Leyline Observatory is a dungeon that appears in Wild Arms 3. After the events in Little Rock. The lab gets its name from the esoteric concept of "ley lines", mystical paths along the earth that connected ancient and hallowed sites to one another.[1]
Wild Arms 3[]
Head north past reception and enter the next room to find a hallway. Walk down the hallway and take the first door to the west to find a room with 2 chests containing a Lucky Card and a Heal Berry X 2. Read the books in the room; in fact, read ALL of the books in the dungeon, as they will fill you in on the backstory and provide you with GUIDING WORDs. When you're done reading, check the lockers in the northern part of the room to find old socks, old labcoats, old candy wrappers and an old Tool called the Radar! The Radar is a Tool for Jet, and it scans the screen you are currently on (everything in your range) for treasures, then highlights them in green and beeps. Very useful for finding things you might have missed. By the way, you can't open the rusted locker, so don't ask.
Exit the room the way you came, then head through the east door this time. Inside you will find a control panel, which is controlling the lock on the elevator that leads up a floor. If you read the memorandum in the other room as I instructed, you'll know that the password is the name of the current staff member who is on password shift. Bryant was last, and now it is Inkapilia. So enter "Inkapilia" as the password, case sensitive, to deactivate the lock, then head out of the room and go north and around the bend. Press X at the elevator door to take a ride on the wild side.. well, not really, it only goes up.
When you reach the top, head south down the hall and take the first door west. Inside, read the whiteboard for an important notice and a clue. There's treasure in this room, so check the cabinet next to the bookshelf for a Dragon Fossil, then open the chests in the southern side of the room for a Call Whistle X 3 and a Magicleanser X 3. When you're done, exit the room and go south all the way down the hallway and through the door. Read the books on the shelves, then check the mess of papers on the desk in the eastern side of the room for an ID Card. Shame on you, Bryant... always leaving your stuff out. If you're interested, view the computers on the east side of the room for some scrambled data. When you're done with this room, head back into the hallway and check the east walls for a control panel. Walk in front of it, bring up the menu and select the ID card to allow access to the nearby elevator. Board the elevator (the one next to the panel) to go up another floor.
Now, head all the way south through the third hallway and enter. Open the chests in this room for a Gimel Coin, 4500 Gella and a Gella Card, then check out the bookshelves. The one on the left contains a very important plot element, and the one on the right is.... PR0N! OMG! WTF! You can open this book of smut if you have a Duplicator handy, and you might as well, but don't expect anything risque yet. You can't actually "read" this until your Migrant Level is 18 or higher (isn't that clever?), and "reading" it will result in a tough hidden boss battle. So unlock it for now if you want, and remember it for later. When you're all done in this room, and after the dissapointment sinks in, leave the room, go back through the hallway and take the first door west.
The door leads to another room with desks and stuff. Open the chests for a Dragon Fossil and a Holy Ankh, though you will have to battle a Mimic duo for the Ankh. Check out the bookshelves for some more backstory regarding the Guardian Shrines, as well as a book about ARMs. When you're done reading, leave the room and head north around the corner and through the door.
Your team will split up here, and you will have control of Virginia. Now view the computer terminals placed alongside the walls for some important information about the research that was conducted here long ago. Seems that they were trying not only to study the planet, but to create something.. hmm. Speak to Gallows and Clive, then talk with Jet, and he will reveal a hidden door. Don't ask how he knew where the door was... you'll find out sometime later. Head through the door, and travel north past a series of large glass tubes. Check the east wall and read the books, paying attention to the one about the GUIDING WORD, then head through the door to the north. In the next room is a laser barrier; to pass it, examine the control panel next to the laser, and input the password "Guiding Word" (case sensitive) to shut off the laser. Now you may pass, but use a Gimel Coin before you enter the next room.
In the next room, which is the final room of the dungeon, don't miss the bookcases in the southern side of the room; one of them has a book with a little bit of information on the next boss you will face. Also, check out the desk on the opposite side of the room. See that little spot on the desk? That's not a stain; it's half of a photograph. Take a look at it, then stand in front of it and bring up the menu. Select the Right Half from your inventory, and the two photo halves will be together at last! After a touching scene, followed by a very funny scene, your enemies teleport in. This time, they've brought a new friend to test your party. Relax, he's not a hard boss.
After what looks like the end of our party, you'll be rescued by a familiar group. After a couple of very well done story scenes (and a surprise visit from a certain someone), Clive will propose that the team takes a trip to his home town. Remember that land bridge near the observatory? We need to cross that next. Your team is fully healed, so there is no reason to stop at Little Rock for rest.
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