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The Last Dance In the Castle of Dreams

Nightmare Castle is the final dungeon of the game. The battles ahead will be arduous and difficult, but there are a few things you can do beforehand to even the odds a bit. They are as follows:

  • Gather Elemental rings to give your characters full elemental protection. Please consult the FAQ section for help on obtaining these.

  • Defeat some of the optional bosses to raise your level and obtain valuable Gear from them. MAKE SURE you use the EXP Multiplier trick to get the most out of these battles. For strategies, click HERE. Of particular interest is the Comet Mark gear which can be obtained by defeating Kraken. To reach Kraken, head to Little Twister and stand in front of the well and use the Kramer Dolls.

  • Get your average party level to about 55 or 60. There are some good EXP boosting techniques in the Tips and Secrets section.

  • Harvest all of your Gardening items for the final battle. If you use them in the last battle, it's no big deal; they don't transfer between New Game EX if you're planning on doing that anyway.
  • Visit Baskar Village and watch the scene that plays. The final dungeon is impossible to find on the World Map, but that's because it's actually OUTSIDE of Filgaia. To get there, we're going to have to find an alternate way.

    Head to the Sacrificial Altar, but upon entering the dungeon, don't go through the door right in front of you; instead, walk around the dungeon, take the stairs up, and walk through the door on top. Watch the scene that plays, and you'll teleport to the final dungeon: Nightmare Castle. In addition, Shane will give you the Exodus Orb, an item which allows you to instantly teleport back to the entrance of the dungeon. You'll need this later.

    NOTE: If you need healing or saving or just need to get the hell out of Nightmare Castle, return to the entrance door and press X to head back to the Altar. There, speak with Shane for free healing and saving, and speak with Halle to head back to the Castle for another try.

    Nightmare Castle

    Enemies in this area:
    Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Cyclops 6000 950 1200 NONE NONE DARK NONE NONE
    Devonova 6400 1000 1200 WIND NONE EARTH NONE NONE
    Doomsday 20000 1000 2000 NONE ALL NONE NONE NONE
    Doppelganger 1600 240 260 NONE NONE NONE NONE NONE
    Kelanio 1500 230 250 NONE WIND EARTH NONE NONE
    Necromancer 6120 870 950 EARTH, WATER, WIND, THUNDER, ICE DARK LIGHT NONE NONE
    Sammael 6500 910 1300 DARK NONE ICE, LIGHT NONE NONE
    Stealth Stalker 1200 220 240 NONE NONE NONE NONE NONE
    Sun Flayer 2900 460 500 NONE NONE NONE NONE NONE
    Toy Soldier 2000 300 360 NONE NONE THUNDER NONE NONE
    Will-o'-the-Wisp 600 100 110 NONE NONE DARK NONE LIGHT
    Strategy: Lots of different enemies await you in Nightmare Castle, and like it or not, you're probably going to have to fight off a few of them. Worry not though; I'm here to help!

    Let's start with Necromancer. He can easily be defeated with the Requiem Arcana! Sammael the snake (or whatever it is) succumbs to Spectre spells, and if you see it with a group of Kelanio, you would be best to summon Stare Roe to kill them all at once! Kelanios are much like Aellos from before; they try and steal your items and inflict a few statuses on your characters, but they don't last too long from Arcana and plain old physical attacks.

    Toy Soldiers are somewhat dangerous. Not only do they counter everything you hit them with, but hitting them with their weakness with Inspire only results in a much stronger counterattack. Still, it's probably best to Inspire them just to kill them quicker. Sun Flayer begins the battle by casting Reflect on himself, but since he's not weak to any Arcana, just shoot him instead. When you encounter Will-o'-the-Wisp, summon Luceid to wipe them out as they appear in HUGE groups. To defeat a Devonova, use Fragile and Feeble Mind to weaken it to a more damageable level.

    The dangerous enemies are REALLY dangerous, however. Doomsday has 20000 HP to contend with and doesn't take very much damage at all. In addition, he's resistant to all Elements and he can use Kirlian Buster to lower your maximum HP! Use the Dark Luceid Arcana to defeat them before they get to use the Buster. Stealth Stalker is a rare enemy that cannot be hit by physical attacks; you must cast Arcana or use Lock On to hit them. Meanwhile, they cause instant death with their attacks, or choose to run away. Cyclops is a rare encounter, but a very dangerous one. DO NOT ATTACK HIM; put Fallen Ward on your character with Dark elemental Arcana and cast Dark Matter on Cyclops.

    Finally, there's the Doppelganger enemies. On the first turn, they will use Install Data to acquire the appearance, Arcana and stats of your team members. Fighting them is just like fighting yourself!

    Head through the first hallway into a wide open room.

    This is the main room of Nightmare Castle. Here, the path splits off into 7 paths, with an evil Anti-Guardian boss called a Disaster (WA2 reference!) at the end of each. To get to the final boss, simply head north... HOWEVER, this is NOT recommended. You see, the boss that you must fight before Beatrice draws its power from the other 6 disasters. Meaning, if you do not destroy the 6 primary disasters first, the 7th one will have access to the other's powers and will attack you with heavy elemental damage 7 times a turn.

    The best way to do this is to just complete all the sections of the castle. Not only are the individual sections rather fun to try and get through, but the bosses at the end are fairly easy, and they make the big battle that much more manageable. Each section of the castle (Wind, Light, Water, Fire, Moon, Earth) features 6 rooms; 3 simple hallways, 2 puzzles and a boss room. The boss is always a Disaster, which has the following stats:

    HP: 24000
    EXP: 10000
    Gella: 0

    Each boss has various weaknesses, and they will be covered in the individual sections. Defeating a Disaster is incredibly straightforward. Each Disaster has 2 attacks; a normal physical attack called Wings of Death and a summon attack. The summon attacks are identical to your Summon attacks, and each Disaster uses the summon that is relative to the Medium they represent (for example, Disaster Wind can use High-Speed Ripper). Retaliate with the usual; Arcana that the Disaster is weak to, Fragile and Feeble Mind, Finest Arts, and what have you. Equip your characters with the appropriate elemental protection, and you'll be fine.

    Once you complete a room, use the Exodus Orb to leave Nightmare Castle, then rest up and save at the Sacrificial Altar. When you are ready, return to try another Disaster.


    If you have full Elemental protection from everyone, you may go on ahead and skip this section. If you don't have full Elemental protection or you feel like doing the individual sections, then please click a link below.

    Disaster Wind
    Disaster Light
    Disaster Water
    Disaster Fire
    Disaster Moon
    Disaster Earth

    Disaster Wind

    To enter the Disaster Wind section, head to the southwest part of the room and switch to Gallows with the Steady Dolls equipped. Walk over to one of the buttons and press X to push it in, then turn to the west and toss the Doll at the side of the other switch. Hitting them both at once opens the door.

    Proceed through the first hallway, and you'll find your first puzzle; a maze of teleports. The only way to really tell if you're proceeding through this maze correctly is to check if there is a rose insignia in the center of the room when you enter a room, and that requires trial and error. Try it yourself if you want, or simply take the west door, then the north, then the east, then the south, and finally the west again.

    Walk through the next hallway, and another maze will greet you. This time, take the north door, then the northeast, and finally the west again. Walk through another hallway to the boss.

    The boss at the end is Disaster Wind. He's weak to Earth and Water, and resistant to Wind and Thunder. Wind protection will make this fight rather easy, so up your Wind Ward skills and use Pressure or Petrify to hit him with his weakness. When you win, use the Exodus Orb to leave the castle, then rest up and save. When you are ready, return to try another Disaster.

    Disaster Light / Disaster Water / Disaster Fire / Disaster Moon / Disaster Earth

    Defeated them all? Click Here

    Disaster Light

    To enter the Disaster Light section, head to the northwest part of the room and push or pull the second statue from the north to open the door in the southwest corner.

    Proceed through the first hallway, and you'll find a room with 4 stone slates and a large wall blocking your way. Inscribed on the tombstones is the following:

    The primordial impulse, the Surge of Gaia. The Vassim blacksmiths, with flames in hand, are the first to embrace this promordial chaos.

    As time goes by, the demons descend to benumb the humans and Elws with their cold power.

    The demons used the dragons to devastate the planet, causing grief to many.

    A man comes forth seeking change. Entrusted by the people, he becomes an advocate of the future.

    Read these sentences carefully, looking for specific words, and you'll get a rough idea of what to do. Flames in hand, cold power, devastation and change. The solution to this puzzle is to Galecrest over to the barrier, then do the following in this order:

  • Toss a Tindercrest at the wall
  • Freeze the wall with the Freezer Doll
  • Hit the wall with a Boomerang
  • Use a Changecrest on the wall

    Succeeding, the wall disappears, and the path leads further.

    Head through the next hallway, and you'll find yourself in front of the infamous Rose Block puzzle. What you must do is stack the blocks in a way so that you mimic the image on the floor. This can either be the most time-consuming thing in the world, or the easiest. To complete the Rose Block puzzle with little to no grief, start on the northeastern block, and use the Mighty Gloves to lift every block and place it north. Then, stand on the west side and move every block one space south.

    The boss at the end is Disaster Light. He's weak to Dark, and resistant to Light. Light protection will make this fight rather easy, so up your Light Ward skills and use Dark Matter to hit him with his weakness. When you win, use the Exodus Orb to leave the castle, then rest up and save. When you are ready, return to try another Disaster.

    Disaster Water / Disaster Fire / Disaster Moon / Disaster Earth / Disaster Wind

    Defeated them all? Click Here

  • Disaster Water

    To enter the Disaster Water section, head to the southern part of the main room and grab one of the transparent "crates" with the pink light inside. Toss one of these at the triangle switch thing on the far right to open the door.

    Proceed through the first hallway to the first "puzzle". It's not really much of a puzzle at all, but what you must do is step on the brown block, and as it "snakes" out, you must walk along it, taking whatever route it takes. It's tough to explain (if you've played Super Mario World, you'll recognize this instantly), and it's even tougher to navigate due to the "dream" effect in the background. There's no real trick to beating this other that to take it slow, but not TOO slow, because the brown blocks disappear as more are created. Don't tiptoe across, but don't run or walk constantly either. Good luck!

    After another hallway, you'll reach an even harder variation of the puzzle. First, you'll have to Changecrest across to reach the platform (hit the white gem). Anyways, this time, the snake branches off into fake paths. Take the north one at the first branching point and the west one the second point. When you approach the end, you will have to toss a Changecrest at the gem near the exit.

    Disaster Water awaits you, and he's weak to Thunder and Fire, and resistant to Ice and Water. Water protection will make this fight rather easy, so up your Water Ward skills and use Inspire or Cremate to hit him with his weakness. When you win, use the Exodus Orb to leave the castle, then rest up and save. When you are ready, return to try another Disaster.

    Disaster Fire / Disaster Moon / Disaster Earth / Disaster Wind / Disaster Light

    Defeated them all? Click Here

    Disaster Fire

    To enter the Disaster Fire section, head to the northeast part of the room and look for an unlit set of candles. Light them with the Tindercrest to open the nearby door.

    Proceed through the first hallway, and prepare for a tricky puzzle. There are 3 valves here and 9 "L" shaped bridge pieces. The valves each represent a group of 3 bridge pieces, and turning the valves causes the pieces to rotate 45 degrees. Try and solve this one on your own, and if you can't (took me 15 minutes!), leave the room to reset the puzzle and simply turn the southernmost valve clockwise once, the middle valve counterclockwise twice, and the northern handle counterclockwise once. Now there's a bridge!

    Wakl through the next hallway, where another puzzle awaits. Our team is going to have to work together for this one!

  • First, use Jet to Boomerang the switch to the south
  • Next, have Virginia use the Galecrest just as the pieces of the wall enter the wall again
  • Use Clive's Grappling Hook to grapple up, then descend to the higher level
  • Have Jet use the Jump Shoes to stomp down the brown section of the floor

    The boss at the end is Disaster Fire (who looks a LOT like Lord Blazer(, and he's weak to Ice, and resistant to Fire. Fire protection will make this fight rather easy, so up your Fire Ward skills and use Refrigerate to hit him with his weakness. When you win, use the Exodus Orb to leave the castle, then rest up and save. When you are ready, return to try another Disaster.

    Disaster Moon / Disaster Earth / Disaster Wind / Disaster Light / Disaster Water

    Defeated them all? Click Here

  • Disaster Moon

    To enter the Disaster Moon section, head to the southeast part of the room and bomb the wall that looks like a doorway.

    This part of the dungeon is very simple; walk through the hallways, and when you reach the rooms with the huge pits you must cross, know that there is an invisible walkway that will lead you to the other side. The only way to see the walkway is to hit the yellow robotic things floating out in the middle of the chasm with the Freezer Doll. This will display the path briefly. You may be able to Galecrest over certain spots, actually.

    The boss at the end is Disaster Moon. He's weak to Light, and resistant to Dark. Since he attacks with Merciless Queen, Dark Ward really has no use. Just cast Extend + Valiant and shoot him and Spectre him until he is destroyed. When you win, use the Exodus Orb to leave the castle, then rest up and save. When you are ready, return to try another Disaster.

    Disaster Earth / Disaster Wind / Disaster Light / Disaster Water / Disaster Fire

    Defeated them all? Click Here

    Disaster Earth

    To enter the Disaster Earth section, head to the southwest part of the room and use Clive's Grappling Hook to hit the crystal switch up on the ceiling.

    Proceed through the first hallway, and you'll be presented with a huge block pushing puzzle. All you have to do is clear a path by pushing the blocks with the Mighty Gloves, but the blocks are massive and space is tight. To clear the room, consult the diagram below, taking note that the camera is facing NORTH.

    Walk through the next hallway, and another block pushing puzzle will be waiting for you.

    The boss at the end is Disaster Earth. He's weak to Wind, and resistant to Earth and Thunder. Earth protection will make this fight rather easy, so up your Earth Ward skills and use Vortex to hit him with his weakness. When you win, use the Exodus Orb to leave the castle, then rest up and save. When you are ready, return to try another Disaster.

    Disaster Wind / Disaster Light / Disaster Water / Disaster Fire / Disaster Moon

    Defeated them all? Click Here

    Disaster Luck and Tiamat

    To enter the Disaster Luck section, that leads to the final battle, just keep walking straight north from the beginning of the castle.

    You'll be attacked by Disaster Luck; the final Disaster boss. As the name implies, he's the evil version of the Luck Guardian, and he will use Unlucky Shot (a more powerful Lucky Shot that does about 300 to your whole team) in addition to his standard Wings of Death attack. Cast Extension + Valiant to aid in the fight, and simply just keep shooting while saving FP for the character with Finest Arts. Upon defeating Disaster Luck....

    Boss Battle: Tiamat

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Tiamat:
    36000 30000 0 NONE NONE NONE NONE NONE
    Boss' Attacks: Final Disaster (uses all 7 summon spells relative to the Disaster bosses on your entire party. If you defeated the Disaster relative to the element, that attack is not used. For example, defeating Disaster Fire blocks out Vapor Blast. The exception to this rule is Luck; you will be hit by Unlucky Shot every turn)

    How To Win:

    Willkommen, Grauswein!

    If you defeated all of the Disasters prior to this fight, you'll find Tiamat quite easy. His only attack will be Unlucky Shot, and it has the same effects as it did last fight. Of course, it's still fairly significant damage, so heal with a Mysticed Potion Berry if HP gets below 400. Recast Extension + Valiant when it wears out and use Gatling or Finest Arts to end this battle as soon as you can.

    Of course, if you DIDN'T kill the Disasters, prepare to die slowly and extremely painfully as Tiamat hits your entire party with Hi-Speed Ripper, Merciless Queen, Augoeides, Planet Breaker, Assault Tide, Vapor Blast and Unlucky Shot every turn. You can Elemental Ward 5 of these attacks, but the other two will always hit, so you'll have to heal every now and then. Of course, if you equip all the elemental wards necessary (Fire, Water, Wind, Earth, Light) and allow Tiamat to go on for 20 combat rounds, the multiplier will go up to 10.0 and you'll receive 300000 EXP for your troubles. However, this takes a VERY long time, and there's actually a way to get that much EXP much faster, so it's really up to you.

    Now head back to the Sacrificial Altar and save and heal. The last boss awaits you a couple of rooms north of where you battled Tiamat.

    Before you battle the final boss, you might want to acquire the following, if you haven't already:

  • Full Elemental protection for everyone. Failing that, Dark and Light protection for everyone. Evil Deads in Dim Root Path drop Dark Rings rarely, and Fairy Lights in Glimmering Emblem drop Light Rings.
  • The Comet Mark gear. Equip it on Clive and set it to full to have him deal a huge amount of damage with regular attacks. Go fight Kraken in Little Twister for this.
  • Everything you've grown so far in the Secret Garden. It will be handy!
  • 4 Sleep Ward skills; one for each character. If you need Alarm Clocks for Sleep Ward, head to Demondor Pillar and Pickpocket the Buckbairds there. It's their common item, so it shouldn't take too long with the Luck Boost Personal Skill and a Replayed Pickpocket spell every turn.

    A word of advice first; the final boss consists of 12 battles. 12! Needless to say, you'll be fighting for a LONG time. When you're all ready, head back to Nightmare Castle and go as far north as you can. Open the final door, and prepare for the last dance!

  • Boss Battle: Beatrice

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Nega Filgaia:
    8000 0 0 NONE NONE NONE NONE NONE
    Boss' Attacks: Feeble Mind (halves your entire team's MGR for 3 to 5 turns), Dark Matter (deals dark-elemental magic damage to all team members), Nightmare (deals non-elemental magic damage to your party and causes Sleep status),

    How To Win:

    Beatrice isn't much of a fight if you've come prepared. Set up your personal skills so that you are fully protected from Dark elemental attacks and Sleep status, and you've practically won the battle. Her Dark Matter won't do any damage, and her Nightmare attack will still hurt you, but the most annoying aspect of it (the Sleep status) will be gone. Failing this, try Mysticing a Dark Ring and casting Extension + Status Lock and then using Extension + Permanence to keep the good statuses on and the bad statuses off.

    Meanwhile, just unload everything you have on her. Shoot, Gatling, Finest Arts.. whatever works best. Summon Raftina to heal if you need to. You can get free healing after this battle, so don't worry about using MTC or anything.

    After defeating Beatrice, she gets away, but not before setting a self-destruct sequence on Nightmare Castle! You have 10 seconds to escape. There's no way to do this in time, so USE THE EXODUS ORB!

    You'll be back on the World Map, but things have changed a bit. There are no enemy encounters, no saving, no music.. and everyone is acting a bit strange. Talk to the people in various towns if you'd like for some interesting dialogue, and if you feel like buying stuff off Roykman, he can still be found. Rest at Baskar Village to restore your HP, VIT and MTC to full, and when you are ready, head to the Ark of Destiny to begin the long stretch of final boss fights.

    After a long scene (the song is called Living, Loving and Fighting, by the way), Beatrice attacks your party again. She hasn't been gone too long, and thus wasn't able to formulate a more effective attack plan, so you have little to worry about.

    Boss Battle: Beatrice

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Beatrice:
    18000 0 0 NONE NONE NONE NONE NONE
    Boss' Attacks: Feeble Mind (halves your entire team's MGR for 3 to 5 turns), Dark Matter (deals dark-elemental magic damage to all team members), Nightmare (deals non-elemental magic damage to your party and causes Sleep status),

    How To Win:

    This is identical to the first Beatrice fight, except this time, she has LESS HP.

    Beatrice isn't much of a fight if you've come prepared. Set up your personal skills so that you are fully protected from Dark elemental attacks and Sleep status, and you've practically won the battle. Her Dark Matter won't do any damage, and her Nightmare attack will still hurt you, but the most annoying aspect of it (the Sleep status) will be gone. Failing this, try Mysticing a Dark Ring and casting Extension + Status Lock and then using Extension + Permanence to keep the good statuses on and the bad statuses off.

    Meanwhile, just unload everything you have on her. Shoot, Gatling, Finest Arts.. whatever works best. Summon Raftina to heal if you need to.

    The final 10 boss fights are against Nega Filgaia, and the basic idea here is that you fight it first in a larval stage, and every time you "kill" it, it evolves into a stronger boss. The problem is, all of the fights are sequenced together, so there's no healing in-between.

    The fights themselves are quite interesting, as each one has a radically different way of fighting you. In return, you'll have to use your Mediums and your Arcana to their full potential to win. Some of the forms are hard, and some of them are ridiculously easy, but the bottom line is that they are all fun. Though it may seem to drag on quite a bit, the final battle in Wild ARMs 3 is quite a lot of fun, and there's plenty of good boss themes to listen to. So crank up the volume and get set for the fight of your life!

    FYI, nearly every form has a Full Carrot that you can Pickpocket off of it.

    Boss Battle: Nega Filgaia - First Form

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Beatrice:
    8000 0 0 NONE NONE NONE NONE NONE
    Boss' Attacks: Dreaming (does nothing), Count Counter (used at the end of turn; any character who targeted Nega Filgaia with an attack or an Arcana has that attack or Arcana back against them. Includes status-altering Arcana such as Fragile), Nega Filgaia splits into two! (creates a red-coloured clone of Nega Filgaia. Used only after Nega Filgaia has taken over 4000 damage. Stats of Nega Filgaia red are the same. Can be used only if a red Nega Filgaia is not present on the battlefield, and the red Nega Filgaia can only split into a blue one if there is no blue Nega Filgaia on the battlefield),

    How To Win:

    If you have the Comet Mark equipped, then you stand a very good chance of defeating this boss in the first round of combat.

    However, this is not a wise idea! You see, the first form of Nega Filgaia is docile and will never actually attack your team members! Should you attack it, it will strike back at the end of the turn with whatever you used on it. So take my advice and don't do ANYTHING to it yet!

    Instead, have Gallows Extend a Permanence spell, and then begin loading every positive status you have on each of your team members, using Mini Carrots on Gallows to allow him to Extension the spells, making your job go a lot quicker! Give Valiant to Gallows and Virginia and Hyper to Clive and Jet if you're confused on what to choose. The beauty part of this is... since all the fights are one long sequence, these status pluses will last for every form of Nega Filgaia!

    After you're all done with that (REMEMBER TO SET YOUR PERSONAL SKILLS BACK UP THE RIGHT WAY!), begin your assault. You may not kill it on the first turn unless you are using the Comet Mark, but it certainly will not last a second turn.

    Boss Battle: Nega Filgaia - Second Form

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Beatrice:
    18000 0 0 NONE NONE NONE NONE NONE
    Boss' Attacks: Tranquilizer (paralyzes target), Reset (resets battle, used on 6th turn)

    How To Win:

    The objective here is to kill the boss within six turns. If you fail to do so, he simply resets the battle.

    In the meantime, he will attack with Tranquilizer, but if you used the trick I mentioned in the first fight, Tranquilizer will NEVER work! Meanwhile, you can attack at your leisure, knowing full well that with the Comet Mark equipped, you will easily defeat this boss in time. Without the Comet Mark, it is a good idea to have someone cast Replay on Clive every turn so that your most powerful attacker hits twice! Save your FP for later fights.

    Boss Battle: Nega Filgaia - Third Form

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Beatrice:
    5800 0 0 NONE NONE NONE NONE NONE
    Boss' Attacks: Slimy Touch (physical attack to one), The core is exposed! (used at end of turn; Nega Filgaia can take damage)

    How To Win:

    Due to this boss's liquid body, bullets pass through it, but so does Arcana. The only way to hit this form is to wait until it exposes its core... but it doesn't do that until the end of turn!

    Never fear! Have Clive attack every turn, even though he won't hit, and have someone cast Replay on him every turn. This will cause him to replay his action AT THE END OF THE TURN, which hits the core.

    Boss Battle: Nega Filgaia - Fourth Form X 4

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Nega Filgaia A:
    5800 0 0 NONE VARIES VARIES NONE NONE
    Nega Filgaia B:
    5800 0 0 NONE VARIES VARIES NONE NONE
    Nega Filgaia C:
    5800 0 0 NONE VARIES VARIES NONE NONE
    Nega Filgaia D:
    5800 0 0 NONE VARIES VARIES NONE NONE
    Boss' Attacks: Critical Heal (full HP restoration to all enemies), Rock Gazer (earth elemental magic damage to one target), Hydro Launcher (water elemental magic damage to one target), Sky Twister (wind elemental magic damage to one target), Caloric Sphere (fire elemental magic damage to one target), Current Spark (thunder elemental magic damage to one target), Arctic Lance (ice elemental magic damage to one target), Bright Blast (light elemental magic damage to one target), Screaming Mad (dark elemental magic damage to one target),

    How To Win:

    This is difficult to explain, so here goes nothing!

    This boss consists of 4 reptile-like creatures, each one with 5800 HP and access to various elemental attacks. When damaged by physical attacks, they use Critical Heal. If hit by elemental Arcana, they switch weaknesses to that element and begin using attacks of the opposite Element.

  • Nega Filgaia A is weak to Fire at first.
  • Nega Filgaia B is weak to Water at first.
  • Nega Filgaia C is weak to Earth at first.
  • Nega Filgaia D is weak to Light at first.

    It's advised that you don't use physical attacks on them, but if Clive has the Comet Mark, you can kill one of them every turn by simply Shooting. If not, you can work on using weakness Arcana on each of them to deal damage, switching Arcana back and forth to make sure you're always doing good damage to them. Or, try this genius strategy patended by Split Infinity: Have Gallows use Extension + Copy Ability, then you can use their own spells against them! Equipped with the Weakness Personal Skill, you're bound to take them down quickly!

  • Boss Battle: Nega Filgaia - Fifth Form X 2

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Nega Filgaia A:
    8000 0 0 NONE VARIES VARIES NONE NONE
    Nega Filgaia B:
    8000 0 0 NONE VARIES VARIES NONE NONE
    Nega Filgaia A's Attacks: Hyper (doubles attack power of all enemies, used during first turn), Stampede (physical damage to one target)
    Nega Filgaia B's Attacks: Fragile (halves defense of entire team, used during first turn), Critical Heal (fully restores HP of all enemies)

    How To Win:

    There's not a whole lot to this fight, really. The one on the left will always cast Hyper on the first turn, and should Hyper run out, he'll recast it. Same thing with the one on the right, except he uses Fragile. When they're not using status spells, the one on the right heals and the one on the left attacks. Both of them have permanent Reflect status, by the way.

    To win, just keep shooting the one on the right. You MUST kill it first, because it will use Critical Heal every turn. If you find yourself unable to deal enough damage to it before it heals, try using Gatling with Virginia and Jet to kill it before it gets a chance to heal. Better yet, Gatling it on the first combat round!

    Boss Battle: Nega Filgaia - Sixth Form

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Nega Filgaia A:
    24000 0 0 NONE NONE ALL NONE NONE
    Nega Filgaia's Attacks: Crusher Joe (physical attack to one), Tear Outlet (non-elemental damage to all team members), Arcana Disaster (casts all 8 elemental attack Arcana once on random team members)

    How To Win:

    This fight can be either tough or laughably easy depending on how you tackle it. Either way, you'll notice that this form is weak to every Element. However, each time he is hit with an Element, that Element will start doing normal damage. Hit him again with it, and it'll be reduced to half. Once more after that, and he'll gain immunity.

    This form seems to like messing up your team with Arcana Disaster, but you can turn the tables on it with an Extension + Reflect. Now, when he uses Arcana Disaster, he'll hit himself 8 times with various Arcana while you roll around on the floor and laugh your ass off!

    Boss Battle: Nega Filgaia - Seventh Form

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Nega Filgaia A:
    28000 0 0 NONE NONE ALL NONE NONE
    Nega Filgaia's Attacks: Mighty Swing (physical attack to one), Reset (resets battle, used on seventh turn)

    How To Win:

    Very similar to the previous fight; it's weak to every element, but gets stronger against the elements each time it is hit with one of them. Simply cast each elemental Arcana on it once with your Arcana users, then just attack until it falls. Not much to it, really.

    Boss Battle: Nega Filgaia - Eight Form + Spirit Servant X 2

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Nega Filgaia:
    12000 0 0 NONE NONE NONE NONE NONE
    Spirit Servant:
    2000 0 0 NONE NONE NONE NONE NONE
    Nega Filgaia's Attacks: Ars Magna (dark-elemental magic damage to all team members), Blessing of the Planet's Life Force (revives both Spirit Servants; only used if both Spirit Servants are defeated)
    Spirit Servant's Attacks: Dreaming (does nothing), Sacrifice (used as a counterattack to your physical attacks; takes the damage in place of Nega Filgaia if it is attacked), Hyperion Blaster (non-elemental magic damage to one target)

    How To Win:

    Here's where things start to get tough. Equip everyone with full Dark elemental protection to block out the harmful Ars Magna attack.

    This form is rather tricky. You must defeat Nega Filgaia to win this battle, but every time you try and shoot at it, a Spirit Servant steps in and blocks the shot! To make matters worse, the left Spirit Servant is invulnerable to physical attacks, and the one on the right is impervious to Arcana! And to make matters even WORSE, if both Spirit Servants are destroyed, Nega Filgaia revives both of them at full HP!

    So how do you win? The best way to defeat this form is to first kill the Spirit Servant on the right. On the turn after that, switch the turn order so that Gallows goes first, then Virginia, then Clive and Jet. Have Gallows and Virginia use Arcana on the left Spirit Servant, and then Shoot or Gatling Nega Filgaia while it sits there helpless. Once it revives its Servants, repeat the process. With 4 Dark Wards, you'll live through the whole fight with nary a scratch.

    Boss Battle: Nega Filgaia - Ninth Form + Messenger X 2

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Nega Filgaia:
    13000 0 0 NONE NONE NONE NONE NONE
    Spirit Servant:
    2000 0 0 NONE NONE NONE NONE NONE
    Nega Filgaia's Attacks: Phatima's Miracle (light-elemental magic damage to all team members), Blessing of the Planet's Life Force (revives both Messengers; only used if both Spirit Servants are defeated)
    Spirit Servant's Attacks: Dreaming (does nothing), Sacrifice (used as a counterattack to your physical attacks; takes the damage in place of Nega Filgaia if it is attacked), Hyperion Blaster (non-elemental magic damage to one target)

    How To Win:

    This fight is nearly identical to the last, except for a few things. Switch your elemental wards so that you block out Light elemental damage, because Phatima's Miracle deals light-elemental damage rather than dark. Also, take note that the Messengers are no longer invincible to certain attacks, but they now have ridiculously high Defense.

    The best way to win this battle is through Finest Arts. On the first turn, focus on killing one of the Servants with Arcana. On the second, switch the turn order so that Gallows goes first, then Virginia. Have them use Arcana to kill the second one, and have the other two characters either attack or use Finest Arts. You might want to save Finest Arts for the next form, but if you have a Full Carrot, it won't matter anyhow.

    ABSOLUTE FINAL BATTLE: Nega Filgaia - Tenth Form + Oricoflagamus, Matricaria, Krukmer, Vanda

    Boss Name: HP: EXP: Gella: Halved: Resistant: Weakness: Active: Absorbed:
    Nega Filgaia:
    30000 0 0 NONE NONE ALL NONE NONE
    Oricoflagamus:
    2800 0 0 NONE NONE NONE NONE NONE
    Matricaria:
    2800 0 0 NONE NONE NONE NONE NONE
    Krukmer:
    2800 0 0 NONE NONE NONE NONE NONE
    Vanda:
    2800 0 0 NONE NONE NONE NONE NONE
    Nega Filgaia's Attacks:

  • Oricoflagamus Formation (adds Oricoflagamus to the battle. As long as Oricoflagamus is alive, Nega Filgaia is immune to dark and water elements, and its MAG stat is boosted),
  • Matricaria Formation (adds Matricaria to the battle. As long as Matricaria is alive, Nega Filgaia is immune to ice and earth elements, and its DEF stat is boosted),
  • Krukmer Formation (adds Krukmer to the battle. As long as Krukmer is alive, Nega Filgaia is immune to thunder and light elements, and its MGR stat is boosted),
  • Vanda Formation (adds Vanda to the battle. As long as Vanda is alive, Nega Filgaia is immune to fire and wind elements, and its RFX stat is boosted),
  • Seyfert Microcosm (massive non-elemental damage to entire party. Used every turn after Nega Filgaia forms all 4 tentacles, and will continue to use it until you kill all 4 tentacles)
    NOTE: Damaging Nega Filgaia with an element after it is done summoning all of the tentacles will force it to regrow the tentacle of that respective element WITHOUT using up its turn.

    Oricoflagamus's Attacks:

  • Sediment of the Styx (dark and water elemental damage to all team members. You must have a full Water AND Dark Ward to nullify damage completely)

    Matricaria's Attacks:

  • Hrimthurs' Eternal Ice Wall (ice and earth elemental damage to all team members. You must have a full Ice AND Earth Ward to nullify damage completely)

    Krukmer's Attacks:

  • Apocalypse's Thunderclap (thunder and light elemental damage to all team members. You must have a full Thunder AND Light Ward to nullify damage completely)

    Vanda's Attacks:

  • Tsohanoai's Solar Wind (fire and wind elemental damage to all team members. You must have a full Fire AND Wind Ward to nullify damage completely)

  • How To Win:

    NOTE: If you are collecting EX File Keys, make sure you Pickpocket to get the one off of this form of the boss!

    This is a very deadly fight if you let it drag on. You see, the first four turns consist of Nega Filgaia growing tentacles to help aid it. Each tentacle gives it a parameter boost and immunity to certain elements, and the tentacle will begin to cast a powerful dual-elemental spell on you every turn. With full Elemental Wards, you'll be fine, but some of you might not be so lucky. Therefore, it's imperative you end this battle as soon as possible... because if you don't, Nega Filgaia will finish the cycle of growing tentacles and will begin to use Seyfert Microcosm, which you DON'T want to be hit by.

    If you've got a Full Carrot handy, use it to get someone up to 100 FP and take this thing down with one Finest Arts... if you can (it should do enough to kill it off). Failing that, make sure you kill a tentacle every turn so that it stays in the "growing" phase as long as possible. Refrain from using Arcana, and sneak in damage whenever you can. He's only got 30000 HP, so you should be able to outlast him.

    And that is that... you have now completed Wild ARMs 3! Of course, there are many sidequests to do; a lot of which revolve around the legendary EX File Key items!

    Speaking of which, after the ending credits have rolled (enjoy them, the ending song "Wings" is very pleasant to the ears), an option will come up asking you to create an endgame file. Save an endgame file to a separate block on your Memory Card, and next time you start up the game, you can load that and use your EX File Keys to unlock some nice stuff. Of particular interest is the New Game EX option, which allows you to play through the game from the beginning with your Gella, Levels, MTC and any Sheriff Stars that you equipped or held onto. By playing through the game 4 times, you can rack up 4 Sheriff Stars! If you want to, that is. 8P

    Enjoy the ending, then take a look at the sidequests and secrets the game has to offer. Maybe some of them will interest you! Take a look around the shrine a bit more to decide what you want to do, and then give the sidequests you're interested in a shot. Enjoy the game to its fullest, because Wild ARMs 3 has a lot to offer and delivers so much fun. Heck, play through the game again sometime and watch how much better you'll be at it! Perhaps you'll begin to see why it's my favourite RPG of all time.

    Thanks for using my walkthrough!




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