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Wild Arms 3
Full FAQ/Walkthrough
Playstation 2
By: Cyril [Stephanie Nutter]
ffantasyxgears@msn.com
Version .80

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¯=_=¯=_                       Table of Contents                        ¯=_=¯=_
 
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Section 1:  Introduction
Section 2:  Basics
Section 3:  Characters
Section 4:  Walkthrough
     
     Prologue:

Virginia
Jet
Gallows
Clive

     Chapter 1:

Beginnings
Guardians
Enemies or Allies?
Arrivals
Drifters

     Chapter 2:

A Hive of Scum and Villainy
Playing Hero
Playing in the Sand
Ouch!
A Tale of Two Dungeons
Faraway Pasts
Sand Dancer
All work and no play...
Home Again
The Last Guardian Shrine
Three for the Price of Two
Life

     Chapter 3:

Demolition
A Few Side Quests
Histories
Research
Gunners Heaven
Capture
Lombardia
Teardrops
Infiltration
Deus Ex

     Chapter 4:

Brotherly Love

Section 5:  Bosses
Section 6:  Optional Dungeons
Section 7:  Optional Bosses
Section 8:  Coordinants
Section 9:  World Map Items
Section 10: Millenium Puzzles
Section 11: Telepath Towers
Section 12: ARMS
Section 13: Music Guide
Section 14: Song Lyrics
Section 15: Closing
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¯=_=¯=_                         Introduction                           ¯=_=¯=_ 

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Welcome to Cyril's Wild Arms 3 FAQ/Walkthrough.  This guide is meant to help 
you through all of the game, step by step.  Its all hand written through 
notes, so all the information is correct, and if its wrong, Email me, and I'll 
fix it.  

Also, I have taken a different approach with this guide then I have my 
others. Since Wild Arms 3 has an in game compus running constantly, I wont be 
telling you to run left, then go right at the intersection.  Rather, I will be 
telling you what direction, north, east, south, or west, to run.  It will be 
harder for me to write, but easier for you people who like to change the 
camera angels to follow.

As always, I expect criticsm, so feel free to Email me with any comments, 
complaints, or compliments you may have.  If you have any questions, feel free 
to Email me, but look in the Contact information section of the guide before 
doing anything else. 

Also, like in any FAQ, you can use Control (ctrl) + F to search around 
to get to the point you want faster.  All you do is need to type in the name 
of the section (namely, Table of Contents, Introduction, Usage, Characters, 
ARMS Parameters, and Closing) to get to that section.  This FAQ isn't exacly 
large, but I know some of you lazy people out there might like to use this.

PS: I made this FAQ off the US version of the game, but can be used in the 
other versions.  

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¯=_=¯=_                           Basics                               ¯=_=¯=_ 

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This section is going to run over all the basics of Wild Arms 3.  This is best 
recommended for players new to the series, or RPGs in general.  This section 
goes over the battle, field, and menu commands, as well as the controls.  

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-=-=                            Controls                                 --=-=

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This sub-section (damn I feel like I am saying the same thing over and 
over..I'll try and be more innovative next time) is for the controls.  Its 
really quite simple.  Just dont ask me to make an Ascii controller...I am not 
into all the prettiness like everyone else is.  

Take note that this is the default control scheme, and you can change it when 
you set your configurations.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Left Analog Stick/Directional Buttons:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This, like in every other video game, moves your characters.  Pressing it in 
the direction you want to go will make the character move.  Using the Analog 
stick is easier to move, but the directional buttons are better in battle, and 
on the menu screen; as they are more precise. 

=-=-=-=-=-=-=-=-=-=-=-=-
The Almighty 'X' Button:
=-=-=-=-=-=-=-=-=-=-=-=-

 _
|X|
 ¯

^That is your god.  Worship it.

This the the Almighty X button. Worship it.  Actually, X is the main command 
button in Wild Arms 3.  It allows you to do basically everything.  Its usually 
called the 'action' button.

----------------------
In Towns and Dungeons:
----------------------

*It allows you to talk to people when you are facing them.

*It allows you to examine objects, and get items or messages from them.

*It allows you to sprint (this is evil in some Millenium Puzzles and tricky 
areas).

*It allows you to push, pull, or do anything else. 

-----------------------------
In the Menu or Battle screen:
-----------------------------

*Allows you to select commands.

*Basically a 'Yes' button.

=-=-=-=-=-=-=-=
The 'O' Button:
=-=-=-=-=-=-=-=

The O button is the button that contradicts the Almighty X button.  When the X 
button is Yes, the O button is No.

----------------------
In Towns and Dungeons:
----------------------

*Allows you to avoid random encounters when you have enough points on your 
encounter gauge.

-----------------------
In the Menu and Battle:
-----------------------

*Allows you to cancel commands, or get off a certain screen.

*Basically the 'No' command.

=-=-=-=-=-=-=-=-=-=-
The 'Square' Button:
=-=-=-=-=-=-=-=-=-=-

The Suqare button is the second most used button, other then the Almighty X 
button.  It works to search areas, and use tools.  Imperative for all the 
puzzles in the game.  

----------------------
In Towns and Dungeons:
----------------------

*Allows the use of the current 'Tool' of the character at the head of the 
party.

-----------------
On the World Map:
-----------------

*Uses the 'Search' command.  It basically flashes out a pretty green light, 
and searches the area around you for items, towns, dungeons, etc. This is one 
of the most used commands in the game.  

-----------------
On the Sandcraft:
-----------------

*Allows you to  head to Jolly Roger on Auto-Pilot.

=-=-=-=-=-=-=-=-=-=-=-
The 'Triangle' Button:
=-=-=-=-=-=-=-=-=-=-=-

The Triangle button allows your party to access the menu screen.  We all know 
what we can do from there...

--------------------------------------
In Towns, Dungeons, and the World Map:
--------------------------------------

*Allows you to view/access the menu screen.

----------
In Battle:
----------

* Allows you to see item, Arcana, etc. descriptions.

-------------------
On the Menu Screen:
-------------------

* Allows you to see item, Arcana, etc. descriptions.

=-=-=-=-=-=-=-=-=-=-=-
The R1 and L1 Buttons:
=-=-=-=-=-=-=-=-=-=-=-

These buttons allow you to see what you are, where you are, and what you are 
doing.  They rotate the screen.

--------------------------------------
In Towns, Dungeons, and the World Map:
--------------------------------------

*They rotate the screen so you can view different camera angles.

=-=-=-=-=-=-=-
The R2 Button:
=-=-=-=-=-=-=-

The most useless button, when pressed along with the 'X' button, allows you to 
search for objects around you.

----------------------
In Towns and Dungeons:
----------------------

*Press R2+X and you will search for items around you.  Such a signs, and other 
puzzle related objects.

=-=-=-=-=-=-=-
The L2 Button:
=-=-=-=-=-=-=-

This button changes characters.  it is a faster alternative to some of the 
other buttons that change characters, and works well when you are doing a 
puzzle that requires rapid changing of characters.

--------------------------------------
In Towns, Dungeons, and the World Map:
--------------------------------------

*Allows you to change characters.  

=-=-=-=-=-=-=-=-=-=
The 'Start' Button:
=-=-=-=-=-=-=-=-=-=

This button allows you to change your characters' Tools.  This is required 
later in the game when you need to use different tools to get through harder 
puzzles.

--------------------------------------
In Towns, Dungeons, and the World Map:
--------------------------------------

*Allows your party to change 'Tools'.  Also changes characters if you select 
the tool of a character not at the head of your party.

=-=-=-=-=-=-=-=-=-=-
The 'Select' Button:
=-=-=-=-=-=-=-=-=-=-

This button is only functionable on the world map, and it only works if you 
have the World map item.  

-----------------
On the World Map:
-----------------

*Allows you to view the world map.

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-=-=                             Battle                                  --=-=

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Battles, like any normal RPG, are the main focus of the game (other then the 
story, of course).  You will fight hundreds upon hundreds of battles by the 
end of the game, and you will be so sick of them by the end that you will just 
want to slaughter everything and be done with it.

This section is meant to help you when you are starting the game, and have no 
idea how to fight battles.  This will also help you if you need to have a 
certain part of the battle screen or commands cleared up.  

Battles start off with each of your four characters standing ready.  There 
will be five commands from here:

Medium
Auto-Battle
Formation
System
Get Ready

Each of these has its own uses.

=-=-=-=
Medium:
=-=-=-=

Medium is what you would usually do before battle, but if you are going to be 
fighting a strong enemy who uses a lot of elemental attacks, and you only have 
status wards equipped, you would want to move your personal skill points back 
onto the status wards.  You can also change mediums from one character to 
anotherin this command. Its just like the same Medium command you have in the 
menu screen.  

=-=-=-=-=-=-
Auto-Battle:
=-=-=-=-=-=-

Auto-battle will help you a lot in the long run.  It lets the AI do the 
fighting for you.  You will have three choices:

Manual: You can select the characters commands.
All Out attack: Character only uses physical attacks.  Best on characters like 
Clive and Jet. 
Balanced: Character will use Physical attacks, magical attacks, items and 
skils to heal the party of kill off the enemies.  This is best on a character 
like gallows and Virginia.

Use this command on normal enemies if you are mad at random encounters. 

=-=-=-=-=-
Formation:
=-=-=-=-=-

Formation stands for the order you select commands for your party.  If you 
want to select commands for Clive before Virginia, you can change the 
formation.  This is probably the least useful of the commands.

=-=-=-=
System:
=-=-=-=

System is for setting your system prefrences.  You can set just about 
everything here, from controls, to the button configuration, you can do about 
anything here.  

=-=-=-=-=-
Get Ready:
=-=-=-=-=-

This is the main command that you will choose in battles.  This allows you to 
choose commands for your party members.  This is basically what allows the 
flow of battle. 

------
Shoot:
------

Shoot is in the center of the 5 commands.

This command allows you to attack physically.  When your character runs out of 
bullets, this will turn into a white hand and they wont shoot, but rather 
attack with their ARM(s).

------
Guard:
------

Guard is on the bottom of the five commands.

This command allows you to reduce the damage taken from all attacks.  This 
also allows you to reload ammunition if you ran out, or are going to use 
Gatling and need full ammo.  You use this more in WA3 then in normal video 
games.

-----
Item:
-----

Item is on top of the five commands.

This command allows you to use one item on one party member. Scroll down to 
see all the items you can use. You will use this a lot more in WA3 then you 
would in normal video games.

----------------
Force Abilities:
----------------

Force is on the left of the five commands.

This command allows you to use each characters Force abilties these include 
the personal ability, Gatling, and summoning a Medium in battle.  The personal 
ability changes with the character, and you can summon one medium for all FP.

-------
Arcana:
-------

Arcana is on the right of the five commands.

Arcana is basically magic.  You can use Arcana if you have enough FP to use 
the spell.  depending on what mediums you have equipped, you can use different 
Arcana spells.

=-=-=-=-=-
In Battle:
=-=-=-=-=-

After choosing your battle commands, you wil watch the battles go out.  What 
character goes first depends on the speed of the character.  A character with 
faster speed will go first then say and enemy with slow speed.  

This is USUALLY how batles will go:

Virginia
Jet
Enemies
Gallows
Clive

But of course, all enemies are not that slow, or that fast.  But that is the 
formation of battle that you will see 80% or more of the game. 

=-=-=-
Stats:
=-=-=-

Now that we have battle speed out of the way, we have damage.  Damage is 
dtermined by your ATTACK stat and how much damage you recieve is based off 
your DEFENSE stat.  The higher both are, the higher damage you do, and the 
less damage you take, respectively.  Also, enemies with high attack and 
defense will be able to do the same to you.  Some enemies have high physical 
defense, but low magical defense.  You need to plan accordingly, and be 
prepared for every situation before battle.

There are a lot of other stats as well.  AIM shows if you are going to hit an 
enemy or not, and REFLEX gives you the ability to dodge attacks. An enemy with 
high AIM and low reflex will hit often, but not dodge atacks.  If he has low 
AIM and high reflex it will be hard to hit him with physical attacks, but his 
attacks wont hit often.  

And remember that there is a difference between magic defense and physical 
defense.  Magical defense defends aainst magic, and physical defense defens 
against physical attacks.

LUCK may actually be the best stat.  The higher luck you have, the better 
chance you have for doing a lot of things.  Namely, doing critical hits in 
battle, dodging attacks, and opening chests after battle.  

=-=-=-
Other:
=-=-=-

You will notice that in battle, there will be a command that 
says "Challengable".  This is a very important command.  When you see this, 
you can press O to stop that command and make a completely new command to do.  
Take note that this costs 25 FP though, and you wont be able to do it 
otherwise. But this skill can save your life, if you use it properly.  This is 
usually called Inertia Cancel.

Also, certain enemies have elemental weaknesses and strengths.  If an enemy is 
strong versus Earth attacks, then earth wont do as much damage (if not any) to 
them.  And if that same enemy was weak versus Wind attacks, the damage would 
rise.  It is very important to try and find an enemies' elemental weakness in 
battle. 

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-=-=                            Status Effects                           --=-=

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Status attacks are evil.  They are very, very evil.  And in Wild Arms 3 you 
get attacked by abnormal statuses a lot more then you do in any normal game.  
You should have at least 20 items that cure status effects in your inventory 
throughout the entire game.

The 'Item to Recover' is the item that heals the staus effect.  The 'Personal 
Skill Item' is the item that gives you prevention to the status effect through 
Mediums and personal skill points.  

=-=-=-=-=-=-=-=-=-=-
Amnesia:
=-=-=-=-=-=-=-=-=-=-

-----------------------------
Item to Recover: Toy Hammer
Personal Skill Item: Memo Pen
-----------------------------

Amnesia stops your character from getting EXP from a battle.  this skill is 
especially annoying if you are fighting a boss or any other enemy who gives 
you a lot of EXP.  You need all the EXP you can get, and this skill stops you 
from getting it.  Annoying, but not deadly. This status effect lasts after 
battle.

=-=-=-=-=-=-=-=-=-=-
Poison:
=-=-=-=-=-=-=-=-=-=-

-------------------------------
Item to Recover: Antidote
Personal Skill Item: Moon Stone
-------------------------------

Poison will probably the most annoying status effect.  Poison removes 1/5 of 
your characters' Max HP at the end of each round, meaning that a character at 
full HP can die in 5 rounds if not cured or healed.  This status also makes 
you lose HP when you walk in the field screen, and lasts after battle.  

=-=-=-=-=-=-=-=-=-=-
Disease:
=-=-=-=-=-=-=-=-=-=-

---------------------------------
Item to Recover: Medicine
Personal Skill Item: Hazel Spring
---------------------------------

This can be an evil status effect.  A chaacter hit with disease can not be 
healed.  Yes you heard me, he can not be healed.  Not by items, Arcana, or by 
VIT.  His HP and status will be removed if you stay at an inn, but still, this 
is just one of those...ugh status effects.  And in battle, the character can 
only attack, defense and use force abilities.  He or she/can not use Items, or 
Arcana.  This status is especially annoying if you can't heal it.  It lasts 
after battle.

=-=-=-=-=-=-=-=-=-=-
Misery:
=-=-=-=-=-=-=-=-=-=-

-------------------------------
Item to Recover: Peppy Acorn
Personal Skill Item: Heart Leaf
-------------------------------

This staus effect wont let you use anything that has to do with FP.  So no 
Force Abilities or Arcana.  You can use items though, so its better then 
Disease.  Annoying, but you can heal yourself easier then with some statuses.  
This remains after battle.

=-=-=-=-=-=-=-=-=-=-
Sleep:
=-=-=-=-=-=-=-=-=-=-

--------------------------------
Item to Recover: Breath Mint
Personal Skill Item: Alarm Clock
---------------------------------

Sleep is annoying.  Your character can not make any ommands or take any turns 
when he is asleep.  Your character will wake up after he or she recieves 
damage. This status will not last after battle. 

=-=-=-=-=-=-=-=-=-=-
Confusion:
=-=-=-=-=-=-=-=-=-=-

--------------------------------
Item to Recover: Pinwheel
Personal Skill Item: Clear Chime
--------------------------------

Confusion, like in all other games, is as deadly azs it is annoying.  And 
whats worse, in Wild Arms 3, you can not heal it with physical attacks.  If a 
strong character, like Clive or Jet attacks a weaker party member (like 
Virginia) they can easily do 3 times or more damage then the normal enemies.  
You should cure this immediatly, even using innertia cancel.

=-=-=-=-=-=-=-=-=-=-
Bronze:
=-=-=-=-=-=-=-=-=-=-

-------------------------------
Item to Recover: Magic Cleanser
Personal Skill Item: Ankh
-------------------------------

Bronze is an odd status effect.  When your character is turned to bronze, he 
has 5 turns (including the one he was turned in) or else he will become a 
statue.  During the time between the 5 turns and 0, the character will go 
last, no matter what.  Even fast characters like Jet and Virginia will go last 
when they have this status on them.  If you are turned to bronze, your 
character wont take any damage, but he wont be able to move, either.  If your 
entire party is set to bronze, the game is over.  

=-=-=-=-=-=-=-=-=-=-
Parasylisis:
=-=-=-=-=-=-=-=-=-=-

--------------------------------
Item to Recover: Pixie Dust
Personal Skill Item: Blue Bracer
--------------------------------

This skill, like KO and sleep, will not allow your character to move, or take 
any actions.  Unlike KO though, your party wont die if they are all 
paralyzed.  When paralyzed, your character can not enter any commands, or 
dodge atacks.  This status effect usually lasts around 3 rounds.  

=-=-=-=-=-=-=-=-=-=-
Glass:
=-=-=-=-=-=-=-=-=-=-

---------------------------------
Item to Recover: Seed Powder
Personal Skill Item: Soul Feather
---------------------------------

Glass is one of the odder status effects.  basically, for a single turn (the 
turn you are turned to glass, and the turn after) you are completey immune to 
magical attacks, but you will not be able to act.  It is rather like an 
adavaced parasylisis. Take note, that if you are attacked physically in this 
time, your character will be instantly slain.  it is rather a double edged 
sword.  

=-=-=-=-=-=-=-=-=-=-
KO (Death):
=-=-=-=-=-=-=-=-=-=-

-------------------------------
Item to Recover: Revive Fruit
Personal Skill Item: Holy Grail
-------------------------------

First off, the Holy Grail will NOT stop you from dying.  it just stops you 
from being killed instantly.  Instant death is an evil status effect, as you 
will learn.  KO is like an advanced parasylisis.  Your HP will be set to 0, 
and you can not act, or move until your HP is restored.  And when your HP is 
restored, it will only be at 1/4 of max until you heal, so that is a dangerous 
time for the character.  The instant death status effect basically instantly 
kills a member (or members) of your party.  And remember, if your entire party 
is KOed, the game will be over.  

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-=-=                             Field Screen                            --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The field screen is any screen other then the world map, battle, or menu 
screens.  This counts for dungeons, towns, ruins, etc. Anything where you can 
interact is technically a field screen.

=-=-=-
Towns:
=-=-=-

Towns are the main safe hevens in Wild Arms 3.  You will not get into any 
encounters when strolling through a town.   There will be people to talk with, 
and people to interact with as well.  Towns are also an excellent way to stock 
up and prepare yourself for dungeons ahead. 

-----
Inns:
-----

Inns are one of the most frequently used facilities in the game.  When you pay 
to spend the night at one, your HP, MPC, VIT, and status will be restored 
completely.  The cost to stay at one rises each time you level up, so be 
warned.  

-----------
ARMS Shops:
-----------

ARMS shops are a place where you can upgrade the stats on your ARMS.  Using 
these shops is almost required, as ARMS greatly increase stats, and the 
characters' performance in battle.  You should check out the shop every time 
you enter a new town. 

----------
Item Shop:
----------

In some towns, you will see a strange man in green.  This man is called 
Roykman.  He will sell you items and weapons.  When you want to buy items, 
select buy, and then he will give you a full inventory of status haling, and 
other items.

You can buy all items in white.  If you dont have enough money for certain 
items, the object will be in grey.

=-=-=-=-=-=-=-=-=-
Roykman Inventory:
=-=-=-=-=-=-=-=-=-

Antitidote     20
Medicine       10
Pixie Dust     40
Pinwheel       60
Toy Hammer     10
Peppy Acorn    40
Breath Mint    40
Seed Powder    20
Magicleanser   40
Call Whistle  100
World Scren 5,000*

*You can only buy the World Screen item once.  But luckily, you wont be 
needing more then one of them.  

=-=-=-=-=
Dungeons:
=-=-=-=-=

Dungeons are what you will most frequently be visiting in Wild Arms 3.  There 
are more of them then any other field screen in the game.  Because you are in 
them so often, I will give you a basic rundown of what to expect.  Take note 
that there will be no puzzle solutions here; I will save those for the 
walkthrough. 

-----------
Encounters:
-----------

As I explained earlier, you will get to random encounters in dungeons.  You 
can tell that you are going to get into a random encounter when a exclamation 
point (!) appears over the top of your characters' head.  These exclamation 
points come in three colors:

White
Green
Red

Each color has a specific meaning.  

Now when anywhere, take a look at that weird gauge in the top corner of your 
screen.  That is called the encounter gauge.  With Wils Arms' 3s encounter 
system, you can dodge encounters by pressing the O button when you see one of 
these exclamation points.  

The exclamation point will not turn green until you have a higher Migrant 
level (raised by Migrant seals found throughout the entire game).  This means 
that dodging the encounter will not cost any points on that gauge, the ECN. 

When the gauge is red, two things can happen, each depending on your current 
ECN points.  If the gauge is too low, and you wont be able to stop the battle, 
then the exclamation point will be red.

The second red exclamation point is far more dangerous.  You will usually 
start seeing these in Chapter 2. There are two things that can happen with a 
red exclamation point. Either your party will be back attacked (and the 
enemies have an entire turn on your party), or ONE party member will have to 
fight the battle alone.  For 3 rounds the party member will be alone, and at 
the enemies' mercy. This is very bad. Try to avoid both of these for your own 
sake.  

-----
Gems: 
-----

In dungeons, you will notice oddly colored gems.  These gems, found in White 
and orange, are always beneficial to your party.  The White gems restore some 
points on your parties ECN gauge, and the Orange gems restore some points to 
your parties' VIT.  Very useful.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Menu Screen                              --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The menu screen is where you will do all of your party preparations for 
dungeons and battles.  The menu screen is also one of the more used screens in 
the game.  Take note that to get to the menu screen, you have to press 
Triangle (in the default control settings).

=-=-=-
Items:
=-=-=-

The item screen is the command on the far left of the menu screen.  Here, you 
can rearrange items, and use them as you see fit.  There are three commands on 
this screen.

----
Use:
----

This is the command that lets you use any items you have in your inventory.  
You can not use items that are greyed out, only 'white' items.  You can search 
through an items description by pressing the Triangle button, to see what the 
item does.  Scroll up and down, and press X to use the item. 

-----
Move:
-----

This allows you to rearrange items as you se fit.  This is the long route to 
rearranging them, but it works nontheless.  

-----
Sort:
-----

This automatically sorts your items for you.  This is definitely useful when 
you have a wide variety of items and you don't have the time to move them all 
into their proper places. This is especially good for battle items and the 
like.  Use this often.

=-=-=-=-
Mediums:
=-=-=-=-

This second command allows you to equip, change, or invoke mediums.  This is 
an area you have to master to completely master the game.  

-------
Invoke:
-------

This command allows you to invoke, or equip a medium on a character.  To do 
this, select this command, and then chose what character you want to invoke a 
medium for.  Then you should have a list of what mediums are available, and 
what mediums the character has equipped.  Select what medium you wish to 
invoke (or remove) by scrolling up and down, and then press X. 

The stat changes are shown on the left side of the screen.  

----------------
Personal Skills:
----------------

This comand allows you to set and choose personal skills for a character to 
have and equip.  When you choose personal skills, your list of 4 characters 
will be shown, as well as the PS available for use out of the PS abailable 
period.  You gain 1 PS skill point when you gain a level.  

Now that you can see the skill points, you know if you can equip skills on 
that character or not.  Scroll up or down to the character that you want to 
set skills for, and then press X.  You will now be shown a screen. This screen 
is for setting skills.  Take note that there willonly be skills to set if the 
character has a medium invoked.  

When you see some skills, scroll over to the one you want, and you should see 
how much FP it costs to make one level of that Skill.  (Its in the top right 
corner of the screen).  If you have enough, press X, and set one level of the 
skill.  You can set up asmany levels as the game allows you to with the 
skill.  Some skills only allow one level, and others allow four.  
Those 'blocks' show how many levels you can power the skill up.  

------
Equip:
------

This area is for equipping mediums with items.  The items you quip on a medium 
gives extra personal skill skills(eh?).  So if you were to equip a Clear Chime 
on one medium, the character equipped with that medium would have a Confusion 
Ward personal skill.  Take note that these are permanent, and that if you 
remove the item, the item WILL be lost forever.  You wont be able to get it 
back.  So chose wisely when choosing what items to place on Mediums. 

Mediums can only equip 5 skills.

=-=-=-=-=-=-
Auto-Battle:
=-=-=-=-=-=-

Auto-battle will help you a lot in the long run.  It lets the AI do the 
fighting for you.  You will have three choices:

Manual: You can select the characters commands.
All Out attack: Character only uses physical attacks.  Best on characters like 
Clive and Jet. 
Balanced: Character will use Physical attacks, magical attacks, items and 
skils to heal the party of kill off the enemies.  This is best on a character 
like gallows and Virginia.

Use this command on normal enemies if you are mad at random encounters.

=-=-=-=-=-
Formation:
=-=-=-=-=-

Formation stands for the order you select commands for your party.  If you 
want to select commands for Clive before Virginia, you can change the 
formation.  This is probably the least useful of the commands.

=-=-=-=
Status:
=-=-=-=

This command lets you see each characters' status.  You can see their luck, 
and all of their other attributes with this command.  You can use the 
directional buttons to switch pages.  Each page has different information on 
it.

-------------------
Stats:
-------------------

LVL: This is the characters current level.  Raised by getting more EXP.

HP: Characters Current HP/Max HP.

FP: Characters FP at the start of a battle.  Goes up one point when you level 
up.

VIT: Current VIT/Max VIT. VIT allows your character to resotre HP after battle.

MTC: Material count.  If you have 1 or more of these points, you can 'Summon' 
a medium in battle. Summoning a medium costs all FP.  This can only be 
restored by sleeping at an inn.

EXP: The characters' total experience.

NXT: This is next.  The less numbers here the better.  Shows how much EXP 
until you reach the next level.  

ARM: The name of the ARM your character uses.  

-------------------
Parameters:
-------------------

ATT: Attack.  This shows how much damage your character does physically when 
he or she attacks. 

DEF: Defense.  The higher this stat is, the lower physical damage the 
character will take in battle. 

MAG: The higher this stat is, the more damage the character does with magical 
attacks.  Also the higher the stat is, the character will heal more HP with 
heal spells. 

MGR: Magic Resistence.  Basically magic defense.  The higher this stat is, the 
less damage the character will take from magical attacks.

RFX: Reflex.  The higher this parameter, the better chance a character has to 
dodge attacks.  Also, the higher it is the faster the character will be in 
battle.  A character with high RFX will go earlier in the battle turn then 
someone with lower RFX.

AIM: Self-explanitory.  The higher this is, the better chance your character 
will hit the enemy with a physucal attack.

LCK: With a higher LUCK stat, your character will have better chance getting 
pre-emptive attacks, and have more of a chance of doing critical hits in 
battle.

-------------------
Personal Skills:
-------------------

Here, you can view the personal skills that a character has equipped, and can 
use all around.  Only skills in yellow are ones that the character has 
equipped.  

-------------------
Arcana:
-------------------

This area lets you view the arcana a character can use in battle, and its FP 
cost.  

-------------------
ARMS:
-------------------

This lets you view what your characters' ARM(S) parameters are.  These can 
only be changed in an ARMS shop.

=-=-=-=-
Options:
=-=-=-=-

This command lets you set your in game options to suit your styles.  Most 
people use default, but if you want to change them, this is the command you 
will choose. 

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¯=_=¯=_                         Characters                             ¯=_=¯=_ 

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This section is devoted to the playable characters in Wild Arms 3.  I will 
give you a basic rundown on each characters, strengths, weaknesses, bio, 
battle abilties, and ARM abilities.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Virginia                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Virginia is the kind hearted young woman who became a drifer looking for her 
father.  She has a strong sense of 'justice' and will take donw all the bad 
guys as necissary.  Sadly, she is green, and tends to trust the wrong people. 

=-=-=-=-=-=-=-=-=-=-
Virginia In Battle:
=-=-=-=-=-=-=-=-=-=-

In battle, Virginia's Force skill is one of the most useful in the game.  Its 
called Mystic, and allows you to use items on your entire party.  That means 
you can heal your entire party in one turn, using ONE (yes one) item.  It 
saves a lot of items in the long run, and is definitely worth the 25 FP it 
costs to use.  Both early in the game and late in the game, this skill will 
shine, and get you through the tough spots.  It also allows you to double your 
EXP in boss battles with the Lucky Card + Mystic combo.  Using four rare items 
for the price of one is always fun.

Virginia in battle is meant for speed.  She is the best healer in the game, as 
she goes before almost every enemy.  And because of her great Force skill, she 
makes a better supporter then Gallows. Virginia has the weakest physical 
attacks in the game, but she has the highest reflex, and the second highest 
magical attack, so she works better as a magical attacker then a physical 
attacker. She has the lowest HP in the game.

=-=-=-=-=-=-=-=-=-=-
Virginias ARMS:
=-=-=-=-=-=-=-=-=-=-

Virginia, like most female characters in video games, are meant for speed and 
spells.  Virginia is not a naturally strong physically attacking character, 
and that is her main weakness.  Other then that, she has a good HIT, a low 
CRT, and excellent skills in both WGT and BLT.  

Because of this odd setup, you should probably use most of her upgrade slots 
for SHT, HIT, and CRT.  Since she already has the lightest weight weapon in 
the game, you don't need to bring the WGT down as much as you do for some 
other characters. But its a good idea to actually bring it up, because she 
wont do as much damage with SHT as the other characters, and with a higher 
WGT, she can use Gatling more often. Her SHT actually wont be needed as much 
as you think it would, mainly because of the fact that Virginia will be the 
main healer throughout the game, and will be on support and defense most of 
the time.  A good Critical skill is needed because of the lack of damage she 
does normally.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Clive                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Clive is the studious character of the bunch.  While he does has a sense of 
justice, he would much rather learn about the world then save it.  He is kind 
and caring, and very loyal to all of his friends and jobs he does.  But he 
also has a sharp tongue.  Get on his bad side, and you are in for some major 
tongue lashing. 

=-=-=-=-=-=-=-=-=-=-
Clive in Battle:
=-=-=-=-=-=-=-=-=-=-
 
Clives in battle force skill is called Lock-On.  Lock on allows Clive to hit a 
single enemy with 100% accuracy.  this means he wont miss, no matter how high 
evasion the enemy has.  It also doubles his normal damage.  This is probably 
the least useful of the Force powers, because Clive already has the highest 
AIM in the game, and there is not much he can miss with his normal attacks.  
Some players will find this more useful then Gatling though, as it comes at a 
cheaper cost.  

Clive is the strong man of Wild Arms 3.  he is the slowest character, and will 
remain so throughout the entire game.  He will almost always go last, even 
when you are at level 80 or above.  But his physical attacks are the 
strongest, doing more then twice the amount of Jets, and more then three times 
the amount of Virginias.  Because he has such high AIM, he rarely misses, as 
well.  Surprisingly, Clive has decent magical power.  While its not up to 
Virginia's, it isnt as low as Jets, either.  But his physical attacks are so 
strong that you most likely wont be needing to attack magically.  He has 
average stats all around, but thats not a bad thing.

=-=-=-=-=-=-=-=-=-=-
Clives ARM:
=-=-=-=-=-=-=-=-=-=-

Clive is actually just about the opposite of Virginia. he is yet another Video 
game cliche, also like Virginia.  He is the strong physical character that 
can't do magic worth crap.   He has both the highest attack (SHT) and the 
highest Hit (HIT) percentage.  He also is excellent at critical (CRT) (also 
the highest...) attacks.  His main weaknesses are his decently heave ARMS 
weight, and his absolutely HORRID Bullet (BLT) count.

All right, since he is good at just about everything, the first stat Clive 
needs 
to level up is his Bullets.  I suggest by the end of Chapter 2 Clive having at 
least 5 Bullets.  Because he is so meant for physical attacking, you may want 
him to have a good SHT as well.  Since his base SHT and HIT are high, and grow 
faster then normal, he is the best physical attacker.  He also has a high base 
CRT, so put more on the WGT then that.

Actually, for Clive I find it useful to take a balanced approach.  I suggest 
getting to level 3 on each of the stats, if you want him balanced.  He can 
easily be a powerhouse, but what use is that if he isn't all around balanced 
otherwise?

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                 Jet                                 --=-=
 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Jet is the mystery in Wild Arms 3.  he has no memory of his past, and nor does 
he care to find it.  He can be cold, as he only cares for himself.  He also 
does things only for the prize: the money.  Its hard to keep him on your side, 
but it is doable.  

=-=-=-=-=-=-=-=-=-=-
Jet In Battle:
=-=-=-=-=-=-=-=-=-=-

In battle, Jets Force Command is called Accellerator. This skill is a mixed 
bag.  While it certainly is not nearly as useful as Extension or Mystic, it is 
more useful then Lock-On.  Basically, it allows Jet to use 25 FP to ALWAYS get 
the first attack for that turn.  That means whatever action he does will be 
first in that round, even before Virginia.  this is good when you need to do 
some healing quickly, or when you want to revive a character, and have 
Virginia Mystic the entire party.  As I said...a mixed bag.  You will most 
likely use Gatling more then this. 

Parameter-wise, Jet is the worst magical attacker in the game.  While he is 
always one of the fastest characters, you will want to use him soley for 
physical attacks.  He has the second-highest dodge rate as well, so his 
average physical defense can be excused.  He has average all around stats, but 
he has the second highest physical attack in the game, and may even get over 
Clives, depending on the mediums you equip him with.  Use him as such.  

=-=-=-=-=-=-=-=-=-=-
Jets ARM:
=-=-=-=-=-=-=-=-=-=-

Jet is actually somwhere in the middle of Clive and Virginia. He has a great 
attack(SHT) and HIT skill, and everything else seems a bit more balanced.  he 
is actually the most balanced characters, ARMS-wise.  His main weakness is his 
rather high base WGT, which really isn't all that high.

Since Jet has a good BLT and CRT, make sure to wait for upping those until 
last.  Start with his weight, actually.  Since he has all around good stats, 
his weight needs to be upped so he can attack more often.  Then go for hit 
SHT, and then HIT.  And from there, you can go wherever you want, depending on 
your play style.  A good SHT skill will be great at the end of the game, as he 
will be another main physical attacker.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Gallows                                  --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Gallows is our bad boy.  He is wild, and all he wants is freedom.  he speaks 
his mind often, and will be quite brash; making decisions without thinking.  
His quick tongue is usually the downfall for the party, and as his thinking.  
Hes rather an idiot.  

=-=-=-=-=-=-=-=-=-=-
Gallows in Battle:
=-=-=-=-=-=-=-=-=-=-

Gallows' Force Ability is called Extension.  this is tied with Virginia's 
Mystic for best skill in the game.  Extension gives gallows the ability to 
cast magic on all the enemies (or all of your allies) on screen.  This is 
obviously a lot faster then doing it normally, and works especially well on 
your party.  He becomes an excellent character on defense and for healing when 
you use Extension properly.  Sadly, his slow speed makes him a bad healer, but 
that does not mean you cant use Extension to cast support spells on your 
entire party at once.  

Parameter wise, Gallows has the worst stats of any character.  yes, he has the 
highest HP, but he needs it.  he has the lowest defense and dodge (well 
Gallows seems to dodge less then Clive...but Clive is slower) of any 
character.  He is slow, to make matters worse.  He also has average AIM, which 
just goes downhill because of his absolutely crappy ARM.  Luckily, he has the 
best magic attack in the game (we are talking awesome..lkike over 100 when 
most people have the stats at 60) and also the best magical defense.  His 
physical power is higher then Virginias, but you will use him for magical 
attacks, and not physical attacks.  

=-=-=-=-=-=-=-=-=-=-
Gallows' ARM:
=-=-=-=-=-=-=-=-=-=-

First things first: Gallows has probably the worst ARM in the game.  Almost 
all of his stats are low, and average at best.  But I guess that does deal 
with how the game was made, because he is actually the best physical attacker 
in the game (*hint* Valiant *hint*).  

Because of the sheer low stats of his weapon, I suggest actually mainly 
leveling attack.  Also, to make the game easier, use Gallows for defense.  
Don't ever use his Gatling skill, and save all of his FP for his invaluable 
Extension skill.  this will, leave you with a better chance to level the 
skills he actually needs to improve.  In the latter stages of the game, he 
needs all the physical attack power he can get, so make sure to up his SHT 
well.  And you probably noticed...but Gallows has the single worst hit 
percentage ever( I mean +5?  What were they thinking?).  You will obviously 
need to up that quite a bit to actually get it up to normal levels. Focus 
mainly on those, and then go for his bullets and CRT skills. 

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¯=_=¯=_                           Walkthrough                          ¯=_=¯=_ 

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This section is a full walkthrough for Wild Arms 3.  As I said before, this is 
step by step, room by room, etc.  So if you dont like FAQs that hands on, this 
FAQ may not be the one for you.  But if you do, please, by all means, read on.

I will discuss all sorts of puzzles in here, and give their answers.  Also, 
remember: THIS IS A WALKTHROUGH!  THERE ARE GOING TO BE SPOILERS!  I will try 
and keep the spoilers to a minimum though, and only say: watch a scene and 
then go here.  But if you want to look at the enemies, and then the latter 
dungeons, things will be spoiled for you in this manner. I cant very well do a 
boss walkthrough without naming his name, can I? 

Anyways, after reading my warnings, and plan to accept those, read on my dears!

*****************************************************************************

*************                   Prologue                        *************

*****************************************************************************  

During the beginning, just watch a scene.  Soon, you will be given a choice.  
there are four characters to choose from, and each character has a different 
story and difficulty level.  I will start from the easiest, and go to the 
hardest.  You can do these in any order you want.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Virginia                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Girl in First Class: Difficulty: 1/3

Watch a few scenes, and you will learn of the backstory.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Gobs Hideout                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,698, Y: 24,616
Enemies: Gob
Boss: Hobgob Boss
Items: Tool: Tindercrest, Heal Berry, Heal Berry, Mini Carrot, 400 Gella, Heal 
Berry, Duplicater, Gimel Coin
Key Items: Torn Photograph
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You start out with the bare bones in items.  Remember to not use any heal 
Berries unless absolutely needed, as you dont have enough of them to waste. 

From where you begin, have Viginia head directly south until you reach a 
wall.  Then haver her go east, and flip that switch (press X when facing it).  
This will open the door.  Now go through the newely opened door to the west.  
On this next screen, watch a scene, and you are automatically forced into a 
battle.  

After the battle, head directly west (up on this screen), and go through the 
door on the north wall.  In here, break all the boxes to the north and 
northeast, and then open the chest in the corner for the Tindercrest.  To use 
this, have Virginia face an item (or a direction) and press the Square 
button.  Now, head south and exit this room.  Yake note that you will now get 
into random encounters, so be careful. 

Once back in the room where you fought that first set of Gobs, notice the door 
to the west of you.  Equip the Tindercrest (press Start and then X), and then 
go over to the far side of the door.  face the unburning light, and then use 
the Tindercrest.  This will light the candle, and open the path to the next 
scree.  Go through the door, and on the next screen, head west, and then 
north.  Go up the stars, and enter the door on the west wall.

Here is yet another puzzle.  Well not really...But Hold down the O (circle) 
button, and walk directly west 5 blocks (dont fall through the holes!).  Then 
go north one, and west three more.  Go through the door on this side of the 
room.  In this next room, head south from the enterence, and light the candle 
here.  This will open a door.  Now head north, and enter that newely opened 
door.  In this smaller room, head over to the chest, and open it for a Heal 
Berry.  Head back to the previous screen.  

Back on this screen, head east, and then south.  At the end, light the candle 
here to open yet another door. Now head back north, and go through the second 
newely opened door.  In here, open the chest to the north for another Heal 
berry.  Exit the same way you entered.  Back in the upper level of the main 
hall, head through the door to the southeast of Virginia.  In here, head down 
the stairs (two sets) and press the switch on the bottom to open the door 
halfway up the stairs.  Now, go back up the stairs (this time, only one set) 
and go through the door at the halfway point.  Open the chest here for a Mini 
Carrot.  Go back to the previous room.  

Now, head back down the stairs.  At the bottom, go through the door on the 
west wall;.  Watch a short scene, and Virginia will giev you a hint on what to 
do.  In the center of the main hall, head north, and then you will notice a 
handle.  Press R2 and X at the same time if you miss it.  Now go over to that 
handle, and hold X.  Virginia will grab onto it.  Now twirl the left analog 
stick counter-clockwise a few times, and the door will open.  

Head through the open double doors, and you will notice that this area is full 
of fun treasures.  Break all of the boxes, and open all of the chests fo 400 
Gella, a Heal berry, a Gimel coin and a Duplicater.  Open the chest in the 
north coner last (this is the one with the Duplicater).  When you get it, 
watch a short scene, and you will also get the Torn Photograph.  Note that you 
can not discard this item.  After getting all the items in this room, exit 
through the double door the same way you entered. 

Now, back in the main hall, head directly south, and you will notice an odd 
door. Use the Duplicater you got from the previous room on this door, and you 
will be able to go through it.  In this next room, heal, save with a Gimel 
Coin, and go directly south through the door.  Watch a scene.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hobgob Boss
EXP: 24
Gella: 30
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Hopefully, you got Virginia to level 3 or 4 before this battle.  Hobgob Boss 
(how original...) is strong compared most of the enemies in this dungeon, 
doing 4 or 5 damage to Virginia.  Luckily, Virginia has high RFX (evasion) and 
he will miss her a lot of the time.  

Have Vieginia attack physically, and her attacks should do around 30 damage.  
heal her if she gets around 10-15 HP.  After about 3 rounds of trading blows, 
Virginia will freak out, and her FP will shoot up to 100.  Guard on this turn 
to get your bullets back, and then choose the Gatling command, and Virginia 
will atack Hobgob boss 5 times for over 100 damage each hit!  The battle will 
then end, and you can reap the spoils.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and Virginia's POV will end. You must now 
choose another characters POV.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                 Jet                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The Boy Who Broke In: Difficulty: 2/3

As with Virginia, watch a scene.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Doomed To Obscurity                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 23,984,  Y: 16,137
Enemies: Ascomid
Boss: Tatzelwurm
Items:  Heal Berry, 600 Gella, Mini Carrot, Heal Berry, Revive Fruit x2, Gimel 
Coin
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you can control, Jet, head up the stairs to the east, and then go north.  
Go up the next set of stairs to the left (west).  Up here, head north, and 
then west.  At the end, jump onto the lower level, and head west up the 
stairs. Go south, and then go up the stairs to the north.  Go up another set 
of stairs, and circle around the top of the 'pyramid'.   Go up another two 
sets of stairs, and you will notice a barricade. Examine it with the X button, 
and Jet will take out his Boomerang. Press Square now, and the barricade will 
break.  Go down into the dungeon.  In here, head north towards the chest, and 
watch a scene.  

Aren't we having a good day?  From where you begin, head north, and up the 
stairs to the east.  Jump down to the eastermost lower level, then go up the 
stairs south of you.  Here, head west, and jump onto yet another lower level.  
Head west here, and open the chest for a Heal Berry.  Go up the stairs to the 
north, and then go west.  Head north, go down the stairs, and go up the stairs 
to the east.  Open the chest up here for 600 Gella, and now head to the north 
wall.  Stay on the north wall, and walk along the small platform.  At the end, 
face south, and have Jet use the Boomerang on the Light (lamp?). This will 
open your path for you.

Head east, and jump into the newely revealed area.  Exit through the door on 
the north wall.  In this room, be cautious.  Head west, and some spears will 
shoot out from the ground.  Use Jets Boomerang on them 3 times (they have 
3 'HP') and they will break.  Continue down the path without taking any 
damage, and enter the door on the south wall. 

Here, head directly south, and break some more spears halfway through the 
screen.  Exit through the eastern door, and watch a short scene.  You can talk 
to the people, if you wish, but its not required.  Now head directly east, and 
exit through the door here. Head down this path, break some more spears 
(Annoying aren't they? Well there's a lot more to go.) Exit to the west.  In 
this larger room, watch a short scene, and jet will give you a hint on what to 
do next.  

Start by going all the way south (do NOT drop down) and jump onto the netting 
above you (press X and it will happen automatically).  Holding onto the 
netting, head all the way west, and drop down. Open the chest for a Mini 
Carrot.  Now, jump off the east side, and head east, being careful not to step 
on any area where there are four holes.  Now go up the ladder on the far side, 
and head south again.  Get back onto the netting, and head south.  Drop down 
halfway (you will see the landing below you..if you miss it, try, try again), 
and go north.  Jump onto another net, and head east.  Drop down near the 
eastern door, and go through it.  

On this screen, head south, picking up any crystals needed on the way.  Exit 
through the eastern door.  Here, head south, and jump onto yet another piece 
of netting.  Press X near the side of the netting, and Jet will climb up onto 
the upper levels.  On top of the netting, jump onto the second set, and do the 
same thing as you did the previous (climbing to the top of it).  Jump off the 
top of the netting, and onto another netting.  And from here, jump onto the 
northeastern-most netting.  Climb above it, and open the chest for a Heal 
Berry.  Now, jump off to the south, and go through the door.  

Head north, and break some more spears.  There are two sets this time.  Exit 
to the west.  On this screen, head north, and there will be three spears. 
These come out of the wall at youn, so you need to be careful.  break them the 
same way you do the normal spears.  After getting past them, open the chests 
to the west for Revive Fruit x2, and a Gimel coin.  Use the Gimel coin now, 
and head down the stairs to the north.  Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Tatzelwurm
EXP: 48
Gella: 52
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Have Jet start by attacking normally.  Dont use any FP, as you are going to 
need it later.  Jets attacks are strong, doing 50-70 damage to Tatzlwurm.  
Those are some crappy translaters...wurm...jeeze.  tatzle is fast, but not as 
fast as Jet.  His attacks do about 2-5 damage to Jet, which is nothing if you 
have Jet at a higher level.  But his Baking Breath does about 10 damage, so 
that is far more of a threat.  After a few turns, the Tatzelwurm will heal 
himself with Recovery.  Jet will now tell himself what to do.  Use Jets Force 
Command, Accellerator, and Tat will be killed.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and go south.  Try and go up the stairs, and 
watch another scene.  Head through the newely opened door.  

Here, go west, and jump onto the netting.  Climb onto the top of it, and jump 
onto the netting to the south.  Climb to the top of this one as well, and go 
south again, jumping down onto this one.  Jump onto the lowest net.  Go north, 
and jump onto the netting here. Climb up onto the top of the net, and jump 
onto the net to the east.  Climb onto this one, and climb up the ladder. 

Here, jump onto the northeast net, and climb on top.  Turn south, and light up 
the crystal (lamp?).  Now, head west, and before jumping onto the next net, 
aim for the second crystal.  To hit it,you need to be on the corner of 
netting.  When you get it, jump onto the next netting.  Climb on top of this 
one too.  Go west, and jump onto the last net, climb on top, and then jump 
down to the lowest net.  On the lowest net, go east, and jump onto the net 
that is down.  Climb up it, and do the same to the southernmost net.  Climb 
the ladder.  

In here, watch a scene, and head southeast. Examine the wall and watch a 
scene.  Jets POV will end.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Gallows                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A Suspicious Intruder: Difficulty: 2/3

Watch a scene.  And be careful to read Gallows' newspaper when the game closes 
in on it...it has absolutely nothing to do with the article titles!  The Arc 
Scepter article title has information about horses and Call Whistles...

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Baskar Colony                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 13,005, Y: 10,912
Shops: Inn, Save Point
Items: Heal Berry x5, Gimel Coin x3
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Gallows is the only character that starts in a town.  When you gain control of 
Gallows, head east and talk to 'Ellen'.  She will ask you three questions. 
Chose the top answer first, and then chose the second answers the first two 
times (basically you want to tell her where you are going, and tell the truth 
about it). She will hand you five Heal Berries and three Gimel coins. Now, 
head north, and enter the northmost door (its in rock).  This is the 
sancuary.  Watch a scene here, and exit the screen to the south.  Continue 
going south on the main town screen, and exit Baskar Colony.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         World Map: Filgaia                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Enemies: Balloon
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This will be your first time on the world map.  Outside baskar, head south, 
and when you can, go through the mountains.  By the beach, head southeast, and 
before you reach the desert area, search arounf the grass to the south, and 
you will find the Southern Sanctuary, AKA: Fallen Sancutay.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 12,945, Y:8,506
Enemies: Pillbug
Boss: Kesaran Pasaran (x4)
Items:  Heal Berry, Tool: Freezer Doll, Gimel Coin
Key Items: Arc Scepter
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: All the enemies in the Fallen Sancutuary are weak versus Ice attacks.  
Have Gallows use Refrigerate on all of them, and you will get ice gems after 
battle.  Now this is important.  Get as many ice Gems as possible (hopefully 
over 20) as you can sell them for quite a bit of Gella later on.  

From where you begin, watch a scene. Head north, jump down to the lower level, 
and pull the lever to the north.  This will allow you to exit the Sanctuary, 
by bringing the stairs behind you out of the wall.  Now, ignore those steps, 
and go north some more.  Go through the door and enter the main dungeon.  

In here, go north, and when you see a block, press X to push it.  Push it 3 
squares (basically steps) north, and onto the switch. This opens the door.  Go 
through it.  In this room, head a bit north, and enter the room to the east. 
In here, open the three chests for a Tool: Freezer Doll, a Heal Berry, and a 
Gimel Coin.  Exit the room the same way you entered.  

Back in the hall, follow the path north. At the end, there will be a lone 
flame.  Have Gallows equip his Freezer Doll, and press Square when facing the 
flame.  This will put it out, and open the door. Go through it.

In this next room, head west, and then south.  Go through the door at the 
end.  In here, you will notice that there are four fires, instead of one.  Go 
into the center of all four of these flames, and hold the square button down.  
Rotate the left analog stick (while holding square) and gallows will turn all 
the way around, putting all of the fires out. After doing this, head through 
the newely opened door.  In this next room, head east down the path, and 
through the door at the end.  In here, go north, and through yet another door. 

In this room, there are two switches and a block.  Move the block 3 Spaces 
left, and one south.  it should be on the floor switch now.  Now, walk over to 
the newely lowered switch, and step on it.  This will open the next door.  Go 
through it.

In this next room, head north and ignore the floor switch.  You wont be able 
to access that for a long, long time.  So go through the northern door.  
Continue north through the next room, and go through yet another door.  

Continue north in this room, and you will see more flames.  Do as you did 
before.  have Gallows stand in the middle of them, and then hold the square 
button while you rotate the left analog stick.  After all the fires are out, 
the next door will open.  Save, and then go through the door. 

In here, watch a scene, and the inevitable happens...

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Kesaran Pasaran (x4)
EXP: 48
Gella: 52
Item: Ice Gem
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is four against one, so things can get out of hand if you are 
weak.  Luckily, gallows has high HP and should be able to survive a lot of 
their attacks.  But still, be cautious.  Their attacks do 5-10 damage with 
each hit, and that is up to 40 damage a round.  Gallows cant stand long 
against that, so have him heal if he gets under 70 HP.  

Gallows should physically attack as the battle starts.  Two attacks should get 
rid of one of the Kesaran Pasarans, but it may be three, if your Gallows is 
weaker.  When one of the Kesaran Pasarans is killed, all of the other enemies 
(three of them) will only do an action called 'Issuing Warning'.  At this 
point, you need to kill one more off.  (Try to have 25 FP before killing the 
second one off).  After killing the second one off, watch a scene, and you are 
back to where you started: against all for Kesaran Pasarans.  

Now is when you can win.  If Gallows has 25 FP at this point, have him use his 
Force Abiltiy, Extension, and have him attack all of the enemies with 
Refrigerate.  This should kill them all instantly, and the battle will end. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and head south and out of the screen.  
Continue south here, and go to the screen previous. Continue south, and watch 
a scene.  talk to Shane, and he will tell you what to do.  Now, open the Menu, 
and chose Item.  Use the Arc Scepter from your inventory.  Now talk to Shane 
again, and watch a scene.

Gallows' POV will end.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Clive                                  --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

A Drifter Guardsmen: Difficulty: 3/3

Clive has the shortest introduction, but the hardest mission.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Den of Miasma                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 11,969, Y: 16,942 
Enemies: Barghest
Boss: Goldrake
Items:  Heal Berry, Heal Berry, Revive Fruit x2, Gimel Coin, 300 Gella, Heal 
Berry
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

The enemies here must be the slowest enemies in the game.  They are slower 
then Clive...and that is just sad. Clive's battles are going to be a bit 
longer then the other characters' because of his lack of bullets in his ARM, 
and he will need to defend to restore them, so be patient.  

When you have control of Clive, talk to the villager, and he will give you a 
Heal Berry.  Now head north, and folow the twisting path onto the next 
screen.  Next, go east and through the door onto the next screen.  Here, open 
the chest to the south for a Heal berry, and then head north.  You will notice 
that its a dead end.  Rotate the camera so its facing the western wall, and 
you will notice that it is oddly colored. Have Clive use his tool, the Bomb, 
near the wall, and then the door will be blasted open.  

There wil be an intersection here immediately.  Go down the west path, and 
enter the door on the south wall.  On this screen, blow up those weird blobs 
with some bombs, and walk over them quickly (they can regenerate).  Open the 
chest for Revive Fruit x2.  Now head back over past the blobs, and go back 
through the door.  On the previous screen, head east and north, bombing those 
rocks out of the way.  At the top go through the door.  Here, walk north, 
being careful not to fall off the edge.  Go through the door at the end of 
the 'bridge'.  

In here, head north, and west when needed.  Kill off some more dangerous blue 
blobs (with more bombs...arent we glad Clive has unlimited usage for them?) 
and pass the door.  Open the chest for a Gimel Coin.  Now go back to the door 
you passed, and enter it.  In here, head directly west, and bomb the wall.  Go 
through the newely opened door.  In here, you will notice a mysterious red 
orb.  You cant do anything with this red orb until much later in the game, but 
you can still look and drool over what it may mean.  Open the two chests in 
here for a Heal Berry and 300 Gella. Head back through the door.  

Break the rocks to the north, and bomb the blobs.  Go through the door at the 
end.  Here, save, watch a scene, and head north along the wall.  Watch another 
scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Goldrake
EXP: 64
Gella: 60
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

First off, like 90% of the other enemies in the game, Goldrake will go before 
Clive.  this means you need to be on the ball with Clives HP.  Clive has 
excellent defense, but that doesnt mean he cant be in danger.  Goldrake does 5-
10 damage with his normal attacks.  Don't worry about Clive missing throughout 
the battle, he rarely misses any enemy with his normal attacks.  Besides, his 
normal attacks do over 70 damage even this early on.

Defend when you run out of bullets, and continue attacking.  After around 275 
damage, the Goldrake will begin to fly, and then you can not hit him with 
normal attacks.  Now, Clive needs one bullet, and 25 FP, so defend if needed.  
Now, use his force skill, Lock-On, and the battle will end.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, Clive will be poisoned.  You cant do anything about it at 
this point, so deal with it.  he will lose HP as he walks, or all around 
moves.  And you also have to get out of here.  This is going to be a long, 
painful walk back to the enterence.  

From the Goldrakes nest, bomb the wall, and go through the door.  here, head 
south, and watch a scene.  A boulder will now go in your way. Head over to the 
boulder, stay in one place, and press the square button as rapidly as possible 
about 10 times.  After about 6-8 bombs blow up, the boulder should shatter.  
If it doesnt, keep at it.  Remember, they have to be RAPID, and in one place, 
or else it wont blow up.  When it blows up, go through the door to the next 
screen.  

Here, jump down to the lower level, and go right.  Jump down another level, 
pass the first door, and enter the second.  Head south, and go through the 
next door.  He3re, head west, and go through the final door.  Watch a scene.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Ballak Rise                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Enemies: None
Boss: Goldrake
Items:  Antidote
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Here, watch a scene, and you will then be forced directly into another fight.  
That is, after you get an Antidote.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Goldrake (Round 2)
EXP: 78
Gella: 80
Item: Antidote
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, the Goldrake will always act before Clive, and you 
should treat that as a threat.  Clive has high defense, but the Goldrake is 
much stronger this time.  Also take note that this battle will be quite a bit 
longer then the first one.

On the first turn, Goldrake will use his poison attack.  Have Clive atack the 
first round, and on the second, us the Antidote.  The Goldrake will not use 
the poison attack again.  Now you need to attack the Goldrake as much as 
possible.  because he is permanently flying in this battle, it is hard to hit 
him.  It takes a bit to get Clives FP up, so you may want to us a Mini 
Carrot.  But have him attack until he gets 25 FP, and every time he does, have 
him use Lock-On. 

Have Clive use Lock-On not once, but 2-3 times and he will die.  This battle 
can be annoyingly long if you are weak, but its still doable.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Clives POV will now end.

*****************************************************************************

*************                  Chapter 1                        *************

*****************************************************************************  

Chapter 1 starts after you have finished all 4 of the prologues. You can do 
them in any order, but Chapter 1 will start when you finish them all.  Watch a 
few scenes, and your party will be together.  You wont have any chance to 
upgrade, and your levels and stats are kept from the time you finished the 
bosses in each characters' respective areas.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Beginnings                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                                Train                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Enemies: None
Boss: Janus, Romero, Dario
Items: None
Key Items: Arc Scepter
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a few scenes, and you are forced into a battle immediately.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus, Romero, Dario
EXP: 56
Gella: 200
Item: Heal Berry x2, Mini Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot harder then the previous boss battles.  Even though you 
have all 4 party members, this can still be a challenging fight.  Especially 
if your characters are under-levelled.  Try to get all of your characters to 
around level 6 in their own perspective dungeons.  Virginia will be the 
hardest character to keep alive here, as she most likely will only be at level 
4 or 5.  She has the lowest physical defense at this point, as well as the 
lowest HP, so keep her at full health at all times.

You should start by killing off the weakest of the baddies, Romero, first.  
You can kill janus for a quicker end, but it will be harder, and far more 
dangerous if you go that route.  janus himself is the worst threat of the 
battle, doing 10-30 damage to all party members at once.  The other two dont 
hit very often, but getting rid of them will make the battle a lot easier.

Kill Romero with pure physical attacks.  If you need to have the entire party 
healed have Gallows use Extension-Heal or Virginia use Mystic-Heal Berry.  But 
have gallows heal with his spells most of the time, and it should work.  Jet 
and Clive should constantly attack, and defend when they ruh out of ammo. 

After killing off Romero, go for Dario.  He is as easy to kill as Romero was, 
but save Jets and Clives FP if you are saving it up.  Just keep attacking and 
keeping Virginia at full health.  After killing off Dario, use all your FP for 
Gatling, and use it on Janus. This should easily kill him off, but if it 
doesnt, just continue to attack and heal and he should fall in no time.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you are placed onto the world map.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Filgaia                                 *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Enemies: Balloon, Gob
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+  

Your goal is now Baskar Colony.  From where you begin, head northwest, and 
then west. When you reach the mountains, continue west past fallen sanctuary. 
At the beach, go northeast, and enter Baskar Colony.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Guardians                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Baskar Colony                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants:X: 13,005, Y: 10,912
Suggested Level: 6
Shops: Inn, Save Point
Key Items: 1,200 Gella, Arc Scepter
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter the town, watch a scene.  During this scene, you will get 1,200 
Gella dnt eh Arc Scepter.  Head south and exit the town.  It's time to go (yet 
again) back to Fallen Sanctuary.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Filgaia                                 *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Enemies: Balloon
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

This is another short walk.  You should know the way back to Fallen Sanctuary, 
but I'll guide you anyway.  Head south, and west when you get to the Beach.  
Re-enter the Fallen Sanctary.  Save before entering, there are four bosses 
ahead of you!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Fallen Sanctuary                           
*****         
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 6
Enemies: Pillbug
Bosses: Grudiev, Moor Gualt, Fengalon, Schturdark
Items:  None
Key Items: Firey Rage, Aqua Wisp, Terra Roar, Gale Claw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Inside, head north, and go up that set of stairs you ignored the first time 
you came in.  You should be out in the open, and a scene should play.  If this 
is where you are, this is where you need to be.  

After the scene, head in the direction your party is facing.  Examine the 
wall, and then select yes, you will use an Arc Scepter.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Grudiev
EXP: 34
Gella: 0
Item: Terra Roar
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is with the Earth Guardian.  He has the strongest defense of the 
guardians, as well as the higest HP.  he isnt the strongest, but his attacks 
do pack a whole lot of puch.  His attack all attack, Planet Breaker, does 50 
(or more) damage to all party members, so you are going to be needing to heal 
after that.  He sometimes counters with 'Mega Smash', but it rarely hits.  If 
it does hit, it will do around 40 damage.  Keep your entire party over 80 HP 
at all times, and attack normally.  It will take a while, but use gatling when 
you can, and he will eventually die. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you will recieve the Terra Roar medium.  

Now, you have three more to go.  This time, head directly south, and go up the 
path.  Examine the wall, and select yes.  You are brought into another 
battle.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Moor Gualt
EXP: 34
Gella: 0
Item: Firey Rage
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot faster (as Moor is stronger, and faster then the other 
guardians) then the previous battle.  But, Moor is the strongest of the 
Guardians.  He has the lowest HP, but his attacks can kill of a weak, low-
levelled Virginia in one hit. His Firey Rage is the worst, doing 80+ damage to 
all.  Moor has low defense, but that doesntmean he will go down easily.  His 
physical attacks do 60 damage, so you damned better keep your HP way up in 
this battle.  He also uses magical attacks.  Just hope he does those attacks 
more then his other, as Cremate only does around 30 damage.  As I said, this 
will be a fast battle, but it will be deadly. In my opinion, this is the 
hardest of the Guardian battles. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you recieve the Firey Rage Medium. 2 more to go!

Head directly west this time, and examine the wall here.  Do the same as last 
time, and select yes. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Fengalon
EXP: 34
Gella: 0
Item: Gale Claw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

As you may (or not) have expected. Fengalon is very fast.  He is faster then 
most of your entire party, and so you must heal beforehand, to make sure he 
doesnt kill you before your party can even react.  Though he is fast, he also 
has the weakest attacks of all the guardians. He has average defense, so that 
shouldnt present too much of a problem. Note that he does cast a lot of 
support spells on himself.  These will cause him to go faster, and to make 
your attacks hit less often.  The latter is more of a problem since Fengalon 
is faster then your party to begin with.  Fengalons physical attacks do about 
50 damage, and his magical attacks do around 30 damage.  Take note that he 
sometimes counters, so you may not want to have your weaker characters 
physical attack him. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you recieve the Gale Claw medium.  Last one!

Head directly north, and do the same as you did the previous 3 times.  This is 
the last battle, but it shouldnt be too much harder then the previous. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Schturdark
EXP: 34
Gella: 0
Item: Aqua Wisp
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Surprisingly, this enemy is not a magical attacker.  In most video games, the 
water elementals are magical attackers, but this is a physical attacker.  
Assult Tide is the weakest of all the Guardians' attacks, doing 30-70 damage 
to your entire party.  Schurturdark has high physical defense, which is rather 
obvious when you look at him in battle.  Schurturdark counters your attacks 
with Big press, but the attack rarely hits, even with low Reflex characters 
like Gallows and Clive.  His normal magical attacks do around 30 damage, which 
isnt nearly as big of threat as it might seem.  Just kill him off the same way 
you killed off the other Guardians, and the battle should be over quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now that you have all the Mediums in your posession, its time to head back to 
Baskar Colony and talk to Granny.  

Head down the stairs, and back into the main sanctuary.  Watch a scene, and 
your party is automatically brough back to the World Map. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Enemies: Balloon
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

*sigh* here we go back to Baskar Colony.  Once again, you most likely know the 
way, but in case you don't... 

Head west to the beach, and go northeast to Baskar Colony...

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Baskar Colony                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants:X: 13,005, Y: 10,912
Suggested Level: 7
Shops: Inn, Save point, Item
Items: None
Key Items: Firey Rage, Aqua Wisp, Terra Roar, Gale Claw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, watch a scene, and its time to 'Invoke' your new mediums.  
This is a delicate process, and you will want to keep the same Mediums 
equipped throughout the game.  Making a choice for gallows is actually the 
hardest.  I suggest giving him Terra Roar, or Aqua Wisp.  Because Gallows has 
Extension, both of those paired with Extension will give you the biggest 
advantage.  Throughout the beginning of the game, I suggest having him with 
Aqua Wisp, because Virginia cant be on healing duty full time, and Extension-
Heal will work for quite a long time.  Of course, if you want your party to 
take less damage, have Terra Roar, because of all its support spells.  I 
useually set mine up:

Virginia - Terra Roar
Clive - Gale Claw
Jet - Firey rage
Gallows - Aqua Wisp

But its your game, and I here to guide you through it, not dominate it.  

After you have Invoked all of your new mediums, head south and talk to the man 
in green. 

Note: If you did what I said, and had Gallows get quite a bit of Ice Gems 
during his trip to the Fallen Sanctuary, you will be in luck here.  Sell those 
Ice Gems (you may want to keep around 5, just in case) for 100 Gella each, and 
you should easily get quite a bit of money. I got around 3,000 Gella just from 
those Ice Gems at this point.  And if you do this, you will be able to buy the 
World Map, for 5,000 Gella.  You will need this, so I suggest buying it as 
soon as possible.  And if you can, why not now?

Select Chat, and the man will tell you where to go.  Head out of Baskar, and 
watch a scene.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 7
Enemies: Balloon, Gob, Beast Slug, Spartoi
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

FOr once, we are actually leaving this horrid, tiny area. yay!

From Baskar, head southwest, and past the Fallen Sanctuary.  Continue east, 
and you wiventually get to a large, flat stretch of land.  From here, head 
southeast until you see some railroad tracks. Once here, turn south, and cross 
over that small 'land bridge'.  On this other piece of land, head southwest, 
and eventually you will see a beach.  Search around here, and you will find 
the town you are looking for: Jolly Roger.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                         Enemies or Allies?                          --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Jolly Roger                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,368, Y: 5:457
Suggested Level: 7
Shops: ARMS, Inn, Item, Save Point
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Take note of the item shop.  The item shop is sometimes randomized from 
all of the locales you have visited, and it may take a while to find it.  But 
note that he will always be there the first time you enter the town.  

When you enter Jolly Roger, watch a scene, and head west.  Enter the first 
door to the south (it has a sign that says: ARMS by it).  In here, talk to the 
woman, and you will get to the ARMS shop.  

Note: there will be a lot of ways to customize your ARMS, but it mainly is 
done by how you play the game.  You may want Virginia weaker, but having a 
good gatling ability. That would be more WGT (less?) onto her ARMS.  Or you 
may want to have Gallows as aphysical attacker, and neglect all of his other 
crappy stats.  Look in the ARMS section to learn about some suggestions I have 
for upgrading ARMS.  

Make sure to upgrade at this point, as you should have the money.When you are 
done, exit, and head west.  Enter the largest building in town (it has a sign 
that says 'Belle Star').  In here, talk to the woman, and select 'Chat'.  The 
lady will now give you an incredible deal, so make sure you select 'Yes, it's 
a deal' when you can, and watch a scene.

After spending the night and watching the scenes, head out of the saloon/inn. 
Outside, watch yet another scene (we are dealing with pedophiles here...the 
poor girl...) and then head east, up the stairs, and out of the town.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 7
Enemies:  Gob, Beast Slug, Spartoi
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

From Jolly Roger, head southeast, searching every few steps.  you should find 
1,500 Gella.  Continue going southeast until you reach the end of the area.  
Search around here, and you should find your next dungeon, the Ruins of 
Memory.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Ruins of Memory                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,368, Y: 5,457
Suggested Level: 7
Enemies: Annaberge, Blue Book, Spartoi
Bosses: Janus, Romero, Dario
Items:  Heal Berry, 1,500 gella, Gella Card, Dragon Fossil, Lucky Card, Gimel 
Coin, Mome Pen, Growth Egg
Duplicater Chest: Name Tage x3
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north onto the next screen.  In here, continue north, and 
into the main hall of Ruins of Memory.  Watch a scene here.  After the scene, 
head north and east.  Go through the northeast door, and the real dungeon 
begins.  

In this room, go south, ignoring the second door (for now).  Here, you will 
find a switch surrounded by blue.  That blue is glass. Have Clive use his Tool 
(bomb) on the side of the glass, and it will shatter.  Step on the switch, and 
the door will open.  Go through it.  

In this room, head south.  At the dead end, go east and up the stairs.  Face 
the lamp (globe? Whatever are these things called?) and have jet use a 
Boomerang to hit it.  This will light the lamp, and open the door.  Head back 
down the stairs and go northwest.  Go through the western door. In here, you 
will notice that you are on an upper level. Put gallows in the lead, and have 
him use his Freezer Doll tool. Hold down square and rotate the left analog 
stick like you did in Fallen Sanctuary, and when all the fires are out, the 
door will open. Go through it.

Head north down the stairs, and use Clive.  Have him break the glass 
surrounding each of the three items with his bombs.  Start by opening the 
chest to the far south, and you will get a heal berry.  Now head north, and 
push the block Five steps (spaces) north, and onto the floor switch.  This 
will open the door.  Go through it.  

In this room, immediately break the glass west of you and open the chest for 
1,500 Gella.  Now head north, and there will be two doors.  The door to the 
south is unless (It will be useless until much later in the game), so enter 
the door to the north.  Start by breaking the glass north of you, and getting 
the gella card from the chest.  Now head west and follow the path north.  

Ignore the eastern door for now, and go through the northern door.  Open all 
three (jackpot!) chests for a Dragon Fossil, Lucky Card, and a Gimel Coin.  
when you have all of them, exit the room the way you entered.  Now go south, 
and enter the eastern door.  When you are here, the door will close behind 
you.  Head east under the bridge, and you will notice the statue to the 
northeastern side has something different about it.  Bomb the statue, and you 
will reveal a floor switch.  Step on it, and both doors will open.  Go through 
the far eastern door. 

In here, head south, and break the glass to the west.  Flip the switch here 
for a shortcut back to the main hall of the ruins.  Now, head north, and go 
through the northmost door.  In this 'study', head west, and bomb the far west 
wall.  A door should be revealed.  Ignore the book that needs a duplicater, as 
it is just wasting a rare item on some common knowledge.  Go through the 
door.  

In here, open the chests to the south for a memo pen and a Growth Egg. You 
cant open the sealed chest yet,  so dont worry about it.  Now walk over to the 
far western edge of this upper level, and you should see a Lamp.  You will 
need to steer Jets Boomerang with the analog stick or the D-pad to actually 
hit the lamp.  Once you hit the lamp, the door will open.  Head down, and go 
through the northern door.  

In here, put Gallows in the lead, and have him put out the fire with his 
Freezer Doll.  Now have Virginia move over to that lowered platform, and step 
on it.  Now have her turn towards that flame, and use her Tool (Tindercrest) 
on it.  This will light the flame, and also take Virginia and party up to the 
upper level.

Now, save and go through the north door.  In here, go north, examine the wall, 
and watch a scene. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus, Romero, Dario
EXP: 112
Gella: 250
Item: Duplicater
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

This is basically a longer version of the previous battle.  Each of the 
enemies' attacks do more damage this time, but nothing too extreme. You should 
approach this battle a bit more cautiously then the previous battle, as they 
do have some new attacks.  

Trinity is their most devastating move.  This does 100+ damage to a single 
party member.  So keep your HP abpve 150 at all times or your character will 
die.  Dario has a move called Zip Up that ups his physical defense, and Romero 
loses his will to fight, and his evasion goes up. Everything else are just 
powered up versions of their older attacks.  

First off, have Virginia cast support spells on the party.  Or use her as a 
healer and nothing else.  You want to get her up to 25 FP though.  So attack 
until you reach that amount.  Once you have that amount, you need to have 
Virginia use Mystic.  Now have her use a Lucky Card on the entire party for 
the cost of one.  This will double everyones EXP after you win the battle.  
You will need to do this a lot throughout the game, and should do so in every 
boss battle possible.  

Gallows should have either Aqua Wisp or Terra Roar, and should use them.  Have 
Gallows use Extension-Heal or Extension-Shield.  The latter will help reduce 
the damage your party takes.  If Virginia has Tera roar, have her spend a few 
turns casting the Shield on herself and Jet.  Other then that, have her heal 
with Mystic (ONLY after using that Mystic

Now that we have the basics down, we can work on strategy.  Janus is the 
strongest character in this battle, attacking all of your party members for 20-
30 damage.  he also counters a lot.  Also, dont worry about attacking Romero 
and Dario now, as you cant do any damage to them.  Janus will just heal them 
with Heal berries every time you attack them. 

Foucus all of your attacks on Janus.  Attack normally, or with magic.  
Whatever you want, will do.  After Janus dies, he will leave the battle, and 
then Romero and Dario lose the ability to use the Trinity attack.  Now you 
have to deal with these two alone.  Start with Romero, as always.  hes 
stronger then Dario, technically.  Continue attacking, however you want.  
Gatling, physical attacks, magical attacks, anything.  Soon he will die, and 
you will have Dario alone.  Alone, he isnt much of a threat.  Just continue 
attacking (magical attacks work better, because of his Zip Up) and he will 
die. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

After the battle, watch a scene, and you will br brought back outside.

Note: I suggest you go back into the Ruins and open that chest with your 
newely aquired Duplicater.  It shouldnt be that hard to find at this point, 
and the enemies should be simple.  It only contains a Name Tag x3, but still, 
you want to open every chest in the game. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 9
Enemies:  Gob, Beast Slug, Spartoi
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Head northwest, and go back to Jolly Roger.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Jolly Roger                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,368, Y: 5,457
Suggested Level: 9
Shops: ARMS, Inn, Item, Save Point
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now that you are back, I suggest going and spending the night at the inn.  You 
should also have quite a bit more money, so upgrade your ARMS some more, if 
nescissary. Head west from the enterence, and talk to the NPC Dennis.  he will 
tell you about Midland Station, your next goal.  Do everything you need to do, 
save, heal, shop, etc., and head out of the town.  We are going to a new area 
of the world map!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 9
Enemies: Balloon, Gob, Beast Slug, Spartoi
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

You should know this entire area rather well by now, but still I am going to 
give you directions.  Your goal is where you first started Chapter one.  Near 
those railroad tracks.  

From Jolly Roger, head northeast, and over that odd land bridge again.  On the 
other side, head west.  Eventually, you will reach some railroad tracks.  Once 
you can see the railroad tracks, search around them, and you will eventually 
find Midland Station.  This is your goal.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Midland Station                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 14,552, Y: 6,868
Suggested Level: 9
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is a train station, and basically a safe haven.  Talk to the man in the 
ticket booth to the west.  You now need to buy a ticket to Westwood.  This 
costs 120 Gella.  After doing this, head north, and talk to the man in the 
train.  Say that you are ready, and you can head to Westwood without further 
delay. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Arrivals                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Westwood                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,642, Y:7,149
Suggested Level: 9
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now that you're here, talk to the man in charge of the train station, and then 
chose 'chat.  Ask him about the area, and then he will tell you about a town 
called Claiborne.  That is your next destination.  Head east and out of 
Westwood.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 9
Enemies: Dryad, Pordarge
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Back on the world map, head directly east.  You will be on grassy plains with 
some new enemies, but it still wont be too hard.  Near the railroad tracks, 
you will eventually find Claiborne.  It isnt hard to find.  As I said, search 
around the railroad tracks and its there.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                               Claiborne                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 11,739, Y: 7,141
Suggested Level: 10
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes
Key Items: Horses (2,000 Gella)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: This is the very first chance you have to buy horses.  if you have 2,000 
gella to spear, by all means buy them.  But they are not required until a bit 
later in the story.  If you Do chose to buy the horses, this is your first 
chance to do The Secret Garden Sidequest. Take note, though, that it will be 
very difficult to do at this point.  Even if you have better levels then most 
people.  Its your choice though.  

When you enter Claiborne, head directly north into the inn.  talk to little 
Martine in the corner a few times, asking whenever you can.  this starts the 
Martiuna sidequest, that you will do throughout the entire game.  Then head 
over and talk to the innkeeper (bartender, whatever) and then chose chat.  Ask 
some more questions, and you will learn some info.  Sleep, if you need to, 
andleave the inn.

Outside, head east, and talk to the lady roaming around the eastern side of 
town.  She will tell you about a dungeon that some Drifters were asking 
about.  She will also tell you its location.  Now that you have this 
information, head west, and south.  Exit Claiborne, and we are going to head 
for that dungeon.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 10
Enemies: Dryad, Pordarge
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

From Claiborne, head directly east.  Eventually, you will pass a railroad 
tunnel.  Continue east here, and search around the area.  You should find the 
dungeon in the center of this little side area.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Serpents Coils                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 13,768, Y: 7,806
Suggested Level: 10
Enemies: Jelly Blob
Bosses: Blonde, Timid Boy, Afro, Cat(?), Janus, Romero, Dario
Items:  Gella Card x2, 2,000 Gella, Nothing, Nothing, Nothing, Gimel Coin, 
Lucky Card x3, Clear Chime, Migrant Seal
Duplicater Chest: Nectar
Key Items: Andro Shield
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Sadly, this place lives up to its name.  It is rather large, and very 
confusing.  Luckily, there is a little switch that will make this area 
easier.  Just wait until I tell you where that is though...

Note: The Jelly Blobs here can only be damaged by magical attacks.  They are 
immune to physical attacks, so dont try it on them.  Also, have whoever has 
gale Claw use Inspire (the Lightning elemental attack) instead of Vortex, as 
that is what the Jelly Blobs are weak against. But this is a great time to 
level up.  You get Gems each time you kill an enemy with magic, and each gem 
sells for 100 Gella.  That means you get a minimum of 300 Gella per battle.  
If you ever need gella for a while, level up here and it will come quickly to 
your pocket. 

When you enter the coils, watch a scene, and head north onto the next screen.  
Here, head north, ignoring the side doors, and go through the most northern 
door.  In this larger room, head northeast, and go through the door.  In here, 
head north, and flip the switch.  Now, jump off the platform, and go through 
the eastern door.  In this room, head east, and open the two chests for 2,00 
Gella and a Gella Card x2. Now, flip that switch, and it will work as a 
virtual map.  It will tell you what floor you are on in the dungeon.  This 
navigator will show you that you are currently on Floor 9 (bottom right 
corner).

After setting the navigator, head back to the previous screen.  here, (F8), 
head northwest and through the door.  Now head west and go through the south 
door.  Now you should be on 4F.  Here, go south, and go up the stairs to the 
west.  Open all three chests here.  Each will have nothing in them, but you 
still need to open them for them to be part of your chests total. After doing 
this, exit this room.  

Head south, and jump off the end of this platform.  Here, go east and up these 
stairs.  Enter the door.  In this room, head north, and jump onto the lower 
level (not the bottom level, but the mid level).  Go and press the switch, and 
watch a rather interesting scene.  After the scene, jump off the pltform to 
the south, and go through the eastern door.  In here, jump down, and head 
north.  Go through the western door.In here, go west, and through the southern 
door.  Now, go south, and go up the second set of stairs.  Once again going 
through the eastern door.  

Now you are where you need to be.  Head north through the door that you opened 
by pressing that switch.  Dont worry, you arent timed in this area (it isnt a 
race, even though the game makes it seem so).  Go north through this next 
door, and you should be on 11 F.   Head north, and pull the eastern lever.  Go 
north again, and open the two chests to the east for a Gimel coin and Lucky 
Card x3.  Now, go through the western door. 

Note: On 11 F, you notice that switch.  you MAY (not positive) be able to 
freeze it with Gallows' Freezer Doll item, and skip a long part.  If someone 
can confirm if you can or can not freeze it I'll give you a cookie... 

Here, go south, and up the stairs.  Pull the lever to open the door.  Ignore 
that door for now, and head a bit east and then north.  Go through the eastern 
door, and beyond, watch a scene.  Go back to the previous screen.  Now on 12F 
once again, head south, and then north. Go through the western door. 

In this hall, follow the path south down the stairs. Go through the door, and 
there will be three chests.  You wont be able to open the chest that is sealed 
by magic just yet, but you will be soon.  Open the other two for a Clear Chime 
and a Migrant seal.

Note: Migrant seals are rare, and very valuable items.  Your Migrant level 
goes up one number with each Migrant Seal you get.  The higher your Mingrant 
level, the less points dodging an encounter (by pressing O) will take from 
your ECN gauge. Get as many of these as you can, as you will be needed every 
one of them.

After getting these chests, head back to 12 F.   Once back on 12F, go south 
and go through the door you opened with the lever.  Jump off (or climb 
down...) and go through the southern door.  Here, go south, and go up the 
second set of stairs once again.  On 6F, head through the northern door, and 
onto to 10F. Go north through 10 F and onto 11 F.  Press the switch here 
again, and go north, through the western door.  

Here go south, up the stairs, and through the eastern door.  Head east across 
the area (careful not to fall off, you dont wanna go through all that again) 
and go through the door.  On 15F, head east, and down the stairs to the 
north.  Go onto the next screen.  Here, head north, and use the Tindercrest to 
defrost the switch.  Pull it next, and then use Gallows' Freezer Doll to 
freeze it again.  Now, head west, down the stairs and watch a scene.  Save 
your game now, and go through the door.  Watch another scene, and you will 
fight a boss.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Blonde, Timid Boy, Afro, Cat(?)
EXP: 184
Gella: 250
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

This is one of the first challenging bosses in the game.  I suggest getting 
the Clear Chime item, and then equipping it on one of your characters.  
preferably one of your characters that has strong physical attacks.  Use most 
of your PS points on the Confuison Ward skill, as you will need it.  

This battle is somewhat like the Janus, Dario, and Romero battles, except that 
there is 4 of them, and they are a lot stronger then Janus's party.  Afro is 
the worst of them, as he heals, and also has the stronges attacks.  

Your first priority is getting rid of Afro.  He does over 100 damage to a 
single member with some of his attacks, and can confuse your members.  His 
normal attacks do around 50 damage, so he is a serious threat.  If your entire 
party is confused, it will wipe out itself without the enemies even getting a 
chance to attack you.   And since you dont want to wipte your entire party 
out...well I suggest going after Afro first, and you damn better listen to me!

Remember the trick we did with the last janus battle?  Where Virginia use 
Mystic-Lucky Card?  You want to do that in this battle as well.  This battle 
will give you quite a bit of EXP, and with the Mystic-Lucky Card combo, you 
will get even more.  After having Virginia do that, have her use Shield on 
herself.  You may even want to Shield the party BEFORE the Mystic.  

Have Gallows use Extension-Heal or Extension-Shield on the party.  He is not 
strong physically, but you need those FP, and so have him attack.  Jet and 
Clive should attack normally, as that is their main strength.  Have Gallows 
heal any member under 150 HP.  

Now, you have a choice.  You can get more EXP by killing off all the enemies, 
or you can finish the battle quickly by killing the Blonde.  I suggest doing 
the former, but if you want to do the latter, go ahead. 

If you chose the former, kill off Cat(?) before the Timid Boy.  Cat does 30-50 
damage with his attacks.  Take note that Blizzard Breath is a lot stronger 
then the normal Fire Breath.  He doesnt have the highest HP, but he will still 
take a while to kill off.

After Cat(?) go for the Timid Boy.  The Timid boy himself is the weakest of 
the enemies, and isnt much of a threat, even to the lower defense characters.  
Timid boy should die within a few turns.  Dont waste any strong attacks on 
him.  

Now that you only have Blonde left, use all of your strongest attacks on her.  
If Jet and Clive have enough FP, have them both defend to get their bullets 
back, and have them both use Gatling (or have Clive use Lock-On, whatever 
floats your boat) and she should easily be killed by that.  if not...just keep 
pounding and she will die fast enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

After the battle, watch a scene, and then you will learn your opponents' 
name.  After Maya leaves, follow her through the door.  Here, head north to 
the end of the room.  there will be two small sets of stairs.  Go up the 
eastern set, and head south.  Open the chest here for a Duplicater.  Now jump 
off, and head north again.  Go up the stairs on the west, and then go south.  
Open the chest here, and you will get a Gimel Coin.  Jump off, and head north 
once again.  

Note: You can go back to 14F and open that sealed chest, now that you have a 
Duplicater.  It contains a Nectar, and is well worth the effort of getting 
it.  

Before going through the door, Save your game.  Go through it, head north.  Go 
up the stairs, and watch a scene. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus, Romero, Dario
EXP: 150
Gella: 164
Item: Mini-Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Compared to the battle with Maya, this one is childs play.  Janus is still a 
threat, though.  He has gained quite a bit in power since we last fought him, 
so be warned.  His attack all spell does about 30+ damage and he counters some 
attacks.  

As always, Janus is still the biggest threat of the battle.  Also like the 
Maya battle, you can kill Janus off first, and the battle will end.  But if 
you do that, you wont get all the EXP possible for the battle, and is not 
really worth it.  

As always, start with Romero first.  He sems stronger then Dario in this 
battle, and his attacks hit a lot more often.  Both Dario and Romeros attacks 
do around 30 damage.  They are not too much of a threat, especially if you did 
the Mystic-Lucky Card combo in the previous Maya battle.  

Speaking of that combo, you need to do that in every boss battle in the game 
from now on.  I will give reminders every now and then, and I will tell you 
NOT to do it, but this will get you some high levels, and allow for an easier 
gaming experience.  

After Romero, go with Dario.  He should be a faster kill then Romero was, as 
he has lower evasion. Dont use any gatling attacks on him, since he will be 
killed off easily enough as it is.  

Last, go after Janus.  Keep your HP higher, because janus counters your 
attacks.  Just physically and magically attack him.  If Clive and Jet have 
been building FP, go out and use Gatling (or Lock-On) on  Janus.  That should 
severly dent him, if not kill him.  Continue attacking in any way you see fit, 
and he should die.  This battle will be a lot faster then the previous 
battles. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you will get the Andro Shield and 
information on where to go next.  You also automatically exit to Claiborne.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Drifters                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Claiborne                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 11,739, Y: 7,141
Suggested Level: 12
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes
Key Items: Horses (2,000 Gella)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You are atuomatically brought here.  Watch a scene, and your party will then 
deice what to do.  Head south, and exit Claiborne like you would normally.  
Make sure to stock up on items before you leave. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 12
Enemies: Dryad, Pordarge
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

From Claiborne (Liz Claiborne...) head southwest (past another one ofthose 
plateaus) and onto the peninsula.  head all the way down past the beach, and 
search around the area.  In the center of the southern porthion of the 
peninsula lies Ka Dingel. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Ka Dingel                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,710, Y: 4,408
Suggested Level: 12
Enemies: Pordarge, Gagison, Annaberge, Empusa
Bosses: Trask, Janus
Items:  Lucky Card x2, Duplicater, Gella Card x3, Gimel Coin, Heal Berry, 
Revive Fruit x2, Blue Bracer, Gimel Coin, Mini-Carrot
Duplicater Chest: Booster Kit
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well, this is the last dungeon in Chapter 1.  It isnt the hardest, but it is 
decently long.  Just keep your HP up, and you shouldnt have any problems.  

From the enterence, head directly north and into the second screen.  You are 
immediately confronted with a puzzle.  Head north, and jump down onto the 
lower level.  Go to the two blocks to the west, and push the eastern block one 
step north, and two steps east.  Now push the western block 3 steps east so 
they are lined up with each other.  Now, head north, and go east around the 
room, go south, and up the stairs.  Go back north, and go over the bridge of 
block you just made.  There is a third block here now.  Push this third block 
two steps east and two steps north.  It should fall onto the ground.  Now walk 
over this block and open the chest for Lucky Card x2.  Now, jump down on the 
southern side of the platform, and push the block four steps west.  Go back 
south, and walk over the two block bridges.  Go through the newely accessible 
door.  

In here, head west up the stairs, and through the eastern door.  In this room, 
step on the floor switch, and then head south.  There will be a lever 
(whatever that little pully thing is..I am going to call it a lever) that you 
need to turn.  Hold X, and rotate the analog stick counterclockwise, and the 
platform will slowly raise itself onto the higher level.  At the upper level, 
head east, and jump down to the north.  Go through the door here, and open the 
three chests for a Gimel Coin, a Lucky Card, and a Duplicater.  head back to 
the previous room.  

Back in this larger room, jump off to the west, and step on the floor switch 
once again.  Go rotate the lever once again.  Back on the upper level, go 
east, and jump off to the far side (inaccessable normally).  Over here, step 
on the floor switch, and roate the lever to go up to the upper level. Go up 
the second platform in the same manner, and go through the western door.  In 
here, go west, and through the screen.  Save, and go through the door to the 
south.  In this room, head south, and you will be brought into a random 
encounter with a boss.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Trask
EXP: 250
Gella: 1,500
Item: MoonStone
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As you can see, trask is...well armored to say the least.  If you try 
attacking him, he will just reduce the damage.  Even your strongest attacks 
damage will not do more then 5 damage or so.  That is the first problem you 
will face.

The second is Trasks frequent counter attacks.  he will counter your party 
with an attack called Bio-Missle, which does around 80 damage.  This means 
that you need to keep your parties HP over 200 hundred at all times, or else 
they can be slaughtered by the counter attacks alone.  You should just attack 
with Virginia physically until she gets 25 FP and enough to use Mystic-Lucky 
Card.  After that, have her cast Shield on your party.  Gallows shouldnt 
attack at all, but rather use a Gella Card on the Trask (3,000 gella is your 
friend) and the heal the party as needed.  

All right, now that the basics are out of the way, I'll tell you the trick to 
beating the boss.  First off, have whatever character you have with Firey Rage 
use Cremate on Trask, and then that same round (or the next, but I suggest its 
the same round) have the character with Aqua Wisp use Refrigerate (the ice 
elemental spell) on him.  This will crack the trasks armor, and you will be 
able to physically damage him.  

Now that trasks armor is broken, all physical attacks do around 200+ damage.  
Take note that he will still counterattack, but this time with the lattack Big 
press, which you should know by now, doesnt hit very often.  Now you can 
attack him, and he should die within a few rounds.  Even Virginia will do over 
100 damage with her physical attacks.  Reap the wonderful 3,000 Gella spoils, 
and be happy.  Chapter 1 is soooo close to being over!
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, head south, and through the door.  

here, go northeast, and west onto the next screen.  Now you are in yet another 
large room, and you need to get to the other side.  Climb the ladder to the 
north.  Now, go west, and jump onto the netting.  Continue going west, and 
jump off at the far southwestern corner of the netting.  You should be on an 
upper platform.  No go south, and jump down to the chest.  Open it for a Heal 
Berry.  Now jump down to the lower level, and go north once again.  Climb up 
the ladder, and jump onto the netting for yet -another- round of net 
swinging.  

On the netting, jump off at the far southwestern corner like you did the first 
time.  Now, jump onto the second net to the south, and head west.  At the end, 
fall off.  Now, make your way up to the third net, and once on it, jump off at 
the northwest corner, and open the chest for a Revive Fruit x2.  Now, jump 
down, and make your way back to the third net once again.  Once at the third 
net, jump onto it, and CLIMB (remember, stay near the edge, and press X) up to 
the top of it.  

Once on top, notice that there will be two doors to the west.  Start by going 
through the north door. Now, head east down the stairs, and enter the 
southeastern door.  There will be two chests in here.  Open the first chest 
for a Blue Bracer, and use a Duplicater on the second chest to get a rare 
Booster Pack.  Now, exit the room the same way you entered.  Head west up the 
stairs, and go back into the larger room.  

In the larger room, head south, and go through the northern door.  Now, go 
north, and onto the platform.  You will notice 2 fires.  Put gallows in the 
lead, and have him put ONLY the first fire (the southern one, closer to the 
entrence) out.  Now, jump down to the north, and head as far north as possible 
without jumping to the lower level.  Now, turn around, and have Gallows put 
the second fire out.  Now, jump off to the north, and go up the stairs.  Go 
through the door. Head west up the stairs, and go through the eastern door.  

There is no puzzles in this final room.  Open the chests immediately south of 
you, for a Gimel Coin and a Mini-Carrot.  Now, go east, and watch a scene.  
Now would be an excellent time to use that Gimel Coin.  Continue east, and go 
up the final elevator.  

On this top floor, watch an excellent scene, and prepare for the final battle 
in Chapter 1.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 310
Gella: 380
Item: Mini-Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Janus fights alone this time, but he is about 5 times stronger then he was in 
the previous battles. He is faster, and he always counters your attacks.  Be 
warned that you have to be very cautious in this battle.  If you go on an all 
out attack spree, Janus will slaughter your party with counter-attacks, and I 
can promise you, that will not be fun.

First off, do not use magical attacks on Janus.  He will just heal himself for 
300 HP with a Heal Berry.  So you are limited to physical attacks and 
defensive spells.  Virginia may want to Shield your party, and use Mystic-Heal 
Berry.  Of couse, have Virginia use the Lucky Card combo first.  You may 
actually want to use some of those Mini-Carrots you may have stocked up on 
before this battle if you havent already.  

Janus's attacks do 50-60 damage to the entire party now, and his normal 
physical attacks do 40 damage.  Janus's physical attacks are stronger then his 
normal attacks, and do 60 or so damage.  He has 2-3 attacks per round, as well 
as the counters, making him a very fast, and strong opponent.

Attack him only with physical attacks, and soon, he will start COUNTERING 
with  Multiblast (the attack-all ability he uses) this point is the most 
dangerous time.  He can kill off characters that dont even attack him.  Becuse 
of this, you need to limit your attacks, or else have Virginia and gallows on 
constant healing duty.  

For an offense, have Clive and Jet use Galting.  As I said, use Mini-Carrots 
to do more damage to Janus.  This battle will be fast, but like the Moor Gualt 
battle, it is deadly.  Kill Janus as fast as possible, and dont let your party 
members die off.

PS: Use a Gella Card.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, Chapter 1 will end.  Watch a lot of scenes, and your party 
is automaticaly back in Claiborne.    

*****************************************************************************

*************                  Chapter 2                        *************

***************************************************************************** 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                     A Hive of Scum and Villainy                     --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Claiborne                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 11,739, Y: 7,141
Suggested Level: 14
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes
Key Items: Horses (2,000 Gella)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As you enter, your parth is already layed out before you.  Head south, and 
exit the Saloon/Inn.  Outside, head east and talk to the odd looking woman 
(Becky) once again.  She will tell you where to go.  Now, if you havent bought 
the horses already, now it is required.

Head a bit west and into the barn.  Talk to the man in here, and pay 2,000 
Gella to buy the horses.  They will appear outside of town when you exit 
Claiborne. 

After buying the horses, you are ready to go.  Exit the barn, and head west.  
Go south, and exit Claiborne.  As you exit, watch a scene.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 14
Enemies: Dryad, Pordarge, Oak, Orc, Axe beak
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Your goal is the town 'Little Twister'.  From outside of Claiborne, jump onto 
your horse with the X button, and head directly west.  Pass Westwood, and you 
will see some land that is barren.  Dont slow down, and head over to the 
area.  If your horse stops, back up, and run over west once again.  If he 
jumps over, you are where you need to be.  If he keeps stopping, back up 
farther each time.

After you're able to jump over the rift, head southwest, and walk along the 
area at the edge of land.  Once you see a beach, head a bit north, and 
search.  You will find Little Twister.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Little Twister                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 6,105, Y:8,301
Suggested Level: 14
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes, Duplicater, Black Market items (not yet)
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is little Twister, the Mos Eisley of Wild Arms 3.  Everyone here is 
engaged in illegal activities, like the Black Market.  Also, this is the 
birthplace of the now infamous Janus Cascade.  

From where you enter, head north, and follow the town as it curves east.  Go 
through the door in the middle of the Sheriffs office and the Saloon/Inn. In 
here, head north, and notice the leveer on the wall.  Rotate it with X and the 
left analog stick, and the door to the west will open.  Go through that door. 

Once back outside, you are on the far, less populated side of Little Twister.  
Break the box east of the door, and head oytside the towns boundaries (dont go 
too far, or else you will leave town).  Head northwest, and open the chest 
here for a Duplicater.  Head back to the doorway where you entered the town, 
and head west.  Over here, you will notice an empty shack.  Also take note 
that this is where the ARMS shop is, so upgrade here whenever you can.  Head 
back west when you are done, and go back through that abandoned shack into the 
main town.

Back in the main town, head west and enter the largest building in town, which 
is the Saloon.  Kinda makes you wonder what they do with their time, doesn't 
it? In here, make sure you have 500 Gella, and then talk to the 
owner/barkeep/inkeeper.  Now choose chat, and when given an option, chose 
1: "Point to the 500 Gella bottle".   Now, watch a scene.  Talk to the lady in 
charge once again, and select chat.  She will tell you where you need to go.  
Now head out of the inn.  Head in either direction, prepare your party, and 
exit Little Twister.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                           Playing Hero                              --=-=
 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 14
Enemies: Oak, Orc, Axe beak
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Back on Filgaia, head north.  Circle that mesa (plateau?) in your way on the 
right.  At the northwestern coast (from Little Twister) search, and eventually 
you will find the dungeon.  This is where you need to be. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          The Unclean Mark                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 14
Enemies: Orc, Pordarge, Gerbug, Mimic
Bosses: Robed Woman, Janus
Items: Gella Card x2, Lucky Card x2, Gimel Coin, Mimic(Duplicater x2)
Duplicater Door: 3,000 Gella, Dragon Fossil, Heart Leaf, Heal Berry x3
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north and through the western door.  On this screen, 
watch a scene. Now, your goal is to open that door.  Put Clive in the lead, 
and you will notice 4 glass Gems on the ground.  Have Clive set a bomb near 
each of these 'gems' and they will light.  There is a time limit, so be 
hasty.  When all four are lit at once, the door will open.  Go through the 
northern door.  

In here, head north, and use a Duplicater on the western door.  Go through the 
door, and you will see quite a few chests.  Open all four chests for 3,000 
Gella, a Dragon Fossil, a Heart Leaf, and some Heal Berry x3.  Now exit the 
room the way you entered.  Back on the previous screen, head east, and through 
the southern door.

Now, head east, and go south onto the small platform.  Watch a scene, and when 
you can control your character head north, and dodge the trap.  Head back and 
talk to Claudia.  Now, head north again, and go east, and through the newely 
opened eastern door.  

In this hall, immediately go through the door to your east.  There are four 
more chests in here (damn, this place is like hitting the jackpot in the 
lottery!).  Open all four of them for some Lucky Card x3, a Gimel Coin, Some 
Gella Card x2 and a Mimic.  The Mimic you must fight off.  Take note that 
after you kill him, you get the item in the chest.  The item is 2 
Duplicaters.  well worth it, if I may say so.  Exit the room the way you 
entered.  

Back in the hall, head north and west.  Go through the western door.  In here, 
head south, and west.  When you can see a lamp to the side, stop, and face the 
lamp.  Stand about directly above it, and have Jet throw Boomerang at it.  It 
if hit the wall, the Boomerang will rop and fall onto the lamp.  The door 
should open.  If it misses, do it again until it DOES hit.  Go through the 
door.  

In here, watch a scene, and talk to Claudia.  Hold down the X button, and you 
will run across the path.  Don't let go of the X button until you hit Claudia. 
When you're across, talk  to Claudia, and continue through the door.  Head 
north, and through the door at the end to get to the next screen...

In here is yet -another- puzzle.  Put Clive in the lead, and step on the 
switch, run into the blocks, and set bombs the entire time.  After a few blow 
up, the path will open and the blobk will disappear.  You wont fall off the 
edge, either.  Head through the eastern door.  In this hall, head south and 
ignore the Block and Floor Switch.  You cant access those just yet, and just 
go through the eastern door. 

In here is the most annoying puzzle in the dungeon, and one of the most 
annoying in the game.  Especially if you do not know what to do.  Now, you 
will notice 8 blocks in here, two sets of four.  head north through one set, 
and turn the screen south.  Now, place a bomb between those two Gems, and walk 
south.  Place another bomb between these two gems.  Now hurrying, go put two 
bombs through the path on the second set of gems (the second 4, not the center 
group).  This may take a few times to do, but if you do it correctly, all 
eight gems will light up, and the door will open.  Be patient, this IS 
doable!  After lighting them all up, head through the northern door.  

In here, walk up the stairs to the east, and have Jet throw a Boomerang to 
light the lamp.  Now that the path is clear, Claudia will go ahead.  Go back 
down the stairs, and head north. At the second 'block' Spears will jump out of 
the wall at your party.  Have Jet kill them with three hits from a boomerange, 
and continue north.  At the third block, do the same as you did on the second, 
and save your game.  Go through the western door.  

In this final room, talk to claudia, and then search the area to the south.  
You will get the Gem.  Now talk to Claudia again, and watch a scene. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Robed Woman
EXP: 390
Gella: 420
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Your first battle with this...mysterious robed woman is easily the easiest of 
all the battles.  But take note that it still wont be easy.  This will be a 
quick battle, usually only lasting two rounds, but the woman can still do some 
serious damage to your party. 

First off, the Robed womans main attack is called 'Eliminate Scanner'.  This 
attack is exceedinlg ystrong, and does from 250 to 350 damage to a single 
character.  Bcause of the sheer power of this attack, have your entire parties 
HP over 400 at all times.  

Attack her physically, as magical attacks dont work too well.  She doesnt have 
a high dodge, so almost all of your attacks will hit.  Just keep your HP up, 
and this battle should be done in a flash.  Remember to wait to kill her until 
Virginia has done the Mystic-Lucky Card combo though.  Maybe have one of your 
main atackers defend on the second round...
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, follow the woman into the northern door.  You may want to 
save again...

Watch another scene, and you are forced into yet another battle.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 540
Gella: 580
Item: Baselard
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Unfortunately for your party, the previous battle was the easier one.  this 
battle will be much harder.  Janus has gained a hell of a lot of strength 
since your last encounter with him on top of Ka Dingel, so be warned.  

Janus has completely different attacks in this battle.  His big damage dealer 
is called "Negative Rainbow".  This attack does 200 damage or more to the 
entire party.  This is probably the most serious threat Janus presents.  
Luckily, Janus can not do the attack every round, but he CAN do it every other 
round.  And he will.

So now you know Janus does 200 damage to your entire party every other round.  
But his attacks dont stop there.  He counters your physical attacks with Dark 
Spear, which does 80 damage to the party member that attacked.  His normal 
attack does around 100 damage to a single member.  Takle note that after a 
certain point of damage, Janus will start to counter more often.  At this 
point, the counters will do 100 damage, and not 80. 

Luckily, to make things more survivable, Janus is much slower in this battle.  
He may even go after Clive, depending on your level.  This allows your party 
to be healed with Extension-Heal or Mystic-Heal Berry and so you can continue 
with the offense.  

Attack howeever you want.  Physical attacks do normal damage to him, and 
magical attacks, with a strong magical attacker (Gallows) do quite a bit of 
damage as well.  Do whatever suits you.  You may want to have whoever has Gale 
Claw cast Turbulance so the characters attacking physically can evade Janus's 
powerful counters.

One last note...you may want to use Mini Carrots on Virginia so she can keep 
the party constantly healed.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: The Baselard you get after the battle is definitely an awesome item.  
this gives a Guardian the ability to Inertia Cancel (when you see 
Challengeable!) for free (0 FP) and at any time.  This will definitely save 
your hide, so do whatever it takes to equip it on one of your characters.  

After the battle, watch a scene.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 16
Enemies: Oak, Orc, Axe beak
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Back in Filgaia, head south, and enter Little Twister.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Little Twister                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 6,105, Y:8,301
Suggested Level: 16
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes, Black Market Items (not yet)
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, watch a scen.  Now head north, and enter the Saloon/Inn.  In 
here, talk to Claudia, and she will tell you information on where you need to 
head next. Now exit the Saloon and Little Twister and you will head to your 
next dungeon.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 16
Enemies: Oak, Orc, Axe beak
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Once again back on Filgaia, head southwest from Little twister, and stay near 
the edge of the continent.  Search every few steps, and you will find the next 
dungeon.  (Remember, stay near the edge of the continent to find it).

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Lunatic Garden                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 16
Enemies: Orc, Marid
Bosses: Slickster, King of Anglomois
Items: Tool: Steady Doll, 3,500 Gella, Gella Card x3, Growth Egg, Lucky Card 
x2, Gimel Coin, Duplicater
Duplicater Door: Migrant Seal, Tiny Flower, Revive Fruit x2
Key Items: Moon Spark
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

At the enterence, head north.  Step on the switch to the east, and the door to 
the north will open.  Go through it. In here, there are three chests.  They 
contain Tool: Stead Doll (which will go onm Gallows, and is required for 
finishing this dungeon), 3,500 Gella and some Gella Card x2.  Exit the room 
the same way you entered.

Back in the first hall, have Gallows lead, and equip him with his brand new 
Steady Doll tool.  Now, head over to the west, and use it on that switch 
behind the barrier you could not reach normally.  This will lower the barrier 
and you will be able to see a door.  Go over to the door, and use a Duplicater 
on it.  Now go through the newely opened door, and reap the spoils from the 
chests here.  A Migrant Seal, a Tiny Flower, and Revive Fruit x3 are your 
prizes for using the Duplicater.  Well worth it.  Now, exit back to the hall. 

Back here, head east, and use the Steady Doll on the switch to the east.  This 
will lower the platform, and allow you to continue farther into the dungeon.  
Go through the door to the east.  In here, you will see some blocks.  Use the 
Steady Doll to push the block one space east, and then one space north.  this 
will put it on the floor switch, and the door will open.  Go through the door, 
and head south, west, and north up the stairs.  Go through the northern door.  
Up on this upper level, go through the western door.

Start by heading west across the screen and heading to the next screen.  In 
here is another puzzle.  Start by pushing the top block down to the ground 
(remember this is with the Steady Doll).  Now push the south block 3 times 
west, and then two times south.  It should now be on a floor switch.  Not, 
push the block that was on the bottom 2 spaces south.  lastly, go for the 
blobk that was on top of the other block, and push that two spaces west.  If 
you did this correctly, the boxes will be on the floor switches, and the door 
will open.  Head back up the stairs, go west, and through the northern door.  

In here, go up the stairs, and go through the southern door.  Now go west, and 
south up the stairs.  Face the button on the wall., and use the Steady Doll to 
press it.  This will open the door.  Go through it.  

In this larger room, head north until you reach an intersection.  Now go west, 
and then south.  At the very end, jump off, and land on that stuck floor 
switch.  This will un-stick it, and the door will open.  Now, head north 
again, and this time go east, and south.  To the far south is a chest that 
contains a Growth Egg.  Open it, and go through the eastern door.  

Here, open the two chests for some Lucky Card x2, and a Gimel Coin.  Now head 
southeast and stay against the wall.  At the fa southern wall, (stay at the 
wall!) and turn towards the switch.  Use the Steady Doll on the switch, and 
you will rise up when the platform rises.  Go west, and through the door.  
Head west and through yet another door.  In here, head up the stairs, and go 
through the western door.

Now, you should be outside.  You need to light three gems.  Start by heading 
east, and up the stairs.  Go south, and at the center, tpick up a box.  Face 
west, and throw the box at that weird gem.  That should light it.  If you 
miss, throw another box at it.  After getting this one lighted, head south and 
open the chest for a Duplicater. Now go west and down the stairs.  Pick up a 
box and go to the war west corner.  As far west as you can go, you will see a 
gem just inside your box throwing reach.  Throw a box at this one, and light 
it.  Now pick up one more box, and head to the center of this screen.  Go 
west, and stand on that small set of stairs.  Throw the box at the last gem, 
light it, and the door will open.  Now go through the northern door.  

In here, use the Steady Doll on the switch to the west.  Jump off to the west, 
and go through the door.  I suggest saving now.  In this room, head west, and 
then north.  Ignore the revolving object, and go through the door.  

Watch a scene...

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Slickster
EXP: 480
Gella: 500
Item: Clear Chime
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is quite different from the previous battle with the Robed Woman.  
First off, Slickster is a fan of status attacks.  that is his main offense, 
though he also has a few attack skills.  

First off, he attacks with Tri-injury.  This is his most annoying attack, 
causong three statuses: Disease, Misery, and Amnesia.  Amnesia is the worst of 
the three as it stops you from getting EXP.  I suggest curing that one first.  
You probably wont need to heal too much in this battle, so disease shouldn't 
be too much of a problem. 

One of the major threats that Slickster poses is the confusion status effect. 
Without a fast cure, confusion can be devastating, and your party can wipe 
themselves out. Have a Confusion ward on as many of your characters as 
possible (even if you only have one, that will help). This will prevent at 
least one character from being confused, and may even save your party.

The only attack that Slickster has is Elimiate Scanner.  This is not nearly as 
strong as Robed Womans, doing only 200-250.  This will only be a threat if he 
does it on the same character two turns in a row, which is exceedinly rare.  

Attack the Slickster with physical attacks.  This battle will be long, because 
you will be healing a lot of the status effects.   He is not strong, but more 
annoying.  Remember not to kill him until you have all of your characters 
cleared of the  Amnesia status.  Magical attacks also work, but you wont be 
able to use them a lot because of the Misery status that Tri-injury places on 
your character. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you get the Moon Spark Medium.  Now you 
need to head out of Lunatic Garden.  yes, I know you usually exit 
automatically, but for now you have to get out. 

Now, head south, and exit east.  Here, go south, press the switch and jump off 
to thr east.  Go through the southern door.    Now go all the way west and 
exit back into the main dungeon.  Jump down the stairs, and go through the 
door at the bottom.  On the next screen, head directly east, and fall off the 
northern ledge. Go through the southern door, and watch a scene. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: King of Angolmois
EXP: 600
Gella: 650
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is a rather...odd battle.  The King has a hell of a lot of hP< and is 
physically strong.  It would take a long time to kill him off normally, but 
luckily, the game sets up a trick for you to do beforehand. 

Start by equipping someone With the Moon Spark Medium, preferrably on Gallows 
or Virginia.  This will make the battle a lot shorter and easier.  The Moon 
Spark as a spell that rarely works on bosses called 'Grav'.  This is somewhat 
like a Demi spell from Final Fantasy.  It takes off a certain number of HP 
based on the enemies' current HP. 

Start this battle with a small precatution.  While Grav does a lot of damage 
to the King, he is a very strong enemy nonetheless.  His attacks do about 200 
damage to a single party member, and you wont be able to stand up to that for 
too long without healing.  Have Gallows or Virginia Heal (whichever of them 
doesnt have Moon Spark).

Now that you know the preparations...Have the character with Moon Spark cast 
Grave every turn.  For the first 5 rounds of battle, this will take away about 
1,600 HP.  Have your other members attack as well, because Grav can not kill 
the King.  Your attacks will do a bit less then normal damage, but attack him 
anyways.

After baout 4-5 turns, the damage Grav does will go down, and you will know 
that he is alsmot dead.  Continue attacking, but this time only with physical 
attacks. He will die within a few turns, and the battle will be won. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene and NOW the game will get you automatically 
out of Lunatic Garden. This time you start automatically in Little Twister.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
-=-=                        Playing in the Sand                          --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Little Twister                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 6,105, Y:8,301
Suggested Level: 16
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes, Black Market Items (not yet)
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After watching a few scenes, talk to Claudia again and exit the inn.  Head 
south, and talk to Cormano near the enterence of town.  Ask him about what he 
has to say, and he will tell you about where to go.  Now, exit Little Twister. 

Note: This is a good time, if you are VERY confident of your abilities, to go 
and do the Decaying Labyrinth Side Quest.  I will give you a walkthrough for 
getting there now.  After the walkthrough for Decaying Labyrinth, I will help 
you go forward in the game.  If you dont feel ready for Decaying Larbyrinth 
-just- yet go ahead and skip it until later.  First, you need to head to 
Midland Station.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

From Midland Station, you should use a Claa Whistle.  With your horses, you 
are ready to head over into the area where Decaying Labyrinth resides.  Head 
northwest from Midland Station, and jump over that rift to get onto the grassy 
area.  (Remember, if you dont make it over the rift the first time, you can 
turn around and try again).  Now stay on your horse, and head east around the 
forest (you can go directly through, if you wish, as well).  At the end you 
will see a little circle of grass.  Search around here, and you will find a 
town.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           The Secret Garden                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 17,823,  Y: 8,239
Suggested Level: 20+
Shops: None
Items: Heal Berry x10
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Though this is technically a town, there is only one inhabitant.  When you 
enter, head north and talkl to the girl.  Watch a rather interesting scene, 
and you will recieve Heal Berry x10.  Now you have a mission, should you 
choose to accept it.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

From The Secret Graden, head north and then west, staying along the edge of 
the continent.  Search along the way and you will find 2,000 Gella.  On the 
far western side of this side area you will find the Decaying Labyrinth: Home 
of Video Game annoyances.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Decaying Labyrinth                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: Rachael, Rat Monkey, Undead Reptile
Boss: Ring Keeper
Items: None
Key Items: Curse (Corpse?) Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*sigh* well to start off, you need to figure out if you are strong enough to 
take on this dungeon.  You need to have both Virginia and Jet faster then the 
Rachael's, and be able to kill off at least one of them before they can go.  
The Undead Reptiles need to do 0 damage to at least one of your party members 
with their attacks.  And you need to have some decently high evasion rates, as 
well.  If you have all of these, you can proceed.  If not, you should level a 
bit more, and make sure you are ready.  The beginning of the dungeon is the 
easy part...

Note: I was able to do this dungeon with little problem at level 18.  It is 
possiblr to do it earlier, but I was not willing to risk that much.  Though a 
lot of people will have trouble doing it at level 18, it IS doable.  

Last Note: Dont dodge any encounters for the first half of this dungeon.  I'll 
tell you when you can dodge encounters, but you need to fight all of these.

When you enter, head north, up and down some stairs, and enter the inside of 
the dungeon.  Head north down the stairs, and into the tnext screen.  On the 
next screen, continue north, and through the next door you will face your 
first puzzle.

Well, not technically a puzzle, you need to walk around this room, making sure 
you dont fall off.  Head north, and go east along the thin platform.  Head 
east, north, east, and go down the second path to the south. Go through the 
eastern door onto the next screen.

In here, go eeat, and push the block east one step (space).  Now go north, and 
east when you can.  Be careful not to fall off the platforms, or the puzzle 
will reset!  Step on the floor switch in the center of the room.  Now head 
north and west.  Pull the block one space east, and go back to the floor 
switch.  Go west, north, and through the western door.  

Here, head south and west down the stairs  Go west, and through the northern 
door.  Now go north, and step on the floor switch under the bridge.  This will 
open the door.  Before heading through it, save your game, and dive on in.  In 
here, the door closes behind you. Head north, and jump down the different 
levels and onto the floor.  Examine the chest, and you are forced into a boss 
battle.   

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ring Keeper
EXP: 3,900
Gella: 4,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Depending on when you do this battle, the Ring keeper is either hard, or 
extremely easy.  The earlier in the game you do the battle, the harder the 
battle will be.  

Ring keeper has two main attacks: a physical attack and an attack-all magical 
attack.  the magical attack is Dark elemental so the Moon Spark Medium and 
whatever other Mediums that are equipped with Dark Rings will do well in this 
battle. Both of his attacks do around 200 damage.  The attack all does 200 
damage to all members not with Dark Wards.  Also take note that he counters at 
times, doing even more damage to the party.

Now, depending on your level, the above may seem kinda crazy.  And it is.  The 
Ring Keeper is decently fast, but nothing too bad, and nothing Virginia can't 
handle.  Have Virginia on constant defense.  You probably shouldnt even have 
her attack, unless you are out of Mini-Carrots.  You probably wont have to 
even use Mystic other then the Lucky Card Combo.  But if you dont, Gallows 
will be needing to be on healing duty as well.  

Have your characters attack normally, saving up FP for Gatling. Use Gatling 
whenever you can, and you will slowly whittle the Ring Keeper down.  Magical 
attacks work, but are not the strongest. If you are going to use magic, use 
support spells first.  Especially spells that up your defense and evasion.

After a certain point of HP, the Ring Keeper will start casting Anti Arcana 
zone.  This will stop your entire party from using magical Arcana attacks, but 
the Ring keeper can still cast his. You need to heal soley with Heal and 
Potion Berries now, so you need quite a large amount of them.  Anti-Arcana 
zone stays for 3 turns.

Even at a low level this isnt the most challenging battle in the game, and at 
higher levels, it is one of the easiest.  Just attack however you wish, and 
heal when a character gets under 500 HP, and you should do just fine.  

PS: Gella Cards are your friends.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, choose NO.  I repeat: Choose NO.  Now save your game, and if 
you are POSITIVE you are ready, select yes.

Now, this is one of the most annoying parts of the game.  Your HP is set to 1 
maximum.  In battle you will only have 1/1 HP, and you have no VIT.  You will 
not be able to save, or use any healing items.  This is a time where you have 
to dodge every encounter you have, even if it means falling off the edge of a 
platform to do it.  This is also why I told you NOT to dodge encounters 
throughout the beginning of the dungeon.  You still have a lot to go, so good 
luck!

Note: You may want to turn the music down in this section...they want to make 
you go crazy, and it does work.  It will also be annoying and throw you off.  

After getting the Curse ring, and go north through the first door.  Head north 
through this second screen, and go through the door to the west.  In here, go 
north west and south through the southern door.

Now for a puzzle.  In here, push the first block one space south.  Go west, 
and push the first switch.  Now, head south and push the next block one space 
south.  Go east and step on the switch.  Now, go west, and step on yet another 
switch.  From here, go south, and push the block one space south.  Now go east 
and step on the last floor switch to open the door.  Continue east and push 
the block one space east.  Go through the southern door.  

In here, go south down the western path, and go through the door at the end.  
Head south through the eastern door.  And in this next screen, head east onto 
yet another screen.  Now WALK (yet another screen you need to not fall off on) 
east, south, east, north, south, east, and north again.  Go through the 
northern door.  

Here is yet another block puzzle.  Start by pushing the first block one space 
north, and press the western switch.  Now head east, going north when 
possible.  Push the blobk north one step.  Now go east, and south, pushing the 
block south.  Step on the eastern switch.  Go back to the block, and pull it 
two spaces north.  Now, go north, and push the block one space north.  Step on 
yet another switch to the east.  Now pull the block two spaces south, and go 
west when possible.  Head all the way to the western side of the room, and go 
north.  Push the northern block one space north, and push the button to the 
west.  Now, go east, and step on the floor swotch here.  After doing this, 
head back west, and push the CENTER (its in the middle of the screen) block 
three spaces south,  Now go back to the western side of the room, and pull the 
western block two spaces south.  Now, go into the center of the room, and go 
north.  Head west, and then push the final switch.  This should open the 
door.  Now, fall off the side to reset the puzzle.

Once the puzzle is reset, push the first block one space north, and go east.  
Push the far eastern block east, and go through the southern door.  This 
puzzle will finally be completed.

In here, rush south, and go through the western door.  Head north, west, 
south, and go through the southern door. 

Now that you are in another walking room (where you nered to walk across the 
platforms) head all the way over to the west, and pres the switch.  This will 
open the door. Go through the newely opened door, and head south.  Drop down 
to the lower level, and continue south.  So close!  

Continue south through two more screens, and the curse will be broken!  Your 
HP, VIT, ENG, and everything else will be set to maximum and you are invited 
to take a deep, and very much needed breath.  Head south and exit the 
Labyrinth, being happy you never have to enter it again. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Now that you are back on Filgaia, you need to head back to The Secret Garden. 
Head east, past or through the forest, and re-enter the garden.  Talk to 
Florina, and she will reward you with the excellent ability to Garden plants. 
This side quest is finished, and you should be relieved never to have to do it 
again.   

BIG NOTE:  This is the end of the side quest.  You are going on in the game 
now, and I will assume you are at Little Twister from my directions at 
Filgaia. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 16
Enemies: Oak, Orc, Axe beak
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

From Little Twister, head northwest.  Go up the path northeast, and head west. 
At the end of this stretch of land, search, and you will find the dungeon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Sand Canal                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: (Second Entrance): X: 2,294, Y:12,079
Suggested Level: 16
Enemies: Cave Taurus, Mimic
Boss: Jansa, Vendidurt, Wisraspt (Battle One), Jansa, Vendidurt, Wisraspt 
(Battle Two), Jansa, Vndidurt, Wisraspt, Jasteuch (Final Battle), Janus
Items: Lucky Card x2, Gimel Coin, Heal Berry, Gella Card x3, 4,000 Gella, 
Duplicater, Seed Powder x2, Gimel Coin, Mimic (Soul Feather)
Duplicater Door: Name Tag, Holy Root
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*sigh*  People, please bear with me.  This is going to be one of the hardest 
dungeons in the game for me to write for.  It has a lot of: 'take one step 
here and take another step in this direction' crap.  

When you enter the Sand Canal, you are automatically brought into a scene, and 
then into a battle. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Jansa, Vendidurt, Wisraspt (Battle One)
EXP: 360
Gella: 420
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You will. most surprisingly be fighting these guys more then once.  You need 
to master your technique in the first battle though, so you can fight them all 
later and finish them with ease.

Now, since there are three of them, they can do what your party does.  One of 
them heals, one casts support spells, and one attacks.  Jansa is the healer, 
Wisrapt casts support spells on his party, and Vendidurt attacks.  Also, take 
note that they will dispel the support you spells if you cast them, so they 
will be worthless in this battle.  

Now, kill of Jasna (the red one) first, because he is definitely what makes 
this battle a pain.  He is the main healer of the group, and he is fast.  He 
also has an instant death attack, to instantly kill a party member when it 
hits.Because he is the biggest threat, and the healer, he gets top priority.  

After Jasna, go after Wisraspt.  He casts support spells and will dispel the 
support spells cast on the party.  He will make the battle longer then 
necessary.   Vendidurt attacks for maybe 150 damage and that is all he really 
does.  The others attack for the same amount.

Now that you know the damage and the order to get rid of them, you just need 
to attack them.  Magical attacks work, as do physical attacks.  Any style of 
gameplay works well in this battle.  Take note that you probably dont want to 
use Mystic-Lucy Card because of the lack of EXP the battle gives you. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle watch our little power-rangers run with their tails between 
their legs, and you will gain control of your party.  Head northwest, and go 
onto the next screen. 

Now you are in the main dungeon.  Continue northwest, and step on that blueish 
tile in the sand.  Have Gallows lead, and use his Steady Doll on the switch.  
This will move the blue block across the sand.  Once you are on the other 
side, open the Duplicater door.  In this room, open the chests for a Name Tage 
and a Holy Root.  Exit the same way you entered.  

Out in the sand hall, head southwest and through the northwestern door.In 
here, break the boxes in front of you so you can pass.  Now go north, and put 
Jet in the lead.  Have him through a Boomerang, and steer it at that  Gem 
lamp.  When it hits the lamp, the door will open.  Go through it and onto the 
next screen.  

In here, head north and follow the path as it goes northwest.  A the end, open 
the chest for a Lucky Card x2.  Now, head a bit south, and you will notice an 
odd wall on the sand side of the room.  Dash (with X) into the wall, and it 
will fall over.  Cross the sand to the southwest, and go northwest through the 
door onto the next screen.  

In this room, go southwest, and walk through the area below the waterfall.  Go 
northeast and break the boxes around the chest, and proceed to opening the 
chest.  You will get a Gimel Coin.  Now, head back under the waterfall, and go 
south.  You will find a hidden door here, and go through it.  

On this screen, you may want to save your game. Head northwest, and watch a 
scene.   

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Jansa, Vendidurt, Wisraspt (Battle Two)
EXP: 360
Gella: 420
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot like the last one.  In fact, its nearly identical, but 
you still have to be cautious.  

Remember that Jasna heals and has the instant death attack, Wisraspt casts the 
support spells, and Vendidurt is the attacker.  If you remember this 
formation, you can take them out to your lesuire.

The enemies do seem to do a bit more damage in battle this time.  They do from 
100-150 damage.  Most of the time it seems to be closer to the 150 mark 
though.  Keep your HP over 300 to stay safe. 

As in the previous battle, you should go for Jasna (the red one) first.  He 
still has that instant death attack, and is ready and willing to use it.  He 
also heals himself and his other allies for 200-300 HP, making him the most 
annoying enemy in the battle.  If you have all of your characters attack him 
you can kill him in one or two turns, even if he has healed himself twice.  

After Jasna, go for the ever annoying Wisraspt.  He casts spells that lower 
magical and physical damage to his party, and causes the battle to drag out 
longer then it should.  He is far more of an annoyance.

Lastly, Vandidurt.  All he really does is attack, and rarely a few others 
things.  he is the least annoying of the three.  

One last thing, you shouldnt use Mystic-Lucky Card here, either.  You dont get 
that much EXP from this battle, so its probably a waste.  Wait until the next 
battle, and you will do well.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle watch another scene, and the Power Rangers come back at you, 
this time with their strong friend!

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Jansa, Vendidurt, Wisraspt, Jasteuch (Final Battle)
EXP: 480
Gella: 560
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle poses are far more serious threat then the former battles with our 
Power Ranger friends.  You would be surprised how much more dangerous it is 
just because of one extra enemy.

Well, first off the enemies' attacks seem to do a bit more damage.  More to 
the 150 level then the 100.  And Jasna still heals, while Wisraspt casts 
support spells.  

But even with Jasna's instant death attack, he isnt the biggest threat in this 
battle.  Jasteuch is.  Jasteuch has an attack that does 100-200 damage to the 
entire party.  He is also extremely fast, making healing annoying.  His 
physical attacks do around 200 damage, so keep your HP above 400 at all times 
in this battle, or you will find yourself in critical condition.  

As always, start with Jasna.  He is still the healer, and still has that 
annoying instant death attack.  He is the second worst of the bunch.  After 
Jasna, you will want to go for Wisraspt, as always.  He still casts support 
spells on his allies, and is as annoying as ever.  

You can get Jesteuch and Vendidurt out in whatever order you want, but 
Jasteuch is the FAR bigger threat.  It just depends on your play stle.  

One last thing...you may actually want to use Mystic-Lucky Card in this 
battle.  This battle gives you 100 more EXP then the previous two, and is much 
more worth it. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Sadly, after beating these Power Rangers, the battle is not over.  you still 
have to finish the horridly long parts of the dungeon.  *sigh* from now on I 
may have a bit of trouble writing it, as you have to do things one step 
(literally) at a time. 

Watch a scene, and head west and through the northwestern door. 

In this new section of the Sand Canal, head northwest, and go south through 
the door.  Open the two chests in here for a Heal Berry and a Gella Card x3. 
Exit the same way you entered.  Back in the hall, head northwest up the 
stairsm and go through the northwestern door.  

In here, step on that first floor switch.  Now, walk onto the white block to 
the northeast.  When you can, walk onto the second block to the north you 
encounter.  Stay on this block until it reaches some stable land.  Open the 
chest here for 4,000 Gella.  Fall into the sand, and you start over at the 
enterence.  

Back at the beginning of this puzzle, head onto the northwestern white block, 
and when 3 blocks meet, go onto the far northwestern white block.  When 
another 3 blocks meet, go onto the far northeastern block (farthest from 
you).Open the chest on the stable land for a Duplicater.  Now, when the block 
comes back over to you, step onto it, and when the 3 blocks meet again, step 
onto the center block.  When two blocks here meet at a corner, you have to 
walk very quickly (this is hard, but doable) over them and onto the dry land 
here. Open the chest for Seed Powder x2.  

Now, when the white block comes back to the platform again, step onto it, and 
step off at the next platform. Now, walk onto the southwestern white block, 
and when it meets with two others, go onto the south block.  When teo blocks 
meet yet again, go onto the northern block.  Head onto the next block, and 
when on dry land, step on the switch to start the second part of the puzzle.  

Now there will be two colors of blocks moving, black and white.  From the 
switch, jump into the sand to be back at the enterence. Once here, go onto the 
northwestern white block, and when it meets the other blocks, step onto the 
farthest block.  On this block, wait until it meets two other blocks, and then 
step onto the northeastern block, and wait until that leads you to a platform 
where there was a Treasure chest.  Now, this will be the first time you get 
onto a Black block.  Jump onto the black block to the east, and then walk onto 
the last switch.  Fall into the sand and go back to the enterence once again.  

Back at the enteence for the last time, step on the blue block to the south, 
and ride it.  Head through the southwestern door and be glad that this puzzle 
is done.  

Just when you thought you wouldnt have to deal with a block puzzle another one 
comes immediately.  Sadly, this one is even longer and harder to explain then 
the previous.  *sigh* This is going to be a long strategy.  

Note: You may want to stop the game after every block and try to read this.  
this can be a very annoying puzzle, as you have to step perfectly.  

Start by stepping onto the far side of the white blocks, and waiting. When 
some black blocks come up, step onto those.  Step south onto the lone blue 
block, and west onto the white block when it rises. Continue onto the lone 
black block.  When the blue blocks rise, step onto them, and then the white 
blocks to the north. Step onto the black blocks to the north, and onto the 
blue block to the west.  No step onto the lone white block to the west, and 
then the black block. 

Go onto the next blue block, and go north onto a set of white ones.  Go west 
onto a black block, and then south onto a blue set.  Step west onto some 
whites, and then west onto a lone black. Go south onto some blues, and take a 
deep breath.  This puzzle is FINALLY done.  

Head south, and off the screen.  In here, go northwest, and then south.  Open 
the two chests her for a Gimel Coin and a Mimic which contains a Soul Feather. 
Head northwest, and through the northern door.  

*growls* this is yet -another- evil block puzzle.  This one is a bigger 
version of the last one, so the same rules apply.  And please, be easy on me.  
I am trying to write this as best I can.  

Walk onto the white blocks, and go onto the southern black blocks. Now go onto 
the southern blue blocks, and then go onto the southern white block.  Go onto 
the southern black block, and east onto some blue blocks.  Go south onto a 
white block, and then south onto another black block.  Go west onto a blue 
block, and then west onto another white block.  Go west onto a set of black 
blocks, and step onto the southwestern (middle) blue block.  Go onto the two 
white blocks, and then step south onto some black blocks.  Go south onto a 
blue set, and south onto another white set.  Continue south onto some black 
blocks, and and west onto a blue block.  Step west onto a set of whites, and 
south onto a black.  Go south onto yet another blue, and onto another set of 
whites.  Go south onto a black, and onto the western blue.  Go west onto a 
white block, and then south onto a black block.  Now go west onto some blue 
blocks, and west onto some whites.  Go south onto a black block, and and east 
onto a blue.  Go east onto a white, and step off onto (FINALLY!) dry land. 

Head east, and flip the swicth here.  This opens the door, and allows you 
never to do that evil puzzle again.  Now go west, and up the stairs.  Ignore 
the floor switch, save, and go through the northern door.  Watch a scene. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 540
Gella: 600
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After all those annoying puzzles, this battle will probably be WELCOME.  Well, 
sadly, you dont have to win, and you most likely wont. ALl you need to do is 
survive for 3 rounds, and the battle will automatically end.  

Janus isn't too much stronger in this battle.  His negative Rainbow still does 
200 damage to all members, and his physical attacks do 100.  He does counter 
every attack though, so keep your HP over 400.

As I said, you only need to survive three turns, so attacking isn't really 
nescissary.  But if you want the EXP, you need to have Virginia and Gallows 
use Mini Carrots, and have the party attack.  Use Gatling, and continue 
attacking.  Its very hard to win, but it is doable. (or so I have heard)

If you dont beat him, you wont get any EXP or Gella, so dont use any of those 
boosting items.  You wouldn't want to use a Gella Booster (Card) in this 
battle, anyways.  It would be a waste.

After three turns, Janus will cast UltraNegative Rainbow for 800 damage to the 
entire paryty, or bringing your parties' HP down to one.  Clive should attack 
after this, so have defend on the final turn of battle so he isnt countered 
and killed.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you automatically exit. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                Ouch!                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 17
Enemies: Trilobite, Cursed Corpse
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You are probably a bit mad after that Sand Canal.  I know I was (and am now).  
So head west as far as possible, ignoring the path to the north.  At the far 
west, search, and you will find the town you are looking for.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Little Rock                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 25,292,  Y: 12,559
Suggested Level: 17
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes (namely a Duplicater)
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north and enter the Inn.  This is a very special Inn.  It 
allows you to listen to music for FREE. This is an awesome feature if you are 
into the music in Wild Arms 3.  Event 12 is highly recommended.  After healing 
and spending the night, exit the inn, and head over to the west.  Talk to 
Kovahn here, and he will tell you about a decaying ruins.  Now that you have 
this information, you can exit Little Rock.   

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 17
Enemies: Trilobite, Cursed Corpse
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back on the world map, head a bit east, and go up to the north.  Follow the 
path north, Before the beaches is 5,000 Gella. After the beaches you will find 
the dungoen.  For now, ignore it, and continue northwest.  Search, and 
eventually you will find another dungeon.  this one should be familiar.  This 
is Jets first dungeon, Doomed to Obscurity. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Doomed To Obscurity                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 23,984,  Y: 16,137
Suggested Level: N/A 
Enemies: Ascomid
Boss: None
Items:  Any items you did not get previously, Migrant Seal
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is basically the same as before, except now you have the ability to get 
another item that you missed the first time.

Head up the stairs to the east, and then go north.  Go up the next set of 
stairs to the left (west).  Up here, head north, and then west.  At the end, 
jup onto the lower level, and head west up the stairs. Go south, and then go 
up the stairs to the north.  Go up another set of stairs, and circle around 
the top of the 'pyramid'.  Enter the room where Jet originally fell down, and 
you will notice the chest is still there. Have Gallows use the Steady Doll on 
the Chest, and you will get a Migrant Seal.  Very cool.  
 
Head out of the room, jump south off three levels of the pyramid, and exit 
Doomed to Obscurity.  There is nothing more to do here.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 17
Enemies: Trilobite, Cursed Corpse
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Doomed to Obscurity, head east, and enter the dungeon you originally 
passed.  This is going to be a long, long trip.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                        Glittering Emblem                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 23,317,  Y: 15,496
Suggested Level: 17
Enemies: Hobgob, Fairylight
Bosses: Mono-eyed Titan, Hecto-eyed Titan
Items:  4,200 Gella, Heal Berry x2, Mini-Carrot, Gella Card x3, Duplicater, 
Gimel Coin, Lucky Card x2, Growth Egg
Key Items: Flash Hit
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is going to be a long, hard dungeon.  If you need to, feel free to go 
back to Little Rock and stay the night at the Inn.  The swotched pressed will 
not reset themselves. 

When you enter, you will automatically be faced with 3 paths.  Meet this 
dungeon: You have to solve 4 puzzles to get to the switch to open the path.  
Basically this dungeon has about 10 puzzles that need to ber solved. 

Note: I am adding a header to the path areas.   This will make it easier for 
you people who only use the walkthrouhgh for one puzzle or so.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
East Path 1
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Start by taking the eastern path up the stairs, and into the eastern door.  In 
here open the chest for 4,200 Gella.  Now go east, up the stairs, and through 
the door.  

Now you face your first puzzle.  Put Virginia in the lead, and you need to 
light 4 fires.  The one in the northwest corner, the one in the center of the 
row closest to the glass, the one south of the northwest candle, and and the 
southeastern most candle.  This should open the door.  Have Clive break the 
glass with a Bomb, and head through the newely opened door.  

In this room there are two chests to the north.  Get them by walking into the 
center of that thin platform and using the Steady Doll on both of them.  They 
contain a Mini Carrot and some Heal Berry x2. Now head west and exit the 
screen.  

Here, Equip Gallows with the Freezer Doll.Face the edge where you can jump 
off, (DONT jump) and spray around the window.  This should solve one half of 
the puzzle.  You know you did it if a short scene starts to play. Once you 
have cleaned the window, jump off the ledge, and head south.  Exit the screen 
and you will be back on the original screen.  

Back on the original screen, go south, and head up the west stairs and through 
the go through the door.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
West Path 1
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

In here, head west, and jump down to the lower level. Go up the western 
stairs. Equip Gallows with the Steady Doll, and face east.  Push the northern 
block 2 spaces east with the Steady Doll.  Now go north, and look south. Push 
the second block here two spaces.  Now, have Jet leave and use his Boomerang 
to light the Gem lamp.  The door will now open.  Go north and through the 
door. 

In here there are 3 blocks to the east.  Take the block to the farthest north, 
and pull it down two spaces.  Now push it north one space. This block will be 
in place.  Now get the block that was once in the center, and pull it three 
spaces west, and push it two spaces north.  Now get the last block, pull it 
three spaces west, and then push it one more space west.  Now push it three 
spaces north, and the puzzle is done.  Head up the stairs and cross east over 
the two sets of blocks that you have made into a bridge.  Exit through the 
eastern door.

In here, open the chest to the south for a Gella Card x3.  Now go north and 
spray the window the same way you did the previous (with the Freezer Doll) and 
the second path will be open.  Jump down, and you will be done with this path. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Normal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Once on the ground, head north and through the newely opened door.  In here, 
use Clive and bombs to break the glass, and go through the northern door.  

This room is part two of the dungeon.  As with before, there are three paths, 
and I will give you a walkthrough for both as I did in the previous manner.

Start by going up the eastern ladder.  Now go through the eastern door.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
East Path 2
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you start the east path, go southwest, and you will notice a lone box.  
Pull the box two spaces North, and then two west.  Push it once more west, and 
the door will open.  Go through the door and onto the next screen. 

In here is another fire puzzle.  this one is a bit different from the earlier 
one.  Put Virginia in the lead, and have her light the center, northwest, and 
southeast candles.  This will not finish the puzzle.  Now go south and you 
will notice 3 boxes.  Break the box to the far northwest, and then the puzzle 
will be solved.  Have Clive break the glass, and go through the newely opened 
door.  

In this room, go down the stairs and open the chests to the north for a Gimel 
Coin and a Duplicater.  Go through the western door onto the next screen. 

In here, go north and pull the switch.  This will solve the first part of the 
puzzle.  Now jump down to the south, and continue south back onto the 
intersection screen.  This time go up the ladder to the west, and go down the 
longer western path.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
West Path 2
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

In here you are immediately confronted with three blocks.  Jump off, and pull 
the center block one space west, and then push it once space north.  Now get 
the block to the far south, and pull it once west. Push it once west, and push 
it two times north.  

Now go up the stairs and walk over your new block path. On the other side, you 
need to open the door.  Pull the block in the center seven (yes, 7) times 
south, and push it two times east.  This will put the block onto the floor 
switch, and open the door.  Now, go back to the other two blocks.  Pull the 
eastern one three spaces south.  For the last one, pull it one space east, and 
then one space south.  Now push it two spaces south, and you will be done.  Go 
up the stairs, over the blocks, and through the northern door.  

Another puzzle lies here.  Now go as far east as pssoible, and use the Steady 
Doll on the block 2 times.  Now, move back toawards the stairs.  Stand near 
the stairs, and use the Steady Doll again on the second block here.  

First we are going to get the chest.  Start by  pushing the eastern block 
three spaces south, and one west.  Now go get the other block.  Push that one 
one space east, five steps south, and then one west.  Go back up the stairs, 
go south, and then east.  Cross over the block path and open the chest here 
for a Growth Egg.  

Now, lets finish the puzzle.  Jump off the blocks to the west, and push the 
southern block east twice.  Now push it south two more times, and it will be 
in place.  Now go and get the second block.  Push this one one time east, and 
then south three times.  This one will be in place.  Now, go back up the 
stairs, head east, and go over the block path.  Continue east, and go through 
the eastern door.  

In here, go north, and pull the final switch.  Jump off to the south, and head 
north through the newely opened path. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Normal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Save your game in here.  Now have Clive break the glass, and continue north. 
In here, go north and watch a scene.  You will now get the Flash Hit medium, 
which I suggest equipping on Gallows at the start of...

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Mono-eyed Titan
Weakness: Light
Resistant: Dark
EXP: 900
Gella: 1,100
Item: Dark Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

The Mono-eyed Titan attacks with mainly dark spells.  Though he sometimes 
physically attacks, the spells are the far greater threat.

The first thing you may have noticed in this battle was his weakness, which is 
Light.  Dark Spells (Grav) wont work on Mono-eyed Titan, so dont worry about 
using those.  But because of his direct weakness for Light spoells, you can 
use your newely acquired Flash Hit.  Using Spectre on this boss will do 
upwards 500 damage to him.

The bosses main attack is the Arcana spell Dark Matter. This spell does from 
100-300 damage to a single character.  If a character has the Dark Ward from 
Moon Spark on them, they will lower the damage, even nullify it.  So even if 
your party is weak, you can win the battle with the character with the Dark 
Ward almost unharmed.

Attack him physically.  Build up FP and go all out.  The character with Flash 
hit should use Spectre, as that will be your strongest offense in this 
battle.  You shouldn't need to heal too much in this battle, but be cautious 
and stay over 400 HP just in case. 

PS: From now on (or when fighting any enemy who gives more then 750 Gella 
after a battle) you should use a Gella Card.  Since Gella Cards sell for 1,500 
Gella, using it on an enemy who gives less then 750 Gella is a waste.  But on 
any enemy or boss that does, it is well worth it.   
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, head north onto the next screen.  In here, go north and 
examine the black object at the top of the screen.  Watch a disturbing scene, 
and then head south back onto the previous screen.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hecto-eyed Titan
Weakness: Dark
Resistant: Light
EXP: 1,200
Gella: 1,400
Item: Mini-Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is almost exactly opposite of the previous battle.  The Hecto-eyed 
Titan is much stronger then his other breathen.  He has stronger attacks, and 
counters 90% of the time.  

His counters do around 100 damage, as does his normal physical attacks.  He 
doesnt attack with magical attacks often, but his counters make up for his 
lack of damage he does normally.  

Also, unlike many bosses, Grav works on Hecto-eyed Titan.  It will start by 
doing quite a good sum of damage, but as you attack him it will go down by 
quite a bit.  It will work for a few turns, but when the damage goes under 
100, its not worth it to use it anymore.  Grav is a main offense in the 
battle, though it is very easy to win the battle without it.

When the Hecto-eyed Titan does attack magically, they are light-elemental.  So 
the character with Flash Hit can be immune to Light elemental magical 
attacks.  This will lower the damage he can cause to a person.  Sadly, he 
doesn't attack with magical attacks as often as his Mono-eyed breathen, and so 
it is harder to lower the damage he does.

Hecto-eyed Titan is stronger versus physical attacks then most monsters, and 
so if you have a party on the weaker end of the scale, you may want to rely on 
Grav more.  He is still damaged by physical attacks, just not to the sheer 
extent of some monsters.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and as always, you automatically exit the 
dungeon. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 18
Enemies: Trilobite, Cursed Corpse
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head south all the way, and at the end, go west back to Little Rock. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Little Rock                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 25,292,  Y: 12,559
Suggested Level: 18
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes (namely a Duplicater)
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter Little Rock, head east, andf talk to the man to the far East.  
this is Goodwin.  'Ask' him about Leylines, and you will learn your next 
destination.  Save, prepare, upgrade, sleep, do whatever you need to, and head 
back onto the world map.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 18
Enemies: Trilobite, Cursed Corpse
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Little Rock, head east and north when you can.  Continue to Glittering 
Emblem, and from there, head all the way northwest (dont cross the land 
bridge) should be a small peninsula.  Check around here for the dungeon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                        Leyline Observatory                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X:22,890, Y: 14,384
Suggested Level: 18
Enemies: Cursed Corpse, Targum, Comic Book, Bonedrake, Mimic
Boss: Asgard
Items:  Lucky Card, Heal Berry x2, Tool: Radar, Dragon Fossil, Call Whistle 
x3, Magicleanser x3, Gimel Coin, Gella Card, 4,500 Gella, Dragon Fossil, 
Mimic x2(Holy Ankh)
Key Items: ID Card, Taped Photo
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you begin, watch a scene, and head north onto the second screen. In this 
hall, go north and through the first door to the west.  In this room, open the 
two chests for a Lucky card and Heal Berry x2. Now, go north and search the 
thrid and fourth locers, and you will find a new Tool for jet.  Its the Tool: 
Radar. This is the only tool in the game that you are not required to have to 
beat the game. After getting the Tool: Radar, exit the room through the 
southern door.  

Back in the hall, head directly east and enter the eastern door.  In this 
rectangular room, head north and examine the console at the end. Enter the 
password "Inkapilia" with a capital 'I', and watch a scene.  Now head south 
and exit the room the same way you entered.  

Back in the hall, head north all the way, and go through the top eastern 
door.  Go up this elevator, and onto the next floor.  

Up here, head south and go through the first door you see (its on the west).  
In this room, go west, and examine the metal near the bookshelf and you will 
get a Dragon Fossil.  Now head south, and open the two chests here for Call 
Whistle x3 and Magicleanser x3. Now go west, and exit the room.  

Back in the hall, head south, and go through the southern door.  In this room, 
head southeast, and examine the table.  You will find an ID Card, which you 
need to continue.  Exit the room back into the hall.  In the hall once again, 
head north and use the ID card on the console near the door. Head through the 
door and ride the elevator to the next floor. 

Here, head south and go through the southern door.  In here, open the three 
chests for a Gimel Coin, 4,500 Gella and a Gella Card.  Exit the room to the 
north.  

Back in the hall, head north, and go through the first door to the west.  In 
here, head west and open the chests for a Dragon Fossil.  Fight two Mimics, 
and you will get a Holky Ankh from the chest.  Now head east and exit the 
room.  

Once again back in the hall, head north, and go through the far eastern door.  
now the music will change.  Talk to your party members, and head north.  
Examine the console, and chose to look at the expermental records.  Now talk 
to Jet, and watch a scene.  Head west and through the newely opened door.  

In this new area, head north, and through the most northern door.  In this 
room, save, and enter the password "Guiding Word".  Note that it has to be 
perfect.  G and W need to be capitalized, and there needs to be a space 
between the two words.  After getting the password right, go north and through 
the door.

In this final room, go to the north and examine the gray object on the table.  
Now, use the Right Half at the same place you were when you examined the item 
the first time. Now watch one of the best scenes in the game.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 2,000
Gella: 2,400
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is one big mofo.  He is as strong as he looks, so sadly, that means he is 
hell strong.  He only attacks physically, so that is one big advantage you 
have over him.

In this battle, support spells are your friends.  Spells like Shield and 
Turbulence are wonderfully useful in this battle, and will save you more then 
you realize.  Since Asgards attacks do around 300+ damage, this is extremely 
important.  

To make matters worse, Asgard will sometimes cast a Barrier.  This Barrier 
will stop all damage from physical and magical attacks. It will last two to 
three turns.  it ends when Asgard does an action called "Optomizes Data".  
After he does that, you will be able to damage him normally.  But take note 
that soon after, he will cast the barrier once again, making you wait another 
few turns until you can do damage to him.

The best way to go about this battle is to build up FP.  Attack Asgard 
physically even when his shield is up, so you can build FP up for Gatlin 
Combos when the shield is down.  When you have enough FP, Defend, and wait 
until he lowers his shield, and then attack full on with Gatling.  

That will get rid of him fastest, but you may want to use Valiant on a low HP 
character, if you have one.  Valiant may be a little cheap, so if you want a 
pure game, then you wont want to use it.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.  Rather, a long SET of scenes.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
-=-=                      A Tale of Two Dungeons                         --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20
Enemies: Trilobite, Cursed Corpse, Twin Tails, Moss Fungus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now your goal is not Little Rock again, yay! From your starting location, go 
south, and west over the bridge.  Continue south, keeping near the edge of the 
continent. Near a beach, search around, and you will find the town you are 
looking for.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Humphreys Peak                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 23,079,  Y: 12,020
Suggested Level: 20
Shops: ARMS, Item, Inn, Save Point
Items: Grab Bag
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This town has all the works in it, as do most towns.  Its also the home of a 
side quest that you will not be able to do at this point. When you begin, 
watch a scene.  Now head north, and talk to the nerdy looking guy standing 
near the Save point.  Watch a short scene.  Now, head a bit west,and go 
north.  Enter the large house with the blue roof. 

This is Clives house.  Watch a scene, and when you can control Virginia, talk 
to your party members, and use the Taped Photo from your inventory. Now watch 
another scene and you automatically spend the night.  

In the morning, you wake up in a small room.  Head south and examine the 
drawrs beside the bed (you pedo!) and you will get a Grab Bag.  Now head north 
and out of the room.  In here, talk to Catherine, and chosoe "chat".  She will 
tell you one place you need to go.  Now talk to Kaitlyn, and she will tell you 
the other place.  Exit the house.  Head south, and exit the town.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20
Enemies: Twin Tails, Moss Fungus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: You can go to either of the two dungeons next.  You have to do them 
both, but you can do them in either order you want.  The second dungeon is 
easier, but with a harder boss.  The first dungeon you will find far more 
annoying, though.  

From Humphreys Peak, head northwest.  Jump north over that small rift (this 
one may take a while to time enough to jump over).  On the other side, head 
north, and down the west path.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Gemstone Cave                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 21,593, Y:15,210
Suggested Level: 20
Enemies: Rock Baboon, Hodac
Boss: Maya, Alfred, Todd, Shady
Items: 5,000 Gella, Gella Card, Gimel Coin, Revive Fruit, Amulet, Heal Berry 
x2, Lucky Card
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note:  The enemies here are very weird.  They will attack each other until one 
species or the other is slain.  They will completely ignore your party until 
only one species is alive.  Because of this, you can get through most of the 
battles in this area with 0 damage. Especially if you plan right.  Auto-Battle 
works well in this area. 

When you begin, watch a somewhat creey scene, and head west down the path, 
north, and through the eastern door. In here, go east, and then south.  Go 
east through another door.  In here, watch a scene, and the game is on!  Bomb 
the rocks to the north (with Clive) and open the chest here for 5,000 Gella.  
Now go south, and east up the path.  Go through the door.

In here, watch another scene, and then head east.  Go north and then west onto 
the next screen.  In here, go west and through the western door onto next 
screen.  Now go west and through the northern door onto the next screen.

In here, watch a scene and you are confronted by your first puzzle. Walk over 
to the boulder and get ready for hell.  First, have Virginia in the lead, and 
use her Tindercrest Tool maybe 8 times, until the boulder is brights red.  
Then use L2 (or start) to switch members and put Gallows in the lead.  Have 
him equipped with the Feezer doll, and spray the bright red boulder.  If you 
did it correctly, then the boulder will turn black.  If it was not done 
correctly, put Virginia in the lead again, use the Tindercrest a few more 
times, and then use Freezer Doll.  It needs to be one after another.  Now, 
after the boulder turns black, THIS is the annoying part.  Have Clive in the 
lead, and stay in one place.  Press Square consecutively as many times as 
possible in a row.  Do this for about ten seconds or so.  And then wait a 
second, and then about 7 bombs should all blow up one right after the other.  
If done correctly, you should blow up the rock.  Remember, they need to be 
right after another, not like a one second delay, or else it wont work.

After that annoying puzzle, go through the northwestern door.In here, go 
north, and open the chest to the east with the Steady Doll. You will get a 
Gella Card.  Now go north, and stay along the west wall.  Behind a pillar is a 
cleverly hidden crack in the wall. Use Clive to bomb the crack, and go through 
the hidden door.  

In this hidden area, go north and up the path.  Open the chest to the east for 
a Gimel Coin.  Go a bit west, and bomb the wall that has a crack in it.  
Ignore the door for now, as it doesn't do anything important (just leads you 
out to the world map) and is best for later.Head down the slope, and go east 
up another slope. Bomb the rocks here, and go through the southern door.  

In here, open the chest for a Revive Fruit.Now jump down onto the lower path 
to the south, and go through the eastern door.  In here, watch another scene, 
and go southeast down the slope.  Go through the door onto the next screen.

Now watch a scene, and you are automatically brought onto the next screen.  
Down here, go southeast, and northeast up the slope near the end.  Before 
going through the door, jump off to the west, and open the chest here for a 
Lucky Card. Jump down, go southwest, and go through the door at the end.

Here, head east up the slope, and go south through the door. Up here there is 
a whole lot of holes.  You need to fall through specific holes to get to the 
next area.  Start with falling through the far southwest hole.  Down here, 
open the chest for an Amulet, and then jump off the ledge. 

Now head east, and up the slope.  Go through the door.  Here go up the slope, 
and south through the door.  back in the hole room, you need to go through the 
hole to the farthest south.  Once you do this, you should be on an upper 
level.  On this upper level, head east, and before going through the door, 
watch a scene.  

In this new section, head east and open the chest for a Heal Berry x2.  Save 
your game, and go down the slope.  Head for the door, and watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 2,400
Gella: 2,600
Item: Duplicater
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Since your last battle, your enemies haven't gotten much stronger.  But that 
does not mean they do not pose a threat.  While they may not be as strong as 
before, they can still kill off an unwary party.

During the entire battle, keep your HP over 600 at all times.   With all their 
attack aimed at one member, they can easily kill off a member with HP lower 
then that.  And whoeevr has Moon Spark should have a Dark Ward.  Elemental 
Wards are more important in the battle then are Status wards. Keep a confusion 
ward on though.

As always, go after Todd first.  He not only heals Maya and Alfred for 300 
damage when you attack them, but he has the strongest attacks.  He also has 
that confusion attack still.  The Confusion can be annoying as hell, but at 
this point you can probably counter it better then you could the first 
battle.  Other then his confusion and healing, Todds attacks do around 200 
damage.  

Other then Todd, Maya has gotten a lot stronger.  She now attacks your entire 
party at once for 100 damage.  She casts support spells on her own party, and 
can be an all around annoyance.  While you do not want to attack her until 
last (you want as much EXP as possible) she is still a major threat.  

After killing off Todd, go for Shady.  He does about 80 damage with his 
attacks, and he is one of the fastest enemies.  He is far more of a threat 
then Alfred will ever be, so get rid of him.  He has a whole lot of HP, but 
weak defense.

Go for Alfred next.  He is still weak, doing at max 50 damage with his 
attacks.  He also has quite low HP, so you really don't need to worry about 
him being a threat.  he is so slow that it amazing he is actualyl able to 
contribute in this battle. 

Lastly, Maya.  She has weak physical defense, so dont attack with magic.  
Especially if she has cast refect on herself.  Take note that after damaging 
her, she will start using stronger spells (Vortex does around 150 to all) and 
and she has a single target Dark elemental spell.  She will also usually stop 
casting defensive spells when she is alone.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you will be done with the dungeon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 21
Enemies: Twin Tails, Moss Fungus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

While the game itself says to go back to Humphreys Peak, you really do not 
have to.  You can of course, and I actually suggest you do, but I will lead 
you directly to the next destination.

Anyways, head south, and get on your horse.  Head over that damned rift, and 
back onto the main continent.  Head ssouth to Humphreys peak, and from there, 
go west.  Search around the railroad tracks, and you will find the train 
station.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           East Highlands                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 21,152,  Y: 11,975
Suggested Level: 21
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Here, talk to the man in charge of the Train station, and buy a ticket to Dune 
Canyon.   When the train arrives, CHAT before you depart.  You will learn 
about the location of the Ark of Destiny HQ.  Now, depart to Dune Canyon.

Note: This is the appropriate time to the Decaying Labyrinth Side Quest.  I 
went through it earlier in the walkthrough, but you can go now and look at the 
Side-Quest section for a complete Walkthrough for the area.  To start it, head 
to Midland Station instead of Dune Canyon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Dune Canyon                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 21
Shops: Train Station
Items: Any items in Boxes/barrels
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note that before you exit this area, you have to chat with the train station 
headmaster.  He will tell you about a mysterious monster who attacks people on 
horses.  Exit after learning that.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 21
Enemies: Crab Bubbler
Boss: Diaborg
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Here, immediatley use a Call Whistle to get your horse.  This part is optional 
at this point, but I suggest doing it now, as you wont have to do it later. 
When you are on the horse, run around, and when you see a green exclamation 
point above your head, let yourself get into a battle, and you will fight the 
boss.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Diaborg
EXP: 3,500
Gella: 3,800
Strength: Lightning
Weaknesses: Water, Ice
Item: Dragon Fossil x15
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This boss is quite odd.  You fight him on your horses and so the battle will 
be a bit faster then normal.  The Diaborg has some kick-ass looks, but he is 
not the hardest boss you will have to fight.

First off, the Diaborg is rather slow.  He usually attack after Gallows, and 
that definitely shows a major weakness.  He gets one attack per round, and its 
not the strongest.

Diaborg has two main attacks.  He can paralyze a single member of your party 
with Parasylisis Bite.  This attack does not work that often, but if it doesn, 
it will incapacitate a party member for a few rounds. His other attack is a 
normal physical attack that does from 100-150 damage to a single party 
member.  

Attack him normally.  If Gallows has Aqua Wisp, have him use Refrigerate. 
Because Diaborg is weak versus Water and Ice, Aqua Wisp is your best friend in 
this battle.  You may want to to actually use Mini Carrots on the character 
with Aqua Wisp, and then have him/her summon the Medium in battle.  If the 
character has a good enough magic stat, and high enough FP, you can put an 
extremely large dent in Diaborg.  

Other then with water and ice, attack him normally.  he has a LOT of HP, and 
may take a while to wear down.  Use Gatling when you can, and defend when you 
need to get your bullets back.  This battle may take a while, but it shouldn't 
be too difficult.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, head back into Dune Canyon station. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Dune Canyon                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 21
Shops: Train Station
Items: Any items in Boxes/barrels
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is another non-required part of the story.  All you do here is talk to 
the man in the train station, and choose CHAT.  This will allow you to start 
the Millenium Puzzle side quest.  After talking to him, you can exit the Train 
station.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 21
Enemies: Crab Bubbler
Boss: Diaborg (If not killed before)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Dune Canyon, go east all the way, and search to find the dungeon.  But if 
you want to do that hidden side quest, head north, and you will find Millenium 
Puzzle 1.

Note that this section is optional, as this is one long side quest you qont be 
able to beat completely for quite a while.  But you an start now.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                        Millenium Puzzle 1                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: North of Fortune Gear dungeon
Coordinants:
Difficulty: 1/5
Hint:  You can't just eliminate any block.  Keep in mind how many are left!
Item: Cait's Boots
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 
Solution:

You start by a center yellow block. Start by pushing the red block to the west 
of you one space north.  Now push the yellow block west of you to the north.  
Now go to that center yellow block, and pull it one space west.  Push it 
another space west.  Now push that red block you originally pushed north 3 
spaces west.  

Now go east, and push that blue block one space north.  Now get that lone blue 
block and push it one space north and four spaces east.  

Now go all the way east, and push the red block in the second row into the red 
block in the third row. Now go get the red block to the west (in the second 
row) and pull it south two steps.  Once those are gone, pull the yellow block 
to the east one space south.  Now get that block to the west, and pull it one 
space south, and push it three spaces east.  

Now get that blue block in the center of the third row,  pull it one space 
south and then push it three spaces east.  Now get that green block on the far 
east of the third row, and push it north.   Get the lone yellow block to the 
west, and push it one space east, and then two north.  Now pull the red block 
in the third row one space east, and then push it once space north. RED IS 
DONE!

Now that one color is done, you need to get the rest of the blocks.  Push the 
eastern yellow block in the third row one space north, and then one west. Now 
go south and get that green block from the first row.  Pull it six spaces 
west, and then push it two spaces north.  Get that lone yellow block from the 
second rown, and push it once north.  YELLOW IS DONE!

Push that southern green block one space east, and then one space north. GREEN 
IS DONE!

Now for the final blues.  Pull the far eastern blue block one space south and 
now push it 2 spaces east (DONT let them touch other then at the corner).  Now 
get the far western block, pull it one space south, and then pull it one space 
east.  Push it four spaces east, and you are done!

After beating this Millenium puzzle, head out.  Go back south, and enter the 
Fortune Gear dungeon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Fortune Gear                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 21
Enemies: Griffin, Critter
Bosses: Olivier, Janus
Items: Growth Egg, Gella Card x2, 5,000 Gella, Lucky Card x3, Gimel Coin, 
Duplicater x2, Call Whistle x2
Key Items: Adventure 2, Lucky Hand
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you begin, head north around the stairs and into the next screen.  In 
here, go up either set of stairs and go to the top northern door. Here, use a 
Duplicater, and go through.  In here there are two chests.  Open one for a 
Growth eg, and open the second to find out how many chests you have opened.  
This is for a boss later in the game.  Don't worry about the chest for now.  
Exit the room the same way you entered.

Now go back down the stairs on either side, and go through the bottom northern 
door.  In this hall, head north down the path, and turn the screen east.  
Place a bomb by that odd black crack in the wall, and a secret door will 
open.  Go through this door onto a treasure screen.  In here, open the chest 
for a Gella Card.  Open the magically sealed chest witha Duplicater for a 
Migrant Seal (The 5th one).  Exit the room the same way you entered.  Back in 
the hall, head west, and through the door onto the next screen.

In here the goal is to light the matching colored lamps.  You only have 12 
chances to get them all before the puzzles resets, so be sure you do it 
right.  it is randomized, but the puzzle I have found that goes first looks 
like this:

Green    Yellow    Blue   Blue
Red       Green    Red   Yellow

Your first one may be different, but this is the one i found that goes first 
the first few times.  

After finishing this puzzle, go through the newely opened door.  In here, go 
east down the stairs, and go into the northern door.  In here open the three 
chests for 5,000 Gella, Adventure 2 (Key Item), and 3 Lucky Cards.  When you 
have all three, exit the room the same way you entered.

Back in the hall, continue south and onto the next screen. 

In this room, ALWAYS tiptoe.  The floors will give away from under you if you 
do not.  Tiptoe by pressing O.  You need to match the colored globes again.  
Remember that they will turn white again if you dont match them.  There is no 
limit to how many times you can press them.  

Y=Yellow
G=Green
R=Red
B=Blue  

Note: That is the code I will be using for the rest of the dungeon.  

Match the colored globes in this room:

*Y  *B  *G  *G

*R  *R  *Y  *B

After you have lighted all of these, go through the newely opened door (to the 
east).  In here, watch a scene.   

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Olivier
EXP: 800
Gella: 1,000
Strengths: ABSORBS ALL ELEMENTS
Item: Hazel Spring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well...this is only a sub-boss, but that doesn't make him less annoying.  He 
has quite a bit of HP, so the battle may take a while. 

First rule in this battle. NO MAGIC!  Well, at least no elemental magic.  he 
absorbs it and it will heal him.  The only magic spell you can use is 
Devastate, and that won't do too much damage unless it is on Gallows or 
Virginia. 

This means you are limited to physical attacks.  Have Virginia on constant 
healing duty.  She will heal the multitude of statuses that Olivier causes.  
Because Olivier uses mainly statuses, you wont have to worry about healing 
HP.  This is why Virginia is the best healer in this battle.  Take note that 
BRAWWWWWWW does a small amount of damage and has a chancde of causing disease 
to the entire party.  Do not worry abotu healing the disease, you probably 
will not need to heal as it is.  

Since HP doesnt matter, Gallow, Clive, and Jet will probably be on attack duty 
throughout the battle.  Gallows should heal anyones status that Virginia 
misses. Make sure to get rid of the Misery and Amnesia statuses first, as they 
will make the battle drag on.

As the battle goes on, Virginia should constantly heal, with Gallows sometimes 
assisting.  Clive and jet should attack constantly, and then use Gatling when 
possible.  Dont worry about Mini-Carrots.  This battle is not supposed to be 
TOO challenging.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Mark (reimers@clarityconnect.com)
If you keep using magic something pretty cool happens, he gets larger and 
larger until he dies (I guess he gets so big that he explodes). It only takes 
about 3 turns. Try it.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and continue east onto the next screen. In 
here, have Gallows equip his Freezer Doll, and stand in the middle of all four 
of those weird statues.  Now spray 3 (NOT all 4) of those weird statues, and 
put Virginia in the lead.  Have her use the Tindercrest on the one statue that 
ISN'T frozen, and watch a short scene.  The next door will open.  Go through 
it, and onto the next screen.  

In this hall, continue east, and go north.  Before going through the door, 
Dash (X button) into that odd brown button in the wall.  This opens the door 
to the south. Go through the door in the south and onto a treasure screen.  In 
here, open the chests for a Gimel coin, 2 Duplicaters, and 3 Call Whistles.  
Exit the room the same way you entered and go back onto the hall screen.  Back 
in the hall, head north and go through the door.  

In here, you need to light the matching globes.  This puzzle is not times, but 
the globes are.  Say you lighted a green globe, and then turned away for 5 
seconds, that green globe would be unlighted within a few seconds.  So 
basically you need to do these very fast.

Now this puzzle is possible to do with running back and forth (I know, I did 
it) but it is the hard way.  The best way to do it is to have gallows lead and 
have him use the Steady Doll on the matching globes.  If you do it this way, 
it will be faster and easier.  Just remember that it is timed, and should be 
done quickly.  Some will take multiple times to do.  

  *G    *B
     *R    *R
*Y     *Y
  *G    *B

After lighting them all, the door opens.  Go through it an onto the next 
screen.  In this room, head north and circle around that circling object.  At 
the top of the screen, SAVE.  Now go through the door.  In here, watch a 
scene, and you will fight a boss.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 1,600
Gella: 1,700
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Wow...talk about strong.  Janus seems to have gotten at least twice as 
powerful as he was in his previous battles, and that is not a good thing.  he 
easily has the power tyo obliterate your party. 

Now Janus not only attacks with Dark Speak, but he also attacks often with 
Negative Rainbow (he doesn't have to wait a turn) and a new, extremely strong 
skill called Proton Beam.  This spell is hell, doing 500+ damage to a single 
character.  I have seen it do well over 800 damage to lower level characters.  
That is easily strong enough to pick off a weakened character.

And, as always, Janus has the Negative Rainbow attack.  this time, instead of 
200-300 damage to all members, it does 500 damage to all members.  He seems to 
use this a bit more then he did in his previous battles, which is definitely 
not a good thing.

First off, Janus is very capable of killing your party off.  And it is not 
only his sheer strength. he is actually FASTER then Virginia.  Thsi emans that 
you need to be somewhat wary.  If you have the Baselard on Gallows, switch the 
Medium with Virginia, as she will need it most.  Do the same with any other 
character, even if only for this battle.

With the Baselards, Virginia will be able to Inertia cancel without a FP cost 
and be able to heal your party asfter one of Janus' devastating attacks.

Well...for an offense, physical attacks work, though not well.  Virginia 
should be on constant healing duty, as should Gallows. Keep your HP as close 
to max as possible to stop him from killing off a party member instantly with 
Proton Beam.  Clive and Jet should physically attack.  Janus is strong versus 
physical attacks, but they work better then magical attacks, so pound away, 
using Gatling whenever possible.  

Also take note that Janus gets a bit stronger versus physical attackas as the 
battle goes on.  And oddly, he doesn't counter your party members' attacks, 
like in the previous battles.  Thsi will be the only relief you have from 
Janus's constans and very powerful strong of attacks. 

Luckily, for winning this battle, you get some good rewards, so remember to 
use Gella and Lucky Cards. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, take a deep breath, and be happy it is done.  You are 
automatically brought back to Filgaia, as always. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 22
Enemies: Crab Bubbler
Boss: Diaborg (If not killed before)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

First off, if you didn;t kill Diaborg, DO IT NOW!  This will save you some 
money later on, and it is well worth it to kill him now as it is.

From Fortune Gear, head west, and re-enter Dune Canyon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Dune Canyon                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 22
Shops: Train Station
Items: Any items in Boxes/barrels
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Buy a ticket for 200 gella to East Highlands.  Board the train and here we go!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           East Highlands                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 21,152  Y: 11,975
Suggested Level: 22
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head west and exit onto the World Map.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 22
Enemies: Twin Tails, Moss Fungus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From East Highlands, go sough to avoid the Mesa (Plateau), and go east into 
Humphreys Peak.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Faraway Pasts                            --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Humphreys Peak                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 23,079  Y: 12,020
Suggested Level: 20
Shops: ARMS, Item, Inn, Save Point
Items: 2,000 Gella
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

NOTE: This is for once you have done BOTH dungeons.  Namely Gemstone Cave and 
the Fortune Gear.  If you do not do both, you can not view the scenes and go 
on with the game.  But if you have gone on and done both dungeons, feel free 
to continue with this chapter.  

When you begin, watch a long set of scenes.  When you gain control, exit 
Clive's house.  In the main town, talk to the man standing by the light polke 
(Albert).  Now watch a scene, and you get 2,000 Gella.  After the scene, talk 
to Albert again and you will learn the location of the dungeon.  Prepare your 
party, and head south to exit the town. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 22
Enemies: Twin Tails, Moss Fungus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Humphreys Peak, head directly west.  Cross over the railroad tracks, and 
search the large area to the far west.  Your next dungeon will be here.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Faraway Lands                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X:  20,944, Y:10,897
Suggested Level: 22
Enemies: Unknown, Vacuumon, Mimic
Bosses: Vacuumon, Asgard, Melody, Asgard
Items: Name Tage, Full Carrot, 5,500 Gella, Gimel Coin, Heal Berry x2, Lucky 
Card x2, Tool: Mighty Gloves, Duplicater, Mimic x2(Robbers Ego), Gimel Coin, 
Gella Card, Dragon Fossil
Key Items: Kizim Fire
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Fight as many Unknowns as possible.  They are immune to physical 
attacks, but they give you one of the best items in the game: The Baselard.  
As you remember from the Janus battle, this brings down the Inertia Cancel FP 
cost to 0, and works wonders for the rest of the game.  take note that it IS a 
rare item and may take a while to find, but you will want to try and get at 
least 2 more at this point.  Equip them on the level one Mediums.

When you begin, watch a scene.Head north, and go down the stairs to the west.  
Go through the northern door onto the next screen.  This room will become very 
familiar to you for the next few areas.  So get used to it!

Start by heading down the stairs to the east.  Now go a bit north, and up the 
stairs to the north.  Ignore the first door, and continue south and onto the 
next screen.  In here, keep going south and open the sealed door with a 
Duplicater.   Go into the treasure room.  

In here, open the three chests for a Name Tag, 5,500 gella, and a Full 
Carrot.  Exit the room the same way you entered.  Bak in the hall, go north 
and onto the previous screen.  In here, go north down the stairs and go into 
the door you originally ignored.  

In here, head northwest and over that button.  Ignore the button for now, and 
continue west.  Go through the door on this side.  

In here, open the chest to the west, and you will get a Gimel Coin.  Now go a 
bit south, and jump onto that netting.  Countine south while holding onto the 
netting, and drop off at the very end.  Open the chests to the south, and you 
will get 2 Heal Berries and 2 Lucky Cards.  Frop down to the floor to the 
east, and go through the eastern door.  

Back in the familiar room, head east and go north up the stairs.  Head north 
through that door once again.  In here, go northwest, and step onto that 
switch.  Turn the screen south, Now switch to Virginia in the lead, and have 
her use the Tindercrest about 6-7 times in a row.  It should hit the inside of 
the Stove, and turn the power on.  

After turning the power on, head southeast, and onto the large familiar screen 
again.  Down here, go south down the stairs, and then turn north.  See that 
weird black square?  Walk onto that, and search the console on the eastern 
side.  This will bring you down onto a different level.

Down here, go south, and then west.  Go up that small set of stairs, and then 
jump onto the netting.  Head a bit to the east, and drop down onto that yellow 
swotch on the floor.  If you land on it, a door will open.  Now go west again, 
and jump onto the netting once more.  Go over the the edge of the netting, and 
climb up to the top.  Go through the southern door.  

In this room, Head over to the treasure chest, and you get a Tool for Clive, 
the Tool: Mighty Gloves.  After getting the item, you are forced into a VERY 
short boss battle. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Vacuumon
EXP: ???????
Gella: ???????
Item: ???????
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Well, this battle will last less then one round.  You need Virginia and Jet as 
strong as possible to actually win, as well.  He is a bit stronger then a 
nromal Vacuumon HP wise, but he will not attack you.

He takes normal damage, but has quite a bit of HP.  

All right, to win, you need to kill him off before he has a single turn.  Jet 
needs to critical attack, and Virginia needs at least to magical attack or to 
Gatling.  Without some strong atacks you will not be able to beat him.  Maybe 
having Jet with a Baselard, and then have Virginia use a Full Carrot, and then 
have Jet use his summon.  That could kill him off, but I am not positive.  

If you do not kill him off before he has a turn, he will caste Retreat.  This 
will send your party all the way back to the enterence of the dungeon.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Now, there are two things that can happen at this point.  If you were ejected, 
you are back at the enterence of the dungeon.  If this is so, head north, east 
and through the north door.  In the large room, head north, and down the 
elevator once again.

If you were not ejected, just head south onto the previous screen, and jump 
down to the lower level.

Whatever happened, you now need to be on the level with the netting.  In this 
level, head east, and put Clive in the lead.  Equip him with the Mighty 
Gloves, and stand to one side of the block.  use the Square button to lift it 
up, and put it to the side.  Go through the newely opened path.  

In here, have Clive go down the stairs, and have Clive move into the space 
north of the box (between the upper level and the box).  Have Clive lift the 
box up, and put it to the north onto the upper level.  Now move up to that 
upper level, and stand between the box and the switch.  Have Clive pick up the 
box, and put it down on the switch. Now go south, and through the newely 
opened door.  

In this room, you have four blocks.  These slide all the way in one direction 
when you push them one way. Start by pushing all of the blocks to the north 
(except the far north block) so that they are in a line touhing each other.  
Now Push the far north block to the east so that it lands on the switch.  Do 
the same to the second most northern block, and the same to the third.  On the 
fourth block, push it north, and then push it east.  After all 4 blocks are on 
the switches, the door will open.  Head east up the stairs, and open the chest 
for a Duploicater.  Now go through the far eastern door. 

In this room, go east, and west up the stairs,  Go through the northern door.  
In here, go north, and go through the far eastern door.  In here, open the 
chests for Mimic x2 (Robbers Ego) and a Gimel Coin.Head out of the room the 
same way you entered.

Back in this large room, head south and west and go down the stairs.  There is 
a HELL of a lot of blocks here.  Stand on the eastern side of the hole, and 
face the north.  Have Clive take the first block down, and put it to the 
east.  Have him do the same with the second block.  Now move him forward a few 
steps (still facing Forward) and move the box to the north, and place it 
behind you (to the south).  Place the next box on top of it.  Do the saem two 
more times, and you will be on the other side.  Here, press the switch, and 
the door will open.  Now you need to get back to the other side.  Head into 
that gap where the blocks reside, and have clive lift the south block.  Put it 
to the north behind you, and do the same for the seocnd block.  Do this two 
more times, and you will be done with this puzzle.  Head west, and go north.  
Go west through the door.

In here, go south and open the two chests for a Gella Card and a Dragon 
Fossil. Now go north and through the door onto the next screen.  In here, go 
west, and down the stairs.  Go through the eastern door.

Now in this room, there is two switches and two blocks.  Lets start with the 
southern block.  Start by moving the block one space north.  Now lets stand to 
the east of the block, and lift it.  Put it down to the north.  Stand to the 
east again, and lift it once more.  Put it down to the north again.  Now this 
block should be on the first switch.  Now for the second block.  Stand to the 
east of this block, and lift it up.  Put it down to the south.  Now stand to 
the south of the block, and lift it.  Put it down to the south.  Now stand to 
the east of the block, lift, and put it down to the south.  Now stand to the 
east of the block, and put it down to the east.  This should place it on the 
switch, and open the door.  Head through the newely opened door.  

In here, save your game.  Now go north, and down the stairs.  Before going 
through the north door, make sure you have saved.  Enter, and watch a scene. 
You get the Kizim Fire.  Now go south, and exit the room.  Out here, watch a 
scene 

Note: There is a spell on the medium Flash hit, called Valiant.  This spell 
upps your attack power by the number of HP from max you are at.  So if you 
have a maximum of 2,000 HP, and your HP is 1,500, your attack will be raised 
by 500.  This spell is somewhat cheap in the normal game, and if you want to 
have a completely clean game, I don't suggest using it.  But you can, if you 
want an easier challenge.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard, Melody
EXP: 0
Gella: 0
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well, Asgard starts alone.  Melody will not join the battle until the second 
turn, so you don't have to worry about her at this point.  All there is is 
your party, and Asgard.  Just have each of your characters physically attack 
him on this first turn, to build up some FP.  On the second turn, Melody comes 
into the fray.  After this one round, he does Flood Barrier, for 500-600 
damage to your entire party.  

NOW the battle gets hard.  Now is when you need to start taking cautioun and 
start worrying about strategy.  Both Melody and Asgard get to attack your 
party, but you can not attack Melody.  Which is totally and completely unfair, 
but the damn game wont let us complain.

Well, Asgard is the main threat, and since you can only attack him, he is the 
one you are going to kill off first.  Asgards physical attacks do about 100-
150 damage, which is a lot weaker then Melody's. He doesnt attack with Flood 
Barrier again, luckily.  He mainly attacks with his physical attacks.  His 
stronger physical attacks do 200+ damage, but they hit rarely.  

Melody, sadly, is stronger then Asgard.  She does 250-350 damage with her 
Elimiate scanner, and paired with Asgards physical attacks, the damage they 
can both do in a single round can go upwards 600 damage.  So keep your HP 
above 700 at all times.  

Melody is rather normal speed, going after Jet and before Gallows.  But that 
makes it harder for Gallows to work as a healer.  Asgard is slower, usually 
going after Gallows.  But that still makes them both dangerous (poor Clive).  

Make sure Virginia is always with FP.  She will be the character on healing 
duty mainly throughout the battle, and she needs to have the FP for mystic.  
Since she wont be using a Lucky Card in this battle (0 EXP) then she will save 
at least 25 FP. Have the character with a Baselard (Gallows, hopefully) be the 
secondary healer to Virginia. 

Just keep your HP up, and you shouldn't have TOO much problems survivng.  As 
always, jet and Clive should attack normally, building up FP, and then using 
Gatling when possible.  Asgard is strong versus physical attacks, but he is 
still damagable.

After a few rounds (taking off all of his HP), he will cast Wide Barrier, 
which will kill  all of your party members, no matter what.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 3,500
Gella: 4,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is about 10 times easier then the previous, which is a good 
thing.  Your party starts without their max HP (because you finished the last 
battle with all your characters dead).  And if you didnt have enough VIT left, 
they may not even have their max/max HP in this battle.  Luckily, that isn't 
big of deal.

The first thing you should do, is heal your party.  That is, if your party 
didn't have good VIT and is low on HP.  Virginia with Mystic does that well.  
If you have a high level, Virginia can do it on the first turn in battle.

Luckly for your party, Asgard is a LOT weaker in this battle.  he attacks once 
per round, and that attack is after Gallows.  It does about 100 damage, even 
to weaker defense characters, like Virginia.  That means even the weakest of 
your characters can survive 5 or 6 of his attacks.  You arent likely to die in 
this battle, but it is possible.

Just attack.  Physically works well, and even Virginia does decent damage to 
Asgard.  Of course, Virginia wont be too strong against him, but she will do 
more damage then she did in some other battles.  Dont worry about building FP, 
and constantly attack.  Gatling when needed, and Asgard should die quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you automatically exit the dungeon.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                           Sand Dancer                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 24
Enemies: Twin Tails, Moss Fungus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back on the world map, our goal is to go back Humphreys Peak.  Head directly 
west, and enter the town.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Humphreys Peak                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 23,079  Y: 12,020
Suggested Level: 24
Shops: ARMS, Item, Inn, Save Point
Items: 2,000 Gella, 3,000 Gella
Key Items: Kizim Fire
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north, and talk to Alber (the man by the light pole).  
You will get 2,000 Gella for doing the job of retrieving the Kizim Flame.  
Continue watching a scene.  You will get a new job, and 3,000 Gella.  Head 
into Clives house, sleep to get your HP back at maximum, and exit the town. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 24
Enemies: Twin Tails, Moss Fungus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well, your goal is actuallt Joly Roger, but there is a very short sidequest 
you can do before going there.  

Anyways, head east, and into East Highlands.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             East Highlands                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 21,152,  Y: 11,975
Suggested Level: 24
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You would normally be buying a ticket to Midland Station, so if you want to go 
along with the normal game, go ahead and go to Midland Station.  But the side 
quest starts here, and is only part of a single dungeon you have already done.

For the side quest, buy a ticket to Westwood for 840 Gella.  Step up and onto 
the train.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Westwood                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,642, Y:7,149
Suggested Level: 24
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head south, and exit onto the world map.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 24
Enemies: Dryad, Pordarge, Oak, Orc, Axe beak
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Start by getting on your horse with a Call Whistle, and then head west over 
that annoying rift.  Once on the Little Twister side of area, head northwest, 
past Millenium Puzzle 8, and into The Unclean Mark.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          The Unclean Mark                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 24
Enemies: Orc, Pordarge, Gerbug, Mimic
Bosses: None
Items: Any items you did not get before, Grab Bag, Elder Record, Name Tag, 
Duplicater
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Luckily, you have already finished this dungeon and there is no need to do all 
of those annoying puzzle again.  You are here for foure treasure chetss that 
you can not get until after Faraway Lands.

Head north and east onto the second screen.  In here, go north, and onto the 
next screen.  Go north, east, and south onto the next screen.  And in here, go 
east and north through the door to the next screen.  Follow the hall in here 
onto the next screen.  In here, go south and west through the door.  Go north 
through the door, and continue north through the next hall. In here, go east 
and though the door.

This is where you want to be.  Have Clive lead, and have him equipped with the 
Mighty Gloves Tool.  Now stand to the south of the block, and lift the block, 
and place it to the south.  Now stand south, and put it to the east.  Stand 
east of the block, and put it east again.  Now stand to the south, and put it 
south.  Stand south between the block and the switch, lift the block, and 
place it south onto the switch.   This opens the door.

Go through the newely opened door to the south and come into a treasure room.  
Open all three chests for a Name tag, a rare Elder Record, a Grab Bag, and a 
Duplicater.  After getting all four of these, you are done with this minature 
side quest.  Exit onto the world map.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 24
Enemies: Dryad, Pordarge, Oak, Orc, Axe beak
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

The goal is now to get back to Westwood.   Head past Millenium Puzzle 8 (doing 
it if you didnt before) and back over the rift with the horsies. Enter 
Westwood. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Westwood                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,642, Y:7,149
Suggested Level: 24
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now you need to head back to Midland Station.  Buy a ticket for 120 Gella, and 
hop on board the train.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Midland Station                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 14,552, Y: 6,868
Suggested Level: 24
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is where you wanna be.  Head south, and exit onto Filgaia for a short 
walk...

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 24
Enemies: Balloon, Gob, Beast Slug, Spartoi
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

The goal is Jolly Roger.  Follow the side of the continent, and go over that 
land bridge.  Head right on into Jolly Roger.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Jolly Roger                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,368  Y: 5,457
Suggested Level: 24
Shops: ARMS, Inn, Item, Save Point
Items: Any Items you find in boxes
Key Items: Sandcraft
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*sigh* Make sure you have fought Diaborg by this point.  If you haven't fought 
Diaborg, go back to Midland station, buy a ticket to Dune Canyon and fight 
him.  Remember that you encounter him while on horses.  

If you have fought Diaborg, head north, and enter the ARMS shop.  Talk to the 
woman, and choose CHAT.  Say that you will help her, and you will give her 15 
Dragon Fossils for the Sandcraft.  Don't buy any upgrades just yet, even if 
you have the ability to.

Note: Enemies will start to drop Dragon Fossils now.  Even if they did not 
before, they may now.

Now head south and exit Jolly Roger. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 24
Enemies: Garpike, Ruffleshia
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Note: Now is an excellent time to level up.  The Sandcraft Battles are not too 
hard at this point, if ytou have the right party.  Have Virginia as the 
steerer, and Jet as the Gunner, with Clive as the Harpooner.  Have Jet "Shoot 
all Ammo At once" And have Gallows "Reload Ammo" on each of their turns.  You 
get from 400-800 EXP a battle.  Try and at least get to level 26.

Outside of Jolly Roger, west, and pass to beaches.  Continue southwest (and 
west, and land on the third beach.  Now head west, and search around At X: 
10,236, Y: 22,813, you will find 5,00 Gella.  Now go west and search around, 
and you will find the Ark of Destiny.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                       All work and no play...                       --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Ark of Destiny                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,191, Y: 2,259
Suggested Level: 26
Shops: Inn, Save Point
Items: Map Scope, Dragon Fossil x10, 5,000 Gella
Duplicater Door: Warp Star x3
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Wow...Well, this place has a LOT of sealed doors.  About 80% of them you can 
not get the items in at the moment, because you need certain tools to get it.  
I will tell you how to get certain items that you can get at the moment, 
though. 

As you enter, watch a scene, and go through the far eastern door.  In here go 
down both sets of stairs, and through the western door.

Here, this is the room with all the Sealed doors.  Start by using a Dulpicater 
on the first door to the south you see.  You can't do anything with whats in 
the door at the moment, so ignore the door.  Continue west, and ignore the 
next door.  Go through the third door.  In here, you have three blocks.  Have 
Clive with the mighty gloves equipped face south, and place the block to the 
east or west.  Now go open the chests for a VERY useful Map Scope and 10 
Dragon Fossils. Exit the room the same way you entered.

Back in the Sealed door hall, head west, and use a duplicater on the fourth 
door you see (fourth door from the east).  In here open the chest for a Warp 
Star x3, and exit the same way you entered.  Now head a bit east, and go north 
when possible.  There are two more sealed doors here.  Unseal them with 
Duplicaters, but dont bother entering them, you will not be able to get the 
items at this point.   Now, go all the way west and through the far western 
door.  In here, go up the two sets of stairs, and go through the eastern door.

Back in the main hall, go through the far northern door onto the next screen. 
Here, continue north and onto the next screen.  Now watch a scene, and you 
will get 5,000 Gella.  Continue watching, and when you regain control, talk to 
Albert (in this same room).  He will tell you the location of Survey Point #17 
your next goal.  Now head south and exit the room.

Continue south through the hall, and south through the main hall.  Exit the 
Ark. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 26
Enemies: Garpike, Ruffleshia, Kobold
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

From the Ark, go directly south, and stay south as the sand goes southeast.  
Land on the first beach you see here.

This is where you want to be.  At X: 11,781, Y: 22,813 you will find 10,00 
Gella.  Now, when you see a little hill on this area (remember, DO NOT crss 
the land bridge)head west, and search, and you will find the dungeon, Survey 
Point #17.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Survey Point #17                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 10,360, Y: 23,635
Suggested Level: 26
Enemies: Captor, Urchin Bug
Bosses: Hound, Feline, Donkey, Flier, Humpty, Dumpty, Maya, Alfred, Todd, Shady
Items:  Heal Berry, Gella Card, Gimel Voin, Lucky Card, Mini-Carrot, Heal 
Berry, Lucky Card, Heal Berry, Gime Coin, Lucky Card, Gimel Coin
Key Items: ...Ouch
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This area has no chests, so all the items you find are in boxes, urns, etc.  
When you enter, watch a scene.  Go down the first set of stairs, and jump down 
to the lower level.  Head north and into the area. Inside, head north, 
northeast, and north onto the next screen. Here, go north, and at the top of 
the intersection, go east, and then south up the slope.  Break all the boxes 
here for a Heal Berry and a Gella Card. Jump off the side of the upper level, 
and head wes, and through the door. 

In here, go north...now continue east, and onto the next screen.  In here, go 
east, and south.  Before going east again, examine a barrel for a Gimel Coin.  
Now go east, and examine the urns near the exit for a Lucky Card.  Go through 
the north door and watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hound, Feline, Donkey, Flier
EXP: 3,500
Gella: 3,150
Item: Gimel Coin, Bullet Clip
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is like a battle against a weaker version of your party.  The four 
enemies dont have the highest HP in the game, but they cast a lot os support 
spells on their party, and cast stat decreasing spells on your party.  Because 
of this, the battle can get annoying if you dont take out the certain monsters 
first.  

Each of these monsters has a certain duty.  The Donkey soley physical attacks, 
which does 150 or so damage.  Not too strong, but he does have four other 
companions to help him out.  The Flier dispels support spells cast on your 
party, so dont cast any spells like that, or you will have just wasted a 
turn.  And to all you Valiant Fanboys: TAKE THAT!  You cant rely on that spell 
forever.  The Flier also casts negative stauses and stat-decreasing spells on 
your party.  The feline casts support spell on his own party, and is very fast 
to boot.  The Hound mostly attacks, but sometimes uses support spells.

Well, I suggest going for the Feline first.  The Felines support spells on her 
party can get annoying, especially because of her sheer speed.  The Feline has 
the lowest HP of the three, and so will be taken out the fastest.

After killing off the Feline, go for the Flier, for obvious reasons.  The 
Fliers annoying stat decreasing abilities can make this battle a pain in the 
ass, as can his ability to dispel your statuses.  In fact, if you rely on 
support spells a lot, you may even want to take him out before the Feline.

After the two annoyances are out of the way, go for the Hound.  Mr Doggie 
here, he attacks physically, but he also casts some spells.  He is faster then 
the Donkey as well, though not quite as strong.  He should be next gone.

Donkey is last. He only physical attacks, and the damage for the attacks isn't 
that high.  He has the highest HP, and will take a bit longer to kill if you 
haven't been saving up your FP for Gatling attacks. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.   Continue north and onto the next screen.

In here, go north, and as the direction changes, search around the boxes for a 
Mini-Carrot (Remember, the Radar makes it easy to find these items).  Go west, 
and examine the sideways urn, and you will get a HEal Berry.  Go west and 
through the door.

In here, (for ONCE!) you and Maya will work together to get through the 
dungeon.  Walk up the stairs (Virginia leading) Face the north, and light the 
candle.  Now things will move really fast.  Go west, and and light both 
candles to the west as you continue with Maya. Use the Tindercrest to light 
the last candle, and continue. Follow the path to the end. Go north, through 
the newely opened path.

Here, go north and northwest.  Pass the door, and break all the boxes here for 
a Lucky Card.Go east and through the door. 

Here, you will work with Maya again.  As Maya steps on a swtch, your path 
opens, and you need to go as far east as possible.  Light the candle with the 
Tindercrest so Maya can go forward, and she will step on the next switch which 
allows you to move forward.  Light the next candle, and follow the path.  
Light the next candle, and go up the stairs to the south.  Follow the path to 
the end, step on the switch, and jump down.  Head through the northern door 
and onto the next screen.

Continue north, and examine the urn for a Heal Berry.  Go east, and examine 
another urn for a Gimel Coin (lots of those here).  Go through the eastern 
door. Here, continue east, and break the boxes for a Lucky Card and a Gimel 
Coin.  Continue east and onto the next screen.

This is by far the hardest puzzle in the dungeon.  You have to move extremely 
fast to actually do the puzzle, and if you dont, you'll have to start over.  
As always, you are working with Maya.  You need to have Virginia lead, as 
always.  First off, Have Virginia go as far as possible.  Now before you light 
that candle, take note that statues will start following you.  You need to 
stop both of those (one on YOUR side and the second on MAYAs side).  You stop 
them by attacking them with the Tindercrest.  And at the same time, you need 
to light the candles to finish the puzzle (huff puff).  This is basically all 
in one motion, and don't expect to get this on your first time.  It is very 
hard to do even for people who have done it a few times before.  Anyways, 
afetr lighting the candle, maya will walk forward, and press her switch, you 
need to walk forward, and light the next candle, and right after, you need to 
attack BOTH of the statues to stop them from hitting you.  Watch a scene, and 
hurry forward to the end of the room.  Take a deep breathsave your game, and 
go onto the next screen. Here, watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Humpty, Dumpty
EXP: 3,100
Gella: Use Gella Cards on both
Item: Duplicater, Mini Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is surprisingly difficult.  Dont let their unassuming appearance 
fool you, these two can be deadly, even to an overlevelled party.

Humpty and Dumptry each have their own jobs.  Humpty casts support spells on 
Dumpty, and never attacks.  Though Humpty never attacks, Dumpty is a huge 
threat as it is.  You need to get as many elemental wards on your party 
members as possible.  Ignore the status wards, and go all elemental.  Dumpty 
himself is a huge threat because he can attack with all the elelements.

How big of threat IS dumpty?  He does around 300-400 damage to the entire 
party every round.  That may not seem like much, but it is.  Especially in 
this battle, where there are two targets.  This makes the decision of who to 
attack rather difficult.

I suggest going for Humpty first.  Though Dumpty is easily the stronger of the 
two. Humpty casts support spells on Dumpty, and makes it harder to kill both 
of them off in the long run.  Some spells Humpty has: Shield, Protect, and 
Reflect.  Obviously, each of those makes the battle more annoying.  

It may take a while to kill Humpty off, as they are rather strong versus 
physical attacks.  I also suggest attacking one, and not both at one time.  
Sadly, at the same time, Dumpty will continually wear down your party, so if 
you haven't bred some Potion Berries at the Secret Garden, then you will be 
having a tough time staying healthy in this battle. Gallows will need to be 
onhealing duty as well, not only Virginia.  And dont worry, use all the Mini 
Carrots needed on Virginia, as you will definitely need them.

After killing off Humpty, you will go for Dumpty.  He may have some support 
spells still cast on him, so dont use Gatling or any super-strong skillls 
until you are positive those have worn off.  THen attack him with full force.  
If you didn't use any Gatling/FP to attack Humpty, your FP should be through 
the roof by now.  If so, then you should be able to kill him rather fast.  
Just keep your HP over 1,500 at all times during this battle, and you will 
survive.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.  Head north, go onto the next screen.  Here, 
continue north, SAVE, and go through the next door.  *sigh* Not again.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 4,400
Gella: 4,800
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, Maya takes on a different...form. This time she is a 
physical attacker.  She is very fast, and quite strong.  Though this time, she 
only atatcks one member at a time, instead ot ehe entire party.  All of her 
allies have gotten stronger in this battle as well. Keep your HP above 800 at 
all times.

As always, start with Todd.  He can still confuse your party and his physical 
attacks do 200-300 damage.  The confusion is just as devastating as ever, and 
Clear Chimes are hard to find, even now.  Todd also heals more often in thia 
bttle.  Now, 300 damage healed isnt as much, but it is still a round or two 
and can be more of an annoyance then anything else.

Alfred and Shady have gotten a lot stronger, as well.Alfred does about 100 
damage with his blast attacks, and Shady does around 150 damage.  Compared to 
the last battle, this is a severe improvement on their pathetic damage from 
the previous battles.

Maya does around 200-400 damage with her physical attacks.  But it is easy to 
lower the damage done with support spells.  She also does not seem to have the 
highest HIT percentage, because she misses quite often.

When Todd is dead, Maya powers up, and starts using her ultimate attacks.  
Those do around 300+ damage, and Maya powers up all around.  At this point, 
she is far more dangerous, but still, dont get rid of her.

After getting rid of Todd, go for Shady, as always.  Shady does more elemental 
attacks, Ice and Fire this time, which is no change from the previous 
battles.  Though he does seem to have less HP this time.  He wont take too 
long to kill.  After Shady, go for Alfred.  Alfred is easily the weakest of 
the bunch, and a round of physical attacks (mainly with critical attacks) can 
kill him off easily.  He will not last more then three turns against a full 
onslaught of physical attacks.  

Lastly, as always, go for Maya. If you have been building up FP, use Gatling 
with as many characters as possible.  Maya seems rather resiliant in this 
battle, and has high HP.  It may take a bit to kill her, but she is still 
fast.  Once the others are gone, she wont be much of a threat alone.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and *sigh* Well...lets say that you have 15 
Minutes (plenty of time, I usually end with around 13 minutes on the clock) to 
get out of the dungeon.  The time inly runs when you are standing/moving on 
the field, or when frighting (NOT choosing commands) in battle.  When you are 
choosing commands in battle, and when you are on the menus screen, the timer 
does not run.

So when you gain control, head south and onto the next screen.  Contiunue 
south straight through two more screens, and exit to the west.Continue west 
through two screens/rooms, and go south onto another screen.  Now go a bit 
south and west onto the next screen.  Continue west, and go south onto the 
next screen.  Continue south, and east, and through the eastern door onto yet 
another screen.  

Go east, and then south, go through the southern door.  Here, continue south, 
and onto yet another screen (damn this place is a lot of screens!).  Go south, 
and west onto ANOTHER screen. Continue west,and south onto guess what!  
Another screen!  Go south, east and south onto another screen.  Continue 
south, and go through the southern door.  You will -Finally- be out.  

Watch a scene.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Ark of Destiny                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,191, Y: 2,259
Suggested Level: 29
Shops: Inn, Save Point
Items: Any of those items you didnt get before
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You are automatically brought back to the Ark.  Watch a scene, and apologize 
(that has gotta hurt).

When you regain control, talk to Albert once again (in the main control room) 
and he will tell you how to get to where you need to be.  Now, head south, and 
onto the next screen.  Head south through this hall, and into the main hall of 
the Ark.  In herre, go through the northwestern door, and into the library.  
Now search the fourth bookshelf from the left, and you will watch a scene.  
Now, exit through the southeast door.  Head south, and exit the Ark.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Home Again                                -=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 29
Enemies: Garpike, Ruffleshia, Kobold
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Head back onto your Sandcraft, which should be on the only beach on the 
island.  There, Press the Square button, and then select yes.  This will bring 
you back to the beach near Jolly Roger.  Here, land, and walk over that land 
bridge, follow the train tracks, and enter Midland Station.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Midland Station                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 14,552, Y: 6,868
Suggested Level: 29
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Here, you will try and buy a Ticket, but you will notice that a new train 
station has mysteriously appeared.  Select Southfarm for 800 Gella, and hop 
the train.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Southfarm                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 18,861, Y: 900
Suggested Level: 29
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Go northwest, and exit the train station.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 29
Enemies: Bogle
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

From Southfarm, head southwest, and west.  Near the First beach you see (to 
the north) search and you will find Boot Hill.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Boot Hill                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,729, Y: 513
Suggested Level: 30
Shops: ARMS, Inn, Item, Save Point
Items: Gimel Coin, Tiny Flower, Name Tag, Gimel Coin
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north, and enter the first shop on the west.  This is the 
ARMS shop.  It doesnt only have upgrades, but if you check a box, you will get 
a Gimel Coin.  Exit the same way you entered.  Back in the main town, continue 
north, and east intothe Graveyard.  Here, examine the closest tombstone to the 
east, and you will get a Tiny Flower.   Now, head all the way west, and go 
south, into the Farm.  Examine the shed here, and you will get a Name Tage.  
Not, go up to the house to the north, but don't enter.  Instead, go inside the 
fence, go east, then north, and then west.  Break the boxes behind the house, 
and you will get another Gimel Coin.  Now go back to the house's entrence, and 
enter it.  Here, watch a scene.  Now head east, and south.  When you exit the 
town, watch a scene.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
-=-=                      The Last Guardian Shrine                       --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 30
Enemies: Bogle
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

From Boot Hill, head west, and then northwest.  Make sure to fight all the 
enemies you can, because you need those Dragon Fossils. Enter Southfarm.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Southfarm                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 18,861, Y: 900
Suggested Level: 30
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, buy a ticket to Midland Station for 800 Gella.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Midland Station                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 14,552, Y: 6,868
Suggested Level: 30
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

At Midland Station, head south and exit.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 30
Enemies: Balloon, Gob
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

When you are back on Filgaia, head north, west, and enter Baskar 
Colony...again.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Baskar Colony                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants:X: 13,005, Y: 10,912
Suggested Level: 30
Shops: Inn, Save point, Item
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north, and enter the Shrine (the far northern door).  
Here, watch a scene with Halle/Granny.When you can control your party again, 
exit the house, and immediatly re-enter.  talk to Halle/Granny again, and she 
will tell you where the Infinitum is.  Now exit the house, and go south.  Exit 
Baskar.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 30
Enemies: Balloon, Gob, Garpike, Kobold, Maticore, Botis
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Now, you need to get back to Jolly Roger.  Head all the way west, and go 
southwest over the land bridge.  Go onto the sandcraft.

On the Sandcraft, head southwest until you pass a beach with fertile land near 
it (Ka Dingel is also here), turn northwest, and follor the edge of the 
continent.  When you get to an island with a beach on it (its in-between the 
two entrences to Sand Canal), go north, and then turn immideatly southwest,  
To the far east will be two beaches.  One is near Baskar Colony (go there and 
sleep if you wish) and the other is where you want to land.

On this new continent, go west, and search.  At X: 9,437 Y: 10,849 you will 
find the dungeon you need.  This is called the Infinitum.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Infinitum                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,437, Y: 10,849
Suggested Level: 30
Enemies: Premium Delphin, Delphin, Maticore
Bosses: Pyrodrake, Asgard, Asgard
Items:  Potion Berry, 7,000 Gella, Gella Card x2, Gimel Coin, Revive Fruit, 
Gimel Coin, Growth Egg, Lucky Card x3, Duplicater 
Key Items: Adventure 3, Cosmic Cog
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene, and head north onto the second screen.  OMGWTF you aren't 
presented with a puzzle immediately.  This has got to be a first!  Go east up 
the stairs, south, and south up these stairs.  Go through the western door.

Now you are presented with your first puzzle (that happiness didn't last long, 
did it?).  Here, there will be a single switch and two levers (the type you 
need to rotate the left analog stick to move).  Dont press the switch until 
last, or it wont do anything.  Start by going to the eastern lever, and pull 
it about 8-10 times (you know you rotated it when you hear a squeak...you want 
this one far away from you, but touching both Cogs).  Now go to the western 
lever, and pull that one 6-7 times.  You want it about in the middle, but it 
depends on how many times your game wants to make you rotate your controller.  
When these are done, go and step on the switch.  it should finish the puzzle 
and open the door.  If it doesnt, go over to both levers and make sure that 
they are touching the cogs on both sides.  Go through the western door.

Here, go south and up the stairs, go west and up the next set as well.Save 
your game if you wish, and go through the northern door. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Pyrodrake
EXP: 3,800
Gella: 4,000
Item: Dragon Fossil
Strength: Water (Half)
Weakness: Ice
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like his name says, the Pyrodrake IS a fire elemental monster.  And because of 
that, all of his magical attacks are fire based.  The character with Firey 
Rage will be invulnerable. 

Like many fire elementals, he is somewhat weak versus physical attacks.  They 
only do lsightly more then normal, but still, there is a slight weakness there 
that you will be able to exploit. You will also notice the weakness versus 
Ice.  Have Gallows or Virginia equipped with Aqua Wisp, and you can do 800 or 
more damage to Pyrodrake each round just with that character.  He is decently 
fast, going before Gallows, but that should not be anything new for your 
party. 

Oddly, he isnt imune in any way to fire attacks.  But you wont want to use 
magic other then Ice magic on him, because that is his main weakness.  With 
Ice attacks and physical attacks, he will die faster then normal enemies.

And as you may have guessed, the Pyrodrake is strong with magical attacks, and 
weak with physical attacks.  He has an attack called Volcano Trap that attacks 
the enetire party for 200 damage.  This can be quite severe, if your party has 
been worn down from his other, stronger attacks. His main attack, The Caloric 
Sphere does 250 damage to a single party member.  This is easily his strongest 
attack, and the main threat of this battle.  His other attack, The Giant 
Groans, is easily his weakest attack.  As with most other Giant Groans 
attacks, it doesn't hit too often.  And unlike most other Giant Groans 
attacks, it doesn't do much damage, 100 max, normally around 80.

So you basically have one command for your party chosen. You should use Ice 
magic every round, that is the best offense in this battle, without a doubt.  
Now you need your other characters.  Virginia/Gallows (Whichever doesnt have 
Aqua Wisp) should be on healing duty, and Jet and Clive should physically 
attack every round.  They should use gatling whenever they can, and dont worry 
about conserving FP, as it wont matter much anyway.  Do not use any Mini-
carrots in this battle.

Because this is a Halfway boss, he isnt as strong as normal bosses, but he 
does have a lot of HP, so be warned that it may take a while to kill him.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you dont even have to watch a scene and you are forced into 
your next puzzle.

Go to the east, and there will be four blocks.  Have Clive equipped with the 
Mighty Gloves, and have him lift the far southern block. Put it down to the 
north.  Now, stand north of this block, and put the block to the east.  Now go 
get the other block on the upper level, and put it down to the south.  Now the 
block should be in a line.  Now you have another goal. Stand by both of those 
center blocks, and lift one of them up and put it to the west.  Now do the 
same with the second block, and the two center blocks should be behind you.  
Now, still with Clive in the lead, have him use his Bombs on that crack in the 
wall.  This should blow up the wall.  Go through this newely opened door.

In here, there are four chests.  They contain Adventure 3 (Key Item), a Potion 
Berry, 7,000 Gella, and 2 Gella Cards.  When you have all four items, head 
west and exit. Back in the block room, the blocks will be on top of each 
other.  Face the southern block, pick it up, and put it down to the north.  
Now go get the far northern block (on the upper level), stand to the west, and 
put it down to the south.  Now stand to the south of this block and put it 
down to the east.

Now that the blocks are in place, head to the south, and go up the stairs to 
the east, and go north over the block path.Go all the way to the top of the 
screen, and go all the way west, and then go south.  Put Gallows in the lead, 
and have him examine that odd looking object.  This will open the door.  Now 
head north, and go through the newely opened door. 

You will go up an elevator.  At the top here, go down the stairs to the west, 
and go south a bit.  Now, have Jet lead, and move the camera so it faces 
east.  Have Jet use his Boomerang on that gem, and that will start a 
pendulum.  Now, go to the south, and open the chest here, and you will get a 
Gimel coin.  Go back to the north, go up the stairs, and go down the next 
set.  Go south over here, and open the chest at the end for a Revive Fruit.  
Go back north, and go up one set of stairs.  Face south, and you will notice 
the pendulum swinging back and forth.  Your goal isnt to go past it, but to be 
hit by it.  When the Pendulum is to the east, stand in its path, and it will 
push you onto the switch.  The next Pendulum now starts.  Jump down to the 
lower level, and was back north up the stairs.

Now, you need to run pass that first pendulum (make sure you time it properly) 
and at the second one, wait until you can time it right, and let the Pendulum 
hit you onto the eastern platform.  Have Gallows examine the object, and the 
door will open.  Jump down, go north (up the stairs), go south through both 
Pendulums, and go through the newely opened door (to the south). 

In the hall, go west up the path, and then go north.  Go through the eastern 
door.

This is the hardest room in the dungeon.  You have to time things eprfectly, 
or you will fall down, and have to start the room over.  You will notice two 
revolving cogs.  We will need to work with both of those.

Sart by going east, and walk onto the first rotating cog when you can.  When 
the cog rotates about 50%, walk off onto the northern path.  Head east, and go 
up the stairs to the north.  Up here, wait until you have an open path (there 
are open and unopen spokes on the cog) and walk into the center.  Stay onto 
one of the cogs with the open spoke, and when to cog rotates about 75% of the 
way, walk off to the north.  On normal land again, step on the floor switch.  
Once you have stepped on the switch, walk back onto one of the open spokes, 
and wait until it is about 70% from where you were, and you will notice a 
swing moving back and forth.  You will need to run back to the open spokes to 
get it.  Once you time it perfectly, you will be able to get onto the swing.  
Once on the swing, wait until it reaches the other side, and walk off.  Step 
on the switch over here.  Walk back onto the swing when it comes over to you, 
and time it perfectly so you can get back onto the Cog. 

Back on the cog, wait until it goes about 75% around (from where you were) so 
that you will be facing south and you will notice the second swing.  This one 
is a lot harder to time then the previous, and there is no special trick to 
timing it, so just keep running back on the Cog, and you will eventaully get 
it.  When you do, walk off onto the other side, put Gallows in the lead, and 
have him examine the item.  The door will now open.  Go through it and be 
happy this puzzle is done.

Now, head east up the stairs, and then go north up the next set.  Go through 
the western door into the next room.  This is another puzzle room.  This one 
is more challenging then tricky, making it the opposite to the last one.  
Virginia needs to lead, so make sure to have her with her Tindercrest in 
charge.  Now, if you dont know Roman Numberals, you are going to have quite a 
bit of trouble with this puzzle.  basically, you need to start at the Roman 
numeral 1 (which is I) and light that, and then go clockwise all the way 
around lighting all the candles.  This IS timed, and if you do it in the wrong 
order, you will have to start over.  Try and get two or more at a time if you 
can,but settle for one at a time if you cant get the two.  Once all 12 are 
lighted (it takes a few times, so dont get discouraged), the door opens.

Note: Here is a roman numeral chart for those of you who never learned them.

1   2   3    4   5   6    7    8     9   10   11   12
I  II  III  IV   V  VI  VII   VIII  IX    X   XI  XII

Go through the newely opened door, and automatically up an elevator.Here, go 
east and open all four chests here for a Gimel Coin, a Growth Egg, 3 Lucky 
Cards, and a Duplicater.  Use the Gimel coin now (a boss is coming up) and go 
through the northern door. Watch a scene. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 4,200
Gella: 4,500
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is quite odd.  Most unlike any battle in the game actually.  

Asgard can not attack you.  He has a skill called Fortress of the Gods, but it 
wont work.  he will waste every turn he has using that skill over and over, 
and it will do absolutely nothing on your party.  This may make the battle 
seem like a total breeze.  It isn't.

Asgard will ALWAYS counter your attacks.  There is no might, or maybe about 
it.  He will always counter your attacks with Barrier Knuckle.  Normally this 
wouldnt be such a bad thing, but Asgard has gotten a lot more powerful since 
your last encounter with him.  This time his physical attack does 350-500 
damage.  Well, not really an attack, but it is a counter.  Lucky for your 
party, it doesnt have the highest hit percentage, but when it does hit, it 
packs quite a wallop.

So obviously, you are needing to keep your HP up, and wont want to attack 
often.  I suggest having only Jet and Clive attack while Gallows and Virginia 
are on healing duty.  After the Original Mystic-Lucky Card and the Gella card 
from Gallows, (while Clive and Jet attack) Virginia and Gallows should be able 
to heal Clive and Jet easily.  Virginia using Heal Berries/Potion Berries 
(Potion Berries if you have been breeding them at the Secret Garden, Heal 
Berries if not) and Gallows using heal.  Gallows shouldn't need to use 
Extension-Heal, because Virginia will be on healing duty as well.

With Gallows and Virginia on healing duty, Jet and Clive are free to attack 
with any means necessary.  Dont allow them to attack when under 700 HP, but 
attack with a full force when they have anything above that.  You may want 
Virginia to use Mini-Carrots on them so that they can attack with Gatling more 
often (Mystic-Mini Carrot works amazingly well).  You may want to have 
whatever character with Terra Roar cast defensive spells to lower the physical 
damage that Jet and Clive recieve.  

Sadly, Asgard has high physical defense, so this battle will take a while.  
Dont be imtimdated, just do it, and eventually you will be 
finished...eventually.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: None
Gella: None
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is another odd battle.  This one will remind you more of the battle with 
Janus in the Sand Canal then it did the previous battle.

First off, you have three party members, which is obvious.  Gallows will take 
no part whatsoever in this battle, as he is busy elsewhere.  So you have to 
rely on Virginia for all healing purposes.  Normally this would be a bad 
thing, but there is one thing you have on your side.

This battle lasts 3 rounds.  No more, no less. And luckily, Asgard wont 
counter your physical attacks like he did in the previous battle.  If your 
party has a high enough level, you may not even have to heal.

First off, Asgard has a single attack. This is called Barrier Storm.  Barrier 
storm does 200-400 damage to your entire party (all three members).  This is 
mainly a threat if it is more on the 400 side of the damage then the 200.  If 
so, have Virginia heal after 2 rounds, or else watch yourself writhe and die. 

Asgard has lower Physical defense then in the previous battle, but you can not 
kill him this time.  As I said, this battle will last three rounds whether you 
want it to or not.  In fact, you may want to just defend with all your party 
members.  This will be over quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you get the Cosmic Cog Medium.  

As always, you automatically exit the dungeon.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                      Three for the Price of Two                      -=-=
 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 32
Enemies: Kobold, Maticore, Nak, Capricorn, Jumbo Critter, Jenny Green Teeth, 
Triffid (thats a whole lot of enemies)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Now, you have a choice.  I will automatically lead you to the Nidhogg pass 
(you dont need to do any lame side quests with staues like the other guides 
say, as long as you follow my directions, you'll get there just as fast as you 
would normally).  You may want to go to Baskar/Jolly Roger to upgrade all your 
ARMS and heal, but I will lead you to the dungeon from the Infinitum beach.  

On the Sandcraft, head west (you will pass Baskar Colony beach...)and then go 
north all the way. Go northwest (past a huge crater that looks like a 
mountain) and then go west.  Head southwest,and land on the first beach you 
see (you will be on the top of the world map).  On land again, head north, and 
then west.  Search in the forest area, and you will find Nidhogg Pass.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Nidhogg Pass (1)                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 3,341, Y: 21,815
Suggested Level: 32
Enemies: HelterSkelter, Mushussu, Amduscias
Bosses: Nidhogg
Items: Potion Berry, Gella Card x3, Revive Fruit
Duplicater Door: Mini Carrot, Migrant Seal, Adventure 4
Key Items: Adventure 4
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Read the name of the chapter section.  There are 3 Nidhogg passes, 
though you have to only find two of them on the World Map.  You can either do 
this one first, or you can do the other.  The other is actually probably 
easier, but this one is easier to find.

When you enter, head south, and you are immediately brought into an 
unavoidable battle.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nidhogg
EXP: 4,000
Gella: 4,400
Strength: None
Weaknesses: Light, Dark
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Nidhogg is a surprisingly weak boss for this point of the game.  The only real 
things he has going for him are his status effect, and everything else is just 
like a normal enemy.

And thats what Nidhogg basically is.  A strong normal enemy.  He has a hell of 
a lot of HP for a normal enemy, but his attacks do about the same damage as a 
normal enemies, if a bit more.His normal attack does around 100 damage,  which 
should be slightly more then the normal attack at this point.

He does have a few status attacks though.  Namely the ever evil confusion, 
which he causes with an attack called "Luminous Moss".  He can also cause 
Misery, but luckily, not Amnesia.  As always, use Inertia Cancel if you must 
to cure it. 

Hopefully, Virginia and Gallows have the Moon Spark and the Flash Hit mediums 
equipped respectfully.  Because Nidhogg is weak versus Light and Dark, 
Virginia and Gallows can use magic on him to do quite a bit of damage.  On the 
first few turns (one or two) a Casting of Grav (yes, it works in this battle) 
does over 3,000 damage.  Of course, the damage will go down fast after casting 
it.  Spectre (from Flash Hit) does from 800-1,200 damage to Nidhogg and will 
work as your main offense in this battle.  Take note that in the end, multiple 
castings of this will be more useful then Valiant, so use Spectre instead of 
Valiant (if the Flash Hit is on a stong magic user...anyone but Jet works).  

Physical attacks work, as always, but the magical attacks from Virginia and 
Gallows will do more damage in the long run.  Have the party attack (remember 
that before you kill him to use Gella Cards/Lucky Card), as if you attack with 
the strong magic, you will kill him within two or three rounds.  Maybe even 
one round, if your party is strong enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, Continue south, and onto the next screen.In this hall like 
area, continue south, and onto the third screen.

Here you are confronted with your first puzzle...Well not realy a puzzle, just 
a tricky area.  Walk south, and press the O button to tiptoe over the bridge. 
Tiptoe three steps, and then walk one normally, so that you fall onto that 
lower level.  Use a Duplicater on the door, and go through it onto another new 
screen.  In here, open all three chstes for a Migrant Seal, Adventure 4, and a 
Mini Carrot.  Now, go south, and exit through the southern door.  

here, jump off to the south, and go throughnthe western door.  In here, go 
west, and open the chest for a Potion Berry.  Use the Steady Doll on the chest 
and you will get Gella Card x3.  Head east, and exit to the previous room.  
here, go south, southeast, and south through the door.  

In here, put Clive in the lead, and jump south off the edge.Here, there will 
be two boxes.  With the Mighty Gloves, stand to the west of the box in the 
upper level.  Pick it up, and put it down to the south.  Now stand to the west 
of the same box, pick it up, and put it down to the west.Now, go to the north, 
up the stairs, and walk south over the new block path.  Open the chest for a 
Revive Fruit, and go through the door.

Here, flip the switch, and you are technically half done with this three part 
dungeon.  Now, you just need to get out.  head north onto the previous screen, 
jump off to the north, go up the stairs, and go through the north door.  Here, 
go north and tiptoe (O button) over the path, and exit through the northern 
door.  Go north through two more doors, and exit the dungeon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 33
Enemies: Nak, Capricorn, Jumbo Critter, Jenny Green Teeth, Gara Diablo, Crab 
Bubbler, Triffid
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Back on the world map once again, headwest, northwest, and then south.  get 
back onto the sandcraft.  Once back on the Sandcraft, head south, and east 
when needed.  Pass 3 beaches (one of them has a Millenium Puzzle, if you are 
doing that side quest) and go south again.  Continue south all the way, and 
eventually you will be back at Baskar beach.  This is an excellent time to 
prepare, buy items, and level, as it will be quite a while until you have a 
chance to do that again.

When you are sure you already (and make sure you are at Baskar beach).  From 
Baskar beach, headwest, pass the Infinitum beach, and when you get to the area 
with the island with a beach (in between the two enterences to Sand Canal), 
ignore that side, and continue  following the continent to the east.  
Eventually it will go northwest, and follow it north.  At the very tip of the 
coninent (you'll know if when you hit it), head east, past two beaches (the 
second ahs a Millenium puzzle) and on the third (it has greenish ground), 
land.  Here, go south, and then west.  Search the area in the forest, and you 
will find the second Nidhogg pass.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Nidhogg Pass (2)                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 5,508, Y: 22,676
Suggested Level: 33
Enemies: HelterSkelter, Mushussu, Amduscias, Mimic
Bosses: Nidhogg
Items: Lucky Card x3
Duplicater Door: Mimic (Tiny Flower), Name Tag x2, Grab Bag
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is just like the previous Nidhogg Pass.  The puzzles are different, but 
you can actually SEE the other pass in this one.  This is basically just the 
other side of the original dungeon.

When you enter, head west, and you automatically enter battle.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nidhogg
EXP: 4,000
Gella: 4,400
Strength: None
Weaknesses: Light, Dark
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is the exact same as the previous, and should be treated as such.  
Nidhogg still gives all those nice EXP/Gella bonuses though.

Nidhogg is a surprisingly weak boss for this point of the game.  The only real 
things he has going for him are his status effect, and everything else is just 
like a normal enemy.

And thats what Nidhogg basically is.  A strong normal enemy.  He has a hell of 
a lot of HP for a normal enemy, but his attacks do about the same damage as a 
normal enemies, if a bit more.His normal attack does around 100 damage,  which 
should be slightly more then the normal attack at this point.

He does have a few status attacks though.  Namely the ever evil confusion, 
which he causes with an attack called "Luminous Moss".  He can also cause 
Misery, but luckily, not Amnesia.  As always, use Inertia Cancel if you must 
to cure it. 

Hopefully, Virginia and Gallows have the Moon Spark and the Flash Hit mediums 
equipped respectfully.  Because Nidhogg is weak versus Light and Dark, 
Virginia and Gallows can use magic on him to do quite a bit of damage.  On the 
first few turns (one or two) a Casting of Grav (yes, it works in this battle) 
does over 3,000 damage.  Of course, the damage will go down fast after casting 
it.  Spectre (from Flash Hit) does from 800-1,200 damage to Nidhogg and will 
work as your main offense in this battle.  Take note that in the end, multiple 
castings of this will be more useful then Valiant, so use Spectre instead of 
Valiant (if the Flash Hit is on a stong magic user...anyone but Jet works).  

Physical attacks work, as always, but the magical attacks from Virginia and 
Gallows will do more damage in the long run.  Have the party attack (remember 
that before you kill him to use Gella Cards/Lucky Card), as if you attack with 
the strong magic, you will kill him within two or three rounds.  Maybe even 
one round, if your party is strong enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, continue west, and onto the next screen.  In here, walk a 
bit west, and then turn the screen north.  You will see a gem in the southern 
corner.  This is very hard to hit, but Have jet use his Boomerang, and make it 
hit the wall above (above is the key word) the gem so that it falls onto the 
gem when it hits the wall.  When you are able to do this correctly, the door 
to the west will open.  Go through it. 

Continue west, and onto the next scree.  Now, go directly south, and jump down 
to a lower level (close to the wall, not by the ladder).  Jump down and 
eventually you will be able to open that chest, which contains 3 Lucky 
Cards.Continue south and jump down again.  Go down the stairs, and through the 
southern door.

Here, go south and west.  Push Virginia in the lead (not for now, but for a 
puzzle in a few seconds), and go south.  Use a duplicater on the door, and go 
through.  open the chests in here for a Mimic (Tiny Flower), Name Tag x2, and 
a Grab Bag.  HEad out of the room the same way you entered.  

Back here, use Virginia to light the first candle on this lower level (to the 
north) with the Tindercrest.  Now, head northeast, pass the door, and go 
halfway up the stairs.  here, face south, and use the Tindercrest on the 
second candle.  Continue all the way up the stairs, and at the very top (no 
farther) use the Tindercrest on the top candle.  This opens the door.  Head 
through the far southern door.  In here, flip the second (or first switch, 
depending on if you did this pass or the other pass first), and the path 
opens.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Nidhogg Pass (3)                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 5,142,  Y: 18,659
Suggested Level: 33
Enemies: HelterSkelter, Mushussu, Amduscias
Bosses: Leehalt, Balzas
Items: Duplicater, Tool: Galecrest, 8,500 Gella, Potion Berry, Amulet, Gimel 
Coin
Duplicater Chest: Full Carrot
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Completely ignore the coordinants.  those are the coordinants to the 
exit, which is the only direct entrence to Nidhogg pass 3.  You would normally 
get there through a door after completeing Nidhogg Pass 1 and 2..which you 
should have just done.

Also note that you wont be able to access this dungeon until you have finished 
Nidhogg Passes 1 and 2 both, not just one or the other.  So dont worry about 
this area until you have done them both.

After finishing both Nidhogg passes, go through the newely opened door to the 
south to enter the last part of the dungeon. 

Immediatley go south, and jump down to the lower level.  Head west, and up the 
stairs at the end.  Go through the western door.  In herer, open the two 
chests for a Duplicater and a Tool: galecrest for Virginia.

Note: The Tool: Galecrest is different from the toher tools you have gotten so 
far.  it allows you to travel one space (or one block distance) over an area.  
If the path has enough blocks in it, you can easily get all the way across 
with just a single Square button press.  You can get over small gaps with this 
tool, so it is quite useful, and quite fast.  

Exit the room the same way you entered.  Equip the Galecrest of Virginia, and 
face east.  Have Virginia use the Galecrest.  If you are facing the right 
direction, you will warp to the other side of the boxes, near the door.  Go 
through the southern door.

Now, jump down to the south, and cross over the eastern switch.  Open the 
chest for 8,500 Gella.  Now go west, and pull the southern switch.  Head back, 
east, and use the Galecrest to go over the switch (if you accidentally stand 
on the switch, then go flip the other switch again).  Once on the other side, 
head west, and east up the stairs.  Turn the camera south, and use the 
Galecrest to get over the blocks.  Go through the southern door.

In here, jump down, and brake the boxes to the west.  Step on the switch here 
to open the door.  Put Clive in the lead, and equip the Mighty Gloves.  Walk 
over to the block on the upper platform, and stand north of the western 
block.  Lift it up, and put it down to the east.Now, put Virginia in the lead, 
and go up the stairs, face the blocks, and use the Galecrest.  You will be 
stopped by the block.  This is what you want.  Have Clive lift the block, and 
put it down to the west.  Walk into the center of the area, and put Virginia 
in the lead again.  Use the Galecrest to get to the other side, and through 
the door.

This one is easy.  Go all the way west, and Tiptoe (remember, the O button) 
north.  Step on the switch here.  Now, Tiptoe south, and go a bit east.  
Tiptoe north up the center path, and open the 2 chests here for a Potion Berry 
and an Amulet. Tiptoe back south, and go north up the far eastern path.  
Tiptoe up this last one, and go through the door.

Here, head east, and use the Galecrest at the end, and go onto the next 
screen.  In this hall, continue east, and go through the eastern door for 
another annoying puzzle (I know how you people feel...I feel your pain).

Here, there are three blocks.  Put Clive in the lead, and stand to the south 
of the brown bock.  Lift it, and put it down to the south.  Now stand to the 
west of it, and put it south.  Stand to the west of it once again, and put it 
west.  Now stand to the east of the blue (notice the block change here), and 
push it to the west.  Push it to the south, next.  Now, get that last block 
(greenish), and push it west three times, and then south twice.  Now push the 
blue block to the west, and then the green oned more south.  Now, put Virginia 
in the lead, and head up the stairs near the entrence.  Use the Galecrest to 
get over two blocks to the south, and then fact east, and go over those.  Go 
through the southern door.  

Almost done!  In here, jump down to a lower level, and go south.  Go up the 
stairs, and through the western door.  Open a chest in here for a Gimel coin 
(which is actually smartly used now).  Use a duplicater on the other chest, 
and you will recieve a rare and very useful Full Carrot.Exit the room after 
getting both items, and now you can finish the puzzle.  Head down the stairs, 
and go south.  Break all three of those boxes on the upper level.  Now, head 
back north, and go up those stairs once again (though not through the door 
this time).  Now, face east, and you will notice a box on this upper level.  
Use the Galecrest, and make sure you hit the box.  Now have Clive use his 
Mighty Gloves, and put the box down to the south.  Jump down to the lower 
level, and and go top the eastern block.  Stand to the south of it, and put it 
to the east.  Now, go get that other block, and stand east, lift, and put it 
down to the east.Stand east again, and put it east.  Now, go back up those 
stairs, use the Galecrest to cross over, and face the screen towards the block 
you just moved.  Line yourself up, and Jump down onto the first block.  Now, 
use the Galecrest, and you should get all the way across the screen, and be 
forced onto the next screen.

Here, watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt
EXP: 4,300
Gella: 4,500
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Fighting Leehalt is like battling no other enemy in the game.  leehalt rarely 
attacks your party, which is something essential to your own survival.  Why 
might you ask?  Well read on and I'll tell.

Leehalt counters everything you do.  And it isn't like the Asgard counters, 
either.  leehalt counters with an attack called "Rule of vengeance" which does 
the exact same damage to your party member (that attacked) that the attack did 
to him.  So if Virginia attacked for 200 damage, Leehalt would counter for 200 
back.  Leehalts counters always hit, and there is no way to lower the damage 
they do.  

Now the question is, how do you attack him without your own party being 
decimated in the process.  And the answer to that is: You don't.  First off, 
your weaker attackers (Gallows and Virginia namely) should not attack at all.  
if you want them to get FP, use Mini Carrots, and dont risk attacking.  Clive 
and Jet will take over 500 damage per round, if they are strong, and Virginia 
and Gallows can heal that (one character each), as long as they are both on 
healing duty.  

Now, with Gallows and Virginia on healing duty, you have two choices and ways 
to go about this battle.  You can have Clive and Jet use Mini Carrots on 
themselves so that they get max FP, and then use Gatling when both are at 
max.  The danger to this is, when you use Gatling, Leehalt doesnt just counter 
the damage of one attack, he counters the damage of ALL the atacks (so if you 
do 300 damage with 3 attacks, he will do 900 back, not 300.)  This will almost 
always kill the member that Gatlinged.That is the fastest and easiest way 
though.

The other way is to only attack with Clive and Jet normally.  Dont use 
Valiant, as that will up the damage Leehalt does back to you.  You can keep 
your HP up (dont let it go under the amount double the damage they do 
normally, as you never know when your characters can critical attack) with 
Virginia and Gallows, while Jet and Clive attack.

Either way works, but just remember to keep your HP up, and remember that 
Healing is your friend. Without healing, you are going to be screwed quickly. 
Caution is what this battle is all about.  If you go into it head on, you will 
be slaughtered. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch another scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Balazs
EXP: 2,250
Gella: 2,400
Item: Full Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, you will fight no other enemies in the game like 
this one.  This is even odder then the previous battle though.  Balazs has two 
attacks.  Though those attacks are some od the oddest you will ever see.  To 
make it even worse, you may not have had enough VIT to restore from the last 
battle, so you may not be in top condition.

His first attack is called Otherworld.  This incredible looking skill will 
reduce your entire parties' HP by half (so if you have 1,000 HP, it will do 
500 to that member).  This attack can not kill your party, which is a major 
plus.  Though during this period, Balazs will be invicble, and not take any 
damage.  This only lasts one round, but it is still annoying.  To actually do 
some damage to Balazs, you need to attack before him (and at this point 
Virginia is probably the only one fast enough for that, without support 
spells) or to attack after the spell wears off.  How do you attack after the 
spell wears off?  A little friend called Cosmic Cog.  Use Mini Carrots on the 
character with Cosmic Cog until he/she has 100 FP.  Then, use the 
Arcana "Replay" on the character you want to attack (probably Clive).  Dont 
use Gatling, as you would have wasted all your FP previously in the turn and 
wont restore it.  Attack normally with the character, and he will not damage 
him throughout the normal turn, but on the "Replay" turn, your character will 
damage him.

Now that you know how to hurt him, you just have the other basics.  Balazs has 
one othre attack, which attacks one member for 200 damage.  Keep your HP over 
300, and that one shouldnt be a problem.  Just focus on his immunity, and he 
will die rather fast.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Continue watching.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Life                                   -=-=
 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Greenlodge                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants:  X: 5,366, Y: 17,243
Suggested Level: 34
Shops: Inn, Save Point
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: Virginia will have no VIT for this area and the rest of the next 
dungeon.  She can not restore it, either.  She can restore her HP through the 
use of Berries and Arcana though.  JUst dont freak out when you realize her HP 
arent restoring after battle, because thats supposed to happen.

Watch a scene.  Note that the red and white box works the same as an inn, and 
will restore your parties' health, VIT, MGC, etc.  Talk to all your party 
members, and then exit the room.  Watch a stunning scene. 

Another note: You can't get to this area in any other way except for Nidhogg 
Pass, so make sure you do everything you can now, so you dont have to waste 
your time later. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 34
Enemies: Blue Snail, Shrieker, Okypete
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: There is a millenium Puzzle in this area.  if you have been doing that 
side quest, you may want to do it now, so you wont have to track through 
Nidhogg pass later. 

From Greenlodge, go all the way north, and you will pass a lake to the west.  
Follow the lake as it goeswest, and soon you will see a litle area of green 
that screams: "Something is here!".  Well, that is your goal.  Search around 
this area, and you will find the dungeon. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Yggdrasil                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 4,240,  Y: 19,100
Suggested Level: 34
Enemies: Okypete, Clay Puppet, Cocatrice, Mimic
Bosses: Melody, Malik, Leehalt, Janus, Leehalt, Melody, Malik
Items: Duplicater, Lucky Card x3, Gimel Coin x2, Revive Fruit, Gella Card x2, 
Minic x3 (Mini Carrot), Gimel Coin x2, Lucky Card x3, Potion Berry, Baselard, 
Name Tag, Gella Card x2, Mimic (Caits Boots), 10,000 Gella, Gimel Coin
Duplicater Chest: Booster Kit
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Be prepared for a loooong dungeon here folks.  We have about 5 boss battles, 
and over 10 puzzles...be prepared to get frustrated and annoyed.  This is one 
bitch of a dungeon.

Watch a scene, and head north, and then east up the stairs.  Go northwest, and 
up another set of stairs. At the top, go west all the way, and you will notice 
an opening in the southern fence.  Turn the screen south, and jump off the 
level, making sure you land on the switch.  When you do, the door opens, and 
you can go to the next screen. Head east up the stairs, go west, and through 
the northern door.

Here, have Virginia lead, and use her Tindercrest (from a distance, or else 
you will lose HP), to destroy those guns.  Hear the end, stay against the 
north wall, and use it on the last two (which are the hardest to get rid of).  
You can also do it from a diagnol direction.  After getting rid of those last 
two, use the Tindercrest on that barrier be the door, and go through the 
northern door. 

In here, go southeast, through the hall, and west through the door onto the 
next screen.  Here, stay away from the guns (destroying them with the 
Tindercrest, like the previous) and destroy them from afar.  By the door is a 
ladder.  Climb up it, and open the chests to the north for a Duplicater, and 3 
Lucky Cards.  Jump down to the west, and go through the door.  Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Melody
EXP: 2,500
Gella: 2,700
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Unlike the previously Melody battles, she actually counter attacks this time.  
Melody isnt that strong, actually.  Its more your own mistakes that will 
destroy you in this battle, and not her.

Note Melody does have an odd ability.  The game states it (and I quote 
directly):

* Melody's barrier fends off attacks that do less then 350 points of damage.  
Your ARMS and Arcana attacks must exceed the barrier limit in order to damage 
Melody.  

If you have played Breath of Fire V, it will be familiar to you.   This is the 
same as the ABD (which was on the Regents).  Basically, you have to do 350 
damage to Melody, or else your attacks will have been worthless.  Note the 
fact that each gatling shot has to do above 350 damage to harm her.  This 
actually isn't as much of a problem as it may seem.  Melody has low physical 
defense, so most of your attacks should do over 200 damage.  Well at least 
Clives and Jets should be. 

You wont want to attack with other then the two of your main attackers 
anyways.  Melody's counter is called Venom Strike, and causes Poison to a 
target.  If you have Poison Wards, this will be worthless, and Melody wont be 
able to touch you, but if not...as I said, you can only screw yourself in this 
battle.

While Clive and Jet attack, Virginia and Gallows should be healing Poison, and 
HP as needed.  They will do best with Magical attacks, but only if the damage 
exceeds 350.  If not, dont bother, and use Mini Carrots on Clive or Jet (if 
you have enough, that is).

This battle isn't that bad, if you are strong, and high levelled.  If not, it 
can last a while.  Just make sure to have those Poison wards!
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, heal any members that may be poisoned, and head south onto 
the next screen.

In the hall, head northwest, and go east through the door.  This is the most 
annoying puzzle in the dungeon, especially if you don't know how to do it.  
Virginia needs to lead, so ignore the sign and what it says about water.  
Equip Virginia with the Tindercrest, and go to the western side of the 
puzzles.  Have Virginia use the Tindercrest on the first and fifth (the outer 
ones) in this row.  Now go to the southern row, and use the Tindercrest on the 
second and fourth rows (not the outer ones or the center one). If done 
correctly, the door will open.  Go throuh it, and you automatically go up an 
elevator.  

In this newe area, have Gallows lead, and equip the Steady Doll.  Face east, 
and use the Steady Doll on the two chests her for 2 Gimel Coins, and a Revive 
Fruit.  Continue west, go south, and through the southern door.  In here, open 
two chests for 2 Gella Cards, and Mimic x3 (Mini Carrot). Back here, head 
north, and exit through the western door onto the next screen. 

In here, go northwest, and south through the door.  Now, with Gallows still in 
the lead, have him use the Freezer Doll and go shoot those steaming pipes.  If 
you hit them, they will freeze, and stro shooting steam. After getting the 
first two, continue south, and freeze two more pipes.  Now, before you go 
through the eastern door, SAVE.  Go through, and watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Malik
EXP: 2,700
Gella: 3,000
Item: Potion Berry, Dragon Fossil (rare)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Wow, talk about ouch.  Malik is about 10 times more dangerous then Melody, and 
much worse then he wass in the previous battles.  If you dont take caution, 
Malik can easily obliterate you.  

He has his normal ability, so use Decelerate on your first round.  Other then 
that, everything is new.  Malik has an attack called Chaotic Demension.  Like 
his previous battles, this confuses your members.  But it isnt only one meber 
this time, it's your entire party!  This is a serious threat, so have as many 
characters with the Confusion Ward as possible.  Virginia is the most 
important character to have it on. 

Now, as you know, with confusion, your party will slaughter itself.  IOf your 
characters are strong, it will be even worse.  Sadly, Confusion isn't Maliks 
only skill.  This time he has an ability called Anihalator, which does 300-400 
damage to your entire party at once.  This, paired wioth the attacks 
internally, can cause some chaos.

So...Now that you know what he does, wheres the strategy?  Well, as I said, 
Virginia is the most important character to have a Confusion ward on.  The 
second (and/or third character) is your choice.  Gallows can be good because 
he may be able to heal your parties' status with Extension and Flash Hit.  Of 
course, you may want it on Clive, since he has the strongest physical attacks, 
and can easily decimate your party when he attacks you. Jet is fast, and good 
for healing quickly, if needed.  

Keep your HP above 1,200 at all times.  That is probably the max damage your 
party/Malik can do to one character at any set turn.  Your party members can 
probably do 800 (put together) and Malik can do 300-400 damage with his 
Anihalator. As I said, thats the worst situation, but you can't take too many 
chances.  

Go all out on Malik.  Because this battle can be annoying as hell, use Mini 
Carrots, and Gatling whenever you can.  Dont hesitate to use Inertia Cancel to 
heal your party members of Confusion, either.  You may even want to attack 
with Virginia and Gallows, though they dont do much damage.  Anything to get 
this battle done in a hurry so that Malik wont be a threat.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, examine the tank for a rather interesting comment.  Now head 
through the eastern door onto the next screen. Here, go southeast, and through 
the northern door.  Now, head north, and some walls will come up.  Put Clive 
in the lead, and have him equip some bombs.  Face the wall to the north, and 
press the Square button as fast as possible for 10 seconds or so.  If fast 
enough, Clive will set about 7 bombs, and they will all explode right after 
another, breaking the wall.  You can do the same to the other, if you wish.   
Head through the northern door.  

Here, toptoe west over the western bridge, and go south, and through the 
door.  Here, open the three chests for a Gimel Coin x2, Lucky Card x3, and a 
Potion Berry.  Exit the room the same way you entered.  Back in the puzzle 
room, Clive should lead, equipped with the Mighty Gloves.  Stand to the south 
of the dark block, lift, and put it down to the south.  Now, push the other 
block to the south and it will hit the darker block.  Now push it to the 
east.  it will go over that bridge, and land on the switch, opening the door.  
Now, tiptoe back over the bridge, and go through the northern door.

Here, go southeast, and west through the door.  Go northwest, and turn the 
screen south.  Have Virginia use the Tindercrest on the guns here.  Kill them 
diagnally, and from a distence to get rid of them.  Once they are gone, go 
south, and climb up the eastern ladder.  Open the chests for a Baselard (If 
you dont have 4 of these, you are in luck.  Be happy, these things are 
amazing) and a Name Tag.  Jump off the edge, save, and go through the southern 
door.  Watch a scene.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt
EXP: 3,000
Gella: 3,500
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Before I get into the strategy, DO NOT use Mystic-Lucky Card on this boss.  
Nor should you use a Galle Card, as if you do, you will just be wasting the 
items/FP.

Anyways, now onto the strategy. Like the previous battle, Leehalt is deadly.  
Though he only has the same attacks as before.  He rarely (mainly when you 
aren't attacking him) uses Eliminate Scanner for 400 damage, but everything 
else he does relies on counters.

Also as with the previous battle with him, his counter attacks do the same 
amount of damage that your normal attacks did to him.  Because of this, only 
your strongest attackers should attacks, and let the weaker ones be on healing 
duty. Virginia and Gallows should make sure Jet and Clive have over 1,200 HP 
at all times, or else they may critical attack Leehalt and accidentally kill 
themselves.  

Other then that, the battle is the exact same as the previous (and I copy from 
my previous strategy):

Now, with Gallows and Virginia on healing duty, you have two choices and ways 
to go about this battle.  You can have Clive and Jet use Mini Carrots on 
themselves so that they get max FP, and then use Gatling when both are at 
max.  The danger to this is, when you use Gatling, Leehalt doesnt just counter 
the damage of one attack, he counters the damage of ALL the atacks (so if you 
do 300 damage with 3 attacks, he will do 900 back, not 300.)  This will almost 
always kill the member that Gatlinged.That is the fastest and easiest way 
though.

The other way is to only attack with Clive and Jet normally.  Dont use 
Valiant, as that will up the damage Leehalt does back to you.  You can keep 
your HP up (dont let it go under the amount double the damage they do 
normally, as you never know when your characters can critical attack) with 
Virginia and Gallows, while Jet and Clive attack.

Either way works, but just remember to keep your HP up, and remember that 
Healing is your friend. Without healing, you are going to be screwed quickly. 
Caution is what this battle is all about.  If you go into it head on, you will 
be slaughtered. 

NOTE: Make sure you are healthy when you kill Leehalt.  Dont pound on him too 
much, so that your party gets hurt more then it should.  There is a battle 
right after this. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 6,500
Gella: 7,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is annoying, and luckily, it will be your last battle with Janus.  
You should know Janus's attacks by now.  They haven't improved much, but the 
main problem with this battle is your stats.  You start with the same HP/FP 
etc abilities that you ended the Leehalt battle with.  This means any dead 
characters or low HP characters will remain that weak.  This makes this battle 
a pain.

First thing: Get your party healthy.  The battle with Leehalt may have left 
you quite weak, so make sure your HP are up to max again.  After that, then 
you can focus on attacking Janus, and killing him once and for all.

Janus attacks much more frequently then before.  He can use Negative Rainbow 
(for 300-500 to all party members) as miny turns in a row as he wishes.  If he 
uses it three turns in a row (which I have seen him do) he can easily decimate 
a weak party.  So keep your HP above 1,500 at all times, or else be prepared 
to suffer.  Dont hesitate to use Mini Carrots on Virginia so she cxan use 
Mystic-Potion Bery, either.  You need all the health you can get, and Gallows 
with Extension-Heal probably wont get it to you. 

Other then Negative Rainbow, Janus can attack single party members.  Proton 
Beam does aroun 500 damage to a single member, which is Janus's strongest 
attack.  He has a Dark Spear attack, which he uses rarely, as well, that does 
200 damage to a single member.

Now, while Virginia is on constant healing duty, have Clive/Jet attack, while 
Gallows is on Support.  Depending on how you play, you may want Gallows to use 
Mini Carrots on your attackers so they can use Gatling more often, or you may 
want to use Valiant (ugh...so early on, it feels like you are cheating).  
Extension-Valiant is your friend if you decided to play that way.  But as 
always, Gallows works best on Support.  

Take note, you should use Gella Card/Mysitc-Lucky Card in this battle.  it was 
only the Leehalt battle in which you shouldn't use them in.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.  Go south, and onto the next screen.  Here, 
go northwest, and though the eastern door. 

Now, step on thw switch.  This is a memorization puzzle, and is randomized, so 
I can't help you on it.  Just say the path over in your head with each new 
button that is lighted in the beginning,  and you should be able to do it.  
Press X by each of the little poles (in the row they were lighted in the demo) 
and when you are able to light all of them, the door will open.  Don't be 
discouraged if this takes a while, as I still have a hell of a time with it.  
Go through the door, and up the elevator.

Here, go west, south, and through the southern door.  Open the chests her for 
Gella Card x3, a 4 Mimics (Caits Boots), and 10,000 Gella.  Exit the same way 
you entered.  Back here, head east, and face south.  Line your party up with 
block, and have Gallows use the Stady Doll on the block, to push it back.  
Now, have Jet equipped with a Boomerang, and have him use it in the direction 
of the block, so that it hits the block and falls onto the Gem.  When it does 
so, it will open the door.  Go through the western door.  

In here, go northeast, and through the southern door.  Put Virginia in the 
lead immediately, and use the Galescrest ASAP.  Make sure you are facing the 
path.  If done fast enough, your party will be able to make it across.  If 
not, just do it again until you get across (dont wait until it starts, 
immediately do it!).  On the other side, go up the western ladder, and go 
north.  Open the chest at the end here, and you will get a Gimel Coin.  Use a 
Duplicater on the second chest, and you will get and ever useful Boster Kit.  
Now, head south, and jump off at the end.  Go through the eastern door.  

Now, go southeast, and north through the door.  In here is a damn button 
puzzle.  You will see 9 buttons, and you need to step on them in order to get 
them all lit up.  Start by standing north over the far western 3.  Now walk 
north over those western three, walk south through the center three, and walk 
north over the eastern three.  Now, you should have all but 4 blocks lit.  
Now, step on the eastern center unlit/blue block.  Step off, and then onto the 
center southern unlit block.  Now, go to the west, and step on the western, 
center unlit block, and walk onto the northern center unlit block.  If done 
correctly, this will finish the puzzle, and open the door.  Save before going 
north and through the door.

Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt, Melody, Malik
EXP: 8,400 (2,800 each)
Gella: 9,000 (3000 each)
Item: Full Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well, for the last battle in Chapter 2, this surely isn't as bad as one might 
expect.  First off, none of the thre prophets have their special abilities.  
this means Melody doesnt have her Poison counter or her 350 damage barrier, 
Malik doesnt have his Confusion attacks, or his high evasion, and Leehalt wont 
counter you with the same damage you do to him.   Because of this, it is an 
all out punch fight.  Maliks speed changes drastically throughout the battle.  
Sometimes he goes last, and sometimes he goes after Virginia, it doesnt matter 
when, and because of this, he can be considered one of the worst threats.  
Leehalt is definitely the stronges, doing the most with Eliminate Scanner.

Eliminate Scanner is the only attack each of the prophets are capable of using 
in this battle.  Malik's is the weakest, and Leehalts is the strongest.  They 
do from 300-500 damage to one character.  This isn't so serious, luckily, but 
if they attack one character a round, that is 1,500 damage, and can easily 
dlaughter a low level character.

So, keep your HP above 1,500, if possible.  If not, just keep your HP at max, 
and you should survive.  Make sure to use Gella Cards on all of them, and you 
will get quite a hefty sum of Gella after the battle (18,000, actually).  
Mystic-Lucky Card, as always, as well.  But dont let anyone die, because thats 
a nice amount of EXP you will get from winning this battle.  

Pound on Melody first, as she has the lowest defense and HP.  She will go down 
in two or three rounds.  Then go after Malik, as his radical speed can be 
annoying, especially if you are trying to heal a dying character.  Leehalt is 
last.  Though leehalt is the strongest, he is also the hardest to kill off 
(and the least annoying).  

This battle isn't supposed to be too difficult, dont make it so, with all the 
pretty special effects and such.  Just slaughter them and be done with it. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a looooong scene.

*****************************************************************************

*************                     Chapter 3                     *************

***************************************************************************** 

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-=-=                            Demolition                               --=-=

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*****                              Boot Hill                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,729, Y: 513
Suggested Level: 36
Shops: ARMS, Inn, Item, Save Point
Items: Any Items you did not get before
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You are automatically brought to Boot Hill from the end of Chapter 2, so you 
do have to gte out of that horrid Yggdrasil dungeon.  Watch a scene. 

Note: Immediatley in Chapter 3, you can get the 'airship'.  The Airship isnt 
exactly an airship, but functions the same as one. It is not required until 
later in the quest, but you can get it as soon as you wish.  I will have it 
under the "Lombardia" chapter.

Exit Boot Hill when you have upgraded to maximum. 

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*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 36
Enemies: Bogle, Garpike, Zazan Bronzo
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Boot Hill, head south, and then west.  Get onto the Sandcraft, which 
should be on the beach.  Once on the Sandcraft, head northwest, and land on 
the yellowish green beach that is home to Ark of Destiny. Enter the Ark.

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*****                            Ark of Destiny                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,191, Y: 2,259
Suggested Level: 36
Shops: Inn, Save Point
Items: Any of those items you didn't get before
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Once her, head north through two screens, and talk to the head honcho Lamium 
once again.   You will learn of your next mission.  Now talk to Albert to the 
west, to learn the location of the dungeon.  Now head south two screens, and 
exit.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 36
Enemies: Kobold, Garpike, Zazan Bronzo
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From the Ark, head west and hop onto the Sandcraft.  Albert tells you tyhat 
the dungeon is halfway between Jolly Roger and Claiborne, which is actually 
excellent directions.  head northeast once on your sandcraft.  pass up the Ka 
Dingel beach, and land on the small empty beach.  Walk over to the northeast, 
and search, and you will find the dungeon.

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*****                           Iron Dragon Nest                          *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 13,580,  Y: 6,451
Suggested Level: 36
Enemies: Okypete, Black Pudding, Basilisk
Bosses: Buer
Items: Potion Berry, Tool: Radical Sneakers
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is actually a suprisingly short area.  Throughout the dungeon, you will 
notice panels on the floor.  Through the first time in the dungeon, these have 
absolutely no meaning.  On your way out though, they will help considerably.

As you enter watch a scene.  Head the short distance onto the next screen. In 
here, head northwest, and pick up a box from the north.  head a bit south, and 
face that gem.  Throw the box at the gem (it may take a few tries to get the 
timing correct).  When it hits the gem, the door opens.  Go through the newely 
opened northern door.  Watch a scene.

Note: This dungeon is more for movies then anything.  You willsee more movies 
in this dungeon then any other dungeon.  Of course, when I say watch a scene, 
it will only be a partial scene, as more of the story will be told with each 
scene.  Its actually quite interesting.

Head north, and watch another scene.  After the scene, continue north and onto 
the next screen.  Here, continue north, and then go east.  Break all the boxes 
and then step on the switch.  Now, go through the northern door.  In here, 
continue north, and flip the switch, and watch another scene.   Go through the 
northern door.

Continuing on, go north and east at the top of the screen.  Continue north, 
and then flip the eastern switch.  Watch another scene and exit to the west.  
Continue west, south, and then west through the door.  In here, go west, and 
break the boxes for a Potion Berry. Now go north, and through the eastern 
door.  Here, head east, and flip the northern lever.  Watch yet another scene, 
and go through the eastern door.

Here, head east and then north through the door here.  Go west, and open the 
western chest for Tool: Radical Sneakers.  This is a great Tool for Jet that 
allows him to jump.  This will allow you to get a whole lot of new items now.  
Now, jump down to the west, and go west.  Equip the Radical Sneakers, and have 
Jet jump onto the upper level.  Now stand on that odd pinkish panel, and press 
square to jump.  Jet will be uber propelled to the upper level.  Save now.  

Now, before you pull that switch, remember that you will be timed on your way 
out.  This is like Survey Point #17, except you have 20 minutes to get out, 
instead of 15.  Also note that you can either take the long normal way back to 
the enterence, or you can take a shorter way, which I will lead you through.  
Its really your own opinion, though keep Jet in the lead, eqipped with the 
Radical Sneakers.

When you are ready, press that switch, and jump down to the south, going 
through the southern door.  In here, go south, and use the Radical Sneakers 
(the square button) on that pink panel.  This will propel you to the top of 
the screen.  Go through the western door.  Here, head west, and then jump up 4 
layers of land, and go through the southern door.  In here, use the Panel to 
jump up to the east.  Now go through the southern door, and here, jump south 
off the levels.  Go through the southern door.

Here, go south, and jump up two layers.  Go through the southern door.  Now, 
jump down and go through the southern door.  Continue south, and go through 
the next door.  Jump on the south panel, continue south, jump down, and go 
through the souther door.  Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Buer
EXP: 9,000
Gella: 10,000
Item: Duplicater
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle will either be very long, or very quick.  It just depends on how 
you play.  

Buer says he is afraid of the light, though this does not mean that he is weak 
versus light elemental attacks. He is usually 'closed' (attack him and you 
will see what I am talking about).  This 'closedness' will prevent you from 
doing quite a bit of damage to Buer.  In fact, even your strongest attackers 
will only do 80 or so damage. 

Buer has a few main attacks.  He has that normal physical attack, like all 
bosses. It does about 100 damage.  He has an attack all called Coyoctus, which 
does 300 damage to the entire party.  This is the main threat that Buer poses.

Right after the Coyoctus attack, Buer will open up.  Its for a very short 
period of time, but if you attack him then, you will be able to damage him 
fully.  You can kill him instantly with a critical attack, if you are lucky.  
Other then that, you need to attack normally, and wait for this opportunity.  

And unlike other battles, in this one I DO suggest using Valiant.  Especially 
after a few attacks, so your party will be weaker.  This will alow you to 
damage Buer better, and end the battle faster.   There is not really too much 
to this battle, as he will probably die before the time limit anyways.

One last note...Use Gella and Lucky Cards immediately.  You might accidentally 
kill him before you are able to, and he gives some nice bonuses.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene.  

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*****                              Filgaia                                *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 36
Enemies: Kobold, Garpike, Zazan Bronzo
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now you need to head back to the Ark to get your pay.  Hey, at least you didnt 
really scew up this time.  Head southwest, and hop onto your sandcraft (note 
that you cant enter the nest again).  Go southwest, and pass one beach.  Land 
on the secon (Ark) beach.  Enter the Ark.

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*****                           Ark of Destiny                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,191, Y: 2,259
Suggested Level: 36
Shops: Inn, Save Point
Items: 15,000 Gella, Duplicater
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, go through the far western door.  In here, go down the stairs 
and talk to Helga.  She will give you a nice hefty reward of 15,000 Gella. 
Now, continue down the stairs, and go through the door onto the next screen.   

Now, you should be in the room with all the Sealed door.  Head east, and pass 
2 doors, going through the third.  In here, put Jet in the lead, and jump down 
to the lower level.  Stand on the panel, and have Jet (with Radical Sneakers 
equipped) jump onto the treasure level. Open the chest and you will get a 
Duplicater.  After getting it, jump back down, and go through the door back to 
the previous screen.  Back on the Sealed door screen, head east, and go 
through the far easter door.  Go up both flights of stairs, and through the 
door.  Back in the main hall, head south, and exit the Ark.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                         A Few Side Quests                           --=-=

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Note: THIS PART IS ENTIRELY OPTIONAL!  Though it does make the game easier, 
and will help you in the long run.  Why would you want to ignore some very 
short side quests anyways?  Its not like it will take as long as the Millenium 
Puzzles or anything.  *bahs those who don't want to do this quest*

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*****                              Filgaia                                *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 36
Enemies: Kobold, Garpike, Zazan Bronzo
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head out onto the Sandcraft, and press Square to go back to Jolly Roger 
beach.  Now, try and have an upgrade for your main attack cannon.  If you 
dont, it will be virtually impossible to do what you are going to do next. 

Now, after you are sure you are ready, head east, and pass under then Land 
Bridge.  At the end of the continent, head north, and you will see some 
rocks.  Approach them, and watch a short scene.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Balal Quo Nega
EXP: 20,000
Gella: 30,000
Items: Briefcase
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is easily the hardest enemy you will face on your Sandcraft.  Though it 
can become much easier if you have a strong cannon.  In fact, you can kill him 
in one hit with the second or third cannon upgrades.  

Balal's attacks do around 20,000-30,000 damage.  This isnt that much compared 
to the stronger monsters in the sand (if you have faced them).  The bad things 
is that he attack often and he has high (VERY high) defense.  Oh, and the fact 
that every two or three turns he completely restores his HP with a healing 
spell which is shown as "Critically Heals".

Because of this Healing, you need to kill him off fast.  With the first 
cannon, this battle is all but impossble.  Seriously, dont even attempt this 
battle if you only have the first cannon. With a strong cannon, Select "Fire 
all Ammo at Once" and, if you are strong enough, you will kil him instantly.  
If not, have the defender reload the ammo, and then do it again.  You should 
be able to take him down in two shots, but usually by the third round he will 
be annoyed and heal himself again, leaving you back at square one.  Just 
continue the pattern, and if you are srong enough, he will die. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you will get the Briefcase.   Now, press square, and head 
back to Jolly Roger.  Land at the beach, and enter the town. 

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*****                            Jolly Roger                              *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,368, Y: 5:457
Suggested Level: 38
Shops: ARMS, Inn, Item, Save Point
Items: Any Items you find in boxes
Key Items: Goddess Idol
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Here, enter the ARMS/Sandcraft Shop, and talk with the woman.  Choose 
to "Chat", and you will need to give her the Briefcase.  In return, she will 
give you a Goddess Idol.  We will use this later in this chapter.  After 
getting this, head out of the ARMS shop, and back onto Filgaia.  

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*****                              Filgaia                                *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Kobold, Garpike, Zazan Bronzo
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back on Filgaia, head North, east, over the land bridge, and then go west.  
Enter Midland Station.

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*****                          Midland Station                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 14,552, Y: 6,868
Suggested Level: 38
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Here, buy a ticket to East Highlands for 720 Gella.  Now hop on the train. 

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*****                            East Highlands                           *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 21,152,  Y: 11,975
Suggested Level: 38
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head west and exit back onto Filgaia...again.

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*****                              Filgaia                                *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Twin Tails, Moss Fungus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back once again, head east, and then northeast over the land bridge.  Continue 
northeast, pass Gilttering Emblem, go south, and then west.  Enter Little Rock.

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*****                             Little Rock                             *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 25,292,  Y: 12,559
Suggested Level: 38
Shops: ARMS, Item, Inn, Save Point, Music
Items: Migrant Seal
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Here, head northwest, and up the stairs.  Go up to the top level, and then 
head west.  Go a tiny bit south, and put Virginia in the lead.  Use the 
Galecrest and teleport over the hole.  Not face south, and use the galecrest 
again.  Open the chest for a Migrant Seal.  Now, jump down, and head south to 
exit.  You are done here.  

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*****                              Filgaia                                *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Trilobite, Cursed Corpse
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now, head east, and enter Sand Canal.  And no, I promise you wont have to do 
those horrible block puzzles again.  I would kill myself before doing those 
again ;).

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*****                            Sand Canal                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: (Second Entrance): X: 2,294, Y:12,079
Suggested Level: 38
Enemies: Cave Taurus
Boss: None
Items: Grab Bag
Duplicater Chest: Nine Lives
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Since you have mostly cleared this dungeon out already, you are only here to 
get a few extra items that were impossible to get the first time.  Head 
southeast off the first screen, and on the second screen, continue southeast.  
On the third screen you will be reminded of that nightmarish block puzzle, but 
we arent going to do that again.  Continue, and have Jet lead, equipped with 
the Radical Sneakers.  Have him jump on that switch that normally wont budge, 
and the door will open.  Go through.

IUn here, there are two chests.  Open one for the Grab Bag, and use a 
Duplicater on the second, and you will get a rare Nine Lives item.  Exit the 
same way you entered.  Now, head nothwest through three screens and exit.  Be 
glad you never have to come here again.

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*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Trilobite, Cursed Corpse, Twin Tails, Moss Fungus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Sand Canal, head west, and then north when you can.  Go northwest, and 
pass over the land bridge.  Head west, and re-enter East Highlands.

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*****                           East Highlands                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 21,152,  Y: 11,975
Suggested Level: 38
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, buy a ticket to Southfarm for a whopping 1,600 Gella, and hop 
the train.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Southfarm                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 18,861, Y: 900
Suggested Level: 38
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Once here, exit to the northeast. 

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*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Bogle
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head southwest, and when you reach Boot Hill, go south.  Re-enter the first 
dungeon in the game, Gobs Hideout.

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*****                             Gobs Hideout                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,698, Y: 24,616
Enemies: Gob
Boss: None
Items: Gimel Coin, Tiny Flower, Duplicater
Key Items: Wolf Idol
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You are probably wondering what the hell you are doing here.  Well, as I said, 
this is a short side quest area of the game...Anyways, head north through two 
screens.  On the third screen, go north, and then through the eastern door.  
Here, head north, and up the stairs.  Go through the western door.

Here, go west, and then south.  Go through the far western door.  In here, 
head north, and though the eastern door.  Now, walk north, and use Jet 
equipped with the Radical Sneakers.  Have him jump onto the upper level (which 
was previously inaccessable).  Jump up another level, and climb up the ladder 
to the west.

In here, open the two chests for a Wolf Idol and a Tiny Flower.  Break the 
lone box in this room, and you will get a Gimel coin.  Exit to the south.  
Herre, walk down two sets of stairs, and open the chest at the bottom for a 
Duplicater.  Head south, and put Virginia in the lead. Now have her equipped 
with the Tindercrest, and use it on the unlighted candle.  This will open the 
door.  Go through it. 

Now, go south, and exit to the east.  Here, head east, and through the eastern 
door.  GO down two sets of stairs, and go through the western door.  Now, go 
south two screens, and exit Gobs Hideout for good.  

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*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Bogle
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head west, and enter Southfarm once again.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Southfarm                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 18,861, Y: 900
Suggested Level: 38
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Spend 880 Gella, and buy a ticket to Midland Station. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Midland Station                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 14,552, Y: 6,868
Suggested Level: 38
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head south and exit.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Balloon, Gob
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Fom Midland Station, head north, and then west.  Go south, and enter the 
Fallen Sanctuary.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 12,945, Y:8,506
Enemies: Pillbug
Boss: Lucied, Raftina
Items:  None
Key Items: Just Law, Love Charm
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head north, and go up the stairs onto the top of the Guardian Shrine, where 
you originally used those Ark Scepters. Up here, put Jet in the lead, and have 
him equipped with the Radical Sneakers.  

Now, save, and use the panel to jump onto the northeastern pedestal.  Head up, 
and use the Wolf Idol on the wall.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Lucied
EXP: 8,400
Gella: 0
Item: Just Law
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Lucied is the easiest of the Guardian Lords, without a doubt.  Note though, 
that you normally would not fight these lords at this point of the game, and 
even a very high levelled party may take a while to kill them.  

Lucied has a few main attacks.  Unlike most bosses, he roates his attacks, 
which means you never can know what to expect from him.  His Lifedrain is 
probably the most annoying, doing 250-350 damage to a character.  This also 
heals him for whatever damage it did to your character.  So if it did 300 
damage to your character, Lucied will gain 300 HP. His other main attack is 
called Full Moon.  This basic physical attack  does about 300 damage to a 
character, though at a higher level, it will do less.  Lucied also has an odd 
magical attack. Sometimes it will do no damage, and others it will do an 
astounding amount.

His last attack is his ultimate attack.  This is called Dark Destruction.  The 
animation is a little weird, but the attack does 400-500 dark elemental damage 
to all.  having at least Virginia equipped with Dark Wards is a must in this 
battle. You never know when Lucied will, use this attack either, so keep your 
HP over 900 at all times.  

Now, Lucied has average  defense versus physical attacks, which is obviously a 
good thing.  Though he is quite fast.  This can lead to a problem if you need 
to heal.  Though Virginia should be the one on healing duty constantly, 
Gallows should be on support.  Because of Lucieds high HP, it may take a while 
to kill him off, meaning you have to be on healing duty every two rounds or 
so.  Use Mini Carrots when needed, as you ould always go grow some more.

Attack him however you wish, though as always, physical attacks work better 
then magic.  Whenever Gallows ian't on support have him attack.  Even though 
he isn't as stroing as Jet or Clive, every little bit counts, right?  Use 
Gatling as often as possible, depending on your characters' weapons' weight.  
I dont suggest using Mini Carrots on them just for Gatling, but if you are 
impatient, you may want to.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you recieve Just Law (Medium) and the choice of powering up 
two of your older Mediums.  it doesnt matter what order you do it in, as 
eventually you will have all of your older mediums powered up.  Just power up 
the mediums you use most, and it should be fine.

After choosing to power up your mediums, we have another Idol to use!  Jump 
down, and use Jet to jump up onto the northwestern upper level.  Here, use the 
Goddess Idol at the top, and you start another battle.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Raftina
EXP: 8,400
Gella: 0
Item: Love Charm
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Raftina is definitely one of the harder bosses in the game.  That is, unless 
you dont know the secret to success (AKA how to beat her).  Her first move is 
called Copy Abilities, which will give her the ability to use all of the 
Arcana your party has.  She will mainy use attack Arcana, though she sometimes 
uses status effecting Arcana. 

Now that doesn't seem to bad does it?  Well it isnt...except for the fact that 
she has extremely high magical attack power.  And She atacks your entire party 
each time.  She is on a constant Extension-Arcana thing here.  Even worse, all 
her Arcana attacks do over 500 damage.  This is gonna hurt.  

Because she attacks with those Attack-all Arcana's, Raftina is incredibly 
strong.  You will most likely need to heal every two turns, but keep 
Virginia's FP over 50 at all times so she can heal at a moments notice.  Only 
use Potion Berries to heal.  

Though the 500 damage a round may seem kinda rough, it isn't if you follow one 
trick. Have Gallows equipped with Flash Hit (as it should already be on him).  
Now, on the first round, have him cast Extension-Reflect.  This spell will 
single-handedly save your life.  Every turn she will cast her attack all 
Arcanas, and it wont damage your party.  Instead, it will reflect back to her 
and do around 300 damage.  Pretty spiffy.  You will need to recast it every 
few rounds though, because it does wear off.

With Reflect being cast every 3 rounds or so, Gallows should attack.  Virginia 
needs those FP, so she should as well, as should your other members.  And 
after 3 or 4 of her rounds...Raftina does the annoying.  She casts a spell 
called Sacred Blood on herself.  This spell heals Raftina for 4001 HP.  So 
basically in 3-4 rounds you need to do upwards 4001 HP, or you will have 
attacks for nothing.  This isn't as hard as it seems, though, unless you are 
underlevelled.  If underlevelled, feel free to use as many Mini Carrots as 
needed, as you will need them all.  If not, attack normally for a few turns, 
and then use Gatling with a full force.  You should easily be able to 
penetrate that 4,000 damage.  Though you will still need to attack her after 
that, all you need to do is get over it to damage her...and remember, she DOES 
do it after another 3 or 4 turns.  You need to keep the damage up, or else she 
will constantly heal herself for more damage then you can do.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you get the Love Charm Medium, and you gdt to power up 
another two mediums.  

Now, head down the stairs and onto the main floor of the dungeon.  Go south, 
and exit the dungeon...for now.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Histories                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

NOTE:  You may want to change the Aqua Wisp Medium from gallows now, if you 
haven't already.  His Extension-Heal probably doesnt heal enough HP anymore to 
be useful, and Extension with defensive spells work better.  I suggest giving 
Gallows the Terra Roar Medium in place of the Aqua Wisp, and giving Virginia 
the Aqua Wisp.  And if you got the newer mediums, probably have Lucied (Just 
Law) on Jet or Gallows, and Raftina (Love Charm) on Gallows.  Gallows will 
probably keep Love Charm for the rest of the game.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Balloon, Gob
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back on Filgaia, head north, west, and east.  Enter Baskar.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Baskar Colony                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 13,005, Y: 10,912
Suggested Level: 38
Shops: Inn, Save point, Item
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As you enter, head all the way north, and enter the Shrine at the top of the 
screen. Watch a scene, and you will know your destination.  Save, prepare, 
etc., and then head south and exit Baskar.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 38
Enemies: Kobold, Drill Mandrill, Nak, Capricorn, Jumbo Critter, Jenny Green 
Teeth
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back on Filgaia, you have a large amount of area to travel.  Head south, and 
all the way east.  Go south over the land bridge, and go to the Jolly Roger 
Beach.  Hop onto the Sandcraft.

On the Sandcraft, head west, and southwest, turning west before the Ark of 
Destiny beach. Follow the continent past the Little Twister Beach.  When you 
reach the Island between the Sand Canal entrances, go north, and at the 
intersection, so go southeast.  At the Baskar beach, go north, and follow the 
continent until you see a big crater.  Here, head slightly west, and land on 
the first beach you see (to the south).  

Once back on land, go south, and east until you can descend to a lower level.  
Now, search a bit southwest, and you will find the dungeon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         The Worlds Footprint                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,386,  Y: 15,514
Suggested Level: 38
Enemies: Christine, Apocrypha, Wise Man
Bosses: Scarecrow, Steamgears, Leonhardt
Items: Lucky Card x2, Warp Star x2, Gella Card, Gimel Coin, Growth Egg, 
Weather Vane
Key Items: Adventure 5
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This area is kinda like Iron Dragon Nest.  it is a whole lot of movies to 
watch and learn more about the story.  With all these Demons now in, you need 
a lot to learn. 

As you enter, watch a scene.  Now go north and onto the next screen.  In this 
larger room, continue north, and onto the third screen.  This is the dungeons 
first puzzle.  Step on the switch, and tiptoe (O button) over to the door.  If 
you dont, the door will close and you need to step on the switch again.  Once 
through the door watch a scene.  Now head northeast, and onto the next screen. 

Ignore that odd block, as you cant do anything with it now.  Go north, and 
through the northern door.  Watch another scene here.  Go northeast and 
through the next door.  Now, go east, and through the eastern door.  Here is 
another puzzle.  The first of the floor panels are already lighted, and you 
need to light all the others.  Note that if you do it out of order all the 
blocks will turn back to blue.  Start by stepping on the center panel, and 
then stepping on the southwestern switch.  Now get the center eastern floor 
pabel, and then the far northern (center) panel.  Next is the northeastern 
panel, and then the southern.  Go for the northwestern next, and then the far 
western, which is last.  After you have them in order, the eastern door will 
open.  

And for those of you visual learners, I will add the order in which to step on 
them.  G is the first one, which means "Given".

6  4  G
5  2  7
8  9  3

The 2 is the first one you technically need to step on.  

Anyways, on the next screen, watch another scene.  Now head southeast and onto 
the next screen.  Here, head south, and there will be two doors.  Go through 
the eastern door, and there will be 3 chests.  Open them, and you will get 2 
Lucky Cards, 2 Warp Stars, and a Gella Card.  Exit the same way you entered.  

Go through the southern door, and watch yet another scene.  Go southwest and 
through the door. Here, head west, and when there will be two doors, go 
through the southern.  There are three more chests in here.  These contain a 
Gimel Coin, a Growth Egg, and a Weather Vane.  Exit the same way you entered.  
Go through the western door.  Watch a scene, and after, go northwest and 
through the door. 

You are now confronted with yet another puzzle, which will be the last in the 
dungeon.  There are four blocks, and you need to match the colored panels up 
with the blocks themselves. Have Clive Equipped with the Mighty Gloves, and 
have him stand south of the southwestern block.  Lift it up, and put it down 
to the west.Now, go to the northeastern block, and stand  to the east of it.  
Lift it, and put it down to the north.    Now, put Virginia in the lead, and 
face south.  USe the Tindercrest on the southeastern block, and it will turn 
red.  Now you are prepared to finish the puzzle.  Stand north of the newely 
red block, and have Clive with the Mighty Gloves lift, and put it down to the 
north.  Now, we will move to the other, northwwestern block.  Stand to the 
south of it, lift, and put it down to the south.  Stand to the south again, 
and then put it down to the east. Now stand to the easat, and put it down to 
the east.  Now for the last, red block.  Stand to the west of it, and put it 
down to the west.  Now stand west again and put it down to the north.  The 
door will open.  Go north and through the door. 

In this hall, continue north, and onto the next screen.  Here, continue north 
again and watch a scene.  After the scene, save, head south, and onto the 
previous screen.  Watch another scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Bosses: Scarecrow, Steamgear, Leonhardt
EXP: 9,900 (3,300 each)
Gella: 10,500 (3,500 each)
Elements:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Scarecrow:
Strengths: (Half): Earth, Water, Ice, Lightning, Fire (Null):Dark
Weakness: Light
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Steamgear:
Strengths: None
Weaknesses: Lightning
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Leonhardt:
Strengths: None
Weaknesses: All
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Item: Dragon Fossil,  Adventure 5
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot harder then those other boss battles with three enemies.  
This set of enemies is a lot more balanced then any other set, and can cause 
some major havock on your party if you dont.

The main threat is definitely the scarecrow.  He has an instant death attack, 
and is noit afraid to use it.  In fact, he will most likely use it more then 
his normal attack, making him especially annoying.  His normal attack does 
about 200 damage, which isnt that bad, but when coupled with the other 
monsters' attacks, it can cause some problems.  The Scarecrow also has the 
ability to reflect Arcana attacks.  When you see him cast a spell about Arcana 
effects, dont use any Arcana on him, as it will only be reflected.  This means 
you probably will have to kill him with physical attacks.

THe Steamgear is definitely the least threat of the three.  He has the weakest 
attacks of them, and will rarely do over 150 damage if your party is strong.  

Leonhardt can be annoying, though he is the easiest to kill.  Leonhardt 
counters all of your attacks with (surprisingly) an Arcana attack.  This 
attack, called Surpessed Curse? (which you have seen before) does about 200-
300 dark elemental damage to the character that attacked.  Attack him 
magically, instead of physically, as that will do more damage.

Oh, and one more thing.  One of them has the ability to cast a spell 
called "Critical Heal".  This ability will completely (100%) heal the entire 
party of enemies.  So even if you have done 4,000 damage, it will heal all of 
it.  This is the most annoiying factor, and the reason why you need to attack 
one of them at a time, so you dont waste all the FP and items.

Now, go after the Scarecrow first.  He is the biggest threat, and by far the 
most annoying.  Use all of your Gatlings on him, and use Spectre as often as 
possible, before he casts his reflect ability.  Once he does, just attack 
physically, and hopes he dies off fast.  After the Scarecrow casts the reflect 
spell, you may want to have your magic users go after Leonhardt with their 
magical attacks.  This will let you wittle down both enemies, but kill the 
evil Scarecrow first.  Remember that the Leonhardt is weak versus all 
elements, and so feel free to use magical attacks on him.  

Kill the last one however you wish.  He is the easiest of the three to kill, 
as his attacks are the weakest.  Use whatever you want, as it wont make a 
difference.  once the other two are gone, he is nothing.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.  You automtatically go back to Baskar.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Baskar Colony                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 13,005, Y: 10,912
Suggested Level: 39
Shops: Inn, Save point, Item
Items: None
Key Items: Map Shred
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a few scenes.  You will automtaically get the Map Shred key item.  Now 
head out of Halle/Granny's house, and head south.  Exit Baskar.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 39
Enemies: Vermillion, Simugh, Nak, Capricorn, Jumbo Critter, Jenny Green Teeth
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Your Sandcraft will, luckily, be at the Baskar beach, making it a lot faster 
to travel for you.  Head west, andf hop onto the Sandcraft.

Once on the Sandcraft, head west, past Infinitum Beach, until you reach the 
island area between the Sand Canals.  Now, stay on this side of the islands, 
anc continue going going west, following the continents.  Pass the beach by 
Glittering Emblem, and now you will see a large open area.  One here, continue 
west, and you will notice an island with a beach to the south.  Land on that 
beach, and search, and you will find the dungeon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Ruins of Dreams                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 20,091,  Y: 16,679
Suggested Level: 39
Enemies: Zaebos, Grabsh, Myconoid
Boss: Humbaba
Items: Lucky Card, Duplicater, 12,000 Gella, Revive Fruit, Gellka Card x2, 
Potion Berry, Gimel Coin, Grab Bag
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As you enter, watch a scene.  Head north, and for once, dont go through the 
door.  Stand under the netting, and with Jet, use the Radical Sneakers and you 
will grab onto the ntetting.  Now go to the edge, and flip up to the top of 
the netting.  Now, there will be two paths.  Go east, and through the eastern 
door.  In here, there are two chests.  They contain a Lucky Card and a 
Duplicater.  Exit the same way you entered.  Now, head west, and go through 
the far western door.  In here, there are three chests.  These contain 12,000 
Gella, a Revive Fruit, and Gella Card x2.  Exit the same way you entered. 

Back on the original screen, head east, and jump down to the north. NOW you 
can go through the northern door.  In this room is your first, and extremely 
simple puzzle.  Line your party up with the switch, and rotate the left analog 
stick about 15 times, and the door will remain open permanently.  Go through 
it and onto the next screen.  Walk down the stairs here, and go through the 
western door.  Watch a scene, and head north down the stairs.  Go through the 
eastern door. 

Now, turn your sound down ans that horrid noise will not go away.  For now at 
least.  Either that, or plug your ears and play with one hand.  Now, head 
east, ignoring the lasers, and go through the easiern door.   In here, go 
north up the stairs.  Now, pick up one of those boxes, and head back down the 
stairs.  Face the east, and throw the box at the gem (which is behind the 
grate).   Once the box hits it (it may take a few tries) the door will open.  
Now go back up the stairs, and go through the western door.  In here, you will 
be back in the laser room (my head is about to explode from this noise!).  
Now, put Clive in the lead, and equip him with Bombs.  Now have him Bomb those 
weird object, that look like file cabinents, but are really generators.  After 
bombing all three of them, the horrid noise will go away, and the lasers will 
be down.  Now, jump down, and go through the northern door.

Here is another puzzle.  Have Jet lead, equipped with the Radical Sneakers, 
and walk up the stairs to the east.  Use the Radical Sneakers to jump onto 
netting.  Flip up, and open the chest here for a Potion Berry. Now, jump down, 
and stand under the second, lower netting.  Use the Readical Sneakers on this, 
and Flip up.  Use the Boomerang on the Gem, and the door will open.  Jump 
down, and go through the eastern door. 

In here, go down the stairs.  At the bottom, go north, and sprint (X button) 
into the switch on the west wall.  This will open the door.  Go through this 
door, and watch a scene.  Now, go down the stairs, and go through the western 
door onto the next screen.

Here, head west, and open the chest for a Gimel Coin.  Now, go north all the 
way, and jump down to the west.  Now, have Jet lerad with the Radical Sneakers 
equipped.  Now, go to the north wall, and use the Radical sneakers to jump 
onto the netting (you wont be able to reach it unless you are near the 
northern wall).  Once on the netting, go a bit south, and line yourself up 
above the switch.  Let go of the netting, so that you land on the switch, and 
land on it.  If you land on it, the door will open.  Now, go to the north wall 
again, jump up, and flip up to the upper level.  Go through the eastern door.

In here, have Jet lead, and equiped with the Boomerang (do this before 
crossing the path). Now, make your way across the path, and when the wall 
starts going in, face south, and use the Boomerang on the Gem.  After doing 
this, go eastand through the door. Now, head up 3 sets of stairs, and SAVE 
before going through the western door.  When you go through the door, watch a 
scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Humbaba
EXP: 10,000
Gella: 12,000
Strength: None
Weak: ALL
Item: Holy Grail, Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This can easily be categorized as the most annoying battle in the game.  
Before anything else, check your Mediums.  But Cosmic Cog on Virginia, and 
make sure she has all 4 points on the Death Ward, as she will need it.  

Now, every three turns, Humbaba will screw you.  it is simple as that.  ON the 
third round, he will cast Stench of Death, and then  his ultimate spell (or 
THE ultimate spell) Humbaba Curse, which instantly kills all members of your 
party without the Death Ward equipped.  It isn't a 'maybe' it is a WILL.  You 
WILL be killed by this attack, if you do not have a Death Ward with maximum 
protection.  

Now, for the strategy.  There is an easy way, and a hard way to go about this 
battle.  The hard way is to beat him normally.  Because Humbaba is weake 
versus magic, this is your ticket to success.  First, use the Mystic-Lucky 
Card combo imediately, as you probably wont be able to kill him in 3 rounds.  
Also use a Gella Card immediately.  This will make it so you can focus on 
survival later in the battle, instead of trying to power him up for the 
Goodies.  

Now, attack him with Magic. Any magic works.  Gallows with a strong Spectre 
does 1,500 or so damage.  Jet and Clive should attack normally, unless you try 
their magical attacks and they are stronger then their physical attacks. 
Virginia should focus on gathering 25 FP, so she can use Mystic-Revive Fruit 
after each Death spell.  Then you can continueally repeat the process (though 
dont heal the other 3 members, as it wont do anything).

The extremely cheap and easy way to beat this boss takes less time then any 
other battle in the game.  On the First, have Virginia use Mystic-Lucky Card 
with Jet use a Gella Card.  Have Gallows use Spectre, and have Clive use a 
Full Carrot on Virginia (NOT a Mini Carrot).  Now, with Max FP, have Virginia 
summon a Guardian (most likely the Water Guardian, if the Medium is equipped 
on her) and this will do about 7,000-8,000 damage.  If this doest kill him, go 
all out with the other characters, and he will not take long to kill after 
that.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note: After the battle, take the Cosmic Cog off Virginia, if it wasnt on her 
originally.

After the battle, watch a scene Now, go through the southern door, open the 
chest, and you will get a Grab Bag.  Go back to the previous room, and go 
north.  Go through the door, and watch a scene.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Research                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 40
Enemies: Vermillion, Simugh, Nak, Capricorn, Jumbo Critter, Jenny Green Teeth
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now, your goal has been set for you.  Fila Del Fia.  The once floating city.  
now, like all dungeons in Wild Arms 3, you need to talk to someone before you 
are allowed to find it.  Now, from the island of Ruins of Dreams, head 
southeast.  Pass Glittering Emblem beach.  Once at the Sand Canals/lone 
island, pass onto the south, and go southeast.  Continue following this 
continent, and land at the first beach, which should be right near Little 
Twister.  Enter Little Twister.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Little Twister                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 6,105, Y:8,301
Suggested Level: 40
Shops: ARMS, Item, Inn, Save Point
Items: Black Market Items (soon!)
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

In here, head north, and talk to Claudia (whom you should remember).  She will 
tell you about a Crater and a floating city.  That crater, which i have 
metioned many a time in my directions is your goal, though you can not access 
it from Baskar beach.  I will, as always, give you directions.  Go whichever 
way you wish, and exit Little Twister.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 40
Enemies: Vermillion, Simugh, Nak, Capricorn, Jumbo Critter, Jenny Green Teeth, 
Dustman, Decarabia
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now, we go to Fila Del Fia.  Since we know where it is, we can head there 
now...*sigh*.  I hate getting directions.  Now, go back onto the Sandcraft, 
and head northwest.  When you reach the Sand Canal junction, go north (onto 
the other side), and head northeast all the way.  Pass Glittering Emblem.  
Once you reach Ruins of Dreams, continue west, following near the southern 
continent.  Pass the first beach, and land on the second (which is after some 
rocks).  Once on land, head west, and into the crater.  Search, and you will 
find the dungeon.  

Note: The name Fila Del Fia.  Its pronounced Fihlah Dell Feeya.  And put that 
together, and say it fast, you get Philidelphia!  Which, for a small history 
lesson, was the location of the first White House.  Pretty Nifty name trick 
they put in there.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Fila Del Fia                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 10,469,  Y: 18,320
Suggested Level: 40
Enemies: Seabos, Walking Dead, Barbarossa, Imitator
Boss: Chameleon Man
Items: Tool: Grappling Hook, Gella Card x2, Potion Berry, Lucky Card, Warp 
Star x3, Gimel Coin, Imitator (Pocketbook)
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter good old Phili, watch a scene.  Head up the stairs, and go 
through the door onto the next screen.  In here, head northwest, and jump down 
to the south.  Go through the southern door.  In here, there are three 
chests.  Open them and Get the Tool: Grappling Hook (for Clive),  2 Gella 
Cards, and a Potion Berry.  Exit the room the same way you entered.  Now, back 
in this hall, head as far as possible, and equip Clive with your new Grappling 
Hook.  Stand about in the middle, and use the Grappling Hook.  If you are in 
the right place, Clive will attach to the pole (look up, and you can see it).  
When he is, press O, and he will jump off.  Back on the upper level, go 
northwest, and stand under the next pole.  Use the Grappling Hook, and then 
jump off.  Go through the northern door.

In here, go north, and west.  About halfway across the screen, search the blue 
orb to the north, and watch a scene. In here, go west, and through the door 
onto the next screen.  On this screen, have Clive Stand under the Gem, and use 
the Grappling Hook.  If aimed correctly, it will light the gem, and the door 
will open.  Instead of going through, head up the ladder to the north, and 
then go west.  Open the chest here for a Lucky Card.  Jump down to the south, 
and go through the western door onto the next screen.  

In this room, go west, and tiptoe all the way north.  On the northern side of 
the room, go east, and down the stairs.  Here, fact south, and use the Steady 
Doll on the chest.  You will get Warp Star x3.  Go back up the stairs, go 
west, and go through the northern door onto the next screen.

In here, go north and then east.  Watch a scene, and continue east onto the 
next screen.  IN this hall, go southeast. At the end, you have a Clive only 
puzzle.  Start by equipping him with the Mighty Gloves, and stand to the north 
of the two blocks.  Lift the first, and put it down to the north.  Do the same 
with the second.  Now, move in front of those blocks (west) and equip the 
Grappling Hook.  Use it, and then hop off onto those blocks. Head east and 
through the door.  In here, continue north, and then west.  Go through the 
western door.

You are immediately confronted. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Chameleon Man
EXP: 12,000
Gella: 13,000
Strength: None
Weakness: Ice
Item: Duplicater
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle somwhat reminds me of the Balazs battle in Nidhogg pass 3.  Mainly 
because the enemy because somwhat invincible.  This battle is easily more 
annoying then most, so just control yourself, and work with me.

Chameleon man is not that strong. He rarely does any damage with his attacks, 
as he prefers status changes.  This isnt THAT bad, since it is mainly Misery 
(annoying) and Poison. Both of which are easy to cure in a turn. he is also 
very slow, making him less of a threat.

The true problem with this battle is the fact that you will not be able to 
physically attack him often.  When you physically attack him, he becomes 
immune to physical attacks for 3 turns.  He also becomes MUCH more dangerous.  
I quote directly from the game:

*Once it is physically attacked, the monster will activate stealth mode, which 
nullifes all physical attacks.  However, it's stealth mode wears off after a 
number of turns.

That number of turns, is three, by the way.  

Now you know the main problem.  First off, do not attack Chameleon Man 
physically unless it is with Gatling, so that you can do more damage.  Yes, 
magical attacks hit while he is in Stealth mode, but they do little damage.  
Even the strongest attacks from Gallows and Virginia do 300 or so damage, 
which is extremely weak. Even Ice attacks do that little damage.  

Another reason not to use physical attacks on him often is simple. He gets a 
whole lot stronger.  He only uses instant death attacks, and those hit quite 
often.  This can be very annoying, especially if your character was saving FP 
up.  Feel free to use as many Mini Carrots as you want, though only use them 
when your enemy is not in stealth mode, or it will be a waste.

Once the Chameleon Man is out of steal mode, you can attack him (only once, 
remember) so make sure that it is strong.  In three turns, you can easily get 
100 FP through Mini Carrots, so whichever character is strongest, attack with 
Gatling.  This probably wont kill Chameleon man, but it will severly damage 
him.

Just keep that up, and the battle will be won.  It may take a while though.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, go north, and then east.  Go through the eastern door.  
Here, go east, and follow the path south.  Go west, and up the stairs.  Now, 
at the top, there will be a lever.  Rotate your analog stick until the Gem is 
facing downward, and then use the Freezer doll to Freeze the lever.  Now, go 
back down the stairs, and use Clive with the Grappling Hook.  Stand under the 
Gem, and use the Grappling Hook to light it.  Once lighted, the dor opens.  Go 
back up the stairs, and through the western door.  

Here, go north, and through the door.  This room will look familiar, but, rest 
assured, it isn't the room you think it is.  Go north, and jump down to the 
lower level. JUmp down to the second lower level, and through the northern 
door.  In here, there are two chests.  Open both, and get a Gimel coin.  Fight 
two Imitators, and get a Pocketbook.  Exit the room the same way you entered.  

In the hall again, head south, and use the Grapple Hook to propel yourself 
back onto the main path.  Go northwest, and enter the door. This is a dead 
end.  Examine the console to the north, and watch a scene.  Exit the room the 
way you entered.  Watch another scene.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                         Gunners Heaven                              --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Enemy Areas: Sandcraft, Baskar, Jolly Roger, Boot Hill
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Once back outside, head southeast, and hop back onto the Sandcraft.  Press the 
Square Button, and go back to Jolly Roger.  Once back, land.  On land, go 
north over the land bridge, and then west, into Midland Station.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Midland Station                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 14,552, Y: 6,868
Suggested Level: 41
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Buy a ticket to Southfarm for 880 Gella.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                             Southfarm                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 18,861, Y: 900
Suggested Level: 41
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head northeast, and exit.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Enemy Areas: Sandcraft, Baskar, Jolly Roger, Boot Hill
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head west, and enter Boot Hill.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Boot Hill                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,729, Y: 513
Suggested Level: 41
Shops: ARMS, Inn, Item, Save Point
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

With Virginia in the lead, talk to Ginthan, who is closest to the enterence.  
He will tell you about a place, but not tell you the name.  After getting the 
location, exit Boot Hill.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Enemy Areas: Sandcraft, Baskar, Jolly Roger, Boot Hill
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head east, and renter Southfarm.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Southfarm                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 18,861, Y: 900
Suggested Level: 41
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Spend 880 Gella to get to Midland Station.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Midland Station                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 14,552, Y: 6,868
Suggested Level: 41
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head south and exit.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Enemy Areas: Sandcraft, Baskar, Jolly Roger
Enemies: Oak Warrior, Oak Shaman, Orc Warrior, Orc Shaman
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head east, and then south over the land bridge.  Hop back onto the sandcraft, 
which should be at Jolly Roger beach.

On the Sandcraft, go southeast, and pass under the land bridge.  Continue 
southeast, and you will hit brown land (you will be in the northwest corner of 
the world map).  Once you hit the land, head south, and then west.  Land on 
the beach here, and you will be in a new area.

Now, head west, and then south.  Follow the railroad tracks as they go south 
and southeast.  Go south once again, and continue as it goes southeast.   At 
the very end of the railraod tracks (right there) you should search.  You will 
find the area you are looking for.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            Gunners Heaven                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 2,044, Y: 15,965
Suggested Level: 41
Shops: Inn, Item, ARMS
Items: Antidote x3, Heal Berry x4, Revive Fruit, Potion Berry, 5,000 Gella
Key Item: Item Scope
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is unlike any other town in the game.  This area lets you fight 
in "tournaments" against sets of enemies.  You have to pay money to do it, 
though you get some good prizes for it.  

Head north, and talk to the man behind the wood to the west.  Select Arena, 
and then "Novice League".  You need to pay 2,000 Gella, but do so anyways.  

Now, heres the deal.  You have to fight five sets of enemies which you have to 
beat in 25 turns or less.  If you go over the turn limit, you lose.  If you 
die, you lose.  Basically, kill all the enemies as fast as possible, but 
conserve at the same time.  The battles are like the Leehalt-Janus battle in 
Yggdrasil.  Your HP, FP, and status from the previous battle is brought into 
the next, and is not cleaned or replenished.

After each battle, you have two choices, Yes, or No.  If you are healthy, ahnd 
want to continue fighting, choose Yes, if you dont think you can make it, 
choose No.

Note that you do not get Gella or EXP from these battles, though you can get 
MTC points. 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 1:
Enemies: Ganga x3

These are basically like their brothers, except hardier.  They can canel your 
turns, but they are rather slow, and wont get to it that often.,  They are 
rather weak, and do maybe 100-200 damage with their physical attacks.  Only 
use one characters' Gatling, maximum.  Unless you are going to use Mini 
Carrots later, that is.  Start off slow, as this is definitely the easiest 
enemy set to kill normally. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 2:
Enemy: Wendigo

This is a single enemy.  He is stronger then the previous set, doing 300 HP 
damage with his physical attack, but he still isnt much of a threat.  Have one 
character use Gatling on the first round, and then have everyone else attack 
normally.  He is actually easier to beat then the previous, because he is a 
single enemy.  Save some FP for Virgionia, about 80 is good, though you may 
want 100.  (you can also use Gallows, instead of Virginia, both work).
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 3:
Enemies: Shambling Mound x6

You can easily slaugter this party of enemies.  These use status effects, but 
the key is to make sure they dont get a chance to attack you.  Whochever 
character you have the highest FP with should summon a guardian.  Even if you 
dont ever use the summons, it will kill of these enemies instantly, making the 
battles easier for you.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Battle 4:
Enemy: Balor

Like the Melody battles, you probably wont die here unless you kill youself. 
This enemy mainly attacks with status attacks, which are not that bad.  It can 
be a pain though, if you are effected by Disease, and then effected by 
poison.  Then you can be screwed, but your other party members will be able to 
cure you still.  He rarely attacks physically, but the statuses may be 
enough.  The turn limit is the main threat here.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Final Battle:
Armordrake

As with the previous battle, the main problem with this one is the turn 
limit.  Amordrake is not really strong, only doing 300 or so damage, but he 
does have quite a bit of HP, and rather good physical defense.  These packed 
together can make the turn limit a bit tight.  Since this is the last round, 
dont be afraid to go all out.  Use Mini Carrots if needed, and use Gatling 
with your strongest characters. Magic works well, though is not the 
strongest.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you get your prizes.  And a whole lot of them at that!  You 
get Antidote x3, Heal Berry x4, Revive Fruit, Potion Berry, 5,000 Gella, and 
an Item Scope.  Now, head out of Gunners Heaven.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Items: Booster Kit
Enemies: Oak Warrior, Oak Shaman, Orc Warrior, Orc Shaman
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Use a Warp Star to go to Southfarm.  Once there, head west, and past Boot 
Hill.  At the beach where there would normallyu bew the Sandcraft, search a 
bit west.  At X: 13,194, Y: 25,070 you will find a rare item, a Booster Kit.  
Ah I love these things.  Now head back east, and into Southfarm.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Southfarm                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 18,861, Y: 900
Suggested Level: 41
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Spend 1,600 GElla and buy a ticket to East Highlands.  Hop on the train.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                            East Highlands                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 21,152,  Y: 11,975
Suggested Level: 41
Shops: Train Station
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head west and exit.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Enemy Areas: Little Rock, Humphreys Peak 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Use a Call Whistle to get a horse.  Hop onto it, and head north.  Jump over 
the gap, and enter the Gemstone Cave.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Gemstone Cave                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 21,593, Y:15,210
Suggested Level: 41
Enemies: Rock Baboon, Hodac
Bosses: None
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Note:  The enemies here are very weird.  They will attack each other until one 
species or the other is slain.  They will completely ignore your party until 
only one species is alive.  Because of this, you can get through most of the 
battles in this area with 0 damage. Especially if you plan right.  Auto-Battle 
works well in this area. 

When you begin,  head west down the path, north, and through the eastern door. 
In here, go east, and then south.  Go east through another door.   Now go east 
up the path.  Go through the door.

In here, head east.  Go north and then west onto the next screen.  In here, go 
west and through the western door onto next screen.  Now go west and through 
the northern door onto the next screen.  Go through the northwestern door.  
Now go north, and stay along the west wall.  Go through the once hidden door.  

In this hidden area, go north and up the path.  Go a bit west, and go through 
the door in the wall.  Continue on this path, and out of the Gemstone Cave.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Enemy Areas: Baskar
Key Item: Lion Idol
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

With the Item Scope, you can now find a new items here.  Search around, and at 
X: 20,891, Y:16,522 you will find the Lion Idol.  After getting this item, Use 
another Warp Star to get back to Midland Station.

Once back at the Midland Station area, head north and then west.  Go south, 
and renter Fallen Sanctuary.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 12,945, Y:8,506
Enemies: Pillbug
Boss: Justine
Items:  None
Key Items: Brave Seal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head north, and go up the stairs onto the guardian level.  Now, have Jet 
equipped with the Radical Sneakers lead, and have him use the southeastern 
panel to jump onto the upper level.  Approach the shrine, and use the Lion 
Idol.  You will fight a boss.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Justine
EXP: 8426
Gella: 0
Item: Brave Seal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Justine is the common RPG Cliche foe.  he is big, strong, can take a hell of a 
lot of damage, but is pathetic magically. That just about sums Justine up.  
His magical attack does like 100 damage or less, and his biggest attack, 
called Justine attack (how original) which instantly kills all party members, 
never works.  So basically all you have to worry about are his main attacks, 
which are average powered.  

Heres a rather entertaining piece of information.  Justine casts Hyper on 
himself, though it only lasts one turn.  This means that it is a complete 
waste of his turn, as he wont be able to attack while it is in effect.

Justine doesn't really require any special strategy.  Since his attacks rarely 
hit, he wont be able to damage you much.  The one thing you DO need to watch 
out for is his very high HP.  Even an extremely overlevelled party, this 
battle will take quite a while. Justine only has average defense (magically 
and physically) but that high HP can make this battle last longer then almost 
any battle previous.  

Just be glad it is not as annoying as Raftina.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you get the Brave Seal Medium.  Now you are done here.  Head 
north and west down the stairs.  Head south, and exit Fallen Sactuary.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Capture                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Enemy Areas: Baskar
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head west, and then south.  Enter Midland Station.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Midland Station                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 14,552, Y: 6,868
Suggested Level: 41
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Spend 120 Gella, and buy a ticket to Westwood.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Westwood                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,642, Y:7,149
Suggested Level: 41
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head south and exit.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Enemy Areas: Claiborne
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head directly west, and enter Claiborne.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Claiborne                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Go north, and enter the Inn.  Talk to the Innkeeper, and choose "Chat".  She 
will tell you about atower to the Northwest.  This is the information you need 
to know.  Head south two screens and exit Claiborne.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 41
Enemy Areas: Claiborne
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head all the way north (past the Millenium Puzzle), and then go all the way 
west.  Well, not all the way, but until you can see Infinitum to the north.  
About directly south of Infinitum lies the Caging Tower.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Caging Tower                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,359, Y:9,079
Enemies: Barbarossa, Gorg, Nybbas, Imitator
Bosses: Maya, Alfred, Todd, Shady
Items:  Lucky Card x2, Potion Berry, Revive Fruit, (Item-sorry), Grab Bag, AP 
Ammo, Gimel Coin, Mega Berry, Imitator x3 (Growth Egg), 17,000 Gella, Call 
Whistle x3, Gimel Coin, Duplicater
Key Items: Black Pass
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

For once, when you enter, dont watch a scene.  Go north, and east up the 
stairs.  Go through the eastern door onto the next screen.In here, go south 
and up two sets of stairs.  Go through the western door.

In here, you will notice odd, clearish globes.  These I am calling bubbles.  
If you get stuck in one, rotate the left analog stick as fast as possible to 
get out, or you will be sent to a bad, bad place.  Dodge as many of these as 
possible.  Now, head west, and go north up the stairs.  go northeast up some 
more stairs, and use Clive to bomb that odd device on the floor.This will stop 
the bubbles in this room.  Now, jump down to the south, and open the chest for 
2 Lucky Cards.  Go west, and through the door.  

Go north, and through the northern door.  Open two chests here for a Potion 
Berry and a Revive Fruit.  Exit the way you enteres, go south, and through the 
eastern door.  In here, ignore the cells (you only wanna go in those if you 
have been bad) and go east through the door.  In here, go south, and up two 
sets of stairs.  Go through the western door. 

Here is more of those evil bubbles.  This level is souped up by faster bubbles 
and a different formation.  Have Jet with the Readical Sneakers lead, and go 
north.  Use the panel to jump onto an upper level.  Here open the chest for an 
item (I dont remember what ;)).  Jump down to the south, and hop onto that 
first panel.  Jump, and you go onto another area.  Go south, and use Clive to 
bomb the device.  This stops those annoying bubbles again.  Now go north, and 
through the door.

In here, go north, and through the northern door.  There will be three 
chests.  They contain a Grab Bag, AP Ammo, and a Gimel Coin.  Exit the room 
the same way you entered go south, SAVE, and go through the door.  Watch a 
scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 12,400 (3,100 each)
Gella: 12,800 (3,200 each)
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is almost identicle to the previous battles with Maya and party, 
except your opponents are a whole lot stronger this time.  No more lame 
damage, they go all out.  You had better be warned.  Keep your HP above 1,000 
at all times.

The hardest part in this battle os the beginning.  In the begging, when all 4 
enemies are alive, the party can be killed within 3 turns.  Especially a weak 
party.  Todd, Alfred, and Shady do a special attack together, called Wild 
Bunch.  They can only do it once a turn, but it does over 500 damage to your 
entire party.  This is a huge threat, as you will need to immediately kill one 
of those three off.

As always, go for Todd first.  As always, he heals, but this time for 300 HP 
(as always.) at this point, 300 HP is about what Virginia does with an attack, 
and will not save him at all.  But this is not what makes him dangerous.  The 
main threat is his Meteor Dive, which does from 300-500 damage to a single 
character.  This can easily kill off a weakened character.  

Of course, Todd wont DO those attacks if you kill him first.  HE will 
constantly do Wild Bunch with his friends.  After Todd, go after Shady.  He is 
good for building FP on, since he has low defense and HP.  He also does more 
damage then Alfred does, making him more of a threat.

And, as always, go for Alfred next.  The only thing Alfred has gained in his 
time away from battle seems to be HP.  He is just as weak as before, doing 
less then 100 damage with his physical attacks.  He is just pathetic.  Sadly 
pathetic.  I pity Maya forhaving such a worthless brother in battle.

Normally, Maya alone is not much of a threat, but this time that is 
different.  SHe gets MUCh stronger. She gains an attack called Calamity Jane, 
which attacks maybe 5 times, and does about 1,000 damage to a single party 
member.  After this damaging battle, that can easily kill a weakened member. 
Make sure you keep your HP over about 1,200 at this point, as you never know 
when the damage will reach its peak.  Maya is the most dangerous now, though 
she does have the lowest HP of the bunch.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch another scene.  Now go north, and have Jet jump onto 
that switch with the Radical Sneakers.  This will turn the power of the tower 
on.  Now, go to that door, and select 1F.  You automatically go down an 
elevator.  On 1F, go south, and open the chest for a Mega Berry.  Use a 
Duplicater on the other chest for the ever useful Black Pass.  Go back north, 
and near the door, choose 5F.  

Back where you fought Maya and co., go east, and through the door.  Here, go 
south, and up two sets of stairs.  Go through the western door.  In here is 
another annoying bubble puzzle.  Go south, and then west across the platform 
(dodging bubbles here is hard).  On the other side, go south, and have Gallows 
equipped with the Grappling Hook.  Place yourself under the pole, and use the 
Grappling Hook.  Jump off, and use a bomb on it, so that those annoying 
bubbles go away.  Now, jump down to the north, and go all the way north, then 
west.  Use the Grappling Hook when you cant go any farther, and lpen the 
chests for Imitator x3 (Growth Egg) and 17,000 Gella.  Jump down to the south, 
and go through the western door.

In here, go north up two sets of stairs.  Go east through the door to confront 
the last bubble puzzle.   Have Jet lead (with the Radical Sneakers) and use 
the first panel.  Go west, and open the chests here for 3 Call Whistles and a 
Gimel Coin.  Fall off the edge of the platform and start over.  Now, go onto 
the second panel, and jump to the other side.  Here, go west, and open the 
chest for a Duplicater.  Now, use the eastern panel, and go to the far north 
side of the room.  Go east, and use the bomb on the device to FINALLY stop 
these bubbles.  Now, go west, and use the last panel.  Go all the way east and 
through the door. 

In here, go south up two sets of stairs.  Go through the western door, and 
watch a rather long scene.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Lombardia                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 42
Enemy Areas: Claiborne
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head southeast (directly) and enter Claiborne.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Claiborne                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 42
Shops: ARMS, Item, Inn, Save Point
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Here, you need to talk to two people.  Enter the first house on the east, and 
talk to Dessinsey.  He will tell you a bit about the Tower.  Now, exit the 
house, and go north into the Inn.  Talk to the Innkeeper, and choose "Chat".  
Now, head south and exit the inn and the town.  A scene will play.

Note: This scene will only play if you talked to both the Innkeeeper and 
Dessinsey.  If not, you cant go on with the game.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 42
Enemy Areas: Claiborne
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Back on Filgaia, head east, and enter Westwood.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                               Westwood                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,642, Y:7,149
Suggested Level: 42
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Spend 120 Gella, and buy a ticket to Midland Station.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Midland Station                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 14,552, Y: 6,868
Suggested Level: 41
Shops: Train Station
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Exit.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 42
Enemy Areas: Baskar, Jolly Roger
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head over the land bridge, and south into Jolly Roger. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Jolly Roger                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,368, Y: 5:457
Suggested Level: 42
Shops: ARMS, Inn, Item, Save Point
Items: Any Items you find in boxes
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now, this is important.  Head west, and then north.  Talk to Herman on the 
docks, and he will tell you the location of Laxisland.  This is all you need. 
Head east, and exit the city.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 42
Enemies: El Bucky, Masa Knome, Pantagruel, Grodine, Forneus
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head onto the Sandcraft (which should be at Jolly Roger beach) and head east.  Pass 
under the Land bridge, and at the end of the continent, go north.  if you did 
not fight Balal Quo Nega, you will have to here (see strategy in the Boss 
Strategies, or in the 'A Few Side Quests' Chapter).  

Now, in this new area, head directly north, and there will be two beaches.  
Land on the eastern one.  Once on land, head north, until you reach a Mesa.  
No go Northeast.  At X: 17,776, Y: 19,029, you will find Laxisland. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Laxisland                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 17,776, Y: 19,029
Suggested Level: 42
Shops: ARMS, Inn, Item, Save Point
Items: Revive Fruit, Tool: Kramer Dolls, Revive Fruit
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north, and examine the barrel near the ARMS shop.  You will get a Revive Fruit.   Enter the ARMS shop, and select "chat" with the man in charge.  Say yes to his question(s), and you will get the Tool: Kramer Dolls. You also get information about the Dragon.  Exit,  Now, go to the far north of the town, and go all the way east.  Break all the boxes here, and you will get a Revive Fruit.  Exit Laxisland.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 42
Enemies: El Bucky, Masa Knome, Pantagruel, Grodine, Forneus, Thunderdrake, Hidden
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head west, and then south.  Hop onto your sandcraft.  Go directly west, and land on the beach a few seconds from you.  Here, head north, and search.  You will find a Migrant Seal at X: 15,955, Y:18,192.  Head back onto the sandcraft.Now, go directly south until you pass a continent.  Then go east, and land on the beach.  On land, circle the volcano/mountain, and at X: 17,975, Y: 13,130, you will find your next dungeon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Dragons Lair                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 17,975, Y: 13,130
Enemies: Thunderdrake, Necrosaurus, Virsago
Bosses: Lombardia
Items:  Imitator x2 (Call Whistle), Gimel Coin, Potion Berry, Gella Card, 10-Gal Hat, Duplicater, Lucky Card, Name Tag
Key Items: Lombardia (really an item?)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As you begin, go east, and climb up the eastern ladder.  Go north, and through the eastern door.  No north, and up the northern ladder.  Continue north over the bridge, and climb down the ladder.  Go through the northern door.

In here, go west, and climb the ladder to the south.  Go east, and then north.  Open two chests here for Imitator x2 (Call Whistle) and a Gimel Coin.  Now, go south, and bomb the southern wall with Clive.  Go through the south, newely opened door.  Here, go south, and fall down the hole.  Now, climb up the southern ladder, and open the chest for a Potion Berry.  Bomb the eastern wall, and go through the door.  In here, climb up the northern ladder, and open the chest for a Gella Card.  Bomb the northeastern wall, and go through the door. Go through the western door.

In here, stay on the upper level, and go east.  Go through the southern door.  Open two chests here for a 10-Gal Hat, and a Duplicater.  Exit the same way you entered.  Here, jump down to the north, and bomb the eastern wall.  Go through the new door.

Now, go south, and open the two chests for a Lucky Card, and a Name Tage.  Climb up the ladder onto the next screen.  Here, go south, and climb the next ladder.  Go south, and then west through the western door.  In here, there is a hole to the southwest, fall down it.  Now, go through the southeatern door.  Go east, and then jump down.  Climb up the ladder to the north, and get to the next screen.  Go north, and bomb the northern wall.  Go through the door.

In here, continue north, and watch a scene.  Go north onto the next screen.  You can not save, so have Gallows use the Kramer Dolls, and watch another scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Lombardia
EXP: 13,000
Gella: 14,000
Item: Gimel Coin
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

For her (yes, Lombardia is female) size, Lombardia is definitely a lot weaker then she looks.  Or maybe it is just the fact that she uses more support magic then she attacks with.  Any way you do it, if your party is strong, you may be able to kill her off before she uses her strongest attacks.  

On the first three turns, Lombardia uses defensive spells on herself. These spells include Cerebal Matter, which increase her evasion ans her rexflex by over 200 points, Epidermal Shell, which reduces all (magical and physical) damage you do to her, and Mighty Might, which ups her attack.  This takes three turns.  So on these turns, you need to attack normally, so you can damage her as much as possible.

After she casts the support spells on herself, she will attack for two to three turns.  She attacks once per turn, and the attacks do about 200-500 damage. They only hit one member.  After those turns, you will note that Lombardia will begin to flash red, at this point, ATTACK WITH ALL YOUR MIGHT!  Your attacks do a whole lot more damage, (even Virginia's do over 1,000 damage), so use Gatling as much as possible on this round.  If you attacked a lot before hand, you should be able to kill her now.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, there will be four choices.  Choose:

"I want what you want."
"Yes."
"I will give you something more."
"Something to quench your desire."

After answering these corectly, watch a scene, and Lombardia, the Dragon, is yours!

Note: At this point you can do, and finish both the Telepath Towers and the Millenium Puzzles quests.  As well as many Optional bosses and the Abyss hidden dungeon.  Or you can go on with the game.  Its your choice, though take note that you DO have to get those Lion, Goddess, and Wolf Idols from the side quest chapter eventualyl, so if you didnt get them then, you should get them now.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Teardrops                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 43
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From where you begin, head directly north, until you reach a green land area that you could not reach without Lombardia.  Here, search around, and you will find your next dungeon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Dissection Facility                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 17,711, Y: 24,127
Suggested Level: 43
Enemies: Chimera Geo, Chimera Muse, Chimera Fray, Chimera Wing
Bosses: Sadas, Sadas jr.
Items: Potion Berry, 18,000 Gella, Mini Carrot, Heal Berry, Gimel Coin, Lucky Card, Big Grab Bag, Gella Card x2, Potion Berry, Gimel Coin
Duplicater Door/Chest:  Name Tag x3, Holy Root, Nectar
Key Items: Paperback, Card Key
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Watch a scene, and go west.  Use a Duplicater on the western door, and go through it.  In here, open the chest for 3 Name Tags.  Exit the same way you entered, onto the first screen.  Back on the original screen, go north, and through the door onto the next screen. Here, go through the eastern door onto the next screen.  Now, go north, and put Clive with the Mighty Gloves equipped in the lead.  Push that big box three times east.  Now, walk up the stairs, and put Virginia with the Galecrest.  Use it to get over the block, and go through the eastern door.  Open the chest in here, and you will get a Potion Berry.  Exit the room the same way you entered. 

Back in the box room, have Clive with the Mighty Gloves equipped lead.  Stand north of the block, and push it six times south.  Now, stand south, and push it two times north.  Go up the stairs, over the block path, and through the western door.  In here, go through the northern door.

Now, sprint (X button) into the door of the first western cell.  Open the chest in here for 18,000 Gella.  Now, sprint into the third door, and open the chest in here for a Mini Carrot.  Break all the boxes to the north, and you will get a Heal Berry.  Examine the red door, and watch a scene.

Now, go all the way north, and open the chest for a Gimel Coin. Now, go south, and onto a slightly upper level.  Stand on that second "strip" on the ground, and have Gallows with the Steady Doll lead.  Have him use the Steady Doll so that it hits the wall, and then make it go south, and press X by the southern switch.  This will make you go up to the upper level.  Here, go south and through the door.  Go through the eastern door here and you will be in a treasure room.  Open the chest, and you will get a Lucky Card.Head out of this screen, and go back to the previous screen.  Go back to the puzzle screen.  

Back on the puzzle screen, jump down, and stand on that same northern strip you did the first time.  Use the Steady Doll, and hit the Southernm switch.  Jump down to the north, and go through the northern door.

In here, put Clive in the lead once again.  Jump down to the lower level, and push the southern block two times east, so that you can have access to a hidden door.  Go through it.  Open the chest here for a Big Grab Bag.  Use a Duplicater on the Sealed chest, and you will get a Nectar.  Note that globe (you can use the Kramer dolls by it to fight a strong optional boss, but I dont suggest doing it now), and exit the room.  Now one of the blocks will be in a convenient place, allowing half the puzzle to be done for you.  Push the western block once north, and then threee times east.  Now go west, and climb up the ladder.  Go east, and jump down onto the first block.  Use the Galecrest to get to the other side of the room.  Open the chest to the east, and you get 2 Gella Cards.  Go west, and through the western door.

Here, go north, and sprint into the center cell.  Open the chest in here, and you get a Potion Berry.  Go north and through the door onto the next screen.  In this larger room, go up the western stairs, and go south.   Break the boxes here and you will get a Gimel Coin.  Now go to the western side of the room, and use a Duplicater on the Sealed Door.  Go through the door.  You automatically enter a battle.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Sadas, Sadas jr.
EXP: 14,000
Gella: 15,000
Item: Potion Berry, Revive Fruit
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Note: This is an optional fight.  You only have to fight them if you enter this side room.

This will be the fastest boss battle ever.  On your very first turn, have Virginia use a Gella Card on Sadas, and have Jet use one on Sadas jr.  It is important for you to do it to Sadas first, as he wont last long.  

On Sadas's first turn, he will self destruct.  This attacks a single member of your party for 2,400 HP.  At a low level, this will easily kill a party member, so make sure to have a Revive Fruit on hand.  Take note that until Sadas dies, you will not be able to damage Sadas jr.  

After Sadas self destructs (or takes his journey, as the game puts it), you are free to attack Sadas jr.  Dont attack him til after Virginia has use Mystic-Lucky Card though, because this battle gives some rather good spoils.  After you use the Mystic-Lucky Card, attack physically, and Sadas jr. should die in a single round.  He is weak versus physical attacks.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, open the chest, and you will get a Holy Root.  Go back to the previous screen.  Back in this larger screen, examine that odd brown object on the floor, and you will get the Paperback item.  Go north, watch a scene, and head north onto the next screen.  In here, Use the Paperback, and you will get the Key Card item.  Now, examine the small console on the western side of the room, and watch a scene.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 45
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head directly north, and when you reach a greenish yellow land, head east, and you will be back at Ruins of Memory.  This is your goal.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Ruins of Memory                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 15,368, Y: 5,457
Suggested Level: 45
Enemies: Annaberge, Blue Book, Spartoi
Bosses: Melody, Malik
Items:  None
Key Items: Teardrop
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Head north through two screens.  On the main hall screen, go east, and through the northeastern door.In here, go through the northern door.  Go east, and then north, going through the first door to the west.  Head west, all the way through this room, onto the next screen.  Now, go south, and enter the first door you see.  You will be back in the MAIN HALL.  This is where you want to be. 

Now, face the northern wall, and you will read about the Teardrop.  Now, use Clive's Grappling Hook, and you will be able to get up to an upper level.  Jump off, and go through the northern door.  

Here, you will find the second part of the Ruins of Memory.  Now, go to the center statue, and press the X button.  This will change the lighting in the peoples' lanters.  Now, press X on the far eastern statue, and then X by the far western statue.  This should light all of the statues up, and solve the puzzle.  Go through the newely opened northern door.  In here, there are a whole lot of painting, use the Tindecrest on the big red painting to the north, and a door will appear.  Go through it.

In here, go north, and use your Card Key on the door.  (If you dont have the Card Key, "Use" the Paperback from your item inventory, and you will get it).  Go through it.  In here, go north, and examine the blue gem.  Watch a scene.  Now, head five screens south, and try to jump down to the lower level.  Watch a scene.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt, Melody, Malik
EXP: 15,900 (5,300 Each)
Gella: 16,500 (5,500 Each)
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now THIS is how the final battle in Chapter 2 should have been.  Each of the once demons have their own powers back, as well as all their strongest counters.  Sadly, both Malik and Leehalt have actually gotten weaker, while Melody has gotten stronger then she was before the Yggdrasil final encounters.

Now, this is like fighting all of them alone, except together.  Malik still has his confusion skills, making him a prime target.  Melody attacks more then her fellows, and for more damage.  Her Eliminate Scanner does 500 or so damage.  Leehalt, as always, will not attack your members until he is attacked, so he is harmless.

The first thing you should do is cast Decelerate on Malik.  As always, you wont be able to hit him until you do. Then, as with the previous battle, your attacks have to do over 300 damage to damage Melody at all.  Luckily, at this point, it is a whole lot easier then it was when you did it in Yggdrasil.  She is also weak versus physical attacks.  BEcause Melody does the most damage, and attacks the most often (she also counters with Venom Strike, causing Poison status) you should go after her first.  She wont last too long if bombarded with physical attacks.  Dont waste any FP on her though, because you need that for Malik and Leehalt.

After Melody is gone, attack Malik.  Only have one of your characters use their Gatling on him though, because, you know Leehalt will need all the strength of attacks you can muster.  Malik is annoying, as always.  Make sure you heal any confusion before actually taking him on.  You may accidentally obliterate your own party, and he wouldn't have to do a thing.  He rarely uses Eliminate Scanner, but when he does, it most likely wont do more then 400 damage. 

After Malik comes Leehalt.  He is a whole lot weaker this time.  In the previous battles, he would counter with the full damage from your attacks (even Gatlings).  This time, with Gatling, he only counters with the damage of the first attack.  This makes his counters a whole lot more survivable, that is, if you are still healthy and kiled Malik and Melody off fast.  

Have the srongest attacking characters keep their HP over 2,000 (for Critcical attacks) at all times, and you shouldn't even die.  This battle will be won soon enough. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you lose the Teardrop item.  You automatically exit the Ruins.  

Now, you really need to do a few side quests.  Because from now on I am going to say something, and if you haven't done a certain side quest, you wont be able to do what I am asking.  

First, hop onto Lombardia, and head to Dune Canyon.  Now, go south, and land on the islands around there.  Search, and you will find Millenium Puzzle 14.  You need to solve this puzzle, and get a key item that will be useful for the rest of the game.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 14                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: South of Fortune gear and Millenium Puzzle 1, On an island.  (Need Lombardia)
Coordinants: X: 21,386, Y: 5,748
Difficulty: 4/5
Hint: "You already know that putting two blocks of the same color together will eliminate them.  But dont forget that they can be put together vertically as well as horizontally."
Item: Teleport Orb
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 
Solution:

Pull the eastern yellow block three times west.  Push it once north, making both yellows go.  Pull the eastern green block four times west, and push it once more west.  Push it once north, making both greens disappear.  Jump down to the east.  Pull the western blue once east, making two blues go.  Pull the western red block two times east, making two reds go.  

Now you can finish the puzzle.  Pull the western blue once east, and then once north.  Pull it six times east, and BLUE IS DONE!

Pull the western yellow once east, and push it seven times east.  YELLOW IS DONE!

Pull the western green block two times east, and push it seven times east.  GREEN IS DONE!

Pull the western red block once south, and then once east.  Push it seven times east, and THIS PUZZLE IS DONE!

After getting the Teleport Orb, you can do what is needed.  Now, teleport to Baskar Colony.  Hop onto Lombardia here, and go north.  When you reach a contnent (its brown) that you couldnt get onto without Lombardia, land, and search.  You will find Clive's first town, Ballak Rise.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Ballak Rise                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 11,905, Y: 14,176
Suggested Level: 46
Shops: ARMS, Inn, Save Point
Items: Mini Carrot, Duplicater, Grab Bag, Mini Carrot
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Put Clive in the lead here, and you will get a few nice coments.  Remember, Clive saved this town from the Goldrake.  Anyhow, head north, and climb up the western stairs.  Use the ladder to the east, and use Jet with the Radical Sneakers to hop onto the box to the south.  Break the boxes here, and you will get a Mini Carrot.  Jump down to the east, and check the barrel.  You will get a Duplicater.  Go through the northern door.  Go north two screens, and west up the ladder.  Go through the western door.  Here, circle south, and go east.  All the way east, open the chest and you will get a Grab Bag.Go west, and enter the ARMS shop.  Here, go east up the stairs, and go through the northern door.  Open the chest outside, and you will get a Mini Carrot.  Jump down to the south, and exit Ballak RIse.  there is nothing more to do at this optional area.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 46
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now, with the Teleport Orb, teleport to Little Rock, and enter the Town. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                             Little Rock                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 25,292,  Y: 12,559
Suggested Level: 46
Shops: ARMS, Item, Inn, Save Point
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You are here for some information.  Talk to all the people, but Mock is who you really wanna talk to.  "Ask" him, and he will tell you the location of the Abyss, which is your next dungeon.  Exit Little Rock once you have this bit of Information.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 46
Enemies: Verminfox, Carion Crawler
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Hop onto Lombardia, and go south.  Land on the light brown land right before the end of the continent (and into a the sand sea).  If you are in the right place, you will see some rocks will be in the path.  Hop back onto Lombardia, and press the R2 button, and blow those rocks up.  Land again, and go west through that path.  Go north, and then northwest.  At the end of the path, search, and you will find the Abyss.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              The Abyss                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 25,205, Y: 10,200
Suggested Level: 46
Enemies: Alleo, Baskerville, Cannon Buffalo, Madgasser, Calupdis, Balphon
Bosses: Ephrem Zein
Items: None (gasp)
Key Items: Dragon Idol
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

NOTE:   For those of you who want to take it on completely, make sure to have 4 Weather Vanes, and characters with ALL elemental and status resistances possible.  Without that, you wont get very far.  Also, try and be on at least level 80, or you will have quite a few problems.

The Abyss is a dungeon unlike any other.  Once you get in, you can not get out until you reach certain levels with teleporters that allow you to go out.  Those levels are 10, 30, 60, and 100. Though for now, we are only going to floor 10, you may want to come back later and go all the way down to level 100.

Also, make sure you have 4 Weather Vanes going into this dungeon.  You can get one from Worlds Footprint, and the other two from Millenium Puzzles.  You will get ambushed constantly here, but if you have Weather Vanes (4) you never will be.  Take note, that you will only NOT get ambushed if you dont have 4 of them.

Also, there is no way I can do a walkthrough for this area, because the order you get the levels is randomized.  It pains me to tell you this, but you are going to have to do this on your own.  Though the levels are short.  Get the 5 White gems on each level, and the teleporter opens, allowing you to go to the next floor.  Each White Gem heals 1/10 of your ENG gauge, and 1/20 of your VIT gauge.  This makes your trip a whole lot easier.  

Note: Feel free to fall off the edge at any time.  in fact, this makes many levels go so much faster, as you dont have to travel back from point one, all the way to the other side of the level to get another Gem.  this can also avoid encounters if your ENG is low.  This trick is extremely useful, as the gems will not reappear.  

After getting all 5 gems on each floor, go through the teleporter onto the next floor, in which you should repeat the process over again.  

On the tenth floor, do the same, and when you go through the teleporter... 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ephrem Zein
EXP: 17,000
Gella: 20,000
Strengths: Light (Half)
Weakness: Dark
Item: Dragon idol, Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Odd is not the work I would use to describe this boss.  Messed up is.  This battle is different from most other battles.  Like Leehalt battles, the enemy will not attack your party, but only counters.  Sadly, this counter is good and bad.  Its VERY strong, and attacks all members at once.  Luckily, it doesnt do the damage you did to him.  Try and have as many characters as possible with Light wards, as this makes his counter completely useless.

Start off by having Gallows use Extension-Shield (even if Gallows does't have Terra Roar, you should move it onto him just for this battle) to reduce the damage Magical attacks do.  This will be your lifesaver in this battle.  Virginia and Gallows should NEVER attack.  Unless of course, either one of them Have Moon Spark and the Grav Arcana.  

Why dont you want them to attack? the counters.  Ephrem Zein's couunters do 1,000 (unprotected) to the party.  He will never attack you, but will always counter your attacks, and he can counter four times a turn.  Your party most likely wont survive four counters, so only two people (maximum) should attack each round.  Virginia should heal each round (Mystic-Potion Berry is your friend), and Gallows should make sure that everyone who has less then 1,500 HP gets their HP up.  Whoever has the Grav spell (even Clive) should use it until it gets weak.  

Attack with physical attacks (Jet and Clive ONLY) as he is weak versus them.  You may only want to attack with gatling (using Virginia and Gallows to give them mini Carrots each round, while they defend) to lower the sheer amount of damage that Ephrem can do.  With more then one character using a Light Ward, this may not be needed, but it certainly will reduce the damage you take.  Against your strongest physical attacks, Ephrem wont last long, but neither will you if you attack full on!  Patience is a virtue, and you must use it in this battle.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After fighting Ephrem, Select yes, and go back to the surface.  Be happy you dont have to go here again for the story (it is an optional dungeon you can do later for the story).

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 47
Enemies: Verminfox, Carion Crawler
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

With the Dragon idol now in your posession, you can fight the last Guardian Lord, and get the last Medium in the game.  use the Teleport Orb, and go to Baskar Colony.  Save at the Colony, and rest, and then go south.  Enter the Fallen Sanctuary.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 12,945, Y: 8,506
Enemies: Pillbug
Boss: Zephyr
Items:  None
Key Items: Hope Shard
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

When you enter, head north, and go onto the upper guardian level.  Use the Radical Sneakers to get to the southwestern upper level.  Make sure you have saved after getting out of the Abyss, and use the Dragon Idol on the statue.  Select yes.

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Boss: Zephyr
EXP: 8,426
Gella: 0
Item: Hope Shard
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Many consider Zephyr the strongest of the Guardian Lords.  Well, Raftina is harder (if you dont use the Reflect ability), but Zephyr is well capable of obliterating your party.

Zephyr's main attack is his 'ultimate' attacks.  he uses it a lot more then he uses his other attacks.  it is called Phantasmic heart, and does about 500-700 damage to all party members.  This isn't that much, compared to some bosses (Ephrem, who you just fought, namely), but his other attacks are the main problem.

The hardest part about this battle is Exploder.  this turns one character red, and when that character acts in any way (other then defending) then he will explode, doing damage to the entire party.  The higher the HP the character has, the more damage the party recieves.  The character who exploded dies.

Now, you have two things to worry about.  The best thing to do when a character is Red (has exploder cast on him) is to let the character die.  This will allow your party not to become fully screwed over by exploder.  (If all 4 members have exploder, no member can act, and you are screwed).  So do an action with the character who was Explodered, and then heal your party.  Revive the character with a revive Fruit, but dont heal him, because if he is Explodered (eh...?) again, then he will do less damage to your party members.

Now, Exploder is the main problem, but paired with Phantasmic heart, your party can become easily screwed over.  How to solve the problem?  Have a whole lot of Revive Fruits on hand, and have Virginia heal EVERY round.  Use as many Mini Carrots as needed, as you will need all the FP you can get with her healing.  With the characters at low HP when they are exploded, it will be easier to survive.  But keep your HP over about 800 or else you WILL die.  This battle is all about playing defensively, but attacking as often as possible.   Gallows should never attack, and nor should Virginia, as that will give them less chance to have Exploder cast upon them.  And allow them to heal more often.   
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After the battle, you get the Hope Shard.  You also get to turn the last two Mediums Gold.  

Now that you have all 12 mediums, you can decide which ones you want on whom.  

It is really your own opinion, and only Gallows' really matter to a full extent, since Virginia usually heals, and Clive and Jet usually attack.

A lot of people like this set on Gallows:

Love Charm
Flash Hit
Hope Shard

This allows Gallows to be on support constantly.  I personally prefer to change the Love Charm for Terra Roar, but it really how you play.  That combo is good because you can Extension-Status lock, Extension-Valiant, Extension-Permanence to have those support spells cast throughout the entire battle. 

Everything else, you should change depending on the way you play.  I know I play more magically then others, so some may want a completely different Medium setup then I do.  Explore for yourself, and try and find what one works best for you.  I am here to help, not to dictate how you play.

After getting the last medium upgrades, head south down the stairs, and south out of Fallen Sanctuary.

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*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 47
Enemy Areas: Laxisland
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Use the Teleport Orb, and go to Laxisland.  (You should start the Telepath Tower quest NOW, s you wont have a chance later on, and the chance will be forever lost in obscurity! Or basically, you wont be able to start it later, so start it noiw, even if you dont plan on finishing it for a while)  Hop onto Lombardia, and go west.  Land on the plateau, and search.  At X: 14,484, Y: 17,509, you will find the dungeon, Cradle of the Metal Gods.  Try and enter it, and you can not.  So, you need to find another way in.  Use the Teleport Orb, and head to Ark of Destiny.

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*****                            Ark of Destiny                           *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 9,191, Y: 2,259
Suggested Level: 47
Shops: Inn, Save Point
Items: None
Duplicater Door: Full Carrot, Name Tag x3
Bosses: Bombur
Key Items: None
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In the main hall, go through the eastern door, and down two sets of stairs onto the room where there is a whole lot of sealed doors.  In here, go north, and go through the eastern door.  Jump down, and use the Grappling Hook to get onto the upper level.  Open the chest, and you will get a Full Carrot.  Climb back up the ladder, and exit the room.  Go straight across the small hall, and enter the west door.  Here, stand on the north side of the room and use the Galcrest to get across.  Open the chest, and you will get 3 Name Tags. Go back across the room, and exit.  Head all the way west, and through the west door.   Here, go up one set of stairs, and talk to helga.  Ask about Survey Point 8 [Cradle of Metal Gods] and then go through the door.  Go north through two screens, and talk to Lamium.  he will tell you more about the Cradle, and tells you to look in the library.  Go south two screens into the main hall.

In the main hall again, go through the northwestern door, and enter the library.  Go to the far west, and use the Grappling Hook to get onto the upper level of the library.   Search the far book, called "Full Account of Survey Point 8" and you will learn the location of Dim Root path.  Note that you should NOT use a Duplicater on the the Ice Queen book, as it is about a hidden boss, and I can tell you about it in the hidden boss section (see "Emeth"). Jump down to the lower level of the library, save (rest, if needed) and exit.

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*****                              Filgaia                                *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 47
Enemy Areas: Boot Hill
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Before we go on with the game, we are going to continue our sidequests.  Use the Teleport Orb to go to Boot Hill (or a Warp Star to go to Southfarm).  From boot Hill, go east and enter Southfarm. 

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*****                            Southfarm                                *****
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Coordinants: X: 18,861, Y: 900
Suggested Level: 30
Shops: Train Station
Items: None
Key Items: None
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Spend 1,600 Gella, and buy a ticket to East Highlands.  Before boarding the train, "Chat" with Tony, and ask him about the missing passengers.  Now, depart, and you will end up slightly off track...

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*****                           Sunset Peak                               *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 18,861, Y: 900
Suggested Level: 47
Shops: None
Items: None
Key Items: None
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You can't really do much here, so just exit.  On the world map are some hella strong enemies, and you can find Millenium Puzzle 20, and a Migrant Seal/Telepath Tower 15 over the ridge.  Other then that, use the Teleport orb and go to Little Twister.  

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*****                            Little Twister                           *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 6,105, Y:8,301
Suggested Level: 47
Shops: ARMS, Item, Inn, Save Point, Black Market
Bosses: Kraken
Items: None
Key Items: None
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Now that you have the Black Card from Caging Tower, you can access the Black Market.  this is a neat little side quest that allows you to get extremely rare items.  Note that you can also fight kraken here.  But dont do it until you reach the Black Market and have 4 Water Wards.  

In Little Twister, head north, and enter the house in between the Inn and the Sheriffs office.  Go through the door, and back on the back side of town, break the box, and stay near the town.  Head east, and enter the first houe. here, approach the door, and use the Black pass.  You can now use the Black Market to the full extent.

The Black Market gets more items as you sell him items.  The best items you can get are the Elemental Wards and the single Ex-File key.  Dont buy the Ex-File Key until you have the item that reduces costs by half (you get it from the optional boss, Heimdal Gazzo). To get elemental wards, sell one of yours, and they will appear in the inventory of his shop.  They cost 100,000 Gella each.  He can also sell berries, if you have bred them up to maximum level in the Garden.  This place is amazing, and will serve you well.  When you are done, exit, and exit Little Twister.  (Use a Teleport Orb to get to Ark of Destiny again)

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-=-=                           Infiltration                              --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 47
Enemy Areas: Survey Point #17
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Note: Before you enter Dim Root Path, make sure you have Started the telepath Tower quest.  After you have entered the Cradle, you will not be able to start it, and lose the opportunity for the rest of the game.  To start it, you only need to fight one set of Telepath Towers.  Dont go into Dim Root Path before you do this, as you may regret it later. 

From Ark of Destiny, hop onto Lombardia, and go south.  On the continent where Survey Point #17 once was, land across the western land bridge.  Now, follow the mesas, and search.  At X: 8,269, Y: 22,777 you will find Dim Root Path.  (The coordinants are what the game tells you, and may not be exact).

Note: Once you enter this dungeon, and get past a certain point, you will not be able to get out until after you have finished the Cradle of the Metal God.  So make sure you are ready.

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*****                           Dim Root Path                             *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 8,269, Y: 22,777
Enemies: Anzu, Lycanthrope, Evil Dead
Boss: None
Items:  Tool: Changecrest, Lucky Card x3, Potion Berry, Gimel Coin x3, 20,000 Gella, Gella Card x2, Violator, Inimidator x3(Migrant Seal), Revive Fruit
Key Items: Adventure 7
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Note: This area is rather hard for me to write directions for, since it is all northwest, southeast, etc.  Its just a whole lot of weird directions.  And because of this, I dont have two puzzles written, just the ways to do them.

Head southeast, and examine the door.  YOU WILL NOT BE ABLE TO GET THROUGH WITHOUT ALL 12 MEDIUMS!  So if you do not have all twelve mediums, go get them now.  Else you will not be able to get through this door (didn't I just say that?).  After opening the door, go through.  On this screen, jump down to the south, and go through the northeastern door. In here, open the chest, and you get Virginia's last tool, the Changecrest.  You will be using this throughout the dungeon.  Use it on all those Orange Blocks in this room to access those two chests.  They Contain a potion Berry and Lucky Card x3.  Exit the room the same way you entered. 

Note: Now that you have the Changecrest, you can cheat a bit.  This only works in some dungeons.  In dungeons where the Gems regenerate (because they are for puzzles, namely this dungeon, Daemoned Pillar, and a few others) you can exit the room and go back and the gems will be there.  This is an easy way to get your VIT and EGN gauge up to maximum at any time. 

Back in the first hall, go southwest, and climb up the steps.  Face east, and use the Changecrest on that White gem on the other side of the room.  This will warp you over to the other side.  Go through the eastern door and onto the next screen. 

Here, go southeast, and you reach another puzzle.  Where you see the lone Orange Gem, use the Changecrest on it, and the door will open.  Go through the newely opened door onto the next screen.  Watch a scene.  Go south, and through the eastern door.

Here, go east.  have Clive with the Mighty Gloves lead.  Have him lift the second block to the west, and put it down to the north.  Do the same with the bottom block.  Now, have him lift the top, far eastern block, and put it to the north.  Do the same for the bottom block.  Not, go up the western stairs, and use the Galecrest to get over this new block path.  Go through the door.  In here, open the chests for 3 Gimel Coins, 20,000 Gella, and 2 Gella Cards.  Exit the same way you entered. 

Back on the block screen, get rid of any orange block, and go through the southern door.  Hee, go west, and face east.  Use the Changecrest on all 3 gems.  Now, use the Galecrest to get across the path.  Open the chest to the south for the Violator.  Go east, and through the southern door.

Note: The Violator.  This is the ultimate cheap item in this game.  Seriously, this item makes the game so easy that it isn't funny.  I dont suggest using it if you want any dort of challenge, but you can...For 100 FP, (make sure your character has no bullets) do Gatling attacks, and he will end with a combo that does 1,000 x your characters level in damage.  So if your characters' level is 63, it will do 63,000 damage.  If you are going to equip it on anyone, equip it on Clive, as he has the least bullets, and the strongest attack.  *sigh* how I hate this item. 

Go southeast, and stand west of the blocks.  Lift the top block with the Mighty Gloves, and put it down to the west.  Stand south, and it it onto the switch,  Now, get the second block, and put it to the northeast.  Stand north of it, and put it down to the east.  This opens the door.  Go through, and watch a scene.

In hee, go west, and through the southern door. This is one of the puzzles that I would have a very hard time writing down for you.  Basically, you need to use the Mighty Gloves to move the orange gem blocks onto the brown floor switches.  It isnt too hard, and I dount you will get screwed over by this puzzle.  After doing so, the door opens.  Go through the southern door.  

In here, use the Mighty Gloves to lift one of the blocks out of the way.  Go through the door, and open the chests. You will get Imitater x3 (Migrant Seal), a Revive Fruit, and Adventure 7. Exit the same way you entered.  Back here, make the blocks into two piles of two blocks high (With Mighty Gloves), and use the Galcrest to get across them. Go to the next screen.  

Here, go as far as possible, and you will notice two white Gems.  Use the Changecrest on the gem on the opposite side of the fence, and you will warp over there.  Go through the eastern door, and watch a scene.  

Here, go north, and face east.  Use the Changecrest on block.  One of thw two blocks go.  Now go back south, and face east.  Do the same thing on the two other blocks.  ASlso, use the Changecrest on that last Orange gem, to make it a block.  Now, have Gallows with the Stdeay Doll lead, and use it on each of those three brown blocks guarding your path.  Now, use the Galcrest to get across the screen.  If you didn't make that orange gem a block, you will have to start over.  Once on the other side of the screen, use the Mighty Gloves to mvoe that block once south.  Stand to the east, and put it south.  Now, have Jet equip the Boomerang, and your goal is to hit the side of that block so that the boomerang falls onto the gem lamp underneath.  It is easier to do this by standing farther away.  Steer the boomerang, and eventually it will hit, opening the door.  Go through the newely opened door. 

Use the Changecrest on all four gems in this room, and move the Gems into a straight line in any direction (and anywhere in the room).  Once you do this, stand at one end of the line, and use the Changecrest again.  Quickly walk through all four Gems, and the door will open.  Go through it.  

In here, go east through three open doors, and examine the last door. Watch a scene. 

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*****                      Cradle of the Metal God                        *****
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 14,484, Y: 17,509
Enemies: Haboryn, Fleurety, Sekmet
Boss: Ose, Melody, Malik
Items:  None
Key Items: None
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Examine that yellow globe that Alfred and party were near before, and your party will be completely healed.  Go through the southern door, continue south, and go through the second southern door.  Here, go southwest, and dont let any of those search lights flash on you.  If they hit you, you are forced into an encounter, and start at the beginning of the screen.  Head across the screen, and have Clive lead.  use the Grappling Hook under each light, and this will make the lights go out.  Stand on the far switch, and use Gallows with the Steady Doll to push the lever.  The door will open, go through.

Here, jump down, and you automatically get into an encounter.  

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Boss: Ose
EXP: 4,500
Gella: 4,700
Item: None
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This looks exactly like a big blob of poop.  And it works like one to.  He is rather slow, and works better with status effects then he does with physucal attacks.

The worst problem in this battle is the fact that Mr. poop blob is completely immune to physical attacks.  So you are kinda really weak against him.  Though there is a trick to this.  Have whoever has Aqua Wisp use the Refrigerate spell on the blob, and he will turn into a panther.  Now he is stronger, but at the same time, you can kill him faster.

In panther form, he is weak versus physical attacks.  Even the weakest attacks from Virginia should do over 700 damage to the Ose. Other characters can do well over 2,000 damage with their strongest physical attacks.  With a few gatlings, you can easily get Ose down 10,000 HP (or more).

In panther form, Ose's main attack isn't really an attack.  it is called Evil gaze, and causes parasylisis to one member of your party.  One member is nothing, especially now. You should have enough Blue Bracers to make it so that your party is completely immune to his status casting abilities.  If not, dont worry about it, just make sure one or two characters have Parasylisis wards.

This is a mid boss, and isn't supposed to be extremely hard, just annoying.  Take note though, that after a few rounds, Ose turns back into a blob, and you need to use Refrigerate on him again.  The damage you did to him still remains though, so just keep attacking in whatever manners you attack with, and he will die.
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After the battle, continue southeast, and go through the door.  In here, press the switch on the eastern panel, and the elevators will start to work.  Go up the stairs onto the elevator, and watch a scene.

Here, go through the southern door.  Now, you need to step on all four of the blue switches to open the door.  I suggest going with Clive and breaking all the lights with the Grappling Hook first.  After doing that, walk across all four switches, and the door will open.  Note that the switches go off after a certain amount of time.  Go through the door.

Watch a scene.  Here, go immediately through the southern door.  There are no chests in this room, only gems.  Use whatever gems you need, and and exit.  Go southeast, and then southwest.  Near the end, stand under the eastern side of the light, and use the Grappling Hook to make it go out.  After it is out, go through the door. 

Here, you have to time things well.  Wait until the laser is at the far southwest, and use the Radical Sneakers to jump onto the netting.  Climb south southeast, time your jump, and hop off.  Go southeast, and time it.  Jump onto the netting, follow the path, and time it.  Jump off, and immediately jump onto another netting.  Time this last one, and hop down.  Go through the eastern door.  

In here is another annoying puzzle that requires the Radical Sneakers.  Have jet lead, and hop onto the netting to the northeast.  Center yourself, and wait until the little lift comes below you.  Press O to hop down, and wait until you reach the other side.  When you do, use the Radical Sneakers to jump up onto the netting, flip up, and flip the lever.  Now, jump down.  

At the beginning, hop onto the netting again, and jump down when you can. When it reaches the other netting, hop on, and go go north, and time it.  Fall onto the next lift.  When you reach the next netting, time it (be patient, dont do it the first time) jump onto the netting.  Go to the northeast, and on this last one, you need to be precise.  Fall down, and when you reach the second netting, jump early, but not TOO early onto the next netting.  Flip up, and go through the northwestern door.  

Here, go through the southern door.  Examine one of the consoles, and it will restore your HP, VIT, and EGN gauges.  But you will almost always get into an encounter after you use it.  After doing this, get some gems, and exit the room.  Back in the hall, go southeast, and through this door.  Watch a scene.

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Boss: Malik, Melody
EXP: 9,400 (4,700 each)
Gella: 10,000 (5,000 each)
Item: None
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This is like all the previous battles with them, except this is a duo.  As always, your frist move should be to cast Decelerate on Malik, so that your attacks can hit him.  As always, Melody is stronger with her Eliminate Scanner then malik is, but Malik causes status effects.

Howe you want to do away with both of them is really your own choice.  If you dont have at least 2 Confusion Wards, then go for malik first, since he can cause confusion with his Disorder attack.  He may be weaker then Melody, and cause less damage in the long run, but the confusion can screw over your entire party, especially on Clive or Virginia (your main attacker and healer).

If you have more then two confusion wards, go for Melody first.  She does about 100-200 more damage with her Eliminate Scanner then malik does, as well as counters attacks with the Venom Strike skill, causing poison status to your members.  She has that 300 damage barrier, but, as always she has low defense, and you wont even notice it.  You may actually do more damage then normal.  Cure the Poison as often as possible, as that paired with Confusion can screw you over.  But other then that, attack however you wish.

You should know the drill by now.  Once Malik is decelerated, he can be damaged.  Melody counters with Venom Strike, and has a barrier that stops 300 damage. Gatling, and Mini Carrots are your friend.  As is FP boost, Attack Boost, and guarding to get FP.  This is the same battle as the previous, except without Leehalt, and stronger attacks from both Malik and Melody.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene.  Continue around the generator, and through the next door.  Go southeast down the path, and through the southeastern door.

Here, Clive should lead, equipped with the Grappling Hook.  Go up the southwestern stairs, anduse the Steady Doll to reach the lever at the end (yes, I know I told you to use Clive, but he is useful for the rest of this screen).  This will open the door.  Now, Clive should lead, and go northwest, using the Grappling Hook to break the annoying Lights. Go through the western door onto the next screen.

Here, get all the gems, and go up the western elevator.  Watch a scene.  Go south, and through the door.  In Melody's room, go northeast and through the door.  

This is another laser puzzle.  Jet with the Radical Sneakers should lead.  Time your jump, and hop onto the first netting.  Go to the far end, time it, and jump down.  Immediately jump onto the next netting, go to the far end, and jump down.  time it, and jump onto the third netting.  Flip up, and face the Gem to the north.  Use the Boomerang to hit the Gem on the wall, and when you do, you will open the door.  Go to the far side of the netting, time it, and jump down.  Go through the door.  Watch a scene (Ah I LOVE this scene...Melody's last words).

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Boss: Wyvern
EXP: 5,000
Gella: 10,000
Item: None
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This is your first battle on Lombardia.  It is like a mix between the Sandcraft and the normal battles in the game.  On the first turn, have each party member normally attack, and you shoulf get up to quite a lot of FP.  Of course, Wyvern can attack you 4 times a turn as well.  Each of his attacks do 3,000+ damage.  That is nothing to Lombardia though.  

On the second turn, have Virginia use Mighty Might, and then Clive use Draconic Gun Blaster.  Each of your other characters should use Missle Might, which is a lot stronger then the normal attacks. Clive should kill the Wyvern with the Draconic Gun Blaster,  but if not, just keep using Missle Might and he will die quickly.
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After the battle, watch a scene.  Note that you will fight the Wyverns as random battles when flying on Lombardia now.  

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-=-=                              Deus Ex                                --=-=

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*****                              Filgaia                                *****
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Suggested Level: 49
Enemies: Wyvern
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You can immediatly go to Dues Ex Machina.  You dont have to talk to anyone, or do anything.  Though you are in free roaming, you may want to fight some of the optional bosses at this time.   Other then that, to get to Dues Ex Machina, just fly around, and you will eventually see a part of the air that is distorted.  Try and hit it, and you will be forced back.  Have Lombarida shoot 5 Missles at it (R2 button) and the barrier will be destroyed.  When you are ready, enter the dungeon.  

Note that I can not help you find its location because it continually lies around, and is random through the game.  I had it one time near Claiborne, and another near Yggdrasil.  Just be patient, and you will eventually find it.

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*****                          Deus Ex Machina                            *****
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Coordinants: Random
Enemies: Jabberwock, Bandersnatch, Quox
Bosses: Fanfir, Leehalt, Melody Clone, Malik Clone, Seigfried, Dragna Seig
Items:  None
Key Items: Teardrop
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When you enter, watch a scene.  Go northeast up the stairs, and east through the door.  In here, go south, and a laser will slowly come at you.  Have Clive equipped with Bombs lead, and use the bombs on the laser.  Use them a bit early, so that they will explode when the laser gets to their location.  After destroying the laser, go through the southern door.  

In here there are some gems, and some blocks.  Use the Changecrest on the Orange blocks, and go through the door.  And here is yet another puzzle.  Virginia with the Galecrest should lead.  Now you need to time this perfectly.  Press the Square button right before the third panel from the east comes out of the wall.  This should get you across safely.  Climb up the ladder to the south, and  flip the switch to the go west to flip the lever.  This opens the door.  Jump down to the east, and go through the eastern door.  

In here, go west, and use bombs on the lasers.  Go through the southern door.  Here, go southwest up the stairs, and through the western door.  Watch a scene.  

In here, go northwest, and through the door. In this next room (which is the control room) go through the western door.  In this hall go all the way west, and examine that panel at the end.  maya tells you to go back to the previous room.  Do so, and here, Examine the center console with Virginia in the lead.  Watch a scene.  Now, if you talk to Todd twice, you can sleep (its basically an Inn) and if you talk to Alfred twice, you can Save.  After doping so, do through the western door.  Go down the hall, and examine the panel again.  You will have 10 seconds to input that code.  It is randomized, so I can not say what it will be.  Just match it perfectly, and the door opens.  After doing so, go through the door. 

In here, you need to hit three gems with the Boomerang.  Start by hitting the one against the far eastern wall, then hit the moving one.  Then hit the still one in the center panel.  Thisis quite annoying, so be patient.  After doing this, the door opens.  Go through it. 

Use Bombs on the lasers in here once again, and go through the eastern door. 

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Boss: Fanfir
EXP: 9,800
Gella: 6,000
Strength: (half) Lightning, (Resist) Earth
Weak: Wind
Item: Duplicater
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This is an odd, odd battle.  Fanfir is VERY weak versus wind, so even if Gale Claw is on Clive, the damage will exceed the amount of damage that Clive does with his physical attacks. Use Wind every turn, and you will do 1,500+ damage just with that. 

The most annoying skills Fanfir has are Contaminated Cryst and Gravitation.  Contaminated Crust makes your party lose 1/10 of their HP every round for 3 rounds. Gravitation is even worse, reducing your entire party's HP by half.  The latter is far more of a problem, but the Crust can be especially annoying, and can eaily kill your party off iof they are weakened. 

Virginia should be on constant healing duty, as that Gravitation is hell.  Of course, Fanfir will not do Gravitation if you do not cast magic on him, but it will take a whole lot longer to kill him without magic, because of his high defense. Its really your own choice.  Long, easy battle, or fast, dangerous battle.  

His normal attacks do around 400 damage, so keep your HP over 1,000 at all times, or else you will die.  High HP is critical in this battle, even though it is hard to stay high with some of his attacks.  Oh, and no, there is no way to remove the Contaminated Crust effects.  It is non-elemental. Be sure to keep Virginia over 25 FP at all times, and then make sure to heal with Potion Berries on the characters under 1,000 HP.  Health is your friend.
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After the battle, go southeast uip the stairs, and through the southern door.  

Here is the most annoying part of the dungeon.  Clive with the Grappling Hook should lead, and stand under that moving panel.  When it comes above you, use the Hook, and you will attach to it.  As it brings you into the center of the room,  drop down.  WALK north, and then west.  Face south and use the boomerang on the Gem lamp.  When it is lighted, a second moving panel starts.  Stand below it with Clive and then hook onto it when it comes above you.  Now is the hard part.  You need to drop down onto that extremely thin piece of land to the west.  It will take a few tries (okay, more then a few) and when you finally are able to time it right, go south and through the door.  Watch a scene. 

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Boss: Leehalt, Melody Clone, Malik Clone
EXP: 18,300 (6,100 each)
Gella: 19,200 (6,400 each)
Item: None
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Unlike the previous battles with this trio, there is definietly one of the enemies that you want to eliminate first.  And also unlike the other battles, this time it is Malik.  

malik, as always, is the king of statuses.  His Try-Injury causes Amnesia, Disease, and Misery.  Disease and Misery can cause you to be unable to heal, which is a definite pain in the ass.  Misery also stops Mystic and Exstension, severly lowering your ability to heal your party.  That is why Malik is the first to go.

Like many of the other battles, Melody and leehalt have the strongest Eliminate Scanners.  Melody counters with Venom Strike, making the Disease/Misery combo even more of a threat.  Poison and Disease are some of the worst you can find.  Gallows without the ability to use Extension-Clearence may screw over the party.  Leehalt will also attack the party more often with Eliminate Scanner (but only if you dont attack him that round).  

After Malik is gone heal your status, and start on Melody.  She will have the same abilities as normal Melody, stopping 300 damage, and Posion Counters.  The Poison is only a threat if you have Disease cast on you.  Other then that, it will be insignifcant.  As long as you dont attack Leehalt until the Poison is gone, then you shouldnt be threated.

As always, Leehalt counters you for the damage that you do to him.  Unlike the very first battles with him though, Leehalt only counters the damage from one Gatling attack, not all of them put together.  So keep your HP over 2,000, just in case your counter.  Of course, if you have a high level, then you may need 2,500-3,000 HP+ for counters, but still, just keep high HP when working with Leehalt. After Melody and Malik are gone, he is nothing.
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After the battle, talk to Leehalt, and then examine the console.  Watch a scene.  

After the scene, go west, and through the northern door.  Here, go west, and the wall will close in on you.  Use the Freezer Doll on it, and it will stop.  NOW bomb it with Clive, and it will explode.  Go through the northern door.

In here, go northeast up the stairs, and through the eastern door.  In here, go south, and examine the last panel.  You have another button puzzle.  You have 10 seconds to input that long code into your controller.  You have to get it perfect.  Remember that it is random, and I can not help you. After doing so, the final door opens.  Go through it, and watch an awesome scene.

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Boss: Seigfried
EXP: 10,000
Gella: 0
Item: Teardrop
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This battle is a lot like the Janus battles.  In fact, itr is exactly like them.  Except for the fact that Seigfried is quite a bit stronger then Janus was with the Dark Spear.  Because of this, you need to approach this battle like the janus battles.

The very first thing you should do in this battle (BEFORE ANYTHING ELSE!) is steal the teardrop.  Do this by using the Pickpocket spell on Seigfried.  If you do not do this, Seigfried will heal himself before you kill him, and you have to start the battle all over again.  This is the most annoying factor of the battle, and stealing the Teardrop will make the battle a whole lot easier.

As with janus, Seigfried has a normal attack, an attack-all, and the proton beam ability.  Proton Beam has not gotten any stronger since Janus wielded it, doing 500 damage to a single member.  Unfortnately, the attack all (not Negative Rainbow this time) calledSeig Impulse does about 1,000 damage to your entire party, which is easily the biggest threat in this battle.  Seigfrieds physical attack, Dark Spear Nemesis does about 400 damage. 

Keep your HP over 2,000 at all times, because Seigfried may use Sieg Impulse two rows at once, and can easily obliterate your party.  Gallows should keep Virginia over 25 FP, and Clive and Jet should attack.  Seigfried has average defense, so Virginia can actually damage him better then she can many enemies. Gallows should use Extension-Valiant, and then Extension-Permanence on your party, so you can damage Seigfried well the entire battle. After that, Gallows should be on support, getting FP, and feeding Mini Carrots to Virginia. 

With Clive and jet attacking, Gallows on support, and Virginia healing, and attacking when she can, this battle will go rather quickly.  Just keep your HP up and you will be fine.
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After the battle, watch a scene, and now you need to get out of Deus Ex.  This will be a long trip...

Go north and through the door, and continue north and through the western door.  Go southwest down the stairs, and enter the next room.  Go east, and south into the room where you fought Leehalt.  Go east, through the northern door.  In here, use the Grappling Hook on the moving panel, and drop down halfway across the screen.  Hop onto the second one, and drop down.  Go through the northern door.  

Go west down the stairs, and through the western door.  Go south, and through the next door, and continue south through the western door.  Go south, and through yet another western door (*sigh*).   Go north down the stairs, and through the northern door.

Here is the panel puzzle. Go through the eastern door.  talk to maya and party, sleep, save, etc, and go through the southern door.  Continue south, and go through the eastern door.  Go north down the stairs and through the western door.  This is the wall panel puzzle.  With Virginia leading, use the Galecrest right before the third panel comes out of the wall.  This will get you across safely.  

Go through the northern door.  Continue north, and go through another door.  Go north yet again, and go through the western door.  Watch a long scene.

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Boss: Dragna Seig
EXP: 10,000
Gella: 15,000
Item: None
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On the first round, have everyone attack normally.  You should do quite a bit of damage.  Seig does 5,000-7,000 damage with each of his attacks, and he, like you, gets four attacks per round.  On the second turn, have Virginia use Mighty Might, and Clive use Draconic Gun Blaster.  the other characters should use Missle Might.  The Missle Might should so 10,000+ damage to Seig.  If you have enough FP, the Draconic Gun Blaster should kill Seig instantly, but, if not, continue attacking with Missle Might, and he will die quickly.
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*****************************************************************************

*************                   Chapter 4                       *************

*****************************************************************************  

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-=-=                           Brotherly Love                            --=-=
 
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*****                            Baskar Colony                            *****
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Coordinants:X: 13,005, Y: 10,912
Suggested Level: 51
Shops: Inn, Save Point
Key Items: None
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Watch a scene.  When you gain control fo Virginia, go west, and talk to Shane.  Watch another scene.  You automatically exit Baskar.

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*****                              Filgaia                                *****
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Suggested Level: 51
Enemies: None
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Note: You will not fight any more Wyverns while flying on Lombardia anymore.

Hop onto Lombardia, and go directly north.  land on the green area near the edge of the continent, and search.  You will find the next (and very annoying) dungeon.

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*****                         Sacrificial Alter                           *****
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Coordinants: X: 12,902, Y: 12,625
Enemies: Alk Volk, Gargoyle, Scorpious
Bosses: Hydra, Salamandra
Items:  Revive Fruit, Gella Card x3, Gimel Coin, Imitator x4 (Talisman), Potion Berry, Lucky Card
Duplicater Door: Mini Carrot, Growth Egg
Key Items: None
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As you enter, watch a scene, and go west and north.  Break the boxes here, and you will get a Revive Fruit.  Continue north and east around the alter, and go up the stairs on the eastern side.  Open the chest to the south and you will get Gella Card x3.  Go west and up the stairs.  Circle east, and open the chest for a Gimel coin.  Ignore that door for now, and go back to the ground level. Head south, and NOW you can enter the dungeon.  

Once inside, go north, and through the northern door.  Here, go down the stairs to the west, and use the Stead Doll to push the Black block once east.  Now go down the stairs to the east, and use the Steady Doll to push the northern black block once west.  Go back to the center of the room, and use the Galecrest to get across the room.  Go through ther northern door onto the next screen.

Continue north, and use a Duplicater on the sealed door to the west.  Go through it, and use the Steady Doll on the chests her for a Mini Carrot and a Growth Egg.  Exit the way you entered.  Go through the northern door.  

Here, use the Feezer Doll on all the Fires, and wait a few seconds.  Two lights will go on, go through that path (which should be the western door).  On this screen, do the same thing, and go through the next (north) door.  Do it yet again on this screen, and go through the (west) door.  Do it one last time, and go through the (south) door.

When you are out of the maze, go south down the stairs, and then east.  Go through the northern door, and watch a scene. 

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Boss: Hydra
EXP: 10,000
Gella: 12,000
Strength: (Active): Water
Weakness: Ice
Item: Mega Berry
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Annoying, annoying.  Actually, this battle is really fun.  That is, if you know what you are doing.  If not, this battle can easily become hell.  I have heard people get so mad at this battle that they claim it is the most annoying in the entire game.

First off, you can pound on Hydra as much as you want, but he will heal himself.  And thats never fun.  But in this battle, it just isn't a normal healing. It is usually over 4,000 damage, which is most likely more damage then you can do in the few rounds that he heals in.  How to be rid of this problem?  Fire magic.  Halle ('Granny') told you back in Baskar about how Fire Arcana stops him from recovering.  Well, it doesn't stop him from recovering, but you need to use it on him anyways.  No matter what character it is on, use it for at least 4 turns in a row, 5 is better.  This will lower the damage he heals to below 2,000, which is definitely a lot easier to deal with.  

Once you have the fire spells cast on Hydra, you can attack him.  Before you start pulling out your big attacks, have a character (hopefully Gallows) Cast Attachment-Ice Element or Extension-Attachment-Ice Element.  This will make even Virginia's attacks do over 1,000 damage to the Hydra, and allows you to kill him extremely fast.  After doing this, use Ice Arcana on the Hydra, and that will be an incredible offense.  

With Attachment-Ice on your party members, Gatling attacks will do well over 10,000 damage. A few of these will kill him, but until you get Attachment-Ice cast on yourmembers, you still have to worry about his attacks.  You may have fought Kraken before this boss.  If so, you know a bit about his attacks.  Hydra has a Malestrom attack that does Water elemental damage to all of your party members.  That is his strongest attack, so you should have at least one fully powered Water Ward equipped.   He does that attack most often, but he also uses physical attacks at times.  It is not really that difficult to lower the damage from his attacks, as he heals most often anyways.  

With him healing, Gallows/Virginia casting Refirgerate, and Clive/Jet attacking with Attachment-Ice, this battle will go extremely fast.  Especially if you Gatling with the Attachment-Ice cast.
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After the battle, watch a scene, and continue north onto the next screen.  Here, go north, and down the stairs.  Use a bomb on the eastern wall, and you will find a secret door.  Enter this room, and open the northern chest.  You will fight 4 Imitators, and get a Talisman.  Use the Steady Doll on the other chests, and you will get a Potion Berry and a Lucky Card.  Exit the room the way you entered, and go through the northern door.  

Go northwest, and south.  Continue through the southern door. Here, use the freezer Doll, and you will be able to see a hidden path.  From the start, go three spaces south, four west, two south, one west, four north, five east, three south, three east, five south, five west, and three south.  Go through the southern door onto the next screen.

In here, go straight south down this screen, and through the door.  Watch anothern scene.

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Boss: Salamandra
EXP: 12,000
Gella: 14,000
Strength: (Active): Fire
Weakness: Ice
Item: Fire Ring
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This is much like the previous battle, except that Salamandra doesn't heal her(him?)self.  Sadly, Salamandra is a whole lot stronger then Hydra was, and can cause your party a lot of problems, even at high levels.

On her first turn, Salamandra casts Flaming Zone.  Normally this wouldn't be an annoying skill, but because Salamandra casts only Fire spells, it can become extremely dangerous.  Flaming Zone  ups the damage that all Fire attacks do.  Sadly, it wont work for you, because Salamandra is immune to Fire atacks. This means you have to work with protect to lower the damage that Salamandra can do.

Salamandra counters your attacks with a skill called Salamandra Burn.  This too is a Fire elementnal attack, and can become extremely strong, doing at times 2,500 damage.  This is a frighteningly large amount, so dont have Virginia or gallows attack at all, at least until Shield and protect are cast.  Her most frequent attack it an attack-all arcana attack.  Called Volcano Top, this skill does 700 fire elemental damage to all of your members.  Paired with the counter, your party can be screwed over pretty quickly.

I suggest Having Virginia Cast Protect and Shield with Terra Roar (equip it on her for just this battle if it isn't equipped normally) and have Gallows Cast Extension-Attachment-Ice Element.  Now, before you start attacking, make sure that you are at full HP.  Then have Clive and Jet use Gatling (ONLY if you have the Ice Attached to your attack) on Salamandra.  This will cause some severe damage to her.  From this turn on, have Virginia heal, Clive and Jet attack, and Gallows use Refrigerate.  If Gallows has Refrigerate, it will do well over 1,000 damage, and is very useful.  Just remember to keep your HP ay max, and you shouldnt die...too much.

PS: If you have Fire rings, they are your friend.  Fire Rings seem to be the easiest ring to get, so feel free to use any you have, as those Wards are extremely useful in this battle.
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After the battle watch a rather long set of scenes, and learn the truth behind most of the game.  

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-=-=                              Demondor                               --=-=
 
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*****                            Baskar Colony                            *****
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Coordinants:X: 13,005, Y: 10,912
Suggested Level: 52
Shops: Inn, Save Point
Key Items: None
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Watch a scene...and now you have to find a new dungeon.

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*****                              Filgaia                                *****
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Suggested Level: 52
Enemy Areas: Baskar, Jolly Roger
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Use the Teleport Orb and go to Midland Station.  From Midland Station WALK east until you pass (dont cross over) the land bridge.  At the end of the continent, search and find Demondor Pillar.

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*****                           Demondar Pillar                           *****
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Coordinants: X: 18,412, Y: 6,386
Enemies: Hide Bomb, Buckbaired, Gargoyle
Bosses: Gespent, Asgard
Items:  Gimel Coin, Power Boost
Key Items: None
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*kills music in this dungeon*  UGH I cant stand it! When you begin, watch a scene, and go north onto the next screen.  Continue north, and use a bomb on the center Spike.  This will blow the spike up. Go through the northern door.

In here, go up the northern stairs, and go west.  At the end, have Jet use the Radical Sneakers to jump up and down.  Each time you do, the platform gets lower and lower.  After about 5 jumps, use the Changecrest on the White gem, and you will teleport over.  Go through the western door onto the next screen.  

Go southwest up the stairs, and through the eastern door.  In here, you will need to use the changecrest to teleport to a different block.  note that if you fall down, the gems move in direction.  One of them has the gems opposite of each other, and the other has the gems in an almost straight line to the other side.  Which is easier?  That depends on the person.  I would say the straight is easier, but its your choice.  Use the CHangecrest on the gem whenever the block is underneath it, and you will teleport onto the block.  Stay on the block until you time it, and then use the Changecrest on the next gem.  Do this about 5 times, and you get onto the other side of the room.  Exit to the east.  

Here, go northeast up the stairs, and through the western door.  Continue west, and use the Freezer Doll on the spikes here.  Now use the Tindercrest on them, and they will crack.  Use some bombs, and you will be able to get through the path.  Go through the western door onto the next screen.  Here, go southwest up the stairs, and go through the eastern door.  Continue east and...

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Boss: Gespent
EXP: 12,659
Gella: 4,659
Strength: (Half): Earth, Fire, Water, Lightning, Ice (None): Dark
Weakness: Light
Item: Dark Ring
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I love this battle. I dunno, maybe I am weird, because I know some people find it annoying.  

The first big problem with this battle, is at the beginning...well just look.  You cant damage him.  Any damage you do to him will be nullified about 2 seconds after you do it.  Now, you need to get this ability away from him.  it is that annoying black barrier around him that causes it, so thats what we need to destroy.  How to destroy it?  Cast Spectre on him.  That isn't so hard.  It will also do a good amount of damage as well.  

After that barrier that stops damage is gone, you can work on killing him.  As you may (or may not) have guessed, Attachment is your friend.  As with the previous battles, it can make your attacks do well over 3,000 damage at higher levels.  Have Gallows use Extention-Attachment-Light Element and your entire party can obliterate Gespent quite quickly.  

As for Gespents attacks, they are mostly Dark Elelemtnal, so Dark Wards work well.  If you have fought Heimdal Gazzo, you will still have those 4 Dark Wards, and will be completely immune to all of his magical attacks.  Phantom Hazard attacks all members with Dark Elemental Damage.  

Gespents worst attack is Corpse Claw, which instantly kills a party member. At this point you should have plenty of Revive Fruits, so it shouldnt be a problem, but it can still be annoying, and can cause problems if you are trying to power up for Gatling.  Other then that, with Dark Wards, his attacks are not much of a threat.  You can slaughter him with Attachment_Light, so you are pretty much set.

Of course, if you dont have Attachment-Light (You need Flash Hit as well as the Attachment Arcana), or are unwilling to change your mediums around, even for a battle, Spectre works well, and so does normal physical attacks.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and continue east through the door.  Go east, and right before you go up the stairs, have Jet use the Boomerang on the Gem hanging from the stairs.  The door opens.  Now, north up the stairs, and through the western door.  

In here, go west around the screen, and go through the western door. Go south up the stairs, and freeze the spikes herre with the Freezer Doll.  USe the Tindercrest on them, and they will crack.  Use some Bombs on them, and they will break.  Do the same thing with the second set of Spikes, and go through the eastern door. 

In here, slowly dodge all of those annoying serpent thingies, and make your way south.  At the southern end, use the Galecrest when facing west, and you will reach the chests.  Open them for 
a Gimel Coin, and a Power Boost.  Use the Radical Sneakers to start back at the beginning, and make your way south once again.  Go east, and then north, through the northern door. 

Go north, and face west.  Use the Galecrest to get across, and then use the Radical Sneakers to get to the upper level.  Go through the northern door.  Continue north, and onto the next screen.  SAVE, and then watch a scene.  

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 14,000
Gella: 16,000
Item: Ambrosia
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Ouch...just ouch.  This is by far the hardest boss fight with Asgard, and the hardest fight for a while.  For preperations, have at least two members with Death Wards.  You have one Death Ward on your mediums normally (it starts on there and you can't take it off) and you got one from Hunbaba in Ruins of Dreams.  You may have gotten a third one from the millenium Puzzles.  if so, use it now.  You need all these possible.  

With at least two characters with Death Wards, you stand a chance.  If you only have two of them, put one on Virginia, so she can revive the entire party at once.  Why all this preparation?  No, this boss isn't like Hunbaba, but he is damn close to it. 

Asgard is at full power in this battle.  He wont hold anything back.  Basically, he has all of his best moves, and can use them at any time.  This means that he can instantly kill your party (if you dont have Death Wards) in a single attack.  This attack is called Wide Barrier.  He first used this on your party in Faraway lands, at the end of the battle with him and Melody, when you first met Werner.  This is the reason you need the Death Wards.

Now heres a rundown of Asgard's other attacks.  He has the Barrier Knuckle, which is his normal physical attack.  It does about 1,000 damage to a single member.  It also hits more often then it did originally, even at high levels.  Other then his Instant death attack, his Barrier Flood.  This attack does 1,500 damage to the entire party, and is the attack that was in Chapter 2's movie with Asgard.  Also the attack that obliterated you in the Leyline Observatory way back when.

Now that you know the trouble you are in, you need to plan.  Have Virginia cast Protect on all members (or Gallows with Extension) and this will lower the damage Asgard can do to your party as a whole.  Keep your HP at maximum at all times, and have Virginia revive party members, while Gallows heals them.  Clive and Jet attack.  Gallows and Virginia should constantly heal, and build up FP when they dont have any work to do normally. They are important aspects of this battle.  Jet may actually take voer Gallows' healing duty because of his sheer speed, while Gallows with Valiant does the attacking.  Either way works: Jet on Healing, or Gallows with Valiant on attack.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, watch a scene, and you automatically exit.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 53
Enemy Areas: Jolly Roger, Humphreys Peak
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Use the Teleport orb, and go to Humphreys Peak.  Enter the Town. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                           Humphreys Peak                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 23,079,  Y: 12,020
Suggested Level: 53
Shops: ARMS, Item, Inn, Save Point
Items: None
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Enter the town, and watch a scene.  Clive will leave your party.  Watch another scene, and exit Humphreys Peak.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 53
Enemy Areas: Abyss, Humphreys Peak
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Hop onto Lombardia, and go directly south until the continent ends.  Then go west, and land on a small brown area of land on the lowest mesa possible.  Walk east across a long yellow path of land, and at the end (looong walk) go north, and then west.  When ou can see a town to the west, search, and you will find the next dungeon.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                       Demondar Pillar-Rear                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 24,621, Y: 10,491
Enemies: Radiant Silver, Radiant Black, Radiant Bronze
Bosses: Nebiros
Items:  Revive Fruit, Lucky Card, 25,000 Gella,  Potion Berry, Gella Card, Imitator x4(Prism Crown), Gimel Coin
Key Items: Adventure 8
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

I HATEHATEHATE this dungeon.  This dungeon is on my top three hated list in this game (whos other fellows are Sand Canal and Caging Tower).  Just...UGH.  Each enemy here has a specific weakness, and you need to figure it out, or you wont be able to damage the enemies well.  To make up for its annoyingness, it has my favortie boss fight in the game.  

As you begin, head north and onto the next screen.  Continue north, and use the Changecrest on the White gem and warp onto the upper level.  Go through the eastern door. Here, jump down, and have Jet lead. Go all; the way east, and use the Boomerang on those living "Towers".  This will make them shorter.  Now use the Radical Sneakers to jump onto the northern tower, and then jump onto the upper level. Go through the eastern door.

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_
 
¯=_=¯=_                            Bosses                              ¯=_=¯=_ 

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

This is basically a Boss FAQ inside of a normal FAQ.  If you just want boss 
strategies, and not the walkthrough, this is the place for you. I will have 
them in order of appearance, so dont worry about finding them alphabetically.  

*****************************************************************************

*************                   Prologue                        *************

*****************************************************************************  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Virginia                                --=-=
 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hobgob Boss
EXP: 24
Gella: 30
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Hopefully, you got Virginia to level 3 or 4 before this battle.  Hobgob Boss 
(how original...) is strong compared most of the enemies in this dungeon, 
doing 4 or 5 damage to Virginia.  Luckily, Virginia has high RFX (evasion) and 
he will miss her a lot of the time.  

Have Virginia attack physically, and her attacks should do around 30 damage.  
heal her if she gets around 10-15 HP.  After about 3 rounds of trading blows, 
Virginia will freak out, and her FP will shoot up to 100.  Guard on this turn 
to get your bullets back, and then choose the Gatling command, and Virginia 
will atack Hobgob boss 5 times for over 100 damage each hit!  The battle will 
then end, and you can reap the spoils.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                Jet                                  --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Tatzelwurm
EXP: 48
Gella: 52
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Have Jet start by attacking normally.  Dont use any FP, as you are going to 
need it later.  Jets attacks are strong, doing 50-70 damage to Tatzlwurm.  
Those are some crappy translaters...wurm...jeeze.  Tatzle is fast, but not as 
fast as Jet.  His attacks do about 2-5 damage to Jet, which is nothing if you 
have Jet at a higher level.  But his Baking Breath does about 10 damage, so 
that is far more of a threat.  After a few turns, the Tatzelwurm will heal 
himself with Recovery.  Jet will now tell himself what to do.  Use Jets Force 
Command, Accellerator, and Tat will be killed.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Gallows                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Kesaran Pasaran (x4)
EXP: 48
Gella: 52
Item: Ice Gem
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is four against one, so things can get out of hand if you are 
weak.  Luckily, gallows has high HP and should be able to survive a lot of 
their attacks.  But still, be cautious.  Their attacks do 5-10 damage with 
each hit, and that is up to 40 damage a round.  Gallows cant stand long 
against that, so have him heal if he gets under 70 HP.  

Gallows should physically attack as the battle starts.  Two attacks should get 
rid of one of the Kesaran Pasarans, but it may be three, if your Gallows is 
weaker.  When one of the Kesaran Pasarans is killed, all of the other enemies 
(three of them) will only do an action called 'Issuing Warning'.  At this 
point, you need to kill one more off.  (Try to have 25 FP before killing the 
second one off).  After killing the second one off, watch a scene, and you are 
back to where you started: against all for Kesaran Pasarans.  

Now is when you can win.  If Gallows has 25 FP at this point, have him use his 
Force Abiltiy, Extension, and have him attack all of the enemies with 
Refrigerate.  This should kill them all instantly, and the battle will end. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                             Clive                                   --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Goldrake
EXP: 64
Gella: 60
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

First off, like 90% of the other enemies in the game, Goldrake will go before 
Clive.  this means you need to be on the ball with Clives HP.  Clive has 
excellent defense, but that doesnt mean he cant be in danger.  Goldrake does 5-
10 damage with his normal attacks.  Don't worry about Clive missing throughout 
the battle, he rarely misses any enemy with his normal attacks.  Besides, his 
normal attacks do over 70 damage even this early on.

Defend when you run out of bullets, and continue attacking.  After around 275 
damage, the Goldrake will begin to fly, and then you can not hit him with 
normal attacks.  Now, Clive needs one bullet, and 25 FP, so defend if needed.  
Now, use his force skill, Lock-On, and the battle will end.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Goldrake (Round 2)
EXP: 78
Gella: 80
Item: Antidote
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, the Goldrake will always act before Clive, and you 
should treat that as a threat.  Clive has high defense, but the Goldrake is 
much stronger this time.  Also take note that this battle will be quite a bit 
longer then the first one.

On the first turn, Goldrake will use his poison attack.  Have Clive atack the 
first round, and on the second, us the Antidote.  The Goldrake will not use 
the poison attack again.  Now you need to attack the Goldrake as much as 
possible.  because he is permanently flying in this battle, it is hard to hit 
him.  It takes a bit to get Clives FP up, so you may want to us a Mini 
Carrot.  But have him attack until he gets 25 FP, and every time he does, have 
him use Lock-On. 

Have Clive use Lock-On not once, but 2-3 times and he will die.  This battle 
can be annoyingly long if you are weak, but its still doable.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*****************************************************************************

*************                   Chapter 1                       *************

***************************************************************************** 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                                Train                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus, Romero, Dario
EXP: 56
Gella: 200
Item: Heal Berry x2, Mini Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot harder then the previous boss battles.  Even though you 
have all 4 party members, this can still be a challenging fight.  Especially 
if your characters are under-levelled.  Try to get all of your characters to 
around level 6 in their own perspective dungeons.  Virginia will be the 
hardest character to keep alive here, as she most likely will only be at level 
4 or 5.  She has the lowest physical defense at this point, as well as the 
lowest HP, so keep her at full health at all times.

You should start by killing off the weakest of the baddies, Romero, first.  
You can kill janus for a quicker end, but it will be harder, and far more 
dangerous if you go that route.  janus himself is the worst threat of the 
battle, doing 10-30 damage to all party members at once.  The other two dont 
hit very often, but getting rid of them will make the battle a lot easier.

Kill Romero with pure physical attacks.  If you need to have the entire party 
healed have Gallows use Extension-Heal or Virginia use Mystic-Heal Berry.  But 
have gallows heal with his spells most of the time, and it should work.  Jet 
and Clive should constantly attack, and defend when they ruh out of ammo. 

After killing off Romero, go for Dario.  He is as easy to kill as Romero was, 
but save Jets and Clives FP if you are saving it up.  Just keep attacking and 
keeping Virginia at full health.  After killing off Dario, use all your FP for 
Gatling, and use it on Janus. This should easily kill him off, but if it 
doesnt, just continue to attack and heal and he should fall in no time.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Fallen Sanctuary                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Grudiev
EXP: 34
Gella: 0
Item: Terra Roar
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is with the Earth Guardian.  He has the strongest defense of the 
guardians, as well as the higest HP.  he isnt the strongest, but his attacks 
do pack a whole lot of puch.  His attack all attack, Planet Breaker, does 50 
(or more) damage to all party members, so you are going to be needing to heal 
after that.  He sometimes counters with 'Mega Smash', but it rarely hits.  If 
it does hit, it will do around 40 damage.  Keep your entire party over 80 HP 
at all times, and attack normally.  It will take a while, but use gatling when 
you can, and he will eventually die. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Moor Gualt
EXP: 34
Gella: 0
Item: Firey Rage
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot faster (as Moor is stronger, and faster then the other 
guardians) then the previous battle.  But, Moor is the strongest of the 
Guardians.  He has the lowest HP, but his attacks can kill of a weak, low-
levelled Virginia in one hit. His Firey Rage is the worst, doing 80+ damage to 
all.  Moor has low defense, but that doesntmean he will go down easily.  His 
physical attacks do 60 damage, so you damned better keep your HP way up in 
this battle.  He also uses magical attacks.  Just hope he does those attacks 
more then his other, as Cremate only does around 30 damage.  As I said, this 
will be a fast battle, but it will be deadly. In my opinion, this is the 
hardest of the Guardian battles. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Fengalon
EXP: 34
Gella: 0
Item: Gale Claw
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

As you may (or not) have expected. Fengalon is very fast.  He is faster then 
most of your entire party, and so you must heal beforehand, to make sure he 
doesnt kill you before your party can even react.  Though he is fast, he also 
has the weakest attacks of all the guardians. He has average defense, so that 
shouldnt present too much of a problem. Note that he does cast a lot of 
support spells on himself.  These will cause him to go faster, and to make 
your attacks hit less often.  The latter is more of a problem since Fengalon 
is faster then your party to begin with.  Fengalons physical attacks do about 
50 damage, and his magical attacks do around 30 damage.  Take note that he 
sometimes counters, so you may not want to have your weaker characters 
physical attack him. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Schturdark
EXP: 34
Gella: 0
Item: Aqua Wisp
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Surprisingly, this enemy is not a magical attacker.  In most video games, the 
water elementals are magical attackers, but this is a physical attacker.  
Assult Tide is the weakest of all the Guardians' attacks, doing 30-70 damage 
to your entire party.  Schurturdark has high physical defense, which is rather 
obvious when you look at him in battle.  Schurturdark counters your attacks 
with Big press, but the attack rarely hits, even with low Reflex characters 
like Gallows and Clive.  His normal magical attacks do around 30 damage, which 
isnt nearly as big of threat as it might seem.  Just kill him off the same way 
you killed off the other Guardians, and the battle should be over quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Ruins of Memory                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus, Romero, Dario
EXP: 112
Gella: 250
Item: Duplicater
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

This is basically a longer version of the previous battle.  Each of the 
enemies' attacks do more damage this time, but nothing too extreme. You should 
approach this battle a bit more cautiously then the previous battle, as they 
do have some new attacks.  

Trinity is their most devastating move.  This does 100+ damage to a single 
party member.  So keep your HP abpve 150 at all times or your character will 
die.  Dario has a move called Zip Up that ups his physical defense, and Romero 
loses his will to fight, and his evasion goes up. Everything else are just 
powered up versions of their older attacks.  

First off, have Virginia cast support spells on the party.  Or use her as a 
healer and nothing else.  You want to get her up to 25 FP though.  So attack 
until you reach that amount.  Once you have that amount, you need to have 
Virginia use Mystic.  Now have her use a Lucky Card on the entire party for 
the cost of one.  This will double everyones EXP after you win the battle.  
You will need to do this a lot throughout the game, and should do so in every 
boss battle possible.  

Gallows should have either Aqua Wisp or Terra Roar, and should use them.  Have 
Gallows use Extension-Heal or Extension-Shield.  The latter will help reduce 
the damage your party takes.  If Virginia has Tera roar, have her spend a few 
turns casting the Shield on herself and Jet.  Other then that, have her heal 
with Mystic (ONLY after using that Mystic

Now that we have the basics down, we can work on strategy.  Janus is the 
strongest character in this battle, attacking all of your party members for 20-
30 damage.  he also counters a lot.  Also, dont worry about attacking Romero 
and Dario now, as you cant do any damage to them.  janu will just heal them 
with Heal berries every time you attack them. 

Foucus all of your attacks on Janus.  Attack normally, or with magic.  
Whatever you want, will do.  After Janus dies, he will leave the battle, and 
then Romero and Dario lose the ability to use the Trinity attack.  Now you 
have to deal with these two alone.  Start with Romero, as always.  hes 
stronger then Dario, technically.  Continue attacking, however you want.  
Gatling, physical attacks, magical attacks, anything.  Soon he will die, and 
you will have Dario alone.  Alone, he isnt much of a threat.  Just continue 
attacking (magical attacks work better, because of his Zip Up) and he will 
die. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Serpents Coils                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Blonde, Timid Boy, Afro, Cat(?)
EXP: 184
Gella: 250
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

This is one of the first challenging bosses in the game.  I suggest getting 
the Clear Chime item, and then equipping it on one of your characters.  
preferably one of your characters that has strong physical attacks.  Use most 
of your PS points on the Confuison Ward skill, as you will need it.  

This battle is somewhat like the Janus, Dario, and Romero battles, except that 
there is 4 of them, and they are a lot stronger then Janus's party.  Afro is 
the worst of them, as he heals, and also has the stronges attacks.  

Your first priority is getting rid of Afro.  He does over 100 damage to a 
single member with some of his attacks, and can confuse your members.  His 
normal attacks do around 50 damage, so he is a serious threat.  If your entire 
party is confused, it will wipe out itself without the enemies even getting a 
chance to attack you.   And since you dont want to wipte your entire party 
out...well I suggest going after Afro first, and you damn better listen to me!

Remember the trick we did with the last janus battle?  Where Virginia use 
Mystic-Lucky Card?  You want to do that in this battle as well.  This battle 
will give you quite a bit of EXP, and with the Mystic-Lucky Card combo, you 
will get even more.  After having Virginia do that, have her use Shield on 
herself.  You may even want to Shield the party BEFORE the Mystic.  

Have Gallows use Extension-Heal or Extension-Shield on the party.  He is not 
strong physically, but you need those FP, and so have him attack.  Jet and 
Clive should attack normally, as that is their main strength.  Have Gallows 
heal any member under 150 HP.  

Now, you have a choice.  You can get more EXP by killing off all the enemies, 
or you can finish the battle quickly by killing the Blonde.  I suggest doing 
the former, but if you want to do the latter, go ahead. 

If you chose the former, kill off Cat(?) before the Timid Boy.  Cat does 30-50 
damage with his attacks.  Take note that Blizzard Breath is a lot stronger 
then the normal Fire Breath.  He doesnt have the highest HP, but he will still 
take a while to kill off.

After Cat(?) go for the Timid Boy.  The Timid boy himself is the weakest of 
the enemies, and isnt much of a threat, even to the lower defense characters.  
Timid boy should die within a few turns.  Dont waste any strong attacks on 
him.  

Now that you only have Maya left, use all of your strongest attacks on her.  
If Jet and Clive have enough FP, have them both defend to get their bullets 
back, and have them both use Gatling (or have Clive use Lock-On, whatever 
floats your boat) and she should easily be killed by that.  if not...just keep 
pounding and she will die fast enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus, Romero, Dario
EXP: 150
Gella: 164
Item: Mini-Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Compared to the battle with Maya, this one is childs play.  Janus is still a 
threat, though.  He has gained quite a bit in power since we last fought him, 
so be warned.  His attack all spell does about 30+ damage and he counters some 
attacks.  

As always, Janus is still the biggest threat of the battle.  Also like the 
Maya battle, you can kill Janus off first, and the battle will end.  But if 
you do that, you wont get all the EXP possible for the battle, and is not 
really worth it.  

As always, start with Romero first.  He sems stronger then Dario in this 
battle, and his attacks hit a lot more often.  Both Dario and Romeros attacks 
do around 30 damage.  They are not too much of a threat, especially if you did 
the Mystic-Lucky Card combo in the previous Maya battle.  

Speaking of that combo, you need to do that in every boss battle in the game 
from now on.  I will give reminders every now and then, and I will tell you 
NOT to do it, but this will get you some high levels, and allow for an easier 
gaming experience.  

After Romero, go with Dario.  He should be a faster kill then Romero was, as 
he has lower evasion. Dont use any gatling attacks on him, since he will be 
killed off easily enough as it is.  

Last, go after Janus.  Keep your HP higher, because janus counters your 
attacks.  Just physically and magically attack him.  If Clive and Jet have 
been building FP, go out and use Gatling (or Lock-On) on  Janus.  That should 
severly dent him, if not kill him.  Continue attacking in any way you see fit, 
and he should die.  This battle will be a lot faster then the previous 
battles. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Ka Dingel                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Trask
EXP: 250
Gella: 1,500
Item: MoonStone
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As you can see, trask is...well armored to say the least.  If you try 
attacking him, he will just reduce the damage.  Even your strongest attacks 
damage will not do more then 5 damage or so.  That is the first problem you 
will face.

The second is Trasks frequent counter attacks.  he will counter your party 
with an attack called Bio-Missle, which does around 80 damage.  This means 
that you need to keep your parties HP over 200 hundred at all times, or else 
they can be slaughtered by the counter attacks alone.  You should just attack 
with Virginia physically until she gets 25 FP and enough to use Mystic-Lucky 
Card.  After that, have her cast Shield on your party.  Gallows shouldnt 
attack at all, but rather use a Gella Card on the Trask (3,000 gella is your 
friend) and the heal the party as needed.  

All right, now that the basics are out of the way, I'll tell you the trick to 
beating the boss.  First off, have whatever character you have with Firey Rage 
use Cremate on Trask, and then that same round (or the next, but I suggest its 
the same round) have the character with Aqua Wisp use Refrigerate (the ice 
elemental spell) on him.  This will crack the trasks armor, and you will be 
able to physically damage him.  

Now that trasks armor is broken, all physical attacks do around 200+ damage.  
Take note that he will still counterattack, but this time with the lattack Big 
press, which you should know by now, doesnt hit very often.  Now you can 
attack him, and he should die within a few rounds.  Even Virginia will do over 
100 damage with her physical attacks.  Reap the wonderful 3,000 Gella spoils, 
and be happy.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 310
Gella: 380
Item: Mini-Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Janus fights alone this time, but he is about 5 times stronger then he was in 
the previous battles. He is faster, and he always counters your attacks.  Be 
warned that you have to be very cautious in this battle.  If you go on an all 
out attack spree, Janus will slaughter your party with counter-attacks, and I 
can promise you, that will not be fun.

First off, do not use magical attacks on Janus.  He will just heal himself for 
300 HP with a Heal Berry.  So you are limited to physical attacks and 
defensive spells.  Virginia may want to Shield your party, and use Mystic-Heal 
Berry.  Of couse, have Virginia use the Lucky Card combo first.  You may 
actually want to use some of those Mini-Carrots you may have stocked up on 
before this battle if you havent already.  

Janus's attacks do 50-60 damage to the entire party now, and his normal 
physical attacks do 40 damage.  Janus's physical attacks are stronger then his 
normal attacks, and do 60 or so damage.  He has 2-3 attacks per round, as well 
as the counters, making him a very fast, and strong opponent.

Attack him only with physical attacks, and soon, he will start COUNTERING 
with  Multiblast (the attack-all ability he uses) this point is the most 
dangerous time.  He can kill off characters that dont even attack him.  Becuse 
of this, you need to limit your attacks, or else have Virginia and gallows on 
constant healing duty.  

For an offense, have Clive and Jet use Galting.  As I said, use Mini-Carrots 
to do more damage to Janus.  This battle will be fast, but like the Moor Gualt 
battle, it is deadly.  Kill Janus as fast as possible, and dont let your party 
members die off.

PS: Use a Gella Card.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*****************************************************************************

*************                   Chapter 2                       *************

***************************************************************************** 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          The Unclean Mark                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Robed Woman
EXP: 390
Gella: 420
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Your first battle with this...mysterious robed woman is easily the easiest of 
all the battles.  But take note that it still wont be easy.  This will be a 
quick battle, usually only lasting two rounds, but the woman can still do some 
serious damage to your party. 

First off, the Robed womans main attack is called 'Eliminate Scanner'.  This 
attack is exceedinlg ystrong, and does from 250 to 350 damage to a single 
character.  Bcause of the sheer power of this attack, have your entire parties 
HP over 400 at all times.  

Attack her physically, as magical attacks dont work too well.  She doesnt have 
a high dodge, so almost all of your attacks will hit.  Just keep your HP up, 
and this battle should be done in a flash.  Remember to wait to kill her until 
Virginia has done the Mystic-Lucky Card combo though.  Maybe have one of your 
main atackers defend on the second round...
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 540
Gella: 580
Item: Baselard
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Unfortuneately for your party, the previous battle was the easier one.  this 
battle will be much harder.  Janus has gained a hell of a lot of strength 
since your last encounter with him on top of Ka Dingel, so be warned.  

Janus has completely different attacks in this battle.  His big damage dealer 
is called "Negative Rainbow".  This attack does 200 damage or more to the 
entire party.  This probably the most serious threat janus presents.  luckily, 
Janus can not do the attack every round, but he CAN do it every other round.  
And he will.

So now you know Janus does 200 damage to your entire party every other round.  
But his attacks dont stop there.  He counters your physical attacks with Dark 
Spear, which does 80 damage to the party member that attacked.  His normal 
attack does around 100 damage to a single member.  Takle note that after a 
certain point of damage, Jnus will start to counter more often.  At this 
point, the counters will do 100 damage, and not 80. 

Luckily, to make things more survivable, Janus is much slower in this battle.  
He may even go after Clive, depending on your level.  This allows yur party tp 
be healed with Extension-Heal or Mystic-Heal Berry and so you can continue 
with the offense.  

Attack howeever you want.  Physical attacks do normal damage to him, and 
magical attacks, with a strong magical attacker (Gallows) do quite a bit of 
damage as well.  Do whatever suits you.  You may want to have whoever has Gale 
Claw cast Turbulance so the characters attacking physically can evade Janus's 
powerful counters.

One last note...you may want to use Mini Carrots on Virginia so she can keep 
the party constantly healed.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Lunatic Garden                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Slickster
EXP: 480
Gella: 500
Item: Clear Chime
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is quite different from the previous battle with the Robed Woman.  
First off, Slickster is a fan of status attacks.  that is his main offense, 
though he also has a few attack skills.  

First off, he attacks with Tri-injury.  This is his most annoying attack, 
causong three statuses: Disease, Misery, and Amnesia.  Amnesia is the worst of 
the three as it stops you from getting EXP.  I suggest curing that one first.  
You probably wont need to heal too much in this battle, so disease shouldn't 
be too much of a problem. 

One of the major threats that Slickster poses is the confusion status effect. 
Without a fast cure, confusion can be devastating, and your party can wipe 
themselves out. Have a Confusion ward on as many of your characters as 
possible (even if you only have one, that will help). This will prevent at 
least one character from being confused, and may even save your party.

The only attack that Slickster has is Elimiate Scanner.  This is not nearly as 
strong as Robed Womans, doing only 200-250.  This will only be a threat if he 
does it on the same character two turns in a row, which is exceedinly rare.  

Attack the Slickster with physical attacks.  This battle will be long, because 
you will be healing a lot of the status effects.   He is not strong, but more 
annoying.  Remember not to kill him until you have all of your characters 
cleared of the  Amnesia status.  Magical attacks also work, but you wont be 
able to use them a lot because of the Misery status that Tri-injury places on 
your characters. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: King of Angolmois
EXP: 600
Gella: 650
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is a rather...odd battle.  The King has a hell of a lot of hP< and is 
physically strong.  It would take a long time to kill him off normally, but 
luckily, the game sets up a trick for you to do beforehand. 

Start by equipping someone With the Moon Spark Medium, preferrably on Gallows 
or Virginia.  This will make the battle a lot shorter and easier.  The Moon 
Spark as a spell that rarely works on bosses called 'Grav'.  This is somewhat 
like a Demi spell from Final Fantasy.  It takes off a certain number of HP 
based on the enemies' current HP. 

Start this battle with a small precatution.  While Grav does a lot of damage 
to the King, he is a very strong enemy nonetheless.  His attacks do about 200 
damage to a single party member, and you wont be able to stand up to that for 
too long without healing.  Have Gallows or Virginia Heal (whichever of them 
doesnt have Moon Spark).

Now that you know the preparations...Have the character with Moon Spark cast 
Grave every turn.  For the first 5 rounds of battle, this will take away about 
1,600 HP.  Have your other members attack as well, because Grav can not kill 
the King.  Your attacks will do a bit less then normal damage, but attack him 
anyways.

After baout 4-5 turns, the damage Grav does will go down, and you will know 
that he is alsmot dead.  Continue attacking, but this time only with physical 
attacks. He will die within a few turns, and the battle will be won. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Sand Canal                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Jansa, Vendidurt, Wisraspt (Battle One)
EXP: 360
Gella: 420
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

You will. most surprisingly be fighting these guys more then once.  You need 
to master your technique in the first battle though, so you can fight them all 
later and finish them with ease.

Now, since there are three of them, they can do what your party does.  One of 
them heals, one casts support spells, and one attacks.  Jansa is the healer, 
Wisrapt casts support spells on his party, and Vendidurt attacks.  Also, take 
note that they will dispel the support you spells if you cast them, so they 
will be worthless in this battle.  

Now, kill of Jasna (the red one) first, because he is definitely what makes 
this battle a pain.  He is the main healer of the group, and he is fast.  He 
also has an instant death attack, to instantly kill a party member when it 
hits.Because he is the biggest threat, and the healer, he gets top priority.  

After Jasna, go after Wisraspt.  He casts support spells and will dispel the 
support spells cast on the party.  He will make the battle longer then 
necessary.   Vendidurt attacks for maybe 150 damage and that is all he really 
does.  The others attack for the same amount.

Now that you know the damage and the order to get rid of them, you just need 
to attack them.  Magical attacks work, as do physical attacks.  Any style of 
gameplay works well in this battle.  Take note that you probably dont want to 
use Mystic-Lucy Card because of the lack of EXP the battle gives you. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Jansa, Vendidurt, Wisraspt (Battle Two)
EXP: 360
Gella: 420
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot like the last one.  In fact, its nearly identical, but 
you still have to be cautious.  

Remember that Jasna heals and has the instant death attack, Wisraspt casts the 
support spells, and Vendidurt is the attacker.  If you remember this 
formation, you can take them out to your lesuire.

The enemies do seem to do a bit more damage in battle this time.  They do from 
100-150 damage.  Most of the time it seems to be closer to the 150 mark 
though.  Keep your HP over 300 to stay safe. 

As in the previous battle, you should go for Jasna (the red one) first.  He 
still has that instant death attack, and is ready and willing to use it.  He 
also heals himself and his other allies for 200-300 HP, making him the most 
annoying enemy in the battle.  If you have all of your characters attack him 
you can kill him in one or two turns, even if he has healed himself twice.  

After Jasna, go for the ever annoying Wisraspt.  He casts spells that lower 
magical and physical damage to his party, and causes the battle to drag out 
longer then it should.  He is far more of an annoyance.

Lastly, Vandidurt.  All he really does is attack, and rarely a few others 
things.  he is the least annoying of the three.  

One last thing, you shouldnt use Mystic-Lucky Card here, either.  You dont get 
that much EXP from this battle, so its probably a waste.  Wait until the next 
battle, and you will do well.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Jansa, Vendidurt, Wisraspt, Jasteuch (Final Battle)
EXP: 480
Gella: 560
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle poses are far more serious threat then the former battles with our 
Power Ranger friends.  You would be surprised how much more dangerous it is 
just because of one extra enemy.

Well, first off the enemies' attacks seem to do a bit more damage.  More to 
the 150 level then the 100.  And Jasna still heals, while Wisraspt casts 
support spells.  

But even with Jasna's instant death attack, he isnt the biggest threat in this 
battle.  Jasteuch is.  Jasteuch has an attack that does 100-200 damage to the 
entire party.  He is also extremely fast, making healing annoying.  His 
physical attacks do around 200 damage, so keep your HP above 400 at all times 
in this battle, or you will find yourself in critical condition.  

As always, start with Jasna.  He is still the healer, and still has that 
annoying instant death attack.  He is the second worst of the bunch.  After 
Jasna, you will want to go for Wisraspt, as always.  He still casts support 
spells on his allies, and is as annoying as ever.  

You can get Jesteuch and Vendidurt out in whatever order you want, but 
Jasteuch is the FAR bigger threat.  It just depends on your play stle.  

One last thing...you may actually want to use Mystic-Lucky Card in this 
battle.  This battle gives you 100 more EXP then the previous two, and is much 
more worth it. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 540
Gella: 600
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After all those annoying puzzles, this battle will probably be WELCOME.  Well, 
sadly, you dont have to win, and you most likely wont. ALl you need to do is 
survive for 3 rounds, and the battle will automatically end.  

Janus isn't too much stronger in this battle.  His negative Rainbow still does 
200 damage to all members, and his physical attacks do 100.  He does counter 
every attack though, so keep your HP over 400.

As I said, you only need to survive three turns, so attacking isn't really 
nescissary.  But if you want the EXP, you need to have Virginia and Gallows 
use Mini Carrots, and have the party attack.  Use Gatling, and continue 
attacking.  Its very hard to win, but it is doable. (or so I have heard)

If you dont beat him, you wont get any EXP or Gella, so dont use any of those 
boosting items.  You wouldn't want to use a Gella Booster (Card) in this 
battle, anyways.  It would be a waste.

After three turns, Janus will cast UltraNegative Rainbow for 800 damage to the 
entire paryty, or bringing your parties' HP down to one.  Clive should attack 
after this, so have defend on the final turn of battle so he isnt countered 
and killed.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Glittering Emblem                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Mono-eyed Titan
Weakness: Light
Resistant: Dark
EXP: 900
Gella: 1,100
Item: Dark Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

The Mono-eyed Titan attacks with mainly dark spells.  Though he sometimes 
physically attacks, the spells are the far greater threat.

The first thing you may have noticed in this battle was his weakness, which is 
Light.  Dark Spells (Grav) wont work on Mono-eyed Titan, so dont worry about 
using those.  But because of his direct weakness for Light spoells, you can 
use your newely acquired Flash Hit.  Using Spectre on this boss will do 
upwards 500 damage to him.

The bosses main attack is the Arcana spell Dark Matter. This spell does from 
100-300 damage to a single character.  If a character has the Dark Ward from 
Moon Spark on them, they will lower the damage, even nullify it.  So even if 
your party is weak, you can win the battle with the character with the Dark 
Ward almost unharmed.

Attack him physically.  Build up FP and go all out.  The character with Flash 
hit should use Spectre, as that will be your strongest offense in this 
battle.  You shouldn't need to heal too much in this battle, but be cautious 
and stay over 400 HP just in case. 

PS: From now on (or when fighting any enemy who gives more then 750 Gella 
after a battle) you should use a Gella Card.  Since Gella Cards sell for 1,500 
Gella, using it on an enemy who gives less then 750 Gella is a waste.  But on 
any enemy or boss that does, it is well worth it.   
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hecto-eyed Titan
Weakness: Dark
Resistant: Light
EXP: 1,200
Gella: 1,400
Item: Mini-Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is almost exactly opposite of the previous battle.  The Hecto-eyed 
Titan is much stronger then his other breathen.  He has stronger attacks, and 
counters 90% of the time.  

His counters do around 100 damage, as does his normal physical attacks.  He 
doesnt attack with magical attacks often, but his counters make up for his 
lack of damage he does normally.  

Also, unlike many bosses, Grav works on Hecto-eyed Titan.  It will start by 
doing quite a good sum of damage, but as you attack him it will go down by 
quite a bit.  It will work for a few turns, but when the damage goes under 
100, its not worth it to use it anymore.  Grav is a main offense in the 
battle, though it is very easy to win the battle without it.

When the Hecto-eyed Titan does attack magically, they are light-elemental.  So 
the character with Flash Hit can be immune to Light elemental magical 
attacks.  This will lower the damage he can cause to a person.  Sadly, he 
doesn't attack with magical attacks as often as his Mono-eyed breathen, and so 
it is harder to lower the damage he does.

Hecto-eyed Titan is stronger versus physical attacks then most monsters, and 
so if you have a party on the weaker end of the scale, you may want to rely on 
Grav more.  He is still damaged by physical attacks, just not to the sheer 
extent of some monsters.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Leyline Observatory                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 2,000
Gella: 2,400
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is one big mofo.  He is as strong as he looks, so sadly, that means he is 
hell strong.  He only attacks physically, so that is one big advantage you 
have over him.

In this battle, support spells are your friends.  Spells like Shield and 
Turbulence are wonderfully useful in this battle, and will save you more then 
you realize.  Since Asgards attacks do around 300+ damage, this is extremely 
important.  

To make matters worse, Asgard will sometimes cast a Barrier.  This Barrier 
will stop all damage from physical and magical attacks. It will last two to 
three turns.  it ends when Asgard does an action called "Optomizes Data".  
After he does that, you will be able to damage him normally.  But take note 
that soon after, he will cast the barrier once again, making you wait another 
few turns until you can do damage to him.

The best way to go about this battle is to build up FP.  Attack Asgard 
physically even when his shield is up, so you can build FP up for Gatlin 
Combos when the shield is down.  When you have enough FP, Defend, and wait 
until he lowers his shield, and then attack full on with Gatling.  

That will get rid of him fastest, but you may want to use Valiant on a low HP 
character, if you have one.  Valiant may be a little cheap, so if you want a 
pure game, then you wont want to use it.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Gemstone Cave                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 2,400
Gella: 2,600
Item: Duplicater
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Since your last battle, your enemies haven't gotten much stronger.  But that 
does not mean they do not pose a threat.  While they may not be as strong as 
before, they can still kill off an unwary party.

During the entire battle, keep your HP over 600 at all times.   With all their 
attack aimed at one member, they can easily kill off a member with HP lower 
then that.  And whoeevr has Moon Spark should have a Dark Ward.  Elemental 
Wards are more important in the battle then are Status wards. Keep a confusion 
ward on though.

As always, go after Todd first.  He not only heals Maya and Alfred for 300 
damage when you attack them, but he has the strongest attacks.  He also has 
that confusion attack still.  The Confusion can be annoying as hell, but at 
this point you can probably counter it better then you could the first 
battle.  Other then his confusion and healing, Todds attacks do around 200 
damage.  

Other then Todd, Maya has gotten a lot stronger.  She now attacks your entire 
party at once for 100 damage.  She casts support spells on her own party, and 
can be an all around annoyance.  While you do not want to attack her until 
last (you want as much EXP as possible) she is still a major threat.  

After killing off Todd, go for Shady.  He does about 80 damage with his 
attacks, and he is one of the fastest enemies.  He is far more of a threat 
then Alfred will ever be, so get rid of him.  He has a whole lot of HP, but 
weak defense.

Go for Alfred next.  He is still weak, doing at max 50 damage with his 
attacks.  He also has quite low HP, so you really don't need to worry about 
him being a threat.  he is so slow that it amazing he is actualyl able to 
contribute in this battle. 

Lastly, Maya.  She has weak physical defense, so dont attack with magic.  
Especially if she has cast refect on herself.  Take note that after damaging 
her, she will start using stronger spells (Vortex does around 150 to all) and 
and she has a single target Dark elemental spell.  She will also usually stop 
casting defensive spells when she is alone.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Diaborg
EXP: 3,500
Gella: 3,800
Strength: Lightning
Weaknesses: Water, Ice
Item: Dragon Fossil x15
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This boss is quite odd.  You fight him on your horses and so the battle will 
be a bit faster then normal.  The Diaborg has some kick-ass looks, but he is 
not the hardest boss you will have to fight.

First off, the Diaborg is rather slow.  He usually attack after Gallows, and 
that definitely shows a major weakness.  He gets one attack per round, and its 
not the strongest.

Diaborg has two main attacks.  He can paralyze a single member of your party 
with Parasylisis Bite.  This attack does not work that often, but if it doesn, 
it will incapacitate a party member for a few rounds. His other attack is a 
normal physical attack that does from 100-150 damage to a single party 
member.  

Attack him normally.  If Gallows has Aqua Wisp, have him use Refrigerate. 
Because Diaborg is weak versus Water and Ice, Aqua Wisp is your best friend in 
this battle.  You may want to to actually use Mini Carrots on the character 
with Aqua Wisp, and then have him/her summon the Medium in battle.  If the 
character has a good enough magic stat, and high enough FP, you can put an 
extremely large dent in Diaborg.  

Other then with water and ice, attack him normally.  he has a LOT of HP, and 
may take a while to wear down.  Use Gatling when you can, and defend when you 
need to get your bullets back.  This battle may take a while, but it shouldn't 
be too difficult.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Fortune Gear                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Olivier
EXP: 800
Gella: 1,000
Strength: ABSORBS ALL ELEMENTS
Item: Hazel Spring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well...this is only a sub-boss, but that doesn't make him less annoying.  He 
has quite a bit of HP, so the battle may take a while. 

First rule in this battle. NO MAGIC!  Well, at least no elemental magic.  He 
absorbs it and it will heal him.  The only magic spell you can use is 
Devastate, and that won't do too much damage unless it is on Gallows or 
Virginia. 

This means you are limited to physical attacks.  Have Virginia on constant 
healing duty.  She will heal the multitude of statuses that Olivier causes.  
Because Olivier uses mainly statuses, you wont have to worry about healing 
HP.  This is why Virginia is the best healer in this battle.  Take note that 
BRAWWWWWWW does a small amount of damage and has a chancde of causing disease 
to the entire party.  Do not worry abotu healing the disease, you probably 
will not need to heal as it is.  

Since HP doesnt matter, Gallow, Clive, and Jet will probably be on attack duty 
throughout the battle.  Gallows should heal anyones status that Virginia 
misses. Make sure to get rid of the Misery and Amnesia statuses first, as they 
will make the battle drag on.

As the battle goes on, Virginia should constantly heal, with Gallows sometimes 
assisting.  Clive and jet should attack constantly, and then use Gatling when 
possible.  Dont worry about Mini-Carrots.  This battle is not supposed to be 
TOO challenging.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

From Mark (reimers@clarityconnect.com)
If you keep using magic something pretty cool happens, he gets larger and 
larger until he dies (I guess he gets so big that he explodes). It only takes 
about 3 turns. Try it.
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+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 1,600
Gella: 1,700
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Wow...talk about strong.  Janus seems to have gotten at least twice as 
powerful as he was in his previous battles, and that is not a good thing.  he 
easily has the power tyo obliterate your party. 

Now Janus not only attacks with Dark Speak, but he also attacks often with 
Negative Rainbow (he doesn't have to wait a turn) and a new, extremely strong 
skill called Proton Beam.  This spell is hell, doing 500+ damage to a single 
character.  I have seen it do well over 800 damage to lower level characters.  
That is easily strong enough to pick off a weakened character.

And, as always, Janus has the Negative Rainbow attack.  this time, instead of 
200-300 damage to all members, it does 500 damage to all members.  He seems to 
use this a bit more then he did in his previous battles, which is definitely 
not a good thing.

First off, Janus is very capable of killing your party off.  And it is not 
only his sheer strength. he is actually FASTER then Virginia.  Thsi emans that 
you need to be somewhat wary.  If you have the Baselard on Gallows, switch the 
Medium with Virginia, as she will need it most.  Do the same with any other 
character, even if only for this battle.

With the Baselards, Virginia will be able to Inertia cancel without a FP cost 
and be able to heal your party asfter one of Janus' devastating attacks.

Well...for an offense, physical attacks work, though not well.  Virginia 
should be on constant healing duty, as should Gallows. Keep your HP as close 
to max as possible to stop him from killing off a party member instantly with 
Proton Beam.  Clive and Jet should physically attack.  Janus is strong versus 
physical attacks, but they work better then magical attacks, so pound away, 
using Gatling whenever possible.  

Also take note that Janus gets a bit stronger versus physical attackas as the 
battle goes on.  And oddly, he doesn't counter your party members' attacks, 
like in the previous battles.  Thsi will be the only relief you have from 
Janus's constans and very powerful strong of attacks. 

Luckily, for winning this battle, you get some good rewards, so remember to 
use Gella and Lucky Cards. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Faraway Lands                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Vacuumon
EXP: ???????
Gella: ???????
Item: ???????
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Well, this battle will last less then one round.  You need Virginia and Jet as 
strong as possible to actually win, as well.  He is a bit stronger then a 
nromal Vacuumon HP wise, but he will not attack you.

He takes normal damage, but has quite a bit of HP.  

All right, to win, you need to kill him off before he has a single turn.  Jet 
needs to critical attack, and Virginia needs at least to magical attack or to 
Gatling.  Without some strong atacks you will not be able to beat him.  Maybe 
having Jet with a Baselard, and then have Virginia use a Full Carrot, and then 
have Jet use his summon.  That could kill him off, but I am not positive.  

If you do not kill him off before he has a turn, he will caste Retreat.  This 
will send your party all the way back to the enterence of the dungeon.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard, Melody
EXP: 0
Gella: 0
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Well, Asgard starts alone.  Melody will not join the battle until the second 
turn, so you don't have to worry about her at this point.  All there is is 
your party, and Asgard.  Just have each of your characters physically attack 
him on this first turn, to build up some FP.  On the second turn, Melody comes 
into the fray.  After this one round, he does Flood Barrier, for 500-600 
damage to your entire party.  

NOW the battle gets hard.  Now is when you need to start taking cautioun and 
start worrying about strategy.  Both Melody and Asgard get to attack your 
party, but you can not attack Melody.  Which is totally and completely unfair, 
but the damn game wont let us complain.

Well, Asgard is the main threat, and since you can only attack him, he is the 
one you are going to kill off first.  Asgards physical attacks do about 100-
150 damage, which is a lot weaker then Melody's. He doesnt attack with Flood 
Barrier again, luckily.  He mainly attacks with his physical attacks.  His 
stronger physical attacks do 200+ damage, but they hit rarely.  

Melody, sadly, is stronger then Asgard.  She does 250-350 damage with her 
Elimiate scanner, and paired with Asgards physical attacks, the damage they 
can both do in a single round can go upwards 600 damage.  So keep your HP 
above 700 at all times.  

Melody is rather normal speed, going after Jet and before Gallows.  But that 
makes it harder for Gallows to work as a healer.  Asgard is slower, usually 
going after Gallows.  But that still makes them both dangerous (poor Clive).  

Make sure Virginia is always with FP.  She will be the character on healing 
duty mainly throughout the battle, and she needs to have the FP for mystic.  
Since she wont be using a Lucky Card in this battle (0 EXP) then she will save 
at least 25 FP. Have the character with a Baselard (Gallows, hopefully) be the 
secondary healer to Virginia. 

Just keep your HP up, and you shouldn't have TOO much problems survivng.  As 
always, jet and Clive should attack normally, building up FP, and then using 
Gatling when possible.  Asgard is strong versus physical attacks, but he is 
still damagable.

After a few rounds (taking off all of his HP), he will cast Wide Barrier, 
which will kill  all of your party members, no matter what.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 3,500
Gella: 4,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is about 10 times easier then the previous, which is a good 
thing.  Your party starts without their max HP (because you finished the last 
battle with all your characters dead).  And if you didnt have enough VIT left, 
they may not even have their max/max HP in this battle.  Luckily, that isn't 
big of deal.

The first thing you should do, is heal your party.  That is, if your party 
didn't have good VIT and is low on HP.  Virginia with Mystic does that well.  
If you have a high level, Virginia can do it on the first turn in battle.

Luckly for your party, Asgard is a LOT weaker in this battle.  he attacks once 
per round, and that attack is after Gallows.  It does about 100 damage, even 
to weaker defense characters, like Virginia.  That means even the weakest of 
your characters can survive 5 or 6 of his attacks.  You arent likely to die in 
this battle, but it is possible.

Just attack.  Physically works well, and even Virginia does decent damage to 
Asgard.  Of course, Virginia wont be too strong against him, but she will do 
more damage then she did in some other battles.  Dont worry about building FP, 
and constantly attack.  Gatling when needed, and Asgard should die quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Survey Point #17                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hound, Feline, Donkey, Flier
EXP: 3,500
Gella: 3,150
Item: Gimel Coin, Bullet Clip
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is like a battle against a weaker version of your party.  The four 
enemies dont have the highest HP in the game, but they cast a lot os support 
spells on their party, and cast stat decreasing spells on your party.  Because 
of this, the battle can get annoying if you dont take out the certain monsters 
first.  

Each of these monsters has a certain duty.  The Donkey soley physical attacks, 
which does 150 or so damage.  Not too strong, but he does have four other 
companions to help him out.  The Flier dispels support spells cast on your 
party, so dont cast any spells like that, or you will have just wasted a 
turn.  And to all you Valiant Fanboys: TAKE THAT!  You cant rely on that spell 
forever.  The Flier also casts negative stauses and stat-decreasing spells on 
your party.  The feline casts support spell on his own party, and is very fast 
to boot.  The Hound mostly attacks, but sometimes uses support spells.

Well, I suggest going for the Feline first.  The Felines support spells on her 
party can get annoying, especially because of her sheer speed.  The Feline has 
the lowest HP of the three, and so will be taken out the fastest.

After killing off the Feline, go for the Flier, for obvious reasons.  The 
Fliers annoying stat decreasing abilities can make this battle a pain in the 
ass, as can his ability to dispel your statuses.  In fact, if you rely on 
support spells a lot, you may even want to take him out before the Feline.

After the two annoyances are out of the way, go for the Hound.  Mr Doggie 
here, he attacks physically, but he also casts some spells.  He is faster then 
the Donkey as well, though not quite as strong.  He should be next gone.

Donkey is last. He only physical attacks, and the damage for the attacks isn't 
that high.  He has the highest HP, and will take a bit longer to kill if you 
haven't been saving up your FP for Gatling attacks. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Humpty, Dumpty
EXP: 3,100
Gella: Use Gella Cards on both
Item: Duplicater, Mini Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is surprisingly difficult.  Dont let their unassuming appearance 
fool you, these two can be deadly, even to an overlevelled party.

Humpty and Dumptry each have their own jobs.  Humpty casts support spells on 
Dumpty, and never attacks.  Though Humpty never attacks, Dumpty is a huge 
threat as it is.  You need to get as many elemental wards on your party 
members as possible.  Ignore the status wards, and go all elemental.  Dumpty 
himself is a huge threat because he can attack with all the elelements.

How big of threat IS dumpty?  He does around 300-400 damage to the entire 
party every round.  That may not seem like much, but it is.  Especially in 
this battle, where there are two targets.  This makes the decision of who to 
attack rather difficult.

I suggest going for Humpty first.  Though Dumpty is easily the stronger of the 
two. Humpty casts support spells on Dumpty, and makes it harder to kill both 
of them off in the long run.  Some spells Humpty has: Shield, Protect, and 
Reflect.  Obviously, each of those makes the battle more annoying.  

It may take a while to kill Humpty off, as they are rather strong versus 
physical attacks.  I also suggest attacking one, and not both at one time.  
Sadly, at the same time, Dumpty will continually wear down your party, so if 
you haven't bred some Potion Berries at the Secret Garden, then you will be 
having a tough time staying healthy in this battle. Gallows will need to be 
onhealing duty as well, not only Virginia.  And dont worry, use all the Mini 
Carrots needed on Virginia, as you will definitely need them.

After killing off Humpty, you will go for Dumpty.  He may have some support 
spells still cast on him, so dont use Gatling or any super-strong skillls 
until you are positive those have worn off.  THen attack him with full force.  
If you didn't use any Gatling/FP to attack Humpty, your FP should be through 
the roof by now.  If so, then you should be able to kill him rather fast.  
Just keep your HP over 1,500 at all times during this battle, and you will 
survive.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 4,400
Gella: 4,800
Item: Dragon Fossil
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, Maya takes on a different...form. This time she is a 
physical attacker.  She is very fast, and quite strong.  Though this time, she 
only atatcks one member at a time, instead ot ehe entire party.  All of her 
allies have gotten stronger in this battle as well. Keep your HP above 800 at 
all times.

As always, start with Todd.  He can still confuse your party and his physical 
attacks do 200-300 damage.  The confusion is just as devastating as ever, and 
Clear Chimes are hard to find, even now.  Todd also heals more often in thia 
bttle.  Now, 300 damage healed isnt as much, but it is still a round or two 
and can be more of an annoyance then anything else.

Alfred and Shady have gotten a lot stronger, as well.Alfred does about 100 
damage with his blast attacks, and Shady does around 150 damage.  Compared to 
the last battle, this is a severe improvement on their pathetic damage from 
the previous battles.

Maya does around 200-400 damage with her physical attacks.  But it is easy to 
lower the damage done with support spells.  She also does not seem to have the 
highest HIT percentage, because she misses quite often.

When Todd is dead, Maya powers up, and starts using her ultimate attacks.  
Those do around 300+ damage, and Maya powers up all around.  At this point, 
she is far more dangerous, but still, dont get rid of her.

After getting rid of Todd, go for Shady, as always.  Shady does more elemental 
attacks, Ice and Fire this time, which is no change from the previous 
battles.  Though he does seem to have less HP this time.  He wont take too 
long to kill.  After Shady, go for Alfred.  Alfred is easily the weakest of 
the bunch, and a round of physical attacks (mainly with critical attacks) can 
kill him off easily.  He will not last more then three turns against a full 
onslaught of physical attacks.  

Lastly, as always, go for Maya. If you have been building up FP, use Gatling 
with as many characters as possible.  Maya seems rather resiliant in this 
battle, and has high HP.  It may take a bit to kill her, but she is still 
fast.  Once the others are gone, she wont be much of a threat alone.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Infinitum                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Pyrodrake
EXP: 3,800
Gella: 4,000
Item: Dragon Fossil
Strength: Water (Half)
Weakness: Ice
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like his name says, the Pyrodrake IS a fire elemental monster.  And because of 
that, all of his magical attacks are fire based.  The character with Firey 
Rage will be invulnerable. 

Like many fire elementals, he is somewhat weak versus physical attacks.  They 
only do lsightly more then normal, but still, there is a slight weakness there 
that you will be able to exploit. You will also notice the weakness versus 
Ice.  Have Gallows or Virginia equipped with Aqua Wisp, and you can do 800 or 
more damage to Pyrodrake each round just with that character.

Oddly, he isnt imune in any way to fire attacks.  But you wont want to use 
magic other then Ice magic on him, because that is his main weakness.  With 
Ice attacks and physical attacks, he will die faster then normal enemies.

And as you may have guessed, the Pyrodrake is strong with magical attacks, and 
weak with physical attacks.  He has an attack called Volcano Trap that attacks 
the enetire party for 200 damage.  This can be quite severe, if your party has 
been worn down from his other, stronger attacks. His main attack, The Caloric 
Sphere does 250 damage to a single party member.  This is easily his strongest 
attack, and the main threat of this battle.  His other attack, The Giant 
Groans, is easily his weakest attack.  As with most other Giant Groans 
attacks, it doesn't hit too often.  And unlike most other Giant Groans 
attacks, it doesn't do much damage, 100 max, normally around 80.

So you basically have one command for your party chosen. You should use Ice 
magic every round, that is the best offense in this battle, without a doubt.  
Now you need your other characters.  Virginia/Gallows (Whichever doesnt have 
Aqua Wisp) should be on healing duty, and Jet and Clive should physically 
attack every round.  They should use gatling whenever they can, and dont worry 
about conserving FP, as it wont matter much anyway.  Do not use any Mini-
carrots in this battle.

Because this is a Halfway boss, he isnt as strong as normal bosses, but he 
does have a lot of HP, so be warned that it may take a while to kill him.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 4,200
Gella: 4,500
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is quite odd.  Most unlike any battle in the game actually.  

Asgard can not attack you.  He has a skill called Fortress of the Gods, but it 
wont work.  he will waste every turn he has using that skill over and over, 
and it will do absolutely nothing on your party.  This may make the battle 
seem like a total breeze.  It isn't.

Asgard will ALWAYS counter your attacks.  There is no might, or maybe about 
it.  He will always counter your attacks with Barrier Knuckle.  Normally this 
wouldnt be such a bad thing, but Asgard has gotten a lot more powerful since 
your last encounter with him.  This time his physical attack does 350-500 
damage.  Well, not really an attack, but it is a counter.  Lucky for your 
party, it doesnt have the highest hit percentage, but when it does hit, it 
packs quite a wallop.

So obviously, you are needing to keep your HP up, and wont want to attack 
often.  I suggest having only Jet and Clive attack while Gallows and Virginia 
are on healing duty.  After the Original Mystic-Lucky Card and the Gella card 
from Gallows, (while Clive and Jet attack) Virginia and Gallows should be able 
to heal Clive and Jet easily.  Virginia using Heal Berries/Potion Berries 
(Potion Berries if you have been breeding them at the Secret Garden, Heal 
Berries if not) and Gallows using heal.  Gallows shouldn't need to use 
Extension-Heal, because Virginia will be on healing duty as well.

With Gallows and Virginia on healing duty, Jet and Clive are free to attack 
with any means necessary.  Dont allow them to attack when under 700 HP, but 
attack with a full force when they have anything above that.  You may want 
Virginia to use Mini-Carrots on them so that they can attack with Gatling more 
often (Mystic-Mini Carrot works amazingly well).  You may want to have 
whatever character with Terra Roar cast defensive spells to lower the physical 
damage that Jet and Clive recieve.  

Sadly, Asgard has high physical defense, so this battle will take a while.  
Dont be imtimdated, just do it, and eventually you will be 
finished...eventually.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: None
Gella: None
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is another odd battle.  This one will remind you more of the battle with 
Janus in the Sand Canal then it did the previous battle.

First off, you have three party members, which is obvious.  Gallows will take 
no part whatsoever in this battle, as he is busy elsewhere.  So you have to 
rely on Virginia for all healing purposes.  Normally this would be a bad 
thing, but there is one thing you have on your side.

This battle lasts 3 rounds.  No more, no less. And luckily, Asgard wont 
counter your physical attacks like he did in the previous battle.  If your 
party has a high enough level, you may not even have to heal.

First off, Asgard has a single attack. This is called Barrier Storm.  Barrier 
storm does 200-400 damage to your entire party (all three members).  This is 
mainly a threat if it is more on the 400 side of the damage then the 200.  If 
so, have Virginia heal after 2 rounds, or else watch yourself writhe and die. 

Asgard has lower Physical defense then in the previous battle, but you can not 
kill him this time.  As I said, this battle will last three rounds whether you 
want it to or not.  In fact, you may want to just defend with all your party 
members.  This will be over quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Nidhogg Pass (1)                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nidhogg
EXP: 4,000
Gella: 4,400
Strength: None
Weaknesses: Light, Dark
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Nidhogg is a surprisingly weak boss for this point of the game.  The only real 
things he has going for him are his status effect, and everything else is just 
like a normal enemy.

And thats what Nidhogg basically is.  A strong normal enemy.  He has a hell of 
a lot of HP for a normal enemy, but his attacks do about the same damage as a 
normal enemies, if a bit more.His normal attack does around 100 damage,  which 
should be slightly more then the normal attack at this point.

He does have a few status attacks though.  Namely the ever evil confusion, 
which he causes with an attack called "Luminous Moss".  He can also cause 
Misery, but luckily, not Amnesia.  As always, use Inertia Cancel if you must 
to cure it. 

Hopefully, Virginia and Gallows have the Moon Spark and the Flash Hit mediums 
equipped respectfully.  Because Nidhogg is weak versus Light and Dark, 
Virginia and Gallows can use magic on him to do quite a bit of damage.  On the 
first few turns (one or two) a Casting of Grav (yes, it works in this battle) 
does over 3,000 damage.  Of course, the damage will go down fast after casting 
it.  Spectre (from Flash Hit) does from 800-1,200 damage to Nidhogg and will 
work as your main offense in this battle.  Take note that in the end, multiple 
castings of this will be more useful then Valiant, so use Spectre instead of 
Valiant (if the Flash Hit is on a stong magic user...anyone but Jet works).  

Physical attacks work, as always, but the magical attacks from Virginia and 
Gallows will do more damage in the long run.  Have the party attack (remember 
that before you kill him to use Gella Cards/Lucky Card), as if you attack with 
the strong magic, you will kill him within two or three rounds.  Maybe even 
one round, if your party is strong enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Nidhogg Pass (2)                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Nidhogg
EXP: 4,000
Gella: 4,400
Strength: None
Weaknesses: Light, Dark
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
This battle is the exact same as the previous, and should be treated as such.  
Nidhogg still gives all those nice EXP/Gella bonuses though.

Nidhogg is a surprisingly weak boss for this point of the game.  The only real 
things he has going for him are his status effect, and everything else is just 
like a normal enemy.

And thats what Nidhogg basically is.  A strong normal enemy.  He has a hell of 
a lot of HP for a normal enemy, but his attacks do about the same damage as a 
normal enemies, if a bit more.His normal attack does around 100 damage,  which 
should be slightly more then the normal attack at this point.

He does have a few status attacks though.  Namely the ever evil confusion, 
which he causes with an attack called "Luminous Moss".  He can also cause 
Misery, but luckily, not Amnesia.  As always, use Inertia Cancel if you must 
to cure it. 

Hopefully, Virginia and Gallows have the Moon Spark and the Flash Hit mediums 
equipped respectfully.  Because Nidhogg is weak versus Light and Dark, 
Virginia and Gallows can use magic on him to do quite a bit of damage.  On the 
first few turns (one or two) a Casting of Grav (yes, it works in this battle) 
does over 3,000 damage.  Of course, the damage will go down fast after casting 
it.  Spectre (from Flash Hit) does from 800-1,200 damage to Nidhogg and will 
work as your main offense in this battle.  Take note that in the end, multiple 
castings of this will be more useful then Valiant, so use Spectre instead of 
Valiant (if the Flash Hit is on a stong magic user...anyone but Jet works).  

Physical attacks work, as always, but the magical attacks from Virginia and 
Gallows will do more damage in the long run.  Have the party attack (remember 
that before you kill him to use Gella Cards/Lucky Card), as if you attack with 
the strong magic, you will kill him within two or three rounds.  Maybe even 
one round, if your party is strong enough.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Nidhogg Pass (3)                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt
EXP: 4,300
Gella: 4,500
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Fighting Leehalt is like battling no other enemy in the game.  leehalt rarely 
attacks your party, which is something essential to your own survival.  Why 
might you ask?  Well read on and I'll tell.

Leehalt counters everything you do.  And it isn't like the Asgard counters, 
either.  leehalt counters with an attack called "Rule of vengeance" which does 
the exact same damage to your party member (that attacked) that the attack did 
to him.  So if Virginia attacked for 200 damage, Leehalt would counter for 200 
back.  Leehalts counters always hit, and there is no way to lower the damage 
they do.  

Now the question is, how do you attack him without your own party being 
decimated in the process.  And the answer to that is: You don't.  First off, 
your weaker attackers (Gallows and Virginia namely) should not attack at all.  
if you want them to get FP, use Mini Carrots, and dont risk attacking.  Clive 
and Jet will take over 500 damage per round, if they are strong, and Virginia 
and Gallows can heal that (one character each), as long as they are both on 
healing duty.  

Now, with Gallows and Virginia on healing duty, you have two choices and ways 
to go about this battle.  You can have Clive and Jet use Mini Carrots on 
themselves so that they get max FP, and then use Gatling when both are at 
max.  The danger to this is, when you use Gatling, Leehalt doesnt just counter 
the damage of one attack, he counters the damage of ALL the atacks (so if you 
do 300 damage with 3 attacks, he will do 900 back, not 300.)  This will almost 
always kill the member that Gatlinged.That is the fastest and easiest way 
though.

The other way is to only attack with Clive and Jet normally.  Dont use 
Valiant, as that will up the damage Leehalt does back to you.  You can keep 
your HP up (dont let it go under the amount double the damage they do 
normally, as you never know when your characters can critical attack) with 
Virginia and Gallows, while Jet and Clive attack.

Either way works, but just remember to keep your HP up, and remember that 
Healing is your friend. Without healing, you are going to be screwed quickly. 
Caution is what this battle is all about.  If you go into it head on, you will 
be slaughtered. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Balazs
EXP: 2,250
Gella: 2,400
Item: Full Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Like the previous battle, you will fight no other enemies in the game like 
this one.  This is even odder then the previous battle though.  Balazs has two 
attacks.  Though those attacks are some od the oddest you will ever see.  To 
make it even worse, you may not have had enough VIT to restore from the last 
battle, so you may not be in top condition.

His first attack is called Otherworld.  This incredible looking skill will 
reduce your entire parties' HP by half (so if you have 1,000 HP, it will do 
500 to that member).  This attack can not kill your party, which is a major 
plus.  Though during this period, Balazs will be invicble, and not take any 
damage.  This only lasts one round, but it is still annoying.  To actually do 
some damage to Balazs, you need to attack before him (and at this point 
Virginia is probably the only one fast enough for that, without support 
spells) or to attack after the spell wears off.  How do you attack after the 
spell wears off?  A little friend called Cosmic Cog.  Use Mini Carrots on the 
character with Cosmic Cog until he/she has 100 FP.  Then, use the 
Arcana "Replay" on the character you want to attack (probably Clive).  Dont 
use Gatling, as you would have wasted all your FP previously in the turn and 
wont restore it.  Attack normally with the character, and he will not damage 
him throughout the normal turn, but on the "Replay" turn, your character will 
damage him.

Now that you know how to hurt him, you just have the other basics.  Balazs has 
one othre attack, which attacks one member for 200 damage.  Keep your HP over 
300, and that one shouldnt be a problem.  Just focus on his immunity, and he 
will die rather fast.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Yggdrasil                               *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Melody
EXP: 2,500
Gella: 2,700
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Unlike the previously Melody battles, she actually counter attacks this time.  
Melody isnt that strong, actually.  Its more your own mistakes that will 
destroy you in this battle, and not her.

Note Melody does have an odd ability.  The game states it (and I quote 
directly):

* Melody's barrier fends off attacks that do less then 350 points of damage.  
Your ARMS and Arcana attacks must exceed the barrier limit in order to damage 
Melody.  

If you have played Breath of Fire V, it will be familiar to you.   This is the 
same as the ABD (which was on the Regents).  Basically, you have to do 350 
damage to Melody, or else your attacks will have been worthless.  Note the 
fact that each gatling shot has to do above 350 damage to harm her.  This 
actually isn't as much of a problem as it may seem.  Melody has low physical 
defense, so most of your attacks should do over 200 damage.  Well at least 
Clives and Jets should be. 

You wont want to attack with other then the two of your main attackers 
anyways.  Melody's counter is called Venom Strike, and causes Poison to a 
target.  If you have Poison Wards, this will be worthless, and melody wont be 
able to touch you, but if not...as I said, you can only screw yourself in this 
battle.

While Clive and Jet attack, Virginia and Gallows should be healing Poison, and 
HP as needed.  They will do best with Magical attacks, but only if the damage 
exceeds 350.  If not, dont bother, and use Mini Carrots on Clive or Jet (if 
you have enough, that is).

This battle isn't that bad, if you are strong, and high levelled.  If not, it 
can last a while.  Just make sure to have those Poison wards!
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Malik
EXP: 2,700
Gella: 3,00
Item: Potion Berry, Dragon Fossil (rare)
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Wow, talk about ouch.  Malik is about 10 times more dangerous then Melody, and 
much worse then he wass in the previous battles.  If you dont take caution, 
Malik can easily obliterate you.  

He has his normal ability, so use Decelerate on your first round.  Other then 
that, everything is new.  Malik has an attack called Chaotic Demension.  Like 
his previous battles, this confuses your members.  But it isnt only one meber 
this time, it's your entire party!  This is a serious threat, so have as many 
characters with the Confusion Ward as possible.  Virginia is the most 
important character to have it on. 

Now, as you know, with confusion, your party will slaughter itself.  IOf your 
characters are strong, it will be even worse.  Sadly, Confusion isn't Maliks 
only skill.  This time he has an ability called Anihalator, which does 300-400 
damage to your entire party at once.  This, paired wioth the attacks 
internally, can cause some chaos.

So...Now that you know what he does, wheres the strategy?  Well, as I said, 
Virginia is the most important character to have a Confusion ward on.  The 
second (and/or third character) is your choice.  Gallows can be good because 
he may be able to heal your parties' status with Extension and Flash Hit.  Of 
course, you may want it on Clive, since he has the strongest physical attacks, 
and can easily decimate your party when he attacks you. Jet is fast, and good 
for healing quickly, if needed.  

Keep your HP above 1,200 at all times.  That is probably the max damage your 
party/Malik can do to one character at any set turn.  Your party members can 
probably do 800 (put together) and Malik can do 300-400 damage with his 
Anihalator. As I said, thats the worst situation, but you can't take too many 
chances.  

Go all out on Malik.  Because this battle can be annoying as hell, use Mini 
Carrots, and Gatling whenever you can.  Dont hesitate to use Inertia Cancel to 
heal your party members of Confusion, either.  You may even want to attack 
with Virginia and Gallows, though they dont do much damage.  Anything to get 
this battle done in a hurry so that Malik wont be a threat.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt
EXP: 3,000
Gella: 3,500
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Before I get into the strategy, DO NOT use Mystic-Lucky Card on this boss.  
Nor should you use a Galle Card, as if you do, you will just be wasting the 
items/FP.

Anyways, now onto the strategy. Like the previous battle, Leehalt is deadly.  
Though he only has the same attacks as before.  He rarely (mainly when you 
aren't attacking him) uses Eliminate Scanner for 400 damage, but everything 
else he does relies on counters.

Also as with the previous battle with him, his counter attacks do the same 
amount of damage that your normal attacks did to him.  Because of this, only 
your strongest attackers should attacks, and let the weaker ones be on healing 
duty. Virginia and Gallows should make sure Jet and Clive have over 1,200 HP 
at all times, or else they may critical attack Leehalt and accidentally kill 
themselves.  

Other then that, the battle is the exact same as the previous (and I copy from 
my previous strategy):

Now, with Gallows and Virginia on healing duty, you have two choices and ways 
to go about this battle.  You can have Clive and Jet use Mini Carrots on 
themselves so that they get max FP, and then use Gatling when both are at 
max.  The danger to this is, when you use Gatling, Leehalt doesnt just counter 
the damage of one attack, he counters the damage of ALL the atacks (so if you 
do 300 damage with 3 attacks, he will do 900 back, not 300.)  This will almost 
always kill the member that Gatlinged.That is the fastest and easiest way 
though.

The other way is to only attack with Clive and Jet normally.  Dont use 
Valiant, as that will up the damage Leehalt does back to you.  You can keep 
your HP up (dont let it go under the amount double the damage they do 
normally, as you never know when your characters can critical attack) with 
Virginia and Gallows, while Jet and Clive attack.

Either way works, but just remember to keep your HP up, and remember that 
Healing is your friend. Without healing, you are going to be screwed quickly. 
Caution is what this battle is all about.  If you go into it head on, you will 
be slaughtered. 

NOTE: Make sure you are healthy when you kill Leehalt.  Dont pound on him too 
much, so that your party gets hurt more then it should.  There is a battle 
right after this. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Janus
EXP: 6,500
Gella: 7,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is annoying, and luckily, it will be your last battle with Janus.  
You should know Janus's attacks by now.  They haven't improved much, but the 
main problem with this battle is your stats.  You start with the same HP/FP 
etc abilities that you ended the Leehalt battle with.  This means any dead 
characters or low HP characters will remain that weak.  This makes this battle 
a pain.

First thing: Get your party healthy.  The battle with Leehalt may have left 
you quite weak, so make sure your HP are up to max again.  After that, then 
you can focus on attacking Janus, and killing him once and for all.

Janus attacks much more frequently then before.  He can use Negative Rainbow 
(for 300-500 to all party members) as miny turns in a row as he wishes.  If he 
uses it three turns in a row (which I have seen him do) he can easily decimate 
a weak party.  So keep your HP above 1,500 at all times, or else be prepared 
to suffer.  Dont hesitate to use Mini Carrots on Virginia so she cxan use 
Mystic-Potion Bery, either.  You need all the health you can get, and Gallows 
with Extension-Heal probably wont get it to you. 

Other then Negative Rainbow, Janus can attack single party members.  Proton 
Beam does aroun 500 damage to a single member, which is Janus's strongest 
attack.  He has a Dark Spear attack, which he uses rarely, as well, that does 
200 damage to a single member.

Now, while Virginia is on constant healing duty, have Clive/Jet attack, while 
Gallows is on Support.  Depending on how you play, you may want Gallows to use 
Mini Carrots on your attackers so they can use Gatling more often, or you may 
want to use Valiant (ugh...so early on, it feels like you are cheating).  
Extension-Valiant is your friend if you decided to play that way.  But as 
always, Gallows works best on Support.  

Take note, you should use Gella Card/Mysitc-Lucky Card in this battle.  it was 
only the Leehalt battle in which you shouldn't use them in.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt, Melody, Malik
EXP: 8,400 (2,800 each)
Gella: 9,000 (3000 each)
Item: Full Carrot
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Well, for the last battle in Chapter 2, this surely isn't as bad as one might 
expect.  First off, none of the thre prophets have their special abilities.  
this means Melody doesnt have her Poison counter or her 350 damage barrier, 
Malik doesnt have his Confusion attacks, or his high evasion, and Leehalt wont 
counter you with the same damage you do to him.   Because of this, it is an 
all out punch fight.  Maliks speed changes drastically throughout the battle.  
Sometimes he goes last, and sometimes he goes after Virginia, it doesnt matter 
when, and because of this, he can be considered one of the worst threats.  
Leehalt is definitely the stronges, doing the most with Eliminate Scanner.

Eliminate Scanner is the only attack each of the prophets are capable of using 
in this battle.  Malik's is the weakest, and Leehalts is the strongest.  They 
do from 300-500 damage to one character.  This isn't so serious, luckily, but 
if they attack one character a round, that is 1,500 damage, and can easily 
dlaughter a low level character.

So, keep your HP above 1,500, if possible.  If not, just keep your HP at max, 
and you should survive.  Make sure to use Gella Cards on all of them, and you 
will get quite a hefty sum of Gella after the battle (18,000, actually).  
Mystic-Lucky Card, as always, as well.  But dont let anyone die, because thats 
a nice amount of EXP you will get from winning this battle.  

Pound on Melody first, as she has the lowest defense and HP.  She will go down 
in two or three rounds.  Then go after Malik, as his radical speed can be 
annoying, especially if you are trying to heal a dying character.  Leehalt is 
last.  Though leehalt is the strongest, he is also the hardest to kill off 
(and the least annoying).  

This battle isn't supposed to be too difficult, dont make it so, with all the 
pretty special effects and such.  Just slaughter them and be done with it. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*****************************************************************************

*************                     Chapter 3                     *************

***************************************************************************** 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Iron Dragon Nest                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Buer
EXP: 9,000
Gella: 10,000
Item: Duplicater
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle will either be very long, or very quick.  It just depends on how 
you play.  

Buer says he is afraid of the light, though this does not mean that he is weak 
versus light elemental attacks. He is usually 'closed' (attack him and you 
will see what I am talking about).  This 'closedness' will prevent you from 
doing quite a bit of damage to Buer.  In fact, even your strongest attackers 
will only do 80 or so damage. 

Buer has a few main attacks.  He has that normal physical attack, like all 
bosses. It does about 100 damage.  He has an attack all called Coyoctus, which 
does 300 damage to the entire party.  This is the main threat that Buer poses.

Right after the Coyoctus attack, Buer will open up.  Its for a very short 
period of time, but if you attack him then, you will be able to damage him 
fully.  You can kill him instantly with a critical attack, if you are lucky.  
Other then that, you need to attack normally, and wait for this opportunity.  

And unlike other battles, in this one I DO suggest using Valiant.  Especially 
after a few attacks, so your party will be weaker.  This will alow you to 
damage Buer better, and end the battle faster.   There is not really too much 
to this battle, as he will probably die before the time limit anyways.

One last note...Use Gella and Lucky Cards immediately.  You might accidentally 
kill him before you are able to, and he gives some nice bonuses.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Filgaia                                 *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Balal Quo Nega
EXP: 20,000
Gella: 30,000
Items: Briefcase
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is easily the hardest enemy you will face on your Sandcraft.  Though it 
can become much easier if you have a strong cannon.  In fact, you can kill him 
in one hit with the second or third cannon upgrades.  

Balal's attacks do around 20,000-30,000 damage.  This isnt that much compared 
to the stronger monsters in the sand (if you have faced them).  The bad things 
is that he attack often and he has high (VERY high) defense.  Oh, and the fact 
that every two or three turns he completely restores his HP with a healing 
spell which is shown as "Critically Heals".

Because of this Healing, you need to kill him off fast.  With the first 
cannon, this battle is all but impossble.  Seriously, dont even attempt this 
battle if you only have the first cannon. With a strong cannon, Select "Fire 
all Ammo at Once" and, if you are strong enough, you will kil him instantly.  
If not, have the defender reload the ammo, and then do it again.  You should 
be able to take him down in two shots, but usually by the third round he will 
be annoyed and heal himself again, leaving you back at square one.  Just 
continue the pattern, and if you are srong enough, he will die. 
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Fallen Sanctuary                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Lucied
EXP: 8,400
Gella: 0
Item: Just Law
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Lucied is the easiest of the Guardian Lords, without a doubt.  Note though, 
that you normally would not fight these lords at this point of the game, and 
even a very high levelled party may take a while to kill them.  

Lucied has a few main attacks.  Unlike most bosses, he roates his attacks, 
which means you never can know what to expect from him.  His Lifedrain is 
probably the most annoying, doing 250-350 damage to a character.  This also 
heals him for whatever damage it did to your character.  So if it did 300 
damage to your character, Lucied will gain 300 HP. His other main attack is 
called Full Moon.  This basic physical attack  does about 300 damage to a 
character, though at a higher level, it will do less.  Lucied also has an odd 
magical attack. Sometimes it will do no damage, and others it will do an 
astounding amount.

His last attack is his ultimate attack.  This is called Dark Destruction.  The 
animation is a little weird, but the attack does 400-500 dark elemental damage 
to all.  having at least Virginia equipped with Dark Wards is a must in this 
battle. You never know when Lucied will, use this attack either, so keep your 
HP over 900 at all times.  

Now, Lucied has average  defense versus physical attacks, which is obviously a 
good thing.  Though he is quite fast.  This can lead to a problem if you need 
to heal.  Though Virginia should be the one on healing duty constantly, 
Gallows should be on support.  Because of Lucieds high HP, it may take a while 
to kill him off, meaning you have to be on healing duty every two rounds or 
so.  Use Mini Carrots when needed, as you ould always go grow some more.

Attack him however you wish, though as always, physical attacks work better 
then magic.  Whenever Gallows ian't on support have him attack.  Even though 
he isn't as stroing as Jet or Clive, every little bit counts, right?  Use 
Gatling as often as possible, depending on your characters' weapons' weight.  
I dont suggest using Mini Carrots on them just for Gatling, but if you are 
impatient, you may want to.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Raftina
EXP: 8,400
Gella: 0
Item: Love Charm
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Raftina is definitely one of the harder bosses in the game.  That is, unless 
you dont know the secret to success (AKA how to beat her).  Her first move is 
called Copy Abilities, which will give her the ability to use all of the 
Arcana your party has.  She will mainy use attack Arcana, though she sometimes 
uses status effecting Arcana. 

Now that doesn't seem to bad does it?  Well it isnt...except for the fact that 
she has extremely high magical attack power.  And She atacks your entire party 
each time.  She is on a constant Extension-Arcana thing here.  Even worse, all 
her Arcana attacks do over 500 damage.  This is gonna hurt.  

Because she attacks with those Attack-all Arcana's, Raftina is incredibly 
strong.  You will most likely need to heal every two turns, but keep 
Virginia's FP over 50 at all times so she can heal at a moments notice.  Only 
use Potion Berries to heal.  

Though the 500 damage a round may seem kinda rough, it isn't if you follow one 
trick. Have Gallows equipped with Flash Hit (as it should already be on him).  
Now, on the first round, have him cast Extension-Reflect.  This spell will 
single-handedly save your life.  Every turn she will cast her attack all 
Arcanas, and it wont damage your party.  Instead, it will reflect back to her 
and do around 300 damage.  Pretty spiffy.  You will need to recast it every 
few rounds though, because it does wear off.

With Reflect being cast every 3 rounds or so, Gallows should attack.  Virginia 
needs those FP, so she should as well, as should your other members.  And 
after 3 or 4 of her rounds...Raftina does the annoying.  She casts a spell 
called Sacred Blood on herself.  This spell heals Raftina for 4001 HP.  So 
basically in 3-4 rounds you need to do upwards 4001 HP, or you will have 
attacks for nothing.  This isn't as hard as it seems, though, unless you are 
underlevelled.  If underlevelled, feel free to use as many Mini Carrots as 
needed, as you will need them all.  If not, attack normally for a few turns, 
and then use Gatling with a full force.  You should easily be able to 
penetrate that 4,000 damage.  Though you will still need to attack her after 
that, all you need to do is get over it to damage her...and remember, she DOES 
do it after another 3 or 4 turns.  You need to keep the damage up, or else she 
will constantly heal herself for more damage then you can do.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                       The Worlds Footprint                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+* 

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Bosses: Scarecrow, Steamgear, Leonhardt
EXP: 9,900 (3,300 each)
Gella: 10,500 (3,500 each)
Elements:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Scarecrow:
Strengths: (Half): Earth, Water, Ice, Lightning, Fire (Null):Dark
Weakness: Light
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Steamgear:
Strengths: None
Weaknesses: Lightning
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Leonhardt:
Strengths: None
Weaknesses: All
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Item: Dragon Fossil,  Adventure 5
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This battle is a lot harder then those other boss battles with three enemies.  
This set of enemies is a lot more balanced then any other set, and can cause 
some major havock on your party if you dont.

The main threat is definitely the scarecrow.  He has an instant death attack, 
and is noit afraid to use it.  In fact, he will most likely use it more then 
his normal attack, making him especially annoying.  His normal attack does 
about 200 damage, which isnt that bad, but when coupled with the other 
monsters' attacks, it can cause some problems.  The Scarecrow also has the 
ability to reflect Arcana attacks.  When you see him cast a spell about Arcana 
effects, dont use any Arcana on him, as it will only be reflected.  This means 
you probably will have to kill him with physical attacks.

THe Steamgear is definitely the least threat of the three.  He has the weakest 
attacks of them, and will rarely do over 150 damage if your party is strong.  

Leonhardt can be annoying, though he is the easiest to kill.  Leonhardt 
counters all of your attacks with (surprisingly) an Arcana attack.  This 
attack, called Surpessed Curse? (which you have seen before) does about 200-
300 dark elemental damage to the character that attacked.  Attack him 
magically, instead of physically, as that will do more damage.

Oh, and one more thing.  One of them has the ability to cast a spell 
called "Critical Heal".  This ability will completely (100%) heal the entire 
party of enemies.  So even if you have done 4,000 damage, it will heal all of 
it.  This is the most annoiying factor, and the reason why you need to attack 
one of them at a time, so you dont waste all the FP and items.

Now, go after the Scarecrow first.  He is the biggest threat, and by far the 
most annoying.  Use all of your Gatlings on him, and use Spectre as often as 
possible, before he casts his reflect ability.  Once he does, just attack 
physically, and hopes he dies off fast.  After the Scarecrow casts the reflect 
spell, you may want to have your magic users go after Leonhardt with their 
magical attacks.  This will let you wittle down both enemies, but kill the 
evil Scarecrow first.  Remember that the Leonhardt is weak versus all 
elements, and so feel free to use magical attacks on him.  

Kill the last one however you wish.  He is the easiest of the three to kill, 
as his attacks are the weakest.  Use whatever you want, as it wont make a 
difference.  once the other two are gone, he is nothing.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Ruins of Dreams                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

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Boss: Humbaba
EXP: 10,000
Gella: 12,000
Strength: None
Weak: ALL
Item: Holy Grail, Dragon Fossil
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This can easily be categorized as the most annoying battle in the game.  
Before anything else, check your Mediums.  But Cosmic Cog on Virginia, and 
make sure she has all 4 points on the Death Ward, as she will need it.  

Now, every three turns, Humbaba will screw you.  it is simple as that.  ON the 
third round, he will cast Stench of Death, and then  his ultimate spell (or 
THE ultimate spell) Humbaba Curse, which instantly kills all members of your 
party without the Death Ward equipped.  It isn't a 'maybe' it is a WILL.  You 
WILL be killed by this attack, if you do not have a Death Ward with maximum 
protection.  

Now, for the strategy.  There is an easy way, and a hard way to go about this 
battle.  The hard way is to beat him normally.  Because Humbaba is weake 
versus magic, this is your ticket to success.  First, use the Mystic-Lucky 
Card combo imediately, as you probably wont be able to kill him in 3 rounds.  
Also use a Gella Card immediately.  This will make it so you can focus on 
survival later in the battle, instead of trying to power him up for the 
Goodies.  

Now, attack him with Magic. Any magic works.  Gallows with a strong Spectre 
does 1,500 or so damage.  Jet and Clive should attack normally, unless you try 
their magical attacks and they are stronger then their physical attacks. 
Virginia should focus on gathering 25 FP, so she can use Mystic-Revive Fruit 
after each Death spell.  Then you can continueally repeat the process (though 
dont heal the other 3 members, as it wont do anything).

The extremely cheap and easy way to beat this boss takes less time then any 
other battle in the game.  On the First, have Virginia use Mystic-Lucky Card 
with Jet use a Gella Card.  Have Gallows use Spectre, and have Clive use a 
Full Carrot on Virginia (NOT a Mini Carrot).  Now, with Max FP, have Virginia 
summon a Guardian (most likely the Water Guardian, if the Medium is equipped 
on her) and this will do about 7,000-8,000 damage.  If this doest kill him, go 
all out with the other characters, and he will not take long to kill after 
that.
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*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Fila Del Fia                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Chameleon Man
EXP: 12,000
Gella: 13,000
Strength: None
Weakness: Ice
Item: Duplicater
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This battle somwhat reminds me of the Balazs battle in Nidhogg pass 3.  Mainly 
because the enemy because somwhat invincible.  This battle is easily more 
annoying then most, so just control yourself, and work with me.

Chameleon man is not that strong. He rarely does any damage with his attacks, 
as he prefers status changes.  This isnt THAT bad, since it is mainly Misery 
(annoying) and Poison. Both of which are easy to cure in a turn. he is also 
very slow, making him less of a threat.

The true problem with this battle is the fact that you will not be able to 
physically attack him often.  When you physically attack him, he becomes 
immune to physical attacks for 3 turns.  He also becomes MUCH more dangerous.  
I quote directly from the game:

*Once it is physically attacked, the monster will activate stealth mode, which 
nullifes all physical attacks.  However, it's stealth mode wears off after a 
number of turns.

That number of turns, is three, by the way.  

Now you know the main problem.  First off, do not attack Chameleon Man 
physically unless it is with Gatling, so that you can do more damage.  Yes, 
magical attacks hit while he is in Stealth mode, but they do little damage.  
Even the strongest attacks from Gallows and Virginia do 300 or so damage, 
which is extremely weak. Even Ice attacks do that little damage.  

Another reason not to use physical attacks on him often is simple. He gets a 
whole lot stronger.  He only uses instant death attacks, and those hit quite 
often.  This can be very annoying, especially if your character was saving FP 
up.  Feel free to use as many Mini Carrots as you want, though only use them 
when your enemy is not in stealth mode, or it will be a waste.

Once the Chameleon man is out of steal mode, you can attack him (only once, 
remember) so make sure that it is strong.  In three turns, you can easily get 
100 FP through Mini Carrots, so whichever character is strongest, attack with 
Gatling.  This probably wont kill Chameleon man, but it will severly damage 
him.

Just keep that up, and the battle will be won.  It may take a while though.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Justine
EXP: 8426
Gella: 0
Item: Brave Seal
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Justine is the common RPG Cliche foe.  he is big, strong, can take a hell of a 
lot of damage, but is pathetic magically. That just about sums Justine up.  
His magical attack does like 100 damage or less, and his biggest attack, 
called Justine attack (how original) which instantly kills all party members, 
never works.  So basically all you have to worry about are his main attacks, 
which are average powered.  

Heres a rather entertaining piece of information.  Justine casts Hyper on 
himself, though it only lasts one turn.  This means that it is a complete 
waste of his turn, as he wont be able to attack while it is in effect.

Justine doesn't really require any special strategy.  Since his attacks rarely 
hit, he wont be able to damage you much.  The one thing you DO need to watch 
out for is his very high HP.  Even an extremely overlevelled party, this 
battle will take quite a while. Justine only has average defense (magically 
and physically) but that high HP can make this battle last longer then almost 
any battle previous.  

Just be glad it is not as annoying as Raftina.
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*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Caging Tower                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Maya, Alfred, Todd, Shady
EXP: 12,400 (3,100 each)
Gella: 12,800 (3,200 each)
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is almost identicle to the previous battles with Maya and party, 
except your opponents are a whole lot stronger this time.  No more lame 
damage, they go all out.  You had better be warned.  Keep your HP above 1,000 
at all times.

The hardest part in this battle os the beginning.  In the begging, when all 4 
enemies are alive, the party can be killed within 3 turns.  Especially a weak 
party.  Todd, Alfred, and Shady do a special attack together, called Wild 
Bunch.  They can only do it once a turn, but it does over 500 damage to your 
entire party.  This is a huge threat, as you will need to immediately kill one 
of those three off.

As always, go for Todd first.  As always, he heals, but this time for 300 HP 
(as always.) at this point, 300 HP is about what Virginia does with an attack, 
and will not save him at all.  But this is not what makes him dangerous.  The 
main threat is his Meteor Dive, which does from 300-500 damage to a single 
character.  This can easily kill off a weakened character.  

Of course, Todd wont DO those attacks if you kill him first.  HE will 
constantly do Wild Bunch with his friends.  After Todd, go after Shady.  He is 
good for building FP on, since he has low defense and HP.  He also does more 
damage then Alfred does, making him more of a threat.

And, as always, go for Alfred next.  The only thing Alfred has gained in his 
time away from battle seems to be HP.  He is just as weak as before, doing 
less then 100 damage with his physical attacks.  He is just pathetic.  Sadly 
pathetic.  I pity Maya forhaving such a worthless brother in battle.

Normally, Maya alone is not much of a threat, but this time that is 
different.  SHe gets MUCh stronger. She gains an attack called Calamity Jane, 
which attacks maybe 5 times, and does about 1,000 damage to a single party 
member.  After this damaging battle, that can easily kill a weakened member. 
Make sure you keep your HP over about 1,200 at this point, as you never know 
when the damage will reach its peak.  Maya is the most dangerous now, though 
she does have the lowest HP of the bunch.
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*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                            Dragons Lair                             *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

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Boss: Lombardia
EXP: 13,000
Gella: 14,000
Item: Gimel Coin
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For her (yes, Lombardia is female) size, Lombardia is definitely a lot weaker then she looks.  Or maybe it is just the fact that she uses more support magic then she attacks with.  Any way you do it, if your party is strong, you may be able to kill her off before she uses her strongest attacks.  

On the first three turns, Lombardia uses defensive spells on herself. These spells include Cerebal Matter, which increase her evasion ans her rexflex by over 200 points, Epidermal Shell, which reduces all (magical and physical) damage you do to her, and Mighty Might, which ups her attack.  This takes three turns.  So on these turns, you need to attack normally, so you can damage her as much as possible.

After she casts the support spells on herself, she will attack for two to three turns.  She attacks once per turn, and the attacks do about 200-500 damage. They only hit one member.  After those turns, you will note that Lombardia will begin to flash red, at this point, ATTACK WITH ALL YOUR MIGHT!  Your attacks do a whole lot more damage, (even Virginia's do over 1,000 damage), so use Gatling as much as possible on this round.  If you attacked a lot before hand, you should be able to kill her now.
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*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        Dissection Facility                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

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Boss: Sadas, Sadas jr.
EXP: 14,000
Gella: 15,000
Item: Potion Berry, Revive Fruit
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This will be the fastest boss battle ever.  On your very first turn, have Virginia use a Gella Card on Sadas, and have Jet use one on Sadas jr.  It is important for you to do it to Sadas first, as he wont last long.  

On Sadas's first turn, he will self destruct.  This attacks a single member of your party for 2,400 HP.  At a low level, this will easily kill a party member, so make sure to have a Revive Fruit on hand.  Take note that until Sadas dies, you will not be able to damage Sadas jr.  

After Sadas self destructs (or takes his journey, as the game puts it), you are free to attack Sadas jr.  Dont attack him til after Virginia has use Mystic-Lucky Card though, because this battle gives some rather good spoils.  After you use the Mystic-Lucky Card, attack physically, and Sadas jr. should die in a single round.  He is weak versus physical attacks.
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*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Ruins of Memory                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt, Melody, Malik
EXP: 15,900 (5,300 Each)
Gella: 16,500 (5,500 Each)
Item: Potion Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Now THIS is how the final battle in Chapter 2 should have been.  Each of the once demons have their own powers back, as well as all their strongest counters.  Sadly, both Malik and Leehalt have actually gotten weaker, while Melody has gotten stronger then she was before the Yggdrasil final encounters.

Now, this is like fighting all of them alone, except together.  Malik still has his confusion skills, making him a prime target.  Melody attacks more then her fellows, and for more damage.  Her Eliminate Scanner does 500 or so damage.  Leehalt, as always, will not attack your members until he is attacked, so he is harmless.

The first thing you should do is cast Decelerate on Malik.  As always, you wont be able to hit him until you do. Then, as with the previous battle, your attacks have to do over 300 damage to damage Melody at all.  Luckily, at this point, it is a whole lot easier then it was when you did it in Yggdrasil.  She is also weak versus physical attacks.  BEcause Melody does the most damage, and attacks the most often (she also counters with Venom Strike, causing Poison status) you should go after her first.  She wont last too long if bombarded with physical attacks.  Dont waste any FP on her though, because you need that for Malik and Leehalt.

After Melody is gone, attack Malik.  Only have one of your characters use their Gatling on him though, because, you know Leehalt will need all the strength of attacks you can muster.  Malik is annoying, as always.  Make sure you heal any confusion before actually taking him on.  You may accidentally obliterate your own party, and he wouldn't have to do a thing.  He rarely uses Eliminate Scanner, but when he does, it most likely wont do more then 400 damage. 

After Malik comes Leehalt.  He is a whole lot weaker this time.  In the previous battles, he would counter with the full damage from your attacks (even Gatlings).  This time, with Gatling, he only counters with the damage of the first attack.  This makes his counters a whole lot more survivable, that is, if you are still healthy and kiled Malik and Melody off fast.  

Have the srongest attacking characters keep their HP over 2,000 (for Critcical attacks) at all times, and you shouldn't even die.  This battle will be won soon enough. 
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*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              The Abyss                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

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Boss: Ephrem Zein
EXP: 17,000
Gella: 20,000
Strengths: Light (Half)
Weakness: Dark
Item: Dragon idol, Dragon Fossil
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Odd is not the work I would use to describe this boss.  Messed up is.  This battle is different from most other battles.  Like Leehalt battles, the enemy will not attack your party, but only counters.  Sadly, this counter is good and bad.  Its VERY strong, and attacks all members at once.  Luckily, it doesnt do the damage you did to him.  Try and have as many characters as possible with Light wards, as this makes his counter completely useless.

Start off by having Gallows use Extension-Shield (even if Gallows does't have Terra Roar, you should move it onto him just for this battle) to reduce the damage Magical attacks do.  This will be your lifesaver in this battle.  Virginia and Gallows should NEVER attack.  Unless of course, either one of them Have Moon Spark and the Grav Arcana.  

Why dont you want them to attack? the counters.  Ephrem Zein's couunters do 1,000 (unprotected) to the party.  He will never attack you, but will always counter your attacks, and he can counter four times a turn.  Your party most likely wont survive four counters, so only two people (maximum) should attack each round.  Virginia should heal each round (Mystic-Potion Berry is your friend), and Gallows should make sure that everyone who has less then 1,500 HP gets their HP up.  Whoever has the Grav spell (even Clive) should use it until it gets weak.  

Attack with physical attacks (Jet and Clive ONLY) as he is weak versus them.  You may only want to attack with gatling (using Virginia and Gallows to give them mini Carrots each round, while they defend) to lower the sheer amount of damage that Ephrem can do.  With more then one character using a Light Ward, this may not be needed, but it certainly will reduce the damage you take.  Against your strongest physical attacks, Ephrem wont last long, but neither will you if you attack full on!  Patience is a virtue, and you must use it in this battle.
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*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Fallen Sanctuary                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Zephyr
EXP: 8,426
Gella: 0
Item: Hope Shard
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Many consider Zephyr the strongest of the Guardian Lords.  Well, Raftina is harder (if you dont use the Reflect ability), but Zephyr is well capable of obliterating your party.

Zephyr's main attack is his 'ultimate' attacks.  he uses it a lot more then he uses his other attacks.  it is called Phantasmic heart, and does about 500-700 damage to all party members.  This isn't that much, compared to some bosses (Ephrem, who you just fought, namely), but his other attacks are the main problem.

The hardest part about this battle is Exploder.  this turns one character red, and when that character acts in any way (other then defending) then he will explode, doing damage to the entire party.  The higher the HP the character has, the more damage the party recieves.  The character who exploded dies.

Now, you have two things to worry about.  The best thing to do when a character is Red (has exploder cast on him) is to let the character die.  This will allow your party not to become fully screwed over by exploder.  (If all 4 members have exploder, no member can act, and you are screwed).  So do an action with the character who was Explodered, and then heal your party.  Revive the character with a revive Fruit, but dont heal him, because if he is Explodered (eh...?) again, then he will do less damage to your party members.

Now, Exploder is the main problem, but paired with Phantasmic heart, your party can become easily screwed over.  How to solve the problem?  Have a whole lot of Revive Fruits on hand, and have Virginia heal EVERY round.  Use as many Mini Carrots as needed, as you will need all the FP you can get with her healing.  With the characters at low HP when they are exploded, it will be easier to survive.  But keep your HP over about 800 or else you WILL die.  This battle is all about playing defensively, but attacking as often as possible.   Gallows should never attack, and nor should Virginia, as that will give them less chance to have Exploder cast upon them.  And allow them to heal more often.   
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                      Cradle of the Metal God                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Ose
EXP: 4,500
Gella: 4,700
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This looks exactly like a big blob of poop.  And it works like one to.  He is rather slow, and works better with status effects then he does with physucal attacks.

The worst problem in this battle is the fact that Mr. poop blob is completely immune to physical attacks.  So you are kinda really weak against him.  Though there is a trick to this.  Have whoever has Aqua Wisp use the Refrigerate spell on the blob, and he will turn into a panther.  Now he is stronger, but at the same time, you can kill him faster.

In panther form, he is weak versus physical attacks.  Even the weakest attacks from Virginia should do over 700 damage to the Ose. Other characters can do well over 2,000 damage with their strongest physical attacks.  With a few gatlings, you can easily get Ose down 10,000 HP (or more).

In panther form, Ose's main attack isn't really an attack.  it is called Evil gaze, and causes parasylisis to one member of your party.  One member is nothing, especially now. You should have enough Blue Bracers to make it so that your party is completely immune to his status casting abilities.  If not, dont worry about it, just make sure one or two characters have Parasylisis wards.

This is a mid boss, and isn't supposed to be extremely hard, just annoying.  Take note though, that after a few rounds, Ose turns back into a blob, and you need to use Refrigerate on him again.  The damage you did to him still remains though, so just keep attacking in whatever manners you attack with, and he will die.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Malik, Melody
EXP: 9,400 (4,700 each)
Gella: 10,000 (5,000 each)
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is like all the previous battles with them, except this is a duo.  As always, your frist move should be to cast Decelerate on Malik, so that your attacks can hit him.  As always, Melody is stronger with her Eliminate Scanner then malik is, but Malik causes status effects.

Howe you want to do away with both of them is really your own choice.  If you dont have at least 2 Confusion Wards, then go for malik first, since he can cause confusion with his Disorder attack.  He may be weaker then Melody, and cause less damage in the long run, but the confusion can screw over your entire party, especially on Clive or Virginia (your main attacker and healer).

If you have more then two confusion wards, go for Melody first.  She does about 100-200 more damage with her Eliminate Scanner then malik does, as well as counters attacks with the Venom Strike skill, causing poison status to your members.  She has that 300 damage barrier, but, as always she has low defense, and you wont even notice it.  You may actually do more damage then normal.  Cure the Poison as often as possible, as that paired with Confusion can screw you over.  But other then that, attack however you wish.

You should know the drill by now.  Once Malik is decelerated, he can be damaged.  Melody counters with Venom Strike, and has a barrier that stops 300 damage. Gatling, and Mini Carrots are your friend.  As is FP boost, Attack Boost, and guarding to get FP.  This is the same battle as the previous, except without Leehalt, and stronger attacks from both Malik and Melody.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Wyvern
EXP: 5,000
Gella: 10,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is your first battle on Lombardia.  It is like a mix between the Sandcraft and the normal battles in the game.  On the first turn, have each party member normally attack, and you shoulf get up to quite a lot of FP.  Of course, Wyvern can attack you 4 times a turn as well.  Each of his attacks do 3,000+ damage.  That is nothing to Lombardia though.  

On the second turn, have Virginia use Mighty Might, and then Clive use Draconic Gun Blaster.  Each of your other characters should use Missle Might, which is a lot stronger then the normal attacks. Clive should kill the Wyvern with the Draconic Gun Blaster,  but if not, just keep using Missle Might and he will die quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                          Deus Ex Machina                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Fanfir
EXP: 9,800
Gella: 6,000
Strength: (half) Lightning, (Resist) Earth
Weak: Wind
Item: Duplicater
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is an odd, odd battle.  Fanfir is VERY weak versus wind, so even if Gale Claw is on Clive, the damage will exceed the amount of damage that Clive does with his physical attacks. Use Wind every turn, and you will do 1,500+ damage just with that. 

The most annoying skills Fanfir has are Contaminated Cryst and Gravitation.  Contaminated Crust makes your party lose 1/10 of their HP every round for 3 rounds. Gravitation is even worse, reducing your entire party's HP by half.  The latter is far more of a problem, but the Crust can be especially annoying, and can eaily kill your party off iof they are weakened. 

Virginia should be on constant healing duty, as that Gravitation is hell.  Of course, Fanfir will not do Gravitation if you do not cast magic on him, but it will take a whole lot longer to kill him without magic, because of his high defense. Its really your own choice.  Long, easy battle, or fast, dangerous battle.  

His normal attacks do around 400 damage, so keep your HP over 1,000 at all times, or else you will die.  High HP is critical in this battle, even though it is hard to stay high with some of his attacks.  Oh, and no, there is no way to remove the Contaminated Crust effects.  It is non-elemental. Be sure to keep Virginia over 25 FP at all times, and then make sure to heal with Potion Berries on the characters under 1,000 HP.  Health is your friend.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Leehalt, Melody Clone, Malik Clone
EXP: 18,300 (6,100 each)
Gella: 19,200 (6,400 each)
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Unlike the previous battles with this trio, there is definietly one of the enemies that you want to eliminate first.  And also unlike the other battles, this time it is Malik.  

malik, as always, is the king of statuses.  His Try-Injury causes Amnesia, Disease, and Misery.  Disease and Misery can cause you to be unable to heal, which is a definite pain in the ass.  Misery also stops Mystic and Exstension, severly lowering your ability to heal your party.  That is why Malik is the first to go.

Like many of the other battles, Melody and leehalt have the strongest Eliminate Scanners.  Melody counters with Venom Strike, making the Disease/Misery combo even more of a threat.  Poison and Disease are some of the worst you can find.  Gallows without the ability to use Extension-Clearence may screw over the party.  Leehalt will also attack the party more often with Eliminate Scanner (but only if you dont attack him that round).  

After Malik is gone heal your status, and start on Melody.  She will have the same abilities as normal Melody, stopping 300 damage, and Posion Counters.  The Poison is only a threat if you have Disease cast on you.  Other then that, it will be insignifcant.  As long as you dont attack Leehalt until the Poison is gone, then you shouldnt be threated.

As always, Leehalt counters you for the damage that you do to him.  Unlike the very first battles with him though, Leehalt only counters the damage from one Gatling attack, not all of them put together.  So keep your HP over 2,000, just in case your counter.  Of course, if you have a high level, then you may need 2,500-3,000 HP+ for counters, but still, just keep high HP when working with Leehalt. After Melody and Malik are gone, he is nothing.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Seigfried
EXP: 10,000
Gella: 0
Item: Teardrop
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This battle is a lot like the Janus battles.  In fact, itr is exactly like them.  Except for the fact that Seigfried is quite a bit stronger then Janus was with the Dark Spear.  Because of this, you need to approach this battle like the janus battles.

The very first thing you should do in this battle (BEFORE ANYTHING ELSE!) is steal the teardrop.  Do this by using the Pickpocket spell on Seigfried.  If you do not do this, Seigfried will heal himself before you kill him, and you have to start the battle all over again.  This is the most annoying factor of the battle, and stealing the Teardrop will make the battle a whole lot easier.

As with janus, Seigfried has a normal attack, an attack-all, and the proton beam ability.  Proton Beam has not gotten any stronger since Janus wielded it, doing 500 damage to a single member.  Unfortunately, the attack all (not Negative Rainbow this time) calledSeig Impulse does about 1,000 damage to your entire party, which is easily the biggest threat in this battle.  Seigfrieds physical attack, Dark Spear Nemesis does about 400 damage. 

Keep your HP over 2,000 at all times, because Seigfried may use Sieg Impulse two rows at once, and can easily obliterate your party.  Gallows should keep Virginia over 25 FP, and Clive and Jet should attack.  Seigfried has average defense, so Virginia can actually damage him better then she can many enemies. Gallows should use Extension-Valiant, and then Extension-Permanence on your party, so you can damage Seigfried well the entire battle. After that, Gallows should be on support, getting FP, and feeding Mini Carrots to Virginia. 

With Clive and jet attacking, Gallows on support, and Virginia healing, and attacking when she can, this battle will go rather quickly.  Just keep your HP up and you will be fine.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Dragna Seig
EXP: 10,000
Gella: 15,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

On the first round, have everyone attack normally.  You should do quite a bit of damage.  Seig does 5,000-7,000 damage with each of his attacks, and he, like you, gets four attacks per round.  On the second turn, have Virginia use Mighty Might, and Clive use Draconic Gun Blaster.  the other characters should use Missle Might.  The Missle Might should so 10,000+ damage to Seig.  If you have enough FP, the Draconic Gun Blaster should kill Seig instantly, but, if not, continue attacking with Missle Might, and he will die quickly.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*****************************************************************************

*************                   Chapter 4                       *************

*****************************************************************************

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Sacrificial Alter                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Hydra
EXP: 10,000
Gella: 12,000
Strength: (Active): Water
Weakness: Ice
Item: Mega Berry
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Annoying, annoying.  Actually, this battle is really fun.  That is, if you know what you are doing.  If not, this battle can easily become hell.  I have heard people get so mad at this battle that they claim it is the most annoying in the entire game.

First off, you can pound on Hydra as much as you want, but he will heal himself.  And thats never fun.  But in this battle, it just isn't a normal healing. It is usually over 4,000 damage, which is most likely more damage then you can do in the few rounds that he heals in.  How to be rid of this problem?  Fire magic.  Halle ('Granny') told you back in Baskar about how Fire Arcana stops him from recovering.  Well, it doesn't stop him from recovering, but you need to use it on him anyways.  No matter what character it is on, use it for at least 4 turns in a row, 5 is better.  This will lower the damage he heals to below 2,000, which is definitely a lot easier to deal with.  

Once you have the fire spells cast on Hydra, you can attack him.  Before you start pulling out your big attacks, have a character (hopefully Gallows) Cast Attachment-Ice Element or Extension-Attachment-Ice Element.  This will make even Virginia's attacks do over 1,000 damage to the Hydra, and allows you to kill him extremely fast.  After doing this, use Ice Arcana on the Hydra, and that will be an incredible offense.  

With Attachment-Ice on your party members, Gatling attacks will do well over 10,000 damage. A few of these will kill him, but until you get Attachment-Ice cast on yourmembers, you still have to worry about his attacks.  You may have fought Kraken before this boss.  If so, you know a bit about his attacks.  Hydra has a Malestrom attack that does Water elemental damage to all of your party members.  That is his strongest attack, so you should have at least one fully powered Water Ward equipped.   He does that attack most often, but he also uses physical attacks at times.  It is not really that difficult to lower the damage from his attacks, as he heals most often anyways.  

With him healing, Gallows/Virginia casting Refirgerate, and Clive/Jet attacking with Attachment-Ice, this battle will go extremely fast.  Especially if you Gatling with the Attachment-Ice cast.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Salamandra
EXP: 12,000
Gella: 14,000
Strength: (Active): Fire
Weakness: Ice
Item: Fire Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

This is much like the previous battle, except that Salamandra doesn't heal her(him?)self.  Sadly, Salamandra is a whole lot stronger then Hydra was, and can cause your party a lot of problems, even at high levels.

On her first turn, Salamandra casts Flaming Zone.  Normally this wouldn't be an annoying skill, but because Salamandra casts only Fire spells, it can become extremely dangerous.  Flaming Zone  ups the damage that all Fire attacks do.  Sadly, it wont work for you, because Salamandra is immune to Fire atacks. This means you have to work with protect to lower the damage that Salamandra can do.

Salamandra counters your attacks with a skill called Salamandra Burn.  This too is a Fire elementnal attack, and can become extremely strong, doing at times 2,500 damage.  This is a frighteningly large amount, so dont have Virginia or gallows attack at all, at least until Shield and protect are cast.  Her most frequent attack it an attack-all arcana attack.  Called Volcano Top, this skill does 700 fire elemental damage to all of your members.  Paired with the counter, your party can be screwed over pretty quickly.

I suggest Having Virginia Cast Protect and Shield with Terra Roar (equip it on her for just this battle if it isn't equipped normally) and have Gallows Cast Extension-Attachment-Ice Element.  Now, before you start attacking, make sure that you are at full HP.  Then have Clive and Jet use Gatling (ONLY if you have the Ice Attached to your attack) on Salamandra.  This will cause some severe damage to her.  From this turn on, have Virginia heal, Clive and Jet attack, and Gallows use Refrigerate.  If Gallows has Refrigerate, it will do well over 1,000 damage, and is very useful.  Just remember to keep your HP ay max, and you shouldnt die...too much.

PS: If you have Fire rings, they are your friend.  Fire Rings seem to be the easiest ring to get, so feel free to use any you have, as those Wards are extremely useful in this battle.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                           Demondar Pillar                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Gespent
EXP: 12,659
Gella: 4,659
Strength: (Half): Earth, Fire, Water, Lightning, Ice (None): Dark
Weakness: Light
Item: Dark Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

I love this battle.  Its just a blast.  I dunno, maybe I am weird, because I know some people find it annoying.  

The first big problem with this battle, is at the beginning...well just look.  You cant damage him.  Any damage you do to him will be nullified about 2 seconds after you do it.  Now, you need to get this ability away from him.  it is that annoying black barrier around him that causes it, so thats what we need to destroy.  How to destroy it?  Cast Spectre on him.  That isn't so hard.  It will also do a good amount of damage as well.  

After that barrier that stops damage is gone, you can work on killing him.  As you may (or may not) have guessed, Attachment is your friend.  As with the previous battles, it can make your attacks do well over 3,000 damage at higher levels.  Have Gallows use Extention-Attachment-Light Element and your entire party can obliterate Gespent quite quickly.  

As for Gespents attacks, they are mostly Dark Elelemtnal, so Dark Wards work well.  If you have fought Heimdal Gazzo, you will still have those 4 Dark Wards, and will be completely immune to all of his magical attacks.  Phantom Hazard attacks all members with Dark Elemental Damage.  

Gespents worst attack is Corpse Claw, which instantly kills a party member. At this point you should have plenty of Revive Fruits, so it shouldnt be a problem, but it can still be annoying, and can cause problems if you are trying to power up for Gatling.  Other then that, with Dark Wards, his attacks are not much of a threat.  You can slaughter him with Attachment_Light, so you are pretty much set.

Of course, if you dont have Attachment-Light (You need Flash Hit as well as the Attachment Arcana), or are unwilling to change your mediums around, even for a battle, Spectre works well, and so does normal physical attacks.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Asgard
EXP: 14,000
Gella: 16,000
Item: Ambrosia
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

Ouch...just ouch.  This is by far the hardest boss fight with Asgard, and the hardest fight for a while.  For preperations, have at least two members with Death Wards.  You have one Death Ward on your mediums normally (it starts on there and you can't take it off) and you got one from Hunbaba in Ruins of Dreams.  You may have gotten a third one from the millenium Puzzles.  if so, use it now.  You need all these possible.  

With at least two characters with Death Wards, you stand a chance.  If you only have two of them, put one on Virginia, so she can revive the entire party at once.  Why all this preparation?  No, this boss isn't like Hunbaba, but he is damn close to it. 

Asgard is at full power in this battle.  He wont hold anything back.  Basically, he has all of his best moves, and can use them at any time.  This means that he can instantly kill your party (if you dont have Death Wards) in a single attack.  This attack is called Wide Barrier.  He first used this on your party in Faraway lands, at the end of the battle with him and Melody, when you first met Werner.  This is the reason you need the Death Wards.

Now heres a rundown of Asgard's other attacks.  He has the Barrier Knuckle, which is his normal physical attack.  It does about 1,000 damage to a single member.  It also hits more often then it did originally, even at high levels.  Other then his Instant death attack, his Barrier Flood.  This attack does 1,500 damage to the entire party, and is the attack that was in Chapter 2's movie with Asgard.  Also the attack that obliterated you in the Leyline Observatory way back when.

Now that you know the trouble you are in, you need to plan.  Have Virginia cast Protect on all members (or Gallows with Extension) and this will lower the damage Asgard can do to your party as a whole.  Keep your HP at maximum at all times, and have Virginia revive party members, while Gallows heals them.  Clive and Jet attack.  Gallows and Virginia should constantly heal, and build up FP when they dont have any work to do normally. They are important aspects of this battle.  Jet may actually take voer Gallows' healing duty because of his sheer speed, while Gallows with Valiant does the attacking.  Either way works: Jet on Healing, or Gallows with Valiant on attack.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

¯=_=¯=_                       Optional Dungeons                        ¯=_=¯=_ 

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

There are two Optioan dungeons in Wild Arms 3.  This area will give you a 
basic walkthrough for both of them, though the second is...rather difficult to 
describe.

Since there are two of them, I will do them in the order that you would 
normally do them.  And oddly, the first one doesnt have to be done at the end 
of the game!  Just read on if you want to do these dungeons.  

*****************************************************************************

*************              Decaying Labyrinth                   *************

***************************************************************************** 

The decaying Labyrinth is the first hidden and optional dungeon in Wild Arms 
3. You can do this dungeon ANY time after you buy some horses from Claiborne. 
This means that this dungeon is doable during Chapter 1, though it would be 
quite diffcult at that time.  

Any time after you have the horses, head over to Midland Station, and I will 
tell you where to go from there.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Filgaia                                 *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

From Midland Station, you should use a Claa Whistle.  With your horses, you 
are ready to head over into the area where Decaying Labyrinth resides.  Head 
northwest from Midland Station, and jump over that rift to get onto the grassy 
area.  (Remember, if you dont make it over the rift the first time, you can 
turn around and try again).  Now stay on your horse, and head east around the 
forest (you can go directly through, if you wish, as well).  At the end you 
will see a little circle of grass.  Search around here, and you will find a 
town.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                        The Secret Garden                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Coordinants: X: 17,823,  Y: 8,239
Suggested Level: 20+
Shops: None
Items: Heal Berry x10
Key Items: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Though this is technically a town, there is only one inhabitant.  When you 
enter, head north and talkl to the girl.  Watch a rather interesting scene, 
and you will recieve Heal Berry x10.  Now you have a mission, should you 
choose to accept it.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                             Filgaia                                 *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

From The Secret Graden, head north and then west, staying along the edge of 
the continent.  Search along the way and you will find 2,000 Gella.  On the 
far western side of this side area you will find the Decaying Labyrinth: Home 
of Video Game annoyances.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                         Decaying Labyrinth                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Suggested Level: 20+
Enemies: Rachael, Rat Monkey, Undead Reptile
Boss: Ring Keeper
Items: None
Key Items: Curse (Corpse?) Ring
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

*sigh* well to start off, you need to figure out if you are strong enough to 
take on this dungeon.  You need to have both Virginia and Jet faster then the 
Rachael's, and be able to kill off at least one of them before they can go.  
The Undead Reptiles need to do 0 damage to at least one of your party members 
with their attacks.  And you need to have some decently high evasion rates, as 
well.  If you have all of these, you can proceed.  If not, you should level a 
bit more, and make sure you are ready.  The beginning of the dungeon is the 
easy part...

Note: I was able to do this dungeon with little problem at level 18.  It is 
possiblr to do it earlier, but I was not willing to risk that much.  Though a 
lot of people will have trouble doing it at level 18, it IS doable.  

Last Note: Dont dodge any encounters for the first half of this dungeon.  I'll 
tell you when you can dodge encounters, but you need to fight all of these.

When you enter, head north, up and down some stairs, and enter the inside of 
the dungeon.  Head north down the stairs, and into the tnext screen.  On the 
next screen, continue north, and through the next door you will face your 
first puzzle.

Well, not technically a puzzle, you need to walk around this room, making sure 
you dont fall off.  Head north, and go east along the thin platform.  Head 
east, north, east, and go down the second path to the south. Go through the 
eastern door onto the next screen.

In here, go eeat, and push the block east one step (space).  Now go north, and 
east when you can.  Be careful not to fall off the platforms, or the puzzle 
will reset!  Step on the floor switch in the center of the room.  Now head 
north and west.  Pull the block one space east, and go back to the floor 
switch.  Go west, north, and through the western door.  

Here, head south and west down the stairs  Go west, and through the northern 
door.  Now go north, and step on the floor switch under the bridge.  This will 
open the door.  Before heading through it, save your game, and dive on in.  In 
here, the door closes behind you. Head north, and jump down the different 
levels and onto the floor.  Examine the chest, and you are forced into a boss 
battle.   

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Boss: Ring Keeper
EXP: 3,900
Gella: 4,000
Item: None
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Depending on when you do this battle, the Ring keeper is either hard, or 
extremely easy.  The earlier in the game you do the battle, the harder the 
battle will be.  

Ring keeper has two main attacks: a physical attack and an attack-all magical 
attack.  the magical attack is Dark elemental so the Moon Spark Medium and 
whatever other Mediums that are equipped with Dark Rings will do well in this 
battle. Both of his attacks do around 200 damage.  The attack all does 200 
damage to all members not with Dark Wards.  Also take note that he counters at 
times, doing even more damage to the party.

Now, depending on your level, the above may seem kinda crazy.  And it is.  The 
Ring Keeper is decently fast, but nothing too bad, and nothing Virginia can't 
handle.  Have Virginia on constant defense.  You probably shouldnt even have 
her attack, unless you are out of Mini-Carrots.  You probably wont have to 
even use Mystic other then the Lucky Card Combo.  But if you dont, Gallows 
will be needing to be on healing duty as well.  

Have your characters attack normally, saving up FP for Gatling. Use Gatling 
whenever you can, and you will slowly whittle the Ring Keeper down.  Magical 
attacks work, but are not the strongest. If you are going to use magic, use 
support spells first.  Especially spells that up your defense and evasion.

After a certain point of HP, the Ring Keeper will start casting Anti Arcana 
zone.  This will stop your entire party from using magical Arcana attacks, but 
the Ring keeper can still cast his. You need to heal soley with Heal and 
Potion Berries now, so you need quite a large amount of them.  Anti-Arcana 
zone stays for 3 turns.

Even at a low level this isnt the most challenging battle in the game, and at 
higher levels, it is one of the easiest.  Just attack however you wish, and 
heal when a character gets under 500 HP, and you should do just fine.  

PS: Gella Cards are your friends.
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After the battle, choose NO.  I repeat: Choose NO.  Now save your game, and if 
you are POSITIVE you are ready, select yes.

Now, this is one of the most annoying parts of the game.  Your HP is set to 1 
maximum.  In battle you will only have 1/1 HP, and you have no VIT.  You will 
not be able to save, or use any healing items.  This is a time where you have 
to dodge every encounter you have, even if it means falling off the edge of a 
platform to do it.  This is also why I told you NOT to dodge encounters 
throughout the beginning of the dungeon.  You still have a lot to go, so good 
luck!

Note: You may want to turn the music down in this section...they want to make 
you go crazy, and it does work.  It will also be annoying and throw you off.  

After getting the Curse ring, and go north through the first door.  Head north 
through this second screen, and go through the door to the west.  In here, go 
north west and south through the southern door.

Now for a puzzle.  In here, push the first block one space south.  Go west, 
and push the first switch.  Now, head south and push the next block one space 
south.  Go east and step on the switch.  Now, go west, and step on yet another 
switch.  From here, go south, and push the block one space south.  Now go east 
and step on the last floor switch to open the door.  Continue east and push 
the block one space east.  Go through the southern door.  

In here, go south down the western path, and go through the door at the end.  
Head south through the eastern door.  And in this next screen, head east onto 
yet another screen.  Now WALK (yet another screen you need to not fall off on) 
east, south, east, north, south, east, and north again.  Go through the 
northern door.  

Here is yet another block puzzle.  Start by pushing the first block one space 
north, and press the western switch.  Now head east, going north when 
possible.  Push the blobk north one step.  Now go east, and south, pushing the 
block south.  Step on the eastern switch.  Go back to the block, and pull it 
two spaces north.  Now, go north, and push the block one space north.  Step on 
yet another switch to the east.  Now pull the block two spaces south, and go 
west when possible.  Head all the way to the western side of the room, and go 
north.  Push the northern block one space north, and push the button to the 
west.  Now, go east, and step on the floor swotch here.  After doing this, 
head back west, and push the CENTER (its in the middle of the screen) block 
three spaces south,  Now go back to the western side of the room, and pull the 
western block two spaces south.  Now, go into the center of the room, and go 
north.  Head west, and then push the final switch.  This should open the 
door.  Now, fall off the side to reset the puzzle.

Once the puzzle is reset, push the first block one space north, and go east.  
Push the far eastern block east, and go through the southern door.  This 
puzzle will finally be completed.

In here, rush south, and go through the western door.  Head north, west, 
south, and go through the southern door. 

Now that you are in another walking room (where you nered to walk across the 
platforms) head all the way over to the west, and pres the switch.  This will 
open the door. Go through the newely opened door, and head south.  Drop down 
to the lower level, and continue south.  So close!  

Continue south through two more screens, and the curse will be broken!  Your 
HP, VIT, ENG, and everything else will be set to maximum and you are invited 
to take a deep, and very much needed breath.  Head south and exit the 
Labyrinth, being happy you never have to enter it again. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*
*****                              Filgaia                                *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

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Suggested Level: 20+
Enemies: None
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Now that you are back on Filgaia, you need to head back to The Secret Garden. 
Head east, past or through the forest, and re-enter the garden.  Talk to 
Florina, and she will reward you with the excellent ability to Garden plants. 
This side quest is finished, and you should be relieved never to have to do it 
again.   

*****************************************************************************

*************                    The Abyss                      *************

***************************************************************************** 

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*****                              The Abyss                              *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*

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Coordinants: X: 25,205, Y: 10,200
Suggested Level: 46
Enemies: Alleo, Baskerville, Cannon Buffalo, Madgasser, Calupdis, Balphon
Bosses: Ephrem Zein
Items: None (gasp)
Key Items: Dragon Idol
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NOTE:  This is unfinished.  But for those of you who want to take it on completely, make sure to have 4 Weather Vanes, and characters with ALL elemental and status resistences possible.  Without that, you wont get very far.  

The Abyss is a dungeon unlike any other.  Once you get in, you can not get out until you reach certain levels with teleporters that allow you to go out.  Those levels are 10, 30, 60, and 100.

Also, make sure you have 4 Weather Vanes going into this dungeon.  You can get one from Worlds Footprint, and the other two from Millenium Puzzles. THe last is already on Flash Hit. You will get ambushed constantly here, but if you have Weather Vanes (4) you never will be.  Take note, that you will only NOT get ambushed if you dont have 4 of them.

Also, there is no way I can do a walkthrough for this area, because the order you get the levels is randomized.  It pains me to tell you this, but you are going to have to do this on your own.  Though the levels are short.  Get the 5 White gems on each level, and the teleporter opens, allowing you to go to the next floor.  Each White Gem heals 1/10 of your ENG gauge, and 1/20 of your VIT gauge.  This makes your trip a whole lot easier.  

Note: Feel free to fall off the edge at any time.  in fact, this makes many levels go so much faster, as you dont have to travel back from point one, all the way to the other side of the level to get another Gem.  this can also avoid encounters if your ENG is low.  This trick is extremely useful, as the gems will not reappear.  

After getting all 5 gems on each floor, go through the teleporter onto the next floor, in which you should repeat the process over again.  

On the tenth floor, do the same, and when you go through the teleporter... 

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Boss: Ephrem Zein
EXP: 17,000
Gella: 20,000
Strengths: Light (Half)
Weakness: Dark
Item: Dragon idol, Dragon Fossil
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Odd is not the work I would use to describe this boss.  Messed up is.  This battle is different from most other battles.  Like Leehalt battles, the enemy will not attack your party, but only counters.  Sadly, this counter is good and bad.  Its VERY strong, and attacks all members at once.  Luckily, it doesnt do the damage you did to him.  Try and have as many characters as possible with Light wards, as this makes his counter completely useless.

Start off by having Gallows use Extension-Shield (even if Gallows does't have Terra Roar, you should move it onto him just for this battle) to reduce the damage Magical attacks do.  This will be your lifesaver in this battle.  Virginia and Gallows should NEVER attack.  Unless of course, either one of them Have Moon Spark and the Grav Arcana.  

Why dont you want them to attack? the counters.  Ephrem Zein's couunters do 1,000 (unprotected) to the party.  He will never attack you, but will always counter your attacks, and he can counter four times a turn.  Your party most likely wont survive four counters, so only two people (maximum) should attack each round.  Virginia should heal each round (Mystic-Potion Berry is your friend), and Gallows should make sure that everyone who has less then 1,500 HP gets their HP up.  Whoever has the Grav spell (even Clive) should use it until it gets weak.  

Attack with physical attacks (Jet and Clive ONLY) as he is weak versus them.  You may only want to attack with gatling (using Virginia and Gallows to give them mini Carrots each round, while they defend) to lower the sheer amount of damage that Ephrem can do.  With more then one character using a Light Ward, this may not be needed, but it certainly will reduce the damage you take.  Against your strongest physical attacks, Ephrem wont last long, but neither will you if you attack full on!  Patience is a virtue, and you must use it in this battle.
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¯=_=¯=_                        Optional Bosses                         ¯=_=¯=_ 

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There are a whole lot of optional bosses in Wild Arms 3.  this area will give 
you a rundown of who they are, where to find them, and give you a strategy for 
how to defeat them.

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-=-=                            Ring Keeper                               -=-=
 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Ring Keeper is found in the Decaying Labyrinth.  You have to fight him to get 
the Curse Ring, which finishes the dungeon.  he is a mid-boss, but because you 
can fight him at low levels, he can be very annoying.  

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Boss: Ring Keeper
EXP: 3,900
Gella: 4,000
Item: None
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Depending on when you do this battle, the Ring Keeper is either hard, or 
extremely easy.  The earlier in the game you do the battle, the harder the 
battle will be.  

Ring keeper has two main attacks: a physical attack and an attack-all magical 
attack.  the magical attack is Dark elemental so the Moon Spark Medium and 
whatever other Mediums that are equipped with Dark Rings will do well in this 
battle. Both of his attacks do around 200 damage.  The attack all does 200 
damage to all members not with Dark Wards.  Also take note that he counters at 
times, doing even more damage to the party.

Now, depending on your level, the above may seem kinda crazy.  And it is.  The 
Ring Keeper is decently fast, but nothing too bad, and nothing Virginia can't 
handle.  Have Virginia on constant defense.  You probably shouldnt even have 
her attack, unless you are out of Mini-Carrots.  You probably wont have to 
even use Mystic other then the Lucky Card Combo.  But if you dont, Gallows 
will be needing to be on healing duty as well.  

Have your characters attack normally, saving up FP for Gatling. Use Gatling 
whenever you can, and you will slowly whittle the Ring Keeper down.  Magical 
attacks work, but are not the strongest. If you are going to use magic, use 
support spells first.  Especially spells that up your defense and evasion.

After a certain point of HP, the Ring Keeper will start casting Anti Arcana 
zone.  This will stop your entire party from using magical Arcana attacks, but 
the Ring keeper can still cast his. You need to heal soley with Heal and 
Potion Berries now, so you need quite a large amount of them.  Anti-Arcana 
zone stays for 3 turns.

Even at a low level this isnt the most challenging battle in the game, and at 
higher levels, it is one of the easiest.  Just attack however you wish, and 
heal when a character gets under 500 HP, and you should do just fine.  

PS: Gella Cards are your friends.
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-=-=                              Bombur                                  -=-=
 
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The earliest point you can fight Bombur is at the beginning of Chapter 3.  The 
earlier you get to Lazisland, the earlier you get Gallows' Kramer Dolls, and 
can fight him.  You must have the Kramer Dolls to fight Bombur.

The Bombur is found in the Ark of Destiny.  From the enterence, go through the 
eastern door.  here, go down two sets of stairs, and through the lower eatern 
door.  In the room with many Sealed doors, go through the one closest to you.  
Here, there will be a Blueish save point.  You wont be able to do anything 
with it (no saving, etc), but if you use the Kramer Dolls by it...

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Boss: Bombur
EXP: 60,000
Gella: 72,000
Item: Prism Stick
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Many consider this the easiest of the optional bosses.  Well, in some ways it 
is, and in some ways it is not.  

Bombur has well over 50,000 HP, so it will take a long time to kill any way 
you fight him.  Unless of course you are a cheap wad and use Finest Arts skill 
(if you have it at this point...).  Without the Finest Arts skill (which as 
always, I do not suggest you use) you are in for a long battle.

Bomburs two main attacks are called Desperation and Wheel Laser.  He also has 
a status attack called Numb light.  Desperation is your average physical 
attack, doing 200-300 damage to a single member.  You will be happy to see 
this attack, especially compared to his others.  Numb Light is a status atack 
that doesn't do any damage, but it causes the ever annoying status Amnesia.  
Amnesia is one of the more annoying statuses in the game, as it stops you from 
getting EXP from battle.  During the battle, that isn't a big deal, as 
normally it wont do much, but when you are close to killing him, then it 
becomes a serious pain in the ass.  His last attack, Wheel Laser is the most 
serious threat this battle poses.  this does between 500 and 1,000 damage to 
your entire party.  Normally that isn't too bad, but he can do it as many 
rounds in a row he wishes, and there is no way to reduce damage.  It is not a 
Light elemental attack, though it may look it.

Bombur does not have the highest defense, and its rather average, so that 
technically isn't a problem.  The main problem is that you will have at most 3 
characters attacking in one round.  Why only three?  *points to the Wheel 
Laser attack* Virginia needs to have over 50 FP at all times.  With any less 
then that the party can be obliterated, especially at low levels. That 500-
1,000 damage is a major ouchie.  It is even worse because it atacks all of 
your party members are once.   Because of this, you need Virginia to keep your 
parties' HP over 1,300 at all time, or else another minor attack can kill you 
off.

Now, for attacking.  With or without Valiant, this battle will take a while.  
And oddly, Gallows works best in this battle.  Any level above 40 or so, 
gallows has the best Valiant ability.  Leave him at about 1,200 HP, cast 
Valiant on him, and he will usually do well over 1,000 HP with a single 
physical attack.  Why?  because Gallows has the highest HP in the game, and he 
can loose more of it with Valiant then any other member.  

So, with Gallows on attack, you need to choose your other attacker.  Most 
likely Clive is stronger then Jet, and should be your physical attacker in 
this battle.  Jet is faster, attacking before Bombur, though Clive is slower, 
and can heal you party from the effects of Bomburs attacks.  it really 
dependson your play style.

No matter who you choose as your second attacker, gallows with Extension - 
Valiant is your friend. Even Virginia will be able to do some decent damage at 
lower HP with it.  Whenever Jet (or Clive) is not on healing duty, have him 
attack as well.  Also, the support character that is not Virginia should make 
sure that Virginia constantly has more then 50 FP.  If she does not, your 
party may be slaugtered if they are weak.  Only use Mystic - Potion Berry/Mega 
Berry in this battle. 

With two characters (Gallows and another) on Attack, one on 
defense/support/attack and Virginia on Healing duty, this battle should be 
survivable.  Just dont take any chances.  

Tip:  If you want more EXP (and you dont have Attack Up, or FP boost), have 
all of your characters equipped with the Power Cancel ability.  And on each 
turn, have the character (when they are going) use the Inertia Cancel 
ability.  You will get .1 EXP every time you do this, which is definitely 
worth it in a battle like this. 
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-=-=                              Kraken                                  -=-=
 
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Kraken is found in Little Twister.  To find him, use the Kramer Dolls by the well.  The well is slightly east of the enterence.  DO NOT FIGHT HIM WITHOUT 4 WATER WARDS!  You will obliterated if you do otherwise.  Just a word of warning.

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Boss: Kraken
EXP: 95,000
Gella: 114,000
Strength: Lightning
Weakness: Water
Item: Comet Mark
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If it were not for the bosses at the bottom of the Abyss, I would say Kraken is the longest and most annoying/repetitve battle in the entire game.  He has a HELL of a lot of HP (200,000-300,000, and no those hundred-thousands are not typos) and has high physical defense.  Even a person who uses Finest Arts will take at least 4 rounds to kill him, and I do not use Finest Arts.

Kraken has three main attacks.  His main, Malestrom, attacks all members with Water elemental damage.  This does about 1,200-1,500 unprotected.  This is a serious threat to the entire party and can wipe you out in two or three rounds.  THAT is why you need Water Wards.  His secondary attack is basically the same as Malestrom, except it only attacks one member, instead of all.  Kraken also has a physical attack that does from 500-1,500 damage.  yes, that is a broad amount of damage, but it is somewhat randomized.  If you have Water Wards to max, you only need to worry about the Physical attacks.  So keep your HP over 2,000 at all times.  Even with Valiant.  He usually attacks with one magical attack and one physical atack per round.

For those of you who want to do the battle the old fashioned way (Valiant alone) be prepared for at least a 30 minute battle.  I suggest Equipping Virginia with the Hope Shard medium, and giving her FP Boost.  Makse sure that all of your characters have all 4 levels on their Water Wards, or else you will not last long.  Also, Have Virginia (if she has Hope Shard) equipped with the Aqua Wisp.  This will make the battle much easier.  Try and have Gallows equipped with the Love Charm, as he will do more damage then the other party members this way.

With the setup I mentioned, you can do the same thing every turn, and survive without much of a problem.  Start by having Virginia cast Attachment-Water on Clive.  And then have Gallows use Valiant (NOT with Extension) on Clive.  Then on the next turn, have Virginia cast Permanence on Clive.  Do the same for the next to turns to Jet.  This will allows Jet and Clive to do maximum damage to Kraken.  Even though he has high physical defense, Kraken is weak versus water, and the Attachment-Water, will allow them to do 2,000+ damage a round with their physical attacks.  And Permanence will not let it wear off.  You should know Valiant by now.

Once Clive and Jet are settled, you have Virginia and Gallows to worry about.  Virginia should be on pure healing duty.  So now you are probably wondering, why does Virginia need Hope Shard?  Well, the answer is simple.  Because FP Boost.  When she guards she will gain 25 FP, and this will allow her to restore her own FP, and let Jet and Clive continue their attacks.  Now for Gallows.  With the Love Charm, have Gallows use Copy Ability on Kraken ASAP.  You will get Krakens skills.  From now on, have Gallows use Malestrom every turn, and he will do 2,000-3,500 damage to Kraken every round.  With this setup, a weak party can do about 10,000 damage around with physical attacks and Malestrom alone.  

Now, to keep your party fully healed, make sure you have at least 50 Potion Berries.  This shouldn't be too hard, if you have been breeding them for a while in the Secret Garden.  Now, One turn, have her defend and get 25 FP, and the next, use Mystic-Potion Berry.  Then the next turn Defend, and then use Mystic-Potion Berry again.  Of course, you can defend again if you are lucky and don't need the healing.  Virginia sucks with attacks in this battle, so dont waste a turn attacking.  She is purely for healing purposes.  And with this setup, no one will die. If needed, heal more often as well. 

This battle takes a HELL of a lot of patience.  You may huff and puff, but Kraken will eventually die.  Just dont ruin your controller because the battle takes so long.  He is beatable, just be patient.
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-=-=                           Heimdal Gazzo                             -=-=
 
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Heimdal is found in the Dissection facility.  Head into the facility until you reach the room with two large blocks.  Move them, and go through the hidden door on the wall.  In here you will see a floating orb.  Use the Kramer Dolls near this, and you will fight Heimdal.

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Boss: Heimdal Gazzo
EXP: 70,000
Gella: 84,000
Item: Gold Liscence
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Heimdal Gazzo is basically a weaker version of Kraken. oddly though, you can be obliterated in this battle faster then you can in the Kraken battle.  Mainly because heimdal will always counter your attacks.  First rule of this battle: DO NOT ENTER WITHOUT 4 DARK WARDS!

Heimdal counters your attacks with Screaming Mad, a dark elemental attack.  This does about 500 damage to a single party member.  So make sure your entire party has Dark Wards equipped, and up to level 4.  Heimdal's main attack is called Phantom Hazard, which attacks all members for about 700 damage.  Lucky for your party, it is Dark elemental, so you will be completely immnue to it.  Fun fun.

This is an excellent battle to get EXP in.  If you attack heimdal once a round, and he uses Phantom Hazard, you get .2 EXP a round, which is 20% of 70,000, or about 13,000 EXP.  So you are getting an extra 13,000 EXP a round (if you are lucky).  Use a Lucky Card, and you instantly go up to 140,000+ EXP.  Because it is so easy to gain EXP in this battle, use weak attacks, and you will kill him off slowly.

The best way to attack him is to use his own attacks against him.  I suggest having Virginia or Gallows with the Copy Ability Arcana, and use that on the first round.   You will get two spells, Screaming Mad (his counter) and Phantom Hazard. Luckily, Heimdal is not strong versus dark attacks, so this trick works well.   Now, there is a small trick you can do.  it doesnt work 100% of time, but it works quite often.  If you cast Phantom Hazard (the attack all spell) on hemidal, he will most likely se Phantom Hazard on your party that turn.  Mind you, I did it with Virginia, but it worked quite often, 95% of the time.  This will get more EXP for your party in the long run, and it does more damage then Screaming Mad (100-200 more, max).  

While Copy Ability is easily one of the stronger skills in this battle, you should use a permanent Valiant on at least Clive (Valiant, Permanence).  Your attacks are weak against Heimdal, as he has high physical defense.  Luckily, he has average magical defense, so Gallows can attack him magically for more damage then his physical attacks cause.  

If you have Dark Wards, you are almost invincible.  Heimdal has one physical attack.  he doesn't use it as often as Kraken, which is a plus.  It does about 600 damage, which is also weaker then the Krakens' physical attack.  Sadly, this is also Heimdals weakest attack, so if you only have 2 or 3 Dark Wards, that fourth character wont last long (unless it is Gallows playing on defense and not attacking).  

Because he has no definite weaknesses to exploit, you need to do your best to attack him normally.  If you have Finest Arts, DO NOT use it.  As I said eariler, this is an excellent chance to gain EXP, and you do not want to waste it.   This battle will take a while in this manner, but the EXP you get after the battle makes it worth it.
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-=-=                           Balal Quo Naga                             -=-=
 
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Proably the easiest optional boss, this is basicallya powered up Balal Quo Nega.  Start by using the teleport Orb and teleporting to Jolly Roger.  Make sure you have the strongest cannon equppied on the Sandcraft.  Now, board Lombardia, and go west.  It will take a while, but eventually you will get to a ring of rocks in the sand.  Here, use the R2 button to shoot at the sand.  Shoot a few times, and eventually sand will start spouting upwards. Now, fly back west to Jolly Roger, and land.  Hop onto the sandcraft (DO NOT ENTER ANY TOWNS OR DUNGEONS IN THE MEANTIME!), go east under the land bridge, and go east until you reach that circle of sand again.  Go into the center, and Select "No" when given a choice.  You will fight Balal's powered up form.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Balal Quo Naga
EXP: 60,000
Gella: 30,000
Item: Ex-File Key
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If you have the strongest cannon, just choose "Fire All ammo at once" with the Gunner, and you will kill him instantly.  If not, use the same tactics you did in the first (Fire All Ammo at Once, Restore Ammo, Fire All Ammo at Once, etc) and he will die quickly.  
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

¯=_=¯=_                          Coordinants                           ¯=_=¯=_ 

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

This section is for those of you who dont want to read my walkthrough just to find the location of a place (Town, Dungeon).  This will give you the coordinants of every location (that I have in this guide) in the game.  It will be done in the oder that you reach these locations, making it easier for the readers. 

Note that Millenium Puzzles and Telepath Towers will NOT be in this section.  You can find the coordinants to those in their own sections.  

Anyways...

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Prologue:

Gobs Hideout              X: 15,698, Y: 24,616
Doomed to Obscurity       X: 23,984, Y: 16,137
Baskar Colony             X: 13,005, Y: 10,912
Fallen Sanctuary          X: 12,945, Y: 8,506
Den of Miasma             X: 11,969, Y: 16,942 
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Chapter 1:

Jolly Roger               X: 15,368, Y: 5,457
Ruins of Memory           X: 18,225, Y: 3,820
Midland Station           X: 14,552, Y: 6,868
Westwood                  X: 9,621,  Y: 7,251
Claiborne                 X: 11,739, Y: 7,141
Serpents Coils            X: 13,768, Y: 7,806
Ka Dingel                 X: 9,710,  Y: 4,408
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Chapter 2:

Little Twister            X: 6,105,  Y:8,301
The Unclean Mark          X:
Lunatic Garden            X:
Sand Canal [Entrance 1]   X:
Sand Canal [Entrance 2]   X: 2,294,  Y: 12,079
Little Rock               X: 25,292, Y: 12,137
Glittering Emblem         X: 25,317, Y: 15,469
Leyline Observatory       X: 22,890, Y: 14,348
Humphreys Peak            X: 23,079, Y: 12,559
Gemstone Cave             X: 21,593, Y: 15,210
East Highlands            X: 21,152, Y: 11,975
Dune Canyon               X: 19,509, Y: 9,591
Fortune Gear              X: 21,743, Y: 9,265
Faraway Lands             X: 20,944, Y: 10,897
Ark of Destiny            X: 9,191,  Y: 2,259
Survey Point #17          X: 10,360, Y: 32,635
Sothfarm                  X: 18,861, Y: 900
Boot Hill                 X: 15,729, Y: 513
Infinitum                 X: 9,437,  Y: 10,849
Nidhogg Pass (1)          X: 3,341,  Y: 21,815
Nidhogg Pass (2)          X: 5,508,  Y: 22,676
Nidhogg Pass (3)[Back]    X: 5,142,  Y: 18,659
Greenlodge                X: 5,366,  Y: 17,243
Yggdrasil                 X: 4,240,  Y: 19,100
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Chapter 3:

Iron Dragons Nest         X: 13,580, Y: 6,451
The Worlds Footprint      X: 9,386,  Y: 15,514
Ruins of Dreams           X: 20,091, Y: 16,679
Fila Del Fia              X: 10,469, Y: 18,320
Gunners Heaven            X: 2,044,  Y: 15,965
Caging Tower              X: 9,359,  Y: 9,079
Laxisland                 X: 17,776, Y: 19,029
Dragons Lair              X: 17,975, Y: 13,130
Dissection Facility       X: 17,711, Y: 24,127
Ballak Rise               X: 11,905, Y: 14,176
Cradle of the Metal God   X: 14,484, Y: 17,509
Dim Root Path             X: 
Deus Ex Machina           X: Random, Y: Random
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Chapter 4:

Sacrificial Alter         X: 12,902, Y: 12,625
Demondor Pillar           X: 18,412, Y: 6,386 
Demondor Pillar-Rear      X: 24,621, Y: 10,491
Mimirs Well               X: 440,    Y: 19,520
Nightmare Castle          X: Unknown Y: Unknown 

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

¯=_=¯=_                      World Map Items                           ¯=_=¯=_ 

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

There are items hidden all over the World Map of Filgaia.  You need an Item Scope to get them all.  I will tell you some in the walkthrough, but this is the area where all of those that are not in the Walkthrough go to.  You need Lombardia to get many of these, so be warned. This is an incomplete list, sorry.  

Full Carrot           X: 12,956, Y: 14,721
Duplicater            X: 25,137, Y: 17,617
Gella Card            X: 19,855, Y: 8,456
8,000 Gella           X: 1,462,  Y: 6,698
Name Tag              X: 20,575, Y: 11,952
Migrant Seal          X: 22,915, Y: 9,301
Gimel Coin            X: 23,973, Y: 7,214

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_
 
¯=_=¯=_                       Millenium Puzzles                        ¯=_=¯=_ 
 
¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

Millenium Puzzles are the Brain teasers in Wild Arms 3.  Basically, the goal 
is to get all of the blocks to disappear.  There is no time limit, so you are 
at pretty free reign.  But note that this is not as easy as it appears.

The very goal of each and every millenium puzle is simple. Get all the little 
colored blocks to disapear.  There are four colors of blocks: Red, yellow, 
Green, and Blue. When two (or 3-4) touch sides with each other, then they will 
disappear.  So have to red Blocks rubing together and they will both be gone. 
But Red Blocks wil not make Blue, Green, or Yellow Blocks disappear.  Most of 
the time you will only have to do 2 blocks at a time, but sometimes, depending 
on the puzzle, you have to get three at onec to disappear.  You move blocks by 
pushing and pulling them like you would a normal block in a nomral dungeon.  

Take note that if you fall off the platform, the puzzle will start over, and 
you will lose your progress.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
-=-=                                Basics                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

First off, the blocks do not count as gone if you throw them off the ledge of 
the puzzle area.  If you do accidentally do this, you need to reset the 
puzzle.  So don't try.  This may seem harsh, but the puzzles are actually 
easier normally.

Secondly, as I said, you can put more then one block together.  You do this by 
putting them in a rown (one above the other, with a hole in between) and 
putting a block of the same color as those between those.  Or you can put them 
corner to corner.  This is the only way for them to touch and not make each 
other disappear.  Corner to corner will be the most frequently used of the 3 
or more block at a time combos.  

Another random fact...You can make blocks delete each other on any side.  That 
means from the top or the bottom, the blocks can delete each other.  This will 
be very useful to remember in the later puzzles. 

Millenium Puzzles are all pushing pulling, and everything else.  be warned 
that they WILL fry your brain.  Trust me.  And because of this you probably 
shouldn't take on more then three or four of them at a time. There are 20 
Millenium Puzzles in the world.

To get started, you first need to FIND a puzzle.  once you find a puzzle 
though, you can do the blocks.  Finding a puzzle is as easy as getting the 
cordinants from "The Puzzles" part of this area of the FAQ. 

Once you have found the Puzzle, you will be in a dingle room.  Examine the 
block in the center to see what puzzle you are at.  Sometimes you will find 
puzzles accidentally, and this is when that it most useful.  Search the back 
of this item, and you will get a small hint for the puzzle.  Walk into the 
White crystal in the middle of the room to actually start it.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
-=-=                             The Puzzles                             --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This section will give you the location of the puzzles, the item you get for 
doing the puzzles, and how to solve them. *sigh* this is going to take a 
while.  

Note that the Solution I have here is only one of many.  In some puzzles you 
can only have one solution and in others, many.

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*****                        Millenium Puzzle 1                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: North of Fortune Gear dungeon
Coordinants:
Difficulty: 1/5
Hint:  "You can't just eliminate any block.  Keep in mind how many are left!"
Item: Cait's Boots
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Solution:

You start by a center yellow block. Start by pushing the red block to the west 
of you one space north.  Now push the yellow block west of you to the north.  
Now go to that center yellow block, and pull it one space west.  Push it 
another space west.  Now push that red block you originally pushed north 3 
spaces west.  

Now go east, and push that blue block one space north.  Now get that lone blue 
block and push it one space north and four spaces east.  

Now go all the way east, and push the red block in the second row into the red 
block in the third row. Now go get the red block to the west (in the second 
row) and pull it south two steps.  Once those are gone, pull the yellow block 
to the east one space south.  Now get that block to the west, and pull it one 
space south, and push it three spaces east.  

Now get that blue block in the center of the third row,  pull it one space 
south and then push it three spaces east.  Now get that green block on the far 
east of the third row, and push it north.   Get the lone yellow block to the 
west, and push it one space east, and then two north.  Now pull the red block 
in the third row one space east, and then push it once space north. RED IS 
DONE!

Now that one color is done, you need to get the rest of the blocks.  Push the 
eastern yellow block in the third row one space north, and then one west. Now 
go south and get that green block from the first row.  Pull it six spaces 
west, and then push it two spaces north.  Get that lone yellow block from the 
second rown, and push it once north.  YELLOW IS DONE!

Push that southern green block one space east, and then one space north. GREEN 
IS DONE!

Now for the final blues.  Pull the far eastern blue block one space south and 
now push it 2 spaces east (DONT let them touch other then at the corner).  Now 
get the far western block, pull it one space south, and then pull it one space 
east.  Push it four spaces east, and you are done!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                        Millenium Puzzle 2                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Southwest of Dim Root Path (or, west of Survey Point #17)
Coordinants: X: 7,309, Y: 21,273
Difficulty: 1/5
Hint:  "Even if you eliminate three out of the four blocks, there will still be one left.  Obviously, this will not count."
Item: Amulet
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Solution:

Start by jumping down to the north.  Pull the eastern green once west, making three greens disappear.  Pull the western red once east, and three reds go.  Pull the southern yellow block once north, making three yellows go.  Pull the southern blue block once north, and three blues go.

Pull the southern blue once north, and push the southern yellow once south.  Push the southern blue two spaces east, and three blue blocks go, as well as three yellows.  Push the northern red block four times south, and once west.  BLUE IS DONE!

Push the eastern green block four times west, and once north. RED IS DONE!

Pull the southern yellow block five times north, and push it once west.  YELLOW AND GREEN (AND THE PUZZLE) ARE DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                        Millenium Puzzle 3                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: The Northwestern corner of the world map, on an island.  North of Gunners Heaven (Need Lombardia)
Coordinants: X: 993, Y: 24,826
Difficulty: 1/5
Hint:  "If you run out of space behind you, you can not pull the block any further.  Try moving the block differentlty"
Item: Pocketbook
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Solution:

Jump off to the west, between the red and the yellow blocks. Push the yellow block south, making both yellow blocks disappear.  Pull the red block two times south, and making two more reds disappear. Now, pull the northwestern blue block two times south, making two more blocks disappear.  Go to the northern side of the puzzle.  Here, push the western green block once east, making two more blocks go.  Pull the eastern yellow block four times west, making two yellows disappear.  Go to the eastern side of the puzzle.  On the eastern side, push the northern red block once south, making both reds disappear.  Pull the southern blue block four times north, making two more blocks go.  Go to the southern side of the puzzle.

On the last side, pull the southern blue block once east, and then push the western green two times east, making two greens disappear.  Push the blue block once more east. Now, pull the northeastern yellow block once east, and then push the nothern red block once south.  RED IS DONE!

Push the northeasthern yellow block once east, and then push it two times south.  This makes two yellows disappear.  Now, pull the northern blue block once east, and pull the northern green block once west.  Pull the southern green block once west, and then push the northern green once west, and then two times south.  GREEN IS DONE!

Yellow is easy.  Pull the eastern yellow block once west, and YELLOW IS DONE!

Pull the southern blue block once south.  Push the northern blue block once north.  Pull the eastern blue block two times north.  Now pull the eastern blue block two times west. THIS PUZZLE IS DONE!

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*****                         Millenium Puzzle 4                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Northeastern corner of the world map, its on a continent, after a 
beach
Coordinants: X: 24,837  Y: 22,250
Difficulty: 2/5
Hint:  "Eliminate blocks in combos by breaking up the heap of blocks.  Just 
keep chipping away at them."
Item: Growth Egg
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Solution:

This will be a lot shorter then the previous puzzles.

Star by moving that red block near you one space north, and three spaces west, 
into the other red block.  This will get rid of quite a few blocks.  Now push 
the lone blue block two spaces east, and one space north.  This will get more 
of the puzzle done, and RED IS DONE!

Now this will be a bit harder.  Go get the northern green block, and push it 
once south, and twice to the east.  Pull it south once more.  Now, go pull 
that yellow block to the north south twice, and YELLOW IS DONE!

Now for blue.  Pull the blue block to the west one space east, and push it 
once more east, and BLUE IS DONE!

As for the last greens, push them into each other any way you want, and THE 
PUZZLE IS DONE!

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*****                        Millenium Puzzle 5                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Northeast of Fortune Gear, on lower level (more east then north) (Need Lombardia)
Coordinants: X: 22,544, Y: 10,221
Difficulty: 2/5
Hint:  "First, eliminate three blocks.  Then you'll be ready to solve the puzzle."
Item: Holy Grail
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Solution:

Start by pulling the western green two times south, and one time east. Push it once more east, and two greens disappear.  Pull the western blue block once east, and four times south.  Push it two times east, and three blues go.  Pull the western yellow once east, and push it three times south.  Push it twice east, and three yellows will go.  Push the southern red block once east, and two times north.  RED IS DONE!  

Pull the eastern yellow block three times west, and once north.  Two yellows will disappear.  Pull the southern green two times west, and three times north.  Two greens go.  Pull the blue block once west, and push it two times north.  Push it two more times west, and BLUE IS DONE!

Push the southern green block once west, and two times north.  GREEN IS DONE!

Push either yellow into one another, and THIS PUZZLE IS DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 6                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: North of the Dragons Lair, on the same continent
Coordinants: X: 19,238  Y: 15,956
Difficulty: 2/5
Hint: "You must first bring the blocks to the same height as yourself in order 
to move them. Comfirm the blocks location before you start."  
Item: Duplicater
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Soultion:

When you begin, push the southern red block one space north, and many blocks 
will combo away.  Now push the far eastern blue block one space west, and then 
get that northern yellow block, and push it once sough, two times east, and 
once more south.  YELLOW IS DONE!

Now, push the far western green block one space east, and into another green 
block.  Now get the southwestern blue block, and push it two times south, and 
three times west into another blue block.  Now get the northwestern blue 
block, and push it north twice, and then east three times, into another blue 
block.Now get the northern green block, and push it south once and east once.  
GREEN IS DONE!

Now, get that northern blue block, and push it north twice, and then east 
three times, into another block.  Now push the southern blue block twice 
south, and three times east.  BLUE IS DONE!

And last we have red.  Go get that center red block, and push it south twice, 
and then east three spaces (DO NOT TOUCH THEM!).  Now, get that northeastern 
red block, and pull it south three times, and then push it southfour more 
time, and all three red blocks will disappear.  Now, go get the soutern block, 
and pull it north three times, and push it north four more times, and THIS 
PUZZLE IS DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 7                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Island north of Ruins of Dreams (Need Lombardia)
Coordinants: X: 21,424,  Y: 19,927
Difficulty: 2/5
Hint:  "Decide which color you want to eliminate first.  Once you've done that, just look for the best way to go about it."
Item: Weather Vane
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Solution:

Push the eastern green block once east.  Push the eastern blue block once east.  Push the western yellow block once west, and push the single red once east.  Push that green once west, and the yellow once east.  Pull the northern blue block three times south, and pull the western red block two times east.  Push the southern red block two times north.  RED IS DONE!

Now, pull the western blue block two times east.  Pull the eastern blue block two times west.  BLUE IS DONE!

Pull the southern green block once north.  Pull the western green block two times east, and push it once more east.  Push it once south, and GREEN IS DONE!

Push the northern yellow block once south, and pull the western one once east.  Push the western yellow three times east, and THIS PUZZLE IS DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 8                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Southeast of The Unclean Mark
Coordinants: X: 8,522  Y: 8,777
Difficulty: 3/5
Hint:  "Even though you can't move blocks high above from side to side, you 
can still knock them off!"
Item: LVL (Level) Apple
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 
Solution:

Note: DO NOT JUMP DOWN TO THE LOWER LEVEL! Also, forgive my bad directions at 
the end...sometimes I wrote east and my mind tells me it was west...

Start by taking the only blue block in the first rown, and pulling it once 
south.  Now push it three times east.  Go get the yellow block in the second 
row, and pull it one time south.  Now get that blue block from the third rown, 
and pull it three spaces south.  Push it once more south, and then push it 
three times east.  Push it once more south so that it falls off the ledge.

Now pull the eastern red block one space south, and then push it two more 
south.  You want it to drop to the south, but you want them one space (no 
more) away from each other.  Now get the second red block to the west, and 
pull it three spaces east, and push it once more once more to the east.  Now 
pull it once south, and push it once more south so it makes all three red 
blocks on the lower level disappear. 

Now get the western green block in the second row, and pull it two times 
south.  Push it a third time south, and then push it once west, and once more 
south off the ledge. Now go get the yellow block in the western porion of the 
third rown, and pull it two spaces south.  Get the eastern yellow block from 
the second row, and pull it two times south, and push it once more south, and 
then once east.   Now get the far eastern green block (in row two) and pull it 
twice south and push it two more times south.  ONE PILLAR DONE!

Now pull the western block in the fourth row two spaces south.  Get the far 
eastern green block, andpull it one time south.  Now go to the other green 
block and push it two times east.  GREEN IS DONE!

Now for Yellow.  Get that yellow block in the far west of the fourth row, and 
pull it south once, and then east once.  Push it east once more, and you 
should get all three yellows to disappear at once.  Now go get the last yellow 
block, and pull it two spaces south, and pull it four spaces east.  Push it 
once more east, and twice to the south. Off the edge it goes FINISHING THE 
YELLOWS!

Now for the remaining blocks.  Get the blue block in the third rown, and pull 
it three times south.  Push it four times west, and then two more times south 
off the ledge (getting rid of the blue block in the pillar). Now get that lone 
red block, and pull it four times south, and push it two times and then four 
times west.  Now push it twice more south and off the ledge. RED IS DONE!

Push the remaining blue blocks together any way you want, and THIS PUZZLE IS 
DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 9                          *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: North of East Highlands Station
Coordinants: X: 20,223  Y: 13,339
Difficulty: 3/5
Hint:  "Even though you can climb down, climbing back up is impossible.  Watch 
your step."
Item: LVL (Level) Apple
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Solution:

Note: LISTEN TO THE HINT!  It is very important that you don't fall or jump 
off until I tell you to (or until all the blocks on that level are down on the 
next level)  If you accidently fall down, well then fall off the egde, as you 
need to start over. Note that you will be pushing blocks over the edge onto a 
lower level, so dont get those confused. 

Anyways...Start by pulling the northern blue block two spaces south, and then 
push it west until it falls off the ledge.  Now get the eastern Yellow blocks, 
and pull it two spaces west, and push it three more times west, and it will 
fall onto the floor.  Cross over this little platform, and pull the red block 
five spaces east.  

Now, pull the northern yellow block two spaces south, and push it three spaces 
west, and onto the floor.  Now get that red block that you pulled from the 
other dies, and push it once south, and three times wesr.  This will finish 
the second path.  Pull the green block two times east, and then push it once 
south, onto the floor.  Now, go get the northwestern red block, and pull it 
south twice, and push it south once more.  Now push it twice east, and make 
the two red blocks disappear.  

Now for that southeastern green block, and pull it three spaces west, and push 
it three more spaces west, and onto the floor. Now go get the northern gree, 
and pull it once west, and then two times south.  Push it once more south, and 
then two times west.  Push it south, and off the edge, making it so both 
greens disappear. 

Now go get that blue on this upper level, and pull it once west, and push it 
two times south.  Push it four times west, and then once more south so that it 
drops to the lower level. Now get the red block, and pull it once east, and 
once south. Push it twice more south, and then three times west.  Push it outh 
again, so that it lands on the floor.  JUMP DOWN to the lower level.

Now, on this lower level, pull the southeastern blue block once south, and 
push it two more times south.  Now get that red block, and pull it once west, 
and once south.  Push it three more times south, and walk over the bridge.  
Pull the yellow block over here four spaces north, and push it one space 
east.  Then push it once south, so that it falls onto the floor.  Now, cross 
over that platform once again, and pull the blue block one space east, and 
then pull it three times north.  Both blues on the way will be destroyed. 

Now, pull the northern yellow block 2 spaces south, and then push it two more 
times south.  This gets rid of both yellows here.  Now, pull the northern blue 
block 3 times south, and push  it south twice more.  It will fall onto the 
ground. Now, go get the green block, and pull it south once, and push it south 
three more times.  It will now be on the floor.  Now for the yellow block.  
Pull it south twice, and push it south four times, so that it falls to the 
floor.  JUMP DOWN to the east.

You are almost done!  Pull the western blue block two spaces east, and push it 
two more spaces east, and BLUE IS DONE!

Now, pull that eastern red block three spaces west, and push it three times 
west some more.  RED IS DONE!

Pull the western yellow block three spaces east, and push it two more east. 
YELLOW IS DONE!

Now for the last ones.  Pull the western green block three spaces east, and 
push it three more spaces east and THE PUZZLE IS DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 10                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: West of Laxisland, on a small plateau.  (Need Lombardia)
Coordinants: X: 16,030  Y: 18,899
Difficulty: 3/5
Hint:  "There might be more blocks hidden from view.  Don't forget to roate the camera."
Item: Tracker
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Solution:

Start by pushing the yellow block once to the west.  This will get rid of a combo of blocks, and leave the one big block with only a yellow block.  This starts you back where you were in the first place. 

Push the blue block two times south, and then three times east.  Push the eastern green five times west, and one time north.  This will get rid of two blocks.  Now, pull that northern yellow block three times south, and two times west.  Go get the northern red block, and push it two times south, and two times west. Pull it once north, and push it north again to get rid of three red blocks.  Now, get the northern yellow and push it north two times, and east five times.  This makes two yellows go. 

Pull the far eastern blue block two times south, and push it two times east.  Push it three times south, making two blocks go.  Now, go to the southeastern corner, and push the eastern green block once east.  Now, push the southern green five times north, making three greend go.  Push the eastern red to the west.  RED IS DONE!

Push the eastern green block five times west, and then five times north.  GREEN IS DONE!

Pull the northwestern yellow block once east, and then push it once north.  Push the southern blue block four times east (DO NOT TOUCH THE BLOCKS!).  Now, push the western blue block fie times east.  BLUE IS DONE!

Push the northeastern yellow five times south to make two yellows go.  Push the southern yellow block six times north, and THIS PUZZLE IS DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 11                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Directly north of Millenium Puzzle 8, and northeast of Infinitum.  (Need Lombardia)
Coordinants: X: 7,669  Y: 15,858
Difficulty: 3/5
Hint:  "Same colored blocks are eliminated by placing more then two of them together.  Count all the blocks before you begin."
Item: Weather Vane
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Solution:

Pull the southern green block once north, and then push it once north.  Pull the northern blue block two times south, and then push once east.  Pull the eastern blue once west.  BLUE IS DONE!

Now, pull the southern green block once south, and push it once more south,  Pull the eastern green block once west, and pull the western green once east.  Push the eastern green once west, and GREEN IS DONE!

Pull the southern yellow block  two times north, and push it two times north.  Pull the eastern yellow two times west, and push it once more west.  Pull the northern yellow once south, and pull the center red two times east.  Push the southern yellow once north, and YELLOW IS DONE!

Push the center red once north, and then once east.  Go to the western red, and pull it once east, and then two times south.  Pull it once east, and then pish it once south.  Push it two times east, and THIS PUZZLE IS DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 12                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: South of Glittering Emblem, on a large plateau.  (Need Lombardia)
Coordinants: X: 24,993  Y: 14,677
Difficulty: 3/5
Hint:  "Brute force will only get you so far.  Be open to trying to move the blocks in a new way."
Item: Pocketbook
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Solution:

Pull the western green block two times east, and then push it once more east.  Pull the western red block once east, making two reds disappear.  Pull the far western blue block once east, making three blues disappear. Push the eastern yellow once west, making two disappear.Pull the eastern blue four times west, making two blues go.  Pull the western red block once east, and then push it five times east, making three reds disappear.  Pull the southern yellow once north, and two more go.  Push the western green two times east, and GREEN IS DONE!

Now, pull the eastern yellow block seven times west, and push it two times south.  YELLOW IS DONE!

Pull the southern red once north, and push it once more north, and then once east.  RED IS DONE!

Pull the western blue block once south, and pull it once east.  Now pull the southeastern blue block once west, and then once north.  Push the western blue six times west, and then once north.  Push the western blue sixe times east, and THIS PUZZLE IS DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 13                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Northwest of Boot Hill, West of Telepath Tower 11.  On Boot Hill continent.
Coordinants: X: 13,098,  Y: 2,689
Difficulty: 3/5
Hint:  "Eliminating one block can cause a chain reaction and wipe everything out.  But it is not totally necessary."
Item: Lion Shield
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Solution:

Start by pulling the southeastern green block once west, and then once north.  Push it two more times north, and it starts the chain reaction the hint comments about.  About 80% of the blocks disappear.  

Pull the western red block three times east, and push it once more south, onto the floor.  Pull the northern red two times east, and push it once more east.  Push it four times south, onto the floor, and RED IS DONE!

Pull the southern yellow block three spaces east, and push it two south off the edge.  Push the northern blue block south, BLUE IS DONE!

Pull the western yellow block three spaces east, and push it three south.  YELLOW IS DONE!  Pull the green blocks two spaces east, and push it for spaces south GREEN IS DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 14                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: South of Fortune gear and Millenium Puzzle 1, On an island.  (Need Lombardia)
Coordinants: X: 21,386, Y: 5,748
Difficulty: 4/5
Hint: "You already know that putting two blocks of the same color together will eliminate them.  But dont forget that they can be put together vertically as well as horizontally."
Item: Teleport Orb
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Solution:

Pull the eastern yellow block three times west.  Push it once north, making both yellows go.  Pull the eastern green block four times west, and push it once more west.  Push it once north, making both greens disappear.  Jump down to the east.  Pull the western blue once east, making two blues go.  Pull the western red block two times east, making two reds go.  

Now you can finish the puzzle.  Pull the western blue once east, and then once north.  Pull it six times east, and BLUE IS DONE!

Pull the western yellow once east, and push it seven times east.  YELLOW IS DONE!

Pull the western green block two times east, and push it seven times east.  GREEN IS DONE!

Pull the western red block once south, and then once east.  Push it seven times east, and THIS PUZZLE IS DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Millenium Puzzle 15                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: In the Yggdrasil/Greenlodge area of the world map.
Coordinants: X: 4,480, Y: 18,259
Difficulty: 4/5
Hint: "Puzzles are solved before you know it.  After all, it's only a game.  
But you still need to get it right."
Item: 10 - Gal Hat
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Solution:

Start by pulling the eastern blue block five spaces west, making both blue 
blocks disappear.  Now, pull the eastern red block four spaces west, making 
two more blocks disappear.  Jump from corner to corner, and get back to the 
other blocks.  Now, pull the yellow block 2 spaces west, and push it two more, 
making another two blocks disappear.  Pull the green block a few spaces west, 
and when it disappears, jump down.  

Now, push the mid southern block once west, making two more disappear.  Now, 
pull the western red block once east, making yet another two disappear.  Pull 
the blue block once east, making some more disappear.  Now, move the eastern 
yellow once west, making some more go.  Pull the eastern green block once 
west, making two more go.  Jump down to the east.

Push the center yellow block once west, making three yellows disappear. Push 
the center green block once west, making three greens disappear.  Pull the 
eastern yellow once west, and it will disappear.  Now, pull the eastern green 
once west.  GREEN IS DONE!  Jump down to the west.  

Push the blue block once east, and easily, BLUE IS DONE!

Push the center yellow block once west, into another yellow, and YELLOW IS 
DONE!

And for red...pull the eastern red twice west, and then push it two more times 
west, and THIS PUZZLE IS DONE! 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 16                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: The fertile area to the west after you fought Balal Quo Nega, South 
of the Dragons Lair.
Coordinants: X: 14,341, Y: 10,258
Difficulty: 4/5
Hint: "It's natural to think differently when you find a new point of view.  
Even in a puzzle moving blocks, will everything stay the same when something 
new comes up?."
Item: 10 - Gal Hat
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Solution:

Note: Sorry for the horrid solution here.  I know most of it is correct, but 
on some parts I messed up on the writing, so forgive them...It should still 
work for you.  Just kill three blocks of the same color when I say kill three 
blocks, and two when I say two.

Start by walking over the blocks, and jump off to the far north.  Pull the far 
northern block as far south as possible, and then pull the western green block 
4 spaces east.  Now pull the eastern red block on time west, push it once 
south, and pull it five times west, and then push it twice more south, to get 
rid of two red blocks.

Now, pull the far northern yellow block three spaces south.  Pull the far 
eastern yellow block once west, push it one time south, and pull it two times 
west.  DONT LET THEM TOUCH!  Now, go west, and pull the far western yellow 
block once west, and push it once south.  Push it three times to the east, 
making all three of the Yellow blocks disappear.  Now go to the north, and 
pull the blue block south, making both disappear.  Pull the eastern yellow 
block once west, making them both disappear.

Still in the northern area, pull the most northern block once south, making 
two blocks disappear (damn my writing notes at 3 AM, so unclean!).  Now, pull 
the eastern green block once, making both disappear.  

Now, pull that northeastern blue block once west, and push it once more west.  
Pull it five times south.  Pull that blue block to the east once west, and 
push it twice more west.  Dont touch them.  Now go get the western blue block, 
and pull it twice east, and push it once south.  Pull it once more east, and 
push it twice more to the east. All three will be destroyed, and  BLUE IS DONE!

Now, get that eastern green block, and pull it twice east.  Push it once more 
east, an then twice south.  This makes both green blocks disappear.

Go back up into that northern area of the puzzle, and pull the green block 
(the one you can reach without moving other blocks) once west, and then pull 
the northern yellow block once south.  YELLOW IS DONE!

Almost done (finally...).  Pull the southern green block one space north, and 
then push it once more north, and then once west.  GREEN IS DONE!

Last ones!  Pull that northern red block east, and then once north.  Push it 
once more east, and pull it four times south.  Now go get that far western 
red, and pull it east five times, so that both reds disappear.  THIS PUZZLE IS 
DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                          Millenium Puzzle 17                        *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Directly north of Sand Canal (Little Twister side) on a different 
continent.
Coordinants: X: 4,434, Y: 13,766
Difficulty: 4/5
Hint: "Some say its pays to wait, others say look before you leap.  Just don't 
forget that you have to move to progress."
Item: Arctic Blade
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

This is actually quite short...And its easier then the other 4/5 puzzles.Dont 
stress yourself over this one, it shouldnt take too long even without the 
solution right here.

Start by pushing the red block to the west once which will allow you to get 
out of that prison.  Push it once more to the west, and then two times to the 
north, so that it falls off the edge.  It will cause a rather large combo and 
get rid of most of that pile of blocks. Still on the upper level (remember not 
to jump down until all of them are on the lower level) push the eastern blue 
block twice to the north so that it falls to the floor, and makes another 
combo disappear on the pile of blocks over here.

Now that a decently large amount of blocks are gone, you can start getting rid 
of colors. Push the northern green block once east and once north so that it 
falls onto the floor.  Now push the yellow block three times north, so that it 
also falls on the floor.  Jump down once both are on the floor.  

Down here, you know you are almost done.  Pull the Souther green block once 
north, and GREEN IS DONE!

Now pull the middle yellow block once north, and push it once more north.  
Push it once west, making both blocks disappear.  Now pull the western blue 
block four times east, and BLUE IS DONE!

Now this should be rather easy.  Pull the easter yellow block two times west, 
and once south.  Push it once more south and once more west, and YELLOW IS 
DONE!

Last one, which should be just as easy as the yellow.  Pull the eastern red 
two times west, and then once north.  Push it twice more west, and THE PUZZLE 
IS DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*
*****                         Millenium Puzzle 18                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+**+*+*+*+*+*

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Directly south of Worlds Footprint, on an island.  
Coordinants: X: 9,355, Y: 13,678
Difficulty: 5/5
Hint: "Who was it that said 'Looking for a Shortcut will lead you astray'."
Item: Migrant Seal
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Solution:

Note: This is easily the longest of the Millenium Puzzles.  Mainly because you have to go back to the top of the puzzle over and over again.  And also, be pateint.  This puzzle can be extremely annoying because of the small areas.  It is very easy to fall off, and this will make you restart over and over.  I about killed my game beating this puzzle for you people.  :)

Pull the red block once south once, and push it three times south so that it falls onto the lower level.  Jump down.  Now, pull the blue block east two times.  Jump down to the lower level.  Pull the yellow block two times west, and then push it once more west.  Pull it twice south, and push it to the south twice more, so that it falls off the edge.  Pull the yellow block two times west, and pull the green block two times west.  Jump onto the lower level.  

Now you are on the bottom floor. You will be doing this step over and over so pay attention. GO to the far west, and walk up that extremely thin plank to the top of the puzzle.  Jump down to the east.  

Now, push the blue block two east, so it falls onto the floor.  Pull the red block two times south, and push it once more south.  Push it two times east, so that it falls onto the floor.  Jump down again.  Pull the blue block twice south, and jump down to the next lower level.  Push the green block two times west, so that it falls onto the floor.  Push the yellow block once west, and pull it two times south.  Push it once more south, and then two times west, so that it falls onto the floor. Jump down, and pull the green block once to the south.  Now, go back up to the top of the puzzle once again.

Jump down to the level with the red and the blue block.  Here, push the blue block two times south, so that it falls onto the lower level.  Jump down now.  Pull the blue block two times south, and push it once more south.  Pull it two times west, and push it two more times west, so it falls onto the ground again.  Jump down, and go back to the top of the puzzle once again.  

Go back to the level with the red block, and push it once west.  Pull it two times south, and push it two more times south.  Jump down.  Pull the red block two times south, and push it once more south.  Pull it two times west, and push it foure more times west, so that it falls onto the floor.  Jump down, and pull the red once west.  GO back to the top of the puzzle.  

Go all the way back down to the bottom, and jump into the space east of the red block.  Push the red block once west, and RED IS DONE!

Pull the yellow block two times west, and go back to the top of the puzzle.  Go allllll the way back down again, and push that yellow block once west, and then once south.  Pull the blue three times west.  Go back to the top of the puzzle...again.  Go all the way back down, and hop down.  Push the blue block once west, and BLUE IS DONE!

Now, we dont have to go back to the top!  Pull the yellow block once north, and YELLOW IS DONE!

Now for green.  Pull the southern green south twice.  Then push is once more south.  Pull it three times west, and push it once more west.  Pull it four times north, and THIS PUZZLE IS (FINALLY) DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Millenium Puzzle 19                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Directly north of Claiborne
Coordinants: X: 11,625, Y: 9,062
Difficulty: 5/5
Hint: "If you had to choose between food you like or food you hate, which 
would you eat first?  In other words, it may be best to get the tough tasks 
out of the way first."
Item: Vambrace
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 
Solution:

Start by pulling the northwestern yellow block one space south, and then push 
it two spaces east.  Now pull the eastern green block one spacewest, and then 
one space south. Push it once more south.  Now get the eastern yellow block, 
and pull it once space west, and push it once more west.  Push it once to the 
south. Now get that northern yellow block, and pull it south once.  Now pull 
it once west. Now get that northern blue block, and pull it south once.  Push 
it once more south, and then once west.  Now, go get the most northern red 
block , and pull it once west, and then once south.  Push it once more south, 
and RED IS DONE!

Get the northwestern yellow block, and pull it once east.  Then push it once 
north.  Now get the far western blue block, and pull it once east, and push it 
two spaces east.  BLUE IS DONE!

Now for green.  Get the far southern green, and pull it one space north, and 
then push it two spaces east.  Go get the far western green block, and pull it 
once east, and push it two more times east.  GREEN IS DONE!  

Now to finish this annoying puzzle.  Start with the far northern ywllo block.  
Pull it once south, and then push it two spaces east.  Get the western yellow 
block, and pull it once north, and then once east.  Push it two spaces north, 
and then two spaces east.  THIS PUZZLE IS DONE!

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Millenium Puzzle 20                         *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: North of Sunset Peak
Coordinants: X: 7,137, Y: 12,289
Difficulty: 5/5
Hint: "Pushing...Pulling...Life is full of repetitive chores.  And that is the key to success."
Item: Gunstar Sign
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Jump down as far north as possible, and pulll the red block once west.  Push the yellow block you can access once east.  Now puish the red block once west, and then push it two times north.  This gets rid of two reds.  Push that southern green block once south, and then once west.  Pull the yellow block you can access once south, and push it once south.  Push the northern blue block once north, and pull it two spaces west.  Push it once more west, and then two times north.  Two blues go.  

Pull the southern yellow block two times north, and one time west.  Push it two times north, and two times west.  Push it twice more north, and two yellows go.  Pull the lone green two times south, and two more greens go.  Pull the southern green once east, and twice north.  Push it two times more north, and then two times east.  GREEN IS DONE!

With one color done how to finish the puzzle should be laid out for you.  When I first saw this puzzle I was like AAAAK, and I am pretty sure you were to. But I will continue the strategy for you.  Pull the eastern yellow block once north.  Pull the southern blue block once west, then push once south.  Push the eastern yellow block once north, and pull it four times west.  Push it once more west, and once north.  YELLOW IS DONE!

Pull the southern blue block two times north, and one time west.  Push it two times north, and two times west.  Push it two more times north, and two more times west.  push it once more north, and BLUE IS DONE!

Now for red.  Pull the southern red three times north.  Push it once more north.  Pull it four times west, and push it once more west.  Push it once more north, and THIS PUZZLE IS DONE!

After finishing all 20 millenium Puzzles, go back to Dun Canyon, and Chat with Simon.  he will be quite impressed with your work, and you will get a rare Ex-File Key.

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_
 
¯=_=¯=_                        Telepath Towers                        ¯=_=¯=_ 
 
¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

The Telepath Towers are a long side quest, much like the Millenium Puzzles.  Unlike the Millenium Puzzles though, the Telepath Towers are all encounters, and no puzzles whatsoever.  You just need to fight a battle with 3 Towers each time.  Each Tower has different abilties, and higher HP each time you fight them.

To start this quest, you need to have talked to Roswell in Laxisland before Dissection Facility.  You have to "Ask" him things.  Then, talk to him after Diessection Facility, and he will tell you the location of the Telepath Tower.  Now, after you get/lose the Teardrop, Ask him again, and this time you can start the quest.  The first Tower is Southwest of Laxisland, and you can find and defeat the others in whichever order you want. 

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Tower Battles                            --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This section will tell you the location, and how to fight each Telepath Tower.  Also, after killing 5 of them, you will fight a new enemy.  I will put the new enemy strategy after 5 of the Tower battles.

Note: Instead of wards, a lot of people like to use the combo: Extenion-Status Lock, and then Extension-Permanence, though the wards allow you to get more EXP from these battles.  I suggest the former, but some may like the latter better.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                          Telepath Tower 1                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Southwest of Laxisland
Coordinants: X: 16,609, Y: 18,173
Status: Amnesia
EXP: 9,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Notice the 'Status' I have in the information area of the section.  This shows what status effect the Telepath Tower Causes to your party.  Note that each tower causes a different status effect (each set of towers causes a single, or multiple in later towers) status effect onto your party. 

In Telepath Tower 1, the status is Amnesia.  Amnesia stops your party member(s) to not get EXP from a battle.  This is a horrid status effect, especially if you need the EXP badly.  Two characters should have an Amnesia ward, but you probably shouldn't need any more characters then that with one.  This is easily the easiest set of towers to kill.  

But for all the towers, physical attacks work well, and FP Boost/Attack Up (though cheap) are your friends.  It is also good to get in the habit of healing the status effects when you first get afflicted with the status effect. This will help you later on.  And You may want to have status preparations BEFORE entering some of the later battles, or at least setting up the status protection right when the battle starts with the Medium Command.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                          Telepath Tower 6                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: On a small island north of Ka Dingel
Coordinants: X: 9,051, Y: 5,497
Status: Parasylisis
EXP: 16,500
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

This is annoying.  Luckily, parasylisis wears off after two or three turns.  This battle you may actually want to do Status lock on, though I must say Blue Bracers (which give Parasylisis Wards) are easily the most common status item in the game.  

Rememeber, unlike other RPGs, having your entire party paralyzed will not give you a Game Over.  But at minimum, have Clive or Jet with Status Lock or a Parasylisis ward, so that you can kill off the enemies.  Thats a minimum, remember.  You dont want ALL characters paralyzed so that you are at the enemies' mercy.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower 9                            *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Island with beach just south of Little Rock
Coordinants: X: 24,860, Y: 11,834
Status: Bronze
EXP: 21,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

This one is probably the most annoying of the basic statuses.  Bronze isnt caused often before this battle, so you wont feel the full effects of its annoyances.  Basically it is like a slow petrify in other games.  Except for the fact that the characters who are effected with Bronze ALWAYS go last.  No matter how slow the enemy is, they will always go last, making the battle drag out a whole lot.  

Heal the Bronze immediately, because you dont know when you will have the time to in other turns.  have at least one character (preferably Jet or Virginia) with a Bronze ward.  Bronze is dangerous, only when your characters turn to bronze, but it is extremely annoying on the way.  And also, take healing the bronze in priority to attack the towers, though the characters who have the bronze status should attacks, while those without should heal.  *sigh* annoying annoying.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower 10                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Southwest of the Abyss, Near Demondar Pillar [Rear].  In the shadows of a mesa
Coordinants: X: 24,151, Y: 8,403
Status: Death
EXP: 22,500
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Easily one of the more annoying sets of towers, these cast instand death spelld on your party.  Without Death wards, your party can be killed (if the enemy is lucky) in four attacks.  You can have, most likely, 3 death wards right now.  Holy Grails give you the Death Ward skill.  One on Cosmis Cog, one from Hunbaba in Ruins of Dreams, and one from a Millenium Puzzle.

Even if you do not have three, two is good enough.  And one will still make it so that you wont Game Over.  Try to have as many as possible, and at maximum level though, so you dont have to use as many items to revive your members.  As always, focus on one at a time, and even have Virginia attack full on, as you want to finish this battle as often as possible.  Even though the Radius Breath doesn't hit often, it can still be a pain, especially when you are building up FP.  Caution is your friend.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower 11                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Northwest of Boot Hill.  Use Lombardia to bomb the rocks.
Coordinants: X: 13,965, Y: 1,354
Statuses: Amnesia, Disease
EXP: 24,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

There is very little chance that you will die in this battle.  The statuses that these towers affect you with are non deadly statuses and are easily curable.  Amnesia is far worse then Disease, as it stops you from getting EXP from battles, and 24,000 EXP is quite a lot to miss, so make sure that any Amnesia is healed before you kill the third tower.  Other then that, keep Amnesia on, and dont waste a turn healing it.

Unless your party was weak from previous battlesd, the Disease will not be a problem, as all it does is stop you from healing.  And because these Towers do about 200 damage, it is going to take a long, long time for you to die.  Dont worry about this status, and attack exclusively. 

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                           Creeping Chaos                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

After beating 5 of the Telepath Towers, you are forced into a fight (immediately) with a new enemy, the Creeping Chaos.  After this battle, you may fight them anywhere on the world map.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Boss: Creeping Chaos
HP: 30,000
EXP: 10,000
Gella: 10,000
Item: None
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

As someone once said, the Creeping Chaos is the Malboro (Final Fantasy) of Wild Arms 3.  And well, its true.  Except he is a whole lot easier to beat then the Malboro's. He has three main attacks.  A Human experimentation, which is their physical attack, another one that alomost never works, and Arc-En-ciel.  

Arc-En-Ciel is the main problem.  This equivalent to "Bad Breath".  You have two options.  Give your party as many status wards as possible (mainly, Confusion, Sleep, and Parasylisis wards, but you can get other ones as well) or you can use Extension-Status Lock, Extension-Permanence.  I prefer the former, because you can get a hell of a lot of EXP from this battle if your party members have a lot of status wards equipped.  And you can get the EXP fast, up to 100,000 if you are devoted enough to get to 9.9. 

Killing off a Creeping Chaos is not hard, for a boss.  30,000 HP isnt that bad, and wont last too long against strong Gatlings.  If you want the EXP, this is an excellent time to level, if you want it over with, Status lock, and continuous Gatlings are your friend.  However you do it, you need SOME sort of status protection against your allies, or you will be screwed.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+

After the battle, you can fight Creeping Chaos' in random encounters from now through the rest of the Telepath Tower Quest.  

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower 12                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: Go to the beach that you originally entered to get to Gunners Heaven.  Then, use a Call Whistle, and hop onto your horse.  Head south, and you will see a rift to your west.  Jump over the fole, and search.  Here, you will find the Telepath Tower.
Coordinants: X: 22,397, Y: 22,622
Status: Poison, Sleep
EXP: 25,500
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

This battle is more annoying then hard.  The sleep status they can cause is a pain in the ass, and the poison paired with it is even worse.  If your party is all poisoned and asleep, you can easily die as the enemy continually pounds on you.  Sleep is more of a problem in this battle then poison is, but if you dont heal poison fast enough, the poison will cause quite a problem.  Sleep is like parasylisis, except it is seemingly harder to cure.

If you had wards from the previous battles with the Towers that used posion and sleep, use them fully here, as you will need them.  This battle is far more annoying then it really is hard.

*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+
*****                         Telepath Tower 15                           *****
*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
Location: West of Sunset Peak, over the gorge (need Horse)
Coordinants: X: 5,960, Y: 12,923
Status: Death, Bronze, Sleep, Confusion (basically all the statuses, but these they use most)
EXP: 30,000
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 

Easily the hardest of the Teleapath Towers.  Bronze paired with Sleep can be hell, especially if all of your characters who arent bronzed are asleep.  Have as many Sleep and Bronze wards possible on your members, and have at least 2 with confusion wards.  They dont cause confusion often, but it is as deadly as always when they do.  And on top of that, you STILL have to worry about Death spells.  If you used Holy Grails for Telepath Tower 10, have them equipped here, as you need them.

This battle is more about preparation and wards then it is fighting.  Status Lock is amazing, but only if you dont have the Wards.  This is the most annoying Telepath Tower set, so be pateient, and kill them one at a time, with whatever means nescissary.

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_
 
¯=_=¯=_                            ARMS                                ¯=_=¯=_ 

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

As I said earlier, ARMS are the main weapons in Wild Arms 3 (hence the name of 
the game...).  They are the gun-like objects your characters weild in battle.  
Luckily, unlike the story, all you need to learn how to do is press the X 
button to fire them.  But lets not get into that now.   

ARMS have certain parameters you will notice.  Namely, SHT, HIT, BLT, WGT, and 
CRT.  Each of these attributes has a special usage.  You can only upgrade 
these stats in area's called ARMS Shops that are found in towns throughout the 
game.  

This area in the FAQ is meant to teach you how to effectively use each 
attribute.  So read on, and learn.

=-=-=-=-=-=-=-=-=-=-
SHT (Shot)
=-=-=-=-=-=-=-=-=-=-

The shot attribute is basically the equvalent of the Attack attribute.  the 
higher this number is, the stronger the ARMS attack will be.  Basically, you 
have an initial skill with attack (say, Virginia's 8) and then you upgrade it 
to level 1, and the attack stat will upgrade to 15.  This means 15 is added to 
Virginia's base attack stat that you see on the menu/status screen.Take note 
that it is not 23 (8 + 15) that is added, but rather just the total of 15.  

=-=-=-=-=-=-=-=-=-=-
HIT (Hit Percentage)
=-=-=-=-=-=-=-=-=-=-

Hit is a very important skill in Wild Arms 3.  this basically represents your 
hit percentage of the ARMS.  This, like SHT, is added to the characters' main 
stats.  HIT is ARMS only, and the higher the stat is, the better chance that 
the physical attack will hit the enemy.  So a character with all attack power 
(SHT) and no HIT will will be strong, but hit less frequently.  Hit can also 
be upped by the AIM stat in the characters base stats.  

=-=-=-=-=-=-=-=-=-=-
BLT (Bullet)
=-=-=-=-=-=-=-=-=-=-

The BLT (Bullet) stats can actually mean the difference between life and death 
in long battles.  Basically, like guns in real life, ARMS need to be 
reloaded.  the BLT (as I said earlier, it stands for bullet) stat represents 
the number of times an ARM can attack before it needs to be reloaded.  So on a 
strong attacker you mean only to physically attack (Like Clive, who is 
horrible at magic, and excellent at physically attacking) you need a lot of 
bullets.  In boss battles, the battle can easily exceed 10 rounds if you are 
not strong, and so that would be about 2-3 reloading times with characters 
with low BLT stats.  So basically, the higher this stat it, the more damage 
you can do.  This works hand in hand with the SHT skill, and is one of the 
only skills ont effected by the chatacrers' main stats.  

=-=-=-=-=-=-=-=-=-=-
WGT (Weight)
=-=-=-=-=-=-=-=-=-=-

THroughout the game, this skill may actually seem completely useless to you.  
Though in actuality, it allows you to do more damage.  When your characters 
are on level 50 or 60, your party will be glad you upped this skill.  
Basically WGT lowers the FP cost of the Gatling skill.  You will notice when 
you start the game, some characters has a more expensive Gatling skill then 
others (namely, Virginia does it easiest).  When a character with a higer FP 
cost ups his WGT, he does it cheaper.  Also, take note that when you upgrade 
it the stat is not actually going up, but down.  Hence the -# on the level 
area.

=-=-=-=-=-=-=-=-=-=-
CRT (Critical)
=-=-=-=-=-=-=-=-=-=-

This skill is important mainly on normal physical attacks.  CRT stands for 
Critical, and as in every other RPG, Critical attacks are about twice as 
strong as a normal physical attack.  So the higher this stat it, the higher 
chance you will be able to do twice as much damage a you would with a normal 
physical attack.  This stat is also effected by the characters "LUCK" stat in 
the characters stat menu.  The higher the LUCK and the CRT stat are, the more 
chance you have for critcal attacks.  And for you new players out there, you 
can tell you are doing a critcal attack by the screen splitting into 4 parts 
and watching each of them shoot the enemy.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Characters                             --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This section is for the characters.  I will give you (the player) a basic 
rundown on each characters' strengths and weaknesses ARMS-wise.  

Take note that WGT is always starting at 0, but you can see the characters' 
ARMS weight when you look at it in the ARMS shop or the characters; status 
screen.  Its that little green line going to the bottom left.  

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                            Virginia                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Rapier Ex Banrorian 93R 

Virginia, like most female characters in video games, are meant for speed and 
spells.  Virginia is not a naturally strong physically attacking character, 
and that is her main weakness.  Other then that, she has a good HIT, a low 
CRT, and excellent skills in both WGT and BLT.  

Because of this odd setup, you should probably use most of her upgrade slots 
for SHT, HIT, and CRT.  Since she already has the lightest weight weapon in 
the game, you don't need to bring the WGT down as much as you do for some 
other characters. But its a good idea to actually bring it up, because she 
wont do as much damage with SHT as the other characters, and with a higher 
WGT, she can use Gatling more often. Her SHT actually wont be needed as much 
as you think it would, mainly because of the fact that Virginia will be the 
main healer throughout the game, and will be on support and defense most of 
the time.  A good Critical skill is needed because of the lack of damage she 
does normally.  

Of course, another good setup would to have Virginia pure WGT.  Having her 
with a high WGT (5 or above) will make her gatlings better and cheaper, and 
will allow her to do more damage in the long run.  You should work with her 
physical attack if ytou are doing this though, because you will need her to be 
at least decently strong.  Virginia probably wont need bullets, but its still 
nice to give her some CRT, so she can do higher damagoe more often.

Rapier Ex Banrorian 93R Base Stats:

SHT: +8
HIT: +16
BLT: 5
WGT: 0
CRT: x.2

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Clive                                 --=-=
 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Gungit HAG35

Clive is actually just about the opposite of Virginia. he is yet another Video 
game cliche, also like Virginia.  He is the strong physical character that 
can't do magic worth crap.   He has both the highest attack (SHT) and the 
highest Hit (HIT) percentage.  He also is excellent at critical (CRT) (also 
the highest...) attacks.  His main weaknesses are his decently heave ARMS 
weight, and his absolutely HORRID Bullet (BLT) count.

All right, since he is good at just about everything, the first stat Clive 
needs 
to level up is his Bullets.  I suggest by the end of Chapter 2 Clive having at 
least 5 Bullets.  Because he is so meant for physical attacking, you may want 
him to have a good SHT as well.  Since his base SHT and HIT are high, and grow 
faster then normal, he is the best physical attacker.  He also has a high base 
CRT, so put more on the WGT then that.

Actually, for Clive I find it useful to take a balanced approach.  I suggest 
getting to level 3 on each of the stats, if you want him balanced.  He can 
easily be a powerhouse, but what use is that if he isn't all around balanced 
otherwise?

Gungit HAG 35 Base Stats:

SHT: +19
HIT: +18
BLT: 2
WGT: 0
CRT: x.4

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                 Jet                                 --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Airghet-lahm B/V2

Jet is actually somwhere in the middle of Clive and Virginia. He has a great 
attack(SHT) and HIT skill, and everything else seems a bit more balanced.  he 
is actually the most balanced characters, ARMS-wise.  His main weakness is his 
rather high base WGT, which really isn't all that high.

Since Jet has a good BLT and CRT, make sure to wait for upping those until 
last.  Start with his weight, actually.  Since he has all around good stats, 
his weight needs to be upped so he can attack more often.  Then go for hit 
SHT, and then HIT.  And from there, you can go wherever you want, depending on 
your play style.  A good SHT skill will be great at the end of the game, as he 
will be another main physical attacker.  

Airghet-lahm B/V2 Base Stats: 

SHT: +15
HIT: +13
BLT: 4
WGT: 0
CRT: x.3

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Gallows                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Cyote M17F Mod

First things first: Gallows has probably the worst ARM in the game.  Almost 
all of his stats are low, and average at best.  But I guess that does deal 
with how the game was made, because he is actually the best physical attacker 
in the game (*hint* Valiant *hint*).  

Because of the sheer low stats of his weapon, I suggest actually mainly 
leveling attack.  Also, to make the game easier, use Gallows for defense.  
Don't ever use his Gatling skill, and save all of his FP for his invaluable 
Extension skill.  this will, leave you with a better chance to level the 
skills he actually needs to improve.  In the latter stages of the game, he 
needs all the physical attack power he can get, so make sure to up his SHT 
well.  And you probably noticed...but Gallows has the single worst hit 
percentage ever( I mean +5?  What were they thinking?).  You will obviously 
need to up that quite a bit to actually get it up to normal levels. Focus 
mainly on those, and then go for his bullets and CRT skills. 

Cyote M17F Mod Base Stats:

SHT: +16
HIT: +5
BLT: 3
WGT: 0
CRT:x.1

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                          ARMS Parameters                            --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This section is for the ARMS upgrades.  Whenever you go to a ARMS shop, and 
you have the proper amount of money, you cang et your ARM upgraded.  Just talk 
to the master, and select what character you want to upgrade ARMS for, and 
then you are given a screen.

Take note that the most limiting factor in ARMS upgrades is that you can only 
get it to level 15.  So basically you need to cover the ARMS' weakness, while 
upping its strengths. And its so damned expensive!

First off, the costs may seem a little weird.  But that is the cost it takes 
to upgrade to the next level, NOT how much it takes to get to that level.  And 
each amount of money is separate, so you may see some costs like 500, 700 but 
you don't have to pay only 200 Gella for the upgrade, but the full 700.  Now 
you see why this is so expensive!

Level: The level of the skill
Stat: That stat at the specific level
Cost: The cost in gella to get to the next level

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                              Virginia                               --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------------------
SHT (Shot)
--------------------

Level: 0
Stat: +8     
Cost: 1,500           

Level: 1
Stat: +15
Cost: 6,000

Level: 2
Stat: +23
Cost: 13,500

Level: 3
Stat: +30
Cost: 24,000
 
Level: 4
Stat: +38
Cost: 37,500

Level: 5
Stat: +45
Cost: 54,000

Level: 6 
Stat: +53
Cost: 73,500

Level: 7
Stat: +60
Cost: 96,000

Level: 8
Stat: +68
Cost: 121,500

Level: 9
Stat: +75
Cost: 150,000

Level: 10
Stat: +83
Cost: 181,000

Level: 11
Stat: +90
Cost: 216,000

Level: 12
Stat: +98
Cost: 253,500

Level: 13
Stat: +105
Cost: 294,000

Level: 14
Stat: +113
Cost: 337,500

Level: 15
Stat: +120
Cost: -------

--------------------
HIT (hit percentage)
--------------------

Level: 0
Stat: +16
Cost: 600

Level: 1
Stat: +32
Cost: 2,400

Level: 2
Stat: +48
Cost: 5,400
 
Level: 3 
Stat: +64
Cost: 9,600
 
Level: 4
Stat: +80
Cost: 15,000
 
Level: 5
Stat: +96
Cost: 21,600

Level: 6
Stat: +112
Cost: 29,400

Level: 7
Stat: +128
Cost: 38,400

Level: 8
Stat: +144
Cost: 48,600

Level: 9
Stat: +160
Cost: 60,000

Level: 10
Stat: +176
Cost: 72,600

Level: 11
Stat: +192
Cost: 86,400

Level: 12
Stat: +208
Cost: 101,400

Level: 13
Stat: +224
Cost: 117,600

Level: 14
Stat: +240
Cost: 135,000

Level: 15
Stat: +256
Cost: -------

--------------------
BLT (Bullet)
--------------------

Level: 0
Stat: 5
Cost: 900

Level: 1
Stat: 6
Cost: 3,600

Level: 2
Stat: 7
Cost: 8,100

Level: 3
Stat: 8
Cost: 14,400

Level: 4
Stat: 9
Cost: 22,500

Level: 5
Stat: 10
Cost: 32,400

Level: 6
Stat: 11
Cost: 44,100

Level: 7
Stat: 12
Cost: 57,600

Level: 8
Stat: 13
Cost: 72,900

Level: 9
Stat: 14
Cost: 90,000

Level: 10
Stat: 15 
Cost: 108,900

Level: 11
Stat: 16
Cost: 129,600

Level: 12
Stat: 17
Cost: 152,100

Level: 13
Stat: 18
Cost: 176,400

Level: 14
Stat: 19
Cost: 205,500

Level: 15
Stat: 20
Cost: -------

--------------------
WGT (Weight)
--------------------

Level: 0
Stat: 0
Cost: 150

Level: 1
Stat: -1
Cost: 600

Level: 2
Stat: -2
Cost: 1,350

Level: 3
Stat: -3
Cost: 2,400

Level: 4
Stat: -4
Cost: 3,750

Level: 5
Stat: -5
Cost: 5,400

Level: 6
Stat: -6
Cost: 7,350

Level: 7
Stat: -7
Cost: 9,600

Level: 8
Stat: -8
Cost: 12,250

Level: 9
Stat: -9
Cost: 15,000

Level: 10
Stat: -10
Cost: 18,150

Level: 11
Stat: -11
Cost: 21,600

Level: 12
Stat: -12
Cost: 23,350

Level: 13
Stat: -13
Cost: 29,400
 
Level: 14
Stat: -14
Cost: 33,750

Level: 15
Stat: -15
Cost: -------

--------------------
CRT (Critical)
--------------------

Level: 0 
Stat: x.2
Cost: 300

Level: 1
Stat: x.3
Cost: 1,200

Level: 2 
Stat: x.4
Cost: 2,700

Level: 3
Stat: x.5
Cost: 4,800

Level: 4
Stat: x.6
Cost: 7,500

Level: 5
Stat: x.7
Cost: 10,800

Level: 6
Stat: x.8
Cost: 14,700

Level: 7 
Stat: x.9
Cost: 19,200

Level: 8
Stat: x1.0
Cost: 24,300

Level: 9
Stat: x1.1
Cost: 30,000

Level: 10
Stat: x1.2
Cost: 36,300

Level: 11
Stat: x1.3
Cost: 43,200

Level: 12
Stat: x1.4
Cost: 50,700

Level: 13
Stat: x1.5
Cost: 58,800

Level: 14
Stat: x1.6
Cost: 67,500

Level: 15
Stat: x1.7
Cost: ------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                                Clive                                --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------------------
SHT (Shot)
--------------------

Level: 0
Stat: +19     
Cost: 1,500           

Level: 1
Stat: +38
Cost: 6,000

Level: 2
Stat: +56
Cost: 13,500

Level: 3
Stat: +75
Cost: 24,000
 
Level: 4
Stat: +94
Cost: 37,500

Level: 5
Stat: +113
Cost: 54,000

Level: 6 
Stat: +131
Cost: 73,500

Level: 7
Stat: +150
Cost: 96,000

Level: 8
Stat: +169
Cost: 121,500

Level: 9
Stat: +188
Cost: 150,000

Level: 10
Stat: +206
Cost: 181,000

Level: 11
Stat: +225
Cost: 216,000

Level: 12
Stat: +244
Cost: 253,500

Level: 13
Stat: +263
Cost: 294,000

Level: 14
Stat: +281
Cost: 337,500

Level: 15
Stat: +300
Cost: -------

--------------------
HIT (hit percentage)
--------------------

Level: 0
Stat: +18
Cost: 600

Level: 1
Stat: +35
Cost: 2,400

Level: 2
Stat: +53
Cost: 5,400
 
Level: 3 
Stat: +70
Cost: 9,600
 
Level: 4
Stat: +88
Cost: 15,000
 
Level: 5
Stat: +105
Cost: 21,600

Level: 6
Stat: +123
Cost: 29,400

Level: 7
Stat: +140
Cost: 38,400

Level: 8
Stat: +158
Cost: 48,600

Level: 9
Stat: +175
Cost: 60,000

Level: 10
Stat: +193
Cost: 72,600

Level: 11
Stat: +210
Cost: 86,400

Level: 12
Stat: +218
Cost: 101,400

Level: 13
Stat: +245
Cost: 117,600

Level: 14
Stat: +263
Cost: 135,000

Level: 15
Stat: +280
Cost: -------

--------------------
BLT (Bullet)
--------------------

Level: 0
Stat: 2
Cost: 900

Level: 1
Stat: 3
Cost: 3,600

Level: 2
Stat: 4
Cost: 8,100

Level: 3
Stat: 5
Cost: 14,400

Level: 4
Stat: 6
Cost: 22,500

Level: 5
Stat: 7
Cost: 32,400

Level: 6
Stat: 8
Cost: 44,100

Level: 7
Stat: 9
Cost: 57,600

Level: 8
Stat: 10
Cost: 72,900

Level: 9
Stat: 11
Cost: 90,000

Level: 10
Stat: 12 
Cost: 108,900

Level: 11
Stat: 13
Cost: 129,600

Level: 12
Stat: 14
Cost: 152,100

Level: 13
Stat: 15
Cost: 176,400

Level: 14
Stat: 16
Cost: 205,500

Level: 15
Stat: 17
Cost: -------

--------------------
WGT (Weight)
--------------------

Level: 0
Stat: 0
Cost: 150

Level: 1
Stat: -1
Cost: 600

Level: 2
Stat: -2
Cost: 1,350

Level: 3
Stat: -3
Cost: 2,400

Level: 4
Stat: -4
Cost: 3,750

Level: 5
Stat: -5
Cost: 5,400

Level: 6
Stat: -6
Cost: 7,350

Level: 7
Stat: -7
Cost: 9,600

Level: 8
Stat: -8
Cost: 12,250

Level: 9
Stat: -9
Cost: 15,000

Level: 10
Stat: -10
Cost: 18,150

Level: 11
Stat: -11
Cost: 21,600

Level: 12
Stat: -12
Cost: 23,350

Level: 13
Stat: -13
Cost: 29,400
 
Level: 14
Stat: -14
Cost: 33,750

Level: 15
Stat: -15
Cost: -------

--------------------
CRT (Critical)
--------------------

Level: 0 
Stat: x.4
Cost: 300

Level: 1
Stat: x.5
Cost: 1,200

Level: 2 
Stat: x.6
Cost: 2,700

Level: 3
Stat: x.7
Cost: 4,800

Level: 4
Stat: x.8
Cost: 7,500

Level: 5
Stat: x.9
Cost: 10,800

Level: 6
Stat: x1.0
Cost: 14,700

Level: 7 
Stat: x1.1
Cost: 19,200

Level: 8
Stat: x1.2
Cost: 24,300

Level: 9
Stat: x1.3
Cost: 30,000

Level: 10
Stat: x1.4
Cost: 36,300

Level: 11
Stat: x1.5
Cost: 43,200

Level: 12
Stat: x1.6
Cost: 50,700

Level: 13
Stat: x1.7
Cost: 58,800

Level: 14
Stat: x1.8
Cost: 67,500

Level: 15
Stat: x1.9
Cost: ------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Jet                                   --=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------------------
SHT (Shot)
--------------------

Level: 0
Stat: +15     
Cost: 1,500           

Level: 1
Stat: +30
Cost: 6,000

Level: 2
Stat: +45
Cost: 13,500

Level: 3
Stat: +60
Cost: 24,000
 
Level: 4
Stat: +75
Cost: 37,500

Level: 5
Stat: +90
Cost: 54,000

Level: 6 
Stat: +105
Cost: 73,500

Level: 7
Stat: +120
Cost: 96,000

Level: 8
Stat: +135
Cost: 121,500

Level: 9
Stat: +150
Cost: 150,000

Level: 10
Stat: +165
Cost: 181,000

Level: 11
Stat: +180
Cost: 216,000

Level: 12
Stat: +195
Cost: 253,500

Level: 13
Stat: +210
Cost: 294,000

Level: 14
Stat: +225
Cost: 337,500

Level: 15
Stat: +240
Cost: -------

--------------------
HIT (hit percentage)
--------------------

Level: 0
Stat: +13
Cost: 600

Level: 1
Stat: +26
Cost: 2,400

Level: 2
Stat: +39
Cost: 5,400
 
Level: 3 
Stat: +53
Cost: 9,600
 
Level: 4
Stat: +66
Cost: 15,000
 
Level: 5
Stat: +79
Cost: 21,600

Level: 6
Stat: +92
Cost: 29,400

Level: 7
Stat: +105
Cost: 38,400

Level: 8
Stat: +118
Cost: 48,600

Level: 9
Stat: +131
Cost: 60,000

Level: 10
Stat: +144
Cost: 72,600

Level: 11
Stat: +158
Cost: 86,400

Level: 12
Stat: +171
Cost: 101,400

Level: 13
Stat: +184
Cost: 117,600

Level: 14
Stat: +197
Cost: 135,000

Level: 15
Stat: +210
Cost: -------

--------------------
BLT (Bullet)
--------------------

Level: 0
Stat: 4
Cost: 900

Level: 1
Stat: 5
Cost: 3,600

Level: 2
Stat: 6
Cost: 8,100

Level: 3
Stat: 7
Cost: 14,400

Level: 4
Stat: 8
Cost: 22,500

Level: 5
Stat: 9
Cost: 32,400

Level: 6
Stat: 10
Cost: 44,100

Level: 7
Stat: 11
Cost: 57,600

Level: 8
Stat: 12
Cost: 72,900

Level: 9
Stat: 13
Cost: 90,000

Level: 10
Stat: 14 
Cost: 108,900

Level: 11
Stat: 15
Cost: 129,600

Level: 12
Stat:  16
Cost: 152,100

Level: 13
Stat: 17
Cost: 176,400

Level: 14
Stat: 18
Cost: 205,500

Level: 15
Stat: 19
Cost: -------

--------------------
WGT (Weight)
--------------------

Level: 0
Stat: 0
Cost: 150

Level: 1
Stat: -1
Cost: 600

Level: 2
Stat: -2
Cost: 1,350

Level: 3
Stat: -3
Cost: 2,400

Level: 4
Stat: -4
Cost: 3,750

Level: 5
Stat: -5
Cost: 5,400

Level: 6
Stat: -6
Cost: 7,350

Level: 7
Stat: -7
Cost: 9,600

Level: 8
Stat: -8
Cost: 12,250

Level: 9
Stat: -9
Cost: 15,000

Level: 10
Stat: -10
Cost: 18,150

Level: 11
Stat: -11
Cost: 21,600

Level: 12
Stat: -12
Cost: 23,350

Level: 13
Stat: -13
Cost: 29,400
 
Level: 14
Stat: -14
Cost: 33,750

Level: 15
Stat: -15
Cost: -------

--------------------
CRT (Critical)
--------------------

Level: 0 
Stat: x.3
Cost: 300

Level: 1
Stat: x.4
Cost: 1,200

Level: 2 
Stat: x.5
Cost: 2,700

Level: 3
Stat: x.6
Cost: 4,800

Level: 4
Stat: x.7
Cost: 7,500

Level: 5
Stat: x.8
Cost: 10,800

Level: 6
Stat: x.9
Cost: 14,700

Level: 7 
Stat: x.1.0
Cost: 19,200

Level: 8
Stat: x1.1
Cost: 24,300

Level: 9
Stat: x1.2
Cost: 30,000

Level: 10
Stat: x1.3
Cost: 36,300

Level: 11
Stat: x1.4
Cost: 43,200

Level: 12
Stat: x1.5
Cost: 50,700

Level: 13
Stat: x1.6
Cost: 58,800

Level: 14
Stat: x1.7
Cost: 67,500

Level: 15
Stat: x1.8
Cost: ------

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=                               Gallows                               --=-=
 
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

--------------------
SHT (Shot)
--------------------

Level: 0
Stat: +16    
Cost: 1,500           

Level: 1
Stat: +33
Cost: 6,000

Level: 2
Stat: +49
Cost: 13,500

Level: 3
Stat: +65
Cost: 24,000
 
Level: 4
Stat: +81
Cost: 37,500

Level: 5
Stat: +98
Cost: 54,000

Level: 6 
Stat: +114
Cost: 73,500

Level: 7
Stat: +130
Cost: 96,000

Level: 8
Stat: +146
Cost: 121,500

Level: 9
Stat: +163
Cost: 150,000

Level: 10
Stat: +179
Cost: 181,000

Level: 11
Stat: +195
Cost: 216,000

Level: 12
Stat: +211
Cost: 253,500

Level: 13
Stat: +228
Cost: 294,000

Level: 14
Stat: +244
Cost: 337,500

Level: 15
Stat: +260
Cost: -------

--------------------
HIT (hit percentage)
--------------------

Level: 0
Stat: +5
Cost: 600

Level: 1
Stat: +10
Cost: 2,400

Level: 2
Stat: +15
Cost: 5,400
 
Level: 3 
Stat: +20
Cost: 9,600
 
Level: 4
Stat: +25
Cost: 15,000
 
Level: 5
Stat: +30
Cost: 21,600

Level: 6
Stat: +35
Cost: 29,400

Level: 7
Stat: +40
Cost: 38,400

Level: 8
Stat: +45
Cost: 48,600

Level: 9
Stat: +50
Cost: 60,000

Level: 10
Stat: +55
Cost: 72,600

Level: 11
Stat: +60
Cost: 86,400

Level: 12
Stat: +65
Cost: 101,400

Level: 13
Stat: +70
Cost: 117,600

Level: 14
Stat: +75
Cost: 135,000

Level: 15
Stat: +80
Cost: -------

--------------------
BLT (Bullet)
--------------------

Level: 0
Stat: 3
Cost: 900

Level: 1
Stat: 4
Cost: 3,600

Level: 2
Stat: 5
Cost: 8,100

Level: 3
Stat: 6
Cost: 14,400

Level: 4
Stat: 7
Cost: 22,500

Level: 5
Stat: 8
Cost: 32,400

Level: 6
Stat: 9
Cost: 44,100

Level: 7
Stat: 10
Cost: 57,600

Level: 8
Stat: 11
Cost: 72,900

Level: 9
Stat: 12
Cost: 90,000

Level: 10
Stat: 13 
Cost: 108,900

Level: 11
Stat: 14
Cost: 129,600

Level: 12
Stat:  15
Cost: 152,100

Level: 13
Stat: 16
Cost: 176,400

Level: 14
Stat: 17
Cost: 205,500

Level: 15
Stat: 18
Cost: -------

--------------------
WGT (Weight)
--------------------

Level: 0
Stat: 0
Cost: 150

Level: 1
Stat: -1
Cost: 600

Level: 2
Stat: -2
Cost: 1,350

Level: 3
Stat: -3
Cost: 2,400

Level: 4
Stat: -4
Cost: 3,750

Level: 5
Stat: -5
Cost: 5,400

Level: 6
Stat: -6
Cost: 7,350

Level: 7
Stat: -7
Cost: 9,600

Level: 8
Stat: -8
Cost: 12,250

Level: 9
Stat: -9
Cost: 15,000

Level: 10
Stat: -10
Cost: 18,150

Level: 11
Stat: -11
Cost: 21,600

Level: 12
Stat: -12
Cost: 23,350

Level: 13
Stat: -13
Cost: 29,400
 
Level: 14
Stat: -14
Cost: 33,750

Level: 15
Stat: -15
Cost: -------

--------------------
CRT (Critical)
--------------------

Level: 0 
Stat: x.1
Cost: 300

Level: 1
Stat: x.2
Cost: 1,200

Level: 2 
Stat: x.3
Cost: 2,700

Level: 3
Stat: x.4
Cost: 4,800

Level: 4
Stat: x.5
Cost: 7,500

Level: 5
Stat: x.6
Cost: 10,800

Level: 6
Stat: x.7
Cost: 14,700

Level: 7 
Stat: x.8
Cost: 19,200

Level: 8
Stat: x.9
Cost: 24,300

Level: 9
Stat: x1.0
Cost: 30,000

Level: 10
Stat: x1.1
Cost: 36,300

Level: 11
Stat: x1.2
Cost: 43,200

Level: 12
Stat: x1.3
Cost: 50,700

Level: 13
Stat: x1.4
Cost: 58,800

Level: 14
Stat: x1.5
Cost: 67,500

Level: 15
Stat: x1.6
Cost: ------

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_
 
¯=_=¯=_                          Music Guide                           ¯=_=¯=_ 

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

This is a guide to the Music in the Little Rock Inn.  I will tell you the 
place the song plays (though I dont know the name, sorry).

Note: This is NOT a guide to the Original Soundtrack (OST).  

Also, forgive my lack of knowledge of some of these songs.  I mean some songs 
play once or twice throughout the game, and others are on the tip of my mind, 
and wont come all the way. Also note that this area contains HUGE Spoilers for 
the entire game, so dont look unless you are prepared to be spoiled.

Title: The Opening song.  Before you press start to load your game.
Field_01: Walking on the world map.  You hear this more then the other field 
songs.
Field_02: World map while you are travelling on the Sandcraft.
Dungeon_01: Song from Den of Miasma, etc.
Dungeon_02: Song from Doomed to Obscurity, etc.
Dungeon_03: Song from Ruins of Memory (I think), etc.
Dungeon_04: Song from Glittering Emblem, etc.
Dungeon_05: Song that plays in any futuristic dungeon.  Faraway Lands, Filia 
de Fel, etc.
Dungeon_06: Song from Nidhogg Pass, etc.
Dungeon_07: Song from Yggdrasil.
Dungeon_14: Millenium Puzzles.
Town_01: Train Stations.
Town_02: Song from Claiborne, etc.
Town_03: Song from Baskar.
Town_04: Song from Little Twister, etc.
Battle_01: Normal battle theme.
Battle_02: Enemy Ambush of your party, back attack.
Battle_03: Normal Boss battle.
Battle_04: Janus, or Asgard Boss battle.
Battle_05: Maya Boss battle.
Battle_06: Prophet Boss battle.
Battle_11: Game Over
Event_02: Sleeping at an Inn.
Event_03: Virginia in Boot Hill (opening), etc.
Event_04: Usually shown when Virginia is remembering her father.
Event_05: Something bad has happened.
Event_06: [Remind me]
Event_07: Clive remembering.
Event_08: [Remind me]
Event_09: Maya, and before a boss battle.
Event_10: Prophet scenes.
Event_11: Characters freaking out(namely, Maya and Virginia).
Event_12: Maya's theme
Event_13: Recovering, Virginia meeting her father
Event_14: [Remind me]
Event_15: Main theme.  Played when Virginia shoots the Demon shield out of 
Janus's hand in Ka Dingel.
Event_16: A version of the main theme. 
Event_18: Planning at Clives house. 
Event_19: [Remind me]
Event_21: [Remind me]
Event_22: Memories
Event_23: Demons theme.  Seigfrieds theme.

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

¯=_=¯=_                          Song Lyrics                           ¯=_=¯=_ 

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

This is just for fun.  I am adding the lyrics to the English songs (Not the 
Japanese, sorry) to this area.  Feel free to use it as need be.  Note that 
wrote these from listening...So if you see any mistakes, Email me and i will 
correct them.

Also, sorry that the 'Wings' lyrics arent done.  My version of the song isnt 
complete, sorry.

The Ending theme 'Wings':

"All across this threatening sky,
Full of tales of danger and war,
I hear the thunder, the distant thunder,
And the wind begins to take form.

Rushing through it breaks through the clouds,
Calling out to times open door.
The scars of history,
Would be a mystery
Spread your Wings,
It's time to soar.

And with the guiding hand we'll fly,
Back through the corner doors of time,
To find the key and unlock our destiny,
Spread your Wings!

Together our tattered wings unfurrl,
Through freedom changing our world!
With the bell, 
Of the Owl,
To Follow Secure!

In the dark, 
Unable to see,
I stood tall and dared to dream,
To find the answer,
Just one answer,
And the truth will lead us as one.

We will ride through the eye of the storm,
Holding onto hearts beating strong,
Keeping our eyes on,
The new horizion,
The tides of war will turn with our soul...

[Main Theme in the Background]

I recall the days of my youth, 
All around was safety and peace.
How could I have know then,
There'd be a time when,
All would fall to the foot of a beast

(Eek Sorry, I'll eventually finish this)

The Opening Theme "Advanced Wind':

The change in time,
Finally made up my mind.
I raise my hand, 
From beneath the shifting sands,
And embraced the winds of change.

Suddenly, everything is up to me.
The pages turn, 
Flashing full of memories.
I can see it all too clear,
The time has come to face my fears.

And there's a fire buring in my heart,
To shine with all thats torn apart.
And I will make it through this desert storm,
Safe and warm.

My shield is strong,
I'll take my chances here and now.
Bring on the fight,
Ill find a way to win somehow! 
With tomorrows no regrets, 
I'll just got off on this brand new day!

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_
 
¯=_=¯=_                          Closing                               ¯=_=¯=_ 

¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_=¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_¯=_=¯=_

Eh, thanks for reading my Guide. This section mainly contains contact 
information, and legal info, so unless you want either of those, you are done, 
and hope I helped you. If I didn't help you, please contact me and tell me how 
I can improve this guide.

=-=-=-=-=-=-=-=-=-=-= 
Contact Information
=-=-=-=-=-=-=-=-=-=-= 

If you want to contact me for any reason, namely complaints and questions, 
Email me at the address ffantasyxgears@msn.com.  That is also my MSN messenger 
address.  My YIM adress is Demaness, and my AIM has a closed list, so if you 
want to talk on AIM you need to Email me anyways to let me allow you to IM 
me.  Please, ANY EMAILS SHOULD HAVE THE TITLE WA3 or WILD ARMS 3 in it.  I am 
sometimes nice and read Emails that don't have the titles in it, but normally 
I get mad and don't like answering them.  

If you want to use my guide on your site, Email at the same address 
(ffantasyxgears@msn.com) and ask me.  

=-=-=-=-=-=-=-=-=-=-= 
Legal Information
=-=-=-=-=-=-=-=-=-=-= 

First rule: I love copyrights.  So basically if I find my guide on your site 
without my permission, I will take action, as is my legal right.  Of course, I 
will send you a nice, polite Email first asking to take it down, but if you do 
not heed that warning, well good luck! 

Basically you can not use this guide for any profit, other then your own 
gaming.  You can not sell/reproduce it in any way without my consent. (which 
you get from writing me an Email)  You can print it off, but for your own 
use.  If you want to give it to your friend, tell them to go to the site in 
which you found this guide, and make them get it themselves.  

Another reason I will take action...I spent a LOT of time on this guide.  I 
got all the money to upgrade the weapons myself, and spent hours writing notes 
for the game.  This takes a HELL of a lot of time, and I kindly as you to 
respect that time.  I will not be happy if you don't. 

=-=-=-=-=-=-=-=-=-=-= 
Version Information
=-=-=-=-=-=-=-=-=-=-=

Version .80 September 29th 2003: Yes, I know I promised chapter 3 would be done last time, and so I feel bad.  I updated this fast so Chapter 3 WOULD be done.  Anyways, yah...thats it.
Version .79 September 28th, 2003: 6 Telepath Towers done, as well as Dim Root Path and Cradle of the Metal Gods.  Finished all the Millenium Puzzles as well.
Version .77 September 26th 2003: Big update.  Most Millenium Puzzles done, and a few other things.  Walkthrough pas the Teardrop done, and I am going to add Telepath Towers, and Finish Chapter 3 with the next update.  Maybe I will try for Arcana lists and Medium skills as well...Added Coordinants and World Map Items sections.
Version .76 September 24th 2003: Yes, I know kinda fast.  I did all those (like 7) Millenium Puzzles, and only have a few more left to write/type up and add to the guide.  Also did the end of the Lombardia Chapter.  Also updating because my last upload made my guide look like crap.
Version .75 September 23rd 2003: Completely reformatted because of multiple 
complaints.  Next time I will have about 5 more Millenium Puzzles done, as 
well as Dissection Facility.
Version .65 September 21st, 2003: Wrote 3 chapters.  Not much, just lots of 
typing.
Version .62 September 17th 2003: Slow progress.  Iron Dragons nest is done. I 
also added a few coordinants. And added a music and lyrics section. Lots of 
misc. stuff. Next update I will have a few side-quests (in the form of a 
chapter) done and try for Worlds Footprint (at minimum!).
Version .60 September 12th 2003: Finished Chapter 2 like I promised (yay 
me!).  Also finished a Millenium Puzzle (yay me!).
Version .56 September 5th 2003: Reformatted parts of the walkthrough so that 
you readers can have an easier time reading it.  Finished up to Infinitum.  
Next update, Chapter 2 WILL be done *smacks self to get to work*
Version .55 September 2nd 3003: Walkthrough up to Infinitum is done, and did a 
few more Millenium Puzzle Solutions.
Version .50, August 26, 2003: Walkthrough up to getting the Sandcraft is 
done.  Boss section is done up to the part of the walkthrough, and I have 4 
Millenium puzzles written.  The Decaying Labyrinth side-quest is done, as 
well.  

=-=-=-=-=-=-=-=-=-=-= 
Contributors & Thanks
=-=-=-=-=-=-=-=-=-=-= 

Me: Since I wrote this I get thanks.  I don't care if you mean FAQers don't 
like me thanking myself.  I spent a lot of time on this guide, and I feel good 
about myself.

Mark (reimers@clarityconnect.com): Giving me that trick on how to beat Mr. 
Annoying Olvier in Fortune Gear dungeon.  

Psycho Penguin: For making me get into the game. 

Thanks for reading!

Copyright 2003 Stephanie Nutter