yggdrasil 
=============================================================================
My levels: Virginia Lv31; Clive Lv31; Jet lv31; Gallows lv31 
=============================================================================
Enemies: 
= Okypete 
= Cockatrice 
= Clay Puppet 
Bosses: 
= Melody 
= Malik 
= Leehalt / Janus 
= Leehalt, Malik and Melody 
=============================================================================
How to get there: 
See the clearing west of the lake you are near now? That's your target! 
=============================================================================
Overview: 
This is the final dungeon of chapter 2 and also the largest one of this 
chapter. 
There are many puzzles here of which a few pretty hard. 
As this is the home base of the Prophets, it's only obvious you'll 
encounter all three of them here. Throughout the dungeon you'll get them 
first one by one, and right after beating Leehalt, Janus will come, and be 
glad, this is your final battle against Janus. 
At the end of this dungeon you'll fight all three the Prophets at once. I 
can reveal already that's not the last you'll hear of them (too bad), but 
things are going to change in the plot around them. 
When you win the last battle against the prophets you completed this 
dungeon and the entire chapter. 
=============================================================================
      001: = Up the stairs north-East 
           = Follow the way 
           = At the end drop off onto the switch below 
           = Make your way back up again 
           = Exit North 
      002: = You can either use the ThinderCrest (Virginia), the boomerang 
             (Jet) or bombs (Clive) to remove the odd objects which will 
             hurt you when you come in line with them (Bombs are not 
             recommended, the other two are fine). 
           = Make your way through and exit North 
      003: Make your way up and exit west at the end 
      004: = VIRGINIA/JET: Make your way west and use either the 
             Thindercrest or Boomerang to remove the obtacles 
           = At the end south 
           = OPTIONAL: Up the ladder you can score: Lucky Card x3 and 
             Duplicator 
           = Exit South 
                                                                  BOS0000002A
+--------- 
| The Prophets: 
+---------------- 
| Melody 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv31; Clive Lv31; Jet lv31; Gallows lv31 
=============================================================================
Abilities: 
- Venom Strike 
  = Poisons one character 
=============================================================================
I nicknamed Melody "Miss Venom" because of this praticular fight. Maybe she 
is the girl that Alice Cooper was referring about in that famous song of 
his ;) 
Anyway, all that Melody can do in this fight is poison a random character 
and counterattack all attacks by poisoning the one who attacked her. If you 
have your entire party shielded against poison you're very cool as then 
Melody is completely helpless against you, but that is very extremely hard 
to accomplish at this stage of the game. 
Melody has also shielded herself to nullify the first 350 damage points 
from your attacks, this makes that Virginia and Gallows cannot hurt her at 
all, and Jet depends on how well you worked him out. In short, Clive on the 
attack and the others on curing poison. 
I had the Fiery Rage on Clive, so I could shield him against poison, and so 
ready to go. Virginia with the Flash hit on curing poison, Gallows with 
Aqua Wisp on healing and Jet... he's just useless in this fight. 
=============================================================================
      005: Exit South 
      006: Go all the way up the stairs and exit east at the end 
      007: This puzzle is easier than it looks. 
           = Stand on the west side of the puzzle 
           = VIRGINIA: Use your thindercrest on the most northern and the 
             most southern row 
           = Stand on the north side of the puzzle 
           = VIRGINIA: Use your thindercrest on all collums that start with 
             a BLUE tile 
           = Exit East 
      008: = OPTIONAL: GALLOWS: You can reach the treasure chests to the 
             south with the Steady Doll to score: Gimel Coin x2, 
           = West 
           = OPTIONAL: You can exit south to score: Mini Carrot (Mimic), 
             Gella Card x2 
           = Exit West 
      010: Follow the way and exit south at the end 
      011: = GALLOWS: Use the Freezerdoll to stop the gas 
           = Follow the way 
           = GALLOWS: Use the Freezerdoll to stop the gas from the next set 
             too 
           = Exit East 
                                                                  BOS0000002B
+--------- 
| The Prophets: 
+---------------- 
| Malik 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv31; Clive Lv32; Jet lv31; Gallows lv31 
=============================================================================
Abilities: 
- Chaotic Dimension 
  = Confusion on entire party 
- Innihalatior 
  = Strong Magic attack on entire party 
=============================================================================
This battle is plainly insane. Of course the first thin you must do is to 
cast "Decelerate" on Malik so that you can hit him with gunfire. 
Now Malik will go crazy with confusing everybody and going crazy with 
strong attacks that hurt everybody. If you have a clear chime, equip it on 
Virginia to protect her against confusion, as you'll need her mystic 
baaaaad. 
Other than that you are in the hands of lady luck. I hope she likes you. 
=============================================================================
      012: Exit East 
      013: Follow the way and at the end exit North 
      014: = North 
           = CLIVE: When you get locked in use a series of bombs to clear 
             the way 
           = Exiit North 
      015: = Stand before the bridge 
           = VIRGINIA: Warp over with the Gale Crest 
           = OPTIONAL: South exit gets you: Potion Berry, Lucky Card x3, 
             Gimel Coin 
           = Stand south of the two blocks 
           = CLIVE: Use your gloves to pick up the top block and place it 
             south of you 
           = CLIVE: Push the other block south and then east 
           = VIRGINIA: Warp over the bridge with the Gale Crest 
           = Exit North 
      017: Follow the road and exit west 
      018: = Make your way west but watch out, there are guns past the 
             corner 
           = JET: Try to remove them with the boomerang (with steering this 
             a little you can do it) 
           = OPTIONAL: Up the ladder you can score: Baselard, Name Tag 
           = Exit South 
 
                                                                  BOS0000002C
+--------- 
| The Prophets: 
+---------------- 
| Leehalt 
+-------------------------------------------------------------------------- 
+--------- 
| Demon Servant: 
+---------------- 
| Janus 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv32; Clive Lv32; Jet lv32; Gallows lv32 
=============================================================================
Abilities Leehalt: 
- Watching your move 
  = Does nothing at all 
- Eliminate Scanner 
  = Magic attack one target 
- Rule of Vengeance 
  = Whenever Leehalt gets attack he'll deal as much damage to the attacker 
    as the attacker did to him 
 
Abilities Janus: 
- Dark Speak 
  = Melee Attack 
- Proton Beam 
  = Strong attack one target 
- Negative Rainbow 
  = Attack entire party 
=============================================================================
This is a two bosses in one, fight. 
Leehalt opens the fight, when you hurt him enough, he'll run away and Janus 
will replace him. 
This situation makes that you get EXP for both, and also that EXP bonus 
rates counts for both, so yeah, when you use a Lucky Card while fighting 
Leehalt, the exp for Janus will also be doubled, and the FP you gathered 
during fighting Leehalt will transfer to Janus as well. 
(Noted bug. Regulary, the EXP and money Leehalt should give is nullified). 
 
Leehalt fights in the same manner as he did back at Nidhogg Pass. The only 
difference is that he'll ocasionally cast Eliminate Scanner. 
The technique is the same, Virgina do the attack, Gallows healing her and 
Jet and Clive doing nothing at all, however you may need to put in an extra 
healing/potion berry every now and then. 
 
Janus doesn't offer anything new here, either. He has no crazy powerup or 
so, so you can just go all out agaisnt him and heal in time. This is the 
last time you'll meet Janus in battle, so go for it :) 
=============================================================================
      019: Exit South (please note the camera may have been turned) 
      020: Follow the way and exit east 
      021: I cannot help you on this puzzle as it's different each play 
           through, but I can tell you a little bit. 
           = Step onto the switch 
           = Memorize the way the poles, light up 
           = Now activate them all in the same order. 
           = Exit East 
      022: = GALLOWS: Use the steady doll to push the south block 
           = JET: Throw the boomerang to it, to activate the target below 
           = OPTIONAL: South exit contains treasure: Cait's Boots (Mimic), 
             Gella Card x2, 10000 Gella 
           = Exit West 
      024: Follow the corridor and exit South 
      025: = VIRGINIA: Warp south with the Gale Crest 
           = OPTIONAL: Up the ladder you can score: Gimel Coin, Booster Kit 
           = Exit East 
      026: Here you'll get to sit out a lot of scenario where you'll learn 
           some important things. Not everything's revealed yet, but still 
           some very important stuff. 
           = Once you've sat it all out, exit East 
      027: Follow the way and exit North 
      028: This puzzle requires you to make all tiles red. Stepping on them 
           makes all tile you step on and tiles beside it red if they were 
           blue and vice versa. 
          A B C
	1 . . .
	2 . . .
	3 . . .
           You can turn the puzzle into any angle you want, but once you 
           chose your camera angle don't change it. 
           Step on all tiles I name here, but what I must stress is, step 
           off the puzzle after every tile UNLESS the next tile is 
           adjectent to the one you're on (horizontally or vertically, not 
           diagonally). 
           = C2 
           = A3 
           = A1 
           = C3 
           = A2, now step off the puzzle and step onto A2 again 
           = B2 
           = C2 
           = C1 
           This should solve the puzzle, exit north 
 
                                                                  BOS0000002D
+--------- 
| The Prophets: 
+---------------- 
| Leehalt, Melody and Malik 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv33; Clive Lv33; Jet lv33; Gallows lv33 
=============================================================================
Abilities: (All three) 
- Eliminate Scanner 
  = Magic attack on one target 
=============================================================================
This is the final battle of this dungeon and chapter. 
There's no special technique to win this, none of the Prophets will do 
anything of their special abilities they showed in previous battles, they 
will only go crazy with Eliminate Scanner, it's frankly all they can do in 
this particular fight. 
Furthermore they all three have the same amount of HP and statistics. In 
other words, take them out in any order you want. As you have three bosses 
in one fight here, just Mystic a Lucky Card and go all out. Please note 
that when they all three target the same character he or she will most 
likely die, be agressively on the healing. With each prophet struck down 
this battle gets easier. 
Keep a good eye on your HP and make sure you can keep up with the healing 
(use Extention or Mystic if you need) and this battle is over in a flash. 
=============================================================================
Sit out the scenario that follows and you'll end up in Boot Hill where 
Chapter 3 will begin. 
 
 
                                                                  CH300000001
 
     CHAPTER 3     
 
 
Chapter 3 is HORRIBLE. 
There are many things that may look like sidequest, but are actually quests 
you have to take on in order to finish the game. 
Aside from doing the normal dungeons you have to find Lombardia in order to 
get transporation by air. 
You also must get the four new guardians introduced here, and the way they 
are hidden is insane. 
 
I write everything down in the order in which I did it, but on every new 
section I'll write down which requirements you need to fit before you can 
take this on, so be sure you don't miss anything. 
With all requirements I'll refer you to the section by placing the index 
code you can search on between ( and ) in the txt version of this FAQ, in 
the HTML version of this FAQ you'll have a very cool hyperlink linking you 
to the section you need to do. Long live my nifty FAQ builder ;) 
 
 
 
                                                                  CH300000002
=============================================================================
Start Up 
=============================================================================
My levels: Virginia Lv34; Clive Lv34; Jet lv34; Gallows lv34 
=============================================================================
You start this chapter in Boot Hill. 
Do your stuff here if you need and go to the Ark of Destiny. 
Once there hear out Lamium on your next mission, and then you are ready to 
go. 
 
 
                                                                  CH300000003
=============================================================================
Dungeon: Iron Dragon's Nest 
=============================================================================
Requirement: You must have sit out the Start Up (CH300000002) of this 
chapter 
=============================================================================
My levels: Virginia Lv34; Clive Lv34; Jet lv34; Gallows lv34 
=============================================================================
Enemies: 
= Basilisk 
= Black Pudding 
Boss: 
=============================================================================
New Tool: 
= Jump Shoes (Jet) 
=============================================================================
How to get there: 
= Board the Sandcraft from the Ark of Destiny 
= Go North-East and you'll find a beach dock there 
= Seach the mountain wall 
=============================================================================
Overview: 
This is another disappearing dungeon, so once you completed it, it will 
disappear from the map. 
You will not get the reward money automatically after fulfilling this job, 
but in the cellar of the Ark of Destiny you can find a member of the Ark 
who'll pay you the reward money. 
The puzzles are easy, what is very irritating is that you get a high load 
of scenario here at nearly every room. 
When you set the explosives at the end of this dungeon you gotta go all the 
way back in a time limit of 20 minutes, and as you know in battle the time 
keeps ticking (it only holds while you are entering your moves). This time 
limit also includes the boss, so don't slack, make sure you have enough 
time to beat him when you reach the exit! 
=============================================================================
- After Helga discussed the details of this mission with you, exit North 
- = Follow the road 
  = Pick up a crate 
  = Throw the crate onto the glass pyramid (you can easily get mistaken in 
    the position. I recommend to make the camera point west while you do 
    this to make sure you are positioned correctly) 
  = Exit North 
- = Cross the bridge (you'll get some boring scenario along the way) 
  = Exit North 
- = Follow the road 
  = Remove a crate to hit the switch 
  = Exit North 
- = Hit the switch and sit out the scenario that follows 
  = Exit North 
- = Follow the road 
  = Hit the switch (too bad you'll get another part of unbearable scenario) 
  = Hit the door west 
- Follow the road and hit the exit 
- = OPTIONAL: One of the crates contains a Potion Berry 
  = Follow the road and exit east at the end 
- = Hit the switch (yes, scenario again) 
  = Exit East 
- Follow the road and exit North at the end 
- Open the chest to the west 
=============================================================================
  NEW TOOL: RADICAL SNEAKERS 
  These shoes allow you to jump. When standing on a trampoline you'll be 
  launched into a certain location making you able to reach spots you 
  cannot reach otherwise. You can also use these to jump onto the switches 
  that you (until now) needed to make yourself higher up to land on them. 
  Another feature is that when nets are too high to jump into normally 
  these sneakers might allow you in. All-in-all you'll be needing this tool 
  a lot. 
=============================================================================
- = East 
  = JET: Use your sneakers to jump onto the North-East platform 
  = JET: Stand onto the trampoline and jump 
  = Here is the bomb, now make sure you are ready to make it all the way 
    back. When you are activate the damn thing and you got 20 minutes to 
    get outta here 
  = Drop off South 
  = Exit South 
- Follow the road and exit west at the end 
- JET: Take a good look at the height of the platforms, and jump your way 
  up to reach the upper level and exit South-East 
- = JET: Stand on the trampoline and jump 
  = Drop off South 
  = Exit South 
- = Cross the bridge 
  = Drop off South 
  = Keep dropping off 
  = Exit South 
- Exit South 
- Follow the way and exit South 
- Cross the bridge and exit South 
- Follow the way and exit south 
 
                                                                  BOS0000002E
+--------- 
| Boss: 
+---------------- 
| Buer 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv34; Clive Lv34; Jet lv34; Gallows lv34 
=============================================================================
Abilities: 
- Cocytus 
  = Ice attack entire party 
=============================================================================
This boss is not hard, but still part of the time limit. I had 17:39 left 
when I began this boss while writing this FAQ, but I guess anything above 
at least 10 minutes will do. 
This boss is invincible to all attacks when its shell is closed (which 
happens to be the case at the start of every turn). Virginia (and nobody 
else) should have the Flash Hit and go crazy with Spectre, after that the 
boys can attack it at will. It should die in two or three turns or so. Its 
attacks are not noteworthy, so as long as you keep remembering you start 
every turn with Spectre, you'll do fine. 
=============================================================================
After this fight you'll score a duplicator and this dungeon is concluded. 
Right now you are free to go in many directions, as I said, I will do the 
order in which I took everything on. 
 
Oh yeah, your reward of 15000 Gella is waiting for you in the Ark of 
Destiny. You can find Helga in the western stairway down at the Ark. Talk 
to her to get your cash. 
 
 
 
                                                                  CH300000004
=============================================================================
Sub-Part: Balal Quo Naga 
=============================================================================
My levels: Virginia Lv35; Clive Lv35; Jet lv35; Gallows lv35 
=============================================================================
Balal Quo Naga is a boss that hides in the Dunes and must be taken on by 
Sandcraft. The only modification you need to do is to fabricate the Ark 
Smasher for 50 Dragon Fossils. You can do that at the ARMS girl in Jolly 
Roger. 
I also recommend to make Virginia your Gunner, you can do that in the order 
menu. 
 
Board your Sandcraft from Jolly Roger (if it's not at Jolly Roger, use the 
auto-pilot to get there) and go this way 
= East 
= Pass under the bridge 
= As soon as you can North 
= When you see Rocks go over there go to them and Balal Quo Naga should 
  attack you. 
 
                                                                  BOS0000002F
+--------- 
| Boss: 
+---------------- 
| Balal Quo Naga 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv36; Clive Lv36; Jet lv36; Gallows lv36 (!!!) 
=============================================================================
Make sure that prior to the fight you made Virginia your Gunner and that 
you have the Ark Smasher equipped. 
Now use the Force Ability "Fire all ammo at once" and you win. In the rare 
events that you don't just reload as soon as you can and do it again. 
=============================================================================
You'll score 24 Dragon Fossils (which are completely useless now) and 
you'll find a Suitcase. 
The way is free to Laxisland now that Balal is dead, but that comes later, 
return to Jolly Roger and "Chat" with the Arms girl and you'll get a 
Goddess Idol from her. That's a trophy you need for the next step. 
 
 
                                                                  CH300000005
=============================================================================
Dungeon: Fallen Sanctuary - Raftina 
=============================================================================
Requirement: You must have beaten Balal Quo Naga (CH300000004) and obtained 
the Goddess Idol from the ARMS girl in Jolly Roger. 
=============================================================================
My levels: Virginia Lv36; Clive Lv36; Jet lv36; Gallows lv36 (!!!) 
=============================================================================
Make your way to the upper level (where you fought the first guardians 
before) 
      ???: = JET: Jump on the North-West Trampoline 
           = Use the Goddess Idol on the Monolith to summon Rafina 
                                                                  BOS00000030
+--------- 
| Guardian 
+---------------- 
| Raftina 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv36; Clive Lv36; Jet lv36; Gallows lv36 (!!!) 
=============================================================================
Abilities: 
- Copy Ability 
  = Raftina copies all your Arcana spells enabling her to use them against 
    you. 
 
- Weakness 
  = Make the party weak to all element 
  = When you're hit by this move all personal skills protecting you against 
    elemental attacks are void. 
 
- Sacred Blood 
  = Raftina will heal herself 
 
- Your Arcana 
  = Once 'Copy Ability' has been used Raftina can use any Arcana spell you 
    pocess against you. 
=============================================================================
When it comes to preparations Gallows must be level 36 or this strategy 
won't work, nothing else matters as long as he is level 36 and not one 
level less. 
 
In turn #1: 
= Equip the Flash Hit medium of Gallows 
= Gallows should cast Extention + Reflect 
= Moves of the other characters do not matter 
= Raftina will cast "Copy Ability" 
 
In turn #2: 
= Give the Flash Hit back to Virginia (and re-install her personal skills) 
= Virginia and Gallows should use an offensive spell of any element, as 
  long as it has an element 
= Jet and Clive should just attack 
= Raftina will cast "Weakness" trying to give you all elemental weaknesses, 
  but due to the Reflect you just cast it will bounce back and Raftina will 
  now get weak against all weaknesses herself. (Cool) :) 
 
Now we got Raftina right where we want her. She'll go crazy using your 
elemental spells against you, the first few turns they will bounce back on 
her, when that wears off you can cast a few more reflects but you don't 
have to. 
it's not a pretty attack when you can and heal when you must fight. To make 
things even cheesier, I had an unused Dark Ring. I used it with Mystic on 
Clive... Worked well :) (and the best part, this will NOT consume the 
ring). 
Raftina can heal herself (and that's the move you'll get from her when you 
summon her as a guardian), but it's no big deal. 
=============================================================================
You'll now obtain the "Love Charm" medium, I strongly suggest to give it to 
Viriginia. 
You'll also be able to empower two of your mediums. It really doesn't 
matter which ones you pick as you'll empower them all anyway, but I advice 
to do the Aqua Wisp first, after that, do what you like. 
 
 
                                                                  CH300000006
=============================================================================
City: Laxisland 
=============================================================================
Requirement: You must have defeated Balal Quo Naga (CH300000004) 
=============================================================================
My levels: Virginia Lv36; Clive Lv37; Jet lv36; Gallows lv37 
=============================================================================
New Tool: 
= Kramer Doll (Gallows) 
=============================================================================
How to get there: 
= VIRGINIA: First you must have spoken to Neil. He's lying on a bed in a 
  house in the east part of Boot Hill. He'll mention this place to you. 
= Now use your Sandcraft to go to the place where Balal Quo Naga used to 
  be. 
= From there go straight north 
= When you find a giant volcano on your way pass it on the WEST side 
= You'll find two beaches, dock a that EASTERN one 
= Move a bit North 
= As soon as you can head east 
= At the far east somewhere you may find the town (Note it ONLY appears if 
  you've spoken to Neil in Boot Hill). 
=============================================================================
Overview: 
A nice town and everybody seems a bit full of adventuring. Dreamers. 
One guy though named Roswell has discovered an actual treat, the Telepath 
Towers, that's a sidequest not available now, but this is a bugged 
sidequest making that you cannot take it on any more when you start too 
late on it, so look out when when you can start it. 
You can also find Martina's mother here (in case you're doing this 
sidequest), but it won't do much good now, as Martina will get here 
eventually when you follow her around long enough. 
All you want to do now is to obtain the Kramer Doll for Gallows 
=============================================================================
- Enter the ARMS shop 
- = Talk to the ARMS meister and "Chat" 
  = When he talks about cursed dolls, accept them 
=============================================================================
  NEW TOOL: KRAMER DOLL 
   Using this tool will cause an instant random encounter (if one is 
  available in this room). When you're standing next to a seal it will 
  burst open releasing the boss inside (see the Sealed Bosses section for 
  that). At are also a very few locations where you can use this doll to 
  summon a boss.In case you played the previous Wild Arms episodes, this 
  tool is very similar to Jack's Guitar of Maya and Marivel's My Mike. 
=============================================================================
- Exit the shop 
- Leave town 
 
 
                                                                  CH300000007
=============================================================================
Dungeon: Dragon's Lair 
=============================================================================
Requirement: You must have obtained the Kramer Doll in Laxisland 
(CH300000006) 
=============================================================================
My levels: Virginia Lv36; Clive Lv37; Jet lv36; Gallows lv37 
=============================================================================
Enemies: 
= Thunderdrake 
= Virsago 
= Necrosaurus 
Boss: 
= Lombardia 
=============================================================================
How to get there: 
= From Laxisland board the Sandcraft and go straight south 
= When you're past the volcano go east 
= Dock at the beach at the volcano 
= The entrance is on the south side, near the corner to the west side 
=============================================================================
Overview: 
As you can take on this dungeon at nearly any time of this chapter (up to a 
certain point of course) there's a wide level range in which to take things 
on, and the difficulty of the random encounters depend on it, but see my 
levels? Those are by far high enough to take this place on. 
You want to take this place on as early as possible as this 
a) allows you to fly over the world and that will save a LOT of time. 
b) You can then access Millenium Puzzle #10 to obtain the tracker which 
allows you to take advantage of the nice numbers I put in my FAQ directing 
you to the room numbers. 
c) It allows you to access Millinum Puzzle #14 where you can obtain the 
Teleport Orb, which allows you to warp to any town you've previosly been 
before. I really recommend to get that thing. 
d) If you want to take on the Archioch sealed boss, the earlier you do this 
the better (see sealed boss section). You need Lombardia to reach that one. 
 
Okay, now on the dungeon itself. It's the MOST complex dungeon of the game. 
It's very important that you follow all instructions precisely. There are 
exits out of the dungeon at all four sides, and when you enter you'll 
always end up here. So basically you can restart at nearly any point. 
Ready? 
=============================================================================
      ???: = West 
           = Up the ladder 
           = Exit North-West 
      ???: = Make your way North 
           = Exit North-East 
      ???: = Drop off 
           = Up the ladder 
           = OPTIONAL: West chest = Gimel Coin, east chest = Call Whistle 
             (Mimic) 
           = CLIVE: Bomb the South Wall 
           = Exit South 
      ???: = Go west 
           = Drop off into the pit 
      ???: = Up the ladder South 
           = OPTIONAL: Chest = Potion Berry 
           = CLIVE: Bomb the east wall 
           = Exit East 
      ???: (If you can't see anything, turn the camera) :) 
           = Up the ladder North 
           (You can turn the camera back now if you please) 
           = OPTIONAL: Chest = Gella Card 
           = CLIVE: Bomb the east wall 
           = Exit East 
      ???: = OPTIONAL: Upper exit south leads to treasure: 10-Gal Hat, 
             Duplicator 
           = Drop off or go down the ladder, the choice is yours. :) 
           = CLIVE: Bomb the east wall 
           = Exit East 
      ???: = OPTIONAL: Grab the treasure: Name tag, Lucky Card 
           = Exit up 
      ???: = Up the ladder 
           = West 
           = Exit North-West 
      ???: Drop off intoo the pit to the west 
      ???: Exit South-East 
      ???: = Drop off East 
           = Exit Up 
      ???: = Cross the bridge 
           = Blow up the North Wall 
           = Exit North 
      ???: = If you want to save do it now. 
           = Go North and there will be a cave in (and from that point on 
             you cannot save until this dungeon has been completed). 
           = Exit North 
- GALLOWS: Use the Kramer Doll 
                                                                  BOS00000031
+--------- 
| Boss: 
+---------------- 
| Lombardia 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv36; Clive Lv37; Jet lv36; Gallows lv37 
=============================================================================
Abilities: 
- Mighty Might 
  = Attack power up 
- Missile Might 
  = Attack on one target 
=============================================================================
This fight is rather odd, but pretty easy nonetheless. 
Lombardia will waste his first three turns to power himself up. Just cast 
Eraser to dispell all that crap. 
After that he'll do a few times Missile Might, which you can easily heal 
through, no problem no sire. 
After that he'll just shine bright red and do nothing at all, and he he 
still lives after that, he'll repeat the cycle. 
 
When you dealt him enough damage he'll ask you a few question. Answering 
one of them wrong means Lombardia will kill the entire party instantly 
meaning you lose the battle. 
The correct answers are: 
        I: I Want what you want 
       II: Yes 
      III: I will give you something more 
       IV: Something to quench your desire 
=============================================================================
This will conclude this dungeon and as your reward you'll gain Lombardia, 
and with that all places on the world map are within your reach now. 
 
 
Now I strongly recommend to take on Millenium Puzzle #10 which is located 
on the higher platform west of Laxisland 
Millenium Puzzle #14 is also a big wanna have. See the Millenium Puzzle 
Section how to find and solve them 
And If you want to go for Arioch, now is the best time to do so. 
 
Of course, the other sealed bosses are also unlocked by now, but I 
recommend to make sure you're ready to go for them as they are pretty 
though. 
 
 
 
                                                                  CH300000008
=============================================================================
Dungeon: Gob's Hideout 
Lucied 
Requirement: You must have obtained the Radical Sneakers from Iron Dragon's 
Nest (CH300000003) 
=============================================================================
My levels: Virginia Lv38; Clive Lv38; Jet lv38; Gallows lv38 
=============================================================================
Enemies: 
= Gob 
Boss: 
= None 
=============================================================================
How to get there: 
= Speak to Tesla (Virginia's uncle). He's pacing around the graveyard in 
  Boot Hill. 
= Leave Boot Hill and WALK all the way south. When you reach the edge into 
  the dunes a little west and search here. 
=============================================================================
Overview: 
You're just back in the place where the game began (assuming you did 
Virginia's Prologue first). 
The enemies are the same as in your original visit, so better not waste 
your time on the encounters and cancel them all (unless you hope to meet an 
Arioch here, of course. See Sealed Bosses). 
For this run I asume you took everything of value on your original run, so 
I'll skip all of that and I'll just get on what you must do here, and lead 
you out. 
=============================================================================
      001: Exit North 
      002: Exit North 
      003: Exit East 
      005: Up the stairs and exit west at the top 
      003: All the way west and exit West 
      008: Follow the corridor and exit East at the end 
      009: = Go to the North-east platform (and watch out not to fall 
             throught he floor. Tiptoe to be sure) 
           = JET: Jump onto it. 
           = Exit up the ladder 
      014: = Open the west chest to get the Wolf Idol, the reason I brought 
             you here :) 
           = OPTIONAL: the east chest contains a tiny flower 
           = OPTIONAL: the crate west contains a Gimel Coin 
           = Exit South 
      015: = Make your way downstairs 
           = OPTIONAL: Open the chest for a duplicator 
           = VIRIGINIA: Light the south-west torch 
           = Exit East 
      008: Go south, exit East 
      003: Make your way east, exit East 
      005: Down the stairs and exit west at the bottom 
      003: Exit South 
      002: Exit South 
      001: Exit South 
 
That's all folks ;) 
 
Let's go turn that idol into a guardian. 
 
 
 
                                                                  CH300000009
=============================================================================
Dungeon: Fallen Sanctuary 
Luceid 
=============================================================================
Requirement: You must have obtained the Wolf Idol from Gob's Hideout 
(CH300000008) 
=============================================================================
My levels: Virginia Lv38; Clive Lv38; Jet lv38; Gallows lv38 
=============================================================================
Enemies: 
= Pillbug 
Boss: 
= Luceid 
=============================================================================
- Make your way to the guardian platform 
- = JET: Jump towards the north-east monolith 
  = Use the Wolf Idol on the Monolith. 
                                                                  BOS00000032
+--------- 
| Guardian 
+---------------- 
| Luceid 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv38; Clive Lv38; Jet lv38; Gallows lv38 
=============================================================================
Abilities: 
- Dark Destruction 
  = Darkness attack (350+ damage) on all targets 
- Dark Luceid 
  = Unless underlevelled, no effect at all. 
- Life Drain 
  = Drains your life to recover his own 
- Large Moon 
  = Melee Attack 
=============================================================================
Luceid is one of the easier guardians to defeat. 
None of his attacks should give you any trouble to heal through, and his 
favorite one (Dark Luceid) doesn't even do any damage at all (it never did 
to me, at least, and since I played this game from start till finish far 
too much that counts for something). 
Just keep attacking, and keep healing your weakest (that is one with least 
HP) and you'll win this fight quite easily. 
=============================================================================
After beating Luceid you'll get his medium (Lust Jaw) and you can power up 
two other guardians. With that you can just exit thing dungeon. 
I recommend to equip the Lust Jaw on Gallows. 
 
 
 
                                                                  CH30000000A
=============================================================================
City: Baskar 
Another Cry for Help 
=============================================================================
Requirement: You must have completed Iron Dragon's Nest (CH300000003) 
=============================================================================
My levels: Virginia Lv40; Clive Lv39; Jet lv39; Gallows lv39 
=============================================================================
Go to the main temple in Baskar and hear out Halle. At the end she'll send 
Shane with you as a guide through your next stop... The World's Footprint. 
 
 
 
                                                                  CH30000000B
=============================================================================
Dungeon: The World's Footprint 
=============================================================================
Requirement: You must have seen Halle (Gallow's Granny) getting bad during: 
Baskar - Another Cry For Help (CH30000000A) 
=============================================================================
My levels: Virginia Lv40; Clive Lv39; Jet lv39; Gallows lv39 
=============================================================================
Enemies: 
= Apocrypha 
= Christine 
= Wise man 
Boss: 
=============================================================================
How to get there by Sandcraft: 
= When your Sandcraft is parked at Baskar, board it and head north 
= Go into the sideway west and dock the sandcraft 
= South-East 
= Take the ramp down and go south 
= Follow the edge to the west and search 
 
How to get there by Lombardia: 
= Fly to infinitum (the tower South-West of Baskar) 
= Fly straight North from there 
= Pass the island and land as soon as you reach land 
= Search here. 
=============================================================================
Overview: 
This dungeon is very straight forward. No complex roads or anything, and 
the puzzling is hardly there. 
This place is in the first place a scenario run. In many rooms you'll see a 
painting. Shane will give an explanation about these paintings. If you want 
a proper understanding of the WA3 storyline as a whole, it's very important 
you take good note of Shane's explanations. 
At the end you'll meet a boss, or rather a combination of four bosses, but 
that's just a crappy excuse for a boss. 
Let's just go for it ;) 
=============================================================================
      001: Exit North 
      002: Go North, exit North 
      003: = OPTIONAL: GALLOWS: Clean the stone with the Freezerdoll if you 
             want to read it. 
           = TIPTOE all the way north (if you don't tiptoe the door will 
             close) 
           = Exit North 
      004: = Hear out Shane about the events 2200 years ago. 
           = Go North-East 
           = Exit East 
      005: You cannot reach the southern duplicator door for now. That has 
           to come later. 
           = Go North 
           = Exit North 
      007: Shane will tell you more. This time about the events 1300 years 
           ago. 
           = Go North-East 
           = Exit East 
      008: Go East, exit East 
      009: The switches need to be lit in a specific order 
         A B C
       1 . . .   North
       2 . . .    /\
       3 . . *    ||
           = B2 
           = A3 
           = C2 
           = B1 
           = C1 
           = B3 
           = A1 
           = A2 
           This should open the door. 
           = Exit East 
      010: Another story from Shane about an event 400 years ago. 
           = Go South-East 
           = Exit South 
      011: = Follow the corridor 
           = OPTIONAL: East exit leads to treasure: Lucky Card x2, Warp 
             Star x2, Gella Card 
           = Exit South 
      013: Another event, 150 years ago. 
           = Exit West 
      014: = Follow the corridor 
           = OPTIONAL: South exit leads to treasure: Growth Egg, Weather 
             Vane, Gimel Coin 
           = Exit East 
      016: Shane will now tell you about the event 100 years ago. 
           = Go North-West 
           = Exit North 
      017: = VIRGINIA: Use the thindercrest on the white block to make it 
             red 
           = CLIVE: Use the gloves to place all blocks on the tile of the 
             same color 
           = Exit North 
      018: Go North, exit North 
      019: = Go North until you find the painting depicting the future and 
             sit out the scenario that follows 
           = After all that, exit south 
      001: (You'll be teleported back to the entrance) 
           = Go South and well... look who we got here... new haircut? 
 
                                                                  BOS00000033
+--------- 
| Boss: 
+---------------- 
| Scarecrow, Steamgear and Leonhardt 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv40; Clive Lv39; Jet lv39; Gallows lv39 
=============================================================================
Abiilities Scarecrow: 
- Arcana Disposal 
  = Reflects offesnive magic 
- Hellsize Masquerade 
  = DEATH! 
- Raven 
  = Melee Attack 
 
Abilities Steamgear: 
- Undalation Cannon 
  = Magic attack one target 
- Psychadelator 
  = Confuse one target 
 
Abilities Leonhardt: 
- Critical Heal 
  = Heals itself and its allies to full HP 
- Blade Arm 
  = Melee Attack 
- Surpressed Curse 
  = Dark attack, one target 
=============================================================================
These guys are not hard, but they can put up a fight. 
Of course the fact that Leonhardt can heal up full is very very terrible. 
He's weak to all elements, but he's under a permanent reflect spell. You 
can dispell it, but due to a bug your Arcana will still come back to you, 
so that won't work. What does work is when you have a spare elemental ring 
is to attach an element to Clive and make him go all the way on Leonhardt, 
that should take care of him. 
With Leon out of the way, at least you removed your opponent's possibility 
to heal, and that's worth a lot. 
 
After that you have to decide who the bigger threat is... The Confusion of 
the Steamgear, or the instant kill of the scarecrow. 
=============================================================================
When you win this fight you'll score Adventure 5, in case you were doing 
that sidequest. :) 
 
 
You'll end up in Baskar, and from there you can plan your next move. 
 
Before getting into that, I prefer to fetch the Guardian of Courage Justine 
first, making we have 3 places to go to now. 
 
                                                                  CH30000000C
=============================================================================
Gunner's Heaven 
=============================================================================
My levels: Virginia Lv41; Clive Lv40; Jet lv40; Gallows lv40 
=============================================================================
How to get there: 
= First I recommend to have fetched Lombardia first from IDX Dragon's Lair, 
  it makes explaining this all a lot easier on me. 
= Now you can best fly to where Survey Point #17 used to be. Even though 
  the dungeon itself has disappeared you can still look at up on the map. 
= From there fly over the bridge and go west 
= Follow the road you could take if you were on foot 
= Fly to the unfinished railroad to the south 
= Search the south and of the raidroad 
=============================================================================
Overview: 
This should have been a sidequest, but the first part of it is required for 
the game, the rest is optional. 
For a complete explanation of this place please look at the sidequests 
section, as for this section I limit myself to the required part. 
=============================================================================
A detail: 
Now for a nice detail. You've seen the black haired girl before when she 
walked away from Romero and Dario in Jolly Roger, she could also be seen in 
Boot Hill. 
On your first visit here you can find her when you walk into the area on 
the balcony above it pacing around. However when you get yourself onto this 
balcony she'll be gone. 
The time to reveal more about her is not yet, but it's nice to see ;) 
=============================================================================
- = Talk to Ortega 
  = "Arena" 
  = "Novice League" 
  = Accept to pay 2000 Gella 
 
You now have to beat 5 rounds of enemies in 25 turns or less (if you don't 
make the turn limit you can speak to Ortega to try it again). 
 
=============================================================================
Gunner's Heaven - League 1 
Prizes: Antidote x3, Heal Berry x4, Revive Fruit, Potion Berry, 5000 Gella 
One-time Prize: Item Scope - Allows you to find treasures on the world map 
Turn Limit: 25 
=============================================================================
My levels: Virginia Lv41; Clive Lv40; Jet lv40; Gallows lv40 
=============================================================================
  ROUND:1: GANGA x3 
           This round is the one that can take longest as these three are 
           you thoughest opponents in this league. 
           They have no weaknesses, and they cancel your moves. I do 
           recommend you not to go crazy on summons or anything as you need 
           it for the next round. 
           If you already obtained Raftina, you can speed this battle up by 
           casting the spell, weaken. Any element will do as long as you 
           immediately attack your weakened target with the same element. 
 
  ROUND:2: WENDIGO x1 
           This guy is weak to wind, and you can save yourself a lot of 
           turns if you exploit that weakness. 
 
  ROUND:3: SHAMBLING MOUND x6 
           Summon Moor Gault (Fiery Rage Medium) and if the summoner has 
           quite some FP you'll be rid of these in only one turn. 
 
  ROUND:4: BALOR x1 
           This guy is quite a master of disease attacks, I recommend you 
           to cure that status with the Clearance spell as soon as it 
           appears. 
           He's weak to thunder, and I suggest to exploit that weakness. 
 
  ROUND:5: ARMORDRAKE x1 
           He has a thick armor (which is empowered by a shield spell which 
           you can dispell with eraser). 
           He is also weak to wind. Easy opponent. 
=============================================================================
 
If you beat the league above you'll be awarded the Item Scope. It allows 
you to find items on the world map, and that's precisely how we're gonna 
find the Lion Idol that leads to Justine. 
 
As I said, the rest of this place is optional, and therefore I refer to the 
sidequest section for that. 
 
 
 
                                                                  CH30000000D
=============================================================================
Dungeon: Gemstone Cave 
Justine 
=============================================================================
Requirement: You must have obtained the Item Scope from Gunner's Heaven 
(CH30000000C) 
Recommendation: Please have the teleport Orb from Millenium Puzzle #14 
=============================================================================
My levels: Virginia Lv41; Clive Lv40; Jet lv40; Gallows lv40 
=============================================================================
Enemies: 
= Rock Baboon 
= Hodac 
Boss: 
= None 
=============================================================================
Overview: 
Back again. This time no bother from Maya Schrodinger, and also a different 
route to take on. 
The enemies are still the same, and I won't name treasure you could take 
here on your previous visit. 
=============================================================================
      001: = Go down the ramps 
           = Exit North-East 
      002: Follow the way, exit East 
      003: Go East and hit the exit 
      004: Make your way up and hit the upper exit west 
      003: Cross the bridge and exit west 
      002: Exit North 
      005: Follow your way up and hit the exit 
      006: = CLIVE: Bomb the west wall 
           = Exit West 
      007: = OPTIONAL: You can block up the rocks east and exit south to 
             score a Revive Fruit 
           = OPTIONAL: The chest in this room contains a Gimel Coin 
           = Up the ramp north west 
           = CLIVE: Bomb the north wall 
           = Exit North 
      008: Exit North 
    WORLD: = West 
           = Search twice (first time you'll find a sign, second time 
             you'll find the Lion's Idol 
           = Pick up that Idol 
           = If you have the Teleport Orb, use it to teleport out, if you 
             don't have it, you'll have to make your way back through the 
             cave. 
 
 
                                                                  CH30000000E
=============================================================================
Dungeon: Fallen Sanctuary 
Justine 
=============================================================================
Requirement: 
= You must have obtained the Lion Idol from the Gemstone Cave (CH30000000D) 
= You must have obtained the Radical Sneakers from Iron Dragon's Nest 
  (CH300000003) 
=============================================================================
My levels: Virginia Lv41; Clive Lv40; Jet lv40; Gallows lv40 
=============================================================================
On the Monolith room, examine the South-East monolith (use Jet's jump shoes 
blah blah blah) and use the Lion Idol on it. 
 
                                                                  BOS00000034
+--------- 
| Guardian 
+---------------- 
| Justine 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv41; Clive Lv40; Jet lv40; Gallows lv40 
=============================================================================
Abilities: 
- Justine Attack 
  = Kills the entire party in once.... at least, that's what it's supposed 
    to do, but in 99,999 of the 100,000 cases it does nothing at all. 
- Hyper 
  = Double attack power. 
  = Cast Eraser to dispell this. 
- Heavy Brave 
  = Melee Attack 
- Magnarize 
  = 150+ attack on one target 
=============================================================================
Justine is the easiest of the four guardian lords, if not of all guardians 
you gotta battle during the game. 
He does power himself up an all, but dispelling it with Eraser is just too 
easy. The supermove is supposed to kill everybody, but it rarely hits (the 
first time it hits me has yet to come). 
None of his attacks are bringing you into trouble as your healing spells 
are stronger than that. 
To cut a long story short, Justine is even too easy for RPG beginners and 
not worth to waste any more words on. 
=============================================================================
After winning this fight, you'll obtain Justine's medium (give it to Jet), 
and you can empower two weaker mediums. 
That concludes obtaining Justine. 
 
 
                                                                  CH30000000F
=============================================================================
Dungeon: Ruins of Dreams 
=============================================================================
Requirement: You must have completed The World's Footprint (CH30000000B) 
=============================================================================
Enemies: 
= Myconid 
= Grabsk 
Boss: 
= Humbaba 
=============================================================================
How to get there: 
When you look on the worldmap you can see two islands forming a misformed 
pacman. 
At the east side of it are some islands, one of them has a beach. Use 
either the Sandcraft or Lombardia to get there. 
=============================================================================
Overview: 
This dungeon is one with some scenario. of course about Clive's past, but 
especially more some revelations of what the Prophets are actually doing at 
this moment. 
The puzzles here are not hard, but the boss is nasty, but he's easier than 
you think he is. 
=============================================================================
      001: = OPTIONAL: JET: You can use the jump shoes to jump into the net 
             and climb up. There the west exit scores you Revive Fruit, 
             Gella Card x2, 12000 Gella, and the east exit scores you Lucky 
             Card and Duplicator 
           = Exit North 
      004: = You can turn the wheel to open the door, but don't stop until 
             it has been opened completely. 
           = Exit North 
      005: Go down the stairs and exit West 
      006: You get first some scenario to sit out. 
           = Follow your way down and hit the exit at the end 
      007: You cannot deactive the lasers from here. Exit East in stead 
      008: = Upstairs and pick up a crate 
           = Downstairs and throw it to the crystal pyramid east 
           = Upstairs and exit west 
      007: = CLIVE: Bomb all the devices to deactivate the lasers 
           = Drop off South 
           = Exit North 
      009: OPTIONAL: 
           = Up the stairs onto the south-east platform 
           = Jump into the net 
           = Get the potion berry and drop off 
           END OPTIONAL PART 
           = JET: Use the jump shoes to get in the northern net and climb 
             up 
           = JET: Hit the target with the boomerang 
           = Drop off 
           = Exit East 
      010: = Down the stairs 
           = Bump the switch to the west 
           = Exit North 
      011: Some more scenario. 
           = Down the stairs 
           = Exit West 
      013: = OPTIONAL: Chest = Gimel Coin 
           = North 
           = Drop off to the area below the net 
           = JET: Jump into the net with your shoes (you need to a bit NE 
             to make it work) 
           = Move above the swich and drop off onto it 
           = JET: Use the shoes to jump into the net and climb up 
           = Exit East 
      014: This is a timed puzzle. Move to the center and a trap will move. 
           = JET: Use the boomerang on the South-East target to stop the 
             trap 
           = Exit East 
      015: Up the stairs and hit the exit at the end 
 
                                                                  BOS00000035
+--------- 
| Boss: 
+---------------- 
| Humbaba 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv42; Clive Lv41; Jet lv40; Gallows lv41 
=============================================================================
- Head Butt 
  = Melee Attack 
- The Stench of Death 
  = Announce instant kill this turn 
- Humbaba Curse 
  = Kill entire party in once. 
=============================================================================
This boss can be impossible to beat if you don't know what you're doing. 
Every three turns it will kill the entire party instantly, unless of course 
you take some precautions. 
Clive had the Cosmic Cog equipped in my game. This gives you the 
possibility to shield him against instant death. Have it at full so you are 
sure that one party member always survives whatever happens. 
If you have a holy grail you can equip it on any body else to give him/her 
the same skill. 
I already had the Brave Seal and I had it on Jet. When you max out the 
"Focus" ability it should protect him. 
Virginia had the Love Charm on in my game, and I just used her to cast 
Status Lock over all unprotected characters. 
These precautions will make you survive the instant kill move. 
Aside from that this guy is easy, and he's weak to all elements. Abuse that 
fact. 
=============================================================================
Beating this guy will get you a Holy Grail. 
Virginia noted that she heard somebody laughing. All I can say for now 
is... she's right. Take note of that. 
 
      016: Exit North to conclude this dungeon. 
 
 
 
                                                                  CH300000010
=============================================================================
Dungeon: The Abyss 
=============================================================================
You must have obtained Lombardia in Dragon's Lair (CH300000007) . 
=============================================================================
My levels: Virginia Lv42; Clive Lv42; Jet lv41; Gallows lv42 
=============================================================================
Enemies: 
= Aello 
= Cannon Bufallo 
= Calupdis 
= Baskerville 
= Balphon 
= Mad Gasser 
Boss: 
=============================================================================
How to get there: 
= First speak to the people in Little Rock so they'll reveal the existance 
  of this place to you. 
= From Humphrey's Peak board Lombardia 
= Fly South until you reach the dunes 
= Fly a little south east and you'll find some land 
= The way is passed with a rock. Lombardia can shoot. Do so to remove the 
  rock 
= Land and make your way through the place previously blocked to the north 
= At the end search 
=============================================================================
The Abyss was meant as a sidequest, but the first part of it is required to 
obtain the guardian Zephyr, and you need that guardian in order to complete 
the game. 
For this description I'll limit myself to that section. For the Abyss in 
full, please look at the sidequest section. 
 
In the first room, just proceed to the elevator and say "yes" when the game 
prompts to enter the abyss. 
 
On the next 10 floors you need to collect all blue crystals and when you 
collected them all the teleporter to the next level will open. 
You get get on level 10 you'll get the boss. 
 
                                                                  BOS00000036
+--------- 
| Boss: 
+---------------- 
| Ephrem Zein 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv43; Clive Lv42; Jet lv41; Gallows lv42 
=============================================================================
This boss is very very easy. At the start of each turn it will call 
intercepts, at the end it cancels them. Any attack between them will be 
countered with a big light spell. 
Clive, slowpoke as he is, always acts after it's all cancelled (unless you 
are overlevelled, which is in your disadvantage here). 
So let everyblody guard and let Clive do the attacking and you get through 
this without a scratch. 
 
A few things the others can do 
= If you have a Dark Ring, Mystic it on Clive. 
= If you don't have a Dark Ring, but you do have the Brave Seal Medium, 
  then cast Hyper on Clive. 
= Mystic a Lucky Card, lots of EXP here 
= Use a Gella Card, you don't wanna miss this cash. 
That's all :) 
=============================================================================
When you win this fight, you'll obtain the Dragon Idol. 
The Game will ask if you wanna leave or go for the other levels. 
I recommend to leave (the rest of this dungeon should not be taken on below 
lv85 at least). 
 
 
                                                                  CH300000011
=============================================================================
Dungeon: Fallen Sanctuary 
Zephyr 
=============================================================================
Requirements: You must have obtained the Dragon Idol in The Abyss 
(CH300000010) 
=============================================================================
My levels: Virginia Lv43; Clive Lv42; Jet lv41; Gallows lv42 
=============================================================================
      001: Up the stairs 
      002: = JET: Jump to the south-west Monolith 
           = Present the Dragon Idol to it. 
                                                                  BOS00000037
+--------- 
| Guardian 
+---------------- 
| Zephyr 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv43; Clive Lv42; Jet lv41; Gallows lv42 
=============================================================================
Abilities: 
- Downburst 
  = Melee attack 
- Exploder 
  = Target will explode on his/her next action, dying instantly hurting 
    his/her allies depending on how much HP he/she had left prior to 
    exploding. 
  = The only spell that can prevent you from being hit is Reflect 
- Phantasmic Heart 
  = Strong non-elemental spell against all targets 
=============================================================================
Zephyr is the hardest of all the guardian fights. His "Exploder" spell is 
the spell that makes it so.... There is no way to cure exploder, but you 
can prevent it. Just keep casting Reflect over everybody. Don't do this 
with Extension, it will cost more FP than you can recover, just do one by 
one and pray no unprotected ones get hit. 
I must note, reflect will bounce the spell back to Zephyr, but he is immune 
to it, but that doesn't matter, his turn is wasted, and that's what 
matters. 
When you can keep Exploder under control you got this battle in the pocket, 
nevertheless, bring a lot of Revive Fruits, as you're gonna need them bad. 
Keep note that Phantasmic Heart can hurt you bad, so keep healing 
aggresively. 
=============================================================================
Now you'll get the Hope Shard (give to Jet) 
And you can turn two silver mediums to gold. 
If you have followed my FAQ to the letter you should have all guardians 
now. 
 
 
                                                                  CH300000012
=============================================================================
Dungeon: Fila Del Fia 
=============================================================================
Requirement: You must have completed IDX Ruins of Dreams 
=============================================================================
My levels: Virginia Lv45; Clive Lv44; Jet lv43; Gallows lv44 
=============================================================================
Enemies 
= Zaebos 
Boss: 
=============================================================================
New Tool 
= Grappling Hook (Clive) 
=============================================================================
How to get there by Sandcraft: 
You can best board it from Boot Hill and go straight south-west 
There should be a beach around a crater. Fila Del Fia lies withing that 
crater 
 
How to get there by Lombardia: 
Fly to the west edge into the dunes and once you above that go straight 
north and you should find the crater where Filia Del Fia lies within. 
=============================================================================
Overview: 
Welcome to the floating city of Fila Del Fia, or at least, what's left of 
it, if this city ever floated in the first place, that is. 
It's not a hard dungeon, neither combatwise or puzzlewise. The boss needs a 
bit of a trick, but I wouldn't label him hard, either. Let's just go for 
it. 
=============================================================================
      001: Exit North-West 
      002: = Drop off South-West 
           = Exit South-West 
      003: You can score a gella card and potion berry here but most 
           importantly: 
=============================================================================
NEW TOOL: GRAPPLING HOOK 
 Stand directly beneath a hooking path and press the tool button and Clive 
will shoot a hook in the air pulling himself up. Face into the direction 
you want to go, and Clive will go forward dropping off (that one spot 
forward is very significant).To those who played Wild Arms 1,2, ACF and 5, 
this does NOT work the same as the grappling hook in those respective 
games! 
=============================================================================
      003: Exit North-East 
      002: = Stand beneath the path 
           = CLIVE: Hook up 
           = Drop off North-East 
           = North 
           = CLIVE: Hoop up and drop off North 
           = Exit North 
      004: = Examine the little screen and sit out the scenario 
           = Exit West 
      005: = OPTIONAL: Up the ladder you can score a Lucky Card 
           = Stand under the boomerang target 
           = CLIVE: Use the hook... yup that works too :) 
           = Exit West 
      006: = Go to the VIT crystals 
           = Tiptoe your way north (don't use the gale crest. The game 
             makers made it so that that tool won't work here). 
           = OPTIONAL: GALLOWS: Down the stairs you can score Warp Star x3 
             with the steady doll 
           = OPTIONAL: CLIVE: You can bomb the west wall to score: 15,000 
             Gella, Migrant Seal 
           = Exit North 
      008: = Go East (and sit out the scenario) 
           = Exit East 
      009: = Follow the corridor 
           = CLIVE: Stand north of the blocks and use the gloves to move 
             them both north of you. 
           = CLIVE: Stand under the pad, and hook up 
           = Drop off East 
           = Exit East 
      010: Exit North 
 
                                                                  BOS00000038
+--------- 
| Boss: 
+---------------- 
| Chameleon Man 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv45; Clive Lv44; Jet lv43; Gallows lv44 
=============================================================================
Abilities: 
- Lazy Lick 
  = Causes Misery on one target 
- Backstab 
  = Kills one target instantly 
=============================================================================
I nicknamed this one "Schele", but I suppose you need to understand Dutch 
to understand why :) 
What I must note is that after every physical attacks his guy will turn 
immune for physical attacks for 3 turns, so when it comes to that I 
recommend to only let Clive do that. 
I already had all guardians at the time, and casting both "Hyper" and 
"Permanence" on Clive will help you great deal. 
Other than that he's quite a master of Misery and instant kill. Both can be 
blocked by the "Status Lock" spell, and if you have "Permanence" then cool, 
cast both spells over everyone. After that this fight is a pushover. 
=============================================================================
You'll score a duplicator for this fight 
 
      011: Exit East 
      012: = Up the stairs 
           = Turn the wheel to turn the target upside down 
           = GALLOWS: Freeze the wheel 
           = Down the stairs 
           = CLIVE: Shoot the target from below with the hook 
           = Up the stairs 
           = OPTIONAL: VIRGINIA: You can defrost the wheel with the 
             thindercrest for fun, but it won't do that much good :P 
           = Hit the exit 
      013: (Any time I see room number 013 coming by I must think about the 
           Dutch city Tilburg... Why would that be?) 
           = Exit North 
      014: = Drop off North 
           = OPTIONAL: Dropping off north-East and hitting the exit there 
             can score you Gimel Coin, Pocketbook (mimi). Of course, you 
             need Clive's hook to get back up the main track 
           = Exit North-West 
      016: Examine the great computer and leave to conclude this dungeon. 
 
 
 
                                                                  CH300000013
=============================================================================
Dungeon: Caging Tower 
=============================================================================
Requirement: Fila Del Fia (CH300000012) completed 
=============================================================================
Enemies: 
= Barbarossa 
= Gorg 
= Nybass 
Boss: 
= The Schrodinger Family 
=============================================================================
How to get there: 
= Go to Clayborne and speak with Myra (the innkeeper). NOTE: I don't know 
  what happens if you would already have completed the Martina van Basten 
  sidequest making that Myra is replaced by Mileux, but I think the game 
  makers took it into account. 
= All the way North-East 
=============================================================================
Overview: 
This dungeon is frustrating. 
Most of the puzzles are about appearing and disappearing orbs. Study them 
well and they go in a pattern as when you touch an orb, you'll get captured 
and be put in a cage. You can get out of there by bumping the door, but it 
gives a lot of time wasting. 
The boss is Maya and her team for the last time. They will not disappear 
from the story after that but at least this is the last time you gotta 
fight them. 
You can also obtain the Black Pass to the Black Market here, and that item 
can be pretty important. 
Let's just go for it. 
=============================================================================
      001: Up the stairs and exit East 
      002: Up the stairs and hit the exit 
      003: Study the balls well. If you get caught no problem in this room, 
           just jiggle the left analog stick or the directional keys to get 
           out, but this is the only room for which that counts. 
           Destroy the cone to complete this. 
           Here goes nothing: 
           = Hug the platform and follow it to the stairs and stop when a 
             ball is in your way. 
           = Up the stairs 
           = Ignore the chest and hit the stairs up at the north wall when 
             the road is clear 
           = CLIVE: Bomb the cone 
           = OPTIONAL: NOW you can take the chest: Lucky Card 
           = Exit West 
      004: Up the stairs and hit the exit at the top. 
           (OpTIONAL: North exit = Potion Berry, Revive Fruit) 
      006: Exit East 
      007: Go up the stairs and hit the exit 
      008: Just like in room 003, but you touch a ball this time you'll get 
           a random encounter first and after that you'll be teleported 
           into a cell in room 006. If that happens run to bump the door 
           open and come back here. 
           = From the entrance go straight north once the way is clear 
           = JET: Use the trampoline tio get onto the platform west 
           = Hug the northwall and once the road is free go to the treasure 
             chest (which contains a Gella Card btw) 
           = Drop off South from here 
           = JET: Use the trampoline 
           = Hug the west wall and go south and when the road is clear run 
             south 
           = CLIVE: Bomb the cone 
           = Exit West 
      009: = Up the stairs 
           = OPTIONAL: North exit = Grab Bag, AP Ammo, Gimel Coin 
           = Hit the east exit at the top of the stairs 
 
                                                                  BOS00000039
+--------- 
| Rival Drifters 
+---------------- 
| The Schrodinger Family 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv45; Clive Lv44; Jet lv44; Gallows lv45 
=============================================================================
Abilities Maya: 
- Vantage Rage MM 
  = Maya's normal attack 
- AW-RSTN87 
  = Strong attack against one target 
- Calamity Jane 
  = Extremely strong attack to one target 
 
Abilities Alfred: 
- Homemade Bomb 
  = Weak attack on one target 
 
Abilities Todd: 
- Healing Factor 
  = Heals ally 
  = Whenever you attack Maya or Alfred Todd will instantly cast this spell 
    regardless if it's his turn or not. 
- Black Fenrir 
  = Todd's Normal attack 
  = TRIVIA: Named after the sword of honor Jack can get in Arctica Castle 
    in Wild Arms 1. 
- Psycho Crack 
  = Attack + Confusion on one target 
  = TRIVIA: Named after Jack's initial Fast Draw attack in Wild Arms 1. 
 
Abilities Shady 
- Baking Breath 
  = Fire attack one target 
- Blizzard breath Breath 
  = Ice attack one target 
 
Combo ability - Alfred + Todd + Shady 
- Wild Bunch 
  = Alfred throws bars of Dynamite in the air 
  = Todd uses his sword to hack them over the entire field 
  = Shady breaths fire on all of them 
  = Result: BOOM! 
  = Damages entire party 
=============================================================================
I really don't know if striking down Maya is enough to win this fight, but 
point is, she gets really dangerous when her HP gets low, so let's go for 
the other first. 
 
As long as the three gentlemen are all three up, all they do is perform the 
"Wild Bunch" combo, and Maya won't do a thing for now. The damage that 
combo does is pathetically low, but it's because it hits the entire party 
this move can cause you to suffer, so we must take one of the gentlemen out 
first, and as Todd is the most dangerous one with his Psycho Crack, it's 
pretty obvious you want him down first. As always you can put his Afro on 
fire with a fire spell and I suggest you do so. 
Be aggresive with your healing spell, and of course you can always mystic a 
potion berry when the going gets though. 
 
Once one of the three gentlemen is out of the battle things are practically 
the same as in your first encounter with Maya, however I told you before 
Maya gets dangerous when on low HP, so take out Alfred and Shady first, in 
random order, but as Alfred is the weakest I prefer to go fo Shady first 
then Alfred. 
 
Once Maya is the last man... I mean... person standing, just beat her up, 
however once he gets on low HP she'll go crazy with her Calamity Jane move 
that can get to 1000+ damage. Once that happens make sure you use a lot of 
your healing, but make sure Jet and Clive go for the most powerful attacks 
they have at their disposal and Maya should be out soon. 
=============================================================================
      011: OPTIONAL (but too good to pass up) 
           = JET: Jump on the switch 
           = Hit the north exit and go go the first floor 
      001: = The east chest contains a Mega Berry 
           = Open the duplicator chest to get the Black Pass. You can use 
             it in Little Twister to open the way to the black market 
           = Hit the north exit and go to the fifth floor 
           END OPTIONAL PART 
=============================================================================
      011: Exit East 
      012: Go up the stairs and hit the exit at the top 
      013: This is the most terrible orb room. You now the drill now. 
           = Go through the North-West path and stand in the North-East 
             corner 
           = Keep hugging the north wall while going west (and wait when 
             there's an orb in your way) 
           = CLIVE: Hook up and drop off west 
           = OPTIONAL: North chest (mimic) = Growth Egg, south chest = 
             17000 Gella 
           = Drop off South (watch out not to land on an orb) 
           = Go south hugging the west wall until you reach the exit (watch 
             out for the orbs of course) 
           = Hit the road south-east as soon as it's orb-free, and stand in 
             the south-west corner 
           = Go East while hugging the south wall 
           = CLIVE: Use the hook to go up the platform 
           = CLIVE: Bomb the cone 
           = Make your way west and exit west 
      014: Up the stairs and hit the upper exit 
      015: This is the final orb room. Not as hard as the previous one, but 
           the orbs move faster. 
           = Make your way past the orbs onto the eastern trampoline 
           = JET: Jump 
           = JET: Stand on the next trampoline and jump 
           = CLIVE: Go east and bomb the cone 
           = JET: West and hit the trampoline 
           = OPTIONAL: Chest = Duplicator 
           = JET: Hit the western trampoline 
           = OPTIONAL: JET: Western trampoline leads to: Gimel Coin and 
             Call Whistle x3 
           = JET: Hit the eastern trampoline 
           = Exit East 
      016: All the way up the stairs and hit the exit at the end 
 
You reached the end of the dungeon. Watch the show. 
To conclude this dungeon, go to Clayborne and speak to the guy who sold you 
the horses, then leave Clayborne. 
 
 
NOTE: In order to do the next content you MUST have obtained Lombardia from 
Dragon's Lair (CH300000007)!!! 
 
 
 
                                                                  CH300000014
=============================================================================
Dungeon: Disection Faclilty 
=============================================================================
Requirements 
= You must have obtained Lombardia from  Dragon's Lair (CH300000007) 
= you must have the Caging Tower (CH300000013) and after that have spoken 
  to the horse-seller in Clayborne 
=============================================================================
My levels: Virginia Lv46; Clive Lv45; Jet lv45; Gallows lv46 
=============================================================================
Enemies: 
= Chimera Geo 
= Chimera Muse 
= Chimera Fray 
= Chimera Wing 
Bosses: 
= Sadas & Sadas Jr (Optional) 
Note: 
You can directly go for the Sealed Boss Heimdall Gazzo in this run, but I 
prefer not to (I wasn't fully prepared at the time). I'll ignore him in 
this run, if you want to take him down, see the Sealed Boss Section. 
=============================================================================
How to get there: 
Go to Boot hill and fly over the hill to the south-east to get there. 
Please note, you can only get there by using Lombardia. 
=============================================================================
Overview: 
Not many puzzles, this dungeon is more meant to get to know more about 
Alfred, Todd and Shady and why they follow Maya around in her crazy 
ambitions. 
The enemies are funny to note. They are all representing one of the base 
elements, and if you want to obtain the rings that protect you from all 
that, here's the dungeon to steal them. If you are lucky, they drop :) 
=============================================================================
      001: = OPTIONAL: Chest behind duplicator door west = Name Tag (silly 
             thing to hide this way, I'd say). 
           = Exit North 
      003: Exit East 
=============================================================================
      004: OPTIONAL: 
           = CLIVE: Use the gloves to push the big block east x3 
           = Up the stairs 
           = VIRGINIA: Use the Gale Crest to warp over to the NE platform 
           = Exit East 
      005: = Claim the treasure chest 
           = Exit East and drop off 
           END OPTIONAL PART 
=============================================================================
      004: = CLIVE: Push the big block south past the two platforms 
           = CLIVE: Move to the south side and push it north to make it 
             form a bridge 
           = Cross that bridge you just formed 
           = Exit West 
      003: Exit North 
      006: = OPTIONAL: You can bump open the most southern cell to get 
             yourself 18000 Gella 
           = OPTIONAL: You can bump open the most northern cell to get 
             yourself a Mini Carrot 
           = OPTIONAL: In case you "need" it, destroy the crates to get a 
             heal berry... (wow, that's useful) :P 
           = Examine the east door and Todd will open it for you. 
           = Exit East 
      007: Exit North 
      008: This room is a bit tricky to explain, but not hard to do 
           actually :) 
           = OPTIONAL: Open the north chest to score a Gimel Coin 
           = OPTIONAL: Stand on the second wall that can rise (you can see 
             that by the lines on the floor what I mean). GALLOWS: Throw 
             the steady doll against the wall and then you can steer it to 
             the north switch to go up and claim the treasure (Lucky Card). 
           = On the higher platform stand as close to the northwall as you 
             can 
           = GALLOWS: Use the steady doll to activate the south switch 
           = Exit North 
      010: = Examine the north door and Shady will open the door for you. 
           = Exit North 
=============================================================================
      011: OPTIONAL 
           = Drop off 
           = CLIVE: Push the southern block aside 
           = Exit South 
      012: = Score here a Big Grab Bag 
           = With a duplicator you can score: Nectar 
           = Exit North 
           END OPTIONAL PART 
=============================================================================
      011: = If you are on the higher platform, drop off 
           = CLIVE: Push the north block one position north 
           = CLIVE: Now push it directly north of the other block 
           = Up the ladder 
           = Drop off onto the blocks 
           = VIRGINIA: Gale crest to wrap north 
           = OPTIONAL: Chest east = Gella Card 
           = Exit West 
      013: = OPTIONAL: Bump open the middle cell to score a Potion Berry 
           = Exit North 
=============================================================================
      014: OPTIONAL: (Warning, this optional section contains a boss) 
           = Open the west door with a duplicator 
           = Exit West 
                                                                  OBS00000001
+--------- 
| Boss: 
+---------------- 
| Sadas & Sadas Jr. 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv47; Clive Lv45; Jet lv45; Gallows lv46 
=============================================================================
Abilities Sadas Jr.: 
- Life is beautiful 
  = Revives Sadas 
- A journey of self discovery 
  = Skip turn 
 
Abilities Sadas: 
- You ain't laying a finger on him 
  = Takes damage in stead of Sadas Jr. 
=============================================================================
The object is to get Sadas Jr. killed, but that's not as easy as it 
appears. Whenever you do big Sadas will protect it and take the damage in 
stead. 
In nearly every turn the big Sadas will commit suicide and deal as much 
damage to a playable character as he had in HP left, which mostly kills you 
unless you are overlevelled. 
Of course after that Sadas Jr. is vulnerable and the trick is to hurt it 
before he revives big Sadas. 
 
When you are around the same level as me you most likely won't hurt big one 
at all, but that doesn't matter. Shoot like crazy and revive whoever dies 
is the key to do this in general. There are openings. 
=============================================================================
      015: = Open the chest to score a Holy Root 
           = Exit West 
           END OPTIONAL PART 
=============================================================================
      014: = Pick up the book lying on the ground (and now Alfred will open 
             the north door for you) 
           = Exit North 
      016: = Go to the east side of the room 
           = Examine the little terminal to conclude this dungeon. 
 
                                                                  CH300000015
=============================================================================
Dungeon: Ruins of Memory 
=============================================================================
Requirement: Disection Facility (CH300000014) completed 
=============================================================================
My levels: Virginia Lv47; Clive Lv46; Jet lv46; Gallows lv47 
=============================================================================
Enemies: 
Boss: 
= The Prophets 
=============================================================================
How to get there: 
= East of Jolly Roger. You've been here before 
=============================================================================
Overview: 
Well, you've been here before, so no need for long explanations, and the 
random encounters are the same as before and since you should be about 30 
levels higher by now, this place is a joke. Of course you get the fight the 
Prophets here, and they will do more than just "Eliminate Scanner". 
Let's go for it. 
=============================================================================
      001: Exit North 
      002: Exit North 
      003: Exit North-East 
      004: = South 
           = Exit South 
      005: Exit West 
      002: Exit West 
      006: Exit North 
      007: = Go North 
           = At the end exit south-east 
      003: = Stand near the sign on the north wall 
           = CLIVE: Use your hook and drop off North 
           = Exit North 
      016: = Activate all statues EXCEPT the two outer ones. 
           = Exit North 
      010: Cross the bridge and exit North 
      017: = VIRGINIA: Burn the tapestry with the thindercrest 
           = Exit North 
      018: = Open the book Maya left behind in the previous dungeon (it's 
             in your inventory labelled "Paperback") 
           = You'll obtain a keycard, use it to open the North Door 
           = Exit North 
      019: = Take the teardrop 
           = Now keep exitting south until you meet the Prophets. 
 
                                                                  BOS0000003A
+--------- 
| The Prophets: 
+---------------- 
| Leehalt, Melody and Malik 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv47; Clive Lv46; Jet lv46; Gallows lv47 
=============================================================================
Abilities Leehalt: 
- Watching your move 
  = Skip turn 
- Rule of Vengeance 
  = Whenever Leehalt gets attack he'll do the same damage to you as you did 
    to him. 
 
Abilities Melody: 
- Eliminate Scanner 
  = Magic Attack one target 
- Venom Strike 
  = Whenever Melody gets attacked she'll poison her attacker 
 
Abilities Malik: 
- Eliminate Scanner 
  = Magic Attack one target 
- Disorder 
  = Confuses one target 
=============================================================================
You knew this moment was to come. The moment you'd fight all three Prophets 
together and this time with their full abilities. 
Leehalt will do nothing at all except when you attack he'll give you the 
same damage back as you did to him. 
Melody will only use Eliminate Scanner, but counter with Venom Strike 
whenever you attack her. 
Malik will need to be decelerated as before before you can attack him, and 
his moves are still as annoying. 
And with that I also named the matter of being dangerous from least to 
most. 
 
So take out Malik first with full force, when he's out you're life will be 
a lot better. 
After that you can go for Melody, but as she counters everything with Venom 
Strike, only attack her when you are immune to poison. 
 
When only Leehalt is the last man standing, make sure nobody can attack him 
(you can cancel your moves in this game for 25 FP, cool, eh?) 
And as before, make Virginia do the attack on him and let Gallows heal her. 
The battle is not that hard, trust me :) 
=============================================================================
This concludes this dungeon. Alfred will give up some coordinates, but they 
are useless. You will find a building when you search there, but there's a 
barrier around it and you cannot break it. You can get around that barrier 
through "Dim Root Path", so that's your next go. 
 
 
NEW SIDEQUEST AVAILABLE 
From now on you can take on the Telepath Tower sidequest. It's the 
sidequest that will undoubtedly give you the most EXP imaginable. Due to a 
bug in the game you must have taken on the first tower BEFORE taking on 
Deus Ex Machina which is not far away. When you've done at least one tower, 
all is fine, then nothing can go wrong any more. 
 
 
                                                                  CH300000016
=============================================================================
Dungeon: Dim Root Path 
=============================================================================
Requirement: 
Everything this chapter had to offer so far has to be completed. You can 
check the next things 
= Completed Ruins of Memory (CH300000015) 
= Obtained Guardian Raftina (BOS00000030) (Love Charm) 
= Obtained Guardian Zephyr (BOS00000037) (Hope Shard) 
= Obtained Guardian Justine (BOS00000034) (Brave Seal) 
= Obtained Guardian Luceid (BOS00000032) (Lust Jaw) 
=============================================================================
My levels: Virginia Lv54; Clive Lv50; Jet lv50; Gallows lv52 
=============================================================================
Enemies: 
= Evil Dead 
= Lycantrope 
= Anzu 
Bosses: 
= None 
=============================================================================
New Tool: 
= Change Crest (Virginia) 
=============================================================================
How to get there: 
= Speak first to Lamium at the Ark of Destiny 
= Go to where Survey Point #17 used to be and fly a little east 
= Have Lombadria to destroy the rock at the mountain North 
= Search the spot where the rock used to be. 
=============================================================================
Overview: 
First of all you MUST have all the guardians prior to taking this dungeon 
on. If you miss any guardian (There are 12 in total) the door at the start. 
 
One mail I received countless times is: 
"Hi Tricky.... I have collected all guardians and still the doors didn't 
open. How come?" 
 
My reply will be: 
"No you haven't, if you had, the door would open!" 
 
Another one: 
"I got all four idols. Still the door didn't open!" 
 
My reply will be: 
"The idols have no value. You need to bring them first to their respective 
monoliths to beat the boss connected to them to obtain the guardians 
themselves". 
 
For the rest is this dungeon pretty easy, there are no bosses, and the 
puzzles revolve around Virginia's new toy. 
This place gives access to the Cradle of the Metal God that you cannot 
reach otherwise. 
=============================================================================
      001: = Examine the door, if you got all 12 guardians the door will 
             open 
           = Exit South-East 
      002: = Down the stairs 
           = Exit North-East 
      003: = Open the chest North-East 
=============================================================================
           NEW TOOL: Change Crest 
           This tool as two functions. It can turn VIT Crystals into orange 
           transparent block (which Clive can carry with his gloves by the 
           way). It's second function is that when you fire one to a ECN 
           crystal it will warp Virginia right to the spot where that 
           crystal is. Handy to get through nets or bigger pits. 
=============================================================================
           = OPTIONAL: VIRGINIA: You can use your new toy to remove the 
             blocks to score Lucky Card x3 and Potion Berry 
           = Exit South-West 
      002: = Up the stairs 
           = VIRGINIA: Throw the Change Crest to the ECN crystal and see 
             what happens :) 
           = Exit South-East 
      004: = VIRGINIA: Throw the change Crest to the VIT crystal to open 
             the door 
           = Exit South-East 
      005: Follow the corridor and hit the exit at the end. 
      006: = OPTIONAL: CLIVE & VIRGINIA: You can use the might gloves to 
             from a bridge Virginia can warp over with the gale crest in 
             order to score: 20000 Gella, Gella Card x20, Gimel Coin x3 
           = CLIVE OR VIRGINIA: Remove the orange blocks with either the 
             gloves or the change crest 
           = Exit South-East 
      008: = VIRGINIA: Remove all orange blocks with the change crest 
           = VIRGINIA: You can see you formed a bridge now you can take on 
             with the Gale Crest. Do so. 
           = ARGUABLY OPTIONAL: Open the chest to obtain the Violator (Be 
             careful with this item as you need it for the final boss, and 
             for three optional bosses). 
           = Follow the road and exit South-East at the end 
      009: = CLIVE: Place both blocks onto a switch with the gloves 
           = Exit South-East 
      010: Follow the road and hit the exit 
      011: This is quite a nice puzzle 
          A B C D E F       N __
	1                    |
	2   * X X *
	3   X * * X
	4   X * * X
	5   * X X *
	6
           You'll have to use Clive's gloves to do this, I formed it all 
           that you can do it in one go (if you place Clive right) 
           = D2 to C1 
           = E3 to C3 
           = E4 to C4 
           = E5 to E3 
           = C5 to F5 
           = B4 to C5 
           = C5 to D4 
           = B3 to B5 
           = C1 to B2 
           = C2 to E2 
           = Exit South-West 
      012: = OPTIONAL: North-West exit (past the transparent blocks) will 
             get you: Revive Fruit, Migrant Seal (Mimic), Adventure 7 
           = CLIVE: Pile the blocks up, so you got two piles just next to 
             each other 
           = VIRGININIA: Use the Gale Crest to get over thenm 
           = Exit South-East (if Virginia didn't actually do that herself 
             already) :) 
      014: = VIRGINIA: Use the change crest on the gem beyond the net to 
             warp yourself through it 
           = Exit South-East 
      015: = VIRGINIA: Use the Change Crest to transform the VIT Gem into a 
             block and to remove all the other transparent blocks 
           = GALLOWS: Use the Steady Doll to remove all the normal blocks 
           = VIRGINIA: Warp yourself over the bridge with the Gale Crest 
             (NOTE: This is a bit buggy meaning Virginia could miss the 
             block you created to block her, making her still fall in). 
           = CLIVE: Move the block above the target below 
           = JET: Use the Boomerang to hit it 
           = Hit the door 
      016: = VIRGINIA: Turn all VIT Crystals into blocks 
           = CLIVE: Line them up in a straight line 
           = VIRGINIA: Turn them all back into crystals 
           = Run get them all in less than 1 second. 
           = Exit South-East 
      017: = Go all the way south East 
           = Touch the door at the end to conclude this dungeon and to 
             advance into the next. 
 
 
                                                                  CH300000017
=============================================================================
Dungeon: Cradle of the Metal God 
=============================================================================
My levels: Virginia Lv54; Clive Lv50; Jet lv50; Gallows lv52 
=============================================================================
Enemies: 
= Sekmet 
= Haboryn 
= Fleurety 
Bosses: 
= Ose 
= Malik & Melody 
= Wyvern 
=============================================================================
Overview: 
The first thing you'll see is the mysterious black haired girl "helping" 
Malik with his mother's memory. All I can say for now is that the time has 
not yet come to properly introduce her, but that time will come soon 
enough. 
When the dungeon starts you'll first find a yellow orb to the North-East 
wall. As you cannot leave this dungeon until you completed it, you can use 
that orb to recover your HP, ECN points and MTC. See it as a free inn. 
Furthermore this is a disappearin dungeon. In other words, once you 
completed it you cannot get back here. 
There are a few nasty puzzlers here that need quick reflexes. 
When you see searching lights. Stepping into them will get you a random 
encounter and reset the room (similar to the searching lights in the 
Photosphere in Wild Arms 1). Clive can destroy these lights with his hook. 
Well, let's go for it. 
=============================================================================
      001: Exit South-East 
      002: Go South-East and Exit South-East 
      003: = CLIVE: Stand in the shadow under both searching lights and use 
             the hook to destrou them 
           = Stand on the switch 
           = GALLOWS: Hit the lever with the Steady Doll from here 
           = Exit South-East 
      004: Move forward and.... 
                                                                  BOS0000003B
+--------- 
| Boss: 
+---------------- 
| Ose 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv54; Clive Lv50; Jet lv50; Gallows lv52 
=============================================================================
Abilities: 
- Evil Gaze 
  = Paralysis on one target 
=============================================================================
This boss has two forms. A pudding form and a cat form. It can only be hurt 
in cat form, and in order to force it into that form, any ice spell will 
do, so either Refridgerate or using an Ice Gem. 
Ose will be in cat form in which it can be hurt for 3 turns or so and then 
it'll get the invincible pudding form again, of course you can use another 
ice spell then to force it back into cat form. 
=============================================================================
      004: Exit South-East 
      005: = Pess the button on the South-East terminal 
           = Hit the elevator 
      006: = CLIVE: Destroy all searching lights (Sand under them and use 
             the hook). 
           = Now go to the north-west side of the room 
           = Press all switches in less than 3 seconds 
           = Exit South-East 
      007: = Follow the corridor 
           = CLIVE: Destroy the searching light 
           = Hit the exit here 
      010: = JET: Jump (with your sneakers) into the net and watch out not 
             to be touched by the laser, move forward and drop off at the 
             end 
           = JET: And do this again with the next net 
           = JET: And again 
           = Exit South-East 
 
You'll get a scenario part with Asgard, but you won't get to fight him. 
Just sit out out and you'll automatically go to the next room. 
 
      012: Exit South-East 
      013: Thirteen is the unlucky number, right? I suppose that's why you 
           get this $(@$*)@ puzzle here. 
           = JET: Into the net by using your sneakers 
           = JET: Move North-East, and drop off onto the moving platform as 
             soon as that's possible. 
           = JET: Jump into the South-East net and climb up 
           = Hit the lever 
           = Onto the net 
           = Drop off onto the middle moving platform (this is tricky) 
           = JET: Into the net North-West (sneakers) 
           = Move the final platform and drop off onto it 
           = JET: Into the last net and climb up 
           = Hit the exit 
      014: = OPTIONAL: The sideway here contains a device that can restore 
             you HP, VIT, MTC and ECN 
           = Follow the corridor and hit the exit at the end 
 
                                                                  BOS0000003C
+--------- 
| The Prophets: 
+---------------- 
| Malik & Melody 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv54; Clive Lv51; Jet lv50; Gallows lv52 
=============================================================================
Abilities Malik: 
- Disorder 
  = Confusion on one target 
- Tri-Injury 
  = Confusion, Disease and Amnesia on one target 
 
Abilities Melody: 
- Eliminate Scanner 
  = Magic attack one target 
- Venom Strike 
  = Whenever Melody gets attacked she'll poison her attacker. 
=============================================================================
This battle is not much different from the one in the Temple of Memory, 
except for the fact that Leehalt isn't in this battle, but as he didn't do 
anything, we will hardly notice anyway. 
As always you should aim for Malik first (and cast Decelerate on him), and 
go for Melody next. 
As always Melody will counter all your attacks by poisoning you. When you 
know the procedure this battle is very extremely easy. 
=============================================================================
 
      016: Exit South-East 
      017: Exit South-East 
      018: = Up the stairs 
           = GALLOWS: Hit the switch past the searching light with the 
             Steady Doll 
           = Down the stairs 
           = CLIVE: Destroy the searching light here 
           = Proceed South-East 
           = CLIVE: Destroy the searching light at the exit 
           = Exit South-East 
      019: Hit the elevator 
 
Now you'll witness a battle between Maya and Siegfried. Take a good look 
why Maya loses this fight, because that information is important when 
you're about to face Siegfried yourself. 
 
      020: Exit South-East 
      021: Exit North-East 
      022: Uch.... 
           = JET: Into the net and jump off at the other side, look out of 
             the laser and blah blah blah, and keep that up until the last 
             net 
           = Climb up that net 
           = JET: Boomerang the target 
           = Drop off South-East at the right moment and hit the exit 
      023: Exit East 
 
 
                                                                  BOS0000003D
+--------- 
| Boss: 
+---------------- 
| Wyvern 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv54; Clive Lv51; Jet lv50; Gallows lv52 
=============================================================================
Abilities: 
All abilities Lombardia has 
=============================================================================
This is your first aerial battle. The game will explain how aerial combat 
works and then we get into the fight itself. 
Basically I let Virginia and Gallows do the two powerup spells and Clive 
and Jet should do Missile Might in the first turn. 
After that going crazy with Missile Might seems to be the best course of 
action. Using Mighty Might as soon as you get on 50+ FP is a good idea, and 
don't forget to reload when you run out of ammo. 
This fight is easy. 
=============================================================================
 
 
This concludes this dungeon, though I must note that until you completed 
next dungeon Deus Ex Machina you can meet Wyverns in the air (however you 
can cancel all those combats for free). 
 
 
 
 
                                                                  CH300000018
=============================================================================
Dungeon: Deus Ex Machina 
=============================================================================
Requirement: 
Check the index of this FAQ. Everything that is put in the section "Chapter 
3" must be completed (as this is the final dungeon of this chapter, and 
also the last time I'll put in the "requirement" field in this dungeon 
headers. 
=============================================================================
My levels: Virginia Lv54; Clive Lv51; Jet lv50; Gallows lv52 
=============================================================================
Enemies: 
= Bandersnatch 
= Jabberwock 
= Quox 
Bosses: 
= Fanfir 
= Leehalt 
= Siegfried 
= Dragna Sieg 
=============================================================================
How to get there: 
- First of all go to Ballack Rise. Quickest way to get there is to fly 
  directly north from Baskar and you can find that village on the mountain 
  immediately over the dunes. (a bit to the west) 
- = Check out the telescope at the roof of the buildings here (Optional, 
    use the Change Crest on the bird beside it to score a LVL Apple). 
  = Leave the city 
 
Now you gotta board Lombardia and search the skies around the world. Mostly 
you can find it in the Basar-Ballack Rise-Laxisland triangle, but it's 
never the same, it differs each time you play the game. 
It's also blurred, you'll see it as some multiple-s shaped "thing" in the 
sky, you can force it to become visible by letting Lombardia shoot (R2 
Default) into it. When you shot it a few times it's visible and you can 
just fly into it to enter it. 
 
Don't shoot like crazy in random directions, that will lead you nowhere, 
search first, then shoot, that's the order. 
(When I wrote this FAQ I found it just north of the volcano where you can 
normally find Lombardia (17569,16461), but I can't guarantee you'll find it 
there as well). 
=============================================================================
Overview: 
Welcome to the final dungeon of this horrible chapter, and be glad that in 
the 4th chapter that follows you won't have to deal with searching the 
world for impossible to find locations any more. 
This dungeon itself is pretty straightforward, but quite a lot of puzzles, 
but not really hard ones. 
This may be the only dungeon for which it counts, but after defeating 
Siegfried you gotta walk the entire way back, but not in a time limit. 
As you could expect, this is a disappearing dungeon, so no treasure to get 
here. 
The levels shown in my level overview were really my levels, and I didn't 
"grind" them that way. I simply started up the Telepath Tower mission and 
that got me far. Speaking of that mission, when you didn't start up that 
sidequest by now, do so, as due to a bug in the game you cannot start it up 
later. If you already downed at least one telepath tower, then you're cool 
and then you can finish the game normally. 
=============================================================================
      001: Follow the road and hit the exit north 
      002: = CLIVE: Use your bombs to destroy the laser. Time it right as 
             the laser moves. 
           = Exit South 
      003: = VIRGINIA: Use the change crest to remove the orange blocks 
           = Exit South 
      004: = VIRGINIA: Use the gale crest to get over the moving bridge. 
             Time it right, as you need to do this on exactly the right 
             moment. Please note Virginia always waits one second before 
             moving when you press the tool button. 
           = Up the ladder 
           = Hit the switch west 
           = Down the ladder east 
           = Exit East 
      005: = CLIVE: Bomb both moving lasers 
           = Exit South 
      006: Follow the road and hit the exit 
      007: Sit out all scenario and exit North 
      008: Exit West 
      009: = Examine the device beside the south door 
           = Exit East 
      008: = Examine the terminal up north (now the Schrodinger Family will 
             stay here. You can speak with Todd to recover your HP, VIT, 
             ECN and MTC. You can speak to Alfred to save your game without 
             paying a Gimel Coin. 
           = Exit West 
      009: = Examine the panel 
           = Maya will over the intercom give you a key combination. Type 
             over that key combination with your controller within the time 
             limit (9 seconds). 
           = Exit South 
      010: Follow the road and exit east 
      022: = Push the small block one position North 
           = CLIVE: Push the southern big block south x5 
           = CLIVE: Push it west 
           = Pull the small block one position south 
           = CLIVE: Push the center big block south x8 
           = Pull the small block east x2 
           = Push it south x6 
           = CLIVE: Push the northern big block straight south to the 
             others to solve this puzzle 
           = Exit East 
      012: = JET: Try to hit the most eastern target with the boomerang 
           = JET: Now try to hit the middle target 
           = JET: Lastly try to hit the one on the conveyor 
           = Exit North 
      013: = CLIVE: Bomb the lasers with the bomb 
           = Exit East 
 
                                                                  BOS0000003E
+--------- 
| Boss: 
+---------------- 
| Fafnir 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv54; Clive Lv51; Jet lv50; Gallows lv52 
=============================================================================
Abilities: 
- Contiminated Crust 
  = Hurts all characters each turn 
- Mighty Swing 
  = Melee Attack 
- Fafnir Horn 
  = Very strong attack used to "punish" whoever dares to exploit his 
    weakness (wind). 
=============================================================================
This guy is weak to wind, but don't exploit that weakness, as it will be 
countered big way. 
His contaminated crust is very annoying, so be agressive on your healing, 
and you may need Mystic every once in awhile, other than that you can get 
through pretty easily. 
=============================================================================
 
      014: Up the stairs and exit South 
      015: = CLIVE: Shoot a hook at the moving target above 
           = CLIVE: Drop off onto the platform west 
           = JET: Hit the target upstairs 
           = CLIVE: Hit the second moving platform with the hook 
           = CLIVE: Drop off just BEFORE the bridge (as clive moves forward 
             a little he should land just onto it. Time this right) 
           = Exit South 
 
                                                                  BOS0000003F
+--------- 
| The Prophets: 
+---------------- 
| Leehalt 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv54; Clive Lv51; Jet lv50; Gallows lv52 
Abilities Leehalt: 
- Watching your move 
  = Skip turn 
- Rule of Vengeance 
  = Whenever Leehalt gets attack he'll do the same damage to you as you did 
    to him. 
- Eliminate Scanner 
  = Magic Attack one target 
 
Abilities Melody Clone: 
- Eliminate Scanner 
  = Magic Attack one target 
- Venom Strike 
  = Whenever Melody Clone gets attacked she'll poison her attacker 
 
Abilities Malik Clone: 
- Eliminate Scanner 
  = Magic Attack one target 
- Disorder 
  = Confuses one target 
=============================================================================
This is just a regular Prophets fight. Kill Malik Clone first, then Melody 
Clone (both clones fight exactly the same as their "real" counterparts), 
and leave Leehalt himself for Virginia. 
Since you fought them many times before by now you must know the drill by 
now. 
=============================================================================
 
      016: = Examine the terminal south and you'll get a shocking 
             revelation. 
           = Hit the western exit North 
      017: = Follow the way until the floor behind you drops 
           = GALLOWS: Freeze the moving wall 
           = CLIVE: Use multiple bombs to blow up the frozen wall 
           = Exit North 
      018: Follow the road and exit east 
      019: = Examine the terminal south 
           = Copy the code Maya gives you in 9 seconds 
           = Exit North 
 
                                                                  BOS00000040
+--------- 
| Demon 
+---------------- 
| Siegfried 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv54; Clive Lv51; Jet lv50; Gallows lv52 
=============================================================================
Abilities 
- Teardrop 
  = Heals to full HP 
  = Steal this item from him and he cannot do it any more. 
- Negative Rainbos 
  = Magic attack against all targets 
- Dark Spear Nemisis 
  = Melee Attack 
- Proton Beam 
  = Heavy Magic Attack 
- Sieg Impulse 
  = Attack entire party 
=============================================================================
First steal the Teardrop from him with the Pickpocket spell. It's 
impossible to win this fight when you don't do that. 
The majority of this fight is the same as what Janus put against you in 
demon form (not really a surprise considering his condition). It's only 
much weaker, and basically just attack when you can and heal if you must. 
Just steal that damn Teardrop, you must do that (Siegfried can heal with 
that thing to full, and the game makers even put in some features that 
block the possibilities to kill him as long as he has that thing). 
=============================================================================
You did beat Siegfried, but it's not over yet. You need to make your way 
out of here first. 
 
      020: Exit North 
      019: Exit West 
      018: Follow the road and exit South 
      017: Go East, exit South 
      016: Go East, exit North 
      015: = CLIVE: Hook onto the pad above to get onto the center platform 
           = CLIVE: Use the hook on the eastern moving pad to get onto the 
             eastern platform 
           = Exit North 
      014: Follow the path and exit West 
      013: Go South, exit South 
      012: Go South, exit West 
      022: The blocks have been removed, so you can just go south and exit 
           West 
      010: Follow the road and exit North 
      009: Go East, exit East 
      008: You can speak to Todd to rest and speak to Alfred to save your 
           game for free. When you're done, exit South 
      007: Go South, exit East 
      006: Follow the road and exit North 
      005: Exit West 
      004: = Hit the ladder South 
           = All the way West 
           = At the end drop off North 
           = Exit North 
      003: Exit North 
      002: Go North, exit West 
      001: Follow the road and exit South 
 
Sit out the scenario and engage into the Air Battle against Dragna Sieg. 
 
                                                                  BOS00000041
+--------- 
| Demon 
+---------------- 
| Dragna Sieg 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv54; Clive Lv51; Jet lv50; Gallows lv52 
=============================================================================
- Negative Rainbow 
  = Magic attack against 
- Dark Spear Nemisis 
  = Melee Attack 
- Proton Beam 
  = Heavy Magic Attack 
- Sieg Impulse 
  = Attack 
- Dragna Horn 
  = Attack 
=============================================================================
This is an air battle, so basically the rules of the air apply here. 
You can just powerup yourself with your respective spells for that and go 
crazy with Missile Might (and reload in time). 
You can heal yourself, but you basically don't have to. Keep this up until 
the game will go into a scripted event in which Siegfried will be killed at 
last. 
=============================================================================
That concludes this chapter and you'll end up in Baskar where you can start 
Chapter 4 
 
 
 
 
 
 
 
 
 
 
                                                                  CH400000001
 
     CHAPTER 4     
 
 
This chapter is very short. The dungeons just follow up on each other. No 
more random order, and no more "looks-like-sidequest" things. 
Your main antagonist is now Beatrice, who until now, always appeared as a 
strange black haired girl, but in this chapter who'll discover what she 
really is. 
 
 
By now all sidequests should be unlocked. 
However the Telepath Tower sidequest should be started by now, and if you 
didn't, due to a bug it's then missed. You don't need to have it complete, 
when you've taken out at least one tower you're fine. 
 
 
 
                                                                  CH400000002
=============================================================================
City: Baskar Colony 
Little Party 
=============================================================================
My level:   Virginia   Lv 63 
=============================================================================
Here you are having a little party to celebrate your victory over evil. 
After that you have control over Virginia alone. 
 
- Go to the South East part of town to meet Shane 
 
Okay, that's all, there you'll get a lot of scenario. After that the group 
re-unites and we can resume the game. 
As I said in my general overview, this is a pretty short chapter (only 4 
dungeon), so let's go :) 
 
 
 
                                                                  CH400000003
=============================================================================
Dungeon: Sacrificial Altar 
=============================================================================
My levels: Virginia Lv68; Clive Lv62; Jet lv61; Gallows lv63 
=============================================================================
Enemies: 
= Gargoyle 
= Eel Volk 
= Scorpius 
Bosses: 
= Hydra 
= Salamandra 
=============================================================================
How to get there: 
Baskar is put against a hill. Fly over that hill north and land immediately 
when you reach the other side. The place is in the center of this platform. 
=============================================================================
Overview: 
This dungeon is for now just a dungeon, it will get a secondairy function 
near the end of the game. 
There are a lot of puzzles here, and combat-wise you can face a few 
challenges here, well, it basically depends if you've been working out your 
skills actually, your level is less important (and will become even less 
important in every dungeon that comes next, which has to compensate how 
much EXP the sidequests can provide you). 
There are two bosses here. 
Will Gallows succeed in saving Shane? 
=============================================================================
      001: = OPTIONAL: At the eastside of the building is a stairway up 
             there you can score: Gella Card x3 and Gimel Coin 
           = Hit the entrance (on the ground floor) 
      003: Go North, exit North 
      004: = GALLOWS: Go down each stairway in random order and push both 
             blocks to the center of their platform with the Steady Doll 
           = VIRGINIA: From the entrance use your Gale Crest to warp North 
           = Exit North 
      005: = OPTIONAL: Duplicator door to the west. Grow Egg, and.... 
             damn... forgot the other item... 
           = Exit North 
 
The next couple of rooms can be played that you just have Gallows to put 
out all torches, the ones that light again after a few seconds will be the 
exit you gotta take. Too lazy to follow that path? Well, it's the same in 
all playthroughs, so here goes :P 
      007: Exit West 
      008: Exit North 
      009: Exit West 
      010: Exit South 
That concludes that puzzle for now (it will come back later, though) 
 
      011: Follow the corridor and hit the exit 
 
                                                                  BOS00000042
+--------- 
| Boss: 
+---------------- 
| Hydra 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv68; Clive Lv62; Jet lv61; Gallows lv63 
=============================================================================
Abilities: 
- Hydra Combination 
  = Melee Attack + Poison on one target 
- Maelstrom 
  = Water attack on entire party 
- Vitalizer 
  = Heals to full HP, but the spell will do less and less healing depending 
    on how often it's hit by fire. 
=============================================================================
This boss is based on the old Greek Mythology story about the Hydra where 
two warriors defeated the Hydra where one warrior beheaded the Hydra and 
the other burned the would close with fire to prevent that three new heads 
would appear. 
This fight doesn't quite go like that, but the Myth is put in here. It's 
just a attack when you can and heal if you must fight, so nothing special 
there, HOWEVER, when it's HP is getting low it will cast "Vitalizer" to 
restore its health completely, and that's where the myth comes in. Every 
time you do a fire attack on it of any kind it's Vitalizer spell will be 
downed by 50%, and if you keep it up long enough you can even reduce it to 
0 making him unable to heal getting yourself an easy kill. 
No matter how strong you are, you cannot beat it without those fire spells. 
You can do that by either directly using "Cremate" or Fire Gems, or you can 
do Attachment + Fire Element (or Mystic + Fire Ring) on Clive and Jet and 
let them attack like crazy. 
Both methods work. 
=============================================================================
      012: Exit North 
      013: = OPTIONAL: CLIVE: Bomb the wall east (downstairs) to claim 
             treasure: Talisman (Mimic), Lucky Card, Potion Berry 
           = Exit North 
      015: Follow the corridor and exit south at the end 
      016: You must make your way over the gorge, but the roads invisible, 
           however you can make it visible by using the Freezer Doll. Use 
           it all the time to see how you must go and make your way south 
           over it. Once you made it, exit South 
      017: Go South, exit South 
 
                                                                  BOS00000043
+--------- 
| Boss: 
+---------------- 
| Salamandra 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv68; Clive Lv62; Jet lv61; Gallows lv63 
=============================================================================
Abilities: 
- Flame Zone 
  = Fire damage up, ice damage down 
- Volcannon Trap 
  = Fire damage to everybody 
- Heat Stream 
  = Fire based melee attack on one target 
- Salamandra burn 
  = 1700+ Fire Damage 
  = This spell is only used to counter any ice spells cast against him. 
=============================================================================
All it can do is use fire against you. If you were lucky you already 
obtained some fire rings and with help of the Black Market you can then 
have yourself completely shielded against fire, and if you have that lucky 
scenario this guy is helpless. 
It's not easy getting that scenario though, as Fire Rings are hard to 
obtain (well this guy drops one, but that's not pretty useful for this 
fight, eh?) 
With his "Fire Zone" it's not that useful to exploit his weakness (you'll 
be countered big deal too, so unless you are protected against fire, it 
would be an unwise way to go). 
It's basically a attack when you can and heal if you must fight, like so 
many other fights. 
 
Well, if you have one person protected against fire (and since you have the 
fire guardian that requirement is easy to fulfill) it's IMPOSSIBLE to lose 
this fight. :) 
=============================================================================
This will conclude this dungeon. 
 
Beatrice, the black haired girl who has been following you around since the 
moment you met Janus in Jolly Roger, will now properly introduce herself, 
and she's your main enemy now, and thus I'll call her by that name from now 
on. 
 
After all that you'll end up in Baskar. 
 
 
                                                                  CH400000004
=============================================================================
Dungeon: Demondo Pillar 
=============================================================================
Enemies: 
= Gargoyle 
= Buckbaird 
= Hide Bomb 
Bosses: 
=  
= ?????? 
=============================================================================
How to get there: 
= From Baskar it's to the southeast, as far south-east as you can go 
  without getting off the continent or crossing bridges 
=============================================================================
Overview: 
An entire structure that's half-tissue-half-machine. There are two of these 
pillars and this is the first one. 
The puzzles here are not hard to understand or solve, but some of them can 
be annoying to do as a bit of precision and timing is required. 
The place has two bosses, but the first one is very extremely easy (if you 
did him before with much effort and you read in my FAQ how easy he really 
is you're tempted to kill yourself), the second one, well if you peeked in 
the index you know who he is, but I kept it secret in case you didn't look 
there in order not to spoil things for you. 
=============================================================================
      001: Exit North 
      002: = CLIVE: Bomb the center pillar 
           = Exit North 
      003: You can mess up this room, guess that when you do you should 
           exit south and come back to reset this, but I never tried that. 
           = Up the stairs and go west at the end 
           = JET: At the edge jump four times 
           = VIRGINIA: Use the change crest to warp to the ECN Crystal 
           = Exit West 
      004: Follow the stairs and hit the exit at the top 
      005: West platform = 1, East platform = 3 
           = VIRGINIA: Warp to platform 2 when it's under the ECN gem (time 
             this right) with the Change Crest 
           = VIRGINIA: When you are most south, use the Change Crest again 
             to warp to the gem next to the exit 
           = Exit East 
      006: Follow the stairs and hit the exit at the top 
      007: = Go to the Pillars 
           = GALLOWS: Freeze one of them 
           = VIRGINIA: Use the tindercrest on the pillar Gallows just froze 
           = CLIVE: Bomb it 
           = Exit West 
      008: Follow the stairs and hit the exit at the top 
      009: Move forward for a "boss". 
 
                                                                  BOS00000044
+--------- 
| Boss: 
+---------------- 
| Gespent 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv71; Clive Lv66; Jet lv65; Gallows lv67 
=============================================================================
Abilities: 
** UNKOWN ** 
Read below why 
=============================================================================
Cast "Requiem" ---- you win.... Guaranteed. 
=============================================================================
A Dark Ring may drop after this "fight". 
 
      009: Exit East 
      010: = JET: Under the road is a target. Hit it with your boomerang 
           = Follow the stairs and hit the exit at the top 
      011: You cannot reach the higher platforms from here, so don't even 
           try. 
           = Follow the ground floor and exit West 
      012: = Up the first set of stairs 
           = GALLOWS: Freeze one of the pillars 
           = VIRGINIA: Use the tindercrest on the pillar Gallows just froze 
           = CLIVE: Bomb it 
           = Up the next set of stairs 
           = GALLOWS: Freeze one of the pillars 
           = VIRGINIA: Use the tindercrest on the pillar Gallows just froze 
           = CLIVE: Bomb it 
           = Hit the exit at the top 
      013: Here you need to time things right or you'll get hurt or even 
           worse dropped in a pit. 
           = Just follow the road and watch out not to be hit by those 
             metallic snails or whatever they are 
           = OPTIONAL: VIRGINIA & JET: You can reach the chest to the 
             south-west when you stand east of them and get there with the 
             Gale Crest, and you can use the sneakers to get out of there. 
             The treasure is: Gimel Coin, Power Boost 
           = At the end of the road, exit North 
      011: = VIRGINIA: Stand east of the trampoline and use the Gale Crest 
             to get onto it 
           = JET: Jump 
           = Exit North 
      014: Go North, exit North 
 
                                                                  BOS00000045
+--------- 
| Golem: 
+---------------- 
| Asgard 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv71; Clive Lv66; Jet lv65; Gallows lv67 
=============================================================================
Abilities: 
- Wide Barrier 
  = Kill all characters instantly. 
  = You can nullify this spell by heaving [Fallen] Status Ward, or the 
    Status Lock Spell (preferablly combined with Permanence) 
- Barrier Flood 
  = Attack all party members 
- Barrier Knuckle 
  = Melee Attack 
=============================================================================
Asgard will always begin with "Wide Barrier", everybody dead, game over.... 
Well.... unless you took some preparations of course :) 
Either have everybody maxed with the skill [Fallen] Status ward or Focus. 
If you have neither of those skills on a character, you can cast "Status 
Lock"+"Permanence" to make sure that spell doesn't work any more. 
 
Other than this Asgard may go crazy with Barrier Flood as well as "Wide 
Barrier", in other words, beside shielding yourself, you should be 
aggressive on the healing, but your "Heal" spell can easily back it up, as 
he goes for "Wide Barrier" more than "Barrier flood". 
Cut short, when you are well-prepared this battle is a pushover. 
=============================================================================
 
This concludes this dungeon. One warning, as soon as you enter Humphrey's 
Peak now Clive will (temporarily) leave the party, so make sure you are 
ready for the next content before you enter that city. 
 
 
 
                                                                  CH400000005
=============================================================================
Dungeon: Demondo Pillar - Rear 
=============================================================================
My levels: Virginia Lv79; Clive Lv73; Jet lv74; Gallows lv75 
=============================================================================
Enemies: 
= Radiant Bronze/Silver 
Boss: 
=============================================================================
How to get there: 
- Go to Humphrey's Peak first and Clive will leave the party (for now) 
- Visit him in his house and leave the city 
- = Board Lombardia from Humphrey's Peak 
  = Fly south till you see the dunes 
  = Here you can see the yellow path you gotta taken but Lombardia cannot 
    land onto it (too bad). When you go a little west you can find the path 
    up. 
  = Use the call whistle to call your horses and mount htem (you can also 
    do this on foot, but I strongly recommend to do this on horse) 
  = Now follow the yellow path up 
  = When you reach the top, search the north side of the area 
=============================================================================
Overview: 
I hate to spoil things, but I can tell you that you only need to do the 
first part without Clive. 
At the end you'll meet a boss and after you killed that boss, Clive comes 
into play. He'll first have to do a different route from Virginia and co. 
I'll call the name of the groups to let you know to which group you have to 
switch in the txt version of this FAQ, in the HTML version you'll see their 
faces. :) 
 
For the boss I do recommend that Virginia, Jet and Gallows are all 
protected against two of the four base elements (fire, wind, earth, water), 
and then I mean for them all the same elements. If you are you have an easy 
win against the boss here :) 
=============================================================================
      001: Exit North 
      002: = Use the change crest to warp onto the North-East platform 
           = Exit East 
      003: = Drop off into the lower area 
           = All the way east 
           = Stand south of the two moving pillars 
           = JET: Use the boomerang on them from here 
           = JET: Jump onto one of them 
           = JET: From here jump onto the platform east 
           = Exit East 
      004: Follow the path down, and hit the exit 
      005: Move onto the higher platform in the center, and Beatrice will 
           lock you in and feed you to a ... MONSTER 
 
                                                                  BOS00000046
+--------- 
| Boss: 
+---------------- 
| Neribos 
+-------------------------------------------------------------------------- 
My levels:   Virginia Lv 79;   Jet Lv 74;   Gallows lv 75 
=============================================================================
Abilities: 
- Volcannon Trap 
  = "Burn to death in agony" 
  = Flame attack all targets 
 
- Storm Blade 
  = "Get smashed to bits by a hurricane" 
  = Wind attack all targets 
 
- Maelstrom 
  = "Drown in a tidal wave" 
  = Water attack all targets 
 
- Crack Tremor 
  = "Get crushed and swallowed by the earth" 
  = Earth Attack all targets 
=============================================================================
At the start of each turn the boss will ask "How do you wish to die?" 
You always get three options and the boss will use a spell of the element 
you chose. You can see in the setup above what spell will result from which 
answer. 
 
Well, that makes this boss very extremely easy. For preparations pick two 
of the four basic elements (fire, wind, water, fire) and shield yourself 
from those completely with rings (I chose Fire+Wind, but frankly any setup 
will do, as long as you pick out of those). 
Why must I shield against two, you ask? Simply, because the boss will 
always let you choose between three elements, and which three is completely 
random, so by having shielded against two elements you always can pick one 
of the two the boss asks. 
Well with this getup there's no way you can get damage. 
=============================================================================
 
Okay, from here Clive has to move separately from Virginia and Co. 
Let's go for it. 
 
CLIVE: 
      001: Exit North 
      002: = Down the stairs 
           = Bomb one of the west pillars 
           = Exit West 
      006: Down the stairs and hit the exit 
      007: = Bomb the device (this will free Virginia's team from the 
             barrier imprisoning them) 
           = Stand on the yellow switch and remain there 
 
VIRGINIA & CO: 
      005: = Leave the "prison" to the west 
           = Exit South 
      008: = OPTIONAL: Treasure south 
           = Stand onto the black switch and stay there 
 
CLIVE: 
      007: Exit South 
      008: (Detail, when you hug the east wall you can see the one from 
           Virginia's team you used last) 
           = Stand onto the yellow switch 
 
VIRGINIA & CO: 
      008: Exit East 
      011: Stand onto the yellow switch 
 
CLIVE: 
      008: Exit West 
      009: Stand onto the black switch 
 
VIRGINIA & CO: 
      011: Exit East 
      012: Go down the stairs and stay at the door 
 
CLIVE: 
      009: Stand on the yellow switch 
 
VIRGINIA & CO: 
      012: Door's open now, hit it 
      013: = OPTIONAL: GALLOWS: You can use the Steady Doll to reach the 
             treasure chests: Adventure 8, Gella Card 
           = VIRGINIA: Destroy the wriggling pillar in the center with the 
             thindercrest 
           = GALLOWS: Freeze the pillar south (above the target) 
           = JET: Throw a boomerang to it 
           = Exit West 
      014: Go west and wait at the blue door 
 
CLIVE: 
      009: Stand on the black switch 
 
VIRGINIA & CO: 
      014: Exit West 
      015: Stand on the red button and Virginia and her team has reached 
           their destination 
 
CLIVE: 
      009: Exit West 
      010: Follow the way down and hit the exit 
 
ALL TOGETHER AGAIN: 
      015: = CLIVE: Pick up the heavy boxes with you gloves and put one on 
             each switch 
           = Proceed North 
           = OPTIONAL: Treasure north-east: Gimel coin and Prism Crown 
             (mimic), the latter item provides a skill that protects its 
             bearer against all elements, choose well who you give it to. 
           = Northern exit west 
      016: Go West, exit West 
      017: Follow the road and hit the exit 
      018: What you need to know here, when you destroy a red wriggling 
           pillar it will respawn in one second unless you stand onto its 
           "foot". You can destroy those only by using Clive's bombs. 
           = Take the most southern path and go to the west side of the 
             room (and don't get touched by the metal snails) 
           = CLIVE: Bomb the red pillar here and proceed north 
           = Follow the road 
           = GALLOWS: Freeze the transparent pillar 
           = CLIVE: Bomb it by mulitple boms in succession 
           = Walk back to the entrance of the room by exactly the same 
             route you took to get here (don't hit the exit) (a quick way 
             to do this is to jump off the edge on purpose) :P 
           = Take the most northern way 
           = When you reach the exit north, hit it 
      019: = You will now find the transmitter, sit out the scenario about 
             it 
           = Up the stairs and exit north 
      020: Go North exit North. 
 
 
Sit out the scenario here, and this will conclude this dungeon. 
 
 
                                                                  CH400000006
=============================================================================
Scenario Hub: Mimir's Well 
=============================================================================
My levels: Virginia Lv83; Clive Lv75; Jet lv78; Gallows lv78 
=============================================================================
How to get there: 
- Go to Boot Hill 
- = Pick up the letter at Ekatrina's grave (in case you missed it, Ekatrina 
    is Virginia's mother). 
  = When you check the letter in your inventory and press the menu button 
    (default = triangle) the coordinates will show: 440, 19520 
  = Leave Boot Hill 
- = Now go to Gunner's Heaven (don't enter it though) 
  = A bit north here you can find the place (the Sonar Kit is very helpful 
    here) 
=============================================================================
This place is nothing but scenario for now. 
Beatrice will appear and give you the key to her castle (which is the next 
and also final dungeon). 
But more importantly, Werner will now give you all the answers of questions 
you might have. Every mystery the game still hid from you will now be 
revealed so it's all pretty important. 
When you sat out all the scenario everything should be clear to you now, no 
more crazy plot twists anymore (well, except one maybe), it's just between 
you and Beatrice now. 
You'll automatically end up at the graveyard in Boot Hill. 
 
 
 
With that the last dungeon can begin, please note that if you've anything 
left to do in Filgaia, do it now, though you can get back to Filgaia after 
the final dungeon before you go into the final boss fight, lots of 
sidequests will be blocked by then and you cannot save anymore then, so if 
you have anything to do in Filgaia, do it now. 
 
 
When you are ready to go for the final dungeon, go to Baskar village first 
to discuss some final things with Halle and Shane, and after that the final 
mission can begin. 
 
 
                                                                  CH400000007
=============================================================================
Dungeon: Nightmare Castle 
=============================================================================
My levels: Virginia Lv87; Clive Lv79; Jet lv81; Gallows lv83 
=============================================================================
Enemies: 
= Cyclops 
= Doomsday 
= Doppelganger 
= Kelaino 
= Stealth Stalker 
= Sun Flayer 
= Toy Soldier 
= Will-o'-the-Wisp 
Bosses 
= Disaster Fire (optional) 
= Disaster Water (optional) 
= Disaster Wind (optional) 
= Disaster Earth (optional) 
= Disaster Moon (optional) 
= Disaster Light (optional) 
= Disaster Luck 
= Tiamat 
= Beatrice 
=============================================================================
How to get there: 
- First you must have spoken to Halle and Shane in Baskar, you'll meet them 
  at the "inn". 
- Now go to the Sacrifical altar and: 
      001: = Go to the eastside of the building upstairs 
           = Now go west and take the stairway south 
           = Follow the path and hit the doorway 
      002: Well here you'll be sent into the castle 
=============================================================================
Overview: 
Everything about this dungeon is optional except for beating "Disaster 
Luck", "Tiamat" and of course Beatrice herself. 
But, unless you are completely shielded against all elements, that's not 
the best way to go. 
 
The dungeon contains 7 wings in which the 7th is only required wing. In 
here you can meet the Tiamat. 
Well here's the deal, each wing contains an anti-guardian named "disaster" 
and they all are counterparts of the real guardians and they mimic their 
summon moves. 
Each disaster you skip will lead to Tiamat being able to use their summon 
spell, and he'll use them all in succession. 
 
I STRONGLY recommend to have the "Tracker" device from Millenium Puzzle #10 
when taking this place on, as the ability to see room numbers will make the 
use of this FAQ to get your through all the (optional) subparts a lot 
easier. 
 
Treasure the Exodus Orb, Shane gave you. You may think it to be worthless 
as you get it so late in the game, but don't be fooled, you won't survive 
this dungeon without it, but that comes later. 
 
Strictly speaking this is a disappearing dungeon. When you completed it you 
will return to the world map, and this dungeon will become inaccessible. 
However everything you wish to do in sidequests and stuff should be done 
BEFORE you finish this dungeon, nobody will be helpful any more after this 
dungeon. Inns won't work any more, merchants won't sell you stuff. People 
related to sidequests won't do the required stuff any more. The Secret 
Garden will be down, savespots will be disabled, and gimel coins and the 
relic coin will also be disabled. 
All of those setbacks are of a permanent nature, so all you can do after 
completing this dungeon is go to Ark of Destiny where you'll get into the 
Grand Finale. 
SO MAKE SURE YOU'VE DONE EVERYTHING YOU WANT TO DO BEFORE CHALLENGING 
BEATRICE!!!! 
 
All sections start in room 003, at every section I'll tell you the room 
numbers of that section 
=============================================================================
      002: Exit North 
 
                                                                  CH400000008
SECTION EARTH    (rooms 40-45) 
      003: = Stand in the South-West corner of the room 
           = CLIVE: Hit the target above you with the hook 
           = Go up the stairs, go west and exit North 
      040: Follow the road and exit North 
      041: CLIVE: Nearly everything I'll say here requires you to use 
           Clive's Might Gloves 
           = Stand between the two southern blocks 
           = Push the one east one to the east 
           = Push the one north of the one you just pushed to the east 
           = Walk around the most southern block of the puzzle to end up on 
             the west side of the block directly north of it 
           = Push that block east 
           = Push the one north of the one you just pushed to the east 
           = Go North, exit North 
      042: Go North, exit North 
      043: CLIVE: Nearly everything I'll say here requires you to use 
           Clive's Might Gloves 
           = Push the SW block west 
           = Push the SE block west twice 
           = Take the west way north 
           = Around the corner east 
           = At the end push the block south of you south 
           = Push the block east of that south as well 
           = From here you can make your way north and exit north 
      044: Go North, exit North 
      045: Go North and face the disaster. 
 
                                                                  BOS00000047
+--------- 
| Anti-Guardian 
+---------------- 
| Disaster Earth 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv87; Clive Lv79; Jet lv81; Gallows lv83 
=============================================================================
Abilities 
- Wings of Death 
  = Melee Attack 
- Planet Breaker 
  = Copy of the summon move of the Earth Guardian 
  = Earth damage over entire party 
=============================================================================
The anti-guardian of Earth and thus weak to the opposing element. 
His melee attacks miss easily and are easy to heal through in the rare case 
they would hit you. 
If you are completely resistant against the Earth element, this fight is 
even easier. 
=============================================================================
That's done, use the Exodus Orb and exit North 
 
 
 
 
 
                                                                  CH400000009
SECTION WIND (Rooms: 028- 
      003: = Go to the lower west section of the room 
           = GALLOWS: Press one of the big buttons and send the Steady Doll 
             out to hit the other 
           = Exit West 
      028: Follow the corridor and exit North 
      029: Exit West 
      030: Exit North 
      031: Exit East 
      032: Exit South 
      033: Exit West 
      034: Go West, exit West 
      035: Exit North 
      036: Exit North-East 
      037: Exit West 
      038: Go West, exit West 
      039: Face the disaster 
 
                                                                  BOS00000048
+--------- 
| Anti-Guardian 
+---------------- 
| Disaster Wind 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv89; Clive Lv81; Jet lv83; Gallows lv84 
=============================================================================
Abilities 
- Wings of Death 
  = Melee Attack 
- Hi-Speed Ripper 
  = Copy of the summon move of the Wind Guardian 
  = Wind damage over entire party 
=============================================================================
The anti-guardian of Wind and thus weak to the opposing element. 
His melee attacks miss easily and are easy to heal through in the rare case 
they would hit you. 
If you are completely resistant against the Wind element, this fight is 
even easier. 
=============================================================================
That's done, use the Exodus Orb and exit North 
 
 
 
 
 
 
 
                                                                  CH40000000A
SECTION LIght    (rooms 22-27) 
      003: = Upstairs, west 
           = Push the second statue from the south to the west 
           = Go downstairs and hit the exit that just opened 
      022: Follow the corridor and exit South 
      023: = Drop off 
           = VIRGINIA: Hit the tablet with the Thindercrest 
           = GALLOWS: Hit the tablet with the Freezerdoll 
           = JET: Hit the tablet with the boomerang 
           = VIRGINIA: Use the changecrest on the tablet 
           = Exit South 
      024: Go South, exit South 
      025: = Drop off 
           = VIRGINIA: Gale Crest South 
           = CLIVE: The puzzle is very easy. You just pick up a bock for 
             example north and place it beside you in any direction (except 
             the way you took it from of course) 
           = CLIVE: Pick up the middle block  and place it on top of 
             another (best is on top of the one BESIDE the one you moved) 
           = CLIVE: Now go around the puzzle and pick up the blocks one by 
             one placing them somewhere else and put them back with Clive 
             standing on a diffrent position until you reached the middle 
             block on top of the other 
           = CLIVE: Place it back in the center from your new position 
           = CLIVE: Well and do the rest of the puzzle as you did before 
             you came to the center block 
           It may be hard to understand from this explanation in words, but 
           when you see what I mean you'll hit yourself for thinking too 
           hard on an easy puzzle like this. 
           = VIRGINIA: Gale Crest South 
           = Exit South 
      026: Go South, exit South 
      027: Go South and meet the disaster 
 
                                                                  BOS00000049
+--------- 
| Anti-Guardian 
+---------------- 
| Disaster Light 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv94; Clive Lv86; Jet lv87; Gallows lv89 
=============================================================================
Abilities 
- Wings of Death 
  = Melee Attack 
- Aegioedes 
  = Copy of the summon move of the Light Guardian 
  = Light damage over entire party 
=============================================================================
The anti-guardian of Light and thus weak to the opposing element. 
His melee attacks miss easily and are easy to heal through in the rare case 
they would hit you. 
If you are completely resistant against the Light element, this fight is 
even easier. 
=============================================================================
That's done, use the Exodus Orb and exit North 
 
 
 
 
 
 
                                                                  CH40000000B
SECTION Moon    (rooms 16-21) 
This section is on top of my hate list, but you really want to do it, as it 
disables the "Merciless Queen" spell from Tiamat and since that is the only 
move of his that you cannot get protection against, you very well want that 
spell removed from him (though I did manage once to get past him skipping 
this section, but maybe the fact that I had all characters on level 100 at 
the time, and me forcing it all into a "Finest Arts" had something to do 
with that). :P 
      003: = Go to the downstairs East section 
           = CLIVE: Bomb the south wall 
           = Hit the revealed exit 
      016: Follow the corridor and exit south 
      017: Here's the deal, you just stepped into a invisible labyrinth one 
           wrong steps and you fall into the endless pit resetting the 
           puzzle. 
           There are two tools that can help you here. Virginia's Thinder 
           Crest and Gallows' Freezerdoll, I personally prefer the latter 
           one. 
           When you hit any gold ball in this palce with one of the 
           mentioned tools the maze becomes visible for .5 seconds. That's 
           extremely short, but you can do this unlimmited times. Check the 
           maze setup as often as you can. 
           Now I'd love to guide you, but I'm not sure how much help words 
           can be, but here goes. 
           = Step into the labyrinth 
           = At the T-Cross west and follow the road (remember you can 
             check this all by hitting the ball with the freezerdoll) 
           = At the intersection west 
           = Follow the corridor 
           = At the next intersection the EAST road 
           = Follow the road (I don't need to tell you to ingore that 
             dead-end-sideway, do I) 
           = Somewhere between the second and the third ball will be a road 
             leading west, hit it 
           = Follow the road 
           = You'll eventually end up at the exit 
      018: Go south, exit south 
      019: The same deal here, the only diffrence is that this puzzle is a 
           bit longer and that the balls are not in a straight line as 
           before. 
           = Step onto the labyrinth and follow the way (I warn ya, close 
             to the second ball the road will be hard to see) 
           = When you are beside ball #3 you'll find an intersection, take 
             the EAST road there 
           = When you are directly south of ball #4 take the North road and 
             immediately the east road 
           = Around the corner north and immediately east 
           = At the intersection past the next ball, south and follow the 
             road 
           = You'll find an intersection as good as south of the ball, go 
             straight on there and follow the road 
           = You'll reach the exit eventually, hit it. 
      020: Go South, exit South 
      021: Go South to face the disaster 
 
                                                                  BOS0000004A
+--------- 
| Anti-Guardian 
+---------------- 
| Disaster Moon 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv95; Clive Lv87; Jet lv89; Gallows lv91 
=============================================================================
Abilities 
- Wings of Death 
  = Melee Attack 
- Merciless Queen 
  = Copy of the summon move of the Moon Guardian 
  = Damge up to 50% of your total HP 
=============================================================================
This is the hardest of the optional disasters as this is the only optional 
disaster againt whom you cannot protect yourself by means of personal 
skills. 
In other words go all out, and save your FP on Virginia and Gallows in case 
you need to heal the entire party with either Mystic + Potion/Mega Berry or 
Extention + Heal. 
This is the only disaster with no elemental weaknesses, and I think brute 
force works best. A few Gatlings should work him out. 
=============================================================================
And for the sake of all that's good, use the Exodus Orb to get outta here 
and don't even think about going back on foot. 
 
 
 
 
                                                                  CH40000000C
SECTION WATER    (rooms 4-9) 
      003: = Pick up one of the glass boxes 
           = Throw it against the pyramid east 
           = Hit the exit next to that pyramid 
      004: Follow the corridor and exit north 
      005: Right, here's the deal, as soon as you step onto the platform it 
           will form a road you gotta follow, but you gotta be quick as the 
           road will disppear very soon. 
           You got me? Cool 
           = West onto the platform and follow the road it follows until 
             you reach the center platform 
           = That was easy, but now onto the east road and another go at 
             this. 
           = Once you made it exit North 
      006: Go North, exit North 
      007: = First of all use the change crest to get onto the center 
             platform 
           Now before you do anything, this one is a bit more difficult as 
           the road will now split into multiple dead end roads. However 
           one of them leads to a place where you can warp over to a ECN 
           Gem with the change crest. 
           So before you activate this all, make sure you have Virginia in 
           the lead with the change crest tool. 
           Now it will hardly make sense to sum it up as I normally do, but 
           as soon as the road splits make sure you find the way to the 
           west and after that north and sooner or later your "hook-on" gem 
           will be east of you. I hope you follow, as the puzzle is not 
           "hard" to see how it goes, but you need quick reflexes so you 
           may need some practice rounds 
           Once you made it, exit North 
      008: Go North, exit North 
      009: Go North to face the disaster 
                                                                  BOS0000004B
+--------- 
| Anti-Guardian 
+---------------- 
| Disaster Water 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv98; Clive Lv90; Jet lv92; Gallows lv94 
=============================================================================
Abilities 
- Wings of Death 
  = Melee Attack 
- Assault Tide 
  = Copy of the summon move of the Water Guardian 
  = Water damage over entire party 
=============================================================================
The anti-guardian of Water and thus weak to the opposing element. 
His melee attacks miss easily and are easy to heal through in the rare case 
they would hit you. 
If you are completely resistant against the Water element, this fight is 
even easier. 
=============================================================================
That's done, use the Exodus Orb and exit North 
 
 
 
 
 
                                                                  CH40000000D
SECTION FIRE    (rooms 10-15) 
      003: = Up the stairs 
           = East 
           = VIRGINIA: Use the Thindercrest to light the only set of unlit 
             candles 
           = Exit East 
      010: Follow the road and exit East 
      011: N = North wheel 
           C = Center wheel 
           S = South wheel 
           When I say turn 3 times I mean turn until you saw the connected 
           block move three times, and I always turn CLOCKWISE!!! 
            
           You got all of that? Right, let's begin then. 
           = Turn C x2 
           = Turn S x1 
           = Turn N x3 
           = Walk over the bridge you now created (DON'T USE VIRGINIA'S 
             GALE CREST!!!!!!) 
           = Up the stairs and exit East 
      012: Go East, exit East 
      013: = JET: Hit hte south target with the boomerang 
           = VIRGINIA: Study the bars well and use the Gale Crest to get 
             over them (time this right) 
           = CLIVE: Hook onto the moving target and drop off North 
           = JET: Jump six times on the brown platform 
           = Go East 
           = Exit East 
      014: Go East, exit East 
      015: Go East and face the disaster 
                                                                  BOS0000004C
+--------- 
| Anti-Guardian 
+---------------- 
| Disaster Fire 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv99; Clive Lv92; Jet lv94; Gallows lv95 
=============================================================================
Abilities 
- Wings of Death 
  = Melee Attack 
- Vapor Blast 
  = Copy of the summon move of the Fire Guardian 
  = Fire damage over entire party 
=============================================================================
The anti-guardian of Fire and thus weak to the opposing element. 
His melee attacks miss easily and are easy to heal through in the rare case 
they would hit you. 
If you are completely resistant against the Fire element, this fight is 
even easier. 
=============================================================================
That's done, use the Exodus Orb and exit North 
 
 
 
 
 
 
 
 
                                                                  CH40000000E
SECTION MAIN    (rooms ??-??) 
This is a short section, and the only section required to finish the game. 
Please note, this is the section in which you'll face Beatrice at last and 
doing so will basically disable all other features of the game, so if you 
have any sidequest you still want to do, do them BEFORE you take this 
section on. 
      003: Exit Straight North 
      046: Go North, exit North (choose the first option when the game 
           prompts you so) 
      047: Face the disaster. 
                                                                  BOS0000004D
+--------- 
| Anti-Guardians 
+---------------- 
| Disaster Luck 
+-------------------------- 
| Tiamat 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv100; Clive Lv95; Jet lv97; Gallows lv99 
=============================================================================
Abilities Disaster Luck 
- Wings of Death 
  = Melee Attack 
- Unlucky shot 
  = Copy of the summon move of the Luck Guardian 
  = Non-Elemental Damage entire party 
 
Abilities Tiamat 
- Total Disaster 
  = Copies all summon moves of the Disaster Luck and all other disasters 
    you haven't yet beaten. 
=============================================================================
The fight begins as a normal disaster fight and if you fought the other 
disasters (as I recommended you so) I've nothing new to tell here, aside 
from the fact that you cannot ward yourself against Unlucky Shot (which 
does far more damage than the real Luck Guardian does). 
When you dealt it enough damage it will transform into Tiamat, and all 
Tiamat can do is do his spell "Total Disaster" in which he mimics Unlucky 
Shot, but also all summon moves of the disasters you did not yet beat. 
Unless you warded yourself against all elements you won't survive that, so 
I strongly recommend to have beaten all disasters and if you did this fight 
will be over soon. 
=============================================================================
      047: Exit North 
      048: = Go North 
           = Hit the door 
           = This is your last chance to save your game or to back out if 
             you have any sidequests to do. When you are ready, proceed. 
                                                                  BOS0000004E
+--------- 
| Dream Dremon: 
+---------------- 
| Beatrice 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv100; Clive Lv95; Jet lv97; Gallows lv99 
=============================================================================
Abilities: 
- Feeble Mind 
  = Magic Resistance down on entire party 
- Nightmare 
  = Damage to everybody 
  = Causes sleep 
=============================================================================
You will get to fight Beatrice twice and both battles are exactly the same. 
My high level are of little significance, what matters is that you are at 
least resistant to sleep, as she'll put that on you a lot. 
You can easily heal through this battle. You won't gain EXP or Gella for 
this, so Cards are not needed. 
=============================================================================
      049: Use the Exodus Orb to get out of here and be quick as when you 
           take too long you'll all die meaning the game is over. 
 
 
Now you have access over the world, but everybody suffers from amnesia and 
won't be helpful. 
Savespots won't work either. 
Just board Lombardia and go to the Ark of Destiny. 
 
                                                                  CH40000000F
=============================================================================
The Ark of Destiny 
The Grand Finale 
=============================================================================
My levels: Virginia Lv100; Clive Lv95; Jet lv97; Gallows lv99 
=============================================================================
Just sit out the scenario and after that the final boss fights begin. 
 
 
 
                                                                  BOS0000004F
+--------- 
| Dream Dremon: 
+---------------- 
| Beatrice 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv100; Clive Lv95; Jet lv97; Gallows lv99 
=============================================================================
Abilities: 
- Feeble Mind 
  = Magic Resistance down on entire party 
- Nightmare 
  = Damage to everybody 
  = Causes sleep 
- Dark Matter 
=============================================================================
You will get to fight Beatrice twice and both battles are exactly the same. 
My high level are of little significance, what matters is that you are at 
least resistant to sleep, as she'll put that on you a lot. 
You can easily heal through this battle. You won't gain EXP or Gella for 
this, so Cards are not needed. 
                                                                  BOS00000050
+--------- 
| Final Boss: 
+---------------- 
| Nega Filgaia 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv100; Clive Lv95; Jet lv97; Gallows lv99 
=============================================================================
This boss has 10 forms, defeat one form to advance to the other until you 
beat the 10th form. 
 
FORM 1:  Looks like strange jello 
This one is a bit confusing (and maybe the most confusing form), but not 
really hard. 
It will gather the damage you do to it and deal that back at the end of the 
turn. After a few turns it will split in two. 
 
FORM 2:  Something that's just hatched from an egg 
This one is just attack when you can and heal if you must, however there's 
one tiny twist to this, if you take longer than 4 turns or so, it will 
reset the this round meaning you got to start over, so speed is an issue 
here. 
I strongly recommend to be warded completely against paralysis. 
 
FORM 3:  A jellyfish or so? 
This one requires a special use of guardians or you simply won't be able to 
hurt it at all. 
First of all, make sure Virginia has full FP (anyone will do as long as 
it's not Clive) and put the Cosmic Cog medium on her. 
Clive should have a full ammo magazine for this. 
Now every turn 
Virginia: Cast Replay on Clive 
Clive: Shoot 
Jet and Gallows simply don't matter. 
 
Keep this up until it goes to form #4. 
 
 
FORM 4:  4 Lizards 
If you had to move the Cosmic Cog medium in the last fight, put your 
guardian setup in the right order. 
This fight is easy, have Virginia to mystic an elemental gem, and let 
Gallows use Extention + a spell of the opposite element. 
 
FORM 5:  Too crazy dino like creatures 
Just kill these in any order you wish, but keep in mind that they can 
recover themselves to full HP, so make sure you do this quickly. 
 
FORM 6:  Is this a dragon? 
The more elemental defenses the better as this form will put them all on 
you in one turn with "Arcana Disaster". 
Other than that no threat. 
 
FORM 7:  Yeah, what does this look like? 
There's not much to note about this form. A typical 
attack-when-you-can-heal-if-you-must situation. 
 
FORM 8 & FORM 9 A dark angel and a light one 
These are two forms, but both work with the same strategy. 
Both bosses require that you worked out your MTC as far as you could and a 
few Full Carrots won't hurt here either. 
 
The boss is protected against all attacks by means of its little helpers. 
As soon as you kill such a helper a new one will be summoned so that 
doesn't work. 
Guardians do help you here. For Form 8 the Light Guardian (Flash Hit) will 
do, for Form 9 Luceid (Lust Jaw) is best. 
 
 
FORM 10:  Whatever it is, it's ugly :P 
I really hope you got the violator. 
Equip it to anybody and have him/her out of bullets but full FP then do a 
Gatling with that person and the boss is dead. 
Before you do this, you may want to steal from it first to get an EX File 
Key. 
=============================================================================
CONGRATULATIONS! YOU'VE COMPLETED WILD ARMS 3RD ADVANCED!!! 
 
After the ending scenario + credits screen you'll be able to save an EX 
File. 
In this file you can use extra features depending on how much EX File Keys 
you collected during the game. 
You can NOT get back into the regular game from this file, so it's strongly 
recommended to use an empty slot for this. 
 
 
 
 
 
 
                                                                  SID00000001
 
    SIDEQUESTS  
 
You want sidequests? There are loads of them in Wild Arms 3. Maybe even too 
much (well the later Wild Arms games have even more, gimme a break). 
 
Well, all sidequests have in common that you DON'T HAVE TO DO THEM in order 
to clear the game, however some sidequests are very helpful as their 
rewards can get you much further in the game. 
There are also sidequests which only score you an EX File Key. These keys 
have no importance whatsoever in the game (only amateurs would claim 
otherwise on that), but they make a nice trophy, as they can unlock some 
useless extra features once you completed the game (see EX File Keys for 
more information). 
 
Is a sidequest worth the trouble? 
Well check out the reward I'd say. :) 
 
 
 
 
                                                                  SID00000002
=============================================================================
Sidequest: Martina van Basten 
=============================================================================
Available: Once you reach Clayborne, however you'll need to advance in the 
game to complete it 
Reward: EX File Key 
I've always wondered.... Is Marina van Basten named after a certain Dutch 
soccer player or not? 
 
Anyway, Martina lives with her "evil" aunt in an inn in Clayborne, after 
her mother travelled the world in search of money to pay her debts. 
 
Martina wants to find her missing mother and as soon as you talk to her in 
Clayborne she decides to take on the journey. 
Now she'll pop up in many cities (and one railway station) and you need to 
check up on her. 
So it's basically going to all cities in the order I describe below to find 
her. 
 
Please note (especially when you got the teleport orb) Marina needs time to 
travel, so she won't appear immediately at a new location. If you want to 
make sure you'll meet her there you can either take on one or two dungeons, 
or take any inn that's NOT in the place where Martina will appear, and rest 
2 or 3 times and if you go there then, she'll be there. 
(With finding random inns, I recommend either Humphrey's Peak (except the 
times Martina should be there), or Baskar, as you can rest there for free). 
 
Here's the list of locations you'll find her 
        I: Martina starts out in the inn in Clayborne 
       II: Westwood on the train platform 
      III: Little Rock (at the inn) 
       IV: Little Twister 
        V: Humphrey's Peak (in house south-east) 
       VI: Humphrey's Peak (under the little roff north-east of the 
           village) 
      VII: Jolly Roger (at the inn) 
     VIII: Ballack Rise (next to the boy David). 
       IX: At the top floor at the inn in Laxisland 
 
 
With that Martina has reached her destination, but it's not over yet. 
Martina's mother has fallen ill and Martina fears for her life (from this 
moment on, the inn in Laxisland is unavailable for resting until this 
sidequest has been completed). 
So let's help her. 
 
        X: Go to Humprey's Peak and speak there to Cheville (the nurse who 
           mistook Martina for her own daughter), she should be walking 
           around in town, and she'll tell you she'll go to Laxisland right 
           away (of course, Cheville too needs time to travel, so it will 
           take her awhile to get there). 
       XI: You will find Cheville now at Martina's side in Laxisland. Speak 
           to everybody. 
      XII: Come back to Laxisland again, the setup should be the same, but 
           Mileux, Martina's mother should be cured now, if she's not, rest 
           in a random town and come back here. 
     XIII: This time, no travel time is required, you can go directly to 
           Clayborne and meet Mileux and Martina there, speak to Martina 
           here to obtain an EX File Key. 
 
Now, as a side effect to this sidequest you can meet Myra, the "evil" aunt 
of Martina's in Little Twister and speak to her, but this has no further 
concequence at all for the game. 
 
 
                                                                  SID00000003
=============================================================================
Dungeon: Decaying Labyrinth 
(Secret Garden) 
=============================================================================
My levels: Virginia Lv18; Clive Lv18; Jet lv19; Gallows lv19 
=============================================================================
Available: As soon as you buy horses, though I recommend to wait until you 
got the Flash Hit medium. 
Reward: Grow your own healing items in the Secret Garden 
=============================================================================
Enemies: 
= Rachael 
= Undead Reptile 
= Rat Monkey 
Boss 
= Ring Keeper 
=============================================================================
How to get there: 
During chapter 1 and 2 you can best go by train to Midland Station (unless 
you are already in the Baskar / Jolly Roger area) and call your horses 
During chapter 3 and 4, just fly over there with Lombardia. 
You need to get over the gorge west of the Fallen Sanctuary. At the end is 
the Secret Garden. Speak to the girl here, and she'll ask a favor from you 
to lift the curse of Decaying labyrinth. 
Now the dungeon is near the gorge 
=============================================================================
Overview: 
Before you begin, it's very important that you bring the Flash Hit, your 
life depends on it. 
The first part of this dungeon is pretty regular, and the enemies are easy 
and all of them are weak to light. 
Halfaway the dungeon you'll meet the Ring Leader, once you defeated him, 
you can take the cursed ring and you have to carry it out of the castle and 
if you succeed the curse is lifted, and with that you can start growing 
heal berries and stuff in the secret garden, HOWEVER once you pick up that 
ring, your max hp will be reduced to 1 and will remain that way until you 
completed the dungeon. 
You may want a high migrant level, in order to skip as many random 
encounters as possible, but when you use light spells a lot, you should be 
able to get through this easily. 
When you can make it out of the place, lifting the curse, your max HP will 
be restored to its former value. 
=============================================================================
      001: North and enter the building 
      002: Go North, exit North 
      003: Go North, exit North 
      004: Follow the road, Exit East 
      005: Ah, a puzzle at last. 
           = Push the block east once 
           = Go to the center and step onto the switch plate 
           = West, and at the end North 
           = Push the block North 
           = From here exit West 
      006: Follow the road and hit the exit North 
      007: = Step onto the switch under the bridge 
           = Exit North 
      008: Go North, exit North 
      009: = Step forward and the door closes behind you. You can NOT go 
             back THAT way. 
           = Drop off 
           = Open the chest and you'll meet a boss. 
                                                                  OBS00000002
+--------- 
| Boss: 
+---------------- 
| Ring Keeper 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv18; Clive Lv18; Jet lv19; Gallows lv19 
=============================================================================
Abilities: 
- Mighty Swing 
  = Attack 
- Phantom Hazard 
  = Darkness attack on entire party 
- Anti-Arcana Zone 
  = Block all arcana for several turns. 
=============================================================================
The difficulty of this guy really depends on the level you have when you 
take him on. That appears obvious, but as the Ring Leader is the first 
optional boss that becomes available (in theory you can take him on during 
chapter 1 already), it counts for this guy more than any other boss in the 
game. 
The levels I displayed above make him not easy, but not hard either. 
First of all, he's weak to light, so it seems pretty obvious that going 
crazy with Spectre will get you pretty far, and I had Virginia on the job. 
Gallows was healing. 
Jet and Clive should just attack. And those two must be aware of the fact 
that the Ring Keeper will counter almost any attack, so keeping a little 
cease-fire for damage control when Gallows can't keep it up with the 
healing can be a good idea. 
When getting dangerously low in HP, he'll summon a "No Arcana Zone", and as 
the name suggests, it will block all Arcana for quite some turns. That also 
means that the healing will have to go on items as well. Please note that 
Force != Arcana.... For those who don't speak C, that means that you can 
still use force abilities, and thus Virginia can use Mystic if needed. 
=============================================================================
Now the game prompts you to take the ring or not. In order to complete the 
sidequest you have to do it, but doing so will reduce your Max HP to 1 for 
the rest of the sidequest (and your VIT will be reduced to 0). Also you 
cannot use your Gimel Coins to save your game for the rest of the dungeon 
(continuing after being wiped still works). 
      009: Are you ready? Then take the ring and exit North 
      010: Follow the road and exit West 
      011: = North 
           = Follow the road 
           = Exit South 
      012: = Push the block south once 
           = West and step onto the switch 
           = South and push the block until it falls out of the puzzle 
             (you'll step onto a switch in the process) 
           = Step on the west and east switches 
           = Move the block south-east either one position North or East 
           = Go to the spot where the last block you moved used to be and 
             hit the exit south 
      013: = Hit the western way south 
           = Exit South 
      014: Follow the road and exit East 
      007: Cross the bridge and exit East 
      015: Follow the road and exit North 
      016: = Push the block north once 
           = Hit the switch to the west 
           = Go to the center block and push it north until it falls out of 
             the puzzle 
           = Pull the block west from you one spot east 
           = Pull the block east from you one spot west 
           = Go south over the center and pull the block east one spot west 
           = Go to the center 
           = West 
           = North 
           = Hit both switches 
           = Go back to the center 
           = East 
           = North 
           = Hit both switches 
           = South all the way 
           = Hit the switch 
           = Exit South 
      017: Follow the road and exit West 
      018: = North 
           = Follow the road 
           = Exit South 
      019: = Follow the road 
           = Hit the switch 
           = Exit South 
      003: = Drop off South 
           = Exit South 
      002: Go South, exit South 
      001: The curse will now be lifted, and this concludes this sidequest. 
           Exit South and go to the Secret Garden to Cash In. 
 
 
 
 
                                                                  SID00000004
=============================================================================
Sidequest: Gunner's Heaven 
=============================================================================
Available: As soon as chapter 3 begins 
Reward: Several rewards, with an EX File Key as final reward. 
=============================================================================
Gunner's Heaven is an arena for gladiator style combat. Risk your life for 
the amusement of the audience. 
 
There are three leagues, each must be beaten under a certain turn limit to 
unlock the next league. 
You will NOT get experience or Gella in these battles and the prices you 
gain are depenend on how many rounds you did per league and if you did beat 
the turn limit. 
 
After beating league three (regardless of the fact if you beat the turn 
limit or not) the optional boss "Emperor Marduck" gets unlocked here. When 
you beat him you can challenge Ortega who'll appear as the optional boss 
"Bad News". If you can beat him you'll score the EX-File Key and conclude 
this sidequest. 
 
The first league is part of the mainquest, but to keep this section 
complete it's still noted here. 
 
 
Let's first take out the three leagues. 
 
=============================================================================
Gunner's Heaven - League 1 
Prizes: Antidote x3, Heal Berry x4, Revive Fruit, Potion Berry, 5000 Gella 
One-time Prize: Item Scope - Allows you to find treasures on the world map 
Turn Limit: 25 
=============================================================================
My levels: Virginia Lv41; Clive Lv40; Jet lv40; Gallows lv40 
=============================================================================
  ROUND:1: GANGA x3 
           This round is the one that can take longest as these three are 
           you thoughest opponents in this league. 
           They have no weaknesses, and they cancel your moves. I do 
           recommend you not to go crazy on summons or anything as you need 
           it for the next round. 
           If you already obtained Raftina, you can speed this battle up by 
           casting the spell, weaken. Any element will do as long as you 
           immediately attack your weakened target with the same element. 
 
  ROUND:2: WENDIGO x1 
           This guy is weak to wind, and you can save yourself a lot of 
           turns if you exploit that weakness. 
 
  ROUND:3: SHAMBLING MOUND x6 
           Summon Moor Gault (Fiery Rage Medium) and if the summoner has 
           quite some FP you'll be rid of these in only one turn. 
 
  ROUND:4: BALOR x1 
           This guy is quite a master of disease attacks, I recommend you 
           to cure that status with the Clearance spell as soon as it 
           appears. 
           He's weak to thunder, and I suggest to exploit that weakness. 
 
  ROUND:5: ARMORDRAKE x1 
           He has a thick armor (which is empowered by a shield spell which 
           you can dispell with eraser). 
           He is also weak to wind. Easy opponent. 
=============================================================================
 
=============================================================================
Gunner's Heaven - League 2 
Prizes: Peppy Acorn x3, Grab Bag, Gimel Coin x3, Gella Card, 10,000 Gella 
One-time Prize: Sonar Kit - Marks undiscovered locations and treasure on 
the worldmap 
Turn Limit: 20 
=============================================================================
My levels: Virginia Lv66; Clive Lv59; Jet lv57; Gallows lv59 
=============================================================================
  ROUND:1: MERCURIUS X4 
           These guys have no weaknesses and thunder will "activate" them, 
           in other words, make them stronger or give them new abilities, 
           so don't use that. 
           They can put up quite some attack, but they are not that hard, 
           but they can be harsh on your turn limit. 
 
  ROUND:2: GASHER SKELETON X3 
           It's easy to guess that these undead guys are weak to light, so 
           you'd do well to exploit that weakness to make it up for the 
           turns you lost in round #1. 
 
  ROUND:3: BAMULVRIS 
           Weak to both ice and fire, so exploit one of those weaknesses 
           and you can have this done in a flash. 
 
  ROUND:4: AUDHUMLA & SLEIPNIR 
           This battle can be troublesome. First get rid of Sleipnir, as 
           he's a master in instant kill attacks. He's weak to fire, and I 
           suggest you abuse that fact. 
           Audhumla is less of a treat, it's just that you need to get rid 
           of him fast. He's weak to wind and frost 
 
  ROUND:5: EGREGORI 
           Just let everybody summon any guardian that does a significant 
           attack (that can be Grudiev(Terra Roar), Stare Roe(Flash Hit), 
           Moor Gault(Fiery Rage), Zephyr (Hope Shard), Schturdark (Aqua 
           Whisp), Fengalon (Gale Claw) or Luceid(Lust Jaw). 
=============================================================================
 
=============================================================================
Gunner's Heaven - League 3 
Prizes: Seed Powder x3, Nectar x3, Holy Root, Lucky Card, 30,000 Gella 
One-time Prize: Relic Coin - Allows you to save wherever you want for free 
Turn Limit: 15 
=============================================================================
My levels: Virginia Lv74; Clive Lv69; Jet lv69; Gallows lv70 
=============================================================================
For the sidequest you DON'T have to make it in the turn limit, unless you 
want the money and the Relic Coin that is, but that coin ain't worth it. 
For the sidequest as a whole you just need to survive all 5 rounds, that's 
all. 
 
  ROUND:1: Daredevil x3 
           Pretty straightforward opponents. They are weak to Earth and 
           exploiting that weakness can shorten this fight. 
           They can paralyze you, so be prepared for that. 
 
  ROUND:2: Sphere x6 
           Summon Lucied (Lust Jaw).... byebye.... :) 
 
  ROUND:3: Death Mask 
           This guy lowers your defenses all the time, which is quite 
           annoying. 
           Ocasionally he casts "Asphixiation" which can cause instant kill 
           to somebody. 
           If you want to exploit a weakness... it's light 
 
  ROUND:4: Dantalon 
           This guy has two phases. It starts in closed phase and in the 
           next turn it'll be open phase and so it'll switch between the 
           phases. 
           In closed phase it's immune to physical attacks, so Arcana will 
           have to do there. In open phase it's not vulnarable to Arcana so 
           then you'll have to rely on Physical attacks, that's the 
           picture. 
 
  ROUND:5: Doll Done 
           This guy is immune to all physical attacks, and all it can do is 
           kill you instantly. If you protected yourself against that, then 
           this guy cannot hurt you at all. 
           Arcana will have to do to kill him, and I recommend to use the 
           "Weaken" spell, pick any element you feel good with, and keep 
           exploiting the weakness you gave him until he's dead. 
           The skill "Weakness" can speed this fight up, as well as casting 
           "Feeble Mind" on him. 
=============================================================================
 
With the three leagues out of the way (in which it doesn't matter if you 
beat the turn limit in league 3), we can get on with the sidequest. 
- Enter the Arena (just walk in, don't talk to Ortega) 
- Exit West 
- Up the stairs and hit the exit at the top. 
- = Speak to the gentlemen here 
  = Accept his challenge for a battle. 
 
                                                                  OBS00000003
+--------- 
| Boss: 
+---------------- 
| Emperor Marduck 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv74; Clive Lv69; Jet lv69; Gallows lv70 
=============================================================================
Abilities: 
- Restoration 
  = 2800+ healing 
- Agony Effect 
  = 600+ damage on one target 
- Satelite Extinction 
  = 1600+ damage on entire party. 
- Screaming Mad 
  = Dark Attack one target 
=============================================================================
This fight is pretty easy when well prepared. 
 
Your preparations should be 
= Having obtained Zephyr (Hope Shard) Raftina (Love Charm) and Luceid (Lust 
  Jaw) 
= Having all your characters completely resistent against Darkness 
= Heaving either the Attachment spell or a spare dark ring 
 
Turn #1: 
= Have Lust Jaw and Love Charm on Virginia and make her cast 'Weaken'+'Dark 
  Element' 
= Have the boys to do whatever you feel is best. 
 
Turn #2 + #3 
= Either have Hope Shard and Lust Jaw on the same person and have him to 
  cast Attachment on both Clive and Jet, or have Virginia to Mystic the 
  Dark Ring on both gentlemen I mentioned. 
 
Turn #4 
= Make your guardian setup as you normally play. 
= The one having Zephyr should cast "Permanence" on both Jet and Clive to 
  make sure the attachment of the previous two turns remains on till the 
  end of the battle 
= Mystic a Lucky Card if you got enough FP for that 
= Use a Gella Card 
 
With that your setup is complete, now I hope you got the time as this boss 
has quite a lot of HP and since he heals himself it can take even longer, 
however that's what I made him weak for darkness for putting the Darkness 
attachement on the strongest attackers. 
A few ways you can do to speed it even more up is by means of Finest Arts 
(see Finest Arts chapter in the Backgrounds section) or by making the one 
carrying the Love Charm cast "Copy Ability" and use "Screaming Mad" against 
you, this of course only when you got that medium on either Virginia or 
Gallows, on Jet or Clive that thing is useless. 
 
In general this guy is a pushover, if it weren't for his "Satelite 
Extinction" spell that will hurt you quite bad, and too bad, it's 
non-elemental so you cannot protect yourself from it. For that reason I 
recommend you to have Virginia always at 25+ FP so that you always have the 
possibility to Mystic a Potion or (even better) mega berry, which you 
should basically do when two or more party members are getting below 2000 
HP. 
=============================================================================
The reward for this fight is a "Dist Dims", which is quite an interesting 
item if you plan to take on the Abyss. It gives you a skill that restores 
MTC as you walk. Equip it on the person you use most for summoning 
guardians (in my case that was Virginia, but I can imagine you use Gallows 
for that). 
 
- Go back to the entrance room 
- = Speak to Ortega (the bartender and arena master) and pick "Chat" 
  = Accept his challenge for battle 
 
                                                                  OBS00000004
+--------- 
| Boss: 
+---------------- 
| Bad News 
+-------------------------------------------------------------------------- 
a.k.a. Take off that silly apron, will ya? 
=============================================================================
My levels: Virginia Lv80; Clive Lv73; Jet lv75; Gallows lv76 
=============================================================================
Abilities: 
- Believe in yourself 
  = Heal 3000+ 
- Counter Tomahawk 
  = Whoever attacks Bad News will be attacked him/herself. 
- Power Mountain Load 
  = Strong Melee attack 
- Rocket Bazooka 
  = 900+ melee attack, can cause Amnesia 
- Hatchet Blow 
  = Melee attack, can cause confusion 
=============================================================================
This fight takes forever... well, he will get to his knees eventually, but 
be prepared to waste some valuable hours on this fight. 
First of all, mystic a Lucky Card, as no enemy in the entire game gives 
more experience than this guy, and you surely wouldn't want that to go to 
waste. (100,000 experience points), with 120,000 Gella, you also got 
yourself a lot of cash, so using a Gella Card here is also a good idea. 
 
Now this fight is not exactly "hard", it's just the healing he does that 
gets you. 
 
As this fight is already going to take awhile there's no hurt at all in 
using all powerup spells you have and seal it all of with Permanence. 
 
There's no point in using "Weaken" to break through his healing like you 
could do with Emperor Marduk, because he's immune to it. 
 
The only way to give yourself a possibility to lead this fight to an end, 
is by dealing extremely much damage in one attack and the only attack that 
can do that is "Finest Arts". For that you need the item "Violator" 
equipped and the skill "Finest Arts" set to maximum. 
Have that person to go to full FP, and make sure he/she is out of bullets 
and then use Gatling and look what happens. :) 
 
After you did your finest arts move, just reload and keep fighting until 
you reach 100 FP once more, and use Gatling again with no ammo. 
 
Just keep up that cycle until Bad News gives in. 
 
One tiny point to keep in mind, he has a confusion and amnesia attack, so 
if you don't have a status ward against it, seal it away with "Status 
Lock"+"Permanence". 
=============================================================================
When this battle is won the sidequest is completed and you'll gain an EX 
File Key. 
 
 
 
 
 
                                                                  SID00000005
=============================================================================
Sidequest: Uncle Gob 
=============================================================================
Reward: EX File Key 
=============================================================================
This is a sidequest that you basically start on the very first step you 
make on the worldmap, which is basically during the prologue when Gallows 
has to go to the Fallen Sanctuary. 
 
Uncle Gob is a goblin who wants to travel the world, but he doesn't dare to 
because he's affraid people will attack him for what he is. But you can 
help him. When you bought a map from Royman you can see it's pretty blank. 
By going over a spot on the map it gets colored. 
To solve this sidequest all you gotta do is color the entire map by simply 
going over it. 
 
Well, in basic you start this at the start of the game already, but in 
order to complete you will need Lombardia as some spots cannot be reached 
without him/her... whatever. 
I also strongly suggest you have the Map Scope, which you can obtain in the 
cellar of the Ark of Destiny. 
 
You can do this pretty easily. I suggest you start at Humphrey's Peak (as 
that's the place where Uncle Gob is hidden). Now pick a direction N, S, E, 
W and stick to that direction for the entire go. 
Now fly straight in that direction until you get back at Humprey's Peak 
eventually. Now if you go E or W go one spot N or S, land Lombardia to fix 
your camera right, fly up and go straight again, and keep this up until you 
got the entire map. You follow? 
 
 
When the map has been completed, go to Humprey's Peak, and go down the 
stairs into the empty canal. There step under the bridge and go North. You 
cannot see what happens down here but at the end you can click and when you 
are lucky you'll find Uncle Gob. He'll tell you how much % you completed, 
and when you make the full 100% he'll give you an EX File Key. 
 
 
 
 
 
                                                                  SID00000006
=============================================================================
Sidequest: Telepath Towers 
=============================================================================
Available: As soon as you defeated the Prophets in Ruins of Memory 
(CH300000015) 
Reward: Tons of EXP points and an EX File Key 
Warning: Due to a bug in the game, you cannot start up this sidequest after 
completing Deus Ex Machina, however if you already did one or more towers 
before that dungeon, then everything's cool. 
=============================================================================
This sidequest may be a bit boring, but it's thanks to this sidequest that 
getting your entire party to level 100 (which is the max level) is easier 
than in any other RPG game. 
 
The basics are easy to understand. A guy in Laxisland is ranting like crazy 
about an encroaching alien attack. His ranting is too silly for words, but 
despite everything... he's right... aliens are trying to take over the 
world. Damn. 
The aliens placed Telepath Towers all around the world. Your first 
objective is to destroy them all, however, there are a few tricks to to 
them. 
 
To start up this sidequest, beat the Prophets first in Ruins of Memory 
(CH300000015), once you did that go to Laxisland and speak to Roswell. Now 
the towers should be unlocked. Now search the world for these towers, and 
they'll appear as a mini-boss, showing three pillars and you got to destroy 
all three and the tower will count as destroyed. 
All towers can either do "Hyperion Blaster" or cause a status change (the 
diagram below will show you where all towers are and which status change 
they'll cause). 
+----+---------------+----------------+-------------------------------------+
| 01 | (16606,18154) | Amnesia        | West of Laxisland                   |
+----+---------------+----------------+-------------------------------------+
| 02 | ( 4878,15146) | Disease        | South of Yggdrasil Forest           |
+----+---------------+----------------+-------------------------------------+
| 03 | (10080,16277) | Poison         | North East of World's Footprint     |
+----+---------------+----------------+-------------------------------------+
| 04 | ( 6632, 9648) | Sleep          | West of the Unclean Mark            |
+----+---------------+----------------+-------------------------------------+
| 05 | (  843,22655) | Misary         | On continent northwest of Ygg. Fst  |
+----+---------------+----------------+-------------------------------------+
| 06 | ( 8988, 5516) | Paralysis      | Island North-west of Ka Dingel      |
+----+---------------+----------------+-------------------------------------+
| 07 | (20809, 7661) | Glass          | On a pass far south of Hum. Peak    |
+----+---------------+----------------+-------------------------------------+
| 08 | (12922,15569) | Confusion      | East of Ballack Rise                |
+----+---------------+----------------+-------------------------------------+
| 09 | (24862,22830) | Bronze         | Small island south of Little Rock   |
+----+---------------+----------------+-------------------------------------+
| 10 | (24095, 8349) | Death          | South-west of Demondo Pillar Rear   |
+----+---------------+----------------+-------------------------------------+
| 11 | (13919, 1258) | Amnesia        | West of Boot Hill. Hidden under a   |
|    |               | Disease        | rock. Use Lombardia to destroy it   |
+----+---------------+----------------+-------------------------------------+
| 12 | (22412,22568) | Sleep          | Go north from Gunner's Heaven by    |
|    |               | Poison         | by horse. At the fork turn left.    |
|    |               |                | As soon as you see a crack jump     |
|    |               |                | over it. Search the "Arch"          |
+----+---------------+----------------+-------------------------------------+
| 13 | ( 6807,22037) | Misary         | At the southern point of the higher |
|    |               | Paralysis      | platform west of Dim root path      |
+----+---------------+----------------+-------------------------------------+
| 14 | (15342, 4845) | Poison         | From Jolly Roger take Lombardia.    |
|    |               | Misary         | Fly over the hill and destroy the   |
|    |               | Amnesia        | rock on the other side. Go back and |
|    |               | Disease        | go to the passage you created with  |
|    |               |                | your sandcraft.                     |
+----+---------------+----------------+-------------------------------------+
| 15 | ( 5856,12915) | Death          | From Sunset Peak (see IDXD00B) call |
|    |               | Bronze         | your horses. From there follow the  |
|    |               | Confusion      | railway northwest. At the end is    |
|    |               | Sleep          | a gorge. Jump over it and search    |
|    |               | Paralysis      |                                     |
+----+---------------+----------------+-------------------------------------+
| 00 | (15638, 2530) | All            | After destroying all other towers   |
|    |               |                | Use the Teleport Orb (which you can |
|    |               |                | get in Millenium Puzzle #14) and    |
|    |               |                | warp to Boot Hill. Take the         |
|    |               |                | Sandcraft, cross the dune and       |
|    |               |                | search the area.                    |
+----+---------------+----------------+-------------------------------------+
 
When you destroyed 5 towers the aliens will come into the field... Hey, we 
know this fellow. A guy by the name of "Creeping Chaos", or "Hayonkonton" 
as the true Wild Arms fans know this guy under. After beating him they'll 
come everywhere at the worldmap and they'll give you TONS of EXP when 
defeating them. When you are protected against all status changes they'll 
easily get your EXP bonus rate to x9.9 and since they already give 10,000 
exp each, well there you go. If you want to grind levels you now got your 
easiest way to do it. 
 
When you destroyed 14 towers there'll be UFO coming over the dunes in the 
form of random encounters. They are all pathetically easy. 
When you destroy 5 UFOs in the dunes you'll also be encountering them as 
random encounters in the sky. 
 
When you destroyed all 15 regular towers, a special tower named Telepath 
Tower #0 will appear near Boot Hill (see diagram above on how to access 
it). 
 
 
When you destroyed all telepath towers (including tower #0), destroyed 5 
UFOs in the Dunes and 20 in the sky you may encounter the boss "Mothership" 
in the sky. 
The Mothership is easy to kill, but before you take the Mothership down, 
make sure you don't wanna go level grinding any more. As soon as you take 
down the Mothership this sidequest is over, you'll get your EX File Key 
then, but the Creeping Chaos enemies will also be removed from the game, 
and with that your most powerful source of Experience Points, so you want 
to do this as looooong time as you can take on this :) 
 
 
 
                                                                  OBS00000005
+--------- 
| Boss: 
+---------------- 
| Mothership 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv100; Clive Lv100; Jet lv100; Gallows lv100 
=============================================================================
Abilities: 
- Hyperion Blaster 
  = 1900+ damage (pathetic) 
=============================================================================
The Mothership is a battle in the air, so you gotta use Lombardia for this. 
All the Mothership will do is Hyperion Blaster and it will do pathetically 
little damage. 
Just go all out with your attacks (if you really need use your powerup 
spells) and this battle will soon be over, and don't worry about healing as 
you're not gonna need that. 
=============================================================================
When you win the battle against Mothership the next things happen 
= The "Creeping Chaos" enemy will be removed from the game, so you can no 
  longer meet them through random encounters 
= The "UFO" enemy will be removed from the game from both the Dunes as the 
  sky, so you cannot meet them any more either 
= You'll obtain an EX File Key for your trouble ;) 
 
 
 
                                                                  SID00000007
=============================================================================
Sidequest: Sunset Peak 
=============================================================================
Available: As soon as you get Lombardia and completed Millenium Puzzle #14 
Rewards: 
= EX File Key 
= Migrant Seal 
= Access to Millenium Puzzle #20 
= Access to Telepath Tower #15 
=============================================================================
Sunset Peak is a station somewhere on the world map, but you cannot get 
there on foot, neither by horse nor sandcraft nor Lombardia. 
In order to get there you must have completed Millenium Puzzle #14 and have 
obtained the Teleport Orb. If you don't have that thing this won't work. 
 
 
When you got the teleport orb go to Southfarm (station North-East of Boot 
Hill). 
Buy a ticket to East Highlands and board the train. You will now end up in 
Sunset Peak. 
 
Once you arrived there bump the clock to find an EX File Key. 
When you leave Sunset Peak you are at the spot where the hardest (world) 
random encounters can be found. 
You can access Millenium Puzzle #20 here and (when you use your call 
whistle to call for your horses) Telepath Tower #15. 
Directly west of Sunset Peak you can find a Migrant Seal too. 
 
The only way to leave this area is by means of the Teleport Orb. 
 
 
 
                                                                  SID00000008
=============================================================================
Sidequest: Balal Quo Naga II 
=============================================================================
Available: As soon as you defeated Balal Quo Naga (CH300000004) on your way 
to Laxisland and obtained Lombardia in IDX Dragon's Lair. 
Reward: EX File Key 
=============================================================================
My levels: Virginia Lv71; Clive Lv65; Jet lv65; Gallows lv66 
=============================================================================
= Board Lombardia and fly to the stone piles in the Dunes south of Little 
  Twister 
= Fire a bullet into it (if nothing happens, alter your position a bit and 
  try it again) 
= Land Lombardia anywhere 
= Use the Sandcraft to go in the sand fountain now created and say "No" 
  when the game if you want to try to avoid the incoming object and you'll 
  meet the bugger again. 
 
                                                                  OBS00000006
+--------- 
| Boss: 
+---------------- 
| Balal Quo Naga 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv71; Clive Lv65; Jet lv65; Gallows lv66 
=============================================================================
Have the Ark Smasher equipped and Virginia for a gunner and you should be 
able to kill in instantly with the foce ability "Fire All Ammo At Once". 
If that doesn't kill him, reload your gun and do this again as soon as the 
game allows you to. 
=============================================================================
When you win this sidequest is concluded and you'll obtain an EX File Key. 
 
 
                                                                  SID00000009
=============================================================================
City: Little Twister - Kraken 
=============================================================================
My levels: Virginia Lv84; Clive Lv76; Jet lv78; Gallows lv79 
=============================================================================
Available: As soon as you obtain the Kramer Doll tool 
Reward: Comet Mark - Adds a skill that allows you to do more damage in a 
physical attack 
=============================================================================
- Play the Kramer Doll next to the well at the entrance of Little Twister 
                                                                  OBS00000007
+--------- 
| Boss: 
+---------------- 
| Kraken 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv84; Clive Lv76; Jet lv78; Gallows lv79 
=============================================================================
Abilities: 
- Mighty Swing 
  = Melee attack, also used to counter you 
- Hydro Launcher 
  = Water attack one target 
- Maelstrom 
  = Water attack all targets 
=============================================================================
I think the game creators made a bit of a mistake here, making a monster of 
water, the master of the sea, giving him WATER for a weakness. 
Well, it gives us the possibility to use his own power against him. 
First of all with 95000 Experience points, this guy gives the second most 
EXP than any other any other enemy in the game (1st is Bad News in Gunner's 
Heaven). So a Lucky Card and Gella Card are a good idea (as he also has a 
lot of cash). 
 
Now I recommend to have all characters completely shielded with [Water] 
Ward. Aqua Wisp has this by default and of course you can ues Water rings 
on the other characters. As he goes crazy with "Maelstrom" your EXP rate 
will get quite high. 
 
Now a long and boring fight awaits you as Kraken has a highload of HP. You 
can sit that out slowly (and as this fight is easy, hey why not), this will 
get you a lot of EXP... mean mean each time he uses "Maelstrom" (his 
favorite spell), the entire party gets 9500 extra experience points... It 
does pay off.. 
 
If you are a bit more impatient, then make Clive and Jet have the water 
element attached by either the attachment spell or by Mystic+Water Ring. 
Copying his abilities with "Copy Ability" works here, as it enables you to 
use his own power against him. So quick or slow, it's up to you. 
=============================================================================
When you beat this fight you'll obtain the Comet Mark 
 
 
                                                                  SID0000000A
=============================================================================
Ark of Destiny Cella 
=============================================================================
Perhaps this map is of any use to you :) 
                          +-----------------------+
                          | Open the door with a  |
                          | Duplicator. Open the  |
                          | blue chests for a     |
                          | Holy Root and a big   |
                          | grab bag. Open the    |
                          | duplicator chest for  |
                          | a growth egg          |
+-------------------------+--------      ---------+-------------------------+
| Open the door with a    |                       | Open the door with a    |
| duplicator                                        Duplicator              |
|                                                                           |
| Reward: LVL Apple.      |                       | Reward: Tiny Flower     |
+-------------------------+#######################+-------------------------+
| Use a duplicator to     |                       | Use a duplicator to     |
| open the door.          |         ^^^^^         | open the door. Use the  |
| Use the Gale Crest to       Use change crest      Grappling hook to go up |
| get over the "bridge"       to remove the                                 |
|                         |   barrier             | Reward: Full Carrot     |
| Reward: Name Tag x2     |                       |                         |
+-------------------------+                       +-------------------------+
|                                                                           |
 

|                                                                           |
+------    --------+-------      ------+-------      ------+-------    -----+
| Open the door    | Use the Mighty    | Go down the ladd. | Open door with |
| with duplicator  | Gloves to remove  | Use the jump sh.  | duplicator.    |
|                  | the blocks        | on the trampoline | Use Kramer     |
| Reward:          |                   |                   | Doll to start  |
| Warp Star x3     | Reward:           | Reward:           | boss fight     |
|                  | - Dragon F. x10   | Duplicator        | with Bombur    |
|                  | - Map Scope       |                   |                |
|                  |                   |                   | Reward:        |
|                  |                   |                   | Prism Stick    |
|                  |                   |                   |                |
|                  |                   |                   | Use Change C.  |
|                  |                   |                   | for Missangra  |
+------------------+-------------------+-------------------+----------------+
 
Okay, I mentioned a boss above, so let's handle him :) 
                                                                  OBS00000008
+--------- 
| Boss: 
+---------------- 
| Bombur 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv100; Clive Lv93; Jet lv95; Gallows lv96 
=============================================================================
Abilities: 
- Desparation 
  = Melle Attack 
- Wheel Laser 
  = Non-Elemental Attack entire party 
- Numb Light 
  = Amnesia at one target 
=============================================================================
Bombur is not hard, though he can be dangerous when underlevelled, so a bit 
of caution is required. 
First of all with 60,000 EXP and 72,000 Gella, it's a very good idea to use 
a Gella Card and to Mystic a Lucky Card. 
Most of his attacks are pathetic and easily healed through. His Wheel Laser 
is dangerous, but only because it hits the entire party, the damage it does 
is hardly worth mentioning, but when he uses it several turns, it sucks... 
:) 
If I recall correctly "The Hobbit" by J. Tolkien did contain a dwarf named 
Bombur who suffered from Amnesia in some point of the story, and this boss 
puts that part into play as he'll try to put the Amnesia status on you. 
Pretty annoying, but that's all it is. 
All in all, Bombur is not hard, though being level 70 or higher is 
recommended. 
=============================================================================
 
 
                                                                  SID0000000B
=============================================================================
Dungeon: Leyline Observatory - Adult Magazine 
=============================================================================
Available: When you have at least 17 Migrant seals and thus on Migrant 
level 18 
Reward: 
=============================================================================
My levels: Virginia Lv87; Clive Lv79; Jet lv81; Gallows lv83 
=============================================================================
Enemies 
= Same as before 
Boss: 
= Adult magazine 
=============================================================================
      001: Exit North 
      002: All the way north and hit the elevator East 
      005: Hit the elevator halfaway the corridor 
      008: Exit South 
      010: = Remove the duplicator seal from the Adult Magazine in the 
             South-West bookshelf 
           = When you have Migrant Level 18 or higher you'll meet a boss 
                                                                  OBS00000009
+--------- 
| Boss: 
+---------------- 
| Adult Magazine x16 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv87; Clive Lv79; Jet lv81; Gallows lv83 
=============================================================================
Abilities: 
- Grav 
  = HP to 50% 
- Agony Effect 
  = Magic damage to one target 
- Melancholy Pose 
  = Skip turn 
The wisest course of action is to make the entire party summon a guardian 
(Aqua Whisp, Gale Claw, Fiery Rage, Terra Roar, Flash Hit, Lust Jaw or Hope 
Shard will do). 
This will make the battle last shortest, as their Grav + Agony combo is 
deadly. 
 
A way to get extra power to do this is by letting Virginia Mystic a Full 
Carrot and let all the other do a summon. 
No guarantees here, but luck can get you far here. 
Even though you'll get 90000 EXP for this one, using a Lucky Card here 
costs a turn and will lead to your death. 
=============================================================================
When you win you'll obtain Adventure 10 
 
If you have it already, use the exodus orb, if you don't oh well 
      010: exit North 
      008: Hit the elevator halfaway the corridor 
      005: Go around the north corner east and hit the corridor 
      002: Follow the corridor and exit South 
      001: Exit South 
 
 
 
                                                                  SID0000000C
=============================================================================
Dungeon: Mimir's Well 
=============================================================================
Available: Once you've been here before getting Werner's final revelations 
Reward: Several Rewards 
=============================================================================
My levels: Virginia Lv100; Clive Lv93; Jet lv95; Gallows lv96 
=============================================================================
Enemies: 
= Land Lamprey 
Boss: 
= Lolithia 
=============================================================================
Overview: 
Let me first make you relaxed by saying that my levels were far too high 
for taking this on, but then again, levels matter pretty little in this 
place 
In setup the place reminds me pretty much of Yggdrassil, but the place is 
much smaller than that. 
I will try to explain all siderooms here. I hope you have the tracker. 
Let's make a quick map of this. 
 
        011
         X
            x 010
        008
            x 009
         |
  007 x
        005
  006 -
         | 
            - 004
        002
	    - 003 
         |
        001
Legend:   - Normal door
          x Duplicator door
	  X Door locked, read below how to open
Now I will just group this dungeon per room or group of rooms, and oh yeah, 
make sure you have the exodus orb, as I will help you solving puzzles, but 
I won't help you to get out, just use the Exodus orb for that! 
=============================================================================
003, 004 Treasures 
      003: Treasure: Name Tag 
      004: Mimic: 30,000 Gella 
=============================================================================
006 Block Puzzle #1 
      006: Believe it or not but this is actually the easiest puzzle here, 
           so fear for the worst for what comes next. 
       A B C D E F
     1 X X X X X X     N
     2 X X X X X X     ^
     3 X X X X   
     4 X X X X   *
     5 X X X X
     6 X X X X X X
     7 X X X X X X
           = D5 to E5 
           = E5 to E3 
           = E4 to F4, then to F3 
           = C4 to F4 
           = C5 to F5 
           = B4 to E4 
           = B5 to E5 
           = Now either get A4 or A5 out of the way 
           = Claim your prize: Duplicator 
           = Get out of this room by using the Exodus Orb 
=============================================================================
007 The final Migrant Seal 
      007: This room contains the last Migrant Seal, and by now you should 
           have them all, if not please check out my Migrant Seal section 
           to see where the others are. (When you got them all your Migrant 
           Level should be 20). 
=============================================================================
009 A more terrible puzzle 
      009: Let's draw this out first 
      A B C D E F
    1 X X X X X #
    2 X X X X X X
    3     X X X X
    4 *   # # X X    N
    5     X X X X    ^
    6 X X X X X X
    7 X X X X X #
           = A2 to A5 
           = B2 to B5 
           = C2 to B2, then to B5 
           = C3 to A3, then to A5 
           = D3 to A3 
           = D2 to A2 
           = E2 to B2 and E3 to B3 (in random order) 
           = Now get F3 out of the way 
           = Claim your prize: Adventure 9 
           = Get out of here with the Exodus Orb 
=============================================================================
010 The most terrible puzzle 
      010: I hate this one so much that I often refuse to do it. But for 
           this FAQ, here goes: 
      A B C D E F     N
    1 X X # X X X     ^
    2 X X # X X X    / \
    3     # X X X
    4 *   # X X #
    5     # X X #
    6 X X X X X X
    7 X X X X X X
           = A6 to A3 
           = B6 to B3 
           = A7 to A4 
           = B7 to B4 
           So far the EASY work 
           = C7 to B7, then to B5 
           = C6 to A6, then to A5 
           = D6 to A6 and D7 to A7 (in random order) 
           = E6 to B6 and E7 to B7 (in random order) 
           = E5 to E6, then C6 
           = D5 to D7, then C7 
           = Well, move the block on D4 and E4 both as far south as 
             possible 
           = And now the same goes for the blocks on D3 and E3, all the way 
             South 
           = No get the block on F3 out of the way 
           = Claim your prizes: Tiny Flower and Holy Root 
           = BUG: You can walk over the blocks and exit west 
=============================================================================
008 and 011 the "real" money 
      008: = Examine the terminal 
           = Password: TOMORROW (all caps) 
           = Exit North 
      011: = Claim the treasures: Full Carrot and Full Libra 
           = Exit South 
      008: = Examine the terminal 
           = Password: emeth (all lowercase) 
                                                                  OBS0000000A
+--------- 
| Boss: 
+---------------- 
| Lolithia 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv100; Clive Lv93; Jet lv95; Gallows lv96 
=============================================================================
Abilities: 
- Freezing Zone 
  = Frost damage up 
  = Fire damage down 
- Cold Sleep 
  = Attack one person with frost 
  = Can put that person to sleep 
- Cocytus 
  = Frost attack entire party 
=============================================================================
She looks the same as her Wild Arms 1 counterpart but she's not even half 
as terrible, and any level you can have at this point is fine to get her 
killed. 
If you were so lucky you could shield your party members against ice she 
can't even hurt you at all, but when you are not that lucky, her attacks 
are pathetic and very easily healed through. 
Her "Cold Sleep" can be annoying, but nothing you cannot ward against 
through skills, and when you cannot ward against it, just cast status lock 
and be done with that. 
Even in low levels you can kill her in a few blows, stunting with 
high-damage moves like "Finest Arts" is a waste of effort here. 
=============================================================================
Once you killed Lolithia an Ice Ring will drop. 
 
And that should cover everything about this place. 
 
 
                                                                  SID0000000D
=============================================================================
Sidequest / Dungeon: The Abyss 
=============================================================================
Available: As soon as you obtain Lombardia 
Rewards: Booster Kit, Bone, Sheriff Star, EX File Key 
=============================================================================
Enemies Section One: (Floor 1-10) 
= Aello 
= Cannon Bufallo 
= Calupdis 
= Baskerville 
= Balphon 
= Mad Gasser 
Boss Section one: (Floor 10) 
= Emphrem Zein 
 
Enemies Section Two: (Floor 11-30) 
= Albion 
= Cult Martyr 
= Strategy Guide 
= Unlucky 
Boss Section Two: (Floor 30) 
= Lunaire Zein 
 
 
Enemies Section Three: (31-60) 
= Alligatiger 
= Amon 
= De Re Metallico 
= Fire Genius 
= Gigantes 
= Harvestman 
= Hyperion 
= Ivory Lizard 
= Leonard 
= Lilly Pad 
= Obsidian Lizard 
= Radiant Crystal 
= Ruby Lizard 
= Saphire Lizard 
Boss Section Three: (Floor 60) 
 
Enemies Section Four: (61-100 and 1) 
= A Bao A Qu 
= Agawogdent 
= Amon Gamech 
= Black Knight 
= Coatl 
= Dendrobium 
= EM Being 
= Giant Maximum 
= Grendel 
= Great Pumpkin 
= Last Batallion 
= Nosferatu 
= Melchom Lich 
= Zohak 
Bosses Section Four: (Floors 100 and 1) 
= Ragu o Ragla (round 1) 
= Ragu o Ragla (round 2) 
=============================================================================
The Abyss is the most boring dungeon in the game, and it will eat a lot of 
time, time in which you cannot save your game in any one and if you got to 
quit halfaway you can only either leave your PlayStation on till you get 
back, or start the entire place over when you got more time. 
To shorten this time I strongly recommend you to have all Migrant Seals so 
that you can at least skip 95% of the random encounters, but even this way 
you should be prepared to do this in ??? hours at least. 
 
You've been here before to get the Dragon Idol, but back then you only had 
to do the first ten floors, now we're going for the full 100. 
The levels I show above are my levels, and it would be unwise to be lower 
than that, unless you really know what you are doing. 
 
What is very important is that you are completely shielded against fire on 
all characters if you want to survive the entire dungeon as this is the 
place where Ragu o Ragla dwells. He's easy, but his fire attacks will kill 
you instantly without this protection. 
Being completely shielded against other elements is a good idea as well. 
 
Let's make up a checklist of minimum preparations 
= All levels 90 or above 
= Be completely shielded against fire (!!!) 
= If possible be completely shielded against other elements as well 
= Have migrant level 20, so you can skip most encounters 
= You might consider having the Dist Dims equipped on either Virginia or 
  Gallows so the one who has it can summon A LOT of guardians during all 
  this. 
= Make sure you have nothing else to do, as this will east TIME!!! 
 
Well, level 1 is the entrance level in which you just can move to the 
teleporter 
In room 1-99 goes that you have to collect all blue gems (which will act as 
both VIT and ECN gem), and when you got them all the exit to the next level 
will open. 
 
A few tips: 
= Cancel all encounters whenever possible 
= Take note of where you start the dungeon. Dropping off on purpose will 
  get you back there but the floor won't reset, so you can save some time 
  with that. 
= Never use the Gale Crest unless you know what you are doing. 
= It never hurts to study the floor a little before you start, so you can 
  find the quickest way to go. 
 
Let's discuss the bosses ;) 
 
 
Floor 10: 
+--------- 
| Boss: 
+---------------- 
| Ephrem Zein 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv43; Clive Lv42; Jet lv41; Gallows lv42 
=============================================================================
Just a recount of the old strategy as you SHOULD have this one before, and 
if you did it won't appear again, but just to make my FAQ here complete ;) 
 
This boss is very very easy. At the start of each turn it will call 
intercepts, at the end it cancels them. Any attack between them will be 
countered with a big light spell. 
Clive, slowpoke as he is, always acts after it's all cancelled (unless you 
are overlevelled, which is in your disadvantage here). 
So let everyblody guard and let Clive do the attacking and you get through 
this without a scratch. 
 
A few things the others can do 
= If you have a Dark Ring, Mystic it on Clive. 
= If you don't have a Dark Ring, but you do have the Brave Seal Medium, 
  then cast Hyper on Clive. 
= Mystic a Lucky Card, lots of EXP here 
= Use a Gella Card, you don't wanna miss this cash. 
That's all :) 
 
Reward: Dragon Idol - Allows you go obtain Hope Shard 
=============================================================================
 
 
                                                                  OBS0000000B
Floor 30: 
+--------- 
| Boss: 
+---------------- 
| Lunaire Zein 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv100; Clive Lv93; Jet lv95; Gallows lv97 
=============================================================================
Abilities: 
- Prepare intercepts 
  = Be ready until "Intercepts Cancelled" 
- Phantom Hazard 
  = Dark attack on all targets 
=============================================================================
This boss is similar to Emphrem Zein, but a few significant diffrences. 
First of all, this time there's three of them, and they use "Phantom 
Hazard" to counter. 
As you should be completely shielded against all elements (and Darkness is 
very easy to ward against) this boss may not cause any trouble at all, so 
attack away and gain lots of EXP+ chains for warding off that darkness. 
When there's only one of them left, it will stop countering your moves and 
just go crazy with Phantom Hazard. 
This is all too easy. 
 
Reward: Booster Kit - You should have them all now, if not check my Migrant 
Seal section 
=============================================================================
 
 
                                                                  OBS0000000C
Floor 60: 
+--------- 
| Boss: 
+---------------- 
| Zaverga Zein 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv100; Clive Lv94; Jet lv96; Gallows lv98 
=============================================================================
Abilities: 
- Prepare intercepts 
  = Be ready to counter until "Intercepts Cancelled" 
- Paradigm Pollution 
  = Non elemental magic attack on all targets 
- Combine together 
  = Devours all comrades to become one stronger being 
=============================================================================
Between "Prepare Intercepts" and "Intercepts Cancelled" they will counter 
all attacks with "Paradigm Pollution" and there's no way to protect 
yourself against that spell, so don't push your luck. 
Just Let Clive be the only one to attack and nothing will happen. 
After several turns one of the three will devour the others and become 
stronger, but this doesn't change a thing for the strategy I just 
described. 
 
Reward: Bone - When used with Mystic it'll cast a random spell 
=============================================================================
 
 
 
Floor 100 & 1: 
      100: = Go all the way North 
           = GALLOWS: Play the Kramer Doll next to the seal. 
+--------- 
| Sealed Boss: 
+---------------- 
| Ragu o Ragla 
+-------------------------------------------------------------------------- 
Found on floor 100 on the Abyss 
My levels: Virginia Lv100; Clive Lv94; Jet lv97; Gallows lv98 
=============================================================================
Abilities: 
- Giant Impact 
  = Melee Attack 
- Counter Sweep 
  = When you physically attack Ragu he'll try to do a melee attack on you. 
- 100 Billion Degrees 
  = Ridiculously strong fire attack that will kill the entire party (unless 
    you are warded against fire). 
- Paradigm Pollution 
  = Non-Elemental attack on entire party. Strickly used to counter your 
    offensive Arcana 
=============================================================================
It's ridiculous how easy Ragy is in Wild Arms 3. 
If you levelled up well, it'll be a rarity that his melee attacks hit you, 
and if you cast "Turbulence" + "Permanence" on the entire party the chance 
will be even lower (only Gallows will appear to be a problem child here, 
but he can easily heal through that, so no problem). 
When you have your entire party protected against fire, his "100 Billion 
Degrees" spell that would normally guarantee a "Game Over" will be 
completely nullified. 
 
The most notable setback is the fact that fight will take a loooooong while 
to beat. Using the Finest Arts skill can shorten this fight. 
 
You won't get experience points, nor will you get any money, so using Lucky 
Cards and Gella Cards is pointless 
 
Reward: Sheriff Star - Activates all other skills you have regardless if 
the PS cost allows it. 
=============================================================================
      100: = South 
           = Hit the exit 
      001: = Go to the seal 
           = Gallows: Play the Kramer Doll. 
+--------- 
| Sealed Boss: 
+---------------- 
| Ragu o Ragla 
+-------------------------------------------------------------------------- 
Found on floor 1 on the Abyss, after you beat Ragu on Floor 100 
My levels: Virginia Lv100; Clive Lv94; Jet lv97; Gallows lv98 
=============================================================================
Abilities: 
- Counter Sweep 
  = When you physically attack Ragu he'll try to do a melee attack on you. 
- 1 Trillion Degrees 
  = Ridiculously strong fire attack that will kill the entire party (unless 
    you are warded against fire). 
- Paradigm Pollution 
  = Non-Elemental attack on entire party. Strickly used to counter your 
    offensive Arcana 
- Storm Blade 
  = Wind attack on entire party 
- Luminous Impact 
  = Light attack on entire party 
- Phantom Hazard 
  = Dark attack on entire party 
- Cocytus 
  = Frost attack on entire party 
- Crack Tremor 
  = Earth attack on entire party 
- Maelstrom 
  = Water attack on entire party 
- Electrigger 
  = Thunder attack on entire party 
=============================================================================
This version is supposed to be very extremely hard, but this is a point 
where the game makers failed big way, as he's very very easy, and absurdly 
boring too. 
When you see the ability list above, I guess you already understand that 
the key to winning the battle is easy, just be warded against all elements 
as far as possible (fire in particular). When you are completely warded 
against all elements or at least 6 or 7 per character you've pretty little 
chances to lose this battle. 
The downside is that he has extremely much HP and a terribly high defenses. 
As he counters all Arcana with a pretty heavy spell you cannot ward 
against, you cannot use that rendering Virginia and Gallows pretty useless 
when it comes to the attack. 
Clive and Jet can hurt him, but it has pretty little deal, so it can take 
forever. So Finest Arts is your key here. 
When it comes to Finest Arts, amateurs will waste a lot of Full Carrots, 
the pros however know that it takes very little time to get your FP full 
again to perform another Finest Arts, and since Ragu O Ragla is not very 
likely to hurt you when you are well prepared, there's no hurry at all. 
 
I had Clive with Finest Arts and 5 bullets on his ARM, and he was the only 
person I used for this, though I did use Gallows to cast "Turbulence" and 
used Jet to seal it with Permanence. For the rest I used Gallows only for 
the rare moments I really needed a heal spell (when you are lucky those 
moment don't happen at all). 
 
Now it's just a matter of shooting until you run out of bullets and reached 
100 FP, then do the Gatling, triggering Finest Arts, reloading and starting 
that cycle over, and mostly running out of bullets and reaching 100 FP 
match on the same time and so you can do this over and over. It requires a 
little more patience, but that pays off and those few extra minutes you 
need for this outweigth the needless loss of items. 
=============================================================================
 
 
                                                                  SLB00000001
&nbsp; 
 
 
      SEALED BOSSES       
 
 
 
Sealed bosses can be found all over the world, most of all in dungeons. 
They are in seals that have a bit of a atomic look with a red core with 
blue ovals circling around it. 
In order to open the seal to challenge the boss inside you need to stand as 
close to it as possible and let Gallows play the Kramer Doll. 
 
Beating one can give you a very nice reward which you mostly cannot get 
otherwise. Below is a list of all these bosses, you need to decide yourself 
if the reward is worth it. 
 
 
What you should note is that the sealed bosses, are not per definition 
harder than regular bosses, but most of them are significantly stronger. 
Therefore you should have taken a few things in order before starting on 
them. 
        1: Make sure that all characters are at a decent level. In my list 
           below note the level I had on my lowest level character at the 
           time I took the boss on for this FAQ. I STRONGLY recommend to be 
           at least as high as I was, unless you really know what you are 
           doing! 
        2: Have a good supply of Potion Berries, or even better Mega 
           Berries. You can grow them in the Secret Garden, and you really 
           should have that going by now. 
        3: What I cannot note in my quick overview (so read the boss 
           strategies itself) is that you do need certain personal skills. 
           Personal skills are the most important part of your preparation 
           as bosses that could be impossible to beat can become extremely 
           easy when you got the right personal skills (and maybe the great 
           traditional Ragu o Ragla is the best example of that). 
 
Except for Ragu O Ragla and Arioch, all sealed bosses give a crapload of 
experience and cash, so if you want to use your Lucky Cards and Gella 
Cards... Well... there you go :) 
 
 
Let's first have a quick overview of the Sealed Bosses, and their 
locations: 
Boss           Location       Floor:   MyLvl:   Reward:
====           ========       ======   ======   =======
Arioch         Den of Miasma      38       38   EX File Key
Powered Trask  Ka Dingel           7       53   Golden Dawn
Heimdal Gazzo  Disection Fac.     12       59   Gold Pass - Sell prices down
John Day       Green Lodge       N/A       82   ?
Ragu O Ragla 1 Abyss             100       94   Sheriff Star (all skills)
Ragu O Ragla 2 Abyss               1       94   EX File Key
The floor numbers can be seen on your screen when you have the "Tracker" 
from Millenium Puzzle #10. 
 
 
 
 
                                                                  SLB00000002
+--------- 
| Sealed Boss: 
+---------------- 
| Arioch 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv38; Clive Lv38; Jet lv38; Gallows lv38 
=============================================================================
How to find it: 
You need to go to Den of Miasma (Clive's Prologue Dungeon), to get there, 
board Lombardia from Baskar and fly north, cross the dunes and land on the 
upper platform. At the far north alcove is this dungeon. 
Play the dungeon again until Floor:007 (you can see floor numbers when you 
have the tracker. if you have that item, but don't see the numbers, then 
turn that thing on) :) 
If you didn't already do so, bomb the west wall. Exit west to find the 
seal. 
=============================================================================
Abilities: 
- Agony Effect 
  = Magic attack 
=============================================================================
This is a very odd boss. You can beat it without any effort, but it doesn't 
end there. 
From this moment Arioch (x4) can appear in random encounters (always with a 
green exclamation mark), and each time you encounter them, they'll be a bit 
stronger. 
You can meet them in combat 99 times, which makes that you fought them 100 
times all together. On your 100th victory this boss counts as defeated, and 
you'll get the EX File Key. 
 
Please note a few things 
- They'll always come with a green exclamation mark prior to battle. 
  Sometimes it will be red when the game wanted to count it as an ambush, 
  however the ambush will not be counted but the battle itself will. 
- The Arioch can appear in any dungeon, however they'll only appear once 
  each dungeon, so if you are hunting these and you encountered them, go to 
  another dungeon to encounter them again. 
 
Reward: EX-File Key 
=============================================================================
 
 
 
                                                                  SLB00000003
+--------- 
| Sealed Boss: 
+---------------- 
| Powered Trask 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv58; Clive Lv53; Jet lv51; Gallows lv54 
=============================================================================
How to find it: 
The seal is located on floor 007 of Ka Dingel 
=============================================================================
Abilities: 
- Big Press 
  = Melee Attack 
- Bio Missile 
  = 620+ attack one target 
- Contaminated Crust 
  = Spreads poison over the floor dealing damage on the entire party every 
    turn. Poison wards won't protect you against it. 
=============================================================================
This guy is basically resistant against EVERYTHING, and no the heal+cool 
trick that you could use on its weaker counterpart won't work here. 
In general all you need is a lot of Potion Berries, and you should have 
obtained the Lust Jaw, preferably equipped on Gallows. 
Now go crazy with the "Dark Luceid" spell, as it appears to be the only 
thing that hurts him, and it hurts him bad. Keep this up until it's dead. 
 
The majority of the fight is as easy at that, however, when its HP is 
getting low it will cast Contamninated Crust, which fills the entire floor 
with poison. When you think your moonstones will get you safe, I have to 
disappoint you, no skill will protect you from it, you will lose a big deal 
of HP each turn. Very likely you will need to Mystic a few potion berries 
if not even mega berries. Having a few mini carrots on Virginia in 
preparation for that moment are a good idea. 
 
(Technically you can attack it with physical attacks (if you are high 
enough in level you will hurt him), but your damage will be insignificant, 
plus its counters are bad, so... better not. 
 
Reward: Golden Dawn - Adds skill that doubles the effect of your VIT bar. 
=============================================================================
 
 
 
 
 
                                                                  SLB00000004
+--------- 
| Sealed Boss: 
+---------------- 
| Heimdal Gazzo 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv66; Clive Lv59; Jet lv57; Gallows lv59 
=============================================================================
How to find it: 
On floor 12 in Dissection Facility. 
You can find it by pushing away a block in floor 11 
=============================================================================
Abilities: 
- Eyeball 
  = Mellee Attack 
- Screaming Mad 
  = Darkness attack one target 
- Phantom Hazard 
  = Darkness attack entire party 
=============================================================================
What is pretty important in this fight is that you are properly prepared, 
which means that you have the following: 
= ALL the guardians must be in your pocession and fully invoked. 
= Your entire party must be immune to Darkness 
Levels don't matter, just the two preparations above. 
 
Now in turn #1 have both the Lust Jaw and Love Charm on one character and I 
chose Virginia for the job, and cast weakness-darkness on him (well other 
weaknesses can do, but I preferred Darkness, and you'll see later why) :) 
What the other peeps will do is up to you. 
 
In turn #2 and turn #3 I placed the darkness effect on both Jet and Clive 
so that their shooting becomes infused with darkness hitting him with the 
new formed weakness. 
There are two ways to do this. Either place both Lust Jaw + Hope Shard on 
the same person and do it with the attachement spell, or Mystic the Dark 
Ring. 
 
In turn #3 have Virginia to cast copy ability, after that she should go 
crazy with the "Screaming Mad" spell you just copied. 
Jet and Clive should just do normal attacks. Gallows should have the Lust 
Jaw now go crazy with Dark Matter and cast Heal in the rare occasion you 
need to heal. 
 
Peanuts... 
Power tip: Mystic a Lucky Card and use a Gella Card here.... It will pay 
off. 
 
Reward: Gold Pass - Royman's prices and the prices in the Black Market have 
been reduced by approx 50% 
=============================================================================
 
                                                                  SLB00000005
+--------- 
| Sealed Boss: 
+---------------- 
| John Dee 
+-------------------------------------------------------------------------- 
My levels: Virginia Lv90; Clive Lv82; Jet lv84; Gallows lv96 
=============================================================================
How to find him: 
He's sealed at Greenlodge. You need to pass through the entire Nidhogg Pass 
to get to him, and no there's no shortcut! 
=============================================================================
Abilities: 
- Ubreakable Spell 
  = Light attack to all targets (yeah, it looks dark, but it counts as 
    light). 
- Surpressed Curse 
  = Darkness attack, one target 
- Eraser 
  = Regardless if it's his turn or not John Dee will dispel all supportive 
    magic as soon as it's cast. 
- You had it coming 
  = Melee Attack, also used for counterattacks. 
=============================================================================
Truly amazing how the English translator never came to the idea that "John 
Doe" was the name the Japanese intended here 
This boss is a nightmare though and you either need very high levels, or 
Light Rings to stand a chance against him. The latter is (too bad) next to 
impossible, so high levels will have to do (and I hate saying that). 
You can seal yourself pretty well against his Darkness spell, but it's his 
light spell that gets you. 
I did have everybody shielded with a Dark Ring, which reduces half the pain 
of this fight. Virginia was carrying the Light Guardian so that makes our 
live a little easier, eh? 
Of course I had Clive equipped with a Prism Crown, so two people shielded. 
Now things are getting easier and you can now heal a lot easier through his 
spell. 
High levels are a must if you are not shielded against light as he's 
prettys strong, and your powerup spells won't work as they are dispelled on 
the spot, immediately. 
=============================================================================
 
 
 
                                                                  SLB00000006
+--------- 
| Sealed Boss: 
+---------------- 
| Ragu o Ragla 
+-------------------------------------------------------------------------- 
Found on floor 100 on the Abyss 
My levels: Virginia Lv100; Clive Lv94; Jet lv97; Gallows lv98 
=============================================================================
Abilities: 
- Giant Impact 
  = Melee Attack 
- Counter Sweep 
  = When you physically attack Ragu he'll try to do a melee attack on you. 
- 100 Billion Degrees 
  = Ridiculously strong fire attack that will kill the entire party (unless 
    you are warded against fire). 
- Paradigm Pollution 
  = Non-Elemental attack on entire party. Strickly used to counter your 
    offensive Arcana 
=============================================================================
It's ridiculous how easy Ragy is in Wild Arms 3. 
If you levelled up well, it'll be a rarity that his melee attacks hit you, 
and if you cast "Turbulence" + "Permanence" on the entire party the chance 
will be even lower (only Gallows will appear to be a problem child here, 
but he can easily heal through that, so no problem). 
When you have your entire party protected against fire, his "100 Billion 
Degrees" spell that would normally guarantee a "Game Over" will be 
completely nullified. 
 
The most notable setback is the fact that fight will take a loooooong while 
to beat. Using the Finest Arts skill can shorten this fight. 
 
You won't get experience points, nor will you get any money, so using Lucky 
Cards and Gella Cards is pointless 
 
Reward: Sheriff Star - Activates all other skills you have regardless if 
the PS cost allows it. 
=============================================================================
 
 
 
                                                                  SLB00000007
+--------- 
| Sealed Boss: 
+---------------- 
| Ragu o Ragla 
+-------------------------------------------------------------------------- 
Found on floor 1 on the Abyss, after you beat Ragu on Floor 100 
My levels: Virginia Lv100; Clive Lv94; Jet lv97; Gallows lv98 
=============================================================================
Abilities: 
- Counter Sweep 
  = When you physically attack Ragu he'll try to do a melee attack on you. 
- 1 Trillion Degrees 
  = Ridiculously strong fire attack that will kill the entire party (unless 
    you are warded against fire). 
- Paradigm Pollution 
  = Non-Elemental attack on entire party. Strickly used to counter your 
    offensive Arcana 
- Storm Blade 
  = Wind attack on entire party 
- Luminous Impact 
  = Light attack on entire party 
- Phantom Hazard 
  = Dark attack on entire party 
- Cocytus 
  = Frost attack on entire party 
- Crack Tremor 
  = Earth attack on entire party 
- Maelstrom 
  = Water attack on entire party 
- Electrigger 
  = Thunder attack on entire party 
=============================================================================
This version is supposed to be very extremely hard, but this is a point 
where the game makers failed big way, as he's very very easy, and absurdly 
boring too. 
When you see the ability list above, I guess you already understand that 
the key to winning the battle is easy, just be warded against all elements 
as far as possible (fire in particular). When you are completely warded 
against all elements or at least 6 or 7 per character you've pretty little 
chances to lose this battle. 
The downside is that he has extremely much HP and a terribly high defenses. 
As he counters all Arcana with a pretty heavy spell you cannot ward 
against, you cannot use that rendering Virginia and Gallows pretty useless 
when it comes to the attack. 
Clive and Jet can hurt him, but it has pretty little deal, so it can take 
forever. So Finest Arts is your key here. 
When it comes to Finest Arts, amateurs will waste a lot of Full Carrots, 
the pros however know that it takes very little time to get your FP full 
again to perform another Finest Arts, and since Ragu O Ragla is not very 
likely to hurt you when you are well prepared, there's no hurry at all. 
 
I had Clive with Finest Arts and 5 bullets on his ARM, and he was the only 
person I used for this, though I did use Gallows to cast "Turbulence" and 
used Jet to seal it with Permanence. For the rest I used Gallows only for 
the rare moments I really needed a heal spell (when you are lucky those 
moment don't happen at all). 
 
Now it's just a matter of shooting until you run out of bullets and reached 
100 FP, then do the Gatling, triggering Finest Arts, reloading and starting 
that cycle over, and mostly running out of bullets and reaching 100 FP 
match on the same time and so you can do this over and over. It requires a 
little more patience, but that pays off and those few extra minutes you 
need for this outweigth the needless loss of items. 
=============================================================================
 
 
 
&nbsp; 
 
 
 
 
 
                                                                  MPZ00000001
=============================================================================
Millenium Puzzles 
=============================================================================
Once you defeated Diobarg you can chat with the ticket attendant in Dune 
Canyon to activate the Millenium Puzzles. There are 20 of them all over the 
world. When you take them on you can get a reward for each puzzle. When you 
complete them talk to the ticket attendant of Dune Canyon again to get an 
EX File key. 
 
 
The rules: 
- Push or pull two or more blocks of same color to remove them from the 
  game. 
  Remove them all to complete the puzlle. 
- Blocks pushed of the edge do not count as cleared. 
- Jumping of the edge gets you out and resets the puzzle 
- You can clear the same puzzle twice or more, but only get the reward once 
- Blocks with another block on them can not be moved 
- Tools are not allowed 
 
                                                                  MPZ00000002
+---------------------------------------------------------------------------+
| 01 | Coords: 20500, 10500  | Diff: *.... | Reward: Cait's Boots           |
+---------------------------------------------------------------------------+
| How to get there: North Of Fortune Gear                                   |
+---------------------------------------------------------------------------+
| This one is SUPPOSED to be easy. I hate to tell you, but there are easier |
| ones around. Well, it's not really hard. It's rather demanding on your    |
| eyes. One with quick eyes, can see an easy solution.                      |
| The hardest part is on getting started, and that will be what I help you  |
| with.                                                                     |
|                                                                           |
|   A B C D E F G H I                                                       |
| 1                                                                         |
| 2 B Y G B R Y G Y B                                                       |
| 3                                                                         |
| 4 Y G Y R B Y G B R                                                       |
| 5                                                                         |
| 6 R Y G Y B R Y B R                                                       |
| 7                                                                         |
| 8 R B Y R Y B R Y G                                                       |
| 9                                                                         |
|                                                                           |
| Let's first start with the easy removals shall we?                        |
| = A8 to A7                                                                |
| = E6 to E5                                                                |
| = H6 to H5                                                                |
| = I6 to I5                                                                |
| = G4 to G3                                                                |
| = F4 to F3                                                                |
|                                                                           |
| Suddenly this puzzle has become a bit nicer on your eyesight, hasn't it?  |
| = D4 to E3                                                                |
| = C4 to B3                                                                |
| = C2 to C4                                                                |
| = C6 to C7                                                                |
| = C7 to I7                                                                |
| = C8 to C6                                                                |
| = F6 to D6                                                                |
| = G8 to G7                                                                |
| = G7 to D7                                                                |
| = A8 to A2                                                                |
| = G6 to G2                                                                |
| = G8 to F3                                                                |
| = D2 to E2                                                                |
| = I2 to G2                                                                |
| = F3 to F2                                                                |
| = E8 to F8                                                                |
| = A4 to G4                                                                |
| = G4 yo G8                                                                |
+---------------------------------------------------------------------------+

                                                                  MPZ00000003
+---------------------------------------------------------------------------+
| 02 | Coords:  7320, 21190  | Diff: *.... | Reward: Amulet                 |
+---------------------------------------------------------------------------+
| How to get there: South-West of Dim Root Path                             |
+---------------------------------------------------------------------------+
| It would be wise not to under estimate this puzzle. It has a few traps    |
| that can make it impossible to solve it.                                  |
|   A  B  C  D  E  F  G  H                                                  |
| 1                                                                         |
| 2    R  GR R  G  YG G                                                     |
| 3    GR R        G  YG                                                    |
| 4    R     R  G     G                                                     |
| 5    B     B  Y     Y                                                     |
| 6    RB B        Y  BY                                                    |
| 7    B  RB B  Y  BY Y                                                     |
| 8                                                                         |
|                                                                           |
| = Pull C3 south                                                           |
| = Push D1 North                                                           |
| = Push B5 west                                                            |
| = Push A5 south                                                           |
| = Pull E3 west 3x                                                         |
| = Push C3 north                                                           |
|                                                                           |
| So that cleans things up, doesn't it?                                     |
|                                                                           |
| = Pull F3 west                                                            |
| = Pull E5 north twice                                                     |
| = Push E3 east                                                            |
|                                                                           |
| Two more piles to go                                                      |
|                                                                           |
| = Push D7 south                                                           |
| = Pull D5 south                                                           |
| = Pull D1 south                                                           |
| = Push D2 west                                                            |
| = Push C2 south all the way till the red ones disappear and most of the   |
|   blue ones with it.                                                      |
|                                                                           |
| One more go go!                                                           |
|                                                                           |
| = Pull F6 north once                                                      |
| = Pull D8 North twice                                                     |
| = Push D6 east till the puzzle is cleared.                                |
+---------------------------------------------------------------------------+

                                                                  MPZ00000004
+---------------------------------------------------------------------------+
| 03 | Coords:  1000, 24790  | Diff: *.... | Reward: Pocket Book            |
+---------------------------------------------------------------------------+
| How to get there: Small island in middle of nowhere. Nav on coords        |
+---------------------------------------------------------------------------+
|   A B C D E F G       R = Red                                             |
| 1 B   G   G   Y       G = Green                                           |
| 2   X Y X R X         B = Blue (some call it grey)                        |
| 3 R B G B Y B R       Y = Yellow                                          |
| 4   X Y * R X         X = Higher Level                                    |
| 5 Y R G Y B Y R       * = Starting position (on higher level)             |
| 6   X Y X G X                                                             |
| 7 Y   G   B   B                                                           |
|                                                                           |
| = Drop of south to land on the spot on D7                                 |
| = Push E7 to F7                                                           |
| = Pull C7 to E7                                                           |
| = Push G5 to G4                                                           |
| = Pull G1 to G5                                                           |
| = Push E1 ti D1                                                           |
|                                                                           |
| That cleans the outside ring a little. Only 4 blocks in the west part of  |
| the ring. Will be done later :)                                           |
|                                                                           |
| = Pull A7 to C7                                                           |
| = Pull E5 to F5 then push it to G5                                        |
| = Push G5 to G3                                                           |
| = Pull A5 to A6                                                           |
| = Pull D5 to E5                                                           |
| = Move E5 to E7                                                           |
| = Push E7 to A7                                                           |
| = Pull A3 to A5                                                           |
|                                                                           |
| Ok, except for one blue the outside ring is now cleared. Don't be too     |
| hasty. If you looked well we have an odd number of blue, 3 to be exact    |
| so the blue ones must be removed with care.                               |
|                                                                           |
| = E3 to F3                                                                |
| = E4 to E3                                                                |
| = F3 to G3                                                                |
| = G3 to G2                                                                |
| = D3 to E3                                                                |
| = E3 to E6                                                                |
| = C3 to E3                                                                |
| = E3 to E4                                                                |
| = PUSH G2 to G3                                                           |
| = PULL G3 to F3                                                           |
| = PUSH F3 to C3                                                           |
| = C5 to E5                                                                |
| = E6 to E3                                                                |
| = E3 to D3                                                                |
| = A1 to C1                                                                |
| = C1 to C3                                                                |
|                                                                           |
| Voila!                                                                    |
+---------------------------------------------------------------------------+

                                                                  MPZ00000005
+---------------------------------------------------------------------------+
| 04 | Coords: 24883, 22290  | Diff: **... | Reward: Growth Egg             |
+---------------------------------------------------------------------------+
| How to get there: Best to navigate on the coordinates.                    |
+---------------------------------------------------------------------------+
| Two stars difficulty. Yeah right.                                         |
| = Push the red towards the red one in the bottom left of the wall.        |
| = Push the blue to the blue left of the red in the wall.                  |
|                                                                           |
| Only one pile left                                                        |
| = Move a green to the green at the bottom of the stack                    |
| = Move the nothern yellow between the two other yellow ones               |
| = Push the western blue to the eastern blue                               |
| = Move the two green ones to each other                                   |
+---------------------------------------------------------------------------+

                                                                  MPZ00000006
+---------------------------------------------------------------------------+
| 05 | Coords: 22549, 10222  | Diff: **... | Reward: Holy Grail             |
+---------------------------------------------------------------------------+
| How to get there: Fly with Lombardia over the mountain south of H. Peak   |
+---------------------------------------------------------------------------+
| This puzzle is harder then it looks like, and you need good vision to     |
| solve this one. (Reward is worth it).                                     |
|                                                                           |
|  N          * 1 *                                                         |
|  ^          2   3                                                         |
|             * 4 *                                                         |
|                                                                           |
| * = a pile of blocks. The numbers are spot numbers.                       |
| = Put in a green on spot 2                                                |
| = Put a blue in spot 2                                                    |
| = Put a yellow on spot 4                                                  |
| = Put the red one to the other red one.                                   |
| = Put a green one on spot 3                                               |
| = Put a blue one on spot 3                                                |
| = put a yellow one on spot 1                                              |
| = Put the free green on spot 1                                            |
| = Push the yellow one against each other                                  |
+---------------------------------------------------------------------------+

                                                                  MPZ00000007
+---------------------------------------------------------------------------+
| 06 | Coords: 19240, 15910) | Diff: **... | Reward: Duplicator             |
+---------------------------------------------------------------------------+
| How to get there: North of Dragon's Lair                                  |
+---------------------------------------------------------------------------+
| The first move decides whether or not you may solve this puzzle.          |
| = Push the green against the middle tower (straight east)                 |
| = Push the red against the middle tower (straight north)                  |
| = Push the blue against the middle tower (straight west)                  |
|                                                                           |
| This must be quite workable.                                              |
|                                                                           |
| = Get the north green out and move it to the other.                       |
| = You now have four movable blue ones. Move them all to a blue in the     |
|   corners.                                                                |
| = Move the two remaining yellow ones to each other                        |
|                                                                           |
| 5 red ones left. An odd number, so watch out.                             |
| = Move 3 red ones to each other                                           |
| = Move the last 2 to each other to complete the puzzle.
+---------------------------------------------------------------------------+

                                                                  MPZ00000008
+---------------------------------------------------------------------------+
| 07 | Coords: 21420, 19929) | Diff: **... | Reward: Weather Vane           |
+---------------------------------------------------------------------------+
| How to get there: Island, north of Ruins Of Dreams                        |
+---------------------------------------------------------------------------+
|   A B C D E       B = Blue Block                                          |
| 1 R   B   R       G = Green Block                                         |
| 2   G   Y         R = Red Block                                           |
| 3 B   R   G       Y = Yellow Block                                        |
| 4   Y   B         * = Start Position                                      |
| 5 *   G   Y                                                               |
|                                                                           |
| = Push B4 north                                                           |
| = Pull C5 west                                                            |
| = Push B5 west                                                            |
| = Push D4 east                                                            |
| = Pull C3 south                                                           |
| = Push C4 west twice                                                      |
| = Pull D2 south                                                           |
| = Pull E5 west twice                                                      |
| = Pull C5 north three times (that clears the yellow ones)                 |
| = Pull E4 west twice                                                      |
| = Push C4 west                                                            |
| = Pull C1 south twice                                                     |
| = Push B4 north (that clears the blue)                                    |
| = Push B2 east twice                                                      |
| = Pull A5 east 4x                                                         |
| = Pull D5 north                                                           |
| = Pull E3 west (that clears the green)                                    |
| = Pull E1 west twice                                                      |
| = Pull A4 east                                                            |
| = Push B4 north until the red ones are gone.                              |
| Voila!                                                                    |
+---------------------------------------------------------------------------+

                                                                  MPZ00000009
+---------------------------------------------------------------------------+
| 08 | Coords:  8500,  8730  | Diff: ***.. | Reward: LVL Apple              |
+---------------------------------------------------------------------------+
| How to get there: On the lower part west of caging tower                  |
+---------------------------------------------------------------------------+
|   A B C D E F        P = Pile of Blocks                                   |
| 1 Y B Y B R B        R = Red Block                                        |
| 2 G Y B Y B Y        G = Blue Block                                       |
| 3 B G Y G Y G        B = Blue Block                                       |
| 4 Y R B Y R B        Y = Yellow Block                                     |
| 5      *             * = Starting Position                                |
| 6                    = = Lower Platform                                   |
| P =========== P                                                           |
|                                                                           |
| = Pull F4 south                                                           |
| = Pull F5 west twice                                                      |
| = Pull E4 south                                                           |
| = Push E5 south twice (I know it will fall down. Don't panic)             |
| = Push D5 east twice                                                      |
| = Push F5 south twice                                                     |
| = Pull B4 south                                                           |
| = Push B5 east 4x                                                         |
| = Push F5 south twice                                                     |
| = Pull D4 south                                                           |
| = Push D5 east twice                                                      |
| = Push F5 south twice                                                     |
| = Pull F3 south twice                                                     |
| = Push F5 south twice                                                     |
|                                                                           |
| That's one pile out of the way. Now the other.                            |
|                                                                           |
| = Push C4 east                                                            |
| = Pull B3 south twice                                                     |
| = Pull B5 south once                                                      |
| = Push B6 west                                                            |
| = Push A6 south                                                           |
| = Pull A4 south                                                           |
| = Push A5 south twice                                                     |
| = Pull A3 south twice                                                     |
| = Push A5 south twice                                                     |
| = Pull C3 west                                                            |
| = Pull C2 south twice                                                     |
| = Pull C1 south                                                           |
| = Pull E2 west                                                            |
| = Push E3 south                                                           |
| = Push E4 east                                                            |
| = Pull E1 south 4x                                                        |
| = Push E5 west 4x                                                         |
| = Psuh A5 south twice                                                     |
|                                                                           |
| That makes two piles out. Now clean up the other junk                     |
|                                                                           |
| = Push D3 west 3x                                                         |
| = Pull A1 south twice                                                     |
| = Pull A3 east                                                            |
| = Push B3 east until it disappears                                        |
| = Now move the last blue ones against each other                          |
+---------------------------------------------------------------------------+

                                                                  MPZ0000000A
+---------------------------------------------------------------------------+
| 09 | Coords: 20720, 13290  | Diff: ***.. | Reward: ?                      |
+---------------------------------------------------------------------------+
| How to get there: North-west of Humphrey's Peak. Close to the gorge       |
+---------------------------------------------------------------------------+
| Maybe in a later version.                                                 |
+---------------------------------------------------------------------------+

                                                                  MPZ0000000B
+---------------------------------------------------------------------------+
| 10 | Coords: 16030, 18899  | Diff: ***.. | Reward: Tracker                |
+---------------------------------------------------------------------------+
| How to get there: Fly to the higher platform west of Laxisland            |
+---------------------------------------------------------------------------+
| = Push the blue west twice                                                |
| = Push it south three times                                               |
| = Pull the green west                                                     |
| = Push it north until it disappears                                       |
| = Pull the red the just fell north                                        |
| = Pull it west 3x                                                         |
| = Pull it south twice                                                     |
| = Pull the free blue north once                                           |
| = Pull it east 5 times                                                    |
| = From the blocks in the SE, pull the northern green north twice          |
| = Push it north                                                           |
| = Pull the red that fell south once                                       |
| = Pull it west 7x                                                         |
| = Push it north twice                                                     |
| = From the blocks in the NW, pull the blue one south 3x                   |
| = Pull it east 5x                                                         |
| = Push it south                                                           |
| = Push the free green north 4x                                            |
| = Push it west 4x                                                         |
| = Push it north                                                           |
| = From the blocks in the NW, pull the yellow east                         |
| = Push it east until it disappears                                        |
| = Push the NW blue all the way east                                       |
| = Pull the NE yellow west 6x                                              |
| = Push the last two remaing yellow ones to each other                     |
+---------------------------------------------------------------------------+

                                                                  MPZ0000000C
+---------------------------------------------------------------------------+
| 11 | Coords:  7670, 15810  | Diff: ****. | Reward: Weather Vane           |
+---------------------------------------------------------------------------+
| How to get there: On continent South-East of Ygdrasil Forest              |
+---------------------------------------------------------------------------+
|   A B C D E F G                                                           |
| 1 # # # #                                                                 |
| 2 # R G B                                                                 |
| 3 # Y R . .                                                               |
| 4 # G . * . Y #                                                           |
| 5     . . G B #                                                           |
| 6       Y B R #                                                           |
| 7       # # # #                                                           |
|                                                                           |
| = Move F5 to C5                                                           |
| = Move D2 to D5                                                           |
| = Pull F6 to F5 (That removes the blue)                                   |
|                                                                           |
| = Move C3 to D2                                                           |
| = Pull C2 to C3                                                           |
| = Pull B4 to C4 (that removes the green)                                  |
|                                                                           |
| = Move A3 over B3 and B4 to A4                                            |
| = Move D6 to C5                                                           |
| = Pull F4 to D4                                                           |
| = Pull C6 to C4 (that removes the yellow)                                 |
|                                                                           |
| = F6 to F4                                                                |
| = F4 to C4                                                                |
| = Push C4 to C2 (that removes the red and clears the puzzle)              |
+---------------------------------------------------------------------------+

                                                                  MPZ0000000D
+---------------------------------------------------------------------------+
| 12 | Coords: 24980, 14630  | Diff: ***.. | Reward: Pocketbook             |
+---------------------------------------------------------------------------+
| How to get there: Higher platform north of Little Rock                    |
+---------------------------------------------------------------------------+
|   A B C D E F G H I                                                       |
| 1 B Y B       R B R                                                       |
| 2 R B Y . . . B G Y                                                       |
| 3 B R G . . . R Y G                                                       |
| 4 Y B R       Y R B                                                       |
|                                                                           |
| = G3 to D3                                                                |
| = H3 to G3                                                                |
| = D3 to H3                                                                |
| = C3 to H3                                                                |
| = B3 to C3                                                                |
| = A3 to B3                                                                |
| = H1 to H2                                                                |
| = B1 to B2                                                                |
| = I2 to H2                                                                |
| = H2 to H3                                                                |
| = H3 to A3                                                                |
| = A2 to A3                                                                |
| = A3 to H3                                                                |
| = H3 to H1                                                                |
| = I4 to I3                                                                |
| = I3 to B3                                                                |
| = B3 to B1                                                                |
+---------------------------------------------------------------------------+

                                                                  MPZ0000000E
+---------------------------------------------------------------------------+
| 13 | Coords: 13110,  2689  | Diff: ***.. | Reward: Lion Shield            |
+---------------------------------------------------------------------------+
| How to get there: North-West of Telepath Tower 11                         |
+---------------------------------------------------------------------------+
| = Pull out a green and place it against the green under the red NW to     |
|   ignite a chain reaction that'll remove 90% of all blocks.               |
| = Now drop a yellow to the east of the red block that remains (not the    |
|   other yellow)                                                           |
| = Put the two blue ones against each other.                               |
| = The last yellow can be dropped between the two yellow ones below        |
| = Make the green ones pop                                                 |
| = And make a series of three red ones below. That should do it!           |
+---------------------------------------------------------------------------+

                                                                  MPZ0000000F
+---------------------------------------------------------------------------+
| 14 | Coords: 21380, 5749   | Diff: ****. | Reward: Teleport Orb           |
+---------------------------------------------------------------------------+
| How to get there: From Millenium puzzle 7, use Lombardia to fly striaght  |
|                   North and land on the first island you find.            |
+---------------------------------------------------------------------------+
| This is one I recommend you to take on. It saves you a lot of time, and   |
| it enables the Sunset Peak mission.                                       |
|                                                                           |
| = Pull the yellow east of you 3x to the west                              |
| = Push it north                                                           |
| = Pull the green east of you 3x to the west                               |
| = Push it north                                                           |
| = Stand on the blocks on the east and drop off north                      |
| = Pull the blue east                                                      |
| = Pull the red east twice                                                 |
| = Go west                                                                 |
| = Pull the blue east                                                      |
| = Pull it north                                                           |
| = Push it north                                                           |
| = Pull the yellow one spot east                                           |
| = Push it all the way east against the other yellow                       |
| = Go west                                                                 |
| = Pull the green two spots east                                           |
| = Push it all the way east to the other                                   |
| = Go west again                                                           |
| = Pull the red and the blue both one spot south                           |
| = Pull the blue all the way east to the other blue                        |
| = Go back west and pull the red one spot east                             |
| = Push it all the way to the other red                                    |
+---------------------------------------------------------------------------+

                                                                  MPZ00000010
+---------------------------------------------------------------------------+
| 15 | Coords:  4500, 18210  | Diff: ****. | Reward: 10-Gal Hat             |
+---------------------------------------------------------------------------+
| How to get there: South of the lake in Yggdrasil Forest. Go through       |
|                   Nidhogg Pass                                            |
+---------------------------------------------------------------------------+
| = Pull the blue onto the other blue                                       |
| = Pull the red west ONE SPOT                                              |
| = PUSH the red onto the other red                                         |
| = Pull the yellow to the west two spots, then PUSH it onto the other      |
| = Pull the green onto the other                                           |
|                                                                           |
| That clears all blocks of the top level. You're standing on a yellow now  |
|                                                                           |
| = Drop off east                                                           |
| = Push the yellow west                                                    |
| = Pull the yellow west                                                    |
| = Pull the green west                                                     |
| = Pull the blue east                                                      |
| = Pull the red east                                                       |
|                                                                           |
| Another level out. You're standing on a green block now.                  |
|                                                                           |
| = Drop off east                                                           |
| = Push the west yellow west                                               |
| = Push the west green west                                                |
| = Pull the the yellow west                                                |
| = Pull the green west                                                     |
|                                                                           |
| One more level to go                                                      |
|                                                                           |
| = Drop off west                                                           |
| = Push the blue east                                                      |
| = Push the yellow west                                                    |
| = And move the two red ones to each other                                 |
+---------------------------------------------------------------------------+

                                                                  MPZ00000011
+---------------------------------------------------------------------------+
| 16 | Coords: 14340, 10210  | Diff: ****. | Reward: 10-Gal Hat             |
+---------------------------------------------------------------------------+
| How to get there: Over the mountain south-east of Baskar                  |
+---------------------------------------------------------------------------+
| = Drop off north                                                          |
| = Pull the red in the east section west                                   |
| = Push it south                                                           |
| = Pull it west 5x                                                         |
| = Push it south 2x                                                        |
| = Pull the green in the north section to the south 2x                     |
| = Pull the green in the west section to the east x3                       |
| = Push the green in the south section west x1                             |
| = Pull it north 2x                                                        |
| = Push it west 2x                                                         |
| = Pull the yellow in the north section south 3x                           |
| = Pull the yellow in the east section to the west 2x                      |
| = Push it south 1x                                                        |
| = Pull it west 2x                                                         |
| = Pull the yellow in the west section east 1x                             |
| = Push it south 1x                                                        |
| = Push it east 3x                                                         |
| = Pull the middle blue one in the north section south 1x                  |
| = Puil the yellow SE in the north section to the west once                |
| = Pull the most north red, south 1x                                       |
| = Pull the yellow most west in the north section to the east 1x           |
| = Pull the SW green in the north section north 1x                         |
| = Pull it west 1x                                                         |
| = Push it west 1x                                                         |
| = Pull the last red in the north section east twice                       |
| = pull it north 1x                                                        |
| = Push it south 4x                                                        |
| = Pull the red in the west section east 5x                                |
| = Pull the blue in the west section west 3x                               |
| = Pull the blue in the north section west x2                              |
| = Pull it south 5x                                                        |
| = Pull the one in the west section east x2                                |
| = Push it south                                                           |
| = Push it east x3                                                         |
| = Pull the green in the north section east twice                          |
| = Pull it south x5                                                        |
| = Pull the one in the east section west                                   |
+---------------------------------------------------------------------------+

                                                                  MPZ00000012
+---------------------------------------------------------------------------+
| 17 | Coords:  4430, 13720  | Diff: ****. | Reward: Arctic Blade           |
+---------------------------------------------------------------------------+
| How to get there: Somewhere south of Yggdrasil Forest                     |
+---------------------------------------------------------------------------+
| = Drop the blue beside the east pile                                      |
| = Drop the red beside the west pile                                       |
| = Drop the green beside the east pile (nothing will happen)               |
| = Drop the yellow onto or beside the west pile                            |
| = Drop off                                                                |
| = Move the green ones to each other                                       |
| = Move the blue west to the other blue                                    |
| = Move the red to the north side of the east pile                         |
| = Move the yellow against it                                              |
+---------------------------------------------------------------------------+

                                                                  MPZ00000013
+---------------------------------------------------------------------------+
| 18 | Coords:  9360, 13679) | Diff: ***** | Reward: Migrant Seal           |
+---------------------------------------------------------------------------+
| How to get there: Island south of World's Footprint                       |
+---------------------------------------------------------------------------+
| This puzzle is unique in every single way. It's the only puzzle that has  |
| a ramp. You cannot move blocks over this ramp, so don't try it. And I got |
| to tell. There's no short way to do this.                                 |
|                                                                           |
| I'll divide this in rounds, and I'll announce a new round every time you  |
| gotta walk the ramp.                                                      |
|                                                                           |
| Round 1:                                                                  |
| = Move the red one onto the platform below.                               |
| = Drop off south (and leave the red, for now)                             |
| = Pull the blue to the east.                                              |
| = Drop off east                                                           |
| = Move the yellow onto the next platform                                  |
| = Stand on the yellow and drop off west                                   |
| = Pull the green two spots west                                           |
| = Drop off and walk the ramp, to end up at the top of the puzzle again    |
|                                                                           |
| Round 2:                                                                  |
| = Push the blue onto the next platform                                    |
| = Stand on the blue and drop off south                                    |
| = Stand on the yellow and drop off south                                  |
| = Push the green onto the next platform                                   |
| = Stand on the green, and drop off south                                  |
| = Pull the green south                                                    |
| = Go up the ramp for round #3                                             |
|                                                                           |
| Round 3:                                                                  |
| = Stand on the blue and drop off south                                    |
| = Stand on the yellow and drop off in one of the two directions           |
| = Move the yellow onto the next platform                                  |
| = Stand on the yellow and drop off west                                   |
| = And up we go                                                            |
|                                                                           |
| Round 4                                                                   |
| = Stand on the blue and drop off                                          |
| = Move the blue onto the next platform                                    |
| = Stand on the blue and drop off                                          |
| = Move the blue over the yellow onto the next platform                    |
| = Stand on the blue and drop off                                          |
| = Another go over the ramp                                                |
|                                                                           |
| Round 5:                                                                  |
| = Move the red onto the next platform                                     |
| = Stand on the red and drop off                                           |
| = Move the red onto the next platform                                     |
| = Stand on the red and drop off                                           |
| = Move the red onto the next platform (Over yellow and blue)              |
| = Stand on the red and drop off west                                      |
| = Pull the red west                                                       |
| = Ramp time                                                               |
|                                                                           |
| Round 6:                                                                  |
| = Make your way dropping off the platforms until you are standing east of |
|   the red                                                                 |
| = Push the red against the pile and FINALLY the first blocks are cleared. |
| = Pull the blue west and go up the ramp                                   |
|                                                                           |
| Round 7:                                                                  |
| = Make your way dropping off the platforms until you are standing east of |
|   the blue                                                                |
| = Push the blue against the pile                                          |
| = Pull the yellow to the west and go up the ramp for the last time        |
|                                                                           |
| Round 8:                                                                  |
| = Push the yellow against the pile                                        |
| = Now push the eastern green north                                        |
| = Move the eastern green to the western green to FINALLY clear the puzzle |
|                                                                           |
| Who was it who said "Looking for a shortcut can lead you astray"?         |
+---------------------------------------------------------------------------+

                                                                  MPZ00000014
+---------------------------------------------------------------------------+
| 19 | Coords: 11627,  9065  | Diff: ***** | Reward: Vambrace               |
+---------------------------------------------------------------------------+
| How to get there: Straight north of Claiborne                             |
+---------------------------------------------------------------------------+
| I warn ya! This is by far the hardest of all Millenium Puzzles.           |
|                                                                           |
|   A B C D E           G = Green Block                                     |
| 1 G B Y R Y           R = Red Block                                       |
| 2 Y R G B G           B = Blue Block                                      |
| 3   *   R B           Y = Yello Blox                                      |
| 4     X X X           * = Starting Position                               |
|                                                                           |
| = Pull A2 south                                                           |
| = Pull A3 east                                                            |
| = Push B3 east                                                            |
| = Pull B2 south                                                           |
| = Push B3 south                                                           |
| = Push B4 east                                                            |
| = Pull C2 west                                                            |
| = Pull B2 south                                                           |
| = Push B3 south                                                           |
| = Pull C3 west                                                            |
| = push B3 west                                                            |
| = Push A3 south                                                           |
| = Pull C1 south                                                           |
| = Pull C2 west                                                            |
| = Push B2 west                                                            |
| = Pull B1 south                                                           |
| = Push B2 south                                                           |
| = Push B3 west                                                            |
| = Pull D1 west                                                            |
| = Pull C1 south                                                           |
| = Pull D3 west                                                            |
| = Pull A2 east                                                            |
| = Push B2 north                                                           |
| = Pull A3 east                                                            |
| = Push B3 west twice                                                      |
| = Pull E2 west twice                                                      |
| = Push C2 south ONCE!!!                                                   |
| = Pull A1 south                                                           |
| = Pull A2 west                                                            |
| = Push C3 west                                                            |
| = Pull E5 south                                                           |
| = Pull A4 east                                                            |
| = Pull B4 north                                                           |
| = Pull E2 west three times.                                               |
|                                                                           |
| Admit it. You're glad this one is over!                                   |
+---------------------------------------------------------------------------+

                                                                  MPZ00000015
+---------------------------------------------------------------------------+
| 20 | Coords:  7145, 12288  | Diff: ***** | Reward: Gunstar Sign           |
+---------------------------------------------------------------------------+
| How to get there: North of Sunset Peak                                    |
+---------------------------------------------------------------------------+
| = Stand on the yellow                                                     |
| = Drop off west from here                                                 |
| = Push the yellow east                                                    |
| = Pull the red west                                                       |
| = Push the red west                                                       |
| = Move the red north twice (two red ones cleared)                         |
| = Push the green south, then west                                         |
| = Pull the yellow south                                                   |
| = Push the blue north                                                     |
| = Move the blue all the way against the west wall                         |
| = Push it north tiwce to clear two blue ones.                             |
| = Push the yellow north till the end (Beware NOT to push it off)          |
| = Move it all the way against the west wall                               |
| = Push it north twice to clear two yellow ones.                           |
|                                                                           |
| Of the northern pile only a green is left. There is a trap in this part   |
| since you'd be tempted to use the southern green here. NOT the way to go  |
| = Just pull the northern one south instead to clear the north stack.      |
|                                                                           |
| = Pull the southern one east, and move it all the way north till the end  |
| = Push it east to clear the eastern green                                 |
| = Pull out the blue west and push it south                                |
| = Push the yellow north twice                                             |
| = Move it all the way to the west wall                                    |
| = Move the blue all the way north and push it to the west wall.           |
|                                                                           |
| Only two red ones left                                                    |
|                                                                           |
| = Move the red north till the end.                                        |
| = Move the red wets till the end                                          |
| = Push it north to clear the puzzle.                                      |
|                                                                           |
| This puzzle ain't that hard, but it's that trap on the green that can     |
| make it impossible.                                                       |
+---------------------------------------------------------------------------+
 
 
 
 
 
 
 
 
Backgrounds 
                                                                  BCK00000001
=============================================================================
Ability Symbols 
=============================================================================
All abilities you or your enemies can use have a symbol. 
This is a system the WA crew started up since Wild Arms 3 and has been in 
place ever since. 
Now the symbols are not the same in all games, as some are really specific 
to a game (as WA3 is the only episode using "Arcana"), but a lot are in the 
same kind. 
Let's have an overview for the symbols as they appy in Wild Arms 3 
 
 
 
- Blue Diamond 
  = Physical Attack. 
  = This mostly counts as a "normal" attack, however they can have some 
    extra effects (status changes for example). 
 
- Purple Circle 
  = Arcana 
 
- Red Crystal 
  = All non-arcana magic, and other things that do not fall in any of the 
    other categories 
  = Reloading your ARM is also set under this category (likely by lack of 
    something better) :) 
 
- Green Triangle 
  = Force ability 
 
- Gold Triangle 
  = Personal Skill 
  = Critical hits are also noted as such even though you don't need a skill 
    to gain the possibility to make a critical hit. 
 
 
 
There may not be that much good in knowing all that, but some people have 
been wondering it, and thus I decided to put it in this FAQ ;) 
 
 
 
                                                                  BCK00000002
=============================================================================
Status Changes 
=============================================================================
Wild Arms 3 has pretty much status changes you can get. 
They can be categorized in serveral categories. 
Let's name them all 
 
POWER UP/DOWN: 
- Stat Up/Down: 
  All statistics can be altered with these powerups or downs. They only 
  last a few turns, unless the spell is sealed with "Permanence", then they 
  last for the rest of the game. 
 
 
GOOD STATUS: 
There are a few good status changes you can fix upon your playable 
characters. The enemy can remove them by means of dispelling. 
These statusses only last 2, 3 or 4 turns, unless you cast "Permanence" 
then they last forever. 
Let's sum them up. 
 
- Status Lock 
  = You cannot be hit by any bad status change and instant death won't 
    affect you either. 
 
- Valliant 
  = The higher the difference between your HP and Max HP, the more damage 
    your physical attacks will do 
  = This status cannot co-exist with a ATK up/down or element attachment 
 
- Reflect 
  = Returns all enemy magic to the caster 
 
- Elemental attachment 
  = All physical attacks contain the element of your choosing. 
  = There are spells you can use for this, if you have an elemental ring 
    and you use it with "Mystic" you also get this effect. 
  = This status cannot co-exist with a ATK up/down or Valliant 
 
 
UNLINGERING BAD STATUS: 
These status changes will wear off after battle. When you have a skill 
protecting against these statusses you won't get them. 
While you are in battle on horses, you can get none of these status 
changes, though you still will get +0.1% experience if you have protection 
against them. (main reason why I recommend to ride horses whenever you 
can). 
Exception maybe is death due to 0 HP, I could never check if you are 
protected against instant kill attacks though. 
 
All of these can be cured with the "Clearance" spell. 
 
- Paralysis 
  = Cure: Pixie Dust 
  Unable to move 
 
- Sleep 
  = Cure: Unknown 
  = Protection: Alarm Clock 
  Unable to move 
 
- Confusion 
  = Cure: Pinwheel 
  = Protection: Clear Chime 
  You can't tell the difference between friend or foe. You may end up 
  hurting your friends and healing your foes. 
 
- Bronze 
  Within 5 turns you'll turn into a bronze statue removing you from the 
  game until the battle is over. 
  When the entire party is turned to bronze statues or is dead, the battle 
  is lost. 
 
- Glass 
  You are turned into a glass statue for two turns. 
  Your FP will be reduced to 0, you are invulnerable to magic attacks, 
  physical attacks will kill you instantly. 
 
- Death 
  = Cure: Revive Fruit / Full Revive 
  = Protection: Holy Grail 
  You'll automatically gain this status when your HP is 0 regardless of 
  protection, when the status is caused to you by spells or so you'll die 
  instantly 
 
 
LINGERING BAD STATUS: 
These status changes will remain intact after battle. When you have 
protection against "Lingering status changes" you won't be affected by 
these (with the exception of "Max HP Down". 
- Poison 
  = Cure: Antidote 
  = Protection: Moonstone 
  Lose HP each turn 
 
- Disease 
  = Cure: Medicine 
  = Protection: Hazel Sprig 
  Any form of healing will be ineffective and the VIT bar won't work. 
 
- Amnesia 
  = Cure: Toy Hammer 
  = Protection: Memoires pPen 
  You won't gain experience points after battle 
 
- Misary 
  = Cure: Peppy Acorn 
  = Protection: Soul Leaf 
  All force abilities and arcana are unusable and you cannot score more 
  than 1 FP at a time. 
 
- HP Down 
  = Cure: Nectar / Resting at an inn. 
  = Protection: None (not either protect against all... or that will work 
    here) 
  Your max HP has been reduced (and will show in red in the menu bar). 
  You'll gain this status when you leave combat while you were dead or when 
  hit by certain spells with this effect. 
 
REALLY TERRIBLE STATUS: 
These are status changes of a special kind. They cannot be cured at all. 
 
- Explosive 
  = On the next turn the character has, he'll explode and die and deal 
    damage to the rest of the party depending on how much HP he/she had at 
    the time. 
  = Only the boss Zephyr can cause this on you. 
  = You cannot cure this status, but when you cast "Reflect" on people the 
    spell causing this one will bounce back having no effect. 
 
- Weakened 
  = This status will set a weakness of a specific element on you, ignoring 
    all kinds of protection you have against it. 
  = Only the boss Raftina can set this status on you. 
  = You cannot cure this status, but when you cast "Reflect" on people the 
    spell causing this one will bounce back having no effect on you, but 
    making Raftina weak to all elements. Cool! 
 
- VIT Broken 
  = VIT is set to 0 and you cannot gain VIT by resting or VIT crystals 
  = This status will only fall onto Virginia during a short section of the 
    game. There is no cure to this, the status will disappear automatically 
    after you completed a certain part of the scenario. 
 
                                                                  BCK00000003
=============================================================================
Come Back 
=============================================================================
There are countless dungeons that contain stuff you cannot handle right 
away. 
In some dungeons you'll have to come back for that stuff anyway (and will 
thus not be noted in this section), but a lot of that stuff is completely 
optional, and those things are noted here. 
 
I'll note all dungeons where you'll have to come back later if you want all 
stuff. 
 
I few things I recommend to have before you go for this. 
- All party members should have ALL tools. They can all carry up to three 
  tools, so that makes you got 12 tools in total 
- Make sure your party is complete. (Read all four members present). There 
  are a few sections in which this is not the case, so that's why I note it 
  so heavily. 
- Make sure you got the tracker (which is available in one of the Millenium 
  Puzzles). Having the number of the room on your screen. I'm not going to 
  tell you how to get in the room you have to be, I'll only note the room 
  number. 
 
Then one more thing, I hope you got a good memory of where all the dungeons 
are, if not you can look them all up in the handy map you can buy from 
Roykman. Treasure that map! 
Having Lombardia at the time is very handy so you can fly to most spots ;) 
 
 
- Doomed to obsurity (Room: 002) 
  = GALLOWS: Use the Steady Doll to open the chest to obtain a Migrant Seal 
 
- Fallen Sanctuary (Room: 011) 
  = VIRGINIA: Use the change crest to transform the VIT crystals into 
    blocks 
  = CLIVE: Use the Might Gloves to put one of them onto the plate 
  = Now you can exit west to claim your prizes: Mini Carrot, Migrant Seal, 
    Ambrosia (duplicator) 
 
- The Unclean Mark (room: 011) 
  = CLIVE: Place the heavy block onto the switch by means of your might 
    gloves. 
  = Exit South to claim your prizes (Elder Record, Grab Bag, Name Tag, 
    Duplicator) 
 
- Sand Canal (Room: 013) 
  = JET: Jump onto the switch to open the south-East door 
  = Hit that door to claim your prizes: Grab Bag, Nine Lives (Duplicator) 
 
- World's Footprint (Room: 005) 
  = VIRGINIA: Destroy the orange block with the change crest 
  = Push the other block away 
  = Open the duplicator door to claim your prizes: Big Grab Bag, Migrant 
    Seal 
                                                                  BCK00000004
=============================================================================
Black Market 
=============================================================================
The Black Market is a suplier of many goods you cannot buy elsewere, but at 
many requirements. 
There are very little things you can buy there at the start, but the stock 
can grow as things happen. 
 
When you breed a specific herb to maximum in the secret Garden it becomes 
for sale in the Black Market. 
 
Any item that gives you a skill that wards you against ONE status change or 
ONE element, will be added to the Black Market stock when you sell one to 
any vendor, innkeeper or ARMS meister or whoever else accepts things you 
want to sell. 
 
 
 
How to find this black market? 
- Enter Little Twister 
- Enter the building east of the saloon 
- = Turn the wheel completely to open the back door 
  = Exit North 
- = All the way west (you'll also find the ARMS meister here) 
  = When you're there south 
  = Now go stand west of the city wall and go North and keep hugging the 
    wall 
  = Enter the hut to the east 
- Downstairs and use the Black Pass from the Caging Tower (CH300000013) to 
  open the door. 
 
 
 
The stock here: 
 
Default stock: 
- EX File Key - 9999999 Gella 
- Warp Star - 1000 Gella 
- Dragon Fossil - 200 Gella 
Of course, once you managed to by the EX file key it will disappear from 
the stock forever. 
 
 
Items for sale through breeding at the secret garden: 
- Heal Berry - 1000 Gella 
- Potion Berry - 2000 Gella 
- Mega Berry 
- Mini Carrot 
- Full Carrot 
- Tiny Flower 
- Revive Fruit - 1500 Gella 
- Holy Root 
 
 
Stuff that gets added to the stock if you sell one of them first: 
- Nemo Pen - 25,000 Gella 
- Clear Chime - 150,000 Gella 
- Moonstone - 50,000 Gella 
- Blue Bracer  - 150,000 Gella 
- Soul Feather - 50,000 Gella 
- Holy Ankh - Should appear but didn't in my game when writing this FAQ. 
- Hazel Sprig - 25,000 Gella 
- Heart Leaf - 100,000 Gella 
- Alarm Clock - 100,000 Gella 
- Holy Grail - 500,000 Gella 
- Dark Ring - 100,000 Gella 
- Light Ring - 100,000 Gella 
- Fire Ring - 100,000 Gella 
- Wind Ring - 100,000 Gella 
- Water Ring - 100,000 Gella 
- Earth Ring - 100,000 Gella 
- Ice Ring - 100,000 Gella 
- Thunder Ring - 100,000 Gella 
 
 
You think the Black Market is useless as you have to find the stuff first? 
Fool! 
I would agree on that when it comes to the Secret Garden breeding stuff, 
but the other stuff is very useful. They are very rare items, and hard to 
get as they drop only on rare occasions. 
By means of the Black Market you can expand those items more easily as you 
are most likely only to find one Dark Ring in the game, unless you are 
extremely lucky. Selling one to the Black Market allowing you to buy more 
of those will pay off as that's the quickest way to get everybody shielded 
against Darkness (and you're gonna need it). 
 
 
Another hint.... Beat Heimdal Gazzo (Sealed boss) as soon as you can. It 
will drop a gold pass and all prices in the Black Market (and from Roykman) 
will decrease significantly. 
                                                                  BCK00000005
=============================================================================
Power Tips 
=============================================================================
These are tips from a guy who played this game far too much from start till 
finish, so if you don't agree with my tips, reconsider as these are tips 
formed for over 50+ complete playthroughs if not more, so I did make a lot 
of mistakes in my day which I all covered up over time :) 
 
I don't guarantee these tips will get you through, and there are a few 
bosses on which they might not work (see the boss tactics of the specific 
bosses to see which ones I'm talking about), but most of them will make the 
game significantly easier. 
 
 
- Have the correct Guardian Setup 
  For the Guardian Setup I always use: 
  = VIRGINIA: Terra Roar + Flash Hit + Love Charm 
  = CLIVE: Fiery Rage + Lucky Hand + Cosmic Cog 
  = JET: Moon Spark + Brave Seal + Hope Shard 
  = GALLOWS: Aqua Wisp + Gale Claw + Lust Jaw 
  I choose this setup to have a) most elemental attacking spells at the 
  hand of Gallows who is the strongest magician and a few others on 
  Virginia who is second best when it comes to magic. 
  Gallows MUST have the Aqua Wisp, and there's NO EXCUSE AT ALL to have it 
  on somebody else for ANY reason. Gallows can act as a healer, and from 
  his hands the healing spells are the strongest and that can save you a 
  lot of healing items. 
  I tried to write my FAQ in that way that other setups are possible 
  (unless I explicitly state some setups in my Boss Tactics), but this one 
  is what I experienced as "best". 
 
- NEVER use items when you don't need to. 
  Seems pretty obvious but some people appear to put more value in items 
  than in spells, which is very unwise. Items only cost money (which you 
  need bad, 1 gella difference can be significant when you're dealing with 
  the Black Market), not only that, restocking items all the time is a 
  waste of valuable time. Your Arcana spells are setup to cover most of 
  your needs in healing and status curing, so when they suffice, items are 
  just a waste. Of course you should have some around as there are always 
  emergency situations in which spells won't suffice, but leave it for 
  those situations. 
 
- Go for the Secret Garden. 
  Plant some berries there and other stuff and you'll most likely live 
  longer. You do need to do the Decaying Labyrinth sidequest for that, 
  which can be hard, especially at low level, but the ability to plant 
  berries by far outweights the difficulty of that sidequest. 
 
- Why do high damage when low damage is enough? 
  Don't you just hate them? People who play World Of Warcraft who kick 
  people out of dungeon groups because they were unsatisfied about their 
  DPS while their playing tactics were far better than just doing high DPS? 
  Of course this is not an MMO, but still it goes that high damage does not 
  give you more chances to win per definition. Always analyze the situation 
  and take the best action at the time. High damage can be constly on 
  turns, MTC and sometimes even items, and waste all that when a shot with 
  half the damage is good enough at the time. 
  Only go for high damage if that's the only key to victory. 
 
- Don't equip skill items too eagerly 
  This is very important as once placed you can only remove an item by 
  destroying it and that sucks big deal (many fans hate that about this 
  game, really, as do I). 
  Especially elemental rings and items with status change protection are 
  delicate as they are the most important ones when you're going to 
  challenge the optional bosses, or when you plan to boost levels through 
  challenging Creeping Chaos enemies. 
  If you find one, keep it in your inventory first, or (odd as it may 
  sound) sell them, this will make those items appear in the Black Market 
  (it does not matter who you sell it to, as long as you sell it at least 
  once, it will be in the Black Market) and you can buy the stuff. It does 
  cost money, but going for those items "on the fly" by hoping enemies and 
  bosses drop it, costs most likely more time than a regular human life 
  cycle, so be careful here. 
 
- Only use Lucky Cards in combination with Mystic and only when you meet a 
  boss with a lot of EXP 
  Lucky Cards are too good to go to waste and therefore always use them 
  with Mystic so you only need one card per fight. 
  When you want to make sure the enemy you're fighting is worth going for I 
  can only say, only bother when it's a boss, and cast "Analyze" during the 
  battle to see how much EXP you'll get to make sure your Card will really 
  pay off. 
 
- Once you obtain Lombardia, only rest in either Boot Hill, Baskar or 
  Humphrey's Peak 
  Yeah, I'm a scrooge, but hey, "free" is my favorite price. 
  No need to pay money for it. By the way the prices of the paid inns are 
  dependent on the levels of your entire party together, so the higher your 
  levels the more you pay. 
 
- Don't waste time on grinding 
  Some people can spend hours to grind levels. A total waste of time, in 
  most RPG games in general and in Wild Arms 3 in particular, as the EXP 
  random encouters give is pathetically low. 
  If you really want high levels, look up for the "big boys" and try to 
  make a good use of your personal skills there, that's the way how to 
  score levels... grinding will get you nowhere. 
 
- Little ammo policy is not that wise 
  I know a lot of people who say boosting up bullets in ARMS upgrading is a 
  waste because of "Finest Arts". 
  It's not a complete invalid point, but there are only 4 bosses needing 
  that skill (3 of them are optional and one of them can easily be done 
  without it), so you are putting a disadvantage on yourself in order to 
  score in only 3% of the game. That ain't gonna work and besides, having 
  bullets in your gun while working up to 100 FP to perform Finest arts is 
  mostly a good idea (only Ragu Ragla version 2 that may not work.... nah, 
  you need to work up the FP anyway so why bother for that particular fight 
  as it won't make a diffrence). 
  It's pointless to make yourself suffer for such a small part of the game, 
  and besides little bullets are in those fight giving you neither an 
  advantage nor disadvantage... You only suffer in other fights, and that's 
  a pretty masochistic way of playing which will accomplish nothing at all. 
 
- Go for Creeping Chaos and don't go too fast through that sidequest if you 
  want EXP 
  If you really want to reach level 100, you should unleash the Creeping 
  Chaos enemies which you do by destroying 5 telepath towers. 
  I also recommend you to challenge them while on horses so that half their 
  Arc-en-Ciel spell doesn't work. To make this fully work make sure 
  everybody is shielded against Amnesia. 
  They are the easiest enemies to get a x9.9 rating against. 
  Please note once you defeated the Mothership they'll disappear from the 
  world forever so you really want to leave that for when you reached the 
  level you wanted to reach. 
 
- Trapped chests after battle. Open with care. 
  = When the trap is said to cause a status change, always let the one open 
    it who's protected against it. 
  = When there's no protection, always let the one with the highest luck 
    level open it, you can check this, when you select a character by 
    keeping the menu button (triangle by default) pressed. 
  = When you don't open chests, all loot (which includes recovery of stolen 
    items) will be lost, so you should always take the risk unless you 
    really can't afford it (and such situations are rare). 
  To let you know what traps can do 
  = Booby trap = Chest can explode either destroying the loot or cutting 
    your HP to half (rounded up, so you'll never get below 1 HP this way). 
  = Poison/Amnesia/Disease Trap = Chest can release a gas giving you the 
    status change. If protected the gas will have no effect 
  = Enery Drain Trap = If the trap triggers the one who opened the chest 
    will lose one level of experience (you'll only find these in the 
    Abyss). 
  One thing you should note, in the deeper levels of the Abyss you can find 
  chests targetting all party members, but the game doesn't warn you for 
  that. Outside the Abyss such chests are very extremely rare. 
 
                                                                  BCK00000006
=============================================================================
Enemies: 
=============================================================================
Here's a list of the enemies I found, and where you can find them. 
Please note, I'll only list enemies here you can find through random 
encounters, so bosses, scripted battles, arena opponents and stuff are NOT 
noted in this list. Random enemies only! 
If needed I may provide a description, if none given, just shoot and blam! 
 
Enemies on the world map will labelled with "World Map" and the city 
located in that section of the world map. If there's no city nearby, I'll 
name the closest dungeon, and if even that isn't there, a short description 
of things. 
Enemies labelled with "Dunes" can only be encountered in the dunes and thus 
you need the Sandcraft to encounter them. Along with dunes I might describe 
where in the dunes to find them. 
Enemies marked as "Air" can only be encountered by air, but they are all 
part of scripted events and will only appear during these events, when the 
event is completed these enemies will disappear from the game forever. 
 
* A * 
- A Boa A Qu 
  = The Abyss 
  Weak to Earth 
 
- Aello 
  = The Abyss 
  They can poison and disease you in one go. 
  They can also steal and escape in one turn. 
 
- Agawogdent 
  = The Abyss 
  Lots of HP and no elemental weaknesses 
  When getting low in HP it will skip turns. 
 
- Albion 
  = The Abyss 
  Don't use Earth, Wind or Thunder on them. 
 
- Alligatiger 
  = The Abyss 
  Weak to thunder and frost 
 
- Amduscias 
  = Nidhogg Pass 
  All they'll do is kill you instantly. Get rid of them ASAP. They are weak 
  to fire. 
 
- Amon 
  = The Abyss 
  Sees more fit in using supportive magic than actual attacks. 
  It's weak to Light. 
 
- Amon Gamech 
  = The Abyss 
  Stronger version of Amon 
 
- Annaberge 
  = Ruins of Memory 
  = Ka Dingel 
  This on is poisonous, so watch out. 
 
- Anzu 
  = Dim Root Path 
 
- Apocrypha 
  = World's Foot Print 
  Often come in large numbers... If you have some MTC to spend, this can 
  provide a good oppertunity to use them. 
 
- Ascomid 
  = Doomed to Obsurity 
 
- Axe Beak 
  = World Map: Little Twister 
 
* B * 
- Balloon 
  = World Map: Baskar 
 
- Balphon 
  = Abyss 
  These guys can put you to 1 HP 
 
- Bandersnatch 
  = Deus Ex Machina 
 
- Barbarossa 
  = Caging Tower 
 
- Barghest 
  = Den of Miasma 
 
- Baskerville 
  = Abyss 
  All their attacks are fire based. And they are weak to frost. 
 
- Basilisk 
  = Iron Dragon's Nest 
  They can turn you to bronze 
 
- Beast Slug 
  = World Map: East of Fallen Sanctuary 
  = World Map: Jolly Roger 
 
- Black Chameleon 
  = World Map: Telepath Tower #0 
  When touched in its elemental weakness (by default, light and frost) it 
  will change its weaknesses. 
 
- Black Knight 
  = The Abyss 
  Weak to light 
 
- Black Pudding 
  = Iron Dragon's Nest 
  Cast "Spectre" to get rid of these 
 
- Blue Book 
  = Ruins of Memory 
  Masters of magic. Weak to fire. 
 
- Bogle 
  = World Map: Boot Hill 
 
- Buckbaird 
  = Demondo Pillar 
 
* C * 
- Cannon Buffalo 
  = Abyss 
 
- Calypdis 
  = Abyss 
  Turn #1 they steal 10% of your money. 
  Turn #2 they escape 
 
- Captor 
  = Survey Point #17 
 
- Cave Taurus 
  = Sand Canal 
 
- Christine 
  = The World's Footprint 
 
- Clay Puppet 
  = Yggdrasil 
 
- Cockatrice 
  = Yggdrasil 
  Poisonous. If you are very lucky they drop a moonstone which you need bad 
  in your battle against Melody. 
 
- Coatl 
  = The Abyss 
  Except for earth all elemental damage is halved. 
 
- Cob 
  = World Map: Boot Hill 
 
- Critter 
  = Fortune Gear 
 
- Cult Martyr 
  = The Abyss 
  Weak to light (what else) 
 
- Cursed Corpse 
  = Leypoint Observatory 
 
- Cyclops 
  = Nightmare Caslte 
 
* D * 
- Delphin 
  = Infinitum 
  Weak to wind :) 
 
- Dendrobium 
  = The Abyss 
  Weak to Frost. 
 
- Do Re Metallico 
  = The Abyss 
  Can't the translators come up with ONE name each game? 
 
- Doomsday 
  = Nightmare Castle 
  Every Wild Arms player knows that meeting one of these means you arrived 
  in the final dungeon. 
  He is very strong and resistant to all elements, but beating one is 
  basically an attack-when-you-can-heal-if-you-must principal and 
  especially when you are overlevelled (which is very easy with the WA3 
  levelling system). 
  His "Kirlian Buster", which reduces your max HP (which recovers at an inn 
  or when you use a Nectar) is very annoying. 
 
- Doppelganger 
  = Nightmare Castle 
These guys copy your party members and the Arcana they have. After that 
they will use your abilities against you. 
 
- Dryad 
  = Worldmap: Clayborne 
 
* E * 
- Eel Volk 
  = Sacrifcial Altar 
 
- EM Being 
  = The Abyss 
  Immune to physical attacks, weak to water 
 
- Evil Dead 
  = Dim Root Path 
 
* F * 
- Fairylight 
  = Glimmering Emblem 
  They skip a lot of turns, but when they use their magic to attack you, 
  it'll be costly. 
 
- Fire Genius 
  = The Abyss 
  As the name implies, a master of fire and weak to frost. 
 
- Fleurity 
  = Cradle of the Metal Gods 
  Master of Ice, weak to fire. *May* drop an ice ring if you are lucky. 
 
- Forneus 
  = Dunes: Near Laxisland 
 
 
* G * 
- Gagison 
  = Ka Dingel 
  Watch out for their disease attacks 
 
- Gargoyle 
  = Sacrificial Altar 
  = Demondo Pillar 
 
- Garpike 
  = Dunes 
 
- Gerbug 
  = The Unclean Mark 
  Weak to earth, but they'll make you regret it if you exploit that 
  weakness. 
 
- Giant Maximum 
  = The Abyss 
  Stronger version of Gigantes 
 
- Gigantes 
  = The Abyess 
  "Me Strong, You Die".... It's intelligence doesn't go much further than 
  that :) 
 
- Gob 
  = Gob's hideout 
  = World Map: East of Fallen Sanctuary 
  "No! You go!" 
  When in groups lots of turns are wasted because of arguments like that. 
 
- Gorg 
  = Caging Tower 
  = Weak to frost 
 
- Grabsk 
  = Ruins of Dreams 
 
- Great Pumpkin 
  = The Abyss 
  Masters of water, weak to fire. 
  I don't know why, but often when I encounter these guys the PlayStation 
  slows down until the battle is won. 
 
- Grendel 
  = The Abyss 
  Resistent against all elements 
  It can kill the entire party in once, so be sure you got wards against 
  that. 
 
- Grodine 
  = Dunes: Near Laxisland 
 
 
* H * 
- Haboryn 
  = Cradle of the Metal God 
  Masters of fire, weak to ice. *May* drop a Fire Ring if you are lucky. 
 
- Harvestman 
  = The Abyss 
  Weak to Light 
 
- Helterskelter 
  = Nidhogg Pass 
 
- Hidden 
  = Worldmap: Laxisland 
  Use Arcana to get rid of these 
 
- Hide Bomb 
  = Demondo Pillar 
  Creatures of light, weak to darkness, if you are extremely lucky (chance 
  is very low) they'll drop a Light Ring when you kill them. It won't drop 
  through stealing, so you really have to be lucky it drops after battle. 
 
- HobGob 
  = Glimmering Emblem 
  These guys are pretty strong, couter easily and mostly they all attack 
  the same person each turn. Watch out when you encounter them 
 
- Hodac 
  = Gemstone Cave 
  They hate Rock Baboons, so they will always try to kill those first 
  before trying to kill you. 
 
- Hyperion 
  = The Abyss 
  Each one of these must be killed in 1 turn as they will restore all their 
  HP at the end of each turn. 
 
* I * 
- Ivory Lizard 
  = The Abyss 
  Masters of wind and lightning, weak to water and earth 
 
* J * 
- Jabberwock 
  = Deus Ex Machina 
 
- Jelly Blob 
  = Serpent's Coils 
  Immune to all phyiscal attacks. Magic of any element will hurt them bad 
  (most likely kill them). 
 
- Jenny Green Teeth 
  = Dunes: Ring around Yggdrasil 
 
- Jumbo Bearcat 
  = World Map: Abyss 
 
* K * 
- Kobold 
  = World Map: Several Locations 
  Weak to wind 
 
- Kelaino 
  = Nightmare Castle 
  They can steal & escape in the same turn (making your item disappear 
  forever) 
  Weak to earth 
 
 
* L * 
- Land Lamprey 
  = Mimir's Well 
  Master of water and lightning 
 
- Last Battalion 
  = The Abyss 
  Weak to thunder 
 
- Leonard 
  = The Abyss 
  Has a lot of nasty spells 
  Weak to Light and Earth 
 
- Lilly pad 
  = The Abyss 
  Mini version of Gigantes. 
 
- Lycantrope (DRP) 
  = Dim Root Path 
  Uses Grav, Sleep and Eraser 
  Not to be confused with the guys with the same name around Gunner's 
  Heaven 
 
- Lycantrope (GH) 
  = World Map: Gunner's Heaven 
  Not to be confused with the guys with the same name in Dim Root Path 
 
* M * 
- Mad Gasser 
  = Abyss 
  Watch out for disease 
 
- Manticore 
  = Infinitum 
 
- Marid 
  = Lunatic Garden 
  My ex-girlfriend always called these guys "Klein Etterbakje" (which means 
  "little nuisance" in Dutch). Oh well, anyway, they'll always summon a 
  Water Zone which doubles the damage of all water attacks, but will half 
  the effect of fire and lightning spells. They are also very eager to 
  cause "Amnesia" on you. 
 
- Masa Gnome 
  = World Map: Laxisland 
 
- Melchom 
  = World Map: Sunset Peak 
 
- Melchom Lich 
  = The Abyss 
 
- Mushussu 
  = Nidhog Pass 
  Weak to ice, and they put you to sleep all the time. If you are lucky 
  they drop an alarm clock to protect you against that. 
 
- Myconid 
  = Ruins of Dreams 
 
* N * 
- Necrosaurus 
  = Dragon's Lair 
 
- Nosferatu 
  = The Abyss 
  Cast "Requiem".... You win. 
 
- Nybass 
  = Caging Tower 
  Masters of magic and they try to turn you to glass. 
  Weak to earth and light 
 
* O * 
- Oak 
  = Lunatic Garden 
  Masters of Paralysis 
 
- Obsidian Lizard 
  = The Abyss 
  Master of water and ice, weak to fire and lightning 
 
- Okypete 
  = Yggdrasil 
  They try to steal from you, only to run away the next turn. If you can 
  kill them before running away the stolen item will be in the loot. Please 
  note it might be in a trapped chest if other items drop as well. 
 
- Orc 
  = World Map: Little Twister 
  = The Unclean Mark 
 
- Orc Shaman 
  = World Map: Gunner's Heaven 
 
- Orc Warrior 
  = World Map: Gunner's Heaven 
 
* P * 
- Pillbug 
  = Fallen Sanctuary 
  When you meet any of these during the prologue session of Gallows, build 
  up at least 12 FP by shooting or taking damage and then kill them with 
  "Refridgerate". 
  After the prologue session, Clive and Jet can kill it easily and when you 
  get back in this place in higher level even Virginia will be too strong 
  for them :) 
 
 
- Premium Delphin 
  = Infinitum 
  Stronger version of Delphin. Oh cool :-/ 
 
- Pordage 
  = World Map: Clayborne 
  = World Map: Little Twister 
  = The Unclean Mark 
  They can rob you and disease you 
  Weak to Earth 
 
* Q * 
- Quox 
  = Deus Ex Machina 
  When it flies you can only hit it by magic attacks or Clive's Lock On 
 
* R * 
- Rachael 
  = Decaying Labyrinth 
  Weak to light and overall a weak opponent, but watch out, when your max 
  HP is reduced to 1 any enemy is dangerous. 
 
- Radiant  
  = Demondo Pillar Rear 
  Masters of light, weak to darkness. 
 
- Radiant Crystal 
  = The Abyss 
  Masters of light, weak to darkness. 
 
- Rat Monkey 
  = Decaying Labyrinth 
  Watch out, when you are at 1 HP, these guys go for a straight kill. 
 
- Rock Baboon 
  = Gemstone Cave 
  They hate Hodacs so they will always kill those first before killing you. 
 
- Ruby Lizard 
  = The Abyss 
  Master of fire, weak to ice 
 
- Rufflesia 
  = Dunes: General 
 
* S * 
- Sandcrab 
  = World Map: Survey Point #17 
  They name implies they're weak to wind, but they are weak to water. 
 
- Sapphire Lizard 
  = The Abyss 
  Master of Earth, weak to wind 
 
- Scorpius 
  = Sacrificial Altar 
 
- Skekmet 
  = Cradle of the Metal God 
 
- Shrieker 
  = World Map: Yggdrasil 
 
- Spartoi 
  = World Map: Jolly Roger 
  = Ruins of Memory 
 
- Stealth Stalker 
  = Nightmare Castle 
  Completely immune to phyiscal attacks, so beat them with Arcana or 
  summons 
 
- Strategy Guide 
  = The Abyss 
  I always knew you could better use a Free FAQ in stead of an expensive 
  Strategy Guide. 
  Comes in high numbers and prefers to use a lot of support magic. 
 
* T * 
- Thunderdrake 
  = Worldmap: Dragon's Lair 
  = Dragon's Lair 
  This one is immune to physical attacks, so Arcana will have to do the job 
  here. 
  As its names implies, it's a master of thunder, however it's not weak to 
  water as you might expect. 
 
- Toy Soldier 
  = Nightmare Castle 
  Weak to lightning 
 
- Twin Tail 
  = World Map: Humphrey's Peak 
  They often go crazy with "Grav" and that sucks, I tell ya. 
  They can also try to put you to sleep, but when you are on horses you are 
  immune to that. 
 
* U * 
- Undead Reptile 
  = Decaying Labyrinth 
  Weak to light and overall a weak opponent, but watch out, when your max 
  HP is reduced to 1 any enemy is dangerous. 
 
- Unknown 
  = Faraway Lands 
  Only magic attacks will hurt them and the spell "Devastate" in particular 
  works well on them. 
  They on their turn will turn you to bronze. 
 
- Unlucky 
  = The Abyss 
 
- Urchin Bug 
  = Survey point #17 
 
 
* V * 
- Vacuumon 
  = Faraway Lands 
  Their Grav is murder on your HP and also your VIT bar. They can also cast 
  "Eject" to bring you back to the start of this room. 
  They are weak to thunder so MAKE USE OF THAT!!! 
 
- Virsago 
  = Dragon's Lair 
  Weak to thunder. Sometimes they use "Eye for an eye" meaning they'll 
  counter all your attacks. 
 
* W * 
- Will-o'-the-Wisp 
  = Nightmare Castle 
  Comes in high numbers, are very very fast, but skip much of turns. 
  If you want a good oppertunity to see how much damage the guardian Luceid 
  can do, this can be a good oppertunity to try. 
  If you are very extremely lucky, you might get yourself a Light Ring from 
  these. 
 
- Wise Man 
  = The World's Footprint 
  When they come in numbers of 6 or more, maybe you can consider to do some 
  summoning practice... :) 
 
* Z * 
- Zaebos 
  = Fila Del Fia 
  Weak to wind and frost 
 
- Zazan Bronzo 
  = Dunes 
 
- Zohak 
  = The Abyss 
  Has all kinds of nasty status changes to put on you, and it can heal 
  itself 
  Weak to light 
 
- Zonedike 
  = Worldmap: Sunset Peak 
  They can lower your experience points.... Get rid of these ASAP. 
                                                                  BCK00000007
=============================================================================
Personal Skills 
=============================================================================
When you return to Halle after taking on the four basic guardians in Fallen 
Sanctuary she'll unlock this feature for you. 
You can set up your personal skills any time when in your Mediums Menu. 
 
Each Guardian has up to 3 skills you can activate. When you equip items on 
a guardian you'll gain extra. You can equip up to 5 items each medium, and 
so you can have a total of 8 skills per medium, making a grand total of 24 
skills per character. 
You should watch out by equipping items, when you remove them they'll be 
destroyed, so make sure you want to have that skill before you equip an 
item. 
 
Here's a list of all skills on alphabetic order 
 
- [Amnesia] Status Ward 
  = Item: Memo Pen 
  = Levels: 4 
  = PS Required: 1 
  = Effect: Raises protection against Amnesia, and you'll be completely 
    immune to it when you have 4 levels. 
 
- Arcana Blocker 
  = Item: Ebony Shadow 
  = Levels: 4 
  = Effect: Change to completely block any enemy Arcana spell. 
 
- ATT Blocker 
  = Medium: Aqua Wisp 
  = Item: Vambrace 
  = Levels: 2 
  = PS Required: 2 
  = Effect: Chance to completely block any physical attack 
 
- ATT Plus 
  = Item: Comet Mark 
  = Levels: 4 
  = Effect: More attack power 
 
- [Bronze] Status Ward 
  = Item: Holy Ankh 
  = Levels: 1 
  = PS Required: 1 
  = Effect: More protection against bronze. With 4 levels completely 
    immune. 
 
- Auto-Reload 
  = Item: Bullet Clip 
  = Levels: 2 
  = Effect: Chance to automatically reload your gun after shooting 
 
- [Confusion] Status Ward 
  = Item: Blue Bracer 
  = Levels: 4 
  = PS Required: 1 
  = Effect: Raises protection against Confusion, and you'll be completely 
    immune to it when you have 4 levels. 
 
- Counterattack 
  = Medium: Gale Claw 
  = Item: Arctic Blade 
  = Levels: 2 
  = PS Required: 2 
  = Effect: Allows the bearer to counterattack when taking physical damage. 
 
- Critical Hit 
  = Medium: Fiery Rage 
  = Item: Gunstar Sign 
  = Levels: 4 
  = PS Required: 2 
  = Effect: Increase critical hit rate. 
 
- [Dark] Ward 
  = Medium: Moon Speak 
  = Item: Dark Ring 
  = Levels: 4 
  = PS Required: 1 
  = Effect: Less damage from Darkness. At 4 levels immune. 
 
- DEF Null 
  = Item: AP Ammo 
  = Levels: 4 
  = Effect: There's a change when you attack an enemy its defenses are 
    completely ignored. 
 
- Defender 
  = Medium: Terra Roar 
  = Item: Lion Shield 
  = Levels: 2 
  = PS Required: 2 
  = Effect: When an ally is attacked, the bearer of this skill will jump in 
    from of him/her to take the blow in stead 
  = Note: In my guardian setup Virginia has this skill, but I never use it 
    for obvious reasons :P 
 
- [Death] Status Ward 
  = Medium: Cosmic Cog 
  = Item: Holy Grail 
  = Level: 4 
  = FP Required: 1 
  = Effect: Raises protection against instant kill. At 4 levels immune 
 
- [Disease] Status Ward 
  = Medium: Terra Roar 
  = Item: Hazel Sprig 
  = Levels: 4 
  = PS Required: 1 
  = Effect: Increase protection against Disease. When you have 4 levels in 
    it, you are immune. 
 
- Eagle Eye 
  = Medium: Cosmic Cog 
  = Item: Weather Vane 
  = Levels: 1 
  = PS Points: 3 
  = Effect: Party cannot get ambushed and bearer is protected against 
    fighting alone. 
 
- [Earth] Ward 
  = Medium: Terra Roar 
  = Item: Earth Ring 
  = Levels: 4 
  = PS required: 1 
  = Effect: Increase defense against Earth. When you have 4 levels you are 
    completely immune to it. 
 
- ECN Gauge Charge 
  = Item: Magic Candle 
  = Levels: 1 
  = Effect: After batter you recover more ECN points 
 
- Elemental Ward 
  = Item: Prism Crown 
  = Levels: 4 
  = PS required: 4 
  = Effect: Increase defense against all elements. On 4 levels none of the 
    elements can harm you. 
  = Note: When you have this skill it will make no more sense to have any 
    other elemental ward skills on. 
 
- EXP Boost 
  = Medium: Lucky Hand 
  = Levels: 4 
  = PS Required: 2 
  = Effect: For each level you get 0.1x extra experience by default. 
 
- [Fire] Ward 
  = Medium: Fiery Rage 
  = Item: Fire Ring 
  = Levels: 4 
  = PS required: 1 
  = Effect: Increase defense against Fire. When you have 4 levels you are 
    completely immune to it. 
 
- Finest Arts 
  = Item: Violator 
  = Levels: 4 
  = PS required: 2 
  = Effect: When you use "Gatling" at full FP and being out of bullets, 
    this skill will cause on the last blow ((Skill levels x 0.25) x Char 
    Level) x 1000 damage. I hope your mathematics is good enough to 
    understand how much damage that can be. 
 
 
- Focus 
  = Medium: Brave Seal 
  = Levels: 4 
  = PS Required: 4 
  = Effect: Protection against Paralysis, Sleep, Confusion, Bronze, Glass, 
    Instant Death 
  = You don't need any separate wards against the statusses named above 
    when you have this skill on. 
 
- Force Charge 
  = Medium: Hope Shard 
  = Levels: 1 
  = PS Required: 5 
  = Effect: When you guard you gain 25 FP. 
 
- FP Plus 
  = Medium: Lust Jaw 
  = Item: Force Unit 
  = Levels: 4 
  = PS Required: 2 
  = Effect: Each time you gain FP, you get as much extra FP to this as the 
    levels you activated. 
 
- FP Save 
  = Medium: Moon Spark 
  = Item: Elder Record 
  = Levels: 4 
  = PS Required: 2 
  = Effect: Each level reduces the FP you need to use Arcana by 1. 
 
- Gella Boost 
  = Medium: Lucky Hand 
  = Item: Pocketbook 
  = Levels: 1 
  = PS Required: 3 
  = Effect: 25% to receive double money after battle 
 
- [Glass] Status Ward 
  = Item: Soul Feather 
  = Levels: 4 
  = PS required: 1 
  = Effect: Protection to glass. When full set, you are immune 
 
- Green Thumb 
  = Item: Dried Flower 
  = Levels: 4 
  = Effect: Berries will do more healing than usual. 
 
- Gun Hero 
  = Item: Sheriff Star 
  = Levels: 1 
  = PS Required: 100 
  = Effect: Activates ALL personal skills regardless of the fact if you got 
    enough PS for all of them. 
 
 
- [Ice] Ward 
  = Medium: Aqua Wisp 
  = Item: Ice Ring 
  = Levels: 4 
  = PS required: 1 
  = Effect: Increase defense against Frost. When you have 4 levels you are 
    completely immune to it. 
 
- Initiative 
  = Medium: Flash Hit 
  = Item: 10-Gal Hat 
  = Levels: 1 
  = PS Required: 3 
  = Effect: Increase chance to get the initiative in battle 
 
- Innoculation 
  = Medium: Love Charm 
  = Levels:4 
  = PS Required: 3 
  = Effect: Protect against Poison, Disease, Misary and Amnesia. When you 
    have 4 levels on this you are completely immune. 
  = When you have this skill you can safely dismiss all other skills 
    protecting against the statusses named above. 
 
- Lifebringer 
  = Medium: Hope Shard 
  = Item: Golden Dawn 
  = Levels: 4 
  = PS Required: 3 
  = Effect: Skill Level times more effect from VIT bar 
 
- [Light] Ward 
  = Medium: Flash Hit 
  = Item: Light Ring 
  = Levels: 4 
  = PS Required: 1 
  = Effect: Raises protection to light, up to level 4 where you get immune 
 
- Luck Boost 
  = Medium: Lucky Hand 
  = Item: Missanga 
  = Levels: 4 
  = PS Required: 3 
  = Effect: Per level luck +1 
 
- [Misary] Ward 
  = Item: Heart Leaf 
  = Levels: 4 
  = PS Required: 1 
  = Effect: Raises protection to Misary, up to level 4 where you get immune 
 
- MTC Recovery 
  = Item: Dist Dims (dropped by Emperor Marduk) 
  = Levels: 4 
  = PS Requirement: 10 
  = Effect: As you walk you'll recover MTC points 
 
- [Paralysis] Status Ward 
  = Item: Blue Bracer 
  = Levels: 4 
  = PS Required: 1 
  = Effect: Raises protection against Paralysis, and you'll be completely 
    immune to it when you have 4 levels. 
 
- [Poison] Status Ward 
  = Medium: Fiery Rage 
  = Item: Moonstone 
  = Levels: 4 
  = PS Required: 1 
  = Effect: Increase protection against Poison. When you have 4 levels in 
    it, you are immune. 
 
- Power Cancel 
  = Item: Baselard 
  = Levels: 1 
  = Effect: Normally it costs 25 FP to cancel your actions. When you have 
    this skill it won't take FP at all. 
 
- Regeneration 
  = Medium: Brave Seal 
  = Levels: 1 
  = PS Required: 3 
  = Effect: Recovers HP when you go up a force level 
 
- Restoration 
  = Medium: Lust Jaw 
  = Levels: 1 
  = PS Required: 5 
  = Effect: Whenever you gain a Force Level all status changes will be 
    cured. 
 
- Resurrection 
  = Item: Talisman 
  = Levels: 4 
  = Effect: When you die, you must be revived automatically. 
 
- [Sleep] Status Ward 
  = Medium: Moon Speak 
  = Item: Alarm Clock 
  = Levels: 4 
  = PS Required: 1 
  = Effect: Ward off sleep. 4 levels = immune. 
 
- SOS Critical 
  = Medium: Hope Shard 
  = Item: Crisis Arm 
  = Effect: Low HP will raise your Critical Strike Rate 
 
- SOS FP Boost 
  = Medium: Love Charm 
  = Item: Prism Stick 
  = Levels: 4 
  = PS Required: 4 
  = Effect: Your FP goes up when you are low in HP 
 
- SOS Guard 
  = Medium: Cosmic Cog 
  = Item: Nine Lives 
  = Levels: 1 
  = PS Required: 3 
  = Effect: When your HP is getting low you'll automatically guard between 
    your actions 
 
- SOS Invisible 
  = Medium: Flash Hit 
  = Levels: 1 
  = PS Required: 5 
  = Effect: When your HP is getting low you'll become harder for the enemy 
    to see so they're less likely to target you. 
 
- SOS Power Boost 
  = Item: Power Boost 
  = Levels: 4 
  = Effect: When you are low HP your power will increase. 
 
- SOS RFX Boost 
  = Item: Cait's Boots 
  = Levels: 2 
  = Effect: When crittically wounded RFX will raise. 
 
- SOS Support 
  = Medium: Brave Seal 
  = Levels: 1 
  = PS Required: 2 
  = Effect: When low HP, you'll automatically cast ALL supportive spells 
    you have over yourself. 
 
- Status Guard 
  = Item: Amulet 
  = Levels: 1 
  = Effect: When you guard you cannot be hit by status changes 
 
- [Thunder] Ward 
  = Medium: Gale Claw 
  = Item: Thunder Ring 
  = Levels: 4 
  = PS required: 1 
  = Effect: Increase defense against Thunder. When you have 4 levels you 
    are completely immune to it. 
 
- Total Ward 
  = Item: Full Libra 
  = Levels: 4 
  = PS Required: 5 
  = Effect: Protects against ALL status changes 
  = When you have this skill equipped there's no point to have any separate 
    wards against status changes. 
 
- [Water] Ward 
  = Medium: Aqua Wisp 
  = Item: Water Ring 
  = Levels: 4 
  = PS required: 1 
  = Effect: Increase defense against Water. When you have 4 levels you are 
    completely immune to it. 
 
- Weakness 
  = Medium: Lust Jaw 
  = Levels: 4 
  = PS Required: 2 
  = Effect: Whenever you hit your enemy in its elemental weakness the 
    damage will be more. 
 
- [Wind] Ward 
  = Medium: Gale Claw 
  = Item: Wind Ring 
  = Levels: 4 
  = PS required: 1 
  = Effect: Increase defense against Wind. When you have 4 levels you are 
    completely immune to it. 
 
 
                                                                  BCK00000008
=============================================================================
Guardians 
=============================================================================
The guardians are very important. Without them all you can do is attack and 
use items. 
Your magic spells (otherwise known as "Arcana") and "personal skills" that 
set up all your defenses are that what keeps you alive. 
 
Of course you can decide to come up with a challenge as "Finish the game 
without using mediums" (Final Fantasy fans appear quite fond of that kind 
of useless challenges), even if you do a challenge like that, finding all 
mediums is a requirement to complete the game. 
 
There are 12 mediums in total to collect. Equipping them, gives you the 
possibility to summon the guardian in battle (which takes 1 MTC and uses up 
all your FP), it allows you to use Arcana (4 spells each guardian), and it 
gives you a basic set of 3 personal skills. 
The first 8 guardians you'll find have a "silver" medium, the last for 
guardians are gold mediums and will turn 2 mediums of your choice into 
gold, so at the end of the game you got 12 gold mediums. 
 
Let's sum up all guardians, shall we? 
 
GRUDIEV 
Medium: Terra Roar 
Summon: Planet Breaker Earth attack all targets 
Arcana: Petrify        10 FP Earth attack 
        Shield          8 FP Defense UP 
        Protect         8 FP Magic Resistance up 
        Decelerate      8 FP Enemy Speed Down 
Skills: [Earth] Ward   Protect against Earth 
        [Disease] Ward Protect against Disease 
        Defender       Take damage in stead of ally 
 
MOOR GAULT 
Medium: Fiery Rage 
Summon: Vapor Blast Fire attack all targets 
Arcana: Cremate        10 FP Fire attack 
        Devistate      20 FP Non-element attack 
        Fragile         8 FP Enemy Defense Down 
        Revive          8 FP Revive dead char to 1 HP 
Skills: [Fire] Ward    Protect against Fire 
        [Poison] Ward  Protect against Poison 
        Critical Hit   Critical Hit rate up 
 
SCHTURDARK 
Medium: Aqua Wisp 
Summon: Assault Tide Water attack all targets 
Arcana: Pressure       10 FP Water attack 
        Refridgerate   10 FP Frost attack 
        Heal           12 FP Heal an ally 
        Analyze         4 FP Show enemy data 
Skills: [Water] Ward   Protect against Water 
        [Ice] Ward     Protect against Ice 
        ATT Blocker    Block Physical attacks 
 
FENGALON 
Medium: Gale Claw 
Summon: Hi-Speed Ripper Wind attack all targets 
Arcana: Vortex         10 FP Wind attack 
        Inspire        10 FP Thunder attack 
        Turbulence     12 FP Dodge rate up 
        Quicken         8 FP Speed up 
Skills: [Wind] Ward    Protect against Wind 
        [Thunder] Ward Protect against Thunder 
        Counterattack  Allows bearer to counterattack 
 
CELESDUE 
Medium: Moon Spark 
Summon: Merciless Queen May half alle enemies' HP 
Arcana: Feeble Mind    16 FP Lower enemy's MGR 
        Sleep          10 FP Puts enemy to sleep 
        Eraser         12 FP Dispells supportive magic 
        Grav            8 FP May half enemy's HP 
Skills: [Sleep] Ward   Protect against Sleep 
        [Dark] Ward    Protect against Darkness 
        FP Save        Less FP need for Arcana 
 
STARE ROE 
Medium: Flash Hit 
Summon: Aegioedes Light attack all targets 
Arcana: Spectre        10 FP Light Attack 
        Clearance      10 FP Cure all status changes 
        Reflect        12 FP Bounce offensive magic back to caster 
        Valliant        8 FP Power up by loss of HP 
Skills: [Light] Ward   Protect against Light 
        SOS Invisible  When low in HP enemy will not target you 
        Initiative     More chance to gain initiative in battle 
 
CHAPAPANGA 
Medium: Lucky Hand 
Summon: Lucky Shot Pathetic damage on all targets 
Arcana: Hox Pox        18 FP Increase luck one level 
        Pickpocket     32 FP Tries to steal from enemy 
        Randomizer      0 FP Cast a random arcana you have* 
        Familiar        8 FP Unknown 
Skills: EXP Boost      Per set level +0.1 experience 
        Luck Boost     Per set level luck +1 level 
        Gella Boost    25% to get double money from battle 
*) Only the Arcana present on the character who has this medium equipped 
will be picked 
 
DAN DAIRAM 
Medium: Cosmic Cog 
Summon: System Chronos Stops time* 
Arcana: Banish          48 FP Kills one enemy instantly 
        Replay         100 FP See below ** 
        Escape           5 FP Escapes from battle if succeful 
        Reset          100 FP Resets this battle 
Skills: [Death] Ward   Protect against instant kill 
        SOS Guard      When low in HP you'll automatically guard 
        Eagle Eye      Prevents ambush or fighting alone*** 
*) Everybody in combat, allies as well as enemies will stop to move and 
only the one who summoned this guardian will be able to move. The duration 
of this time stop depends on how much FP you sacrificed to gain this 
effect. 
**) Cast on an ally, when he performs his move the spell records this an at 
the end of the turn that character will do the same move again. 
***) Only the bearer is protected against fighting alone. It can still 
happen to the others. Ambush is completely protected. 
 
 
RAFTINA 
Medium: Love Charm 
Summon: Sacred Blood Heals the party 
Arcana: Weaken          32 FP Create an Elemental Weakness * 
        Copy Ability    64 FP See below ** 
        Status Lock     38 FP Protection against statusses *** 
        Requiem         24 FP Destroy undead enemy 
Skills: Innoculation   Prot. Ag. Pois, Mis, Dis, Amne. 
        SOS FP Boost   More FP when you are low HP. 
        Life Charge    Heal yourself when you guard. 
*)You can pick one element to make the enemy weak against, and that element 
must be of another guardian you have equipped 
**)Replaces your arcana with moves your enemy has for the rest of the fight 
***)It says you are not protected against death, but that is not correct. 
Of course you will still get the status when you get to 0 HP, but instant 
kill moves are blocked by this. 
 
JUSTINE 
Medium: Brave Seal 
Summon: Justine Attack Instant kill, or that's what it's supposed to do. 
Arcana: Magnarize        32 FP Non Elemental attack 
        Synchronizer     48 FP ? 
        Distortion       24 FP Shield against all damage 
        Hyper            48 FP Attack power up 
Skills: Focus          Protect against Death, Paral., Sleep, Confus., 
Bronze, Glass 
        Regeneration   Recover HP when you go force level up. 
        SOS Support    When HP gets low cast all support spells on self. 
 
ZEPHYR 
Medium: Hope Shard 
Summon: Phantasmic Heart Non elemental attack on all enemies 
Arcana: Arc Impulse      32 FP Non Elemental attack 
        Attachment       48 FP Attach element to attack* 
        Permanence       24 FP Makes all support arcana permanent in stead 
of temporary 
        Exploder         48 FP Turn enemy into a living bomb. 
Skills: SOS Critical   Crit. Rate up on low HP. 
        Lifebringer    Doubles effect of VIT bar 
        Force Charge   Gain 25 FP when you guard 
*)You can pick one element and all physical attacks of the targetted 
playable character will have that element on them, and that element must be 
of another guardian you have equipped 
 
LUCEID 
Medium: Lust Jaw 
Summon: Dark Destruction Darkness attack on all enemies 
Arcana: Dark Matter      10 FP Dark attack 
        Lifedrain        16 FP Drain HP to recover your own 
        Dark Luceid      32 FP See below * 
        Curse            48 FP Removes resistance against status changes. 
(Riiiight). 
Skills: SOS Critical   Crit. Rate up on low HP. 
        Lifebringer    Doubles effect of VIT bar 
        Force Charge   Gain 25 FP when you guard 
*)Most enemies laugh at this spell, but for a very select few of them this 
spell is deadly. All of them have in common that they are resistant against 
all elements. 
 
 
                                                                  BCK00000009
=============================================================================
EX File 
=============================================================================
If you have been collecting EX File Keys you really may have been wondering 
where to use them, well here... 
 
None of these features are worth the trouble getting these keys for, but 
they a nice trophy to take a look at things here. 
The EX File can be created after you defeated the final boss, when you load 
this file you can access a few extra features depending on how many keys 
you collected. 
 
In basic goes that there are 15 keys, but when you got 8 or more you can 
take a look at all features (just reload the EX File when you run out of 
keys). 
 
 
The features are: 
 
        1: STATUS 
           = Requires 1 EX File Key 
           = Just a status screen as you had in-game, I don't see why you 
             needed a key for THAT! 
 
        2: OPENING MOVIES 
           = Requires 8 EX File Keys 
           = This feature allows you to view all variants of the opening 
             movies you normally get when loading save game. (This also 
             includes one with the Japanese soundtrack). 
 
        3: EXIT MOVIES 
           = Requires 4 EX File Keys 
           = This feature allows you to see the "Exit Movies" that you 
             normally get when you quit the game after saving your game. 
 
        4: NEW GAME + 
           = Requires 2 EX File Keys 
           = This featyre allows you to play the game again in which your 
             old levels and money is transferred into your new game. If you 
             found any Sheriff Stars (you can only obtain one per 
             playthrough) they will transfer to this new game as well. 
             Items and personal skills and such are not transferred, 
             neither are your ARMS upgrades. 
 
 
 
 
Now a quick list of all EX File Keys 
        1: Near Yggdrasil 
           = Search somewhere near the lake (you do need the Item Scope for 
             this one) 
 
        2: Sunset Peak 
           = Bump the clock 
 
        3: Martina van Basten 
           = Complete the Martina van Basten sidequest to obtain the key 
 
        4: Clive's little girl 
           = There are 11 Adventure books in the game, find them all and 
             read them all to Clive's daughter. 
           = Once you read all books to Clive's daugher, speak to her 
             normally and she'll give you the key. 
 
        5: Uncle Gob 
           = Explore the entire worldmap to 100% 
           = After you did this speak to Uncle Gob to get the key 
 
        7: Arioch 
           = Defeat Arioch 100 times to obtain the key 
 
        8: Ragu o Ragla 
           = Defeat both versions of Ragu o Ragla and you'll get this key. 
 
        9: Black Box 
           = Open all treasure chests in the game 
           = After that beat Black Box in Fortune Gear to obtain this key 
 
       10: Gunner's Heaven 
           = Defeat Bad News 
 
       11: Telepath Towers 
           = Destroy all telepath towers 
           = Destroy 5 UFOs in the Dunes 
           = Destroy 20 UFOs in the sky 
           = Destroy the Mothership in the sky 
 
       12: Black Market 
           = For sale for 9,999,999 gella. 
           = (If you beat Heimdal Gazzo, the price will drop to 4,999,999 
             gella) 
 
       13: Millenium Puzzles 
           = Solve all Millenium Puzzles 
           = Speak to the ticket guy at the Dune Canyon station to get the 
             key 
 
       14: Secret Garden 
           = Breed all crops to the max and Florina gives you this key 
 
       15: Nega Filgaia 
           = Steal the key from the final form of Nega Filgaia 
 
 
And that's there's all there's to tell about this one. 
                                                                  BCK0000000A
=============================================================================
Completists Notes 
=============================================================================
Some people are called completists, meaning they want to offer everything 
the game has to offer. 
I am not one of those, but I do know a few things that can help you if you 
want to be a completist. 
 
You can call yourself a completist if you try to achieve the next feats: 
- Complete all dungeons and sidequests 
- Have all characters at level 100 (max level) 
- You collect all EX File Keys (15 in total) 
- You obtain Migrant Level 20 and score al 4 Booster kits. 
- Open all treasure chests. 
- Have 999,999,999 Gella (maximum amount). 
- Have the entire world map explored 
 
There are some purists who also deem the next deeds to be a requirement, 
but these are impossible to check and the game creators didn't really take 
them into account for you either. 
- Find all treasures hidden in barrels and sort like stuff. 
  Problem with that is, that you can never check if you fulfilled that 
  achievement. And these treasures can also appear in disappearing 
  dungeons, making things even harder here. 
- Fight all enemies (and have them analyzed with the Analyze spell) 
  Problem here is that there's no monster album like in WA2, WA4, WA5 and 
  WAACF. So you can never tell if you completed that one. 
  There's no "Monster Island" in WA3 like in WA2, so monsters who are part 
  of disappearing dungeons disappear with the dungeon once you completed 
  it. 
 
 
Let's take this down per feat: 
- Dungeons and sidequests. 
  = Just check out the FAQ if you completed them all. Check out other 
    people's FAQs to make sure. 
 
- All characters to level 100 
  = Due to the +0.1% bonus on all skills this one is easy. Hunting for 
    "Creeping Chaos" (also known as "Hayonkontons" under the true Wild Arms 
    fans) is the best way to go for that. 
 
- EX File Keys 
  = There are 15 in total. They unlock things in the EX file you can create 
    upon clearing the entire game. They have no value in game, but they 
    mark a true adventurer. Check out my EX file key list for the ones I 
    found. 
 
- Migrant and ECN to max 
  = Check out the Migrant Seal and Booster Kit list for this one 
 
- Open all treasure chests 
  = This one is hell, but you can check things here. The black box in the 
    temple of Chapapanga tells you how many chests you opened and how much 
    you need to do to open them all. When you manage to open them all the 
    chest will become an optional boss. 
  = Chests located in Disappearing Dungeons only contain key items, such as 
    tools, so they needed to be opened any way. Random treasure cannot be 
    found in these. 
  = You cannot get all chests in one go as some are in spots for which you 
    don't have the tools available you need. Therefore you should come back 
    for those once you got all tools. See the "Come Back" section for more 
    information about that. 
  = When it comes to chests locked by duplicators. Are are EXACTLY as many 
    duplicators attainable as there are seals to open with them. 
 
- Max Gella. 
  = Takes forever, but if you can get your hand on Gella Cards, it might 
    help a lot. 
 
- Entire World Map explored 
  = Doing it is easy, but boring. Just fly over the place with Lombardia 
    and it's explored. On the map this will be colored. 
 
 
One last note. 
Obtaining all guardians is NOT a completist requirement. It's a requirement 
to finish the game, so don't mail me about having that one added here, ok? 
 
If you are a completist, here I told you everything I know... Happy 
hunting. ;) 
                                                                  BCK0000000B
=============================================================================
Silly Quotes 
=============================================================================
- Goblin: "No you go, gob" 
 
- Todd: "Was she referring to me?" 
 
- Maya: "It's posers like you that give female drifters such a bad rep." 
 
- Maya: "Oh, women have been walking proudly for quite awhile now, you just 
  need to date more!" 
  = (Maya speaks to Janus Cascade here when he wonders since women lost 
    their modesty). 
 
- Janus: "I just want to work efficiently here, even when I'm just buying 
  time." 
 
- Jet: "I'd say" 
  = In response to Virginia realizing she shouldn't have trusted Janus. 
 
- Clive: "Not all of us are, please don't associate me with him." 
  = In response when Virginia implies that men are all alike (all thinking 
    about sex, she means). 
 
- Kaithlyn: "But I still can't stand celery" 
 
- Malik: "Temper, temper!" 
  = Said in response when Melody is offended by one of Malik's remarks. 
 
- Melody: "Can you see me now, Clive Winslett?" 
  = Melody really couldn't get over Clive's lectures.... 
  = What I wonder is though, Clive never properly introduced himself to 
    Melody... How did she know his full name? 
 
- Clive: "It's like painting a lousy picture with expensive paint, and that 
  lousy painter, is you." 
 
- Gallows: "Wait! It's okay to take a look outside, but don't freak out, 
  okay?" 
 
- Leehalt: "What a laudable flower you are, but flowers are meant to bloom 
  then wither." 
  = Well, that's the oddest compliment Virginia probably ever received from 
    somebody. 
 
- Asgard: "It was as beautiful as a gem!" 
  Maya: "Gem?" 
 
- Romero: "It's because we don't have any social skill, like the boss." 
  = Oh Janus, did you really have to hit him for that one? :) 
 
- Halle: "I'm stupefied by your stupidity!" 
  = This is really my favorite line in the entire Wild Arms series :) 
 
 
 
                                                                  END00000001
=============================================================================
Copyrights - Terms of Use 
=============================================================================
This FAQ has been written by: Jeroen Petrus Broks 
Also known under the nicknames "Tricky", "Rachel" or "Rachel Peterson". 
 
 
(c) Copyright Jeroen Petrus Broks, all rights reserved 
 
Definitions 
= I, me, my refers to Jeroen Petrus Broks, otherwise also known as 
  copyright holder 
= You refers to the one reading or using this FAQ for any purpose. 
 
 
I give you permission to read, download, print, and distribute this FAQ 
freely under the next conditions: 
= The FAQ may not be modified in any way, not even a single byte. 
= You may never claim credit for my work. Ways credit the work to me when 
  you distribute it. 
= No payment may in involved in any sort of way. "Money to cover costs 
  only" in included as payment involved and thus not allowed. Goods or 
  services in exchange is also "payment"! 
= When you distribute it by means of a website, you may freely do so when 
  your site fits the site requirements. 
= When you want to translate this FAQ please read the translation 
  conditions 
 
 
 
 
Site requirements for hosting my FAQs: 
= Your site may not be listed on my "blacklist". Should your site end up 
  there, this also means that you'll have to remove all my work from your 
  site. 
= Your website may not require payments or memberships or anything. 
= I do allow the FAQ to be "included" in a pre-made html script with its 
  own css scripts and such, as long as the FAQ itself remains unmodified. 
= I don't mind advertisement on the pages that include my FAQ, but I do 
  strictly not allow the advertisement to cut through the FAQ itself. 
= Please no FLASH or stuff like that to display the FAQ 
= Your site may not be installing toolbars, have malicious javascripts, 
  virusses, adware, trojans or any other sort of malware or unwanted 
  software 
= Your site must be free of excessive popups. I don't mind a few, but would 
  I visit your site and Firefox warns me 5 or more popups being blocked I 
  speak of "excessive". 
 
Blacklisted (banned) sites: 
= Neoseeker.com 
 
 
 
I give you permission to translate my FAQ into any language, providing that 
= The site layout remains exactly the same and undamaged. 
= You translate as litteral as possible including this section 
= You don't take credit for the FAQ as your work. You are allowed to take 
  credit for your translation, but the original credit belongs to me. 
= Friendly request to provide a link to the original FAQ. 
 
 
 
 
When it comes to copying sections out of my FAQ into your own FAQs, I 
basically don't allow it, but I won't sue you if: 
= You give proper credit to me for everything you copy from me 
= You copy exactly 
= One or two sections are fine, but when I see four or more sections copied 
  I think things are getting excessive and then we have a problem. 
= Contributions I received to this FAQ were exclusively written for me and 
  may therefore NOT be copied to your own work, unless the writer 
  explicitly states he/she allows you to. 
= Copying my work into your own FAQ means you'll have to release your FAQ 
  under the same terms as I released mine under. (The copyleft principal). 
  The only exception is that you don't have to blacklist the same sites I 
  did. 
 
 
 
 
I keep the right to modify the terms above whenever I see fit without the 
obligation to make any sort of announcement about it. 
Using this FAQ for any purpose automatically means you agree. 
 
I hereby ban any party other than myself from denying any rights from you 
that I hereby granted to you. 
 
 
If you are unsure these terms are still valid please make sure to check if 
you got the latest version of it. 
The latest version of this FAQ can always be found at http://faq.tbbs.nl 
This is version 12.03, as of Jan 2012, all my FAQ are versions numbered in 
YY.MM style based on the calendar. 
 
 
Disclaimer: 
This FAQ has NOT been authorized by the official parties involved in the 
game. 
I do not take responsibility for any errors in the form of factial errors 
or spelling/grammar errors. This FAQ is released "AS IS". If you find any 
serious errors that need fixing, please see the contact section. 
                                                                  END00000002
=============================================================================
How to contact me? 
=============================================================================
 
If you want to contact me I recommend NOT to use my e-mail address. It's 
there because GameFAQs and other FAQ sites hosting my FAQ require it, but 
as with all e-mail addresses shown to the public on a website. It's 
completely full of spam, and I can NEVER guarantee how long it will take to 
read your mail, if I ever see it at all. I tend to change that adress on a 
regular ocasion in order to bother spammers. 
And thus I recommend that you go to my own website at http://faq.tbbs.nl 
and use the contact system the site has in place there. It will ALWAYS send 
your mail to an active mail address. 
 
Furthermore there are some mails that I regulary get and to which I "cba" 
to respond to them. Here is what I got to say if you got to tell me this: 
 
     MAIL: You know nothing of Wild Arms 3 
    REPLY: Indeed, that's why I wrote a  FAQ on it! You also got something 
           INTELLIGENT to say? 
 
     MAIL: Fix your English! 
    REPLY: If I spoke my own language you probably couldn't read it at all. 
 
     MAIL: Not to be rude, but your list doesn't cover even half of what it 
           should cover 
    REPLY: Such mails are worthless unless you give me the items I should 
           add. I'l even credit you for your trouble 
 
     MAIL: Hadsdajdkaskldandiwjoiudaojiwoidjowaijdw! 
    REPLY: Me not understand! I only speak English and Dutch I will accept 
           German, but I'll reply in English 
 
     MAIL: I got the best viagra for sale 
    REPLY: If I would actually NEED that stuff, I'd go to a pharmacy! Thank 
           you for your trouble. 
 
     MAIL: Your boss strategy doesn't work, dick! 
    REPLY: Then send me yours, dick! 
 
     MAIL: Some bosses you brand hard are easy. Some gamer you are! 
    REPLY: On paper one's always more careful than in reality! I always 
           take so-called "noobs" in mind when I write my FAQs. 
 
     MAIL: You suck in levelling up! 
    REPLY: You need to level up? Some gamer you are!There are two things I 
           hate. Wasting time and cheating!Constant levelling up falls in 
           both categories in my humble opionion 
 
Okay that's the kind of mail I don't wish to get, and which I already 
replied to by now. 
I do understand that you don't agree with me on some points, or that I 
forgot the cover parts. 
I'm human, errors are as much my nature as they are yours. 
If you find some errors, mail me in a civil way and I will update my FAQ 
(when I got the time) and credit you for your trouble. 
That's the way I work. No need to get offensive, is there? 
 
 
 
*** END OF DOCUMENT ***