Arc the Lad III - Walk Through

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Arc the Lad III: FAQ/Walkthrough by Shotgunnova Version Anrietta, Last Updated 2008-09-03 View/Download Original File Hosted by GameFAQs Return to Arc the Lad III (PS) FAQs & Guides Liked this FAQ? Click here to recommend this item to other users. ___ _ __ __ __ _____ / __________ / /_/ /_ ___ / / ____ ____/ / __ / / / / ___/ ___/ / __/ __ \/ _ \ / / / __ \/ __ / /_ < / __ / / / /__ / /_/ / / / __/ / /___/ /_/ / /_/ / ___/ / /_/ /_/ \___/ \__/_/ /_/\___/ /_____/\__,_/\__,_/ /____/ FAQ & WALKTHROUGH + LOTS OF OTHER STUFF ^__^ 2008 Shotgunnova (P. Summers) / shotgunnova[@]gmail.com ____________\ _________________________________________________________________ TABLE OF CONTENTS I. Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. Th' Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Characters........................................................ Menus & Options................................................... Stat Overview..................................................... Status Effects.................................................... CHRC MNSO STVW STTS

III. Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT 01) 02) 03) 04) 05) 06) 07) 08) 09) 10) 11) 12) 13) 14) 15) 16) 17) 18) Sasha Village................................................. Tohde Bridge.................................................. Itio.......................................................... Trial Cave.................................................... Renn Port..................................................... Corelia Pass.................................................. Great Scar.................................................... Galecki Falls................................................. Society Village............................................... Gislem........................................................ Secret Path................................................... Testa......................................................... Battleship.................................................... Paysus........................................................ Paltos........................................................ Secret Academy Base........................................... Paltos Pt. II................................................. Cariote Cave.................................................. WK01 WK02 WK03 WK04 WK05 WK06 WK07 WK08 WK09 WK10 WK11 WK12 WK13 WK14 WK15 WK16 WK17 WK18

Kutao Temple [OPTIONAL]....................................... OPT1 19) 20) 21) 22) 23) 24) 25) 26) 27) 28) 29) 30) Felator....................................................... Academy Building.............................................. White Bone Forest............................................. Midoro Swamp.................................................. Academy HQ.................................................... Elbow Cape.................................................... Cariote Cave II............................................... Sealed Ruins.................................................. Ice Gallery................................................... Volcano Cave.................................................. Trial Cave.................................................... Flying Castle................................................. WK19 WK20 WK21 WK22 WK23 WK24 WK25 WK26 WK27 WK28 WK29 WK30

IV. V. VI. VII. VIII. IX.

Shop List . . . . . . Job Rundown . . . . . Wanted Monsters . . . Updates . . . . . . . Thanks & Contributions Legality . . . . . . .

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SHPL JBRD WNTD UPDT THKS LGLT

_______________________________________________________________________________ I. CONTROLS [CNTR] _______________________________________________________________________________ ____ ____ L2 BUTTON --> /____/\ /\____\ /____/\ \_______ _______/ /\____\ 'Examiner's Assistant' ---------> 'Chase the Monster Egg Trunk' --> [JB02] [JB03] [JB04] [JB05] [JB06]

Following Job 6, the party will sail across the sea to Forestamore, or more specifically, Renn Port on that continent. _______________________________________________________________________________ 05) Renn Port [WK05] _______________________________________________________________________________ SHOP: SH02 After seeing how cool this place is, with all its sunken buildings ("The boat is anchored to a ROOF!"), make your way NW out of the port area into Renn proper. Locating the musician with the egg is first priority; the building's located in the NW part of town. Enter the 2nd-floor room to find the musician and his 'scary monster' that hatched...it's like a furry penguin baby. ^____^ Obtain the [BABY MONSTER]! The musician will play his trumpet and everyone's HP will increase by 5, also. .--------------------. ITEM CHECKLIST -------------------The Monster Society, the dropoff destination, is in the NE corner of town. A guy named Theo talks about Carding monsters (FFVIII much?) and brings everyone

_ _ Baby Monster '--------------------'

over there. Here, Theo says that he wants to be one of the 'Cardists' and leaves. The monster gets left here as well...JOB COMPLETE!

Report to the guild on the southernmost street to learn that Theo's gone off to the ruins in the Great Scar (good heavens?). At this point, you MUST take Job #7 - 'Fetch the Runaway Boy.' It's possible to explore town thereafter. Stock up on steel equipment if you can afford it, although you still can't access Monaire's Shop down by the port... On the world map, head up the road to Corelia Pass...a mandatory stop. =/ _______________________________________________________________________________ 06) Corelia Pass [WK06] _______________________________________________________________________________ Just by entering, there are a few intruders to take care of... .------------------.---------.--------.---------.----------.------------------. Lv 7 Roc HP: 28 MP: 32 ATK: 44 DEF: 07 DIFFICULTY: 1/10 '------------------'---------'--------'---------'----------'------------------' You can get first strike if you want, but their counterattacks'll definitely hurt. Use Force Ring to (try and) inflict Confuse to get most out of your hair and cut down any stragglers with the next attack. The reason for the low difficulty is that steel equipment makes them look like chicken-hawks... After defeating the first wave, more show up. A mysterious woman scares them all off, though, with some gadget. The name's Sharon, an Academy scientist! She doesn't join the party, however. On the world map, go up the road and look for a small NE branch that leads to the Great Scar. _______________________________________________________________________________ 07) Great Scar [WK07] _______________________________________________________________________________ Theo is trapped on a small ledge, so Lutz finds a vine to lower everyone down and get him. They escort him inside the Sealed Ruins. There is a puzzle shift thing to do with Theo here, which is INCREDIBLY LAME and one of my least favorite things to do ever. Use [] to rotate the tiles left, and O to rotate them right. Use R1 to put a numerical overlay to see where the pieces go. Speaking of which, they should be arranged like: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Use the Triangle button to restart. The easiest way to do the pieces in the corner, starting with 1, and go left to stuck, remember that you can stand on the edge and switch that this problem (having two tiles left that are screwed by this. Don't forget! this is to put the right. If you get two at once. I found up) is easily done

Theo will get Cardish Powers and the Summon ability for completing this small puzzle. Return back to the chief outside to find he's being circled by some

Slumber Flowers! .------------------.---------.--------.---------.----------.------------------. Lv6 Slumber Flower HP: 33 MP: 30 ATK: 32 DEF: 06 DIFFICULTY: 1/10 '------------------'---------'--------'---------'----------'------------------' Four-on-three matchup, huh? Yeah, Theo's in this fight this time. Use Cardish to turn the monster into a card, and that's that. Easy-peasy junk. --After returning to the Monster Society, Theo joins the party permanently and this job's complete. Remember that Wanted Monsters and human-type enemies are unable to be Cardish'D. Get your bounty at the guild! There are more jobs to do, also: Job Job Job Job Job Job Job Job Job Job Job Job Job 8 9 10 11 12 13 14 15 16 17 18 19 20 Renn Hunters' Monster Assault ------> Model for a Troubled Painter -------> Chase Away the Suspicious Man ------> New Parent for the Baby Monster ----> Drive the Gang from the Bridge -----> New Work for the Artist ------------> Corelia Pass Monster Mashing -------> Recover the Strange UFO ------------> A Nut in the Basement --------------> A Playmate for Paundit -------------> Bodyguard for the Troubled Painter -> See the Little Roc! ----------------> Appraisal for Mysterious Object ----> [JB08] [JB09] [JB10] [JB11] [JB12] [JB13] [JB14] [JB15] [JB16] [JB17] [JB18] [JB19] [JB20]

Job 11 is the one 8, 9, or 10 (pick northwest of this [RECOVERY TONIC],

that continues the storyline, and appears after doing Job one). This brings everyone to Lieza's Ranch in the far area. One can find a [SOOTHING RING], [LIGHT ALLOY], a [MAGIC APPLE], and an [AMAZING HERB] in her storehouse.

Back at the guild office, Theo asks Alec to request a job off of the isle, so he can see more of the world. Jobs 12-14 will have now appeared! Pick one and complete it; as you try to collect the bounty, you'll overhear a few townfolk talking about an object that fell behind the mountains. Job #15 will now be available. Complete it to get Jobs 16-19 available. Finish two jobs to unlock Job #20, a special one that takes everyone outside of Forestamore. More specifically, to Galecki Falls in North Sularto. _______________________________________________________________________________ 08) GALECKI FALLS [WK08] _______________________________________________________________________________ Here, the party gets dropped off...err, dropped from the flying creature and lands up, err...on top of a female with a gun. Some goons call Alec's party the "losers from Gislem" right before they almost attack everyone...luckily the fighting's thwarted. The girl is named Cheryl apparently -- a munitions expert. Well, it's been kind of a sausagefest up 'til now...a new ally's on the way soon! Anyway, once on the world map, escort the injured Cheryl down to Society Village. _______________________________________________________________________________

09) SOCIETY VILLAGE [WK09] _______________________________________________________________________________ SHOP: None Finally, we don't have to hear that lame & grating Renn town theme! Cheryl'll split once everyone arrives, but we've got other things to do. Item Society's building is right in front of the town gate -- hooray! Deliver the mysterious object and learn the nearest Hunters' Guild is in Gislem, just down the road. A counter inside this guild (item guild) allows one to synthesize items into new things; try it out! Combine two Herbs together to make an 'Amazing Herb' which is very useful. Synthesizing costs no upfront cost, so make sure to save and experiment to save your inventory's stuff. One great weapon you can make for Lutz is the "Palo's Knife," which is created by synthing two Palo Nuts. Next door at the Weapon Society, you can find Cheryl. She'll leave, though, and a man says she's from the "rathole" that is Gislem. Since there's a guild there, let's go! [NOTE: You have to see Cheryl here before you can skidaddle.] _______________________________________________________________________________ 10) GISLEM [WK10] _______________________________________________________________________________ SHOP: SH03 This town is REALLY rundown, and reminiscent of a certain city Arc the Lad anime. As soon as you enter, a man gets robbed for belongings (what happened to the good samaritan rule?)... Save the inn and make for the hunter's guild in the eastern part of are some jobs that can be taken now, being: Job Job Job Job Job Job Job 21 22 23 24 25 26 27 Gislem Census -----------------------> Help the Troubled Customer ----------> Power Plant Chief's Crisis ----------> Wilderness Monster Mashing ----------> Traveling Merchant's Tonic Test -----> Escort to the Ruined City -----------> Get A Valuable Synthesis Item -------> [JB21] [JB22] [JB23] [JB24] [JB25] [JB26] [JB27] shown in the all of his the game at town. There

Complete Job #21 to open up Jobs #22-26, then complete two jobs from that bracket to open up #27. Complete said job involving Cheryl to open up the Jobs #28-31; complete two of those to unlock Job #32. Our gun-totin' pal Cheryl joins during Job #32 and the way to South Sularto is then able to be accessed. Head into the Secret Path to do the second leg of this job. _______________________________________________________________________________ 11) SECRET PATH [WK11] _______________________________________________________________________________ ITEMS: Emblem of Lark, Vitality Fruit, Life Fruit, Magnetic Belt, God's Nectar Fruit, Light Alloy, Recovery Tonic, Strength Nut, Reco Pod, Magic Sprig, Silver Knife, Palo Nut If you want a WAY easier time here, PLEASE make Lutz a Palo's Knife by merging

two Palo Nuts. It's an alternative way to make it, and he should be dealing 50+ to most enemies. His range gives him a good advantage here! .----------------------------. Start _ _ .-------. _ _ \_ _ __ .-. 1 ______ ____ ___ .--. 2 3 _ _ 8 _______ 4 .--. __ 5 9 ___ ___ 13 _ _______ _ 6 _ _____ _________ ___ 7 _ _ _ __ E __ ________ ____ ___ ___ -. __ ____ ------------------' 12 10 _ [LEGEND] _ 11 _______ _ 1 - Emblem of Lark 7 - Recovery Tonic 2 - Vitality Fruit 8 - Strength Nut EXIT 3 - Life Fruit 9 - Reco Pod 4 - Magnetic Belt 10 - Magic Sprig 5 - God's Nectar Fruit 11 - Silver Knife 6 - Light Alloy 12 - Palo Nut 13 - Palo Nut In the second screen, it's enemy-bashin' time! .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 16 Phantom 66/60 62/10 DIFFICULTY: 3/10 Lv. 13 Ghost (x2) 61/00 71/10 ------------------' Lv. 16 Paralyze Ooze (x2) 45/40 69/21 '-------------------------------------'---------'---------' The ghostly enemiess physical damage is transferred back as healed HP, so gang up 'em first thing to prevent any ciphoning. Besides that, take this opportunity to Cardish some new foes. There is an [EMBLEM OF LARK] and a [VITALITY FRUIT] right nearby, in a gray box which you may easily overlook. A [LIFE FRUIT]'s to the right side of the screen, too. Two screens down, another fight is waiting. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 17 Golem (x2) 94/30 79/19 DIFFICULTY: 2/10 Lv. 23 Golem Master 41/80 72/15 ------------------' '-------------------------------------'---------'---------' Golems are powerful but slow, so you'll have time to Card Field at the very beginning of the fight. Gang up on them one by one and try to Cardish one or the other; they're rather useful. Collect a [MAGNETIC BELT] for your troubles and a [PALO NUT] hidden in the upper-right corner. Continue in another three screens for another...stall... battle. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 13 Ghost (x2) 61/00 71/10 DIFFICULTY: 4/10

Lv. 15 Skeleton (x2) 51/00 87/12 ------------------' Lv. 20 Skull Warrior 69/00 112/14 '-------------------------------------'---------'---------' Draw them close while you use Card Field, then hit 'em with Silent on Turn 2. The Ghosts suck as always, but be careful of the skull warrior's two-panel attack range. Cheryl's Napalm Edge's unique range can also help here. Cardish any new monsters if possible. When the undeads are rekilled, pick up the [GOD'S NECTAR FRUIT], [LIGHT ALLOY] and [RECOVERY TONIC]. Right nearby is the 'Secret Path Center' where one can steal a [RECO POD] and [STRENGTH NUT] before continuing into the adjacent area riddled with monsters. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 17 Golem (x3) 94/30 79/19 DIFFICULTY: 3/10 Lv. 23 Golem Master 41/80 72/15 ------------------' '-------------------------------------'---------'---------' Same as the last fight but with one extra Golem. Use Card Field like before and try to Cardish any weakened Golem; summon it on the next turn if you need to. If you got a Paralyze Ooze card [etc.] this battle goes by a lot quicker. In the next room, heal up/save if you think it wise, continuing down into the B3 area of the Secret Path. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 17 Golem (x2) 94/30 79/19 DIFFICULTY: 4/10 Lv. 23 Golem Master (x3) 41/80 72/15 ------------------' '-------------------------------------'---------'---------' Is this supposed to be more difficult or something? Inflict Silence on the Golem Masters (or use a paralysis-inflicting card summon) then run wild. Use Card Field of course. Get a [MAGIC SPRIG] and the [SILVER KNIFE] in the next screen. You shouldn't need it if you synthed a Palo's Knife like I said; it's simply grand! A few screens later is the next battle... .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 17 Golem (x2) 94/30 79/19 DIFFICULTY: 4/10 Lv. 07 Apprentice (x2) 15/140 26/05 ------------------' '-------------------------------------'---------'---------' Been awhile since we saw these weaklings (at the Trial Cave), and they're even weaker now that you can OHKO 'em. Or could you always do that? Hmm, no matter. Use some card summon to destroy them from across the field and wreak havoc on the Golems like normal. Get the [PALO NUT] 'round this arena and head towards the exit. Testa's right next to the massive gorge you just crawled under. _______________________________________________________________________________ 12) TESTA [WK12] _______________________________________________________________________________

SHOPS: SH04, SH05 Visit the Item Society to learn that a shopkeeper in Pandira refuses to sell the item needed (Tem's Grass). However, the protector of the town, Tosh, is on friendly terms with him so they ask Alec to seek his counsel. In the NE tent in town, talk with Tosh to learn Ali's full name (Aliorihavelymasogarli) which will need to be stated when meeting with him. Check out the shops here as well as the cluster of special shops down in the bazaar (SE exit in town) area. You can also play the Choko Time minigame by inspecting the large pot by Chongara -- more on this at a later time. For now, go to Pandira and watch the dazzling opening scene! Enter Ali's shop near the Casino and call him "Aliorihavelymasogarli" (the middle option) to get him to open up. Spend the 2500G you received earlier on the Tem's Root! Return to the Item Society in Testa for the synthetizing procedure and a...[HYBRID MAGIC APPLE] will be created! Take it to the Weapon Society nearby and watch the magic begin. Platinum Sword + Light Fragment = Ray Sword! Take it to the Bazaar Control Office -- the bldg. just to the southeast of here -- and let them keep the sample. Last but not least, get permission from Tosh to sell it at the bazaar and...that's it! Job #32 is completed. However, just as Cheryl's about to split again, someone screams out for help! A man is taken by The Academy, and Shu -- Tosh's old fighting buddy -- who is working with them. Oh well. The Ray Sword can be bought for 7200G in one of the weapon shops, after you try to leave. It's really not that much better in attack but it does raise various other stats (DEF, AGL, MAG +3). Buy it if ya feel spendy... To continue the storyline again, we'll have to do more...JOBS! Wahoo....... Job Job Job Job Job Job Job 34 35 36 37 38 39 40 Bazaar Item Contest -----------> Crash Site Monster Bash -------> Discover the Charm's Power ----> Make the Shop Prosper ---------> Catch the Bazaar Shoplifter! --> Bring Back the Water Sphere! --> Stop the Riot -----------------> [JB34] [JB35] [JB36] [JB37] [JB38] [JB39] [JB40]

Numbers 34-37 are available once Job #32 is finished; Complete one of those jobs to unlock Job #38; complete that one and cash in the bounty to start another scene, regarding The Academy members stealing the town's Water Sphere. They teleport out with it and this leads to Job #39 being available. You have to take it as you can't leave the guild without doing so. During this time, Job #40 will become available in Gislem. Make sure you do it ASAP, as it becomes unavailable after finding out The Academy base is in the gigantic Romalian battleship -- the one that made the gorge that makes a huge rift between the Sularto area. Tosh will join after completing Job 39 and then the destination is set: the Battleship! Just enter from South Sularto. _______________________________________________________________________________ 13) BATTLESHIP [WK13] _______________________________________________________________________________ ITEMS: Tough Alloy, Swift Armlet, Rad's Reagent, Light Alloy, Palo Nut, Life

Nut, Green Talisman, Life Nut, Magic Power Nut, Tough Alloy, Rad's Reagent, Tough Alloy, Rad's Reagent, Magic Sprig, Emblem of Lark, Yellow Talisman, Violet Fruit, Magic Armlet, Palo Nut One thing to note here is that battles are one-time-only, meaning they won't respawn if you re-enter a room. Yay! .------. Torpedo Bay Door Lock #4 _ ___/____/ .------------------------. X _ 6 7 _____ ____ Door Lock #1 .-------. __________ _____/ _ 2 3 4 5 _ 1 _ X __ _ _ _ _ _ ___ ____ ____ _____ _ ______________ ________________ Enter--' .-----------------------------------' .----------. Cafeteria / ___ ____ _______ _ _ _ Door Lock #2 _ _ X _ _ / ______ _____ ___ ___ _ __________ 8 9 10 11 .--. .--. Door Lock #3 _________ __/__ ______ ____ ____ ____ _____________ ___ X ___________ ____ '-Jammed Switch Bridge [LEGEND] .---. 1 - Tough Alloy 7 - Green Talisman _ 2 - Swift Armlet 8 - Life Nut _____ 3 - Rad's Reagent 9 - Magic Power Nut ___________ 4 - Light Alloy 10 - Tough Alloy _______________ 5 - Palo Nut 11 - Rad's Reagent 6 - Life Nut Tosh will cut a way through the metal carcass that is the old Romalian battleship, giving access. A captive says that materials and people have been taken to another site... Open the crate with [TOUGH ALLOY] in it and enter a long hallway. One door is locked, the other at the far end is open. A battle waits inside. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 23 Academy 1 Fighter (x2) 105/00 75/12 DIFFICULTY: 2/10 '-------------------------------------'---------'---------'------------------' You've fought tougher than these guys, and their difficulty's depreciated since the encounter in North Sularto. Tosh can really rip into these guys, but even without him, you can use Card Field and achieve the same effect. Hopefully you bought Cheryl the Sub-Machine Gun in Testa before everyone was evacuated, as it can hit multiple targets if they're in close range. They'll only be hitting for ~30, anyway. Next!

Scour the room for a [LIGHT ALLOY], [SWIFT ARMLET], and [RAD'S Reagent] before continuin' east into the hallway. Go to the far end and raid the control room with a [PALO NUT] inside; also, operate the console to remove door lock #1. This opens that door back in the first hallway, which leads to the torpedo bay... .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 19 Interceptor 90/00 100/14 DIFFICULTY: 2/10 Lv. 23 Academy 1 Fighter 105/00 75/12 ------------------' '-------------------------------------'---------'---------' Nothing new, except for the Interceptor. Just summon a card or something to get this over with (an Ogre Mage may OHKO everything), although carding an extra robot type isn't too bad of an idea. Afterwards, get the [GREEN TALISMAN] and [LIFE NUT] in the console room next door. Flip the switch to disengage door lock #4, which is later on. In the meantime, enter that second long hallway (past the hangar) and take the middle door, which leads to a four-exit hallway. Go left. Once in the cafeteria, you'll have to tango with some more tangoes... .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 23 Academy 1 Fighter (x2) 105/00 75/12 DIFFICULTY: 3/10 Lv. 36 Academy Special Ops 149/280 68/22 ------------------' '-------------------------------------'---------'---------' The Lv. 36 enemy looks kind of daunting, but really, look at his ATK/DEF... it's a piece of crap. Use Card Field and long-range attacks like normal, while making use of the tables and walls to prevent as much back attacks and flanking as possible. Take out the Special Ops as fast as possible, as it WILL use wind-elemental attacks; alternatively, use Lutz' Magic Shield ability to prevent attribute damage (which I guess means that magic damage becomes non-elemental and/or there is no extra effect to weaknesses...?). Next door, disengage Door Lock #2, which opens one of the doors in the crossroads corridor left of the cafeteria. Enter the stairs to access the 1F of the ship. The right exit leads to a jammed control; the left to a near-repeat battle of the cafeteria skirmish, just with one less attacker. One screen over, disengage Door Lock #3, which opens the southern door in the four-exit room. Whew, almost done. At the third screen, enter a storage room to find some more items, being a [TOUGH ALLOY], [RAD'S Reagent], [MAGIC POWER NUT], and [LIFE NUT]. Keep going down the corridors and eventually the party will reach the battleship bridge. After some events involving the Water Sphere, Tosh will leave the party and Shu will join. --In the corridor immediately after the bridge, there is a resting spot & save journal if you need it. However, upon reaching the upperdeck, the Academy's members will escape via an airship (that looks curiously like the Silver Noah from ATL2...almost). .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 14 Cannon Trap (x2) 89/00 147/14 DIFFICULTY: 3/10

Lv. 13 Shotgun Trap (x2) 85/00 143/14 ------------------' '-------------------------------------'---------'---------' Despite the high ATK power, these enemies are planted into the ship's deck, and they can't track anyone should they need to back off to cure or somesuch. If you included Shu in this battle, and you should've, his Dimension Gun will have a HUGE range and can attack two at once. The Cannon Traps have an attack range that is exactly like Cheryl's Napalm Edge, which means you can avoid the line of fire rather easily. Avoid Shotgun Traps' range of fire by going diagonal to their position. Exit the topdeck by taking the other stairway to the east. When you get to the area with a laser field, avoid it and go to the room in the vicinity, following it to another corridor with two new doors. The middle disarms the laser field, the other leads to a lounge... .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 19 Interceptor (x3) 90/00 100/14 DIFFICULTY: 2/10 '-------------------------------------'---------'---------'------------------' Horrible DEF + Shu & Cheryl's long-range attacking = Boring fight. Note that this fight WILL repeat each time you need to go back through, although you may find Gunner Pods next go-'round. Don't double-back to the laser field yet; continue out the lounge's other exit. The leftmost door leads to a [TOUGH ALLOY] chest by a console that tells 'Passcode 1: 9871'. That'll be useful in a sec. Return to the first laser field (deactivated) to get access to the next two rooms in the hallway. Enter Passcode 1 into one of the doors, then enter to find that Passcode 3 is '1192'. Continue into the other door bordering the laser field to get back onto the battleship's deck... .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 21 Gunner Pod (x3) 93/00 106/15 DIFFICULTY: 3/10 '-------------------------------------'---------'---------'------------------' They're not too hard to take down as long as you don't have anyone standing next to each other or on the same latitude/longitude (to borrow geographical terms). Their range is long so they can hit multiple targets with their phys. attack if you let them. Exit down the left stairway to find the 3F again. A control panel room will have a [RAD'S Reagent], [MAGIC SPRIG], and an [EMBLEM OF LARK] inside. There is also a Passcode 2 entry '3121' to find as well. So where do we find this input for #2? You need to exit through the lounge again and take the north-pointing hallway up. Input the second passcode to gain entry to the next room. A [YELLOW TALISMAN] and [VIOLET FRUIT] are in here, as well as the laser field deactivator. Just outside, go across the once-active laserbeam floor and input the third passcode -- enter. Whew...almost over...maybe. The first red-colored door you come to, there's another sleep-'n'-save room, with a [MAGIC ARMLET] and [PALO NUT] duo inside as well. Continue down the path you haven't taken yet to find the Battleship Factory section. We will find the boss of this place here! I suggest using a party of Alec, Lutz, Theo, and Shu -- Cheryl has no real useful skills besides a weak Cure at this time. LET'S GET IT ONNNNNNNNN! .---------.---------. HP/MP ATK/DEF

.-------------------------------------+---------+---------+------------------. Lv. ?? Chaos Arms (BOSS) ???/??? ???/??? DIFFICULTY: 6/10 Lv. 13 Crustacean (x?) 65/40 71/23 ------------------' '-------------------------------------'---------'---------' Use Card Field on everyone to help bring the Crustaceans' damage down to a piddly single-digit hopefully. It will use 'High Orbit Explosives' on any allies within a short-range, often doing 80+ damage, so we'll want to avoid that as much as possible. Truly, the best course of action is to Silence all Crustaceans so that they're really doing inconsequential damage and focus all attention on the Chaos Arms. It's funny-named "Whupass Beam" can do 100+ damage and will kill any Crustaceans in range as well, which is why Alec has to be primed to Cure allies whenever possible. One great tactic I used was that the 'Armor Tortoise' card raises DEF by A LOT; Shu had 102 after! This doesn't affect those who had Card Field on them already, however... 'Chain Gun Sweeping Fire' is a rather lame physical attack that attacks those within a very close range; if you bunch everyone up against the behemoth in a certain pattern (one on each side of the main gun, one each diagonally-up from there) you can draw the chaingun attack AND be able to Cure everyone at the same time. After about 800 damage, it'll all be over... Follow Shu out after to finally get the heck outta this place! --Our ninja friend asked Alec to warn Tosh about putting a heavy guard on the Water Sphere. Once you visit Testa again, all the refugees will have come back and both Gislem/Testa will have jobs once again. Yay 4 u! Job Job Job Job Job 41 42 43 44 45 Friends for Danny ---------------> A Request from Tosh -------------> Gislem Gift Courier -------------> Chase the Gang Away -------------> Take Information to the Library -> [JB41] [JB42] [JB43] [JB44] [JB45]

Job 41 is in Gislem, and 42-45 in Testa. Job #45 will task the characters to leave the continent, so make sure you've finished all previous jobs before then. _______________________________________________________________________________ 14) PAYSUS [WK14] _______________________________________________________________________________ SHOPS: Rusaht [SH06], Paysus [SH07] The destination is Paysus, on the southern seaboard. The library can be found in the southwest part of town, but after delivering the goods and finishing Job #45, the man tells Alec that the guild has been closed. Exit onto the street and talk with Sania (a character from ATL2) to hear some weird visions she's had. But, anyway, go over to the guild to learn that ALL hunters are going for one extremely large job. The only job available is #46, which must be taken (see job section on completing it). Job 46 - All Hunters, Find Tikva! --------> [JB46] Job 47 - Finger the Page Pilferer! -------> [JB47] Job 48 - Drive Lakeshore Bandits Away! ---> [JB48]

Job Job Job Job Job Job Job Job

49 50 51 52 53 54 55 56

-

Find the Pet Dog ----------------> Retrieve the Scroll of Truth ----> Collect Historical Information --> Investigate the Spooky Sounds! --> Help Sania Break the Cycle ------> Traveling Duo's Great Discovery -> Trainee Monk's Romance Trouble --> Archmonk Iga's Special Delivery ->

[JB49] [JB50] [JB51] [JB52] [JB53] [JB54] [JB55] [JB56]

In the last leg of the job, a new character Marsia becomes a fixture in the party, this time for good. Jobs 47-50 then become accessible, and after doing two of those, Job #51 which needs to be completed. Once that has been wrapped up, Jobs 52-55 are up for grabs. Do two of those to open up Job #56, which will take everyone to the new continent of Parute. Everyone lands on Dartanelle Beach, and from there, make for Paltos. _______________________________________________________________________________ 15) PALTOS [WK15] _______________________________________________________________________________ SHOP: SH08 Upon arriving, it seems everyone is in a hurry to see what the prize for the Battle Tournament is. Head north and enter the stadium; there it's revealed the prize is a Brilliant Goddess Statue! (Hmm, where have we seen this before ATL2 fans?). After seeing Sharon, drop by the Item Society -- an employee'll tell Alec that Leshalt lives in a southern area. On the world map, mosey south to Paltos to arrive at the Mountain Retreat. Talk with Leshalt to get a job complete on #56, which opens up the requests in the Paltos Guild. Job Job Job Job Job Job Job Job 57 58 59 60 61 62 63 64 Decode the Mysterious Memo -------> Stop Illegal Monster Card Buying -> Monster Extermination at Tolarka -> Command a Monster Hunter Team! ---> Help with the Tournament Prep ----> Help Hunter Back from Darkside ---> Scout the Site of a New Inn! -----> Safeguard the Tournament Prize ---> [JB57] [JB58] [JB59] [JB60] [JB61] [JB62] [JB63] [JB64]

Complete two jobs to open up #61, a storyline-related mission. After finishing the mission, Leshalt will learn of the Academy's exploits, and Jobs 62-64. Job #64 is another plot-centric mission, and mandatory, natch. During Job #64, the team will have to infiltrate the Secret Academy Base... _______________________________________________________________________________ 16) SECRET ACADEMY BASE [WK16] _______________________________________________________________________________ ITEMS: Reco Pod, Magic Sprig, Palo Nut, Inferno Powder, Mysterious Ore, Vitality Fruit, Magic Power Nut, Strength Nut .---------------. 1 - Reco Pod 5 - Mysterious Ore

2 3 4 X

-

Magic Sprig Palo Nut Inferno Powder Enemy Room

.--+---------------+---. _END_ _ .----------------------+--+---. __ __ X .---. SAVE ___ __ _ ________ _____ ___ ____________ 1 2 X X X __ ___ _ _ _ _ _ __ __ .--. _ 6 ___ ___ _ _ _____ 7 X _____________ __ ____ _____ 3 4 5 8 _ .------. __ ____ ______ _ _ _ X _ '----------. X _ __ __ '--------' ___________ _ '--ENTER

6 - Vitality Fruit 7 - Magic Power Nut 8 - Strength Nut

I'll spare the x-treme details on these since, the only monsters within are Lv. 23 Academy 1 Fighters and their kin. They were annoying awhile back, but are mincemeat under anyone's sword 'bout now. Also note that "monster rooms" no longer have one-time troops in it; they all respawn each time you enter. Upon entering the 3-prong hallway, take the left passage up to the 2nd floor. Go into the southern door to enter another three-pronged hallway. The middle door leads to a control panel with a subcontrol room lock. There are 2 items in here as well, a [RECO POD] and [MAGIC SPRIG]. Don't bother with the third room at the far end of the hall, though. Return to the previous hallway and backtrack another screen; this time take the leftmost door into a monster room. Continue down the vacant hall past there, and into another 3-prong hallway. The middle room has the center control room unlocker, as well as a [PALO NUT], [INFERNO POWDER], and [MYSTERIOUS ORE] inside a few chests. The center door in the save point room will now be unlocked. Don't forget to get the [VITALITY FRUIT], [MAGIC POWER NUT], and [STRENGTH NUT] in the nearby storage room, that is if you want to fight two battles in and one out. Backtrack the way you came (unless you want to fight a bunch of gratuitous battles) and enter the save point room. Of course, we couldn't leave without a boss battle! Velhart joins. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. ?? Steingraff (x2) ???/??? ???/??? DIFFICULTY: '-------------------------------------'---------'---------'------------------' Suggested party: Velhart, Alec, Theo, Lutz. Use Card Field at once and boost the DEF, because the 'Short Cannon' attack can do 100+ damage normally to a large radius. 'Gatling Barrage' can attack in a straight line across the field, hitting multiple people that way. Still, it's a pretty crappy attack with Card Field involved. Attack the Steingraffs one at a time, particularly with powerful cards (Dragon, Ogre Lord, etc.) and Impulse Bomb. Velhart is not that great here, surprisingly, but his stats are impressive nonetheless. Make sure Alec has enough MP to use Cure, which is invaluable here. Each has about 500 HP, which means this isn't to entirely tough as their DEF isn't that good. Afterwards, Velhart joins the party permanently. To complete the job, take the ancient Aura Stone to the Paltos Item Society special warehouse.

_______________________________________________________________________________ 17) PALTOS, PT. II [WK17] _______________________________________________________________________________ Enter the guild once the job has finished to be let into their special room. The Guildmaster, head of all the world's guilds, and the presidents of all the societies are just hangin' back there! They want Alec to work in concert with the guilds for a special mission, being: [SEARCH ACADEMY HQ!] Find and infiltrate The Academy Headquarters in Ragnark, and obtain detailed information regarding their plans. Report findings to Guildmaster! Job Job Job Job Job 65 66 67 68 69 Make Dartanelle Beach Safe Again -> Crisis at Rochefort Manor --------> Gruga's Surveillance Request -----> Catch Mamaman's Depression -------> Search Academy HQ! ---------------> [JB65] [JB66] [JB67] [JB68] [JB69]

The Academy is a threat to the world's existence; their base is in the country formerly known as Romalia. A Hovercraft is supposedly going to be used to get into the country. Cariote Cave supposedly has one -- to open it, move the control right thrice, left twice. To officially take this job, get Job #69 at the front guild desk. Once that's been accepted, jobs #65-68 will appear. If you want to do all of them, now the best time -- you can't get 'em after doing Cariote Cave's events. That's where the hovercraft it, and that's the next destination. _______________________________________________________________________________ 18) CARIOTE CAVE [WK18] _______________________________________________________________________________ ITEMS: Rad's Reagant, Inferno Powder, Light Alloy, Rad's Reagent, Palo Nut, Recovery Tonic, Inferno Powder, Rad's Reagent, Rad's Reagent, Reco Pod, Strength Armlet, Palo Nut, Life Nut, Mysterious Ore, Mysterious Ore, Tough Alloy, Inferno Powder, Mysterious Ore, Mysterious Ore, Flay's Crest, Strength Nut, Magic Power Nut Crypt Rat and Flame enemies appear here, and while the latter is new and powerful, it has horrible DEF/HP and should not pose a problem. About this time, enemy encounters follow the same strategy (Card Field -> Impulse Bomb) anyway, so I'll just skip the specifics. Note that the "X" on the map will still indicate an enemy-encounter room. .-------------. _____ _____ _ .--------+---------------. ________ _ _ 9 10 11 _ 12 NOTE: The legend for all areas of this place is displayed on the map for the second segment. Look there for more info, yo.

___13 ___ ____________ _ ___ ___ __ SVE RST _ ___ _____ '------------------------------------------. _ Lever \_____ .--. .--. Lever TO 3 4 __ __ ___/ LADDER _ _ ___ ______ _ MINEFLD _ _ 7 8 MAZE __ __ _ _ 5 6 _ _____ __ X ____ ______ 22 __ __ MINEFLD _______ __1 2__ TRAPS ___ __ __ _ START Enter and take the left path into a minefield area, which will damage all of the allies when you walk on one. Where are they? Who can say, but you can avoid most of them by not touching any 'border' squares on the rocky tiles. There is a [INFERNO POWDER] and [RAD'S REAGENT] chest duo here. North two screens is another [RAD'S REAGENT] and [LIGHT ALLOY] to put in your parsel. Pull the lever and head back to that first screen, going right at the fork. Past some deactivated arrow traps, climb the rope into the next floor. There are tiles here that Alec can fall in, even if he's walking slowly; luckily, a fall will send him to the room right below which has no monsters. Unluckily, the broken tiles don't show up as such, so you'll have to memorize the path through. To get through: Go this way: Take the rope down into the next room, a monster-full one... Past there, enter a FORK 2nd minefield room. Inside, a [PALO NUT] and [RECOVERY TONIC] can be found. There FORK----FORK--. are dual exits, but go east to find the ROCK second lever. A [INFERNO POWDER] and '----' [RAD'S REAGENT] can also be found in this area, too. Pull the lever, double-back a room, and climb the north rope. Continue into another room where there is a holey floor. To navigate, go like such: START----------------.WALL Work your way to the western wall and take the 'EXT' to a three-chest storage room. It has a [RECO POD], [STRENGTH ARMLET], and FORK--FORK [RAD'S REAGENT] inside. Return back 1 room and wind your way counterclockwise to the FORK--FORK chest. That chest you find in the holey EXTroom has a [PALO NUT]; to get it, you need CHEST---. FORK---'WALL to REALLY go counterclockwise, by sticking '--------' to the extreme edges of the east, then north to find it. Fall in the hole to get into the room below, where a [LIFE NUT] waits. The plank will fall in the WALL.-FORK START .-EXIT

water and let you access all previous rooms again. Go south and kill all of the baddies (the Shaman Hemo-jis can restore KO'd monsters! Watch out!). Continue until a north/south fork and go up; there's a save point/rest stop there for recuperating. South from the fork is what's noted on the map as the 'Ladder Maze'. There's no enemies here, luckily. .----------------------------------------------------. [LEGEND] 1 - Inferno Powder 12 - Palo Nut 2 - Rad's Reagent 13 - Life Nut 3 - Light Alloy 14 - Mysterious Ore 4 - Rad's Reagent 15 - Mysterious Ore 5 - Palo Nut 16 - Tough Alloy 6 - Recovery Tonic 17 - Inferno Powder 7 - Inferno Powder 18 - Mysterious Ore 8 - Rad's Reagent 19 - Mysterious Ore 9 - Rad's Reagent 20 - Flay's Crest 10 - Reco Pod 21 - Strength Nut 11 - Strength Armlet 22 - Magic Power Nut '----------------------------------------------------' ENTRANCE __/ ____________________ ______ \ \ \_ ___ _____________ \ H B \__ __ A _______ G ~ C F __ __ __ X _______ \ _______ \ \ _ ~~ __ _____________ ____ W \ \ I _____ _____ ~ ~~ \ \_______ ____ 16 V _______ _______ ___\_ \ J] U T _____ _______ __ ______ _ \ S ___________ _______ __ \ \___ __ M _______ _____ \ \ K _______ ~~ _ _______ ________ _ _______ D E _ _ ~~ L 14 _ \ \ __ /\ /\O\ _________ ______/ R\ P\/ ___ _ _________/ [N19] ~ ______________________ ________________________ Q __ __ __ __ __ ___ ___ W _______________________ H B ___ A ___ C F G __ 21 D _______________ E _ 15 S __ ___ [T20] ___ _ R ________________

_______________________ ______________________________ K 17 18 M N _______________________

I J U V ______________ __ L O _.-Exit _ ____ ____ Q Y _________________ X P SAVE

This place is quite massive, but it shouldn't be too hard to deal with if you use the above map. Keep heading south until you get into the third screen, by the [MYSTERIOUS ORE] box. Double back one screen and take the southern of the three east passages; this leads to a rope down. Follow to the "E" rope and continue north into the first screen, where there are two ropes to take. The one closest to the middle leads to another [MYSTERIOUS ORE]. Go back up and take the "G" rope over to the "H" rope. Follow south to the #16 item, a [TOUGH ALLOY]! It's not possible to go west or south -- go west. Rope I & J are here -- ignore counterclockwise out of here, [INFERNO POWDER] can be found N to a [MYSTERIOUS ORE], then back out again. them as they just connect to each other. Arc to where Rope K is. A [MYSTERIOUS ORE] and below, as well as two other ropes. Take Rope double back to the three-rope room. Take "K"

Whew, almost done. Back up "K", head down and west, then south into a large room with the "P" rope accessible. Follow it to the "Q" rope, then exit in the northeast to find the "R" rope, which leads to the "S" rope. You'll end up in the middle of the 2nd screen again. Follow the "T" rope to the #20 item, a [FLAY'S CREST]. Climb back up, go east, take the "U" rope down to a "V" rope; exit back into the normal cave portion. North a screen, take the "W" rope to a [STRENGTH NUT]; double-back and go north. You'll be back in the 1st screen! Take the "X" rope, save, and follow the "Y" rope up to... ########################################################################### NOTE: If you have forgotten anything specific to this disc, such as Outlaw Jobs or regular jobs, go back and do them now! I know that seems like a really horrible thing to put you through since you just went through a big 'n' annoying maze, but if you save when Lutz asks in a moment, you CANNOT go back and do anything! ########################################################################### ...THE HOVERCRAFT! Lutz produces a Save Journal -- we just had a save point you nerd! -- and asks Alec to save before talking to him. Lift off when you finally get the nerve 'n' verve! END OF DISC 1! --Now that you have the hovercraft, all previous towns with guilds have new Outlaw Jobs to complete, and some places have a few jobs to do: Job 70 - Changes at Amaidar Temple --------> [JB70] --> Paysus Job 72 - Explore the Treasure Dungeon! ----> [JB72] --> Testa Job 75 - Get to the Artist's Exhibition ---> [JB75] --> Renn Job #72 leads to Kutao Temple, which is a large optional dungeon filled with priceless treasures. It's highly recommended since, y'know, there's no reason to stave off. ---

Everyone ends up on Ragnark Beach and Lutz spots a city, with one of the funniest/poorest names ever: Felator... Skip to [WK19] to continue with all the mandatory storyline stuffs; keep going for the optional Kutao Temple. _______________________________________________________________________________ OPTIONAL: Kutao Temple [OPT1] _______________________________________________________________________________ ITEMS: Earth Fragment, Black Talisman, Dark Fragment, Earth Amulet, Wind Fragment, Dark Amulet, Dark Fragment, Palo Nut, Wind Amulet, Shimmer Stone, Light Alloy, Light Alloy, Tough Alloy, Parade Coat, Rad's Reagent, Rad's Reagent, Dark Fragment, Swift Armlet, Mysterious Ore, Mysterious Ore, Strength Armlet, Delight Heel, Rad's Reagent, King's Image, Protection Armlet, Magic Armlet, Romancing Stone, Decorator, Tough Alloy, Mysterious Ore As stated previously, this dungeon in South Sularto only becomes open for spelunkers by accepting Job #72 - "Explore the Treasure Dungeon!". Continue to this location and find Tosh wandering around. If you like, he can join the party temporarily. http://db.gamefaqs.com/console/psx/file/arc_the_lad_iii_kutao.png Anyway, eventually you will have to fight some hunters in one of the rooms marked in blue. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 45 Sword Hunter 309/100 174/24 DIFFICULTY: 2/10 Lv. 48 Rifle Hunter 374/90 181/24 ------------------' '-------------------------------------'---------'---------' These selfish brigands can still be dropped like a sack of bricks, just with Silence + Fatal Dagger + Impulse Bomb. Use Excitement to raise everyone's ATK if you need to, but chances are, you won't have to. Brain Blast's chance to inflict paralysis may help out as well. [NOTE: Subsequent encountesr with these two idiots are different; they will be accompanied by 3 Lv. 43 Treasure Hunters who use whips (two-panel range). Heal up!] Note that these do not count as hunters that need to be saved. Anyway, proceed through the maze in any way you like until you get to the warp room. There are four panels, going from left to right. The leftmost (#1) will be pushed in and may not work, #2 & #4 return Alec to the room with the first tablet, and #3 makes the northern exit lead to the B3 area. At the second warp room on B2, if you read the tablet, you'll know to pick the path "that memory dictates." Which, of course, means the destination is once again the third panel. This opens the way forward again; the others only warp back to the large room with an "X" or the tablet nearby. North two rooms will lead to a hunter whose female companion's been kidnapped by some golems. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 51 Iron Golem (x2) 306/50 222/48 DIFFICULTY: 4/10 Lv. 53 Master Golem (x2) 313/120 228/49 ------------------' Lv. 47 Crystal Golem (x2) 297/90 214/47

'-------------------------------------'---------'---------' Like usual, Fatal Dagger can help get rid of some of these with ease, while Excitement/Card Field will help buff out the party. Their starting formation is horrible like usual, and any upgraded attack can hit all six of them in a single go. Also, they're remarkably slow, so if you work fast, you can get rid of most of them before their first turn. --In Warp Room 3, simply go in the door already chosen -- the tablet tells of the future, which means the default panel is the one you use. (You can tell which warp room it is by the number of swirls on the central floor panel.) Warp Room 4 has four different paths to take: PANEL PANEL PANEL PANEL 1 2 3 4 -> -> -> -> Tablet #5 Hunters, then Treasure chests x 3 Two battles, then Treasure Chest x 3

Panel 2 leads to some hunters whose companion went ahead to find some meds for her injured fans. Continue to the fifth warp room and press the second panel (from left) to keep going -- all others will revert Alec's team back to the room with a large 'X' on the floor, about three warp rooms prior... Continue along the path depicted in the map until you find the last hunter, who returns to her companions. Raid the chests one room up and follow back to where the two injured hunters were. If you got all the treasures around here, choose to "Join them" in going back to the surface. If you don't want to go back, you can warp out in the room where the last hunter was (i.e. the last orange spot on map). Everyone automatically returns to Testa and it's a job complete! _______________________________________________________________________________ 19) FELATOR [WK19] _______________________________________________________________________________ SHOP: SH09 Upon entering this Academy-controlled place, it appears that this is their HQ and Sharon's here as well. You can sleep for free at the barracks, as well as buy crystal weapons at the shop. Try to access the northern building and view a scene involving some scientists entering there. Lutz comes up with the idea of getting a uniform to sneak in (har har); get the [LAB COAT] by the dude's bedside in the barracks. Try to approach again and Alec will be able to enter ...almost! When prompted, say "I'm working with HQ Chief Sharon." _______________________________________________________________________________ 20) ACADEMY BUILDING [WK20] _______________________________________________________________________________ ITEMS: Wisdom Tablet, Mysterious Ore, Grenade Launcher MAP: http://db.gamefaqs.com/console/psx/file/arc_the_lad_iii_academy_build.png Finally inside!

############################################################################# NOTE: Rooms with guards become vacated after you clear them the first time! ############################################################################# [FLOOR 1] In the first room with a guard, you can exit east/west also (although it may be hard to see). West, you can deactivate the Intrusion Detector Array 1, and after that, the east room's Intrusion Detector Array 2 is open to be deactivated as well. At the four-way exit room, go north. Take the the same while #2 way into find the [FLOOR 2] The only open door here has the four Laser Inhibitors, and there are four grids around here. Starting from the left and only counting laser grids: GRID #1 -> Inhibitors 1 & 3 GRID #2 -> Inhibitors 2 & 3 GRID #3 -> Inhibitors 2 & 4 For now, all you have to worry about is getting the treasure chests and opening the door Grid #1 protects -- the stairway goes to the Academy Building's 1F again. Turn off the #4 intrusion detector array and go back upstairs. Open the door that Grid #2 protects and flip off the floor grid there, leaving the SE door in the hallway accessible. Beyond, two guards patrol the warehouse area. To evade their sights, follow the nearest one along the east wall but idle (waste time going up/down one space) as it reaches the corner and loops into the middle. This is your cue to enter from the north and cut down the middle, as it will come back around the way it came. Enter a ways until you come to the third guard room, shaped like: _________________ __ _ __ 1 3 __ 2 _ EXIT-' __ _ _ '-ENTER __ The numbers represent the guards here, but it's not too difficult. #1 goes counterclockwise 'round the first column of boxes, so follow it and idle a bit until the other two get to the northern part of their stack. Follow behind them and reach the door. Voila, simple as pie. Why did I draw such a good diagram, then? Uh...NO COMMENT! first door and find the Laser Inhibitors 1-4. Only two can be on at time. #1 and #4 cancel all of the left side-hallway's laser grids, and #3 cancel the right side-hallway's. Go left first which opens a another Intrusion Detector; then, turn off the right laser grids to stairs to the next floor.

Try to leave the next room and some eavesdroppin' will commence on Sharon and her guest, Seville. They talk about getting to the Academy's HQ and eventually leave. You can read papers on Sharon's desk about how the destination is stationed by a lake, and how some of the areas we'll come across have enemies that people are fearful of... Anyway, backtrack out and head for White Bone Forest, the first impedement in your trek north... _______________________________________________________________________________

21) WHITE BONE FOREST [WK21] _______________________________________________________________________________ Leadoff battle! .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 39 Gas Cloud (x3) 94/00 137/42 DIFFICULTY: 1/10 '-------------------------------------'---------'---------'------------------' Excitement + Card Field + Impulse Bomb/Physical Attacks = DEATH BECOMES YOU! Heck, you probably can kill 'em in one hit by now anyway, if you upgraded weapons in Felator. Uh, yeah, that's all this location is. Oh well, huh? On the map, head toward that bridge-lookin' thing to find... _______________________________________________________________________________ 22) MIDORO SWAMP [WK22] _______________________________________________________________________________ Mighty-morphin' time! .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 38 Zombie (x2) 259/00 135/21 DIFFICULTY: 1/10 Lv. 37 Stone Gel (x3) 76/60 132/37 ------------------' '-------------------------------------'---------'---------' Excitement should be used first, and then Impulse Bomb or a good card attack (like a Dragon or Hemo-ji). Beware of the Stone Gels' ability to inflict gravity, but that's about the only hazard there is here. Next stop: Academy HQ! Save before entering. _______________________________________________________________________________ 23) ACADEMY HQ [WK23] _______________________________________________________________________________ ITEMS: Inferno Powder, Tough Alloy, Tough Alloy, Inferno Powder, God's Nectar Fruit, Mysterious Ore, Astral Rod, Speed Ring, Wisdom Tablet, Grenade Launcher, Wisdom Tablet MAP: http://db.gamefaqs.com/console/psx/file/arc_the_lad_iii_academy_hq.png Just inside, we find an intruder...and then get called intruders as well! Who else is has invaded the interior? .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 23 Academy 1 Fighter 105/00 75/12 DIFFICULTY: 1/10 '-------------------------------------'---------'---------'------------------' By this point, you probably don't even need Excitement to take care of these guys. Any mass-damage attack will suffice in making 'em push up daisies...

############################################################################# NOTE: There are two ways to go through the place, and the HQ is actually separated into two buildings. The "A" Building is accessed by taking the stairs -- it's quicker but has a lot of enemy fights. The "B" building has no enemy fights but is convoluted and uses elevators quite a lot. The walkthrough is for the "B" route as any lunkhead with a pair of eyeballs can read the straightforward map and get upstairs with ease y'know? ############################################################################# Anyway... --In the first elevator room, get an [INFERNO POWDER] and take the elevator up to the next floor. Here, take the rightmost working one and continue until a room with conveyor belts is found. Flip only the leftmost of the switches and board the conveyor to reach the room's west exit. Continue along to find an elevator unlocker -- #2 on F1 and F2 is now released! Backtrack to the conveyor belt room once more. Flip on the leftmost and the rightmost of the 3 switches and ride to the east edge of the room, where a [GOD'S NECTAR FRUIT] is. Further on that way is a [MYSTERIOUS ORE]. Now, to take the newly opened elevators! Go to the ground floor and take the second elevator... Once arriving, take the rightmost unlocker can be found -- this one to the three-elevator room and go unlocker, this one for Elevator 4 --Return to the ground floor room with the four elevators. Take the leftmost and, at the destination, the rightmost, which should not be active. This leads to the second conveyor belt room. Out of the two switches, the left shoves Alec onto middle platform (don't go north yet). Turn on that single switch there, ride to the east platform, turn on the right switch, then ride all the way to solid ground. An [ASTRAL ROD] is there for the taking! Don't bother going north from here 'cause it's a cyclic part; instead, go east again and at the single switch, it's north to the 3rd conveyor room... --Alec starts in the middle this time. Don't bother flipping the switch yet, though. Ride west to the next single-switch platform and follow north to a dead-end elevator. It's got a [WISDOM TABLET] and [SPEED RING] inside, though! Mosey on back to the conveyor belt room, flip the switch nearby, ride east to the next switch (flip it); and, from there, it's possible to sidle all the way to the easternmost exit. Beyond a ways is a four-way elevator room -- take the third-from-left one to its end and find an unlocker for Elevator 3 on 12F & 13F, and Elevator 4 on 1F! Backtrack to the last (3rd) conveyor belt room and flip the eastmost switch. Flip off the leftmost switch, but keep the middle one on; from the second-from-left platform, you can then ride the long conveyor belt to the leftmost platform (how many times am I going to say platform? Stay tuned!). Follow it to the last elevator-unlocker, regarding Elevator 3 on 1F & B1F. of the three elevators to its end, where a opens Elevator 3 on 8F and 10F. Backtrack the leftmost way, which leads to a third on 3F and 8F. Next segment!

You now have to backtrack ALL THE WAY to the initial ground-floor room with the four elevators. It's hard to explain in reverse, so use that map I made as an aid -- it'll help! --Finally, the last stretch. Take Elevator 3 to a [GRENADE LAUNCHER] and [WISDOM TABLET] dead-end, then take Elevator 4 a ways up to the 13F! There's a save point near there. ############################################################################# NOTE: If you want to get the two Tough Alloys at the bottom of the HQ (Items #2 and #3 on map), you should do so now. ############################################################################# Anyway, on the 13F, take the enemy-less stairways until you're faced down by a gigantic dragonmachine thingermajigger. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. ?? Fear Crimson ???/??? ???/??? DIFFICULTY: 3/10 '-------------------------------------'---------'---------'------------------' Leadoff with Excitement/Card Field since everyone starts so close together, and if Velhart's with, Omega BUSTER. Also, have Lutz use Magic Shield to prevent Reactor Flare's heinous fire-attribute damage. This also makes its super-attack "Fire Crimson" do about 100 damage to those in its proximity. Alec's Cure should be more than able to erase all damage dealt, and it's only got ~900 HP. If you have the Romancing Stone, the difficulty's about 2/10. A mysterious figure saves everyone from the explosion, and it turns out to be.......Elc from ATL2 fame! After seeing some evaporatin' scenes, Elc'll recover the Hein, his airship from the previous game. He suggests talking to the Guildmaster and learning information about The Dark One before they head to the Flying Castle. An old magic user named Gogen is supposed to be able to help in these respects...HMM... --After talking with the Guildmaster in Paltos, the following jobs will become available: Job Job Job Job Job Job Job Job 71 73 74 76 77 78 79 80 Rochefort Family Crisis ---------> Guild Staff: The Next Generation > Protect the Material Shipment ---> Interview Magic Master Gogen ----> Where is the Heinous Hunter? ----> Raia's Dream --------------------> Dreaded Village of Hemo-jis! ----> Sexy Casino Party Help Needed! --> [JB71] [JB73] [JB74] [JB76] [JB77] [JB78] [JB79] [JB80] --> --> --> --> --> --> --> --> Paltos Paltos Itio City Paysus Gislem Paltos Renn Testa

Once you've completed a job in Paltos or visited a non-Paltos guild, return to the Guildmaster to learn Gogen's whereabouts -- Jiharta! This opens up Job #73 & 76. In Paysus, where Job 76 is, Tengaron points everyone to Elbow Cape on Jiharta's eastern seaboard. Head there... _______________________________________________________________________________

24) ELBOW CAPE [WK24] _______________________________________________________________________________ ITEMS: Strength Nut, Reco Pod, Light Amulet, Life Nut, Light Fragment, Light Fragment, White Talisman, Soul Herb, Light Fragment, Magic Sprig, Strength Nut, Recovery Tonic, Life Fruit, Magic Sprig, Palo Nut, Reco Pod, Potent Violet Fruit, Magic Power Nut, Palo Nut, Battle Suit [ROOM #1] There's a small minigame from the get-go, where Alec has to catch a moving box and take its contents. Coax it into the space along the western edge of the room to trap it, and get the [STRENGTH NUT] within. [ROOM #2] The next room has two moving boxes. Scare the left box west, then do the same with the right box until they're sort of near each other. When you make them go north, they'll get trapped along that top wall. Crack open the [RECO POD] near the orange crate, then get the other one's [LIGHT AMULET]! [ROOM #3] Two boxes again. See the two northern boxes up there? Try to maneuver one _______________________ into a position ("1") against the wall and box. _ This allows you to fake out the next one right up 1 [_] against the second one, trapping it. Take the easy [_] [LIFE NUT] and open the "1" box for a [LIGHT FRAGMENT]. [ROOM #4] This one's a little easier. You need to scare all three boxes into that slot in the northeast portion (three-tile area), against the east wall. One will probably go into the middle first, making all the others' items way easy to steal. They contain a [LIGHT FRAGMENT], [WHITE TALISMAN], and [SOUL HERB]! [ROOM #5] Four boxes this time and no crates to help with the capture. However, there is a way to do this. Here's how I did it (w/ diagram!). 1 space = 1 panel, by the way. "E" stands for empty boxes. ________________ B B 01 - Make the boxes look like so in NE corner. ________________ B B 02 - Push a box in between the two at this point, right here ----------' ________________ BEB 03 - Make this box ---------------------------------------------------' .-' go counterclockwise until it gets into the NE corner here ---------' ________________ EB B 04 - Take the fourth box and move it into the slot here -----------------' 05 - Get all the boxes!

They contain a [LIGHT FRAGMENT], [MAGIC SPRIG], [STRENGTH NUT], and [RECOVERY TONIC]. Whew! Continue into the passageway with four new exits. Take the 1st one on the left. [ROOM #6] This is a memory/tone puzzle. Step on the red box to see some tiles light up. You need to step on those, so don't bother observing the torches; that will lead you astray. Solution for stepping this room is: [2][4][1][5][3] Take the three chests in the room beyond, being [LIFE FRUIT], [MAGIC SPRIG], and [PALO NUT]. Back in the hallway, take the next room to the right. [ROOM #7] The solution for this puzzle works out the same, although some spaces will be used more than once (repeat numbers are listed under spaces you'd normally step on). [1][ ][2][3][4] [8] [6][5] [7] Take the prizes beyond: a [RECO POD] & [POTENT VIOLET FRUIT]. In the corridor take the next door to the right. [ROOM #8] [1][2][3][ ][ ] [4] [5][6] [9][8][7] Reward? Sure! It's a [MAGIC POWER NUT], [PALO NUT], and a [BATTLE SUIT]! Go in the last door in the hallway to find the next floor down. Take the middle door here. [ROOM #9] This room makes many duplicates of Alec who bar his way as he tries to find the northern exit. Move north/south repeatedly to find out where the real Alec is located, and go north. This place has drop-off edges, meaning clones and Alec can fall off (in which case he'll have to come back a ways to get through again, but doesn't have to do all puzzles over). This time, go left & right one panel each to knock clones off and find out Alec's whereabouts. Easy! The third room has more edges to fall off in the north south portion, so once again move east/west one panel per step to knock the dopplegangers off. After you get through, it's... [GOGEN'S ROOM] Finally made it. Gogen says suggests why not make a new crafted from Eternal Flame, When found, Gogen'll do the the Dark One cannot be sealed, but lunkhead Lutz ark to steal it in...? HUH? Apparently, it was Eternal Ice, Eternal Tree, and Eternal Steel... rest...

--Back on the surface, go to Paltos and tell the Guildmaster about the finds. This completes Job #76 and opens up a few more jobs 'round the world, as a time-waster 'til the Eternal items are located. Visit any non-Paltos guild to receive information about said items' whereabouts! Job Job Job Job 82 83 84 85 The Truth About the Academy ------> Where Is the Missing Document? ---> Protect Vernica's Treasure -------> Spooky Stuffed Animal Warehouse --> [JB82] [JB83] [JB84] [JB85] --> --> --> --> Paysus Gislem Renn Testa

After talking with the Guildmaster in Paltos, it will be learned that Eternal Steel was made by the Creator, and apparently can be located in Cariote Cave. Y'know, the LADDER MAZE OF DOOM? This opens the following job: Job 81 - Get the Eternal Steel! -----------> [JB81] --> Paltos Let's get going to Cariote Cave, then! _______________________________________________________________________________ 25) CARIOTE CAVE II [WK25] _______________________________________________________________________________ SHOP: SH10 (Yes, there's one here!) I'll cut the crap and just display where to go, since you already have been spelunkin' here. .-------------. _____ _____ _ .--------+---------------. ________ _ _ _ TRAP ROOM ___ ___ ____________ _ ___ ___ __ SVE RST _ ___ _____ '-------------------------------------------. _ -. Lever \_____ .--. .--. Lever __ __ ___/ FINISH _ _ ___ ______ _ _ _ __ TRAP __ _ _ MINEFLD _ _____ __ ROOM ______ _______ __ __ _______ __ __ The destination we're aiming for here is marked on the map. All traps have ___ been disabled by this time (if you've done __ __ all the disarm switches) so they won't be much _ of a bother, hopefully -- crumbling floor traps

START ############################ #### FIRST TRAP ROOM MAP ### ############################ START FORK FORK----FORK--. ROCK '----' .-EXIT

and minefields still have to be done, however. ############################ ### SECOND TRAP ROOM MAP ### ############################ START----------------.WALL WALL.-FORK FORK--FORK FORK--FORK EXITCHEST---. '--------' FORK---'WALL

At the end of the first stretch, Dorvan's family will meet up with Alec's crew and say that the Eternal Steel isn't here. You can use their services though [SH10] if you want -- they have all their bases covered. Leave when ready and you'll automatically exit via a shortcut. Everyone thinks the Eternal Steel may have been synthesized into another object. Choose "Another possibility?" when it comes up, and Velhart will suggest checking out the hero memorial hall in Paltos. --Once there, the curator points everyone in the right direction -- the sword a statue is holding could probably be dated back far enough for consideration on the subject (Mystic Great Sword). The sword was stolen after a match in an ancient arena, and some say a ghost of that warrior still wanders around to this day. The arena used to be in Digarta Wilds, a location that hasn't been accessible until now. Save the game first, natch. [NOTE: This also allows you to hunt the monster Neros, finally~~~~~~~~~~~!] Go to the Digarta Wilds, located by the hovercraft's beach, and watch Velhart get trounced. Ugh... Talk to Gruga in Paltos, then go to the arena colosseum, Rochefort Manor, the Arena reception room, and Dartanelle Beach. After that, Velhart learns how to defeat the Ghost Warrior. To the Digarta Wilds! .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. ?? Ghost Warrior ???/??? ???/??? DIFFICULTY: 5/10 '-------------------------------------'---------'---------'------------------' For starters, use MUSUO I/II/III to completely evade physical attacks while leaving openings for counterattacks. It likes to use Thunder God Fission to inflict decent damage, so equip Flay's Crest to help cut down on attribute damage. Omega BUSTER will help for inflicting non-counterable damage on the spectre. Seal Thunder Cut can do 100+ as well, so keep some healing items on-hand (Soul Herb, Super Amazing Herb, etc.) for when Velhart's HP gets lower. Wing Cut is a crappy physical attack besides. He has 1000 HP, which isn't too hard to whittle down with Omega BUSTER doing much of the work. Still, because Velhart is alone, you may have trouble on the healing end. Be prepared...! The Ghost Warrior will ascend to the heavens and [ETERNAL STEEL] will be in

Velhart's pocket soon enough. --Getting a job complete on #81 opens up some more jobs: Job Job Job Job 87 88 89 91 Help the Indebted Family! ------> Stop the Impostor Swordsman! ---> Investigate the Mysterious Box -> Traveling Guild Worker Escort --> [JB87] [JB88] [JB89] [JB91] -> -> -> -> Testa Paltos Paltos Gislem

Meeting with the Guildmaster thereafter opens up story Job #86, regarding the location of another Ark component. Job 86 - Get the Eternal Tree Branch ----> [JB86] -> Renn This job leads to the Sacred Ruins... _______________________________________________________________________________ 26) SEALED RUINS [WK26] _______________________________________________________________________________ ITEMS: Wind Fragment, Tem's Root, Yellow Talisman, Tem's Root, Wind Fragment, Wind Fragment, Widsom Tablet, Earth Fragment, Wisdom Tablet, Phalanx, Wisdom Tablet, Green Talisman, Rocket Bomb, Earth Fragment ############################################################################# MAP: http://db.gamefaqs.com/console/psx/file/arc_the_lad_iii_sealed_ruins.png ############################################################################# As you can see, at the first fork, a [WIND FRAGMENT] is found way at the end of the south fork, while the east one goes a lot farther (and you have to go this way, natch). Theo will find a monster friend down that way, who beckons him to go the left path. Take the right hole's vine and follow after the li'l bugger. In the room directly after where the monster first appeared, take the vine (using the option) and backtrack one area, and go down the right side with that vine. It leads to a monster room with a [WIND FRAGMENT], [TEM'S ROOT], [TEM'S ROOT], and [WIND FRAGMENT]! And, after you're done, you can simply take the root connecting to that room and bring it back to the three-way fork. Go down the left hole with it and the right hole's vine. After going a ways down, eventually we'll reach a path that goes directly south to a monster room. South of there is a two-hole place. Take the east vine down to a [WISDOM TABLET], [EARTH FRAGMENT], and [WISDOM TABLET] 'fore climbing right back up and taking the vine. Plug it in the west hole and go down. Follow it until you get to the last treasure room, with a [PHALANX], [WISDOM TABLET], [GREEN TALISMAN], [ROCKET BOMB], and [EARTH FRAGMENT] inside. Climb back up and take that rope (after fighting the monsters). Climb back up and return to areas prior, to the three-exit place -- go north to the next 3-exit place. This time, take the left rope __UP__ and place the rope you took a bit ago into the slot. Take the rope you just climbed up and go down the western hole to where the save point/heal point is. Continue along until you've gotta clean up an infestation... .---------.---------.

HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. ?? Rootbytus ???/??? ???/??? DIFFICULTY: 1/10 '-------------------------------------'---------'---------'------------------' I wonder how they came up with this name? A flurry of Excitement, Card Field, and Magic Shield will help makes it damage-dealing horrible. It uses Genesis X to switch its tail and head, which isn't much of a tactic. Raging Blaze is its other attack (fire-attribute) on the allies around it. Lame! Anyway, once 1000 damage has been done, the battle ends. This thing keeps growing a new head! After regrouping, the little monster that Theo saved wants to be turned into a card to help. It changes the boss into a large scorpion-lookin' thing. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. ?? Rootbytus ???/??? ???/??? DIFFICULTY: 2/10 '-------------------------------------'---------'---------'------------------' Excitement + Card Field + Magic Shield to start off. It uses "Killing Mist" to inflict damage and poison on those around it, and "Fascination Laser" is not such a bad attack either. After enough damage, it uses "Movement" to go to another location on the field. It's got about ~1400 HP to sift thru, but Impulse Bomb can deplete 200+ per hit and some physical attacks can do about that. Not that hard, but it's fun to have a boss fight once in awhile. After some planting scenes, the [ETERNAL TREE BRANCH] is received! This'll rack up another job complete! --Visit any guild to make the following jobs appear: Job Job Job Job Job 90 93 94 95 96 What Kind of Present? ------------> Eternal Love Final Confession ----> Monster Extermination in Cariote -> RBG: The Last Encounter ----------> Rochefort Company's New Product --> [JB90] [JB93] [JB94] [JB95] [JB96] -> -> -> -> -> Gislem Itio Paltos Renn Paltos

Talk with the Paltos Guildmaster to unlock the following in Paysus: Job 92 - Get the Eternal Ice! -------------> [JB92] -> Paysus Taking Job #92 will open up the location of the Eternal Ice, in the aptly-titled......ICE GALLERY! Nevermind the title, just go to north Jiharta where the looming snowcaps hover above... _______________________________________________________________________________ 27) ICE GALLERY [WK27] _______________________________________________________________________________ ITEMS: Wisdom Tablet, Ice Amulet, Water Fragment, Blue Talisman, Raila's Mirror, Blue Talisman, Water Fragment Beware of Vampire Bats, which can use "Restore" in the same way Alec can use Resurrection...only they can bring back multiple allies at once (max: 2/per). It also seems they can only revive their own kind, too, for reference.

Anyway, this place is mostly full of "slide" puzzles. This means that Alec will have to step on some ice and glide around until he comes to the exit. The first room is awfully simple but it gets a little harder later on. _______________ SLIDE PUZZLE #2: Alec starts in the S part of the map. On the easternmost tile, slide north -> west -> north -> east to the [WATER FRAGMENT]. From there, it's north -> west -> east -> north -> east -> north -> west to the exit. A little ways ahead is the next puzzle by a save and heal point. _______________ SLIDE PUZZLE #3: There are multiple treasure chests here. Here's how to get them. Blue Talisman ---> Stand south of save point and go south -> east -> south -> west -> north -> west -> south. Blue Talisman --> By the save points, stand on the SW corner of the dry land. Walk one space east then glide south -> west. Water Fragment --> Stand left of the save point and walk west until you slide to the opposite solid ground. You can see a rock just south; go to it. Then, it's east -> south -> west. Raila's Mirror --> After getting the Water Fragment (above), simply go south to solid ground. Whee! Water Fragment --> Stand left of save point and glide west to the next segment of dry ground. Stand in the SE corner and walk one space west before gliding south. Go west -> south -> east -> north. EXIT THIS PLACE -> Stand left of save point and glide west. That's all... Defeat the Dark Fogs/Water Dragons and continue to the Eternal Ice Wall that shields the booty. No one can think of a way to get through, however, so it's back to Rusaht's institute. Salubari says the "Giga Plasma" spell can break the ice wall, but few people can learn it because they have to defeat all the elemental wizards and learn the essences of the elements! Sounds like a long, boring run-around quest... =( Only four are currently known, though Master Harzan of Amaidar Temple could probably shed some light on their whereabouts. Salubari summons the four wizards, and Harzan reveals the names of the other Light/Dark wizards -the top of Amaidar Mountain. Talk to the Chun-Li-lookin' woman at the cafe to learn Sania's at the library; after, return to the temple and get Iga's message to leave for the mountaintop. Tikva trains to become the Light/Dark Wizard, so return to Rusaht and challenge the wizards in the training hall. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 69 Ovel 172/999 22/102 DIFFICULTY: ?/10 Lv. 69 Doan 172/999 22/102 ------------------' Lv. 69 Soah 172/999 22/102 Lv. 69 Breeze 172/999 22/102 '-------------------------------------'---------'---------' This is a Marsia-only battle, but even with their horrible ATK there's a

huge DEF to overcome. If you've been using her a lot up to this time, all you have to do is use the opposing attribute attacks on each wizard. It'll probably fry 'em easily. On the other hand, if you haven't been using Marsia up to this time (she was Lv. 20 for me), you may have your work cut out for you. I suggest artificial DEF/MAG raising with the buff items, and equipping the Delight Heal (+10 HP/MP per turn) and Flay's Crest (-50% attribute dmg) for easier effect. I beat them all at Lv. 20 by using two Rocket Bombs -- it takes over 100+ off each, and since they clump together, it's an easy way out for those low-levelled people. For me it went: TURN TURN TURN TURN 1: 2: 3: 4: Hit Hit Hit Hit with with with with Air Blast + Heat Shell; Marsia retreats SE and heals up. Air Blast; Marsia uses a Rocket Bomb Air Blast/Heat Shell/Land Ax; Marsia kills three wizard Water Crumble; Marsia uses another bomb and kills Ovel.

Beat 'em at Lv. 24. ^___^ Now's the time for the Light/Dark Wizard....your old friend Tikva! Marsia can't go & save in-between, either, y'know... .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 51 Tikva 294/999 37/95 DIFFICULTY: 3/10 '-------------------------------------'---------'---------'------------------' A high-levelled Marsia can dominate this easily, but for those who aren't up to par with Tikva, do the Flay's Crest/Delight Heel accessories to cover her back. Don't bother using light/dark attacks on Tikva because that's his specialty. You can switch out the Delight Heel for a Light/Dark Amulet, also, since he only has two attacks. Personally, I just threw a bunch of bombs at him to win 'cause my Marsia's too low a level to deal real damage with her Gaia Magic. Oh well, whatever gets y'through... After defeating Tikva, Marsia learns the Giga Plasma spell. Rest/save at Rusaht and return to the Eternal Ice Wall (no backtracking necessary). Let's stick it to the boss... .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. ?? Cliff Gigantor ???/??? ???/??? DIFFICULTY: 3/10 Lv. 41 Ice Golem (x?) 214/80 183/46 ------------------' '-------------------------------------'---------'---------' As per usual, Excitement/Card Field/Magic Shield at the start, while Velhart uses MUSOU I/II/III. Ice Masher can do 150+ to a single target, so all the more reason for attribute-reduction accessories and spells. It uses Icicle Cage on those in close-range, which does poor damage if Magic Shield is in effect (~30); Prism Wall, however, summons up to three Ice Golems into the battle...all the more reason to bumrush the thing and go as far north as possible. The summoned golems appear way in the south. ^___^ Cliff Gigantor has about 1000 HP, so it's not an insurmountable value. Once we've burned the icy fiend, the [ETERNAL ICE] is claimed! Job complete! --Visit any guild to learn the Guildmaster's got more information for Alec. This also opens up a few more jobs... Job 97 - Protect Raia During the Show! ---> [JB97] -> Itio Talk with the Guildmaster in Paltos to learn the Eternal Flame is somewhere

in South Sularto...maybe? It unlocks: Job 98 - Get the Eternal Flame! ----------> [JB98] -> Testa In the course of taking this job, and recovering Chongara's memory, he will recall the location of the Eternal Flame -- the Volcano Cave, a smoking mount just north of Gislem. Partycrashin' in the ashen wasteland, yo! _______________________________________________________________________________ 28) VOLCANO CAVE [WK28] _______________________________________________________________________________ ITEMS: Flame Fragment, Flame Fragment, Flame Fragment, Flame Amulet, Red Talisman .----------------------------------.------------------.------------------. LEGEND: 1, 2, 3 = Flame Fragment 4 = Red Talisman 5 = Flame Amulet '----------------------------------'------------------'------------------' Enter .---. \_ ______ This dungeon's kinda short, so we 1 _______ _ _______ don't have to explain it too much. _________ _ _________ There are some passageways that've _____ .----' got flame spouts that cue when you 3 4 5 ______ step on floor panels, but for those _ ______________ with a Romancing Stone, you can .---. ______ _________ simply go through without too many _______ _________ 2 problems. _________ ____________ When you get to the "FLAME" room, no one has a container with which to carry _ _ the last component back in. Lutz suggests _ ________ going to see Elnan at the Item Society, so ________ FLAME do that. He'll have figured out what that _ _ _ contraption Alec's crew delivered to him __ way way back when, and hand the [MYSTERIOUS ______ OBJECT] over to use in claiming the Eternal Flame. Next, visit the Weapon Society...

Dario will think of a way to help Cheryl's gun freeze the lava: combine a Rocket Bomb, Grenade Launcher, Ice Saber, and Calm Nut! Go to Gislem's Danger Dome to meet Gudan and his gang. He drops the thing that Dwarf Behemoths in Kutao Temple will have some (note: to unlock Kutao Temple, you must accept to do Job #72). Here's a map of the place: http://db.gamefaqs.com/console/psx/file/arc_the_lad_iii_kutao.png See the orange room just right of the "B1" marking? That's where those Dwarf Behemoths can be found. .---------.---------. HP/MP ATK/DEF .-------------------------------------+---------+---------+------------------. Lv. 53 Dwarf Behemoth (x5) 12/50 132/96 DIFFICULTY: 1/10 '-------------------------------------'---------'---------'------------------' These little buggers have great elemental defense, so use specialty attacks like Brain Blast or Divide to take them out easily. Fatal Dagger also works for whittling down their HP, especially if you want to Cardish one. Their

"Heavy Bell" attack is pretty crappy, and you can paralyze them if needed. A [CALM NUT] is acquired after battle (always), and back at Weapon Society, the fabulous, glorious, incrediblelastic [STONE GUN] is created! Next-door, Elnan will have a [LAMP] that can carry the Eternal Flame somehow. Clutz Lutz puts it in his charge... -___Return to the Lake of Fire (no backtracking necessary) and the mysterious flying object reveals itself as Diekbeck! There's a minigame where Cheryl prevents lava from falling on Lutz by using the Stone Gun to stop it cold in its tracks. Decide where Lutz ascends with the d-pad and press "X" to start the ascent. She can only make lava blocks in the wall's vertical gaps, however. If the target is green, Cheryl can't shoot there. Oh, and fire with "X" also. It'll stop the lava for one round. Don't worry if you mess up -there is infinite retries. ^____^ HINT: You can see where the lava will begin at the very top, and it always flows down; however, it always takes the turns when available, so that's how it makes its weird pattern. Here's how I did it: Slot #3 (third from left out of 4 available) -> shoot gap right next to Lutz Turn 2: Shoot gap right left of Lutz Turn 3: Shoot gap just NE of Lutz Turn 4: Shoot any gap 'cause the lava won't get Lutz anyway On the fifth turn, Lutz will make it up and capture the [ETERNAL FLAME]! The job is now complete! Diekbeck also gives Theo his monster card as a farewell gift... --New missions available at this point: Job 99 - Do the Monster Card Tournament --> [JB99] --> Renn Job 100 - Find the Missing Daughter! ------> [JB100] -> Paltos Job 101 - Unleash the Ultimate Monster ----> [JB101] -> Gislem After speaking with the Guildmaster and Gogen, it's learned the blessing of the Guardians is needed to make a