Wild ARMs XF Walkthrough :
This walkthrough for Wild ARMs XF [PSP] has been posted at 06 Jun 2010 by amuniri and is called "Wild Arms XF FAQ". If walkthrough is usable don't forgot thumbs up amuniri and share this with your freinds. And most important we have 1 other walkthroughs for Wild ARMs XF, read them all!
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Walkthrough - Wild Arms XF FAQ+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ | * * | : * Introducing the PSP TRPG: * : | * * | : --- WILD ARMS XF: Walkthrough --- : | | : * Version 0.17 * : | * * | +-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ Wild ARMs: XF Walkthrough Written by Traz (Trazmann@gmail.com) Copyright: Troy de Haan -------------------- =__=WA=____=XF=___=WA=__= === === === === === === == || || == === === === === === === + + + + + + || TABLE OF CONTENTS || + + + + + + === === === === === === == || || == === === === === === === =__=WA=___=XF=____=WA=__= --- 1. Introduction (000A) --- 2. Frequently Asked Questions (000B) (Classes/Item Scopes/Weapon-Armour Lists/ Emulator Skills - Salvaged from Gamefaqs) --- 3. Hints And Tips (000C) --- 4. Drifters (000D) --- 5. Walkthrough (ACT 1) . . . . . . . . . . . . . . 5.0 ~ Prologue (0000) . . . . . . . . . . . . . 5.1 ~ Act 1-1 (0001) . . . . . . . . . . . . . . 5.2 ~ Act 1-2 (0002) . . . . . . . . . . . . . 5.3 ~ Act 1-3 (0003) . . . . . . . . . . . . . . 5.4 ~ Free Battle #1 (0004) . . . . . . . . . . . . . 5.5 ~ Free Battle #2 (0005) . . . . . . . . . . . . . . 5.6 ~ Act 1-4a (0006) . . . . . . . . . . . . . 5.7 ~ Act 1-4b (0007) . . . . . . . . . . . . . . 5.8 ~ Free Battle #3 (0008) . . . . . . . . . . . . . 5.9 ~ Drifter Search #1-3 (0009) . . . . . . . . . . . . . 5.10 ~ Act 1-5 (0010) . . . . . . . . . . . . . 5.11 ~ Free Battle #4 (0011) . . . . . . . . . . . . . 5.12 ~ Drifter Search #4-6 (0012) . . . . . . . . . . . . . 5.13 ~ Free Battle #5-6 (0013) . . . . . . . . . . . . . 5.14 ~ Act 1-6 (0014) . . . . . . . . . . . . . 5.15 ~ Free Battle #7-8 (0015) . . . . . . . . . . . . . 5.16 ~ Drifter Search #7-8 (0016) . . . . . . . . . . . . . 5.17 ~ Act 1-7a (0017) . . . . . . . . . . . . . 5.18 ~ Act 1-7b (0018) . . . . . . . . . . . . . 5.19 ~ Mandatory Training #1 (0019) . . . . . . . . . . . . . 5.20 ~ Free Battle #9 (0020) . . . . . . . . . . . . . 5.21 ~ Drifter Search #9 (0021) . . . . . . . . . . . . . 5.22 ~ Act 1-8 (0022) . . . . . . . . . . . . . 5.23 ~ Free Battle #10 (0023) . . . . . . . . . . . . . 5.24 ~ Drifter Search #10 (0024) . . . . . . . . . . . . . 5.25 ~ Act 1-9a (0025) . . . . . . . . . . . . . 5.26 ~ Act 1-9b (0026) . . . . . . . . . . . . . 5.27 ~ Synthesis Me #1 (0027) . . . . . . . . . . . . . 5.28 ~ Mandatory Training #2 (0028) . . . . . . . . . . . . . 5.29 ~ Act 1-10 (0029) . . . . . . . . . . . . . 5.30 ~ Free Battle #11 (0030) . . . . . . . . . . . . . 5.31 ~ Drifter Search #11 (0031) . . . . . . . . . . . . . 5.32 ~ Act 1-11a (0032) . . . . . . . . . . . . . 5.33 ~ Act 1-11b (0033) . . . . . . . . . . . . . 5.34 ~ Act 1-11c (0034) . . . . . . . . . . . . . 5.35 ~ Act 1-11d (0035) . . . . . . . . . . . . . 5.36 ~ Act 1-11e (0036) . . . . . . . . . . . . . 5.37 ~ Free Battle #12-13 (0037) . . . . . . . . . . . . . 5.38 ~ Drifter Search #12-13 (0038) . . . . . . . . . . . . . 5.39 ~ Act 1-12 (0039) . . . . . . . . . . . . . 5.40 ~ Free Battle #14 (0040) . . . . . . . . . . . . . 5.41 ~ Drifter Search #14 (0041) . . . . . . . . . . . . . 5.42 ~ Act 1-13 (0042) . . . . . . . . . . . . . 5.43 ~ Free Battle #15 (0043) . . . . . . . . . . . . . 5.44 ~ Drifter Search #15 (0044) . . . . . . . . . . . . . 5.45 ~ Act 1-14 (0045) . . . . . . . . . . . . . 5.46 ~ Mandatory Training #3 (0046) . . . . . . . . . . . . . 5.47 ~ Act 1-15 (0047) . . . . . . . . . . . . . 5.48 ~ Free Battle #16 (0048) . . . . . . . . . . . . . 5.49 ~ Drifter Search #16 (0049) . . . . . . . . . . . . . 5.50 ~ Act 1-16 (0050) --- 6. Walkthrough (ACT 2) . . . . . . . . . . . . . . 6.0 ~ Synthesize Me #2 (005X) . . . . . . . . . . . . . 6.1 ~ Act 2-1 (0051) . . . . . . . . . . . . . . 6.2 ~ Free Battle #17 (0052) . . . . . . . . . . . . . 6.3 ~ Drifter Search #17 (0053) . . . . . . . . . . . . . . 6.4 ~ Act 2-2 (0054) . . . . . . . . . . . . . 6.5 ~ Free Battle #18 (0055) . . . . . . . . . . . . . . 6.6 ~ Drifter Search #18 (0056) . . . . . . . . . . . . . 6.7 ~ Free Battle #19 (0057) . . . . . . . . . . . . . . 6.8 ~ Drifter Search #19 (0058) . . . . . . . . . . . . . 6.9 ~ Act 2-3 (0059) . . . . . . . . . . . . . 6.10 ~ Mandatory Training #4 (0060) . . . . . . . . . . . . . 6.11 ~ Free Battle #20 (0061) . . . . . . . . . . . . . 6.12 ~ Drifter Search #20 (0062) . . . . . . . . . . . . . 6.13 ~ Act 2-4 (0063) . . . . . . . . . . . . . 6.14 ~ Act 2-5 (0064) . . . . . . . . . . . . . 6.15 ~ Act 2-6 (0065) . . . . . . . . . . . . . 6.16 ~ Act 2-7 (0066) . . . . . . . . . . . . . 6.17 ~ Act 2-8 (0067) . . . . . . . . . . . . . 6.18 ~ Act 2-9 (0068) . . . . . . . . . . . . . 6.19 ~ Act 2-10a (0069) . . . . . . . . . . . . . 6.20 ~ Act 2-10b (0070) . . . . . . . . . . . . . 6.21 ~ Free Battle #21 (0071) . . . . . . . . . . . . . 6.22 ~ Drifter Search #21 (0072) . . . . . . . . . . . . . 6.23 ~ Synthesize Me #3 (0073) . . . . . . . . . . . . . 6.24 ~ Act 2-11 (0074) . . . . . . . . . . . . . 6.25 ~ Act 2-12a (0075) . . . . . . . . . . . . . 6.26 ~ Act 2-12b (0076) . . . . . . . . . . . . . 6.27 ~ Free Battle #22-23 (0077) . . . . . . . . . . . . . 6.28 ~ Drifter Search #22-23 (0078) . . . . . . . . . . . . . 6.29 ~ Act 2-13 (0079) . . . . . . . . . . . . . 6.30 ~ Act 2-14 (0080) . . . . . . . . . . . . . 6.31 ~ Act 2-15 (0081) . . . . . . . . . . . . . 6.32 ~ Act 2-16a (0082) . . . . . . . . . . . . . 6.33 ~ Act 2-16b (0083) --- 7. Walkthrough (ACT 3) . . . . . . . . . . . . . . 7.0 ~ Synthesize Me #4 (0084) . . . . . . . . . . . . . 7.1 ~ Free Battle #24 (0085) . . . . . . . . . . . . . . 7.2 ~ Drifter Search #24 (0086) . . . . . . . . . . . . . 7.3 ~ Act 3-1a (0087) . . . . . . . . . . . . . . 7.4 ~ Act 3-1b (0088) . . . . . . . . . . . . . 7.5 ~ Free Battle #25 (0089) . . . . . . . . . . . . . . 7.6 ~ Drifter Search #25 (0090) . . . . . . . . . . . . . 7.7 ~ Act 3-2a (0091) . . . . . . . . . . . . . . 7.8 ~ Act 3-2b (0092) . . . . . . . . . . . . . 7.9 ~ Act 3-3a (0093) . . . . . . . . . . . . . 7.10 ~ Act 3-3b (0094) . . . . . . . . . . . . . 7.11 ~ Free Battle #26 (0095) . . . . . . . . . . . . . 7.12 ~ Drifter Search #26 (0096) . . . . . . . . . . . . . 7.13 ~ Act 3-4 (0097) . . . . . . . . . . . . . 7.14 ~ Act 3-5a (0098) . . . . . . . . . . . . . 7.15 ~ Act 3-5b (0099) . . . . . . . . . . . . . 7.16 ~ Synthesize Me #5 (0100) . . . . . . . . . . . . . 7.17 ~ Act 3-6 (0101) . . . . . . . . . . . . . 7.18 ~ Act 3-7 (0102) . . . . . . . . . . . . . 7.19 ~ Mandatory Training #5 (0103) . . . . . . . . . . . . . 7.20 ~ Synthesize Me #6 (0104) . . . . . . . . . . . . . 7.21 ~ Free Battle #27 (0105) . . . . . . . . . . . . . 7.22 ~ Drifter Search #27 (0106) . . . . . . . . . . . . . 7.23 ~ Mandatory Training #6 (0107) . . . . . . . . . . . . . 7.24 ~ Act 3-8 (0108) . . . . . . . . . . . . . 7.25 ~ Act 3-9 (0109) TO BE CONTINUED --- 8. Walkthrough (ACT 4) ~ TBA --- 9. Walkthrough (FINAL ACT) ~ TBA --- 10. Excavator Item Discoveries . . . . . . . . . . . . . . 10.0 ~ Act 1 (00X0) . . . . . . . . . . . . . 10.1 ~ Act 2 ~ TBA . . . . . . . . . . . . . . 10.2 ~ Act 3 ~ TBA . . . . . . . . . . . . . 10.3 ~ Act 4 ~ TBA . . . . . . . . . . . . . . 10.4 ~ Final Act ~ TBA --- 11. Credits (00CR) ============================================================================== 0==================================================================0 | I N T R O D U C T I O N (000A) | 0==================================================================0 Welcome to my battle walkthrough for Wild ARMs Crossfire. The point of this guide is to walk you through each of the missions in this game, not detail plot points and ruin the story for you. Thusly you won't find story updates and whatnot throughout this walkthrough, just long-winded advice to get you through each mission, without having to resort to 'retreat/get-out-as-fast-as- you-can' tactics. Some missions are tough, and the game may want you to avoid engaging the enemy. Such missions have a general strategy that you can implement which will allow you to wipe out every single enemy, offering maximum Gella/EXP gain. If you'd like to help you can email me typos/ corrections/suggestions/etc and I'll credit you for any worthwhile information. This guide offers a turn-by-turn walkthrough of each battle, and therefore relies heavily on your utilizing the same Classes as me for your characters, as their RFX stat determines how fast they are, and therefore some characters will get two turns in before the enemy; if they were slower due to a different Class than mine parts of the advice in this strategy will conflict. Note that I make no promise to complete this guide promptly. I like to take my sweet-time with RPGs of any kind, but I'll update the walkthrough when I can. Complaints can be directed to the neighbourhood brick wall. Thanks for your time, and enjoy. ============================================================================== 0==================================================================0 | F R E Q U E N T L Y A S K E D Q U E S T I O N S (000B) | 0==================================================================0 +--+ How can I tell which magic spell I should use on certain enemies? +--+ Pay attention to the screen that comes up when you choose your spell and select an enemy (before confirming said action) and it shall tell you how much damage the spell will do. Simply choose spells of other elements (Fire/Freeze/etc) and see if a certain one will do more damage. That’s the slightly long method. When you are on the map and click X on a foe twice, their stats will come up. Look at their elemental weaknesses there (four icons representing the four elements will have +/- indicating a strength or weakness). It’s not rocket science. +--+ CSP? EXP? GPS? +--+ ~ CSP: Class Skill Points - Earn enough of these and you will increase your current Class Level (up to 7) and earn Skills as you do so. Once you have maxed out your current Class, you will gain a special ability which cannot be equipped with another Class like a regular 'Skill'. ~ EXP: Short for Experience Points. Any RPG fan would know this. Gain enough EXP and you'll advance in level (up to 99). ~ GPS: Global Positioning System. Nothing to do with Wild ARMs XF whatsoever. +--+ What is 'VP' and why do my characters 'randomly' lose HP? +--+ VP stands for 'Vitality Points', and there's nothing random about that HP loss at all. As your character moves/performs an action/waits, they use up a small amount of VP. Throughout the course of a long mission, your character just might run out of VP, and once that occurs said character will start losing 10% of their maximum HP per following turn. However, once they only have 1 HP left, they won't lose any more; hence you cannot die from having no VP left. +--+ So Poison is similar then? Drops your HP until you have 1 HP left? +--+ No, the negative-status Poison will kill you eventually. +--+ Why does 'Skill Execution' pop up in battle from time to time? +--+ This occurs when an inherent Skill of a particular Class takes effect. For example, a Gadgeteer has a Skill known as 'Item Effect', which makes certain item 1.5 times more effective (so a Heal Berry that usually recovers 100 HP will heal 150 HP instead and a Potion Berry will recover 300 HP rather than 200 HP) and should you use a healing item that 'Skill Execution' message will pop up. It's nothing to be alarmed by. +--+ Which Class should I use for *insert-Act-here*? +--+ If said Act has not been covered by the Walkthrough yet, you're best off seeking help at the Wild ARMs XF Forum at Gamefaqs. I aim for balance in my teams, and thusly I will always advise the most effective team where a reasonable balance is concerned, that will get you through each mission without a character ever dying. +--+ Critical Steal? +--+ When an enemy that can steal items from you (such as a Harpy) attempts to do so, the 'critical hit' animation (a zoomed-in affect with the camera) may randomly go off, though this means nothing. They don't get more than one item or anything like that; it's just an odd little flaw. +--+ Why don't you suggest using Accelerate? That Skill rocks. +--+ Indeed it can. However, for the purposes of a turn-by-turn walkthrough that Skill will only cause frequent conflictions due to the random turn order it will create. Where I might have had you move behind a certain character, said character might not be there yet; or I might get you to move and use magic/etc where you couldn't because Rush had not been cast on you yet. RFX +25% is the best alternative because it will always be consistent. +--+ What does '8H-level' mean? +--+ If I directed you to move to such a location, it would define the height of the Hex/area. Where the 'ground floor' (the lowest level of the map) would be '0H', as you progress to higher elevations that number will change (you can see it in the top-right of your screen). Just pay attention to these figures as I usually mention them so you have a better idea of where to go. +--+ Sometimes I don't know whether I'm supposed to move or not? +--+ Don't move unless I tell you to move. Thusly, if I said "Make Clarissa use Heal" then obviously I don't want you to move anywhere; simply have here stay where she is and use Heal. On that note, if I don't specify who you need to use Heal on it should be obvious based on HP-loss. +--+ When will this Walkthrough/FAQ be completed? +--+ Not for a long time. I'll generally update the thing every two days when possible, or whenever I complete a new Act mission (which usually has a new Free Battle/Drifter Search in between). Then you have to add the time it takes for Gamefaqs to process the new file. +--+ Can other questions be submitted for this section? +--+ Only if they are in relation to parts of the game where the current stage of the Walkthrough is at. I'm at the same stage in my own game that I am with this guide, and as such it would be a waste of time asking anything about a stage of the game that I am not up to. You'll get the quickest response to any problems you are having at the Wild ARMs XF Forum at Gamefaqs, anyhow. ~~~~~~~~~~ GAMEFAQS FORUM FAQ (Created by swift412) [--When do I get new classes?--] Starting classes: Secutor, Elementalist, Gadgeteer, Fantastica End of Act 1-8: Sentinel, Sacred Slayer, Excavator, Geomancer End of Act 2-3: Berserker, Strider, Grappler, Enigmancer End of Act 3-7: Night Stalker, Emulator, High Cavalier, Extremist [--Where do I find more Item scopes?--] Unless otherwise specified, you receive them as a mission reward. 1. Act 1-4 2. Act 1-5, Promise Hill, use Excavator's Detect skill on the 12-height tile 3. Act 1-16 4. Act 2-7 5. Act 2-15 6. Act 3-4, Guardian Temple, use Detect by the snowy area before the temple. 7. Act 3-7 8. Act 3-13 9. Act 4-5 10. Act 4-7, breakable box 11. Act 4-11 12. Epilogue, On the map Foothills of No Return, there is a snowy area slightly up from the middle. East of there, then down, there is a tree to the South West. Search there with Detect. [--Is there a list of all the weapons and armour?--] http://swift412.googlepages.com/WildArmsXF-WeaponsandEquipmentList.xls List of all weapons, armours and shields with name, description, ATK-MAG- AIM/DEF-RES-EVA and weight. Missing: synthesis recipes, needs to be double-checked. [--Is there a list of all the classes and their skills--] http://swift412.googlepages.com/WildArmsXF-ClassesOriginalsandSkills.xls List of all classes, original skills, skills, SP skills; also list of usable items with descriptions. Missing: Elements, MP costs, needs to be double-checked. [--What skills can the Emulator class download?--] 1. Kirlian Buster Decreases the target's maximum HP - Gremalkin, Marchosias; Bandit Hill. 2. Stink Cloud Inflicts ~Disease~ status, preventing the target from recovering HP - Damnation; Sundome Abbey OR Nightstalkers; late Act 3 story battle in the Capital. 3. Petrify Inflicts ~Stone~ status. Physical attacks will reduce a unit in Stone status to zero HP - Rhinoceros, Gorgon; Rhino River; White Devil Plains. 4. Slumber Fog Inflicts ~Sleep~ status, preventing the target from acting - Orc, Princeton; Rasalom Keep; Circle Valley. 5. Toxic Breath Inflicts ~Poison~ status, causing the target to lose HP each turn - Tarasque; White Devil Plains. 6. Luminous Moss Inflicts ~Confusion~ status, causing the target to randomly attack units regardless of whether they are allies or enemies - Ascomoid, Moss Fungus; Promise Hill. 7. Downhearted Inflicts ~Misery~ status, preventing the target from using Originals that consume MP. Units in Misery status cannot recover MP - Nightstalkers; late Act 3 story battle in the Capital. 8. Asphyxiate Instant-death attack - Harpy; Rasalom Keep, Bandits Forest. 9. Electrigger Lightning-elemental breath attack. Deals heavy damage to mechanical units - Ignus Fatuus; Wayward Path, OR Undead Emulator, late Act 3 story battles. 10. Dangerous Matter Reduces the target's HP by half - Creeping Chaos; Flatwoods. 11. Buried Alive Earth-elemental breath attack - Paigoel, Clymenus; Deserter's Camp, Flatwoods. 12. Hydro Pressure Water-elemental breath attack - Paigoel, Clymenus; Deserter's Camp, Flatwoods. 13. Crimson Cremation Fire-elemental breath attack - Paigoel, Clymenus; Deserter's Camp, Flatwoods. 14. Storm Blade Wind-elemental breath attack. - Paigoel, Clymenus; Deserter's Camp, Flatwoods. Each character needs to learn them separately. Characters only need to learn them once. You can also learn them from enemy Emulator characters. ============================================================================== 0==================================================================0 | H I N T S A N D T I P S (000C) | 0==================================================================0 1.] In the early stages of the game, always stick your group close together, and work on wiping out one enemy at a time. When you are stronger and more capable, it may be safer to split into two teams, but it's generally advisable that no novice to TRPGs do so. In 'Free Battle', it's less of an issue and splitting off to kill enemies that may be on two sides of the map is generally a good thing to do. 2.] Again, early on in the game there is no real need to waste your money on the more expensive 'Potion Berry' items. A Gadgeteer can recover 150 HP with a Heal Berry (50 HP less than a regular Potion Berry) and most characters will seldom lose more HP than that until later on in the game. At the very least, save your money by purchasing the cheaper alternative until post-Act 1-8. 3.] If you are surrounded by enemies, or your character is in range to attack many of them, always target the foe which is up next in the Turn-Order. Always check this line-up by pressing 'Start' and having a look by scrolling over the names there; it'll take to the highlighted name on the map so you know who it is. Naturally, if there is a wounded unit you should finish it off first if you are able. 4.] Always take the time to engage in Free Battle so you can train your characters between Act missions. They don't take very long to complete if you know what you're doing, and they can be rewarding and fun if you don't play them excessively (a few rounds between 'event' battles is not excessive). This Walkthrough will be a waste of time for you if you like rushing through an RPG; that's not what I'm about. 5.] If you move a character and they have nothing to do for their turn (for example they are out of attack range) don't just 'Wait'. Have them use a support ability (Rush/Encourage/etc) on nearby characters so you increase your EXP/CSP Bonus rate for the end of the mission. Unless I advise otherwise or you are low on MP, this is a good tactic to make a habit of. 6.] Never use a Lucky Card or a Potential Egg on a single character, always use Mystic so that you can target your entire party so that they all can reap in the benefits for the cost of just one of said items. As for Gella Cards, you should save them early on in the game until specified missions or quests. 7.] As with any RPG, save your game REGULARLY. Have some worthy 'Hints And Tips' to contribute? Feel free to send them into me via email and should I use them, you'll receive the credit. I'm looking to add basic stuff here, and more in-depth information will be placed elsewhere. ============================================================================== 0==================================================================0 | D R I F T E R S (000D) | 0==================================================================0 One of the fun features of Wild ARMs XF is that you get to create generic characters to help your small party at the start of the game, which you can name and select their gender and which Class you want them to be (i.e. a warrior-like Class such as a Secutor or a magic-wielder like an Elementalist). Also, their base-statistics are determined randomly, but you can keep scrolling to the left/right (L1/R1) to reset these stats, which ultimately can allow you to have a really high ATK (Attack) or MAG (Magic) stat and so on. Likewise you can also keep scrolling until you have low elemental weaknesses all-round, and other positive things. However, for the purposes of this guide, we are only going to create two Drifters that will ever see the light of battle, and unfortunately there is some criteria you must stick to otherwise you will run into problems with the 'Turn-Order' of battle; and naturally as this is a turn-for-turn guide a characters' RFX (their speed) is very important. Before we get into that, I'll tell you a few more things about what a Drifter can do. ~ A Drifter is a generic character, where gender has no real purpose. There are many NPC Drifters in this game, and you can create dozens of them if you want to. ~ Drifter Search - soon enough in the first Act you are able to 'Search' in various locations where you can engage in Free Battle. The purpose of this Search is to gather resources that you use for Synthesis (something you get to do late into the first Act, which allows you to forge stronger weapons/armour/items). This is a very important thing to do, as you'll get better equipment that regular shops do not offer at certain points in the game. You can send up to six Drifters on a Search (per any one location) to get a higher amount of materials, but I only use two throughout the game because I don't want extra generic characters getting in the way of my character line-up; meaning I'd hate having to scroll through them all the time. After you complete Act 1-4, you get the opportunity to create your first Drifters. You only need to create two of them for the purposes of battle if you are going to follow this guide, so here are the base statistics that MUST be present (with only a slim margin of difference +/-). |-----------------| | Male (Secutor): | |-----------------| HP (Health Points) - 170+ ATK (Attack) - 70+ (as this will be a fighter-character) RFX (Speed-stat) - 74 (or 73 [-] or 75 [+]). (The above stats reflect a Classless, level one Drifter). |---------------------| | Female (Gadgeteer): | |---------------------| HP (Health Points) - 140+ MAG (Magic) - 70+ (as this will be a magic-wielder) RFX (Speed-stat) - 71 (or 70 [-] or 72 [+]). (The above stats reflect a Classless, level one Drifter). Now those above base-statistics will change when you select your Class (i.e. Secutor) but that does not matter. The above stats reflect what you will see initially, and they must reflect that criteria. It may take some scrolling around until you get what I have asked for, but it will be worth it in the end. If your RFX stats for each Drifter are too different from mine, the Turn- Order in battle will be screwed up and you won't be able to follow the strategy easily per battle. It would be much better if you can get the exact RFX stat I told you to aim for, but a value positive/negative by one should be okay; so long as only ONE Drifter goes higher or lower by one point. Looking at what I ask, it would be fine if your male Drifter's RFX was 75 and the female's was 73; but if the male's was 75 and the females was 70 you'd have problems. ============================================================================== 0==================================================================0 | W A L K T H R O U G H: A C T 1 | 0==================================================================0 PROLOGUE: SEED OF THE DANDELION |-------------------| | Prologue - (0000) | |-------------------| Pre-mission Advice: N/A. Your characters are already equipped with 4 Heal Berries each (not that you'll need them) and there is no need to waste space by equipping an Antidote just yet. You can also check out the battle-map and get a look at the enemies you'll be facing shortly if you'd like. Notes: You cannot use 'Originals' in this battle, so worry not about that feature. Also, ignore Rupert's presence throughout the mission. Strategy: The first mission of any SRPG is usually child's-play, and Wild ARMs XF is no exception. Begin by making yourself familiar with the controls, and reading up on your characters' abilities/weapons/etc. Once you are ready to get on with business, move Clarissa as far forward and to the left as she can go, and you will be able to attack a distant enemy. You may miss, but give it a try anyhow as there is no penalty. Whatever the result, when you are done you will now control Felius. Move him ahead of Clarissa though stay close. The general rule of any SRPG is to work together, wiping out one enemy at a time. He won't be able to attack indirectly, so just finish up his turn and wait. When Clarissa is next able to move, the enemy that you may have wounded will have been lured close to you. Since there is no risk, move her straight ahead as far as she can go and target this enemy. If you had injured the foe before, you will wipe it out with her attack. Now Felius should finish the enemy unit off if it's still alive, otherwise move him ahead as far as he can go, to the right of Clarissa. Our plan is to lure down the next Strider-class unit, so when you control Clarissa again, move her forward and to Felius's right. When it is Felius's turn, he will have two possible opponents. Wipe out the weaker unit first (the Strider) as Feluis will take him out in one hit. Have Clarissa now move in front of the Secutor and attack him. Worry not about being close enough for a counterattack on the next turn. You may be lucky and get to use her twice in a row, so fire again, though move her to the left of the foe (stand directly next to him). Now position Felius directly behind the unit, so he faces up with Clarissa. Attack the Secutor and Felius will perform a Formation Art. No further strategy is needed, so finish off the Secutor and then wipe out the remaining Elementalist. ============================================================================== ACT 1: PATH OF THE FOUNDING KNIGHTS |----------------------------------| | Act 1-1 - Trader's Road - (0001) | |----------------------------------| Pre-mission Advice: In town, purchase a Revive Fruit for a future mission (just in case). Don't bother with stat-ailment curatives just yet, though if you want to spend more of your money, purchase plenty of Heal Berries. At this point, Potion Berries are not worth the extra money. Me? I purchased 7 Heal Berries to bring my grand-total to 20 (as there was no need to use one in the previous mission for minor wounds). Also don't even consider changing classes, as that is unnecessary right now. Strategy: You can now use Originals, and are aided by a third party-member. There are a couple of ways to approach this mission, and I will take the direct approach. Start by moving Clarissa as far forward as she can go, and you will be able to attack an enemy unit (McQuaid). You might miss, but try anyway. For Felius, move him as far forward as he can go and wait. When you control the White Dog, move it right in front of Felius. When you control Clarissa once more, move her forward and attack the (hopefully) wounded McQuaid. Next, for the purpose of a Formation Art, move Felius straight ahead (to McQuaid's left) and attack. Try using his 'Shockwave' Original so you hit both enemies. Clarissa should have another turn, so line her up with McQuaid and Felius and attack; so she performs a Formation Art of her own. If the enemy is not dead yet, finish him off with the White Dog's turn. As Felius should be near a wounded Cordell (the second Fantastica unit) have him move ahead (closer to the last unit standing at the end of the map) and finish it off with another Shockwave. If you missed, use Clarissa to finish him off. Now advance with all your units on the remaining Fantastica unit at the end of the map, and use all of your combined might to finish him off with ease, at your leisure. Feel free to try out Clarissa's 'Sacrifice' Original if she is in the right position. She will be at no risk of dying at this point if you have followed this strategy. ============================================================================== |---------------------------------------| | Act 1-2 - Windhalt Gatehouse - (0002) | |---------------------------------------| Pre-mission Advice: The key to completing this mission with ease (rather than hit-and-run/hide tactics) lies in preparation and naturally, teamwork. Therefore, make sure Clarissa is equipped with four Heal Berries (nothing else, item-wise). Notes: Do NOT use any Original abilities until stated to do so in this strategy, otherwise you will not be able to complete this mission in the 'easy' (though more time-consuming - however still a lot more fun) non-EXP-wasting manner; as opposed to the inanely simple manner. Strategy: I have found the easiest way to completing this mission lies in wiping out Glenn, the level 12 Secutor. If you have played this mission before, and think "He's too powerful and my characters always miss when fighting him!" you are going about it the wrong way. On the contrary he is very easy to defeat. Anyhow, begin this mission by moving Clarissa two spaces ahead; one forward and one to the right, so you can safely target the semi-distant Gadgeteer. You'll probably miss, but give it a shot. Worry not about his weak magic counter-attack. When you control the dog, move him ahead and next to Clarissa (there's no need to go further than that). This position will save Clarissa from getting hit by an attack from the Fantastica that advanced toward the pair. Now position Clarissa with a one-space gap between the Gadgeteer, and fire. Again, you may miss. You'll probably get to control her again before the dog, so try and hit him once more. When you do control the dog once more, position him so that you can perform a Formation Art with the aid of Clarissa. When you next control Clarissa, finish off the Gadgeteer with a Formation Art of her own. Now you can use Felius, so move him to the side of the nearby Fantastica and attack (save your MP/Originals for later). Next move the dog behind the same enemy, and line up with Felius to perform a Formation Art. You'll most likely wipe her out. Now you control the newest character in your ranks, an Arcanist. Notice the approaching female Gadgeteer, so we want to move this Arcanist close to her but out of range. For now just move her to Felius's right; which is to the right of that boulder you'll see. You will now notice that the powerful level 12 Secutor has decided to head toward your party. Fear not. Have Clarissa move in ahead to target that female Gadgeteer on the mountain, as we'll want to lure the Secutor up there. Now move Felius up next to Clarissa to offer his aid, and attack the (hopefully) wounded female unit. Move Clarissa behind Felius, and take this time to use a Heal Berry (3 left). The Secutor will probably move ahead and attack the dog, so get the animal out of there and head up the mountain to attack and try to finish off the Gadgeteer. Worried about the Secutor now? Worry not. You should now control the Arcanist again, so move her up the mountain as far as she can go (towards the treasure chest) and use her 'Replica' Original ability and select the Hex in front of the Secutor. Well done. He has fallen into your trap. Anyhow, Felius should be up next, so if the Gadgeteer is still alive finish her off, otherwise move him toward the ground and use his 'Upper Hand' Original ability on Glenn (the Secutor). Anyhow, Clarissa should be in the perfect position to use her 'Sacrifice' Original ability on Glenn. Do so without fear. Glenn should now use his turn to wipe out the Replica. At this point, the dog is of no help against Glenn, so have him Wait whenever he gets a turn until the Secutor is dead. Using the Arcanist again, have her create another Replica, though this time place it in front of Clarissa (so the Secutor has to move closer). As Clarissa, move her back a step just for the sake of it, and use her turn to use a Heal Berry (2 left). If you haven't already, move Felius to the ground (the lowest Hex) and take advantage of his 'Upper Hand' Original again on Glenn. The Secutor will move again, and naturally target the Replica once more. After that it shall be Clarissa's turn, and as she is at full health use another Sacrifice Original on the level 12 enemy. As the Arcanist, call forth yet another Replica and place it in front of Glenn. Don't even think of using her Lightning just yet. From here on, continue using Felius's Upper Hand Original, and then have Clarissa use another Heal Berry (1 left). Ah, predictability. Glenn will wipe out your Replica once again, and not come after your other units. Clarissa should receive another turn, so use her Sacrifice Original. The Secutor is nearly dead. Great. Felius - Upper Hand. Arcanist - Replica. Glenn - Heal Berry. Okay, do not panic. Clarissa should be up again, so have her use another Heal Berry of her own (none left). Felius will be up again, so use his Upper Hand (no pun intended). Glenn will now destroy the Replica. Now it is the Arcanist's turn once more, and now it is safe to use her Lighting Original (as the Secutor is nearly dead). Clarissa should then use Sacrifice on Glenn once more. Don't worry about having no Heal Berries left. Have Felius use another Upper Hand, and Glenn shall be a few HP away from Oblivion. Finish him off with Clarissa's Sacrifice Original. The strong foe will finally perish. Now you can safely head for the bridge's control Crystal with the Arcanist and use her Lightning to activate it. If you don't have enough MP, you have not followed this strategy correctly. Optionally you can wait until you have wiped out the last remaining unit with Felius and the dog (as they should have enough HP to safely engage the unit in battle. Use this time to move the Arcanist into position, and have Clarissa open the nearby chest for a Heal Berry (not that she can use it). Don't worry about Clarissa losing HP because she's run out of VP, as she cannot die in this manner; she'll simply be reduced to 1 HP and then nothing else will happen. ============================================================================== |-----------------------------| | Act 1-3 - Poliasha - (0003) | |-----------------------------| Pre-mission Advice: Now it is finally worthwhile to change your characters' Classes. Make Clarissa a Gadgeteer (so she is useful as a healer) and then equip her corresponding weapon and armour (you will not need to purchase them, they should have been won in previous battles) and do not forget to equip her previous Skill, the Dandelion Shot OC, as that way you can take advantage of the abilities of that Class (with the exception of Howling Shot as that requires the Dandelion Class weapon). Now make Felius a Secutor and again equip his new weapons and his Halberdier OC Skill. In town, use your money to stock up on Heal Berries if you need to, but don't bother with Potion Berries or elemental Gems yet. When you get Labyrinthia, change her Class to an Elementalist, and equip her weapons as well as her Arcanist OC Skill. Item-wise, make sure everyone has Heal Berries equipped (Clarissa as a Gadgeteer can have 7 attached). Notes: Be careful with using 'Mystic' with Heal Items, as the large area-of-effect may include the enemy, and yes if this happens they will also be healed; something that doesn't occur too often with RPGs. Be sure to target the right Hex location that will cover your allies and not foes as well. Strategy: Like the previous mission, there is a cowardly (and EXP sacrificing) manner to complete this battle, but we'll ignore those parameters. If you have followed the Pre-mission Advice, you'll have no trouble dispatching those tough-looking level 20 foes (and the two much weaker enemies). Begin by moving all four of your characters as far forward as they can go, heading near those stone pillars, though have Labyrinthia Warp there so she is in range to attack quicker. Once you control Clarissa again, see that Hex in the middle of the two pillars? That's for Felius to occupy, so move her directly one space behind that location. Next move Felius to the aforementioned Hex in front of Clarissa, effectively blocking the path so that the enemies can only attack him, one at a time. He cannot attack anyone directly just now, so have him use his Halberdier 'Upper Hand' ability on the closest enemy (by selecting left/right from the Secutor ability menu). Clarissa should be up again, so have her use her Dandelion Shot 'Sacrifice' ability on the unit Felius wounded. Controlling Tony again, have him move on top of the elevated land straight ahead of him and make him wait up there out of reach. We'll use him soon. Have Labyrinthia finish off the wounded Secutor with the Elementalist 'Crush' magic. Clarissa should now use a Heal Berry. The remaining 2 Secutors will move forward, and one of them will attack the stationary Felius. When it's his turn, you can risk attacking the unit in front of him with his 'Hard Smash' ability, but I suggest using 'Smart Drive' as it cannot miss. Clarissa is up again, so use her Sacrifice ability on the slightly-wounded unit. Labyrinthia can now finish this Secutor off with her 'Crush' ability. Continue to have Tony wait in his safe-haven. It's now time for Clarissa to use Mystic and a Heal Berry, making sure the target area does not include the enemy (though hits Felius and herself). As Felius, play it safe and use Smart Drive. The Female Gadgeteer will probably run down to try and double-team Felius with an indirect attack, but if you've been following this strategy to the letter you have nothing to fear. Clarissa should now use Sacrifice on the last Secutor. When you can use Labyrinthia again, have her finish the unit off with 'Fire' (this enemy is weak against this type of magic, make sure you always check which element does the most damage before actually using it). Now that all the Secutor's have been defeated, have Tony move behind the Gadgeteer and attack. You may miss, but it's of no consequence now. The battle was yours long ago. Have Felius move behind the enemy female so he can perform a Formation Art with Tony. Have Clarissa use Mystic again with a Heal Berry so that the green Hex area-of- effect targets both herself and Felius (but not the enemy). Clarissa should be able to move again, but have her wait behind Felius and do not use Sacrifice this time. We'll finish this enemy Gadgeteer off without that. Have Felius use Upper Hand, and then have Tony finish off this level 20 foe. Should he miss, finish the enemy off with Labyrinthia, otherwise have the Elementalist/Arcanist Warp as far forward as she can; landing her near Tony. Now concentrate on moving all of your characters toward the remaining two enemies; but be wary of going too far or you'll end the mission (the last two lines of horizontal Hex will transport an ally to safety, which is not necessary). Clarissa should place herself near the low-level female Fantastica; in the little corner which is two spaces away. Don't worry about the enemy being too high to reach. As Felius and Labyrinthia have battled most of the enemies so far, we'll leave these last two enemies to Clarissa and Tony, to make the EXP bonus more balanced. Clarissa (when she is in her desirable location) should get to move before the enemy, so use her Sacrifice ability on the closest Gadgeteer; killing her in one hit. Now move Tony up onto the raised elevation as he can jump up there, and head toward the last enemy on the map; who should now promptly target the dog. Use a Heal Berry on Clarissa when you control her again. You may be lucky and get to use her again right away, so kill the last unit with Sacrifice; or wait and have Tony wipe her out. ============================================================================== |------------------------------------------------------------| | Optional Quest - Free Battle #1 - Bandit's Forest - (0004) | |------------------------------------------------------------| Pre-mission Advice: Taking a break from the storyline battles, it's now time to decide if you want to spend time training your characters, reaching higher levels and gaining Class Skills. It's highly advisable that you do so, and if you have been following this guide you should have no trouble getting your characters to level 8 (10 if you have the time). You'll gain some minor Class Skills along the way, and gain plenty of Gella and experience points. Stock up on Heal Berries before each battle, and replay this stage as much as you like. Notes: Don't bring any Potion Berries into this stage, and perhaps even Revive Fruits (though one or two of your characters can and will die from time to time thanks to a certain enemy with an instant-death attack). Your items can be stolen, and it costs a lot of money for these particular things. Strategy: Your enemies are randomly determined for this Free Battle stage, but there are only two enemy types. You should also take this time to learn the fundamentals of Wild ARMs XF's battle system, and improve your teamwork skills and find out the best combinations, the best abilities to use at the right times, and so on. You'll become an expert in no time. ~~~ Gremalkin (Dubious Leopard): This foe can't really hurt you too much, but it does have a slightly annoying attack called 'Kirlian Buster' which causes a status-ailment known as Max-HP Down. It doesn't work too often, and isn't really worth worrying about, so forget about Nectars. This enemy also counters direct attacks with an ability that sucks health from your character and heals itself. Therefore, Clarissa and Tony should never attack a wounded Gremalkin with regular attacks as it heals more damage than you generally inflict. Suggested attacks per character: - Clarissa (Gadgeteer): Direct attack (when the enemy is at full health). Otherwise Formation Art only. - Felius (Secutor): Hard Smash. - Labyrinthia (Elementalist): Any elemental magic (all does the same damage). - Tony (Crossbreed): Direct attack (when the enemy is at full health). Otherwise Formation Art only. ~~~ Harpy (Avian Bandits): The more dangerous (and annoying) foe by far. A Harpy is able to bring instant-death to a character of yours, and though it rarely works, it will succeed from time to time. It can also drain HP/MP from you, and it also steals your items. Its movement range is insanely large, and it retreats quite often, which is highly annoying as you lose the EXP/Gella it brings. 'Steal Sanity' can also inflict a character with either Confusion (lose control of a character for a short period) and Steal Energy can cause Misery (unable to use Originals). A Harpy is also nearly impossible to hit with direct attacks. Suggested attacks per character: - Clarissa (Gadgeteer): Encourage allies, or Formation Art direct attack. (If it's the last enemy on the map, Sacrifice). - Felius (Secutor): Upper Hand - Labyrinthia (Elementalist): Any elemental magic (all does the same damage). Creating a Replica nearby also helps. - Tony (Crossbreed): Formation Art direct attack. The possible enemy lineups I faced were: - Gremalkin X3 (Few dozen Gella, 6 or so EXP) - Gremalkin X2 + Harpy X2 (1000+ Gella, 40+ EXP) - Gremalkin X1 + Harpy X3 - Gremalkin X3 + Harpy X2 - Gremalkin X2 + Harpy X3 Note that Gremalkins offer very little EXP and Gella, so should you encounter only Gremalkins, you are better off Loading your game and trying for a better random lineup. Also note that you would have a much easier time wiping out Harpies by making all three of your human units Secutors, and gang up on them with Upper Hand. I didn't do this solely because I was busy training my perspective characters' Class Skills. ============================================================================== |---------------------------------------------------------| | Optional Quest - Free Battle #2 - Promise Hill - (0005) | |---------------------------------------------------------| Pre-mission Advice: When you move to this location on the map and your characters converse for a short moment, you will then have access to this second 'Free Battle'. If you have already spent a lot of time training your characters and their Classes in the previous Free Battle, you may wish to skip this one or just give it a quick play-through if you are a perfectionist such as myself who must complete every aspect of a game. Anyhow, stock up on Heal Berries as usual and perhaps give Felius and Clarissa a Revive Fruit each; though it's no big deal if a character dies in a Free Battle. Strategy: You only face one kind of enemy in this mission, but it can Confuse your characters frequently which does get annoying if things get out of hand. You can counter this by equipping your characters with Pinwheels, though I never did and managed to get through this stage several times without them, waiting |
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