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                               Wild Arms 3

                  Migrant Seals, Booster Kits, ECN Meter FAQ
                                 v 1.0

                             Written by Eol
                                2-22-03
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                                 CONTENTS
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Table Of Contents
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A. Introduction
B. Overview of the encounter system
C. Tools you'll need
D. Migrant Seal Locations
   1.  Jolly Roger
   2.  Serpent's Coils
   3.  Lunatic Garden
   4.  Doomed to Obscurity
   5.  Fortune Gear
   6.  Millennium Puzzle 18
   7.  Nidhogg Pass
   8.  Little Rock
   9.  Ballack Rise
   10. Fila del Fia
   11. Dim Root Path
   12. Fallen Sanctuary
   13. World's Footprint
   14. Mimir's Well
   15. World Map: East of Little Twister
   16. World Map: West of Laxisland
   17. World Map: East of Millennium Puzzle 17
   18. World Map: Southeast of Millennium Puzzle 5
   19. World Map: West of Sunset Peak
E. Booster Kit Locations
   1. Ka Dingel
   2. Yggdrasil
   3. Abyss
   4. World Map: West of Boots Hill
F. Closing


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                          A. INTRODUCTION
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   This is the first FAQ I've ever written.  Hopefully you find it
as useful as I have.  I basically decided to compile this list due
to the overwhelming amount of posts I've seen on the game FAQ boards
regarding these few topics.  Hopefully this will help alleviate those
constant posts.
   I decided to include migrant seals and booster kits in one FAQ
since they are so closely related.  Enough of the details, on to
the info.

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                        B. OVERVIEW OF THE SYSTEM
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   Wild Arms 3 implements a random encounter system the consists of two parts
that work hand in hand.

Part One: The encounter gauge.

These are the number of points that you have to avoid an encounter.  You'll be
notified that you are about to get into an encounter when an exclamation point
is over your character's head on the world map, or inside dungeons.

The amount of ECN points the encounter will consume is dependant upon your
migrant level, and the migrant level of the encounter that is to take place.
The amount of the gauge that will be consumed should you chose to cancel the
battle will be highlighted in grey.

It should be noted that you will not always use up points to cancel an
encounter.  The exclamation point's color will tell you about the battle.
 Green: No points are consumed, battle can be avoided by pressing [Circle].
 White: Points will be consumed, battle can be avoided by pressing [Circle].
 Red:   Battle will start immediately, and cannot be avoided.  This is
        due to having no remaining ECN gauge, or you were ambushed/in danger.

You start off with 10 ECN points, and this can be increased by obtaining
Booster Kits.  There are 3 booster kits in the game, giving a maximum
ECN gauge of 50.


Part Two: The migrant level.

This is the level of encounter that you may avoid at no penalty to the ECN
gauge.  The higher the migrant level, the more frequently you will see a green
exclamation before a battle is to begin.

You start off at migrant level 1, and this can be increased by obtaining
Migrant Seals.  There are 19 seals in the game, giving a maximum level
of 20.


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                          C. TOOLS YOU NEED
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   In order to obtain some of the migrant seals and booster kits in the game,
it will require items or tools that your characters will find.  I will be
referring to these throughout the FAQ, so I thought it would be helpful to
mention where to get them.

TOOLS
Steady Doll:   This is Gallows's second tool, and is obtained at
               Lunatic Garden.

Galecrest:     This is Virginia's second tool, and is obtained at
               Nidhogg's Pass.

Changecrest:   This is Virginia's third tool, and is obtained at
               Dim Root Pass.

Bombs:         These are Clive's first tool, you get them during his
               prologue.

Mighty Gloves: These are Clive's second tool, and are obtained at
               Faraway Lands.

ITEMS
Duplicator:    These are magic keys that are used to unlock doors and
               chests.  You'll find them throughout the game.

Tracker:       Not required, but it is very helpful in dungeons.  You receive
               this after solving millennium puzzle 10.  It also gives you
               the name of the floor/room that you are on in a dungeon.  You
               must be able to fly to reach puzzle 10, however.

World Map:     Helpful throughout the game.  Almost a necessity.  Costs 5,000
               gella and is bought from Roykman when he is in a town.

Map Scope:     Puts the world map onto your main screen by pressing select.
               Very useful for finding coordinates, and is required for the
               sonar kit to work.  You find this in the Ark of Destiny.

Item Scanner:  This is a map-radar attachment, and allows you to find
               buried items on the world map.  You obtain this by
               finishing the Journeyman's League at Gunner's Heaven.

Sonar Kit:     Extremely useful tool.  This will show dots on your map scope
               screen where there are items, towns, and dungeons to be found.
               You need the map scope and item scanner to be able to use this
               effectively when searching for items.  This is obtained by
               finishing the Novice's League at Gunner's Heaven.

TRANSPORTATION
Sandcraft:     After obtaining 15 dragon fossils, you can get the
               sandcraft from the ARMs dealer in Jolly Roger.  The
               earliest you can get 15 fossils is when you reach Dune Canyon.

Lombardia:     This is the "airship" in Wild Arms 3.  The earliest you
               can get this is the beginning of Chapter 3.

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                       D. MIGRANT SEAL LOCATIONS
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   The following are hopefully in-depth instructions on how to find the
migrant seals.  They are listed in order of game play, with the world map being
last, since it is exploring not storyline.  Where applicable, I have given
tracker rooms for the dungeons.  If it is in the room, I will say IN if it is
in an offshoot room, I feel that knowing where to search is more important. In
that case, i will say CONNECTED.

1. Jolly Roger
   Upon entering the town, you will see some crates/boxes off to your right.
Bomb the left (south) side of the big green/grey box and enter it.  The
seal is inside.

2. Serpent's Coils
   [Tracker: Connected to Floor 012]
   You will come to a room with a ladder leading upwards, and a line of white
crystals.  Climb the ladder, enter the door.  A room connected to the one
behind that door will contain 3 chests.  One chest holds the migrant seal.

3. Lunatic Garden
   [Tracker: Connected to Floor 001]
   In the entrance room, at the end of the hallway, there will be a door you
must open with a duplicator to your left.  Upon entering the room, there will
be a chest that is out of your reach.  Use Gallows's steady doll to open the
chest.  Inside, is the seal.

4. Doomed to Obscurity
   [Tracker: In Floor 002]
   After re-visiting here when you have Gallows's second doll, get to the
top of the ruins when you are "outside".  Enter the doorway on top.  When you
get inside, you will see a chest on the other side of the pit.  Use the doll
to open the chest and get the seal.

5. Fortune Gear
   [Tracker: Connected to Floor 004]
   Upon entering Fortune Gear, go north from the entrance room.  In the next
room, use the lower door to go north.  Once you are in that room, go to the
end of the hallway before it makes a turn to the left.  Bomb the wall to your
right and enter. The migrant seal is in a duplicator chest in that room.

6. Millennium Puzzle 18
   Solve this puzzle and receive a seal.

7. Nidhogg Pass
   [Tracker: In Floor 004]
   In Nidhogg pass #1, after going past a few entrance rooms, you will come
to a room with a bridge that falls out from under you if you don't tiptoe.
Walk to about the middle of the bridge, and stop tiptoeing.  You will see that
there is a platform and door you land on.  Enter that door.  In the room you
just entered, there will be a few chests.  The seal is in one of them.

8. Little Rock
   Once you have Virginia's galecrest, return to little rock.  On the end
of town with the stairways and ladders, you will need to use the galecrest to
go from the platforms separated by gaps, to the chest containing the seal.

9. Ballack Rise
   Inside the inn, on the second floor, there will be a room with some beds.
In the corner you will see a barrel.  Search the barrel to obtain the seal.

10. Fila del Fia
   [Tracker: Connected to Floor 006]
   By following the natural order of the rooms from the entrance, you will
come to a room where you must tiptoe across some tiles, or else you will fall.
At the end of that room, there will be a door.  Directly next to the door, will
be a spot that you can bomb open.  The seal is in that room.

11. Dim Root Path
   [Tracker: Connected to Floor 012]
   In the room where there are 4 orange blocks blocking your way, a high wall
to the left, and stairs to the right, the door to the right will have some
chests.  One chest has the migrant seal in it.

12. Fallen Sanctuary
   [Tracker: Connected to Floor 011]
   Inside the dungeon you will come to a passage with 4 orange crystals and
a switch on the floor.  Use the changecrest to turn one of the crystals into
a red block, and then use the mighty gloves to put the block on the switch.

13. World's Footprint
   [Tracker: Connected to Floor 005]
   Inside the dungeon you will see an orange block underneath a green block.
Use the changecrest to turn the orange block into a crystal, and then use the
mighty gloves to shove the green block out of the way.

14. Mimir's Well
   [Tracker: Connected to Floor 005]
   A chest in this area contains the migrant seal.  The chest is behind one
of the doors you must open with a duplicator.

15. World Map: East of Little Twister
   This is located at approximately (7550,7950).  Search with the map-radar
to uncover it.  You will need the item scanner in order to do so.

16. World Map: West of Laxisland
   This is located in the "valley" between the two cliffs.  Go to
about (15902,18210) and search with the map-radar to uncover it.  Like all
the world map seals, you will need the item scanner in order to find it.

17. World Map: East of Millennium Puzzle 17
   This is located at approximately (7570,13770).  When landing on the
beach, you will notice there are two "halves".  Land on the left half to
get to this location.

18. World Map: Southeast of Millennium Puzzle 5
   Go to approximately (22890,9300) and search with the item scanner. I
believe you need to be able to fly to reach this location.

19. World Map: North of Sunset Peak
   Sunset Peak cannot be gotten to until you are able to fly, and have
obtained the teleport orb from Millennium Puzzle 14.  Once you have it, use the
orb to teleport to Southfarm.  Chat with the ticketman and buy a ticket to East
Highlands.  Chat with the man before you get on the train.  You will then end
up in Sunset Peak.
   After getting there, go to approximately (6500,11300) and search use the
map-radar to uncover it.  Note: you will need the item scanner in your
inventory to do any sort of uncovering.


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                       E. BOOSTER KIT LOCATIONS
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   The following are hopefully in-depth instructions on how to find the
booster kits.  They are listed in order of game play, with the world map being
last, since it is exploring not storyline.  Where applicable, I have given
tracker rooms for the dungeons.  If it is in the room, I will say IN if it is
in an offshoot room, I feel that knowing where to search is more important. In
that case, i will say CONNECTED.

1. Ka Dingel
   [Tracker: Connected to Floor 009]
   After the boss Trask you'll come to a room with a few grates.  After
solving the puzzle and getting to the end of the room, there will be two
doors.  One left and one right.  Go through the right door, down a flight
of stairs.  The booster kit will be in a duplicator chest.

2. Yggdrasil
   [Tracker: In Floor 025]
   Fairly far in Yggdrasil you will come to a room where the platforms close
quickly, pushing you into the chasm.  Use the gale crest to the south, and
there will be a ladder for you to climb.  Go up the ladder, and walk to the end
of the platform.  The booster kit is in the duplicator chest.

3. Abyss
   The Abyss is a 100 floor dungeon.  There are quite a few FAQs
explaining its location, so I don't feel it necessary to repeat them
here.  The boss on the 30th level will drop this after it is defeated.

4. World Map: W of Boots Hill
   This booster kit can be found once you have the item scanner.
Go to location (13150,25050) and search by using the radar.  If you
have the item scanner, this should be uncovered.


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                              F. CLOSING
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   I hope you found this FAQ to be useful.  Many thanks go out to those on
the boards at GameFAQs.  You've all been a real help.

   This FAQ is Copyright 2002 by Craig Gambino.

   Wild ARMs 3 and any related content is a registered product of
SCEA, (c) 2002.  Wild ARMs series is a registered product of Media Vision,
(c) 1997-2002.