Okay, we’ve got about an hour before I compulsively have to play more of my latest addiction, so let’s make the most of our time today, March 20, Gecko Day. Extract from baby geckos is used to dye cherries and olives green for cake and cocktail decoration. Being the kind of person that I am, I make a grave in my backyard each time I eat a green cherry. Today is Gecko Day… Please say a prayer for all the geckos you may have consumed.
Previously on Wild Arms 3: We found the battle coliseum, and we conquered two out of three fighting divisions. Guess what we are tackling today…

So, like last week, we are looking at the future of our “real” playthrough timeline here. In fact, Wild Arms 3’s final coliseum battle (and most of the rest of this update) all but requires an end-game party. So please be aware that everything you have seen in this Let’s Play so far has been possible for a “regular” party, but a significant chunk of this update is entirely reliant on a party prepared to slay god(s).

And with that caveat out of the way, let’s destroy the Master League.

The Master League has a general recommended level of 80 or so (reminder: in “real time”, my party is around 40), though even at level 100, this is not a cakewalk. You have a scant 15 rounds to take down some of the hardest monsters on Filgaia.

The Daredevils are all about speed…

And wind attacks. They also have the ability to paralyze your party. Protect against paralyze and wind, and you should at least be able to survive.

Either shoot ‘em down, or blow some FP on summoning a Guardian that exploits their Earth weakness.

You know the deal with this mob…