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Paperback Wild Arms: Alter Code F (Prima Official Game Guide) Book

ISBN: 0761548769

ISBN13: 9780761548768

Wild Arms: Alter Code F (Prima Official Game Guide)

Wild Arms Alter Code F Detailed maps to show the locations of items Destroy all bosses with ease including Ragu O Ragula All optional areas explored All optional events covered Find all Ex File Keys This description may be from another edition of this product.

Recommended

Format: Paperback

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Customer Reviews

5 ratings

Perfect!

I know I reviewed this product once already. I'm not ashamed to admit that, but I now have a copy of the game that actually works! I got the game from another location, so now I have altered this reivew since I am pleased that the copy of the game I now have is working. Both with and without my chosen cheat device

A Model of a Guide

I agree with the other reviewers. Initially, I was somewhat disappointed with the guide, but in comparison with a lot of guides out there, and especially in comparison with the original WA guide, this was done very well: detailed maps, item locations, enemies to be found in various dungeons, strategies on defeating bosses and getting through the side quests, and how to solve the puzzles to name a few. There were, however, a few setbacks that prevented me from giving this a 5-star rating. A few things were either incorrect or left out, for example some of the item locations were not correct, certain dungeon rooms were left off or never explored, some of the layout was confusing, a detailed explanation or map on how to get through the 100 floors of the Abyss was greatly needed, the enemies Emma could download her abilities from were not present, and although Zed's skills were mentioned nothing was included on how to get them. I found this out quite by accident while searching online, but when and if you acquire Zed into your party, you can revist Vassim in the Ewl world to have the curse released from Zed's sword, and gain all of his abilities. This does end up making him a much more useful character. That being said, the pro's certainly outweight the cons. Wild Arms is not an easy game to complete without some form of outside help, even if you skip all the sidequests and tackle just the main story, and the puzzles are more complicated than in the original game. This guide will certainly get you through the quest and sidequests without too much of a problem.

Wild Arms Alter Code F Strategy guide

I found this strategy guide to be helpful, although at points in dugeon exploring it skipped rooms. But its worth the buy, because the game is different from the original PS1 game.

Great Guide

Thsi guide have been a great help for those who get stuck in the game. The guide is extreamly detailed and covers all skills, items, enemies and ect. Great to have if your stuck.

This is how a Wild Arms Guide Should Look

When at first I came upon the Wild Arms Alter code F guide, the first thing that came to mind was simple: It's Prima. And when I saw it was Prima I was immediately thinking, these are the guys who did the guides to Legend of Legaia, Legend of Dragoon, and Legaia 2. All of them, for games by Sony Computer Entertainment America, all of them ridiculously thin, and all of them lackluster. I'm proud to say that this guide is not like those guides. It's actually detailed, doesn't stray you wrong, and is actually a Wild Arms guide worth getting! The guide begins quite simplistically. It doesn't waste time at all, it jumps right into the characters section. There are no bios but it does detail just about everything you need in terms of their abilities. It also includes those for the hidden characters as well. The game then jumps into the games unique system itself. It covers all of them perfectly within the first eight pages. The walkthrough is much better than any Wild Arms guide before it. Each area begins by telling you how many chest are in an area, and if any of them need duplicators. It then shows the tools you'll need to clear the area (progress) and the tools you'll need to fully complete the area. This means getting all the chest because some of them are simply not accesible the first time through. The guide will tell you when to come back. Each area is also detailed with excellent maps. In town, there are simple call outs using the ABC method. This means that if you see an "A" on the map, you look for section "A" in the walkthrough where it'll tell you what to do at that point. If it's something you can't do, they'll tell you what you need in order to access the area first. The walkthrough also has important call out tips in a separate box. For dungeons it's a little different. It does not use the ABC method, but it still points out chest in the key, and tells you what tools you need. Instead, however, their maps are numbered by floor. This makes the guide simple to use. If you get stuck on Floor 1, for example, they have a description on what to do on that floor. This eliminates the old flaw the Versus Books Wild Arms 3 had, which was disorganization. This guide is perfectly organized. This makes it so that each "area" of the map has it's own section. It makes the walkthrough easier to use, and it gets to the point much faster. Likewise, it keeps the guide from revealing the plot and spoiling the story for those going through Wild Arms for the first time. Likewise, boss strategies in the walkthrough are better than your average RPG guide. Most of them will simply state a weakness and expect you to attack. This guide tells you exactly who should do what, and they even explain why. And if you don't believe them, well you'll the results for yourself when you lose. The author of this guide (former Versus Books author Gerald Guess) doesn't dilly dally with boss strategies either. Right to the point. The walkth
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