XXXXX XXXX XXXXX XXXX XX XXXX XXXXXX XXXXX XXXX XXX XX XXXX XX XXXX XXXXXXX XX XX XXXX XX XX XXXXXXX XXX XX XX XXX XXX XX XXX XX XX XXX XX XX XX XXX XX XX XXXX XXX X XX XXX XX XX XX X X XX XX XX XXX XX XX XXXXXXXXX XX XX XX XX XX XX XX XXX XXXX XX XXX XXX XX XXX XX XX XXXXXX XXXX XX XXX XXXXXX XX XX XX XX XX XXX XXXXXXXXX XX XXX XX XX XXX XX XX XX XX XX XX XXX XX XXX XX XX XX XX XX XX XX XX XX XXX XX XX XXX XX XX XX XX XX XXX XXX XXXXXX XX XX XXXXX XXXXXX XXXXXX XX XX XXX XXX XX XX XXX XXX XXXX XXXXXXX XXXXX XXXXX XX XXXXX XXXXXX XXXXX XXX XX XX XXXX XXXX XXX XX XXXX XX XXXX XXX XX XX XXXXXXXXXX XXXXXXX XXX XXXX XX XX XXX XX XX XXXXXXX XX X XX XX XXX XXX XXX XX X XX XX XX XX XXX XX XX X XX XX XX XX XX XXX XX XX XX XXX XX XX XX XX XX XXX XX XXXXXXXXX XX XXX XXXXXX XX XX XXX XX XXX XXXXXX XX XXXX XX XX XX XX XX XXXXXX XXXXXXX XX XX XXXX XX XX X XXX XX XX XX XXX XXX XXX X XXX XX XXXXXXXXX XX XXX XX XXX XX XX XX XX XX XXX XX XXX XX XXX XX XX XX XX XX XX XX XX XX XXX XX XX XX XXX XX XX XX XX XX XX XX XXXXXX XX XX XX XX XXXXX XX XX XX XX XX XX XX XXX XXX XXX XX XX XXX XX XX XX XX XXXXX XXXX XXXXX XXXXXX ============================================================================== MAGICAL STARSIGN FAQ/Walkthrough Copyright (c)2006-2011 DomZ Ninja ============================================================================== Author: DomZ Ninja E-mail: domzninja[at]hotmail[dot]com Updated: 07/11/11 Version: 1.5 NOTE: This guide does contain spoilers! ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ See that series of numbers to the right of each section? If you want to find a specific section in the FAQ, press CTRL + F to open a search box. Type in the series of numbers for the desired section that you're trying to find and press Enter. Whabam! The search function will take you there in an instant. [1] VERSION HISTORY.................................................. [0100] [2] CONTROLS......................................................... [0200] [3] CHARACTERS....................................................... [0300] [4] THE BASICS....................................................... [0400] [5] WALKTHROUGH...................................................... [0500] Prologue........................................................ [0501] Kovomaka: The Mission........................................... [0502] Erd: Crash Landing.............................................. [0503] Erd: Escaping From Evil......................................... [0504] Erd: The Spiny Moles............................................ [0505] Erd: Return to the Ruins........................................ [0506] Cassia: Stranded Again.......................................... [0507] Cassia: Rescuing Mokka.......................................... [0508] Cassia: Tracking Down Pirates................................... [0509] Cassia: Finding the Dwarves..................................... [0510] Puffoon: Time for Errands....................................... [0511] Puffoon: Village of Sweets...................................... [0512] Puffoon: Rescuing Chai.......................................... [0513] Gren: The Prisoner.............................................. [0514] Gren: Through the Jungle........................................ [0515] Gren: Pirate Business........................................... [0516] Cassia: Retrieving the Aquarino................................. [0517] Razen: Betrayal................................................. [0518] Razen: Calling All Cops......................................... [0519] Cassia: Gaining Trust........................................... [0520] Razen: Pot Rescue............................................... [0521] Razen: Fire Millenium Gummy..................................... [0522] Razen: Key to the Light......................................... [0523] Cassia: The Brother Academy..................................... [0524] Cassia: Water Millenium Gummy................................... [0525] Gren: Saving the Planet......................................... [0526] Gren: Wood Millenium Gummy...................................... [0527] Erd: The Robot Town............................................. [0528] Erd: Outta Juice................................................ [0529] Erd: Earth Millenium Gummy...................................... [0530] Puffoon: A King's Request....................................... [0531] Puffoon: Wind Millenium Gummy................................... [0532] Razen: Breaching Enemy Lines.................................... [0533] Razen: The Light Planet......................................... [0534] Nova: More Problems............................................. [0535] Nova: The Starway............................................... [0536] Shadra: The Last Hurrah......................................... [0537] Shadra: Finale.................................................. [0538] [6] GLISSINI CAVES................................................... [0600] [7] EQUIPMENT........................................................ [0700] Hats............................................................ [0701] Gloves.......................................................... [0702] Armor........................................................... [0703] Boots........................................................... [0704] Accessories..................................................... [0705] Equipment Sets.................................................. [0706] [8] AMIGO MODE....................................................... [0800] The Basics...................................................... [0801] Egg Characters.................................................. [0802] Items........................................................... [0803] [9] SECRETS.......................................................... [0900] [10] BESTIARY......................................................... [1000] Enemies......................................................... [1001] Bosses.......................................................... [1002] [11] GAME REVIEW...................................................... [1100] [12] THANKS/CREDITS................................................... [1100] ______________________________________________________________________________ [1] VERSION HISTORY [0100] ______________________________________________________________________________ FAQ/Walkthrough #17 ------------------- Version 1.0 (12/26/06) - A little holiday present from me to you. Yeah, a little late, but I know. I had a rough schedule, I swear! Anyways, it's all done. I plan on working on some other sections, but for now I just wanted to get the walkthrough out as quickly as possible. Version 1.1 (01/21/07) - Started the bestiary. Most of it is done, but there is still a lot of unfinished work on it. Version 1.2 (01/31/07) - Corrected a VERY, VERY important error in the guide thanks to sephiroth0203 and wizgarcia. Thanks to both of you! Version 1.3 (07/22/07) - Added my review of the game. Version 1.4 (09/21/07) - Got a bunch of monster info and also added an Amigo Mode and Glissini Caves sections, thanks to our lovely readers. The sections are faaaaaaar from complete, so help me out by sending in information, tips, and strategies! Version 1.5 (02/08/08) - Huge update on the Glissini Caves and some other stuff, thanks to Uber Moogle. ______________________________________________________________________________ [2] CONTROLS [0200] ______________________________________________________________________________ .-----------------------------.----------------------------------------------. | D-Pad | N/A | |-----------------------------|----------------------------------------------| | Start | N/A | |-----------------------------|----------------------------------------------| | Select | N/A | |-----------------------------|----------------------------------------------| | A Button | Move Right | |-----------------------------|----------------------------------------------| | B Button | Move Down | |-----------------------------|----------------------------------------------| | X Button | Move Up | |-----------------------------|----------------------------------------------| | Y Button | Move Left | |-----------------------------|----------------------------------------------| | L Button | Talk, Inspect, Run (Hold) | |-----------------------------|----------------------------------------------| | R Button | Talk, Inspect, Run (Hold) | '-----------------------------'----------------------------------------------' ______________________________________________________________________________ [3] CHARACTERS [0300] ______________________________________________________________________________ --- HERO --------------------------------------------------------------------- The Hero is the main character, and he/she is the person you control in the game. Once you start a new game, you can choose the sex of the character and their element. You can choose between a male or female, and whether they will be Dark or Light based. Like many characters in RPGs, the Hero doesn't talk at all. As a result, he has no personality (or at least you don't know what it is). The Hero is best described as an all-around character. Most of his/her stats are all average save some, which are higher than normal. The Hero can definitely be considered one of your best characters in the party, and he is a good asset from either the front or back row. --- LASSI -------------------------------------------------------------------- Lassi is a strange rabbit-like creature who keeps to herself most of the time. She is a shy person and always takes everything in before speaking. Lassi likes to work at her own pace, despite annoying her classmates. Other than the Hero, she is probably the least talkative out of the group. Lassi is a Wind-based character. Lassi is very weak physically, but she is arguably the best magic user. She gains the most MP and is very agile, but has the least amount of HP. It is best to keep her in the back row and blast all enemies with her powerful magic spells. --- MOKKA -------------------------------------------------------------------- Mokka is a sturdy robot who was found by the school principal, Principal Biscotti. He was programmed by Biscotti and is now a student at Will-o-Wisp Academy. Mokka may be stubborn and impatient at times, but he is kind-hearted and a hard worker. He proves to be a liability sometimes due to his artificial intelligence and programmings. Mokka is an Earth-based character. He has a very strong physical attribute and with that said, should be used for his brute force. Mokka is very slow and isn't the best magic user. He has a very low amount of MP, so he is best in the front row to soak up all of the enemies' attacks. --- CHAI --------------------------------------------------------------------- Chai is not human; in fact, he is a salamander. Chai is the only known salamander to have magic powers, so he is sometimes considered a "freak" by his own kind. He is very sensitive and somewhat of a crybaby. Chai is also mentally strong and is able to overcome any obstacle in his way with the help of his friends. Chai is a Wood-based character. Similar to Mokka, Chai is a very strong party member. He is also quite intelligent, so he is able to unleash powerful spells as well. Chai may in fact be the best party member; with above-average stats and excellent power and intelligence. Definitely keep him in the front row at all times. --- PICO --------------------------------------------------------------------- Pico is a hot-tempered young man and thinks he is "all that". He taught himself how to use magic at a young age, so at times he believes that he's the center of the universe. Although very arrogant, Pico has a soft side for Sorbet and is always trying to look after her. Pico always tries to be the hero in dire situations. Pico is a Fire-based character. He is more like the Hero, since he is a very average character. All of his stats are well rounded except for his strength, which is fairly high. Keep Pico in the front row with Mokka and Chai. --- SORBET ------------------------------------------------------------------- Sorbet is a very strong woman who comes from a poor family. She is also a serious person who is willing to risk herself for a good cause. Sorbet can be somewhat depressed at times. Her parents cannot pay off her tuition, so Sorbet tends to be stubborn at others, knowing that she will not be able to attend Will-o-Wisp Academy in the future. Sorbet is a Water-based character. She is more like Lassi than anyone else: she's a tough magic user who isn't very strong physically. Sorbet is best used as a healer. Because of that, you should keep her in the back row where she can stay safe from most attacks. ______________________________________________________________________________ [4] THE BASICS [0400] ______________________________________________________________________________ --- ASTROLOGY AND ELEMENTS --------------------------------------------------- Since the game is called Magical Starsign, I'm sure you had an idea that stars, space, planets, and all that astrological garbage would be included. Well, you're right. In the game, there are five planets, one for each element (except for Light and Dark). The planets will orbit around the sun in a clockwise motion through a real-time system. That doesn't sound too special, but it gets better. Each planet has a "field" in the astrology map. If a planet crosses their field, then the character associated with that element will receive a power boost. In clockwise, it goes: Wood (Green), Wind (Yellow), Earth (Brown), Water (Blue), and Fire (Red). You will know if a character gets a power boost when they start to glow in their corrisponding color. A power boost greatly increases the damage dealt with magic attacks. You will learn a spell not too late in the game that lets you move the planets on your own will as opposed to patiently waiting for a planet to move into its designated field. When using the spell, you can move planets at the cost of your MP. It's very useful, but the spell wastes a lot of MP. There are seven elements in Magical Starsign. They are: Dark, Light, Wind, Earth, Water, Fire, and Wood. Here is how the strengths go, since a diagram is too hard to make (I already tried to but it came out bad) Water ---> Fire Fire ----> Wood Wood ----> Wind Wind ----> Earth Earth ---> Water Dark ----> Light Light ---> Dark Yeah, Dark and Light are strong against each other. --- BATTLE BASICS ------------------------------------------------------------ Of course, the most important part of RPGs are the battles. Here's how the battle formula goes; clockwise: Attack, Guard, Redo, Move, Flee, Item, and Magic. I'll give you a lowdown on each command. ATTACK: This is your physical attack. You only have one attack throughout the ------ whole game, so get used to it! Physical attacks, for the most part, are weaker than magic spells, but they are useful if you want to use a non-elemental attack. Characters in the back row cannot use Attack. GUARD: All Guard does is well, make your party member guard. Guarding raises ----- your Defense, so only people in the front row should use it. If you didn't know, Defense (resistance against physical attacks is different from Spirit (resistance against magic attacks). REDO: Redo is a pretty useless command. Redo is just for lazy people; Redo ---- simply replays the last command your party member did. MOVE: Move lets characters switch between the front and back rows. Use the ---- command, then use the touch screen to drag the designated character the desired row. If there are already for people in a row, then you cannot put a party member there; you must move one character to the other row first. FLEE: Of course, Flee lets your party run away from a battle. It works ---- flawlessly most of the time, but occasionally you will get stuck. There are certain battles where you cannot flee, like boss battles. ITEM: The Item command allows a character to use an item in the menu. Simply ---- pick an item and a character to use it on, then let the magic happen. You will probably use this command a lot. MAGIC: Magic is the primary form of attacking. You can use magic spells to ----- attack enemies or assist your party. Select Magic, then choose a spell to use (and who to use it on). People in the front row can only target one object with their magic, no matter what spell. On the contrary, characters in the back row can use their magic spells on everyone, whether it be the entire party or a group of enemies. Beware though, for the magic spell used will be weakened when used in the back. And of course the game had to incorporate the touch screen some more in battles, so that's where Spellstrike comes into place. Spellstrike is a good way to increase the damage of your magic spells. When you cast a magic spell, you will see an elemental aura spin around your character. Just before the aura disappears (as it's swirling away into nothingness), tap the character. If done correctly, you will see a shimmer of light appear around said character. This is a Spellstrike, and it's pretty easy to do once you get the hang of it. There is also a way to defend yourself similar to Spellstrikes. If an enemy attacks, tap the character you want to block with a split second before you are hit. If done right, the character will block the attack and glow green. The attack may have been blocked, but you will still take damage (considerably less damage though). If you're a fan of the Mario & Luigi games, then you should get the hang of it real fast. ______________________________________________________________________________ [5] WALKTHROUGH [0500] ______________________________________________________________________________ NOTE: Just for the record, I have beaten the game with both a Dark Male and a Light Female. This guide focuses on a Dark Male, but it can certainly be used if you are under the control of a Light user. The only real difference are the boss strategies. ============================================================================== PROLOGUE [0501] ============================================================================== You will be brought into a classroom in Will-o-Wisp Academy, a school of magic on the planet Kovomaka. You will meet the Hero, Pico, Sorbet, Chai, Mokka, and Lassi. Their teacher, Miss Madeline, arrives to class yet again. She apologizes and class begins. You will be introduced to the characters and learn a little bit about them. Afterwards, a scene will start. Miss Madeline begins speaking to the principal, Principal Biscotti. Biscotti talks about Madeline travelling to the wind planet to deal with a villainous wizard. She learns that the wizard is Kale, a former student of hers who was a successful student. Now he has allied himself with a group of pirates and is up to no good. The students barge in and beg Madeline to not go. She tells the kids to worry no more, aseverything will be fine. After class, Miss Madeline summons the students to join her in the meditation room. Yay, time for battle basics! You can also find some battle basics in Section 4 of the FAQ. First off, Madeline will call you up and start a battle with a Magic Dummy (it's okay, they don't attack). Use the Skill (Attack) command and select the opponent to attack it. Next, use your magic spell, Shadow Die. You will lose some MP by using the spell, but party members regain MP throughout the battle. Madeline will then ask you to use a Green Frog on you, even though you have full HP. Select Item, then choose the Green Frog. Select yourself to use the item on you. Use Guard afterwards to shield yourself from attacks, then use Redo. To end the first lesson, use Flee. Go onto the next lesson, where Chai will accompany you. Remember, characters in the back cannot use physical attacks. Also, people in the back row spread out their magic to a wide range. Use a physical attack to attack the Magic Dummy on the left. Note that you cannot use attacks on the enemies in the back; you can only use magic on them (unless you defeat the guys in the front first). So, use a magic spell on the guy in the back to damage him. Now for Chai, use his Pepperthorn spell on the whole group. Finally, move the Hero to the back row to end the lesson. Onto the third lesson. You'll be paired up with Sorbet this time. You will learn about elements here: their strengths, weaknesses, and all that junk. If you want to know an enemy's element, then select them using an attack or spell. You can tell what element they are by the symbol/color around them. Have Sorbet use Hailstorm on the Fire-based Magic Dummy. It will deal twice the normal damage, since Fire is weak against Water. To wrap the lesson up, tap on the middle symbol on the bottom-left to check out the Astrolog Screen. You'll learn that Light users get a power boost in the day and Dark users at night. Simple, yet effective. Now it's the final exam! The whole team will be pitted against three Magic Dummies. Treat it like a normal battle, so put all the information you just learned to use. This is also a good time to practice your Spellstrikes. Once the battle ends, everyone gains a level. Madeline says that you can view all of this info in the Encyclopedia, which is found in the Pocket Menu. To open the menu, tap on the bag symbol on the bottom-left corner of the screen. Madeline will state that she's going to the Wind planet, and foreshadows that if something happens to her, that she wants her students to be prepared for the worst. The day ends, and Miss Madeline departs for the far planet. Biscotti feels bad for Madeline and what she has to do; the only thing he said was, "It should have been me". ============================================================================== KOVOMAKA: THE MISSION [0502] ============================================================================== --- WILL-O-WISP ACADEMY ------------------------------------------------------ Three months pass, and Miss Madeline is still gone. Pico and Chai storm into the meditation room and state that Lassi has gone missing. Oh joy, another person MIA! Sounds like Lassi wants to find Madeline, so she went to find a rocket. Supposedly a little rumor at Will-o-Wisp is that there is a rocket ship hidden somewhere in the school. The group figures that's what Lassi is looking for, so they go track her down. Talk to Mokka and he decides to help you find Lassi. Exit the room and head to the left. A little note: I'm sure you noticed, but there is almost always a map of the area you're in on the top screen. Just to let you know where you're going. Go up the staircase on the left and proceed across the balcony. Enter the last room on the right and talk to Chai. He says that Sorbet found something suspicious upstairs and went to check it out. Head up the stairs and go through the door, then talk to Sorbet once you reach her. It looks like you can climb the wall, so do so. The trio will reach a large machine upstairs. Mokka and the Hero will inspect the machine while Sorbet points out a helluva weird door with a face on it. Walk up to the door and press L or R to inspect it. All of a sudden, its eyes open and it'll start talking to you. It will ask you to touch the symbol of darkness in your pocket. Touch the bag symbol, then tap the Dark symbol next to it. The Hero will use his Dark spell and the door will open. Finally; I hated how slow he talked. Once you make your way through the door, you will reach the Ladder of Mystery! Ooh! Climb the ladder to reach an amazing room willed with six rockets! Pico and Chai will find you and the party is shocked at the sight. Walk up to a rocket to start the launch sequence...accidentally, of course. You'll see a cutscene where everyone in school is freaking out about the sudden rumbling. You'll see Lassi, who accidentally blasts herself off into space via rocket. After the liftoff, the group will be knocked to the ground. Get up and walk towards the rocket on the right. Inspect it and you'll be asked to go inside. Choose Yes to hop in. As the rocket boots up, the rest of the party will get up. Tap the red lever in the ship to blast off! We probably shouldn't have done that... ============================================================================== ERD: CRASH LANDING [0503] ============================================================================== --- ERD ---------------------------------------------------------------------- Your rocket will crash on the Earth planet, Erd. Tap your broken body on the ground to wake up. Walk to the right a little bit to spot another rocket, as well as Lassi. Inspect her rocket to get some Kovo Water, then give it to her by pressing L and R next to her. She will be magically revived and hops to her feet. Anyways, Lassi joins your party after the conversation. Test out the healing device in Lassi's rocket to restore your HP and MP. After walking around in a circle, you'll probably notice that all your paths are cut off. Go to the north to get pushed back by the wind. Open up your bag and use Lassi's Wind magic (tap the Wind symbol). Her power may get rid of the sandstorm, but it doesn't prevent a giant monster from apearing out of the sand to attack! The Antlion isn't exactly a boss, but it's a good way to test out your battle skills, since those Magic Dummies at the academy didn't even attack. Its Tail Swipe attack is pretty nasty, so try to defend by using the touch screen. Also practice your Spellstrike, since Lassi can deal a lot of damage to this Earth-based monster (Wind is strong against Earth, remember?). You can deal a good 300 damage with Lassi, since she should get a power boost from the planet. The battle shouldn't last more than three rounds before the Antlion kicks the bucket. Once the battle ends, walk to the north to reach a large building. Lassi will resist going inside, but head on it anyways. Exciting, I know. --- KAHVE RUINS -------------------------------------------------------------- Lassi says that she is scared, but noone cares about her. Continue to the left until you're stopped by some hostile robots. Take care of them in a battle, then head into the elevator in front of you. Once on the second floor, continue to the right until Lassi stops you. She's a lame scaredy-cat and wants to go back, but say no. Go into the next elevator to reach the top floor. And check out what's on the roof: a rocket! Lassi gets the incredible idea to steal it, so walk over to the front of it. As you do, robots will ambush you as well as a high-ranking red robot. The commanding robot will punch Lassi and the Hero, and you'll get locked up. Way to go. ============================================================================== ERD: ESCAPING FROM EVIL [0504] ============================================================================== --- PRISON ------------------------------------------------------------------- The two of you will be locked up in separate jail cells. There's a giant spike pit on the other side of the cell, so crossing isn't exactly an option. A gigantic robot is patrolling on the other side of the pit. Use your Dark magic to stun the robot. Coincidentally, it accidentally falls in the pit right in front of you, creating a path to the other side. Cross the fallen robot and walk towards the switch on the top-right wall. Hit the switch to free Lassi from her cell. Also open the nearby chest for a Sugarstar. Talk to Lassi to regroup, then approach the exit to the south. All of a sudden, the robot guard will jump out of the pit and attack you. He looked pissed! Once again, this isn't a very hard battle. The Securitron is Earth-based, so Lassi is very good in this battle. Securitron's Zap Net will hit both characters, so use a Green Frog if anyone's HP gets too low. If the robot uses Level 3 Lock On, then it'll attack with missiles the next turn. Make sure to defeat it before it can use the attack. Both Hero and Lassi will reach level 3 after the fight. Now you can exit the prison safely. --- ERD ---------------------------------------------------------------------- As yo exit the prison, you'll encounter a strange purple critter. It will get spooked and run away. Walk down the stairs and head to the right to spot some worms. They will retreat into holes; inspect the holes to start a random battle. Once the battle ends, you will get a Yellow Worm. If you can catch the worm without it retreating, then you can get it without having to fight a battle. Go to the left and inspect the hat lying on the ground. You will meet up with a strange fellow that goes by the name Pizza! If you give Pizza a Sugarstar, he can create a warp point at the location. Make sure to give him the Sugarstar. If you go to the map via the Pocket Menu and tap a hat symbol, you can teleport to that location. This is the only warp point we found so far, so it won't be useful now. Trust me, it's helpful later on. Once that's over with, head down the stairs. There is a large hole to the left. The path on the right is blocked for now, so walk over to the hole and inspect it. Agree to hop down the hole to enter an underground realm. ============================================================================== ERD: THE SPINY MOLES [0505] ============================================================================== --- SPINY MOLE HOLE ---------------------------------------------------------- Hey, it's home to those purple weird things! Go down the tunnel while talking to the Spiny Moles. Talk to the one in front of the ladder The mole talks about a prophecy where heroes will descend from the heavens. The lil' guy thinks that the two are the heroes, so he lets them through. Climb the ladder and go down the left path. Head through the door to reach the Inn and Shop. You probably won't need to stay at the Inn, so check out the Shop. Pick up a couple pieces of equipment and give them to your party members. Open up your Pocket Menu and select Items, then Equipment. Then assign them to either character. Afterwards, exit and go through the door on the right to enter the throne room. Talk to King Gorgonzola of the Spiny Moles. The king believes that Lassi and Hero are the heroes of their prophecy; sent here to end the Ant Queen's reign of terror and bring the Spiny Moles to a wormy paradise. The king agrees to get them a rocket if they help out the moles. King Gorgonzola asks the two to kill the Ant Queen. Accept their request and the king says they will help out the heroes when the time comes. Heal at the Inn and exit, then go down the tunnel on the right. Meet up with the kind and talk to him. He tells you to go down the ladder leading to the Ant Queen's lair. Since you're all healed up, there's nothing else to do! Climb down the ladder. In this long tunnel, you will find some Green Frogs near the entrance. Catch them and follow the path until you reach a pot lying against a wall. This is an HP pot; if you drink some of its water, it will restore all of your HP. We don't need any now, so walk down to reach a dead end. Fight some enemies in the wormholes to get some Yellow Worms (and gain EXP). After clearing the area out, drink some of the water from the HP pot and proceed to the left. Go through the door to enter the Ant Hole. --- ANT HOLE ----------------------------------------------------------------- You will fight random encounters here, so watch out for that. Walk down the hallway on the left to find a chest containing a Nut Spread. Follow the path north until you find yet another treasure chest against a wall. Open it for a Thunder Bomb. Continue down the straight-forward road to reach another door. On the ground next to the door is a Wakey Tail. It looks like a white squiggly thing, so inspect it to pick it up. While you're at it, head on through the stone door. It won't take long for you to meet up with the Ant Queen. You will see a gigantic slithering mass attached to a tiny torso. This is the Ant Queen. Save your game and if you feel that you're ready, approach the monster to engage in battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Ant Queen, Magician Ant, Soldier Ant =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Earth Recommended Level: 4 Check it out, it's your first boss battle! *whistles and cheers* Anyways, the Ant Queen is yet another Earth monster, as you could have easily guessed. The queen is accompanied by a Magician Ant and a Soldier Ant. They will use Royal Feast, which damages one character and heals the queen. It gets annoying, so take out the two lackeys first. The Ant Queen's most basic attack is Ant Acid. It hits one person for around 30 damage and can lower your Defense. She can also use Lackey Call to get some more ants if you defeat them in battle. Your first priority is to move Lassi to the back row. Once it's her turn again, use Wind Talon on all enemies. It should kill the Soldier Ant and deal a lot of damage to the Ant Queen. Make sure to use physical attacks on the Magician Ant to defeat it. Once the two guys are done with, focus on the head honcho. The queen will most likely use Lackey Call to summon new henchman not long after, so target them with Hero while Lassi goes after the Ant Queen. Her Wind Talon could deal over 300 damage if you use Spellstrike. If you focus on the Ant Queen with Lassi, then she should go down quickly. If there are still enemies left, then you must defeat them as well to end the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Ant Queen will leave behind a chest after she dies. Open it to obtain Diggy Claws. Who knows what they are, but return to Spiny Mole Hole. Talk to King Gorgonzola and Lassi will give him the Diggy Gloves. He says that these are legendary gloves that allow the moles to dig through virtually anything. After the talk, head to the Inn and take a load off. After, return to the digging grounds (where the hole leading to the Ant Hole is) and talk to the king. He will open up a room guarding three chests and dig a new hole for you. When you get a chance, open the chests for two Hair Clips, Slippy Oil, and two Wooden Clogs. Equip the new goods and hop down the newly created hole. Follow the path until you reach the king and some Spiny Moles. Go past them to the right and open the chest for 100 Bira. Defeat all of the enemies in the worm holes and drink from the HP pot, then go back and talk to Gorgonzola. He thanks the heroes and stands out of the way. Climb up the ladder to reach the surface again. ============================================================================== ERD: RETURN TO THE RUINS [0506] ============================================================================== --- ERD ---------------------------------------------------------------------- First things first: talk to Pizza and create another warp point here. Walk to the left and read the sign. We want to go to the Land Where Stars Sleep, so listen to the sign and walk through the cave on the left. --- WHERE THE STARS SLEEP ---------------------------------------------------- Not much to do here. Walk down the corridor and talk to the Brownie and Radishes to learn about Spellstrikes. But, you should know everything about them anyways. Continue to the north until you reach a dead end. You'll be standing in front of a gigantic windmill, and of course it isn't working. Lassi points out the obvious that there is no wind in the cave. Well, howabout we change that? Tap the Wind symbol in your bag and have Lassi start the windmill up. The room will be powered up by a bunch of lights, and frankly, it looks like an amusement park. Pretty sweet. Once you have the power working again, return to the outside again. --- ERD ---------------------------------------------------------------------- Start heading to the north now that the power is on. When you reach a staircase, you will be ambused by robots. Defeat the measly machines and be on your way. Continue up the many flights of stairs and collect the Bean Pop that shoots out of the ground along the way. Once again, robots will attack you. They're all pushovers, so don't worry about 'em. After, collect the Bean Pop up ahead and you will reach a gate. It will open as robots rush out to attack. This is getting irritating. Head on through the gate after to return to the crash site. Go over to Lassi's rocket and heal, then proceed north. Don't worry, there's no Antlion to deal with here. Continue along until you reach Kahve Ruins. As you approach the entrance, four robots will ambush the gang. When the battle ends, head inside the ruins. --- KAHVE RUINS -------------------------------------------------------------- Now robots are patrolling the floors, but luckily they are easy to avoid. I recommend fighting them anyways, just for experience. Head to the left and step in the elevator to reach the second floor. Lassi and Hero will find that dastardly red robot again, and he's scouting the area. Your task is to spring past the robot commander before he catches you. All you should do is run behind him and quickly enter the next elevator. Ah, up on the roof again. Walk towards the elevator and approach the gigantic robot standing in front of the rocket. Hey, didn't we already fry this bot? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Securitron 2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Earth Recommended Level: 5 The Securitron 2 is back, and it's most definitely tougher than before. It is also an Earth-based monster and is very strong. Its most annoying attack is Zap Net, which deals over 50 damage to both characters. Lassi's spells should deal over 150 damage to the Securitron, which is decent. Make sure to have one of the characters heal each other and keep an eye on your HP/MP. You will probably have to use Green Frogs a lot, so have Lassi attack while Hero heals (switch roles if Hero is powered up). When the Securitron loses enough health, it will become weakened and start to use a new combo. It'll start off by using Level 3 Lock-On, which will target either one or both characters. The robot will then use Missile on its next turn. It's a brutal attack and can easily deal around 120 damage if one character was locked on three times. Your best bet to come out of the battle unscathed is to try and defeat the Securitron before it uses the Lock-On/Missile combo too many times. You will receive a Rusty Screw after defeating the Securitron 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- With the Securitron out of the way, Hero and Lassi retreat in the rocket and blast off unintentionally (again) while the robots fail to stop the duo. The team lands on yet another planet where they don't want to be, this time being the water planet, Cassia. Lassi and Hero's rocket land straight in the water. Somewhere far away, a pirate reports to his captain that a rocket has landed on Cassia. The captain dismisses the pirate and tells him that there's nothing to worry about. ============================================================================== CASSIA: STRANDED AGAIN [0507] ============================================================================== --- CASSIA ------------------------------------------------------------------- NOTE: You can find Permafrost on the beaches before Port Pescado. There was some discussion on whether or not you could, but I have been informed (with proof!) that they are found here, albeit very rarely. Your trusty rocket is stranded in the water, and the two step onto a wandering patch of ice. You can't go anywhere since you're surrounded by water, so use Lassi's Wind magic to move the icebergs together. Now that a handy-dandy ice bridge is formed, cross it to reach the beach. You will spot an otter neaby warming himself up. Talk to him to learn that this is supposed to be the Water planet, but it's clearly frozen. Talk to Pizza not to far from the campsite and give him a Sugarstar if you have some left. There are some Gummy Frogs nearby, but they are frozen solid and you cannot take them. Pass by and go to the right. There's an HP pot near the Gummy Frogs, but it's also frozen solid. Go past the frozen chest and to the right. You will soon reach another crashed rocket, which means that a classmate is stranded here as well. Heal up at the rocket and go to the right. Talk to the many Radishes in the next area for some useful information. Continue down the beach until you reach a staircase in the north. Go up the stairs and Lassi will spot a motionless body. The body is actually Mokka, but his head is missing! You can't do anything about the headless student for now, so go north to reach Port Pescado. ============================================================================== CASSIA: RESCUING MOKKA [0508] ============================================================================== --- PORT PESCADO ------------------------------------------------------------- Make sure to talk to the townsfolk here as they complain about the cold weather. One will say that a man named Mick has a furnace, but it's broken at the moment. Something about his battery died and the spare ones are locked in his toolbox. Too bad that he lost the key to the box. Make sure to talk to the human cop on the east side of town. He'll say that a lot of things have gone missing. One otter woman blames it on a creature called a Hermit Lab. Apparently it's a dog, and the cop says he can't do anything about it. Enter the house north of the shop and talk to the two guys. They'll talk about the Hermit Lab a bit. Leave and enter the storyteller's house, which is north of your current location. Make sure to listen to the stories about the dragon and the Fire Otter. After, stock up on some new equipment and Green Frogs, then heal at the Inn. Go to the right to enter the outskirts of town. The first house belongs to some dwarves. Talk to them, then head outside and go down the stairs. Talk to the otter and he says if you collect 50 Rainbow Shells, he'll give you a Pooka String. We won't be able to get that many shells now, but if you see any pink objects on the ground (mostly on beaches), inspect them to get a Rainbow Shell. There's another warp point near the otter. Return to the main part of town and a scene will start. Mick tries to talk to the officer, but instead returns to his home. Follow him back to his house and Lassi will notice Mokka's head, which is right on top of Mick's furnace! Talk to Mick and he will warn you not to touch his furnace. I'm sure you know that we MUST touch it, so ignore his request and tap the furnace via the touch screen. Mick will say that his replacement battery started working, and he isn't aware that it's really the head of a robot. Mick agrees that he will return Mokka's head to the party if the two find the key to his toolbox. He says that a lot of his things have gone missing recently. Just then, a strange creature sneaks into Mick's house. He's a regular Solid Snake I tell ya. It grabs something and after being spotted by Lassi and Hero, bolts it. They tell Mick and decide to follow it, knowing that the dog must have the key. After leaving the house, the team finds the same dog stealing out of another house. It's cornered by two townsfolk, but unleashes a nasty ice attack that freezes the unfortunate otters. The creature runs away to the north, so follow it out of town. --- CASSIA ------------------------------------------------------------------- The two townsfolk chase the dog-creature northwest. Talk to the otter wearing a suit and tell him that you're following the Hermit Lab. He says that the mischievous dog has an ice monster under his command, and that the duo should turn around while they have the chance. Bah, who cares what he says! Follow the winding path to the left to reach the next area. Walk over to the two villagers, who have really cornered the Hermit Lab. They attempt to grab the creature, but it steps back, revealing the silhouette of a gigantic monster! The two otters are terrified and they scram. Lassi and Hero run over to it and decide what they should do. You want to know what you should do? Use Lassi's Wind spell. The wind clears the already darkened skies, and reveals the shadow to be nothing more than a large tree. The Hermit Lab hides in its shell moments later. Walk up to the dog and inspect it to force a battle out of the Hermit Lab! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Hermit Lab =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Water Recommended Level: 7 The Hermit Lab is much tougher than any boss you have previously fought. Make sure to have both characters in the front row, ready to attack. Hermit Lab has a basic Tackle attack, which deals a little over 50 damage. Even that is pretty strong for a physical attack. Have Lassi and Hero use magic attacks. Powered-up Spellstrikes should deal anywhere from 250 to 300 damage to the Hermit Lab. Remember that Lassi now has Healing Wing, which restores all HP to any one character. The drawback is that it uses up all MP, so be ready to use a Yellow Worm on Lassi after casting the spell. After the Hermit Lab takes a good pounding, it will use Cover, which makes the dog retreat in its shell. Its Defense will drastically go up and magic attacks will barely put a dent in its health. Still, physical attacks will probably deal less than 10 damage to the lab. Keep using magic and heal with Yellow Worms. The good thing about Hermit Lab using Cover is that it cannot attack while in its shell. It will emerge after a couple turns. Repeat by using magic or physical attacks while the dog is exposed. The battle shouldn't go on much longer after the Hermit Lab uses Expose. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- After the defeat of the Hermit Lab, it will drop three signs and a chest, then flees. The signs say that the dog surrenders and that all of the stolen goods are in the chest. Open the chest to retrieve all of the villagers' stuff, including the toolbox key. With the goods in hand, return to Port Pescado yet again. --- PORT PESCADO ------------------------------------------------------------- If needed, rest at the Inn. Next, stop by at Mick's house. Give him the key and he will replace Mokka's head with a battery. He then gives Lassi and Hero the head. The team also returns the stolen items to the town. Leave Port Pescado through the southern exit. --- CASSIA ------------------------------------------------------------------- Insert the battery pack to Mokka's body to fix him up. He says that him along with Pico, Sorbet, and Chai all used the rockets to find Lassi and Hero. They must have crash landed on various planets as well. The two take Mokka back to their fancy rocket and pretty much fills him in on everything that happened. Afterwards, Mokka joins your party. Lassi says that they should head back to Port Pescado and see if the dwarves over there can fix their rocket (which is named Neumann). ============================================================================== CASSIA: TRACKING DOWN PIRATES [0509] ============================================================================== --- CASSIA ------------------------------------------------------------------- Now that Mokka is on your team, keep him in the front row along with the other two characters. Go down the beach until you reach the crashed rocket. Mokka will grab some Rubber Boots that he had inside the rocket and give them to the party. Make sure to give them to Mokka, since he doesn't have any armor. Continue down the beach and return to Port Pescado. --- PORT PESCADO ------------------------------------------------------------- As you enter the town, you will be stopped by the otter wearing a suit. His name is Caldarroste, and he says that the pirates are the ones who turned Cassia to an icy wasteland. He suggests that the three of you take down the pirates; there may even be a reward in it for the party. Caldarroste says that their hideout is in the Dragon God Cave, which is north of the town. If you can destroy their freezing machine, then the eternal winter may end. It sounds like a good idea, but first things first: head to the shop and buy some equipment for Mokka. Next, head to the east side of town and talk to the dwarves in the first house. The dwarves agree to fix the Neumann, but on one condition: destroy the freezing machine and get rid of the winter. One of the dwarves also says that in order to reach the other planets, you will need a device called a Mystic Mouse. Hmm. It's time to leave Port Pescado. Rest at the inn if needed and leave through the northern exit. As you do so, an otter will stop you and thank the party by giving them some Rubber Boots. Man, what's up with all the Rubber Boots? Anyways, leave town after receiving the gift. The road will be blocked by an otter. Tell him that you are going to take down the pirates. He says that before the party leaves, that they should talk to his brother. It's the house just north of the shop. Return to Port Pescado and go inside the house. You will find the Hermit Lab and an otter inside. It's pretty funny if you try to talk to the dog; he will remember you and hide inside his shell. Talk to the otter to obtain Long Johns. Equip them to one of the characters (preferrably Lassi) and leave town. --- CASSIA ------------------------------------------------------------------- Talk to the otter blocking the road and he will agree to show you the way to the Dragon God Cave. Follow him to the right and into the next area. Keep talking to him along the way and listen to his ramblings about the Fire Otter. There is another warp point nearby. Follow the otter to the north to reach the cave. The otter is bummed out once reaching the cave. Apparently the door to the cave is frozen shut! He hints that it "would take the whole planet shaking to open this up". Time to try out Mokka's magic! Open up the bag and use Mokka's Earth magic to open the door to the Dragon God Cave. Well, kinda. A tooth chips off and the group is able to squeeze in. Inspect the tooth for Mokka to knock it away, then walk into the cave. --- DRAGON ROAD -------------------------------------------------------------- Dragon Road is nothing but a series of long and windy tunnels. Boring, I know. Proceed down the road until you bump into a pirate otter. He has high HP, but isn't very strong. After the battle, head down the stairs. You will fight another pirate otter. After defeating him, continue to the right down the long tunnel. Attack the next pirate up ahead. He may have a red tunic on, but he's just as weak as the others. Head to the next area after the pirate otter bites the dust. Head up the stairs to meet up with not one, but two pirate otters! You will have to fight both in a battle; it still isn't hard at all, just a little longer. Continue up the stairs to emerge outside. Pick up the Rainbow Shells on the ground and continue across the walkway. You will reach a shady-looking penguin standing on the side. This guy is a travelling merchant, so you can buy some stuff from him if needed. Open the chest near the merchant for a Fridge Cap and equip it to Mokka, since he has the lowest amount of MP. Go through the gateway to enter another tunnel. Go down the stairs and follow the corridor. Once you reach the next flight of stairs, start to go up until you fight another pirate duo. Defeat them by using the same strategies as the other fights, then head outside. Pick up the Rainbow Shells and continue to the right. You won't go far until two townsfolk stop you. They brought along an HP pot and an MP pot, so heal up if needed. Remember, you must give up a Green Frog if you want your MP restored from the MP pot. I recommend staying out here and training for a while. There is a really powerful boss up ahead, and it's a tough one. I'm aware that Mokka started off at a low level, so have him be around level 8 while Lassi and Hero are at 10. Once you're ready, go inside the ice cave at the end of Dragon Road. You will be stopped by three pirate otters, and a battle will ensue. The pirate otters are the same as the many others we have encountered in Dragon Road. You should be able to take them out pretty quickly. One important note: make sure to heal your characters (if necessary) before the battle ends. After the fight, the pirate otters will back off and a mysterious figure makes his entrance. He says to the party that they are no ordinary children, and decides to test out their power. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Master Chard =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 10 This guy is one tough cookie. Hopefully you are in tip-top shape from the last battle, or you will get picked apart rather quickly. Chard's Slice Kick attack can deal 100 damage to a character, so make sure to defend and heal. Unfortunately for us Dark users, our spells aren't strong against Chard. Also, Jackpot isn't very helpful in this battle. Stick with Shadow Die as it should deal a fair amount of damage to Chard. On the contrary, Chard also uses Shadow Die. His version can deal around 180 damage to a single character! That's an obvious sign that your party needs healing. Chard will also use Finger-Pointer on one of his turns. The attack doesn't do anything except point out the massive icicle on the top screen. The next turn, he will use Icicle Fall, which damages all characters for around 90 damage. Spellstrikes from Lassi and Mokka will only deal around 150 to 200 damage, so it's all up to Hero in this one. My personal strategy is to have either Lassi or Mokka heal with Yellow Worms and Green Frogs on their turns, and have the other one attack. Hero should be your main man in this battle. A powered-up Chard is a dangerous one, but make sure to keep Hero alive, as he will most likely win the battle for you. Just remember to keep him at high HP and supply him with enough Yellow Worms. Have one healer and two fighters at all times. The battle will most likely take a while, but you should be able to come out victorious. You will win a Sage Hat after the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chard is impressed by the power of the party, and says that Caldarroste brought them here as a "gift". The otter shows up and sides with Chard. It looks like we have a traitor in our hands! The party learns that Caldarroste wants to be a pirate otter, so he brought them into the hands of Chard. Chard says that he is still weakened from a duel from Madeline and leaves. Wait, he had a duel with Miss Madeline?! Caldarroste still isn't granted a part in the pirate business, since pirates are evil and they don't have to keep their promises. Yarrrg! The pirates leave and turn on the freezing machine. The machine freezes the whole room like a giant ice cube. Walk up to the contraption and inspect it. Mokka will step in and try to fix it with brute force. He rams the machine, which causes a piece to fall to the ground. Pick it up to obtain the Mystic Mouse. Hey, isn't that what the dwarves were talking about? Once the mouse is taken, the machine will break and Cassia will be restored. Yay, no more ice! The party is stranded on the beach, and the cop from Port Pescado finds them. His name is Detective Beignet, and he brings them back to town. ============================================================================== CASSIA: FINDING THE DWARVES [0510] ============================================================================== --- PORT PESCADO ------------------------------------------------------------- The townsfolk are exciting about their planet being revived and name the trio legends and heroes of Cassia. The villagers say that the dwarves want to speak with them now that the weather is back to normal. Head into the dwarven hut and speak to the inhabitants. They tell the team to find the slacker and talk to him. Go back to the town square and talk to the dwarf who is wandering around aimlessly. Let him install the Mystic Mouse into the rocket. --- CASSIA ------------------------------------------------------------------- The dwarves head to the Neumann and get to work. They say that you are allowed to go to the Wind, Wood, Earth, and Water planet. The Fire planet is a big no-no, since the fiery atmosphere will burn up the rocket. You have the choice to either go to the Wind planet or the Wood planet. Since Madeline was last seen in Puffoon, the Wind planet, lets head there first. Before blasting off just yet, lets explore the beaches of Cassia now that the ice is gone. Head outside and collect the Rainbow Shells straned on the beach. Open the chest against the eastern wall for a Putty Pea. You can now capture a crapload of Gummy Frogs in the next area, next to the decimated rocket. Catch 'em all and return to your rocket. Once back in the Neumann, inspect the spherical device in the center of the rocket and choose Puffoon. It's time to blast off! As you leave Cassia, you'll see a scene. Three pirate otters report to a high-ranking official who goes by the name "Master Kale". They tell him that the party defeated Master Chard. Kale says that "this will be a grand show", whatever that means. He tells the pirate otters to keep the students at bay. Hmm, I wonder who that creepy guy is... ============================================================================== PUFFOON: TIME FOR ERRANDS [0511] ============================================================================== --- SPACEPORT ---------------------------------------------------------------- The team lands in the Space Police HQ and they notice yet another rocket that was back at school. Looks like one of the classmates is here as well. Head to the right to enter a long corridor. Speak to the person behind the first stand to access the Shop. Pick up a Cat Suit and give it to Mokka, then continue down the hall through the exit. Walk down the bridge to find a car being crushed by a giant rock. Use Mokka's Earth magic to make the rock tumble off of the bridge. The guy in the car will thank you, and ironically crashes his car while driving away. Continue to the right to enter the magnificent city, Bena Rikashi. --- BENA RIKASHI ------------------------------------------------------------- Man, this is a pretty futuristic-looking place. First off, make your way to the shop and check out the nice equipment in store. It's way too expensive to buy right now, but stock up on Green Frogs and Yellow Worms. Next, head into the house south of the shop. Talk to the boy inside and he will challenge you to a battle of intellect! It's just a quiz, but it can be pretty hard if you're not familiar with status effects. I'll just list the answers here. 1. Q: What can't you do when you're cursed? A: No HP recovery 2. Q: What happens when you try to do something while thorny? A: Take damage 3. Q: What exactly happens when you're dizzy? A: Stats reduced 4. Q: What can't you use when you are sick? A: Magic 5. Q: What can't you do when petrified? A: Can't do anything 6. Q: What goes down when you are blind? A: Chance to hit 7. Q: What doesn't come around when you are scorched? A: Turn in combat Hurrah! You're 10,000 Bira richer and you have avoided being the weakest of sauces! After that test of brain power, exit the house. Head north to the king's palace. Of course, the guard won't let you go inside, but there is a warp point here if you're interested. After exploring, go into the tall building in the center of the city. The cop will stop and welcome you to the Space Polic HQ. He tells the gang to file a report at the reception desk. Here is where a long and annoying chain of errands occur in order to get a file reported about Miss Madeline's kidnapping. Go past the guard and talk to the guy behind the desk in the middle. This is the reception desk, and the cop tells the party to fill out a "short" questionnaire. Afterwards, he tells the group to give it to the Bureau of Astro-Pirate Affairs. Walk to the desk all the way on the left and speak to the cop. He reads that you're from Kovomaka and proclams that you are immigrants. How dare he! He orders you to go to the Immigration Counter and show them some ID. The Immigration counter is right next to you on the right. Talk to the man behind the desk and sends you to the Intergalactic Family Fun Tourist Center desk. *sigh* Things are never easy in the Space Police HQ. The desk is the second one on the right. Talk to him to learn that you must go to the Informational Inquiries; it's to the right of you. Like all the other times, this guy tells the party to head to the Deep Space Swashbuckling Division. So, head upstairs (the stairs are on the left side of the floor) and talk to the man behind the rightmost desk. The cop says that the crime is too serious and should be taken care of at the Violent Crimes Division. Argh!! Talk to the polic officer to the left and listen to his orders. He tells the gang to fill out an injury form from Victim's Consultation. Move to the left and approach the desk in the middle. Speak to the guy and he'll say that you cannot fill out an injury form. Instead, you'll have to report to Missing Persons. Talk to the officer on the desk to the left of Vicim's Consultation. He says that maintenance move the Missing Person's desk and you should talk to Cosmic Patrol. Cosmic Patrol is the last desk on the left. He tells you to go up the stairs and head to Gren Security; the supervisors should help. Yeah, I'm sure they'll do a lot of help. Proceed to the desk on the left and talk to the woman. The woman's name is Brie Pourri and she is the head of Gren Security. She says that you should go over to Public Relations. Approach the desk in the center and talk to the cop. He says that he cannot release any information without permission from the chief. He suggests talking to the chief's secretary, who is through the door on the left. Gosh, I don't think this will ever end. Anyways, get a move on through the doorway. Talk to the secretary to learn that the chief is out. If you want, you can talk with the less important Lieutenant Mugwort. The secretary tells the gang to wait until he gets out of the bathroom. The bathroom is in the main room of the third floor, so return through the doorway. Go through the door next to the staircase and inspect the second stall. Mugwort yells at the party to bring him some toilet paper. Great, now we're reduced to petty fetching assignments. Head over to Provisions, which is the desk on the right. He gives you some toilet paper, so bring it to Mugwort. He will thank the party and tells them to meet him in his office. You are automatically brought into his office. Mugwort says that the party can file a report, but unless the villain is brought to them, they cannot to anything about the pirate crisis. And yep, that's pretty much it. We did all of that garbage for basically nothing! Now we can finally leave the HQ, which is what I like to hear. Back outside, the party will be stopped by a strange cat person. After learning that you go to Will-O-Wisp Academy, he leads you to a building on the outskirts of town. This is his house, and the cat asks if you can help him find something. Accept her offer and go inside. More errands! The cat, Parfait, is looking for the Book of the Darned. Open the three chests in Parfait's house for Sage Shoes, Sage Robe, and three Sugarstars. Next, inspect the bookcase in the corner of the house. The party finds the Book of the Darned and they are stopped by Parfait before reading it. She informs the party that the book is cursed and that people have died from just skimming a page of the evil novel. Parfait says that Madeline and Master Kale are the only two people that have read the book and survived. He says that you can take anything in his house. Well, too bad we already have! As the gang leaves, they will be stopped by a cop. He asks what they were doing in Master Kale's laboratory? Hmm, isn't that Parfait's house? Ooh, that feline framed us! The officer is stopped and he is heard talking about how a magician salamander escaped. He then leaves, but not before giving you a whopping 2 Bira. Hmm, could it be Chai that the officer was talking about? Return to the town square to find Chai. The party meets up with Chai, but the salamander is chased off by the Space Police. Follow them and exit Bena Rikashi to the south. ============================================================================== PUFFOON: VILLAGE OF SWEETS [0512] ============================================================================== --- PUFFOON ------------------------------------------------------------------ Once you leave the city you will be stopped by a rabbit creature; similar to Lassi. The rabbit named Brioche tells the gang to come down to their village to find Chai. He says that Chai found something really amazing there. The village is south of here, and its name is *takes deep breath* Honey Mint White Caramel Fudgeflake with Melty Butter and Syrup and Whipped Cream on Top! Mokka says it best: "it's quite a mouthful"! Just to avoid annoying the hell out of me and you, I will refer to the village as Honey Mint. Create a warp point right outside of Bena Rikashi and walk around the circular area to find some Bean Pops. Read the signs to the east to learn about an unattainable chest. Follow the signs east until you reach a warp point and a dead end. The treasure chests is on top of a floating rock, and it's too far away for you to get it. Take note of this location, but for now, head back to the previous area and go south. Open the throbbing blob chest to gain 750 Bira. Collect the Undizzy Tails on the grond and climb down the vine. Once at the bottom, head right to spot an unstable rock on top of a hill. Ignore it for now and continue to the right to find Brioche. He says that the road to Honey Mint is blocked by a Space Police tank. Proceed north for now to find yourself at a dead end. Create a warp point here, for this area is a good training place. Defeat all of the enemies in the wormholes. Talk to the big-nosed flying guy in the center of the area. His name is Master Macadameus, whom was the god of martial arts long ago. Now he's just a mentor who is hanging out in Puffoon. Macadameus is like your personal trainer. Talk to him to either fight or learn about various battle strategies and other tidbits. Learn about Bean Pops and Figures. If you use a Bean Pop of Macadameus in a battle, you will gain EXP. Figures are rare items that when used against Macadameus in battle, he will summon a one-of-a-kind monster that is very powerful. One last thing: you cannot defeat Macadameus, for he will slaughter your party. Don't even bother trying to deal damage to him. For now, battle him and use all of your Bean Pops to gain a lot of EXP. I would have Mokka use all of the Bean Pops on Macadameus so he can get all of it, since he is probably at a lower level than everyone else. Once you have done so, flee from the battle. After every battle with Macadameus, he will restore all of your HP and MP. That's why this is a good training area; defeat all of the enemies and once you are low on HP/MP, fight Macadameus and he will heal the party afterwards. I trained there until everyone was level 13. You should be at around the same level. When you are done training, return to where the giant boulder was. Stand underneath it and use Mokka's Earth magic to make it roll down the hill, destroying the police tank in the end. Now that the tank is out of the way, follow Brioche and climb down the vine. Go southeast to find a chest containing Cat Feet. Equip them immediately and head north. Talk to the fishing Brownie and answer "No" when he warns you to stay away from the Space Police. He will give you a Monocorn Horn. Next, activate the warp point nearby. Return to Macadameus and use the Monocorn Horn on him when in battle. A Monocorn will be summoned onto the battlefield. This wind-based monster is really strong, so use Shadow Die and Wind Talon while Mokka heals and uses physical attacks. You will get a lot of EXP from the monster. Afterwards, return to the Brownie and save before heading north to Honey Mint. --- HONEY MINT --------------------------------------------------------------- Brioche welcomes the party to his hometown and brings them to his house. It really isn't much of a house; in fact, all of Honey Mint is less than stellar. Brioche says that the townsfolk may be dirt poor, but it doesn't affect them. He says that he has been saving up money to open up a restaurant in Bena Rikashi. So far, Brioche has saved up 2 million Bira! Well, good for him. Once at his house, you will find Chai. Chai shows the gang the super secret documents that he stole from the Space Police HQ. It's a list of all the wizards that have been kidnapped by the pirates. Guess who's on the list? None other than Miss Madeline! Madeline was piratenapped! The gang finds out that she was arrested by Biek Fowler, the Space Police's resident master of martial arts. Sounds like a formidable foe. Brioche steps in and says that Twigadamus, the village fortune teller, may help the kids and their problem. Before the party can continue, two people fliy onto the scene. It's the same woman at the HQ, Brie Pourri, and Lieutenant Mugwort. They corner Chai and Brie takes him back to their headquarters. Mugwort stays behind and confronts the party. Bring it! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Mugwort =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Wood Recommended Level: 13 Mugwort will start off the battle with a particularly interesting spell: Celestial Swap. This spell allows him to move one planet at the cost of his MP. He will most likely try to move the Wood planet in order to power himself up. Mugwort attacks the party with Dancing Baby. It targets one character and deals around 150 damage unblocked. Mugwort also uses Jungle Coaster on all characters. It may look cool, but it is lethal. This attack can deal up to 140 damage to everyone! Lassi isn't too helpful in this battle, so move her to the back row. She shouldn't attack with Wind Talon, since Wind is weak against Wood. Have Hero attack Mugwort with Shadow Die and occasionally heal Mokka and himself. Mokka is your most important party member here, since his spells pack quite a punch. He should know Stalagmiter, since he gets it at level 12. A spellstrike Stalagmiter can deal over 500 damage to Mugwort! When Lassi isn't using Yellow Worms on her teammates, use Healing Wing to heal all characters (if she's in the back row). Later in the battle, Mugwort will begin to use Briar Patch on all three characters. This attack isn't as deadly as Jungle Coaster, but it will deal more damage to Lassi than the others. Keep your health high and make sure to refill Mokka's MP in order for him to use Stalagmite each turn. It's a long battle and Mugwort has a lot of HP, but he should fall without too much trouble. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The party will be amazed at Mugwort's ability to move the planets. Mugwort tells the group how much trouble they have gotten in for assaulting an officer. Brioche's dad decided to work out a deal with the lieutenant by giving him the 2 million Bira that Brioche saved up. Brioche is obviously upset at his father and storms out of the house. Talk to Brioche, who is sobbing outside of his house. Just then, the unthinkable occurs. Not only does a stick just wander up to the distraught rabbit, but it begins talking to him! The stick tells Brioche to worry no more, for it has seen him cooking in a wonderful kitchen in its crystal ball. Crystal ball? Talking stick? What is going on here?! It turns out that this talking stick is really Twigadamus, the fortune teller Brioche was talking about earlier. Follow Twigadamus into his chamber and speak to him. He tells the party to not worry about Chai, for you will be reunited soon. After a little talk about Miss Madeline, Twigadamus tells the party to look into the crystal ball. Inspect the crystal to see a glimpse of the future. First, it shows Lassi using her Wind power near the inaccesible chest from before. Next, it shows Hero using some psychadelic item in the Space Police HQ. Finally, it shows a chest lying next to the fishing Brownie. Interesting. Twigadamus will end the conversation by giving the party the Sky Book. The book can teach any character Celestial Swap; the same spell used by Mugwort to move the planets. Go into the menu and select the Sky Book (under Other). Next, teach it to all three characters. Now that your party has learned Celestial Swap, heal at the inn. Pick up some new equipment at the shop and finally head outside. It's time to rescue Chai! ============================================================================== PUFFOON: RESCUING CHAI [0513] ============================================================================== --- PUFFOON ------------------------------------------------------------------ First things first. Remember that inaccessible chest found just outside of Bena Rikashi? Return there. Walk to the edge of the cliffside so the floating rock and the chest is in sight, then use Lassi's Wind power to knock the chest off. Next, warp down to the entrance of Honey Mint to find the chest next to the fishing Brownie. The Brownie said that he found a Tempus Forget inside of the chest, but then he forgot about it. Hm? Anyways, he suggests that you use it against the Space Police. Open the chest for a Tempus Forget and return to Bena Rikashi. --- BENA RIKASHI ------------------------------------------------------------- Once back in the city, return to the Space Police HQ. As you approach the guardsman inside, Lassi will remind you that this is the place seen in the crystal ball. Agree to use the Tempus Forget and everyone in the headquarters will well... forget everything. Everyone becomes mindless buffoons, and it's pretty fun talking to the people inside while in that state, considering they all say something along the lines of "Derrr" or "Guhh". Don't have too much fun though. Head up to the third floor of the HQ and walk over to the desk. I'm sure by now you have spotted a hopping treasure chest next to the incapacitated Brie Pourri. I received some sweet info from Drake801: ----------------------------------------- Hi, I was looking through your guide and noticed something missing. When you go to rescue Chai from the Space Police HQ, don't open the chest containing him right away. If you enter the room further left and go north to the next room you can get the piggy bank back (that contained the 2 million Bira). I tried to take it back the the kid in Honey Mint but he said that's ok as he doesn't need it anymore. I don't know if you can give it to someone else but the description says its been open already and it sells for 25,000 bira so I'm guessing you just sell it for money. You have to do this before opening the chest to rescue Chai because the cutscene makes you leave and then you can't go back in. Open the chest to rescue Chai after collecting the Piggy Bank, who was cramped inside this whole time. The party shows Chai their super nice rocket back at the Spaceport. Don't leave for Gren just yet! Head back to Honey Mint and pick up some equipment for Chai. Afterwards, return to the Neumann and blast off to the Wood planet, Gren. ============================================================================== GREN: THE PRISONER [0514] ============================================================================== --- GREN --------------------------------------------------------------------- Before the party is even able to land, they are pelted by arrows. Seems like there are some hostiles here on Gren! The rocket is damaged and the gang is forced to land in the middle of the jungle. Two cat creatures are found inspecting the rocket. One cat, Semolina, tells the other, Farina, to stay back. The rocket opens and the party comes on out as the two Felins scram. Right after everyone steps outside, they hear a screech. One of the cat people is being attacked by a giant monster! Save, then run over to confront the beast. Mojo is a pretty tough monster, but doesn't qualify as being a boss. This monster is Water-type and will use Hailstorm on a character. Mojo also uses Swallow Whole, but is a fairly weak attack. This is the perfect time to test out Chai's Pepperthorn spell on Mojo. The beast has a lot of HP, but it should be taken down rather quickly by the group. After Mojo is defeated, Semolina will thank the party while Farina curiously inspects the visitors. Semolina says that the pirates sent the monsters after them, and its only unconscious. She begins to leave and calls Farina, but Farina uses a powerful spell to kill the Mojo. Semolina scolds her while the party looks on in amazement. What a strange girl. Anyways, head north to reach Tropica Village. --- TROPICA ------------------------------------------------------------------ As soon as the group enters the village, Lassi notices Pico in the town square, who is tied to a pole. The Felin next to Pico tells the group to not talk to the prisoner. Wait, prisoner? Well, the guard won't let the group go by, so we have to outsmart him. It's not really that hard to outsmart the guard, since you can simply walk behind Pico and talk to him without the guard complaining. Pico says that he and Sorbet took off on a rocket to chase after everyone. He says that they both crash landed on Gren, but he doesn't know where Sorbet is. Pico says that the pirates here are rounding up magicians and keeping them prisoners. I bet that's where Sorbet went! Next, talk to the Felin north of Pico and he will suggest that you meet with Master Durum. Agree and he will let you see Durum inside. Proceed inside the house to trigger a scene. Durum will yell at Semolina for not taking good care of Farina. Talk to Farina and Semolina will kick in, telling the gang that once Farina starts staring at the pot in the corner, then she becomes fixated on it. Inspect the pot and Semolina will inform everyone that Farina had a pet frog that died recently. It is buried in the pot and now Farina brings dead animals to the house and buries it in the pot. Wow, that's totally NOT creepy and weird at all. Farina runs off and Semolina chases after her. Next, Durum begins to speak to you and tells the party to stay at the inn, free of charge. Durum and a Felin step into the next room and start a shady conversation. Hmm... I don't like the sound of this, but we have no choice. Head to the inn and stay for the night. In the middle of the night, four Felin will run into the room that the party is staying in. Who knows what they were going to do, because they run off unexpectedly. Once the sun rises, leave the inn to find a crisis in the center of the village. Durum says that the prisoner has escaped and blames it on the party. Talk to the Felin on the left, then talk to the one next to Durum. The Felin girl says that there are plenty of magicians in Tropica, yet Durum has to hand over the one outsider. Durum accuses the girl of using magic, but she retaliates, saying that his daughter Farina can use magic. She also says that Farina is the one who freed Pico! The argument will be interrupted by a Mojo, who storms into the village. You know the battle plan. Once the Mojo is defeated, it will... rise from the dead?! One of the Felin says that Chard cast a spell on it to make it rise from the dead every time it is killed. The Mojo begins to stalk the Felins, but a powerful magic attacks completely obliterates it. The powerful spell came from none other than Farina. Man, they should name her Farina: Mojo Slayer. Durum denies the fact that Farina can use magic, but everyone knows the truth. Because Durum has lied to the whole village, he gets exiled from Tropica. Looks like Semolina and Farina have been exiled as well. Bummer. Farina spots a frog and chases it into the jungle. Uh oh, time to go find her! Stop in the fortune teller's house and open the treasure chest for Cat Ears. Next, create a warp point nearby and follow the road to enter Carbonara Jungle. ============================================================================== GREN: THROUGH THE JUNGLE [0515] ============================================================================== --- CARBONARA JUNGLE --------------------------------------------------------- Walk south and collect the Dethorn Tail next to the sign. The sign reads: "West: Recovery Pot, East: Don't waste your time". First off, head west to reach a dead end. Drink some water from the HP pot to recover your HP (duh). Next, use Lassi's Wind magic to make several Sugarstars appear. Return to the sign and go east this time, ignoring what the sign said. You will reach another sign; go north first to find a dead end and a chest. Open the chest to get... a chest?! Return to the sign and go east this time to find a dead end with some wormholes. Defeat all of the enemies present to receive the Gummy Worms. Unfortunately, the rocket here doesn't have a healing machine inside, so it's useless. Return to the first sign found at the intersection and go southeast, picking up Dethorn Tails along the way. At the fork, stick to the east and follow the path to find another chest. Open the chest for a Magic Tank. Give it to Mokka and return to the previous fork. Continue south and collect the bunch of Dethorn Tails at the bottom. There is a sign east of your location. Ignore it and go north to reach another sign. It will tell you that it doesn't matter if you go east or south; you'll end up at the same place. Go east instead of south, since you can find Wakey Tails, Undizzy Tails, and Dethorn Tails. Follow the trail east, past another sign. You will reach a dead end with some Gummy Frogs. Collect them all and go south to find... Pico?! Inspect his motionless body to wake him up. Pico says that Semolina and Farina helped him out of Tropica, but he passed out here. Pico storms off on his own, saying that he wants to save Sorbet. What a hothead. Anyways, continue to the east and read the sign. It says: "Head east to Clam River, Go up the river north to reach the Salamander Cave". Well, you know what to do. Walk east and head north at the sign. You can grab some tails along the way if you go this route. Proceed east across the bridge. The next sign says that the eastern route is a dead end, but go east anyways. It may be a dead end, but there's plenty of items to collect. After grabbing them all, return to the sign and go north. When you reach yet another sign, go east towards the dead end. Collect the tails here and open the treasure chest to obtain a Silver Ring. Equip it and go back to the sign. Go across the bridge on the left and follow the western path until you reach another sign. It reads that the western path is a dead end and the eastern path leads to Clam River. Go to the west path to reach a dead end and an opened chest. The sign next to the opened chest tells you to check behind the sign. Inspect the back end of the sign for a Green Frog. Yawn. Head back to the sign and go east across the third bridge. Once you are over the bridge, follow the jungle trail. The path will split at the next sign. The western bridge leads to a dead end, so don't even bother. Follow the road northeast and once you head up the stairs, go west to find an MP pot. Let him restore your MP for a Green Frog, then return to the path. Follow the trail north until you reach the fifth bridge. Walk over it towards the sign. It says that there are Gummy Worms west and sparrows south. If you want to fight some battles, then go west to the wormholes. If not, then go south to find a treasure chest. Open the chest for some Cat Paws, then go north. I'm sure you noticed some menacing totem pole while you were coming down to this small area. Well, now it's time to see what's up. Make sure to heal fully before going up there. When you're ready, walk up to the totem pole and talk to the salamander in front of it. He asks the gang if they are wizards; tell him that you are. He says that the pirates built these two totem poles and they are blocking his home. He says that the pirates built them to keep the wizards out of Assam. Lets deal with these dudes; walk up to them to start the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Totem Bomb x2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Wood Recommended Level: 16 Normally I would tell you that this is a good time to use Celestial Swap to power up the respective planets. But, there's some bad news. Magic is virtually useless in this fight; it only deals one damage to the Totem Bombs. It's all up to brute strength, so use physical attacks every turn. Everyone except Chai was level 16, while the latter was level 14. The Totem Bombs will use Self Destruct, where one of the pegs will jump onto a character and explode, dealing well over 200 damage to one party member! Every time you use a physical attack on a Totem Bomb, you will knock away one of the pegs. When the Totem Bomb uses Self Destruct, another peg will be destroyed, making the battle even quicker. Keep all four characters in the front row and have one heal the party members each turn. Lassi should be your healer since she can use Healing Wing. Each Totem Bomb is made up of ten pegs, so the battle should not take that long if all four characters single out one enemy. The fight is a lot easier when one Totem Bomb is out of the way. The Totem Bomb battle is short and sweet, well, minus the sweet part. Yeah, that doesn't really make sense. >_> Either way, you receive two Totem Studs after the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The salamander will thank the party and return to his humble abode. Head down the ladder at the end of the trail to enter Salamander Cave. ============================================================================== GREN: PIRATE BUSINESS [0516] ============================================================================== --- SALAMANDER CAVE ---------------------------------------------------------- Head towards the row of beds to find none other than Durum, Semolina, and Farina. Talk to Semolina to find out that Durum wants her to act as a double to Farina. In short, Durum wants Semolina to pretend to be Farina, so she will be sacrificed instead of the real thing! What an evil, evil man. Semolina doesn't know what to do, but recommends that you get a good night sleep. You're probably due in for a rest at the inn, so talk to the salamander north of the beds. You will be able to sleep there, free of charge. Once in the morning, talk to Durum, then try and talk to Semolina, who is in the bed where Farina was. Afterwards, go to the west and talk to the salamander in front of the ladder. Tell him that you want to use the ladder and he will move. Climb up the ladder to head outside yet again. --- CARBONARA JUNGLE --------------------------------------------------------- We are on the other side of the jungle, but at least this part isn't a pain- in-the-ass labyrinth like before. Create a warp point here and follow the trail. When at the sign, go west and open the chest for 2000 Bira. Now head north to find a crapload of Gummy Frogs. Collect them all (watch out for the exploding one) and continue north. The gang will end up at a cliff, where a pirate ship shows up. Three pirate otters will parachute down and fight you. They're actually pretty hard, but you should not have that much trouble. After the battle, about a dozen pirates drop down and block your path. You cannot fight them (why would you?), so use Lassi's Wind magic to blow them all away, destroying their ship in the process. Ha ha! Leave through the western exit, then continue west past the first sign. Once you reach the next fork, read the sign and it'll tell you to be nice to jungle animals. Proceed north to see a scene. A gatekeeper will be talking to a high-ranking pirate named Persimmon. He says that Persimmon caught another wizard and that it's time for the pirates to leave. Persimmon heads through the door and locks it. You cannot go through the door, so head south. Once at the next sign, travel west. You will soon reach a giant monkey who is blocking your path. The monkey looks angry and hungry, and coincidentally, there is a banana tree nearby. Stand right next to the tree and use Mokka's Earth magic to knock the bananas down. The monkey will happily eat the bananas while you can sneak by. Right when you're about to go through, Pico will appear. He will storm into the village without the party's help. Head on through to Assam. --- ASSAM -------------------------------------------------------------------- Walk north to reach the town and the gang will find Sorbet cornered by some pirates. The pirate otters will try to ambush her but she'll deal with them. Another otter blindsides Sorbet, but Pico rushes in an confronts the otter for "hurtin his girl". Sorbet tells Pico to deal with him, but Pico gets owned. Pico deals with the otter, so ignore the two and save your game here. Walk to the right and activate a warp point. Continue along to engage in a battle with four pirate otters. After defeating them, go to the right to reach a dock. Sorbet confronts Persimmon, who has Farina (?) by his side. Pico shows up, and Persimmon sicks a giant monster on the group. Pico joins the party as they get ready to fight Persimmon's pet! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Peacock Fish =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Water Recommended Level: 17 Too bad we had to get Pico now, since he won't be much help in this battle. The Peacock Fish is really strong, and it's Swim 'n Bite attack can deal over 250 damage to a single character. He can also use Hailstorm, switching from one character to a group at random times. It isn't as powerful; usually dealing less than 200 damage. If he is ever powered up by his planet, have someone use Celestial Swap to move the planet out of its range. This technique should be commonly used in boss battles from now on. Have either Lassi or Pico use Celestial Swap to power up Mokka, who can decimate this fish by himself. A powered-up, spellstrike Stalagmite can deal over 1700 damage alone! Since Peacock Fish can deal so much damage to one character, have Lassi and Pico both heal other party members during their turns, since they won't do much offensively in this battle. Hero should also deal a lot of damage at night with Shadow Die. This battle is heck of a lot easier than the other ones, which is a pretty nice change. You can probably kill the Peacock Fish in three turns. Once the battle ends, you will receive a Rainbow Shell. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Sorbet destroys the pirate otters while the rest of the gang takes out the Peacock Fish. Persimmon takes Farina (or the imposter Farina? Who knows) onto the ship and heads off to Razen. Sorbet jumps onto the ship at the last minute and leaves the rest of the party stranded. --- TROPICA ------------------------------------------------------------------ The group returns to Tropica and rest at the inn. In the middle of the night, Pico demands that Lassi shows him their rocket ship. Pico says he wants to go to Razen to rescue Sorbet, but that's impossible. Back at Tropica in the morning, head to the Neumann. Head off to Cassia to find those dwarves; maybe they can help us get to Razen. ============================================================================== CASSIA: RETRIEVING THE AQUARINO [0517] ============================================================================== --- CASSIA ------------------------------------------------------------------- Step out of your rocket and walk up to the nearby dwarf. Talk to him and when he asks if he is allowed to upgrade the Neumann, answer "Yes". The dwarf will ask you to participate in one small errand: he needs a water particle called the Aquarino in order to make the rocket immune to Razen's fiery atmosphere. He says that the otters in Port Pescado have it. So there you have it. Head to Port Pescado immediately. --- PORT PESCADO ------------------------------------------------------------- The group will be stopped by a cop once they walk into the town. He says that the town is under lockdown and no one is allowed in. Another cop shows up and tells the party off, but Detective Beignet shows up. Beignet lets the party in, much to the officers' chagrin. The two cops knock a helpless citizen down, but Beignet helps him to his house. Follow them into the northeast house and talk to Beignet. He asks you a favor; he wants you to investigate Nata de Coco for him while he distracts the guards. Agree, and the plan will commence. Beignet will leave to go distract the guards. Leave the house and go to the left, where he and the guards are. Go south, then follow the path to the next area. Ah, what a clever plan. --- NATA DE COCO ------------------------------------------------------------- Before going any farther, stick Lassi in the back row and have everyone else up front. Proceed to reach a wall covered in vines. Several pirate otters are trying to cut down the vines. Beignet will show up, but that familiar voice is heard again. It's Chard! Beignet will run away to get some backup. Apparently Chard is after the Aquarino as well, so we'll have to go through him to get it! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Master Chard, Pirate Otter x3 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 18 Element: Water Chard is back, but now he has some friends with him. The pirate otters are nasty, so make sure to eliminate them immediately. They can use Leaping Slash and Weak Slash, which both deal around 150 damage. Chard will sometimes use Celestial Swap in order to power up his pirate buddies. Like in the previous bout, Chard will use Shadow Die, dealing around 180 damage. He also uses Finger-Pointer, later followed by Sky-High Kick. This brand new attack deals around 120 damage to the whole party. Whomever was targeted by Chard's Finger-Pointer attack will receive around 160 damage. Mokka alone could probably take the Pirate Otters out in two hits with his Stalagmiter spell. Have Pico and Hero focus on Chard while Chai, Mokka, and Lassi take down the otters. If people are low on HP, have Lassi heal them with Green Frogs or Healing Wing. The battle is fairly long, since the Pirate Otters have surprisingly high HP. Hero's Shadow Die can deal around 700 damageto Chard, and even more when both are powered up. The second battle with Chardisn't as tough as the first one. You will get 3 Rainbow Shells and a Sage Band after the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chard will be knocked down after the battle. Detective Beignet will show up with three Space Police officers. The three cops will refer to him as "Master Chard", which needless to say, surprises Beignet. They awkwardly correct themselves and proceed to arrest him. The otters scram, but Beignet and the cops chase after them. Approach the vines and use Pico's Fire magic to burn them down, revealing a doorway. Once inside the cave, the party will find a huge rock with a tiny sapling coming out of the center. Time for Chai to work his stuff! Use Chai's Wood magic to make the sapling grow into a magnificent tree, splitting the stone in the process. It also reveals another doorway. Head on through to find the Aquarino. Take the Aquarino off of the pedestal and return to the entrance of the cave. Before you can leave the cave, the party will be stopped by the townsfolk of Pescado. They demand that you return the Aquarino to its rightful place, but a female otter lets the gang take it. Hurray! Back on the outskirts of Cassia, a weakened Chard is surrounded by Space Police officers. They again refer to him as Master Chard, and ask if he's alright. Chard tells the cops to capture and imprison Beignet. Wait, so does that mean the Space Police are in cahoots with the pirates! Blast! Return to the dwarf near your ship. --- CASSIA ------------------------------------------------------------------- Talk to the dwarf and show him the Aquarino. He will call his lil' dwarf friends and begin to work on the rocket. The gang also learns that Sorbet is dropping out of school. Of course, Pico is upset. Since you know, he has the hots for Sorbet. Ha. Once the dwarves are done, you can head off to Razen. Well, go ahead and do so! ============================================================================== RAZEN: BETRAYAL [0518] ============================================================================== --- RAZEN -------------------------------------------------------------------- Mokka states that there are unexplained life forces detected nearby. In short, be careful. Pico also unleashes the most awesome insult on Lassi. Anyways, head to the right to find a group of menacing-looking monsters. As you approach them, they run away. As you proceed on, you will see Sorbet with two of the monsters. She steps through a barrier to the north, leaving the creatures behind. Walk south of the barrier to reach a dead end and a chest containing Dodo Shoes. Go back up to the monsters to make them flee. Before going through the blue barrier, continue to the right towards the next fork. When a path opens to the north, follow it to enter a cave filled with Green, Blue, and a Red Frog. Grab them all, then exit. Enter the cave on the right and create a warp point inside. There are also many wormholes; a good training place. After all of that, head back and follow Sorbet through the flashy barrier thing. --- PAELLA ------------------------------------------------------------------- Walk north into the city, and Sorbet will run past the party. They wonder if that was really Sorbet, and what she is doing here. Walk into the northwest house and talk to the Traveling Putty inside. Ask him about the Starfall Festival. He'll tell you that it's a sacred festival in Paella that only happens once every 200 years. All the pots in Paella gather to make new pots, which become the next generation in the town. The best part is that the festival is almost here. Neat! Next, head inside the eastern house with the two pillars in front. Talk to the fancy-looking pot inside. The pot's name is Celadon, and he is a barriersmith (the guy who made the barrier outside of town). He makes barriers in order to keep evil at bay. After the talk, leave Celadon's house. As the party leaves, Sorbet sneaks inside of the house. Try to go inside of Celadon's house and the gang will stop at the doorway, wondering if that was actually Sorbet who went inside. Sorbet will come out of the house holding Celadon. As the party tries to ask her what the heck she's doing, she bolts, but not after saying that we will be monster bait if we follow her. Oh no, we have a potnapper on the loose! I wonder what's going on with that woman. Anyways, go to the left to be stopped by the Elder Kettle. He says that Celadon was holding some glaze thing that's essential to the festival. In short, if we don't get him back, than Paella will miss the Starfall Festival. Head back into the Traveling Putty's house and talk to the Elder Kettle. When he asks for help, answer"Yes" to accept your new mission. Before heading off, stop at the shop andpick up some items and armor. Once ready, leave town. --- RAZEN -------------------------------------------------------------------- From Paella, head southeast to reach a rope leading downwards and a pot. Talk to the pot and he will tell you that this is the path to the World Seam. The pot also states that a girl came by here; clearly Sorbet. Climb down the rope and walk to the left. Collect the Decursy Tail and Deburn Tail, then descend via the second rope. There is a rope nearby, but don't climb down just yet. Proceed east and you should spot a red chest along the wall. Open it for a Putty Pea. Cross the bridge to find an area filled with Gummy Frogs. Capture all of the frogs and head all the way to the right to find yet another treasure chest. Open it for a Weasel Coat, then return to the rope and go down to the lower floor. Once down here, collect the tails scattered on the ground and follow the narrow path. Save your game when you reach the bridge facing north, since there's a boss battle up ahead. When you feel that you are ready, go across the bridge to meet up with those two pesky monsters that have been following Sorbet around, and the girl herself. She tells the monsters to guard the entranceway to the cave up ahead. Grab the chest next to them for 1200 Bira, then walk up to the two monsters to fight them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Pooka x2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 20 These Pookas are very annoying, as they like to use Dark attacks that sap the health away from you. Their most common attack is Blood Money, which deals around 100-120 damage to you. It only heals them for 10-15 damage, but it's still annoying. Stupid ghost dog things. Other than Blood Money (which they use almost all the time), the Pookas will use Cleave. This physical attack only deals around 150 damage. Like always, I stuck Lassi in the back. Her Falcon Dive spell is useful for damaging both enemies in one turn. It can deal around 300 damage to both Pookas if you use a Spellstrike successfully. She can also use Healing Wing if the rest of the party is hurting. Have the rest of the party single out one Pooka, and you can probably take one out in a turn. Once it bites the dust, take down the final Pooka. Overall, this is a joke battle; I won the battle in three turns. Of course, you can take them out even faster if you have a Light character, but all you really need to know is that you should have no trouble. I laugh at how pitiful these guys are. I laugh! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once those guys are done with, enter the cave. --- SHISHKEBAB CAVERN -------------------------------------------------------- What an interesting name for this place. Heh. The first room of the cavern is pretty sweet, since there are wormholes, chests, and two healing pots! Open the two chests on the right wall for 1800 Bira and a Putty Pea. Open the red chest in the northern section of the room for a Spirit Band. Stay in here for a while and defeat all of the monsters in the wormholes, while restoring your HP/MP when needed. When all the wormholes are gone, exit and reenter the room. This is a good training room, and I stayed here until everyone was level 23. Once you feel that you are ready to proceed (and I suggest being at said level, since this place is tough), cross the wooden bridge to the north towards the next area. Bear to the right and follow the path to reach and outside area with a treasure chest. Open it for a Platinum Ring and equip it to someone. Return to the previous chamber and stick to the other path. Go around the bend and continue east, then climb the rope at the end. Once outside, create a warp point. It's essential that you do, since it would be a helluva lot of backtracking if you need to go back to Paella. Climb down the rope on the right to enter the cavern again. From the rope, go across the bridge southwards. If you wish, collect the Yellow Worms in the wormholes, but it isn't needed. Leave via the exit below you to get some fresh air outside again. There is an opening to the left, but ignore it now. Collect the tails out here and go to the right. Open the chest in the corner for 10 Bang Berries and go into the cave to the left of the chest. Collect the tails inside and open the treasure chest up ahead for a Putty Pea. Return to the cave you first came out of and go through the one on the left. Follow the tunnel through the cavern to come outside yet again. There are two cave openings to the left of you now; go through the one on the far left to enter a dead end cave. Grab the tails inside and open the two chests to get a Putty Pea and Oven Mitts! The two other caverns are useless, as they just bring you in a circle. Alrighty, now time to backtrack. Return to the previous cavern (in other words, out of the three openings situated on the wall, go through the right one). Once you return to this area (this is the place where you got 10 Bang Berries, remember?), cross the bridge on the right and create another warp point. Climb down the ladder and ignore the warning on the sign. Once on the ground, move right until you see Sorbet again. She will reach a locked door, but a Pooka will let her through. Of course, the jerk closes it on us. Bummer. Walk over to the door and inspect that... hopping bucket? There's a man inside! It's some weird old guy named Rogan Josh, and he is apparently a master of the secrets of yogart. Tell him that you are here to save the magicians and he will help you. He walks over to the door, so talk to him again. Rogan Josh uses the power of yogart to squeeze through the locked door and unlock it from the other side. ============================================================================== RAZEN: CALLING ALL COPS [0519] ============================================================================== --- SHISHKEBAB CAVERN -------------------------------------------------------- Once in the next area, Rogan Josh asks the gang if they are aware of the danger here, in which you should answer "No". He'll tell you to hurry up. You don't have to listen to him though; enter the prison and talk to the prisoners here. They will all mention an evil Space Police Inspector named Gil Mudflap. Sounds unappealing if you ask me. Mudflap holds the key to the cells, so he must be defeated in order to get the key back. You will find Farina in the third cell. When the party talks to her, she will say that she is imprisoned because she cannot use magic. Wait, I thought Farina could use magic? Remember she killed all those Mojos? Hmm, maybe it's Semolina in disguise? Ah well, who cares about it now. Continue along to the right until you get called over by a prisoner. Hey, it's Detective Beignet! He says that the Space Police captured and arrested him back on Cassia. So it looks like the Space Police is indeed working with the pirates. Well, at least Beignet is still a good cop. Open the chest across from Beignet's cell to obtain 10 Bang Berries. Ignore the rest of the prisoners and just follow the trail south. When the road splits, go to the dead end on the right and open the chest here for 10 more Bang Berries. Open the chest on the left side for some Lizard Mail. Continue downwards and descend to the basement. Well, this place looks cool; dragon skeletons are all over the place. Anyways, walk to the left down the straightforward tunnel. When the path splits into three, walk down the right one to find a chest at the end. Open it up to get 12 Bang Berries. The chest in the middle trail holds 10 Green Frogs. Finally, the left path is the way to go. Head down the left tunnel until you reach a treasure chest. 2000 Bira is yours once you open it. Go to the right to find yep, another ladder. If you couldn't figure it out already, go down. This whole floor is split into two paths, but it doesn't matter which one you take. Once you reach the center of the floor, go through the middle doorway to find a chest holding a Putty Pea. Just outside of this doorway is an HP and an MP pot. Heal up, save, then continue on. When you reach the end of the tunnel, the party will encounter Sorbet and Celadon. Sorbet is still being selfish and says that she is going to save Miss Madeline by herself. Just then, Sorbet and Celadon disappear in a flash of light, and several cops ambush the party. Yay, cops. They are pretty simple, as you can take down each enemy in two or three hits. Once the battle ends, the three cops will stand there are another trio come to their aid. These cops tell the other ones to wrap it up, since Mudflap is coming. The policemen get all afraid and decide to fight the party. The battle is exactly the same, but you are now fighting six policemen instead of three. Just whittle them down one by one and use Yellow Worms to replenish your MP. As expected, the cops get totally owned. Some lights flash, and the cops try and run as Gil Mudflap makes his entrance. Mudflap talks some trash, then targets the party with two of his henchmen. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Gil Mudflap, Buck Private x2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Earth Recommended Level: 25 Element: Light Gil Mudflap is a pain in the ass. There, I said it. He reminds me of a Malboro from the Final Fantasy games: not only is he strong, but he inflicts very annoying status effects on the party. Gil Mudflap's first attack is Sickening Stench. The attack is weak; it only deals around 80 damage to all characters, but it has a very high chance of inflicting Sick. The Sick status makes it that your party cannot use magic, which is quite the hinderance. Make sure to use Defrost Tails on any sick characters. As a boot, the attack also hurts his two buddies. Ha ha. Gil Mudflap will also use Blinding Stench. Like his previous attack, it's weak, but it can blind your party. Mudflap, with the use of a Buck Private, can use Bossy Push. He will use one of the cops as a trampoline, crashing down on one character for as much as 350 damage. Yeowch! This is a clear sign to target the privates first to prevent Mudflap from using this attack frequently. That's easier said than done, because the two Buck Privates have a lot of HP. Have three characters solo out one of the henchman while the others heal or attack Gil Mudflap. Of course, there's also the risky way of winning this battle. If you wish, you can ignore the Buck Privates entirely and focus primarily on Mudflap. Of course, you will be open to Bossy Push throughout the fight, but that's the price you have to pay if you take this route. Once Gil Mudlfap is destroyed, the Buck Privates will run away, making the battle even shorter. Thanks to Chadwick Combdon for this info. First off, make sure to refill your MP from the last battle if you haven't. Make sure to use your new spells that you have gotten recently. Have Chai use Briar Patch, Mokka use Boulder Bash, and Pico use Heat Fondue. Once again, Lassi in the back row is a good thing. Have her heal and use Falcon Dive to deal extra damage to Mudflap, as well as target the guards. Have Hero use Blood Money one the Buck Privates. Not only will it deal a hefty amount of damage (mine dealts well over 1100 damage), but it heals the Hero too. Once Gil Mudflap is all alone, it's smooth sailing. His attacks are now limited to two. He still uses his first two spells, but you can overcome them and trample him at the same time. Make sure to keep an eye on HP and MP, and make sure to get rid of those status effects pronto. Remember, Celestial Swap is another useful spell that helps out a lot in the end. This battle is the hardest and longest one yet, but Gil Mudflap will succumb to your might sooner or later. You will receive a Pigheaded Hat after the fight. Yay for goodies. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Mudflap seeks his revenge before leaving. Oh, and look at that! He dropped his keys! Rogan Josh takes the keys and lets the party know that he'll release all of the prisoners. He then points the party to the large door in front of you. Depending on what magic user your hero is, it will either be the Dark door or the Light door. Use Hero's magic to open the door and proceed through. Head through the next doorway to reach a bridge. Cross the bridge and talk to the pirate otter on the other end. He says that all of the magicians (minus "that woman") have been shipped off to the Light planet. There's a Light planet? He says that it's called Nova. Hm. Head up the stairs to enter bad guy central. Walk past the Pookas and otters and go across the second bridge. The party will spot Sorbet, who has confronted Kale, Chard, and Madeline. Sorbet presents Kale with Celadon, referred to as "another magician". Kale says it's useless and tells Sorbet to dispose of it. The party shows up, and Chard tells Sorbet to get rid of them. Sorbet hesitates, and he knocks her down. Kale begins to round up all of the magicians, but Celadon covers the party in a barrier. Once the coast is clear, talk to Sorbet. She yells at the party for showing up at the wrong time. Sorbet says she had a plan, but that still doesn't give her the right to go around kidnapping people. Well, it was a pot, but same thing. Beignet and Rogan Josh show up and the gang returns to Paella. --- PAELLA ------------------------------------------------------------------- Rogan Josh says that Kale is headed to Nova, the Light planet. He found the way via the Book of the Darned. Sorbet suggests reading the cursed book to find a way, but to everyone's disapproval. Rogan Josh tells the party to ask for the dwarves' help in building a rocket capable of reaching the far-out planet. He suggests going to Cassia and asking the dwarves there. Ugh, them again. Rest up at the inn for free to view a scene. Back at the Space Police HQ, a man named Abalon Demar learns of Gil Mudflap's failure. He then tells two cops to send out "you-know-who": Magnus Muzzleflash. Mudflap shows up and tells him to reconsider, saying that Muzzleflash is nothing but a murderous psychopathologist and a gun-toting pox! Abalon Demar says he will go to Gren and Magnus Muzzleflash will go to Erd. He also states that if Biek Fowler shows up, that they're all done for. Whoah, that's a lot of cops we have to deal with! But man, that Muzzleflash guy sure sounds like one tough (and crazy) cookie! Back in Paella, Sorbet finally joins the party. Like with the other party members when you got them, give 'em good equipment before setting out. With that out of the way, return to your rocket and set off for Cassia. ============================================================================== CASSIA: GAINING TRUST [0520] ============================================================================== --- CASSIA ------------------------------------------------------------------- You know the drill; return to Port Pescado. You can find some Green Frogs along the way, but there's nothing special here. --- PORT PESCADO ------------------------------------------------------------- Head to the right side of town and visit the dwarves. Talk to them to learn that they were banished from Macaroon back on Razen. They say that the gang needs Grenadine's help. They give you a Fake Beard, which can be used to get into the dwarven city. Well, that's it! Head back to the ship and return to Razen. ============================================================================== RAZEN: POT RESCUE [0521] ============================================================================== --- RAZEN -------------------------------------------------------------------- Alright, back here again! Enter the cave to the right of Paella and walk through to the other side. Once here, continue to the right to find a chest. Open it for 1000 Bira. Continue south to find a dwarf. He says that there's a scary dragon named Scargot in the Capiscum Caverns. Cool, dragons! Head south while grabbing the Wakey Tail to reach the next area. In here, open the red chest for a Putty Pea and climb down the rope. Create a warp point at the wall next to the rope and head to the right, collecting the tails along the way. You cannot go any further once you reach the cave, so return to the cave. The only reason I brought you out here was to get the warp point. Once back at the eastern end of the cave, proceed east, then north to reach a large bridge. Talk to the dwarf blocking the road He won't let you in at first, but then grants the party access after seeing the dwarven beard. Sweet! Create yet another warp point past the guardsman dwarf and continue to the north to enter Macaroon. --- MACAROON ----------------------------------------------------------------- Talk to the two pots near the entrance as soon as you enter the town. They tell the party that they've been looking for clay needed for the Starfall Festival. After you talk to both of them, the two pots leave to find some clay. Stop by the shop and pick up any items or armor here; they have a lot of junk. The dwarves around town talk about a place named Capsicum Cavern, and apparently there is something in the perilous cave that has caught Grenadine's eye. Make sure to talk to the dwarf on the right-hand side of town. The only way to reach Grenadine is to enter Capsicum Cavern and retrieve the treasure inside. You cannot reach the northern section of the city -- and Grenadine -- yet, so leave Macaroon. If you followed my direction in the paragraphs above, then you should have gotten the warp point right outside Capsicum Cavern. If so, then simply warp there and approach the cave entrance. Talk to the panicked dwarf; he says that the two pots went inside the cavern to find clay. Oh no, time to rescue those rascals! --- CAPSICUM CAVERN ---------------------------------------------------------- You'll spot a bunch of dragon skeletons scattered around the cave. One of the dwarves back in Macaroon said that something even more deadly than the dragons wiped them all out. Of course, we always have to deal with something bigger and badder than before. Proceed through the cavern and you will soon reach a dwarf. He tries to chase after the pot kids, but the cave starts to rumble. He says that "it" is coming and hides in the corner. Run over and talk to him to hear his warning. Ignore it and head through the doorway. Continue to the right and walk down the large staircase. When you reach the bottom, head down the path and into the next cavern. There is a fork in the upcoming room. First, go to the right to reach a room filled with two chests. Open them to receive 1500 Bira and 7 Bang Berries. Leave the cavern and proceed to the north this time. Once again, the path will split, but enter the northern cavern first this time. Open the two treasure chests for Spikey Shoes and 14 Bang Berries. Leave and now go to the right. Another dwarf is found to the right of your current location. When you speak with him, he will also warn you to go no further. Bah, we need to rescue some delinquents; no turning back now! You got that? Head down the stairs below the dwarf. Make sure to save here before going any further, and also heal up. When you go to the left, the group will be stopped by some random monster that decides to destroy you. Great, a totally impromptu and unnecessary boss battle. Don't you just love 'em? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Dab Hasnel =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 27 This may be a totally unexpected and random boss battle, but this centipede- like monster is really strong. His first attack, Rolling Stamp, can hit a character for 200 damage... up to three times! The attack is pretty hard to block, since it's quick and can damage any character in the front row. Remember, the attack hits three times. Lassi will probably have to use Healing Wing several times during the battle. Dab Hasnel's second attack is Squashing Roller. This attack is even worse, dealing over 800 damage to one party member! Luckily for me, most of my characters were powered up. Make sure to use Celestial Swap to do the same with your party. Many powered-up spells can deal up to 1400 damage (my Pico's Heat Fondue dealt well over 2000). Keep those Wakey Tails close by for this fight, because Dab Hasnel really packs a punch with his attacks. The battle should go by fairly quickly if you use a lot of strong spells. Make sure to heal all revived characters right after they fall and have Sorbet and Lassi heal (Sorbet is most likely really underleveled, so she isn't very useful offensive-wise here). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Wow, what a waste of time. Anyways, that wasn't even the thing that the dwarves were so afraid of. Once the monster is outta the way, walk towards the ladder and climb down to the next floor. ============================================================================== RAZEN: FIRE MILLENIUM GUMMY [0522] ============================================================================== --- CAPSICUM CAVERN ---------------------------------------------------------- Go around the bend to find a lonely pot dude in front of a doorway. The pot guy tells the party to not go in the cavern ahead, as there's something MUCH more worse then that stupid creature from before. I'm sure we can overcome the odds anyways; so head on in! Walk up the tunnel and into the next section of the cave. Before you can go any further, you are stopped by an army of Dab Hasnels and Pookas. Yeah, and ARMY. Master Kale has ordered your death, and it looks like they are going to be the ones doing the dirty work. Before they can start, the cave begins to rumble yet again. They say that "it" is coming, and agree to hurry and destroy the party. Once again, the army is stopped when the room glows red and heats up. The whole batallion runs away soon after. Mokka warns the group; touching the monster means instant death! Here it is! A gigantic flaming ball thing rolls down the corridor, roasting two Pookas along the way. Pico puts it nicely: "Let's jet!". Remember, the great ball of fire (lol pun) will kill you if you touched by it, so run to the south. Return to the previous room to find some stranded Pookas. They collapsed the tunnel, so they are stuck here with us! They run away, but get destroyed by the big fireball monster. All of a sudden, a pot guy crashes out of the nearby wall as the monster approaches the party. Hurry through the hole in the wall, pronto! The pot smells some clay from afar with his nonexistent nose. Now that takes some skill. He runs to the left, so follow him. Make a quick pit stop by entering the room along the way via the doorway on the north wall. Open the chest inside for 16 Bang Berries. Exit and go down the tunnel, avoiding the giant fireball monster. Exit to the north to enter yet another section of the cavern. Once in here, go to the right while avoiding the fire monster. First off, how the hell did he get in here so quickly?! Anyways, open the three chests leaning against the dragon skeleton to obtain a Putty Pea, 8 Bang Berries, and 6 Bang Berries. Next, go to the northwest corner of the room and you should find another chest containing Bang Berries and a doorway. Open the chest and head through the doorway to the next chamber. The party finds a strange glowing object lodged in the mouth of a skeleton. It also looks just like the symbol for Fire. Hm. Pico says that he feels a lot of fire energy radiating from the room. Walk up to the object and inspect it to receive the Fire Millenium Gummy! Just as you nab it, the fire monster barrels into the room. The party escapes through the northen exit. Once again, it's just a straight path here; no forks or anything. Follow the tunnel towards a water-filled room. When you reach the dead end, talk to the pot. He found some super-duper clay herebut the conversation is interrupted by the giant fireball thing. It will corner you, but use Sorbet's Water magic to use the water in the room in order to extinguish the giant menace. The room floods, and the party (as well as the destroyed fireball monster) are left in a totally different area of the cavern. Well that's just great. Hug the wall on the right and you should be able to find a well hidden doorway there. Go through to find one of the pot dudes drowning. Tap him on the touch screen to talk to him. Agree to help him and the team will do so. He thanks you and rushes off in order to bring the clay back to Paella. Go through the doorway to the north and climb up the ladder to the top of the cavern. We're almost out! Walk around the bend and climb down the rope. Unaware of the rest of the rope gone, the group will fall down to the first floor of the cave. One of the dwarves from earlier will get surprised on where you came from. Head to the left and use the map to backtrack to the entrance, then warp to Paella. ============================================================================== RAZEN: KEY TO THE LIGHT [0523] ============================================================================== --- PAELLA ------------------------------------------------------------------- We're just in time! The party enters as the Starfall Festival is underway. Woohoo, time to party! Talk to the potfolk here and try to enter the large house on the left side of Paella. Terra Cotta will come out of the house and makes the new pots. Then, the Elder Kettle brings them to life. What a sight! The party scatters, and you are on your own. Talk to everyone, including Lassi, who is in the northen part of town (Lassi is replaced by Mokka if you are playing as a female). She says some weird lovey-dovey stuff before interrupted. The Elder Kettle will give you some Sugarstars for the road, and talk to Celadon to receive the Comet Book. With this book, you can learn the spell Comet Shower (it replaces Celestial Swap, but you can use the Sky Book if you wish to regain the spell). I think Comet Shower sucks, so I would suggest keeping Celestial Swap instead. Talk to Rogan Josh, who is found right in front of the inn. He found out about the treasure the party found at Capiscum Cavern and wished to discuss it. Back in the inn, Rogan Josh explains how legend says that there is a Millenium Gummy on each of the planets (other than Kovomaka). The gummy contains the pure essence of each element, and are sought out by scientists and wizards alike. He tell the gang to show it to Grenadine. Talk to him againt to learn about Grenadine. Back in the day, Grenadine was the finest of engineers. Then in a turn of events, he looked to the Book of the Darned for help and advice. Grenadine realizes that whomever reads the book is fated to die, but he accepts it. Once the conversation is over, hit the hay and get a good night sleep. In the middle of the night, Pico and Sorbet will have a talk outside the inn. They talk about how Sorbet has to drop out because her parents cannot afford it. In the morning, the party is informed that Rogan Josh has returned to his home land (wherever that is). Aw, he was cool. Oh well; make any last trip preparations and leave Paella whenever you are ready. Rogan Josh said to return to Macaroon, so head on back there. --- MACAROON ----------------------------------------------------------------- The dwarf on the northern side of town will let you through, so walk past him and talk to the other dwarf. Seeing that you have the Fire Millenium Gummy, he lets the group through. Walk past him to reach Condimen Tower. Use the ladders on the side of the floor to reach the sixth floor. Talk to the white- bearded dwarf: Grenadine. Agree to listen to his story. He says that a long time ago, there was an incredible wizard named Craaken. Craaken believed that the sun would die out, as well as every living being. He thought that Nova, the Light planet, held the secret to the sun's revival. Grenadine explains that to reach the planet, you must transfuse five elements: Fire, Water, Earth, Wind, and Wood. In order to do that, you must collect the remaining Millenium Gummies. Grenadine suggests heading to Cassia first, since Craaken still has an academy there. There you go. Leave Macaroon and warp back to your ship, then blast off to Cassia once again. ============================================================================== CASSIA: THE BROTHER ACADEMY [0524] ============================================================================== --- PORT PESCADO ------------------------------------------------------------- As you enter Port Pescado, you will be stopped by Detective Beignet. He reports that someone is after the treasure on the eastern island. Could they mean the Water Millenium Gummy? Anyways, head to the port on the east side of town to spot Caldarroste and Lord Persimmon. Of course they are up to no good, but talk to Caldarroste and agree to help him. Wow, what a bunch of stupid protagonists. He says that the Space Police are going to take some treasure at Ambergris Prep, the magical school on Cassia, and says that the treasure belongs on Cassia. --- CASSIA ------------------------------------------------------------------- Once you row your way to the eastern island, Persimmon will go off on his crazed tirade, just ignore him. Create a warp point next to the crocodile and follow Caldarroste to the north. You will be stopped by the Space Police in front of a gate. Caldarroste barges through, but not before framing the party. Oh wow, we got tricked. Never saw that coming. Well, the cops won't let us through, so we have to take another route. Go back to the previous area and go south this time. Open the chest in the corner for a Putty Pea and continue downwards. You won't go far before Parfait interrupts you. Parfait says that the headmaster of Ambergris Prep, Headmaster Sturgeon, has been expecting the party. Follow Parfait to reach the school, but not before collecting the Rainbow Shells here. --- AMBERGRIS PREP ----------------------------------------------------------- Once on the school grounds, create a warp point at the entrance. Next, talk to the students outside. One student, Pickles, will offer to teach you a new spell. Agree and he will give you the Brawly Book and Scampi Ball. You can learn Brawly Ball, which is a pretty cool offensive spell. After, go inside the academy. Enter the middle room and speak with Headmaster Sturgeon. He asks the party to retrieve the Water Millenium Gummy from the Holy Water Pyramid. The Space Police know about the party's plan, and they don't want us to go to Nova. He also says that the team will find Madeline on Nova. Sweet. Once the conversation is over, enter the room on the right and talk to Parfait. She says that Madeline studied in this very room like, 800 years ago. She talks about how Miss Madeline used to study the Book of the Darned day and night. Once Parfait leaves, exit the school. Parfait will tell the party to hurry and follow her, but don't pay attention to the cat. Head to the shop first and stock up on items and new equipment. ============================================================================== CASSIA: WATER MILLENIUM GUMMY [0525] ============================================================================== --- CASSIA ------------------------------------------------------------------- Once you leave through the northen exit, the gang will see the Holy Water Pyramid from a distance. Strangely, there is a UFO above the pyramid. It belongs to the Space Police, who are setting up a lockdown so no one can get in and take the Millenium Gummy. Walk to the right to enter the next area, where you can find some Rainbow Shells and Defrost Tails. Continue down the trail until you reach a fork. From here, go right and continue down the trail until you reach Caldarroste and a warp point. Activate the warp and talk to the otter. He didn't expect the party to get through and runs off into the distance. After that scene, walk to the left to reach the perimeter of the pyramid. The Space Police outside of the pyramid mention that Abalon Demar is headed to Cassia in order to retrieve the Water Millenium Gummy. Approach the base of the pyramid and talk to one of the cops to attack them. These guys are actually somewhat hard. Their shields deflect any type of attack aimed at them. When the officers' shields are lowered, use magic attacks. When they are aimed upwards, use physical attacks. After the battle, Gil Mudflap and Abalon Demar fly into the pyramid. The party suggests keeping a low profile, so enter the pyramid via either gateway on the side of it. --- HOLY WATER PYRAMID ------------------------------------------------------- Boy, this place is jam-packed with floors to explore. Once you enter the pyramid (you start off on the second floor), go north to reach a set of stairs. Go up either one (they take you to the same floor) to reach the next floor. From here, go south and through the doorway to end up on the perimeter of the third floor. Proceed around the walkway and head down the stairs at the end. Okay, now we are on the upper half of the second floor. Go north to reach yet another set of stairs. Descend the stairs to reach the first floor. Ugh, I hate this place already. Go south, then follow the corridor to reach a door in the center. Go through, then walk through the next door to reach a small room with a cauldron in the middle. Talk to Parfait, who is next to the cauldron. He says that you cannot reach the top floor of the pyramid through the lower doorways, and that the UFO must be moved in order to get to the top. Now the cauldron has a fire symbol on it, and the mural on the back wall shows the cauldron being lit on fire, so... I hope you know what to do. Use Pico's Fire magic to light the cauldron and destroy the UFO above. Owned. Now it's time to backtrack! Exit the pyramid and walk up the base to the top. Of course, things are never easy, and the party is stopped by some cops. Defeat them to move on. From here, enter either doorway on the tip to reach the final floor. You will see a bunch of deceased Water People on the fourth floor, as well as two chests at the top. Open them both for 3500 Bira and a Putty Pea. Walk over to Parfait's unconscious body near the door to trigger a scene. Parfait, weakened, says that Abalon Demar did all of this. Save your game, heal up, and go through the door. The Water Millenium Gummy is in the center of the room, and Abalon Demar and Gil Mudflap approach it. Walk up to the commanders and Mudflap will challenge the party to a fight, but Abalon Demar knocks him aside. Demar decides to take the party outside to fight, since Gil Mudflap smells too much. Haha. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Abalon Demar =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Water Recommended Level: 31 This pretty boy has a lot of attacks at his disposal, and they are all equally annoying. Sweet Nothings makes one of your characters Charmed, which means that they cannot attack Demar. So your best bet is to make them the permanent healer for this fight. Demar usually follows up the previous attack with Hello, Good-bye. This move will take the character previously charmed (assuming that they are still charmed) and leave them with 1 HP, as well as cure them of the sickness. He will them Charm another character. Yeah, it's just a vicious cycle. Abalon Demar also uses Celestial Swap to power himself up (and Sorbet, of course). Forested Field targets up to four characters, dealing around 100 damage with each hit. The main problem are his first two attacks, which are a real pain to deal with. As far as I know, you cannot cure Charm, so the character who is inflicted with it is basically out of luck. Hopefully Mokka isn't the one charmed, since he can deal almost 2200 damage with a spellstrike Boulder Bash. Since he's strong against Water, have him pummel Abalon Demar with various spells. On average, normal spells can deal up to 1000 damage to him. My strategy was to have the charmed victim either heal or use Yellow Worms on Mokka to keep his MP up. Then, have everyone else attack Demar. Once the battle is over, you will receive a Shampoo Cap. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The evil authorities leave after Demar gets his ass handed to him on a silver platter. Just then, Caldarroste runs into to the room. Follow him to find out that he jacked the Water Millenium Gummy! Chase him out of the pyramid and to the right. Continue down the path to end up spotting Caldarroste and Persimmon fighting over the Millenium Gummy. Persimmon will nab it and run away. Follow the new thief until you hear a screech. Run over to find Persimmon all tied up. It looks like Parfait retrieved the Water Millenium Gummy! Parfait brings it back to the school, so follow him back to Ambergris Prep. --- AMBERGRIS PREP ----------------------------------------------------------- Enter the headmaster's room to speak with him and Parfait. Sturgeon gladly gives the Water Millenium Gummy to the party. Sweet; two down, three to go! He offers the party to stay for the night as well. What a nice old man. Anyways, talk to Sturgeon again to learn about Miss Madeline. Once the conversation ends, talk to Parfait to get some rest. But in the middle of the night, Sorbet sneaks in and reads the Book of the Darned! That spells trouble. The gang gets ready in the morning, but Beignet barges in. He says that there is trouble back on Gren, and the felins need help. Eh, we might as well, since the Wood Millenium Gummy is there anyways. Warp back to the Neumann and fly off to Gren. ============================================================================== GREN: SAVING THE PLANET [0526] ============================================================================== --- TROPICA ------------------------------------------------------------------ Talk to the panicked Felin running around in front of Durum's old house. He will say that the forest is on fire! Go inside and talk to the Felin inside. He mentions how Durum smashed the pot that Farina was so obsessed about. Leave the house to witness a scene. Two Felins see a mysterious person outside and don't know who it is. Walk over to their location and enter the forest. --- CARBONARA JUNGLE --------------------------------------------------------- The party encounters Abalon Demar, who says that rumor has it that Gren doesn't even have a Millenium Gummy. The holy tree, Yggsalad, supposedly absorbed the Wood Millenium Gummy long ago. Demar informs the gang that the fire already started when he got here, then flies away. Walk to the next area southeast of your current location. Head south to find Semolina... or Farina? Dammit, I hate those two; they're too confusing. Either way, she runs away into the burning forest. Return to the previous area to find a burnt down section of the forest. Coincidentally, it seems like a perfect fit for the kids. Walk through the opening to enter a small area. You can fight a "one-time only" monster here, so if you are a big completionist (is that a word?), then stay here and fight. Otherwise, go through the northern exit until Mokka stops the group. He suggests that Sorbet use her Water magic, but she says that she can't without a source. Just then, Sorbet spots a fountain up ahead, but it lacks water. Mokka senses water deep underground, so we're good to go. Use Sorbet's Water magic to get some water into the fountain. Mokka repeats of the presence of water underground. Use Mokka's Earth magic to split the ground, then use Lassi's Wind magic to spread the water. Take that, Smokey the Bear! Now that the forest fire is out, Chai will use his magic to restore life to the forest. Pico is the only other dude left out (other than the Hero, but he doesn't talk), and he is depressed that he couldn't use his magic. Go north to the next area and go west to reach the back door of Assam. Go through the door to enter the town. ============================================================================== GREN: WOOD MILLENIUM GUMMY [0527] ============================================================================== --- ASSAM -------------------------------------------------------------------- Defeat the pirates that ambush you as soon as you enter Assam. After you win, they will beg for forgiveness and say that a Felin has been giving them orders. Another group of pirate otters appear, so take care of them as well. Once they grovel, agree to forgive 'em all. What a nice bunch of people we have here. Talk to the pirate otters scattered around town. Some talk of a Felin called Bobtail (no one knows her real name) that has been living in the holy tree. Apparently the pirate otters have been taking orders from this person. Apparently she went into the forest and hasn't been seen of since. Wait, didn't we see Farina in the forest as well? Hmm. Talk to the pirate otter guarding the north. He will ask you what the password is, and you are given two option. Both are wrong, so you can't get it for now. Talk to all of the otters around town and one will ask the party if they want to see Bobtail. Say "Yes" and he will give you the password. Talk to the pirate otter guarding the entrance to the holy tree again and the third option "Are buried deep" will appear. Choose this option to be given access to Yggsalad. Before going to Yggsalad, stop at the shop and buy some equipment. They have really good stuff here, so make sure to stock up. The merchant in the corner has some extremely expensive equipment. I highly doubt you can buy any now, but I suggest to pass on them if you can. Stay at the inn if needed and head to Yggsalad. --- HOLY TREE YGGSALAD ------------------------------------------------------- There will be four vines in front of you once you enter the holy tree. Climb up the one on the far left to reach a dead end with a vine on it. Try to climb up the vine only to watch it break. Not only that, but a chest falls from above. Open it for a Red Frog. Return to the first floor. The two vines in the center are not anything special; one breaks on you and the other one leads to a dead end. That leaves the vine on the far right, next to the otter. Ascend up the vine to a small passage. Walk down the path and climb up the vine to reach the third floor, which is a forked tunnel. First off, the vine in front of you breaks when you try to go up. Next, go down the left path and head up the vine to reach a dead end. Open the chest at the end to obtain Golem Clogs. Return down the vine and take the right path this time. Go up the rope to reach the fourth floor. From here, go south to find a rope all the way at the end. Climb up the vine to reach a small area, then attempt to climb up the vine in front of you. It'll break, releasing a chest. Open it for a Red Worm. Return to the fourth floor and go down the northwest path. Climb down the vine to find yourself in another small room. Climb down the vine in the center to reach a dead end and a treasure chest containing a Leaf Hat. Go back up and climb up the vine on the left. Man, this place REALLY sucks. Walk down the tunnel to find a lone vine. Climb up to reach the fifth floor. There are three vines to climb up upon inspection. Go up the one on the left to reach a room with another vine. Descend the vine to enter an area with three chests. Open them all to get Heavy Metal, 3 Melon Jams, and a Gorgon Brace. Equip the goods and return to the fifth floor. Okay, now climb up the vine on the northeast part of the floor to reach the sixth floor. There are four holes here and one vine, so that's a lot of options. The hole to the left of where you are leads right back to the fifth floor, so ignore that one. Climb down the vine on the far left to reach a room with four treasure chests! Open them all to get a Putty Pea, 4000 Bira, 5 Dethorn Tails, and 10 Green Frogs. Return to the sixth floor and proceed to the right. Climb down the vine on the far right to enter another area that holds chests. Open both to receive a Putty Pea and 1800 Bira. Return to the sixth floor and go south. Climb down the vine at the end of the path and open the two chests below to get 88 Bira and another Putty Pea. Go back up to the sixth floor and walk left to reach a vine. Climb up the vine to reach the dreaded seventh floor. If you look on the map, you can see a total of 12 vines. Yes, 12 vines! Don't worry though, for most of them break when you try to climb on them. On the other hand, they sometimes drop monsters from above. Eh, it's a good way to gain EXP. One drops a chest containing a Red Frog. Anyways, the only climbable vine is on the southern end of the room, so find it and head on up. Once on the eighth floor, inspect the two vines on either side of you. The only on the right breaks, but the one on the left brings you to a room with a chest, and HP pot, and an MP pot. The chest contains Sun Shirt, so give it to Chai immediately. Heal via the two pots, then return to the eighth floor. Talk to the pirate otters standing guard. All the other ones in here were nice, but these three decide to fight. Defeat them all and continue north to enter the next chamber. The team will find a bunch of pirate otters and Felins buried to their necks. A Felin will walk into the room, and the team finds out that it's Semolina, still disguised as Farina. One of the prisoners says that Durum is in the back room. Head into the room to find Durum and some more Felins, also buried in the ground. Talk to Pico to give a hand in digging Durum out. Durum says that the roots are tangled around his ankles. After those words, the large tree in the back of the room starts to shake. It's alive! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Holy Sapling =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Wood Recommended Level: 33 I've heard that a lot of people have had trouble with this guy, and I'd say that the Holy Sapling is the hardest boss so far. He has several nasty attacks. Unripe Fruit is an unavoidable attack that deals around 350 damage to one character. Bloom of Plenty is very dangerous, since it deals from 200-250 damage to your whole party. Counter by using Lassi's Healing Wing from the back row. Briar Patch is the Holy Sapling's final attack, which ranges from 500-800 damage. If Lassi is hit with it, expect her to die. Pico is your main choice for offensive maneuvers, but there's one small problem with that. Every time you use a Fire spell on the Holy Sapling, he will summon forth a Leafwich. It gets annoying after a while, but have a character in the back row use a powerful spell to damage all enemies. Either way, you'll have to constantly deal with these enemies if you use Fire magic. I suggest using Fire magic (a powered-up spellstrike Heat Fondue can deal well over 5000 damage), because Leafwiches are not nearly as dangerous as the Holy Sapling. Don't worry if you are on the defense for a major portion of the battle. Spend as many turns as you need to fully refill HP and MP. Use Wakey Tails like no other and keep an eye on all characters' HP. If it goes under 400, then heal or suffer the consequences. At the start of the battle, have everyone attack the Holy Sapling (Lassi can use Blaze Bombs if you have any) before he has a chance to put a dent in your HP. After you start to wear down, heal and keep Pico safe at all costs. He may be the cause of the sudden appearances of Leafwiches, but leave them for later and concentrate on the big tree. It's a tough fight, but not impossible. You receive Garden Mitts (and Green Frogs if you defeated Leafwiches) once the battle ends. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Farina will run into the room as the Holy Sapling reverts into a giant flower. She gets angry about "her tree" being destroyed, and she admits that she caused all of this. Semolina lashes out at Farina, but they kiss and make up as Durum is freed. The team inspects the flower, but some salamanders run in and warn them that the flower eats people! They say that the flower eats and digests humans, which makes a Millenium Gummy. The party explains what a Millenium Gummy is to the Felins. Knowing what must be done, Semolina agrees to be sacrificed. She offers herself to the flower and is eaten, but the Wood Millenium Gummy is made out of her remains. A distraught Durum gives the Wood Millenium Gummy to the party. Yay! Everyone returns to Tropica and stays at the inn. --- TROPICA ------------------------------------------------------------------ Durum comes into the inn and talks to the gang about how he was so hard on Semolina. He gives the party a Precious Clip, which belonged to Semolina. After Durum leaves, Sorbet gets into an argument with everyone. She says that if Semolina didn't sacrifice herself, she would have. Just what we need in this game, a troubled teen. Once the conversation ends, leave and return to your rocket. You will meet a Felin, who has a Spiny Mole with him. He says that the lil' guy was captured by the pirates and needs to be returned to his home on Erd. Agree to take him back and head off to Erd. ============================================================================== ERD: THE ROBOT TOWN [0528] ============================================================================== --- ERD ---------------------------------------------------------------------- The gang drops off the Spiny Mole once they land. Walk to the right and talk to the Spiny Mole to learn that the robots are good guys now! Walk south through the gate to reach Rio Villa, the robot town. --- RIO VILLA ---------------------------------------------------------------- Pick up some stuff in the shop, which is the first building on the left. Create a warp point in the town and talk to all the robots around. Some talk about the Earth Millenium Gummy, and some talk about how the town's battery ran dry. Either way, everyone here directs you to someone...or something called Emerald Core. Go inside the house with the moon symbol on the door and step into the elevator. Talk to the robot on the top floor, and he will give you an access code. I'm not sure if the code is random in each game, but here is what I got: AB80 K305 CB82 882Q ZCBW PO1K Next, leave the house and enter the one to the left. Walk over to the door on the left and it will ask for the access code. You have to enter the numbers from left to right. Once you get the door open, go down into the basement. You will find a giant robotic woman, which seems to also be a computer. This is Emerald Core. Inspect the computer to open the data files, which contains interesting info about robots and artificial gummies. Make sure to read every file to move on. ============================================================================== ERD: OUTTA JUICE [0529] ============================================================================== --- RIO VILLA ---------------------------------------------------------------- Make sure to read every file to progress. Once you are finished, Mokka will start bugging out. What a weirdo. Go upstairs and exit the house. The party is without Mokka; they rush back inside the house to find him slumped against a table. Inspect his lifeless body and a robot will tell the party that his battery ran out of juice, but it can be recharged in Kahve Ruins. The robot will give Mokka a slight charge, just to get to the ruins. Exit the house and leave the village to the right. --- ERD ---------------------------------------------------------------------- Create a warp point to the right of the town exit. When you reach the robot, go north. The upcoming areas should look very familiar. Ah, good times. Keep going north up the stairs. You will come to the large area where you first crash landed in the beginning of the game. Continue north to reach Kahve Ruins. Talk to the two robots standing guard. They let you through, so enter the ruins. --- KAHVE RUINS -------------------------------------------------------------- The central door will be open, and that is our next destination. Go through and enter the elevator on the right to be taken to the lower level. Step into the middle elevator to move down to the basement. The party enters a gigantic chamber with goo spread all over the place. There is a giant pool of gummy sludge in the middle of the chamber. Lassi points out that all the gummies here are shaped like humans. All of a sudden, Rogan Josh floats his way in to begin a lengthy scene. Rogan Josh said that these are the remains of the Espresso civilizarion, that have been wiped out. He informs the team that the Kahve Ruins are the location where robots have been mass producing gummies. It's said that the robots turned on the people on Erd and turned them into gummies. Rogan Josh believes that in the near future, all robots, in an attempt to contain their power supply, will turn on humans everywhere. Even Mokka will be turned into a mindless drone bent on ending human civilization. On a lighter note, we can recharge Mokka's battery! Talk to him and let the robot recharge his life support. Walk over to the open cell behind Chai and have Mokka juice up. Mokka is rebooted, and Rogan Josh suggests that the team leaves this place. Well, we aren't done in Kahve Ruins just yet. Return to the elevator room on the first floor. This time, enter the elevator on the left. Save your game, then enter the elevator on the other end. Once on the top floor, walk over to the circular case on the wall and inspect it. The case will open up, revealing a hideous abomination. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Gummy Girl =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 34 As far as I know, this is a purely optional boss battle. But hey, we might as well fight it. The Gummy Girl is a pretty tough customer, to my surprise. Her Scream attack deals around 150 damage to the whole party. Glamour Shot is a Dark-based spell that not only deals over 300 damage to everyone, but the attack mixes up the ranks! So... there is a chance that the characters in the back row could be moved to the front, and vice versa. That can be very bad, especially if your weaker characters are thrown in the front. Clinging is a physical attack that can deal up to 300 damage to a sole character. Make sure to exploit Chai's Garden Mitts (obtained after beating Holy Sapling), which does doubles the amount of an item used. For example, if you use a Gummy Frog on a character, the character will be healed for double the normal amount, but only one would be used. It's very useful through the rest of the game. If Gummy Girl uses Glamour Shot and mixes up the rows, make sure to put them back to normal immediately. It may take a whole turn, but that's the price to pay. Since the spell can curse you, make sure to heal for that as well. Have the whole party lash out on her. Most of the spells should deal over 1000 damage to her. Hero's Blood Money could deal close to double that amount. Keep Lassi alive with Wakey Tails and always put her in the back to use Healing Wing on everyone. After the previous boss, this one isn't nearly as bad. You will win a Sage String after the fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Gummy Girl thanks the party for ending her life, so she can "sleep". She drops an Access Card afterwards. Return to the first floor of Kahve Ruins and go on outside again. --- ERD ---------------------------------------------------------------------- Back at Rio Villa, the Space Police have infiltrated the place. They begin a search for the students. Looks to be some tight security here on Erd. Anyways, talk to Rogan Josh outside of the ruins. He says that if you wish to find the Earth Millenium Gummy, you must find Shallot. Shallot is a Brownie who travels with a legendary Stone Giant: the last of its kind. Rogan Josh says no more other than that the party must find them on their own. Gee, thanks. As you make your way back towards Rio Villa, return to the crash site and inspect Lassi's rocket to fully heal the party. There is nothing in Rio Villa except some hostile officers, so go east of the robot town to be stopped by some Space Police. They give the coordinates of the party away before flying away. In the bottom-left corner of the area is a chest with 300 Bira inside, and the one on the bottom-right holds a Putty Pea. The one on the top-right holds 1600 Bira. Once you have opened all three chests, continue to the right. You will be stopped by three Space Police, who battle you. Nothing to see here. Once you have defeated the easy opponents, proceed to the next area. Magnus Muzzleflash and some of his lackeys are seen following the party. Head down the cliffside, collecting the various tails along the way. When you enter the large area to the north, create a warp point and walk forward to find a slew of Space Police. Suddenly, a shot rings out and almost hits a cop. It's the ever so bad aimer, Magnus Muzzleflash! He shoots at the party, but almost takes out his henchman as well. The cops flee, and Muzzleflash leaves after running out of ammo. Walk towards the stone pillar in front of you. I'm sure by now you noticed the Stone Giant lumbering in the background. Wow, memories of Shadow of the Colossus is flying in my head right now. Anyways, Mokka touches the door and flips out. He's knocked to his senses and opens the door. Head inside to find a strange spiral device. After the takeoff sequence, use Lassi's Wind magic to make it fly onto the Stone Giant. Woo, cutscene action! ============================================================================== ERD: EARTH MILLENIUM GUMMY [0530] ============================================================================== --- UPONISBAK ---------------------------------------------------------------- Once you land on top of the Stone Giant, you will meet the coolest set of characters in this game: the Pyrites. These weird-ass blocks of metal have extremely funky names and talk like they are under the influence of some pretty powerful hallucinogens. Squibbily-dibbily-doo! Anyways, one brings the party a warp point, but this one seems to be already activated. There are a ton of Pyrites here, and their only purpose on this planet is to be captured by you and sold for a profit. Well, that's exactly what you should do. Talk to all of them and when they ask to hitch a ride with you, say "Yes". When you get to a shop later on, sell them for a nice amount of Bira. It's just fun to talk to all of them, since they have really funny names and dialogue. I mean, a Pyrite with the name "Smeltit N' deltit" is just so random, that you can't help but laugh. After collecting all of the little Pyrite people, walk towards the stairs in the center. The Space Police will stop you, but they are bombarded by Magnus Muzzleflash, who STILL cannot aim for his life. Make your way down the stairs to enter the insides of the Stone Giant. --- STONE GIANT -------------------------------------------------------------- The area ahead is split into two identical paths, but go down the right side since there is a merchant up ahead. Even though Pyrites can be used as equipment, they suck. Sell them all to make a wad of cash, then head south. If you look on the map, you can see an opening. Walk to the middle of the wall and inspect it. Agree to tap on the wall to break it down, revealing an entranceway. At the first fork, continue to the right, then go south. The dead end on the left contains nothing, so go to the dead end on the right (while collecting the two Pyrites) to find a treasure chest containing 5200 Bira. Return to the fork above and head far right to find a chest. Open it for a Clockwhistle. Now go to the first intersection in this area and go north (check your map to make things a lot easier to understand). The eastern chest has 5 Melon Jams while the northeast chest holds 5 Nut Spreads. In short, search this place from top to bottom to find all the chests. Once you are done, go to the northeast room, which is full of chests. Sweet. While the party enters the room, the Stone Giant will shake. It looks like the Space Police are attacking it from outside. Open the chests for 3 Thunder Bombs, a Putty Pea, another Putty Pea, Berry Jam, an Ice Cube, 3200 Bira, and 1200 Bira. Once you get the plethora of goodies, climb up the gigantic rope to the north. Talk to the Brownie once you reach the top to... find out that he's sleeping. Inspect the glowing sphere behind him to make a mysterious voice talk to the party. The voice belongs to the Stone Giant, Tektos. He says that he is the last survivor among the nine Stone Giants who roamed Erd long ago. Shallot wakes up, so talk to him next. The team explains to Shallot why they need the Earth Millenium Gummy. He rambles on for a bit, but then gets to the point: he refuses to tell the party where the Millenium Gummy is. What a jerk and a half. Shallot tells them to leave, and not to use magic here. Well, we will show him! Stand next to Shallot and use Mokka's Earth magic to attract Magnus Muzzleflash. Save your game, then exit Tektos's head via the western staircase. Ew, you just came out of his ear! Walk down to his eye to be stopped by Muzzleflash, who demands that he is told the location of the Millenium Gummy. His hot temper gets to him, and a battle ensues. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Magnus Muzzleflash =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Fire Recommended Level: 38 Magnus Muzzleflash is an absolute powerhouse, if you couldn't tell from his physical appearance. Blood Rage is his physical attack, which targets one character for close to 500 damage. Blazing Cannon is another devastating attack that deals over 500 damage and can Scorch a character. Make sure to use Deburn Tails so the damaged character can attack. Magnus Muzzleflash can also use Heat Fondue. Luckily, the attack deals a less than stellar 100 damage to the whole party. On the bad side, there's a chance of Scorch following the spell. Of course, Sorbet's attacks should deal the most to Muzzleflash. Absolute Zero deals around 2100 damage to him. Since Chai is weak against him and he has the Garden Mitts, have him heal through the battle. When the battle is halfway over, Muzzleflash will begin to use Counterattack. If you attack him, whether it be a physical attack or spell, he counterattacks for around 560 damage. Not only is it plain annoying, but it withers your party's health down in a jiffy. Luckily, it doesn't happen every time you attack, just occasionally. You'll get a Loincloth after this surprisingly easy battle. Everyone in the game made him sound so tough... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Muzzleflash receives a report that the Earth Millenium Gummy is held in the ruins. He flies off and gets ready to attack Tektos. Tektos tells Shallot to give the party the Millenium Gummy. The Stone Giant powers up in an attempt to destroy Muzzleflash, knowing that his life will be sacrificed in the process. Use Mokka's Earth magic to lend it to Tektos. In a display of cinematic awesomeness, Tektos shoots a massive laser out of his mouth, killing Magnus Muzzleflash. Unfortunately, the Stone Giant crashes to the ground. In his dying words, he says that his soul will live on in the children. Aww, it's like a sappy ending to a movie or something. Walk back inside of Tektos and speak with Shallot. He opens up the sphere behind him (Tektos's brain?) to reveal the Earth Millenium Gummy: the soul of Tektos. The party takes it and returns to their ship. Go inside the rocket and the party will receive a message from Brie Pourri. She says that King Suspiro, the king of Bena Rikashi, wishes to speak to them immediately. We might as well go, since there is only one Millenium Gummy left, and it's on Puffoon. ============================================================================== PUFFOON: A KING'S REQUEST [0531] ============================================================================== --- SPACEPORT ---------------------------------------------------------------- There is nothing to do in the Spaceport as of now. After landing, walk down the corridor to the right. If you need to stock up on any items, make sure to do so here. Walk outside to find Brie Pourri on the bridge. She was a total jerk to us last time we saw her, so I wonder what she could want? She tells the party that King Suspiro wants to see us, so lets get to the castle. Continue across the bridge into Bena Rikashi. --- BENA RIKASHI ------------------------------------------------------------- When we first visited Bena Rikashi, the equipment in the shop was too expensive. Well, now it shouldn't be. Stop by and pick up Star Rings and an Aroma Coat. Equip them to the party and leave. You can also sell any more Pyrites that you got inside the Stone Giant. From there, go north towards the castle entrance. The guard isn't in the way anymore, so gleefully walk in. Once inside the palace, walk towards the throne room and speak with the man sitting down. The king seems like an evil dude, since he is the one that controlled the Space Police. Nevertheless, he asks the party for a special request; agree to listen. King Suspiro says that Master Kale was once his longtime friend. He says that the Space Police are now under the control of Kale and refuse to listen to Suspiro's orders. Needless to say, they need to be stopped. Suspiro asks the party to defeat Kale and his teacher, Biek Fowler. I don't get it; we have heard Biek Fowler's name several times throughout the game, yet we have never seen the dude. Huh. Anyways, Suspiro apoligizes for associating himself with Kale, and he says that he should have never been king. The king has a lot of info about Kale, so ask him anything you can. Suspiro says that he was a very gifted mage and politician, but the power corrupted him and turned him into a ruthless being. The party also learns that Kale will stop at nothing to destroy the world. King Suspiro unfortunately doesn't know anything about the Wind Millenium Gummy, but suggests that you head to Honey Mint for more answers. Lets do that, shall we? Warp to Honey Mint after exiting the king's palace. ============================================================================== PUFFOON: WIND MILLENIUM GUMMY [0532] ============================================================================== --- HONEY MINT --------------------------------------------------------------- Speak with Twigadamus to learn the whereabouts of the Millenium Gummy. He says that it is sealed in a shrine high up in the sky. In order to reach it, you must hear the call of the soul, whatever that means. --- PUFFOON ------------------------------------------------------------------ Warp to the small peninsula where Macadameus stands. You shouldn't have to train, but there is a large bean to the right of the mage. Use Chai's Wood magic to make the bean grow into a huge beanstalk. Climb up the beanstalk to reach an island in the sky. Could this place be where the Wind Millenium Gummy is held? Create a warp point to the right and enter the building on the far end of the island. Welcome to Couscous Ruins. --- COUSCOUS RUINS ----------------------------------------------------------- What a weird place. Climb down the ladder on the right and walk east to see someone who looks just like Miss Madeline. Could it really be her? She walks away without even noticing the party. Follow her by climbing down another ladder. Continue across the walkway until you reach two ladder. Climb up the one on the right to find a treasure chest containing 5000 Bira. Go back down and head up the series of ladders. You are now on the outside portion of the ruins. Open the chest south of the ladder for 5 Blue Frogs. Descend the ladder on the right to enter the ruins again. When you reach another set of ladders, climb down the one on the right. Go down the long path to find a chest. Open it to obtain a Mardi Mask and give it Lassi. Return to the previous ladder and climb up the one on the left. Once outside agian, talk to the rugged dude standing on the edge of the ruins. The man says that he's a ghost of the past and tells the party to leave this place. Bah, who cares what an old fart like him says. Heal at the HP/MP pots and create a warp point. Also open the chest for a Putty Pea and collect the tails in the southwest corner. After that, go down the next ladder. Proceed towards the next ladder and climb to the upper platform. Next, climb down the next ladder you see to head to a lower level. Once more, descend the next ladder. Gosh, I hate ladders; this place is so boring. Head to the right to find yet another ladder. Climb down this one to reach a circular platform with two ladders. The one on the right leads to a dead end, so go down the one on the left to find another ladder across a walkway. Save here and climb up that ladder to find Brie Pourri outside. Brie says that she is here to talk with her father, General Knucklestorm. Wait, wasn't that the old guy who told us off? Either way, she won't let us by. She says that this place must be kept secret to the people, or the Space Police will be finished. Brie Pourri says that she will have to fight us if we wish to defy her. Well lets do that, shall we? Put your game face on for this one! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Brie Pourri =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Wind Recommended Level: 41 The first turn of the battle was really weird for me. Brie and Lassi were powered up by their planet. I don't know why, but Brie used Celestial Swap to power herself down. Heh, weirdo. Even though she made the battle easier for me, the fight isn't really that hard. It is annoying though, due to Brie's Cyclone Waltz attack. This move, when used on a character, will blow them out of the battle for several turns. After a while of absense, they will drop in and take a little less than 300 damage. All you can do is hope that Brie Pourri doesn't use the attack on Chai. Her Sonic Sabre attack is used twice in a row, dealing around 350 damage each time. Power up Chai by using Celestial Swap and any supportive magic. His Briar Patch can deal around 2300 damage to Brie, if you used spellstrike properly. The battle becomes really annoying if she uses Cyclone Waltz more than once. You can have two or more characters blown away during a portion of the battle, but I haven't seen it happen more than twice. Make sure to power up Chai, since a powered-up Briar Patch can deal around 4600 damage. And it's pretty hard for Brie to survive long after getting hit with that every turn. After the battle, the party receives Airy Sleeves. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Brie still refuses to let them pass, but Knucklestorm stops her. Quite frankly, he is disgraced how his daughter turned out, even though she came here to see him. Brie asks that Knucklestorm come back and work for the Space Police again; she believes that they can restore order to the corrupt force. He refuses to join her and leaves... by jumping off of a cliff. What a badass. Talk to Brie and say that you are here for the Millenium Gummy. She says that it is not here and that all of the gummies have been eaten. I don't believe that one bit. Still, we must continue, so climb up the ladder. When you enter the inner portion of the ruins, the party will see Madeline and Kale. Kale says that he will bring the magicians to Nova. Inside the heart of Nova is a giant worm that feeds on everything and anything. Kale intends to feed the magicians to this worm. He tells Madeline that she will be worm food if she interferes, and both of them leave without noticing the gang. Mokka says that the two were simply a mirage, and neither are really here in the ruins. Up ahead are three ladders to climb. Climb the one on the right and walk to the end of the ledge to find a Wakey Tail. Return and climb up the one on the left. Walk to the edge of the platform and open the chest for a Putty Pea. Approach the final ladder and climb down to reach another walkway. Climb up the series of ladders going up to reach another section of the ruins. Go to the right to find another ladder, and ascend it to reach a large platform. The group will see Miss Madeline confronting Biek Fowler and a squadron of Space Police officers. Madeline uses some powerful magic to kill off the officers, but Biek Fowler still stands. He is impressed by her power, but he still threatens her. They're just mirages, so continue to the northwest corner to find a ladder. There is a grand total of nine ladders that stand in front of you, but only one leads to your destination, and it's the third one from the left. Climb up said ladder to end up outside yet again. You will find an HP and an MP pot outside. Heal up and save your game, then go through the doorway behind the two pots. Proceed to the left and climb up the ladder in front of you. Yes, it's the last ladder. Woohoo! Step onto the circular platform in front of you and inspect the lil' Gummy Worm in front of you. It'll hide in a hole and Knucklestorm runs in. He warns the kids to stop whatever they're doing. He says that it isn't safe here, and that they should just leave. Fat chance. The place starts to rumble, and Knucklestorm has a bad feeling about this. The old general says that something is coming, and boy is he right! A deformed bug monster flies onto the platform and confronts Knucklestorm. Brie Pourri runs in and tells her father to run away. She steps in front of her father and tells him to return to the Space Police. The monster attacks Brie and Knucklestorm attacks the bug monster. Walk up to Brie and talk to her. There's an emergency release button for her armor; press it. She will fall to the ground, but the monster will jump on top of the party to start the battle. Boss battle time! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Odd Beetle =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Light Recommended Level: 43 Boy, this guy is odd alright! And lucky for us, he's also a cinch. The Odd Beetle will use Binding Sickle to deal over 300 damage to one character; that's not too bad. When he uses Sleeping Cocoon, he'll wrap a party member in a ball and grab hold of them. All the attack does is leave the character immobilized for a major portion of the battle. Overall the attack isn't that bad unless he captures a crucial character like Hero or Pico. After using the previous attack, Odd Beetle will begin using Riot Cocoon. In this attack, he uses the cocoon to attack the rest of the party for around 250 damage. Just ignore the fact that someone is gone and keep pummeling the Odd Beetle. It may take a while, but he will use Cocoon Bust to free the chracter and deal a good 400 damage to the whole party, including the character who was stuck in the cocoon. The only problem is that your attacks won't deal that much damage to the Odd Beetle. He has a high Defense, but your Hero should have a field day here. Use Dazzle Darts to deal around 3000 damage to the beetle. Hopefully the Hero is still in the battle and someone who sucks is stuck in the cocoon. If not, then the battle will take a lot longer than normal. The battle against the Odd Beetle is pretty simple, so treat it like any other non-lethal boss battle that you have dealt with through the game. The battle is just longer than some of your previous ones, since the Odd Beetle has high HP and Defense. You'll win a Fairy Tiara after the fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- When the battle ends, the party will approach Brie's lifeless body. Mokka says that there's no heartbeat present, so Brie is dead. Knucklestorm will have a flashback of his days in the Space Police. The Odd Beetle's body dissipates and leaves the Wind Millenium Gummy! Brie was right about all the gummies being eaten, but we just had to kill the thing that was eating 'em all! Not just that, but the power of the Wind Millenium Gummy revives Brie Pourri. Grab the Wind Millenium Gummy and leave the two to themselves. Well, we have all five Millenium Gummies, so we can finally go to Nova! Once the party leaves, they'll see another mirage of Miss Madeline. Anyways, return to Neumann and blast off to Razen. We have a dwarf to meet with! ============================================================================== RAZEN: BREACHING ENEMY LINES [0533] ============================================================================== --- MACAROON ----------------------------------------------------------------- The party lands in Macaroon and meets up with Grenadine, but pirates and the Space Police infiltrate the town! Climb down the ladder, then descend the next one to meet up with some pirate otters. Defeat them and some dwarves will confront you. They tell the party that these pirates have direct orders from Kale to stop the rocket. They have set up a powerful weapon that must be destroyed before the ship can take off for Nova. Well, that's the game plan! The next four floors of Condimen Tower are filled with pirate otters. You can fight them if you'd like, but they will simply come back if you leave and return to the floor. It's a good way to gain EXP, but virtually useless otherwise. Exit Condimen Tower to be attacked by some pirates. Head to Macaroon and stay at the inn. Once you're well rested, walk to Paella. --- PAELLA ------------------------------------------------------------------- There will be a large gate in front of the town entrance. It's locked, but Detective Beignet lets the party in. Apparently the Space Police have infiltrated the town and they area building some sort of machine to the west. Some sort of...dangerous machine. He suggests to strike now, since the contraption is under works now. I trained here in Paella for a little bit. The Space Polic here give a lot of EXP, and you can always use the inn when you need to heal up. I leveled up here until I was around level 45, then I went to the western end of Paella. Parfait will stop the party when they get to the outskirts of town. She takes out the guards in front of the party. Save your game, run past the officers, and head up the hill to meet the weapon that everyone has been talking about. It's not exactly a machine, but more of a gigantic T-Rex suited up with robotic armor and weapons. And yes, it wants to kill you. Oh joy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Cybersaurus, Space Warden =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 45 Element: Light The Cybersaurus not only looks formidable, but it's tough as hell too. I'd say this team is the toughest opponent we have encountered so far. The giant dino's first attack is Bite Off, which can deal over 800 damage to a solo character! Cry of the Soul deals around 150 damage to everyone and can lower their Defense. The Cybersaurus also uses Desperate Lunge. The attack hits for around 250 damage to everyone. Here's the trick: defeat the Space Warden immediately. Ignore the Cybersaurus entirely and focus on the fat guy in the back. Hero's Dazzle Darts should take a large portion of his HP away in one hit. The Space Warden uses Domination on the Cybersaurus nearly every turn, and I still cannot figure out what it does. That doesn't really matter, since you can probably take out the Space Warden in one full turn. Make use of Chai's Garden Mitts for healing, since he can double the power of healing items. Have Lassi use Healing Wing on the party while Chai uses Yellow Worms on everyone else. Mokka should have Bellowing Rock by now; his final spell that can deal over 2500 damage to the Cybersaurus. Unfortunately, it costs 80 MP, so have Chai use a Yellow Worm on him after the use of the spell. Have Lassi and Sorbet in the back row. Sorbet should be used as an attacker though. Power her up with Celestial Swap, and her Absolute Zero spell can deal over 2600 damage. Hero should also pound the Cybersaurus down with Dazzle Darts. The battle is a lot easier with a Light Hero, but still winnable with a Dark user. Hero, Sorbet, and Mokka are the big hitters and this fight. Lassi and Chai should heal, and Pico can do whatever he wants. It's a really tough battle, and long as well. I still want to know what the hell the purpose of the Space Warden is. >=/ Still, the party receives Manic Shoes when the fight comes to a close. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Now that the weapon is destroyed, it's time to head back to Macaroon. As the group makes their way to Paella, they notice that Parfait single-handely defeated the whole squadron of Space Police in the town. What a trooper. Head to the town entrance until Beignet stops you. Biek Fowler makes his way into Paella as well. He yells at Beignet for betraying the Space Police, then attacks him! Brie Pourri makes the save by teleporting the party to Condimen Tower in Macaroon. ============================================================================== RAZEN: THE LIGHT PLANET [0534] ============================================================================== --- MACAROON ----------------------------------------------------------------- The dwarves are still dealing the pirates, so ignore them. Head up to the sixth floor to meet up with Grenadine. Some dwarves talk how there are 2000 pirates waiting outside of Condimen Tower, and how a war is about to break out. Run to the right and talk to Rogan Josh, who says that the work on the rocket ship is finished. Follow Grenadine to the top floor and talk to him. Enter the ship to blast off to the Light planet, Nova. Before the ship leaves, Persimmon and Caldarroste run in. They decide to stowe on the rocket, even though there's a chance of them getting roasted. Caldarroste jumps on the Neumann as it takes off to Nova, while Persimmon stays behind. Inside the rocket, Sorbet gets all pouty again, like always. Pico and Sorbet talk, and Sorbet whines on about how she can't go to school. Cry me a river. ============================================================================== NOVA: MORE PROBLEMS [0535] ============================================================================== --- NOVA --------------------------------------------------------------------- The ship lands, and Caldarroste runs off. The groups comes outside and talks for a bit. Sorbet says that somewhere on the planet, there is a worm that intends on eating the sun. After eating it, the worm will give birth to a new sun. Anyways, the party continues on. Walk across the bridge on the left and create a warp point. Talk to the merchant here to get a glimpse of some items he has in stock. The equipment is pretty pricey, so only pick up a few pieces. Inspect the yellow things face down on the ground. They're Dancing Fruit: second coolest characters next to the Pyrites. I mean, they are fruit... with afros. And they dance. And they say funny stuff. Anyways, most of them have been crushed. Talk to the only one standing and he'll freak out and run to the north. Open the circular chest in the middle of the produce graveyard for a Putty Pea. Talk to the two glowing beings standing inbetween where the Dancing Fruit ran. They are Luminites, natives of Nova. There palace lies behind you, but you aren't allowed in. Bummer. Go south instead to the next area. The entire planet will shake as the party moves on. Mokka says it was a result of an explosion somewhere nearby. Well lets go find it! Collect the Green Frogs to the west and open the treasure chest for 5500 Bira. Walk past the dead fruit and continue down the path. As you walk to the east, a bunch of Dancing Fruit run the other way. There is a Brownie who is a really slow talker. To avoid getting annoyed at him, he says that an otter, and enigma, and a wizard went to the east into the sun's navel. They entered a cave which is called Phunnel Pit. Anyways, walk to the east like the old man said. You will come to a hill that stretches north. Continue to the east to find a chest containing a Star Ring. Equip it and go up the hill to reach a cave entrance. Grenadine and some dwarves will come onto the scene. He says that the dwarves successfully defended Condimen Tower against the pirates and Space Police. Now for the bad news: their etherealizing machine was stolen, meaning that the bad guys can reach Nova on their own! He said that dwarven ships are coming along, as well as some pot folk. Grenadine and the dwarves go inside the cave to give Kale a piece of his mind. To the left of the entrance is another chest. Open it to obtain 5 Red Frogs. Create a warp point here and go inside the cave. --- PHUNNEL PIT -------------------------------------------------------------- Walk past the Dancing Fruit here and proceed northbound. Once you reach a dead end, speak with Grenadine on the other side of the gigantic hole. Grenadine says that Kale must have jumped down the hole. Some pirate otters run in and suggest that the party stop looking for Kale, since they destroyed the pathway to Shadra? What the hell is Shadra? First off, defeat the pirate otters. Grenadine says that Shadra is the name of the Dark planet. Grenadine compares Nova and Shadra to day and night; Nova is in the middle of the sun, but it's really two planets: Nova and Shadra. Grenadine states that the balance of power is always shifting between the two planets. There's a passage between the two, and Grenadine believes that this hole here is the passageway to Shadra. He suggests that the party head to the Luminite palace to speak with the queen. After all, she did create the whole solar system. --- NOVA --------------------------------------------------------------------- Exit the cave and head back to the palace from before. In the distance, you will see several ships fly towards the Luminite palace. It looks pretty cool. Return to the palace to find an army of dwarves outside the gates. Talk to Grenadine in front. The Luminites still won't let us in, but some reinforcements from Erd show up: the Spiny Moles! King Gorgonzola shows up and offers to dig underground in order to get to the palace. With the hole created, climb down the ladder to enter the underground tunnel. Continue north until you reach a fork. There is nothing to be seen on the eastern path, but take note of this. This area is the future entrance to the Glissini Ruins, an optional sidequest. Since we cannot access it yet, go north and climb up the ladder to enter Sparklin Palace. ============================================================================== NOVA: THE STARWAY [0536] ============================================================================== --- SPARKLIN PALACE ---------------------------------------------------------- Make a beeline for the queen's chamber, which is upstairs. Go up the stairs in front of you and head through the door. Speak with the Luminite standing next to the empty throne. This may be the queen's chamber, but the reason why the throne is empty is because the Luminite queen diead over 100 years ago! So we weren't allowed in because a dead person told us not to? The Luminite said that before the queen died, she said that no one from another planet may enter the Starway, the gate leading to Shadra. The Luminite does grant you access to the entire palace. Leave the throne room to confront Durum, Farina, and a Felin. He says that he wanted to help out in the final battle, but the gang doesn't really appreciate his offer. He is a jerk and a half, you know. They decline is request to fight, but Durum agrees to support them on the sidelines. Go down the stairs and enter the middle door. Go down the stairs to reach the basement. Once down the stairs, enter the doorway on either side. There is a strange contraption in the middle of the room, but ignore it for now. Go north to the next section of the room, then go down the eastern hallway. There is a giant cauldron with a magnificent pink and yellow sculpture. Yellow, you say? Use Lassi's Wind magic to trap the essence of Wind into the pot. You'll see a flashback of King Suspiro and Kale. Leave the chamber and go through the northeast door (it should be right in front of you). The sculpture here is green, so use Chai's Wood magic to capture the essence of Wood into the cauldron. This time you will see a flashback of Kale and Madeline on Kovomaka. Enter the chamber on the left (the middle chamber) and use Sorbet's Water magic to trap the essence of Water in the pot. The party sees yet another flashback, this time of Kale and Parfait. Head into the lefternmost chamber and use Mokka's Earth magic. The essence of Earth is contained in the pot. Another flashback is seen, this time of Kale and Rogan Josh. Exit the chamber and walk down the western hall. Use Pico's Fire magic to trap the essence of Fire into the cauldron. Finally, a flashback of Kale and Sorbet follows. Well, there's just Light and Dark left. The only problem? We don't have a Light AND Dark character in our party! That's where the contraption in the middle of the room comes in. First, go down the hall to the right of the machine. Use Hero's Dark magic to trap the essence of Dark in the cauldron and see a flashback of Kale and Parfait again. Approach the machine and agree to go inside the open door. The Hero goes in the open door, but comes out of the Dark door as a Traveling Putty! Congrats, you have turned into a Traveling Putty that knows Dark magic. Head down the western hallways and step in front of the pot. Use the Traveling Putty's Light magic to trap the essence of Light into the pot. You'll see a flashback of Kale and Principal Biscotti back in Kovomaka. Somewhere deep in the palace, you will see four crystals light up. The planets all line up, creating a large beam of light in the center of the room. Who knows what that is. Maybe the Starway? Return to the contraption to see Caldarroste stand behind Mokka. He does something to our robotic friend, but runs away before we can find out what. Mokka says that some of his wires have been crossed and that he cannot move! One of his wires has been cut, but with some quick thinking, Sorbet uses Semolina's clip to close the gap. All better! Enter the open door to return as the Hero we all know and love. Walk to the other end of the contraption and go through the gateway in the middle. Save your game here and climb down the ladder. We're here, this is the Starway. Before the party can move an inch, Biek Fowler blocks their way. According to Fowler, there is no way that the team will get past him to Shadra. Well I beg to differ, chicken man! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Biek Fowler =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 48 Biek Fowler is one tough bird. Not only are his attacks brutal, but he attacks twice per turn! He can use Shadow Die, and the spell can range from 800-1400 damage. A powered-up Fowler used it on my Hero, and it killed him in one hit. Rising Palm can deal up to 350 damage to one character. Watch out for Lotus Barrage; it may look cool, but it deals around 650 to a single person. Very rarely will he use Celestial Swap, usually only to make a character lose their celestial powerup. Several of the characters should have their level 5 spell. Have Chai use Cactus Crush (but mostly act as a healer), Mokka should use Bellowing Rock, and Pico attack with Dragon's Tongue. These spells should be dealing over 2000 damage to Biek Fowler. You will have to heal in this battle. A lot. I split the team up into healers and attackers. Lassi, Sorbet, and Chai were all healers. They healed every single turn (except Chai, who attacked occasionally), whether it was healing MP or HP. Pico, Mokka, and Hero (all in the front row) attacked Fowler with their most powerful spells. This battle should take a while. When I started the battle, Biek and my Hero were powered up. Therefore, he was pummeling my party. Like the battle with Cybersaurus, it will go a lot easier if you have a Light user. Do what I did and have the three weakest characters act as healers most of the time where the other three dish out the attacks. When you see Biek Fowler wear down, have everyone go in for the kill. You will receive a nice pair of Hill Boots once the battle ends. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Biek Fowler will retreat after being defeated in battle. Go through the door ahead to enter the Starway. Walk around the whole and head through the door to enter the place seen during the cutscene before. Grenadine beat us here, and he is impressed with the place. Step into the center and tell Grenadine to send the party to Shadra. There seems to be a problem in the machinery, and Grenadine tries to figure it out. Of course, the last person we want to see now, Biek Fowler, shows up. In his last breath, Biek attempts to destroy the party, but a shot rings out and kills the insane wizard. The attack came from Farina, and she runs in with Durum and a Felin named Apitos. Unfotunately, a time bomb has been activated on Biek Fowler's armor. This thing is a dimensional bomb; if it goes off, the Starway will be destroyed. In an act of courage, Durum tells Apitos to carry on for him. He takes the bomb and runs out of the Starway. The party hears an explosion in the distance. Well, Durum saved the day, at the cost of his own life though. The party teleports off to the Dark planet, Shadra. ============================================================================== SHADRA: THE LAST HURRAH [0537] ============================================================================== --- SHADRA ------------------------------------------------------------------- The gang wonders what happened to Durum, but they cannot turn back now. Just then, they hear Semolina's voice from inside Mokka, telling them to move on. Maybe Semolina's soul is inside of Mokka from that clip? The gang walks to the right, but return to the teleport zone. Heal at the HP and MP pot, then talk to the merchant. Return to the large area to the right. Create a warp point and go across the bridge above you. Here you will fight Pookas and Dab Hasnels, two monsters that were bosses earlier in the game. Open the chest for a Disco Wig. I suggest training here for a while until you're at least level 51. From the warp point, go right and cross the southern bridge. Open the two chests for 3 Red Frogs and 6000 Bira. Continue to the right and go up the northen bridge to see the Space Police fly by. They're here too? Head north towards the dead end with a chest. Open it for a Putty Pea, then go back across the bridge. Walk east until you reach a bridge leading south, go down said bridge and open the treasure chest at the end to get some Mandrake Shoes. Return to the previous path and walk all the way to the right. Walk down the bridge and you will be stopped by some enigmas. Defeat them in combat and the party will be confronted by more enemies. Several Felins come onto the scene and destroy them. They tell the party to come with them, so follow them into the nearby cave. --- CHOCOMILK CAVES ---------------------------------------------------------- The caves are the temporary home of many escaped mages. They explain how they ran away from Kale and now reside here, waiting to fight the final battle. Pass through the caves and all the fallen wizards. Walk up the stairs once you come to them and speak to the man. The man, Carbon, says that Kale brought them here. They were trapped in the gummy cave, but Miss Madeline sacrificed herself to free the mages. Kale will stop at nothing to wake the giant worm, Shadra, and have him devour the sun. How pleasant. Carbon says that Madeline is stuck in Chromagar Cave, where the worm is. Agree to save her, then move to the east. Some enigmas burst into the cave, led by a giant one. They confront Carbon, who tells the party to move on and find Madeline. The Space Police make their grand entrance and surround the party, but they are led by Knucklestorm! These cops are friendly, and they stay in the caves to fight. The party leaves Chocomilk Caves and ends up outside again. --- SHADRA ------------------------------------------------------------------- Save your game and heal up first, then move across the bridge. You will be stopped by some enigmas, but Brie Pourri takes care of them. Activate the warp point above and proceed up the ramp. Run into the commanding enigma to start a battle with him. The Equillekrew is more of a miniboss in my eyes. In fact, I'm pretty sure you can just pass by him without having to fight the monster. But it's good experience. The enigma will use Shadow Die mostly, dealing around 700 damage. Everyone should have their level 5 spells except for the Hero. Have the whole party use the spells. Most of them deal over 2000 damage to Equillekrew. Yawn. Once the battle ends, go across the bridge. Open the chest for a Putty Pea and defeat the Equillekrew above. Proceed to the left and open the next chest for 3 Lemon Jams. Go south, then across the bridge to the left. Once in the next area, go past the stairs and open the chest for a Putty Pea. Now head up the stairs and continue over the bridge. Follow the path until you get to another set of stairs. Open the treasure chest on the right for a Star Robe, then ascend the stairs. Follow the path to the east and go across the bridge to the next area. Go across the bridge and proceed east to reach an HP pot and a warp point. Activate the warp point and heal up. Save your game and follow the trail north to find Caldarroste and Chard. Oh yeah, forgot about that guy. Obviously we are going to fight him, so here it is. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Master Chard =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 53 Chard isn't that much different from the previous two battles. One new attack at his disposal is Dazzle Darts, which isn't that dangerous. It ranges from around 100-140 damage to the whole party. Quite frankly, that's downright pathetic. Get with the times chump! Another new attack, Kick of Darkness, deals around 240 damage to the entire party. Those are the only two attacks that I am aware of, since I killed him so quickly. I received some mail from Tony B. about one of Chard's attacks that I seem to have missed. Apparently Master Chard is capable of lining up all five planets in order to use a powerful attack. He says that the attack dealt well over 1200 damage to his level 56 party, so that sure sounds like a lethal attack. Because of this, you have all the better reasons to dispose of Chard in a quick fashion. Thanks a lot Tony B! Your level 5 spells should be more than enough for Chard to handle. Some of them deal up to 2500 damage alone, but when powered up, deal well over 4000 damage. Make sure to use Celestial Swap to power up at least one character. Hero should be able to damage Chard a lot with Dazzle Darts. Since you don't have his level 5 spell just yet, stick with Dazzle Darts. To be honest, you probably won't even need a healer in this battle. Have everyone attack Chard to make a short battle even shorter. There really isn't that much new to this encounter. He's still a weak pile of trash. I took him out in three or four turns, so you should do the same. Unfortunately, you do not win any spoils once you finish Chard off. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Chard rambles on in his pre-death tirade. He talks about everything that has happened on the journey has been planned; everyone is puppets controlled by Master Kale. So Chard dies (finally) and General Knucklestorm shows up. He says that robot reinforcements from Erd have arrived. He warnts the party about the dangers that lie ahead in Chromagar Cave. When you're ready, save, then head inside. ============================================================================== SHADRA: THE FINALE [0538] ============================================================================== --- CHROMAGAR CAVE ----------------------------------------------------------- Walk past the gummified people and up the series of stairs until you reach a circular room. Walk down the western path, following the windy trail until you reach a dead end. Open the two treasure chests at the end to receive Melon Jelly and Earth Armor. Equip the latter to Mokka immediately and return to the circle. This time, go through the path on the east. You will find a chest containing 5000 Bira and another one containing Cobalt Studs. Return to the circular room and this time go north to the next area. This next area is similar to Yggsalad, since it has a bunch of branched off paths you can take, so the walkthrough may become a bit confusing. When you walk in, there will be two holes. Climb down the one on the right. There is a treasure chest to the right containing 3 Red Worms. Open it and go south towards the fork. Go east to reach a dead end, but you will find a chest. Open the chest for a Putty Pea, then return to the fork. Go west and climb up the ladder. There are two holes in this small room. Go down the one to the left to reach a dead end with a treasure chest containing 5 Red Frogs. Go back up the hole and head down the other one. In this large area, there are three different ladders. Ignore the ladder on the far right, since it brings you to the entrance. The other two ladders will take you to the same exact place, but in different locations. Climb up the ladder farthest to the north. Walk to the right to find a hole. Go down the hole to find two chests in a corner. Open 'em both to receive a Putty Pea and 8000 Bira. Climb back up the hole and continue south. You will come to yet another hole after a few steps. Ignore that hole for now; that's the way we are supposed to go, but I want to let you get a few more treasures. Continue south and descend the next hole to reach a dead end. Open the chest at the dead end to get some Moccasins, and climb back up. Ignore the hole on the west, since it brings you to the previous area. As you can see on the map, the southern end has no holes or ladders, but head down there anyways. There is a chest at the end containing 5 Yellow Worms. With all the treasures plundered here, return to the hole that leads to the exit (from looking on the map, it's the second hole from the top). Once down here, walk to the left until the group finds some of the stuff that the giant worm left after eating. Anyways, follow the curved path until you go north to a new section of the cave. Proceed to the north until the party spots the giant worm atop a set of stairs, happily eating away. The party also sees a gummified version of Miss Madeline, similar to the Gummy Girl from Erd. They decide that the only way to stop this madness is to kill the worm. Make sure to fully heal your HP and MP. I cannot stress this enough, SAVE YOUR GAME HERE, AND DO NOT SAVE ANYWHERE ELSE AFTERWARDS. After the upcoming fight, there is a little more to Chromagar Cave, including healing pots and a shop. Make sure to NOT save after the upcoming fight with the Giant Larva. If you DO save, then you will not be able to leave Chromagar Cave. Also, if you want to return to Nova and try the Glissini Cave sidequest, you won't be able to. Save RIGHT here, before encountering the giant worm. This should be the last time you save your game. Sorry for any inconvenience from the previous error in the walkthrough. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Giant Larva =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Light Recommended Level: 55 This battle is annoying to the max. First off, if you try to use a magic spell, the Giant Larva will use Weapon Vortex to absorb the attack. After absorbing a spell, it will grow spikes out of its back. Use your weakest magic spells on the worm to conserve MP, since you won't be able to win the battle with physical attacks alone. Just play along. After absorbing three spells, the Giant Larva will use Megaburn Cannon on one character. It's safe to say that the character hit by the attack will die, since the spell deals over 2700 damage. After using Megaburn Cannon once, the worm won't use Weapon Vortex for a while, so it's safe to use spells again. After the attack is used, immediately revive the fallen character and unleash all of your level 5 spells. Hopefully your Hero has Zero Joker, so that attack alone can deal over 7000 damage to the Giant Larva. Most of the level 5 spells can deal from 2000-3000 damage, and the worm just sits there like a living punching bag. You must work fast to beat the Giant Larva with ease. After using the Megaburn Cannon, the worm will sit there and do absolutely nothing for several turns. Don't worry about healing any characters; simply revive the character hit from the worm's attack and have everyone attack. Have Chai and his trusty Garden Mitts use Yellow Worms to heal the party's MP if needed. After a long absense, the Giant Larva will use Crush to deal arond 300-400 damage to the whole party. After using that attack, he will begin absorbing your spells, and the process repeats again. Once the Giant Larva uses Megaburn Cannon a second time, repeat the strategy above to defeat the worm. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The worm will die, and the party sees a flashback of Sorbet and Kale. Sorbet thinks that we are all turning into gummies, but the party reassures that they are perfectly fine. Back outside, it looks like the good guys are winning the war. Pass by the worm's corpse and walk to the right to enter the next area. This room is a giant loop, so walk south and around until you reach a narrow hall. Just a little reminder, DO NOT SAVE YOUR GAME anymore, unless you want to be trapped in this damn cave! Here you will find an HP pot, an MP pot, and a shop. Ah, just what we needed. Heal at the two pots and stock up on any healing items at the shop. Sell all unworn equipment, because there's no turning back now. Buy 99 Blue Frogs, 99 Yellow Worms, and around 20 Wakey Tails. I recommend being at level 56 or above before continuing on. Once you meet the requirements, walk north down the hall. The team will see Miss Madeline, in her gummy form, in the distance. Walk towards her until you are stopped by none other than Master Kale. He says that you are free to take her, that is, unless you can get through him! Some gummies pop out of the ground and combine, forming a giant gummy monster! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Master Kale, Gummy Giant =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 56 Element: Light In the first turn, Kale will create a gummy sword, which sticks into the Gummy Giant's back. Gummy Giant will then use Gummy Sword, an attack that deals around 300 damage to one party member. The Gummy Giant also uses Fill Up on one of his turns, which charges the monster up for an even more powerful attack. If you attack the Gummy Monster with the entire party, you should defeat him before he uses the attack. There are two powerful opponents in front of us, Kale and the Gummy Giant. It may sound wise to take out Kale first, but that's not the case. Without the Gummy Giant, Kale is nothing. Take out the big guy first by assaulting him with all level 5 spells. Lassi and Sorbet were in the back row for this battle, and Pteranadon and Zap-O-War both dealt around 1500-2000 damage to both opponents. Have Hero use Zero Joker on Gummy Giant to deal a crapload of damage to him. A powered-up Hero and the rest of the party pounding the Gummy Giant should be too much for him to handle. He should be finished off in three or four turns; even sooner if any characters are boosted by their planets. With Gummy Giant out of the way, fighting Kale is like shooting fish in a barrel. Heal any characters that were killed or wounded in the fight with Gummy Giant first. Kale will use Blood Money, which not only deals around 1000 damage, but restores some of his HP. When the Gummy Giant is still alive, he spends most of the time powering it up. Master Kale also uses Dazzle Darts to attack most of the party. The battle is a pushover when Kale is all by himself. Simply use all level 5 spells, which should deal more damage to Kale than the Gummy Giant. It's only a matter of time before Kale bites the dust. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Gummy Giant will be destroyed and Kale will fall to the ground. He says that Shadra has entered her chrysalis form. The cocoon in the corner of the room is absorbing the gummies in the cave. Kale says that everyone will be turned into gummies, including himself, and they will all be absorbed by Shadra. In his dying breath, he says there is no escape... Remember, DO NOT SAVE HERE unless you want to be stuck at this point forever, never being able to return to Glissini Cave in Nova, or anything like that. DO NOT SAVE. Run towards Miss Madeline and the party will try to contact her. Mokka says her heartbeat is very faint, so everyone starts digging around her. Sorbet refuses to help out and starts to slowly believe what Kale says, about how nothing matters now and that Shadra will absorb us all; the galaxy will end soon. Back in Shadra, the robots from Erd start to malfunction. Seconds after, Mokka starts to shake. Has the robot apocolypse begun? Mokka knocks the party to the ground, but they tell him to snap out of it. Large robotic appendages pop out of his back and he walks towards Madeline in order to absorb her energy. A voice deep inside Mokka pleads for someone to stop him. You see a flashback when Caldarroste switched Mokka's wires and Sorbet replaced it with Semolina's clip. Mokka resists and falls to the ground. Suddenly, Miss Madeline begins to speak. She says to give Shadra their magic to bring it forth... then kill it. It's the only way. Everyone uses their magic, even Mokka, who everyone thought had died. Nope, he's just lying face down on the ground, but the robot reassures that his heart is not dead. So, Shadra is hit by the party's magic and breaks out of the cocoon. A gigantic butterfly emerges and attacks the party. The final battle is here!! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Shadra =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: All Recommended Level: 57 And by popular demand, I'll list levels and equipment for my party here. Hero (Level 57) Lassi (Level 57) HP: 1260/1260 HP: 922/922 MP: 189/189 MP: 331/331 Hat: Punk Cap Hat: Comsat Dish Gloves: Spinel Ring Gloves: Planet Ring Armor: Dark Robe Armor: Ancient Robe Boots: Bird Boots Boots: Heaven Boots Accessory: Ruby Studs Accessory: Bat Husk Mokka (Level 57) Chai (Level 57) HP: 2333/2333 HP: 1095/1095 MP: 105/105 MP: 188/188 Hat: Pigheaded Hat Hat: Odd Circlet Gloves: Star Ring Gloves: Garden Mitts Armor: Earth Armor Armor: Aroma Coat Boots: Hill Boots Boots: Mandrake Shoes Accessory: Pooka String Accessory: Holy Incense Pico (Level 57) Sorbet (Level 57) HP: 1530/1530 HP: 1036/1036 MP: 197/197 MP: 192/192 Hat: Disco Wig Hat: Array Gloves: Quartz Lens Gloves: Star Ring Armor: Star Robe Armor: Plate Mail Boots: Manic Shoes Boots: Moccasins Accessory: Loincloth Accessory: Cobalt Studs Mokka is dead at the start of this battle, no matter what. Make sure to have someone revive him on the first turn. After that, he still lies on the ground, but don't worry, he is alive. It's pretty funny controlling his inanimate body. The only thing is that Mokka cannot use items, attack physically, or move positions. Now onto the opponent. Scale is a very annoying attack which deals around 250 damage to the party AND saps away around 20 MP. Anyways, The tricky thing about Shadra is that it changes elements through the course of the battle. After several turns, Shadra will change elements. Shadra uses Heat Fondue a lot, which deals around 120-150 damage to the entire party, as well as the possibility of Scorching a character. Make sure to keep an eye on the color of Shadra, since that tells what element he is. He mostly uses Scale though, so you will have to be on the defensive through most of the battle. The attacks that Shadra uses usually hints to what element he will change to. So if Shadra uses Briar Patch for a couple turns, expect him to change to Wood element later on. On the first turn, have everyone heal from the previous battle. Your health may be fine, but use Yellow Worms and Red Worms to restore MP. Revive Mokka if you haven't already and once everyone is fully restored, unleash your most powerful spells. The best way to fight this battle is to have almost every party member heal. Only have the character that is currently strong against Shadra to attack with their level 5 spell. Since Shadra changes elements, the attacking character will vary. Healing Wing is your best friend in this fight. Of course, Mokka will always have to fight, since he cannot use items. The battle is very long and very annoying. You will have to heal a lot, since Shadra is always using powerful attacks. It's also very hard to keep the party's MP high, since the level 5 spells sap away so much. Make sure to use Chai to heal with Red Worms, since it doubles the normal healing amount. You have to play it safe in this fight. Have most of the party heal while only two people attack Shadra. It will take a while this way, but it makes the battle a lot less hectic. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- After dealing enough damage, Shadra will explode, but turn into an even more formidable monster. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Shadra =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 57 This time, Shadra is Dark-based. Shadra will now use Big Crunch, which deals around 350-400 damage to the entire party. Your Hero will most likely receive around 700 damage. Stabby Fork is another devastating attack that Shadra uses. This attack will deal over 800 damage to a solo character. Shadra also uses Prism Barrier, which creates a wall around the bug. When the barrier is up, all magic attacks deal zero damage. Treat this battle exactly the same as the previous one. Luckily, Shadra sticks to one element this time, so Hero can do all the work here. Zero Joker should deal around 6000-7000 damage in one hit. If Shadra puts up a barrier, then switch to defense and begin to heal everyone. Hopefully everyone is fully healed once the barrier goes away (it'll disappear after three or so turns). Once Shadra is vulnerable, begin by attacking with level 5 spells again. Shadra ususally uses Prism Barrier once he's weakened, so after that it's smooth sailing. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Once the party wins the battle, Shadra will be destroyed, resulting in a great light. The sun has been reborn! Everyone sees it, the memorable people encountered throughout the journey will all notice the light. Miss Madeline is still lying in the center. Pico and Sorbet walk over to her, but the rest of the party is unconscious. Tap the Hero on the touch screen to wake him up, then inspect the rest of the party to wake 'em up. Talk to the entire party, then inspect Madeline's body. I won't spoil the ending to the game, so I'll let you enjoy it yourselves. Just to let you know, there aren't any surprise boss battles or anything, so sit back and watch the ending. Congrats, you just beat Magical Starsign! I hope this guide helped you. ______________________________________________________________________________ [6] GLISSINI CAVES [0600] ______________________________________________________________________________ I planned on making this section a while ago, but I started the actual process of fighting through the damn area and it was too hard. I got some more info from Gentleben about the sidequest, so I figured "why not?". So, here it is. A lot more info of the Glissini Caves (including the walkthrough) has been contributed by Uber Moogle, so he gets all the credit for this. Many thanks go out to him. ============================================================================== THE BASICS ============================================================================== First off, I would like to describe the basics of Glissini Caves. I'd like to go more in-depth with this section, but I will not be able to at this moment. So for the moment, here is some info from Gentleben and Uber Moogle: --- CAVE INFO ---------------------------------------------------------------- The Glissini Caves are an optional dungeon that will kick your butt if you are not prepared. Finding it is pretty simple. Go to the giant X on the map on King's Road on Nova right after reaching Shadra. There will then be a ladder to the Glissini Caves, but I wouldn't enter at this point. I'd at least fight through the first couple of areas of Chromagar Cave until you're at least Level 57. You can not leave Chromagar Cave if you fight the boss inside. (don't go any farther than the end of the two-floored rooms and you're good). There are 20 floors, each 100m apart, separated by large ladders (to prevent aura alignment). There are generally two types of enemies per floor. A shade is blocking the ladder to the next floor, and is generally harder than the regular fights (it's an elite fight of that floor). I will list each shade group, as they are the most difficult (and fixed). I will also list their item drops (some are more important than others). There are merchants on the 5th and 15th floors that sell expensive light and dark equipment for your hero. There is a boss on the 5th, 10th, 15th, and 20th floor. - Each floor is linked by a ladder. - Each floor has a forced fight encounter before you can go down the ladder to the next floor. - Each floor has a wooden sign which telll you how far down you are. - Each floor is 100 metres apart. - The fifth floor (500 metres) and 15th Floor (1,500 metres) have Weapons shops (more on this later). - Monsters' levels start from level 61 and rise the further down you go. --- PREPARATION -------------------------------------------------------------- I recommend you enter the caves at at least Level 57. I'd stock up on frogs (99 green and blue, and at least 20ish red frogs) and worms (99 yellow, 20ish red). Red frogs spawn east of Paella, and Red worms in the room above the HP/MP Pots in Shishkebab Cavern on Razen. Mokka should have the Earth Armor, Gaian Brace and Pigheaded Hat at the minimum, as he is gonna take the beats for you. Collecting Winged Sets for the rest of your party makes a huge difference (See the 100% item drop rate trick to prevent aggravation). If you don't have those, you NEED Sparrow Wings (dropped by Horuses at the Couscous Ruins) for Lassi, as it gives AGI UP when she's auraed. A Loincloth for Pico (#Trance when auraed), Mole Tail (#Trance, POW UP, IQ UP when auraed, found in Earth chest on Erd), Aqua Talisman (#Trance, SPR UP whenauraed, found in Earth chest on Erd), and Holy Incense (SPR UP when auraed, dropped by Jamaris on Nova) all help early on. Later, you'll need all the stat bonuses you can get, and MP recovery, while nice, won't make you less dead. A powered up Brawly Ball will come in handy much later: Bat (Atomic Firebat), Maimai (Husked Maimai), and Crab (King Crab) Husks). I have it equipped to Chai as his AGI ends up the highest and besides, Lassi's on healing duty most of the time. Unless stated otherwise, Mokka and Pico are in the front row. Hero, Chai, Sorbet, and Lassi are in the back. You'll see why. >_> ============================================================================== WALKTHROUGH ============================================================================== --- 100 METERS --------------------------------------------------------------- Ant Noble x 3 (Misty Studs) Clockwork Goat x 2 (Bang Berry) Recommended Level: 57 If you survive, you belong in the caves. Have Lassi Lemon Jam Chai (or heal), and have Chai use Minty Freshness. kill the Goats ASAP... Linger and grab five Misty Studs for later... --- 200 METERS --------------------------------------------------------------- Clockwork Goat x 3 Faded Stone x 3 (Stoneoff Tail) Recommended Level: 60 Put Hero and Chai up front to beat on the Stones. Similar to the last fight, kill the Goats ASAP. Berry Jams help. Move them back after. --- 300 METERS --------------------------------------------------------------- Faded Stone x 2 Nightmop x 2 (Decursy Tail) Recommended Level: 61 Start this fight during the day. Kill the mops ASAP. Then move Hero and Chai up front to beat on the Stones. Berry Jams help. Move them back after. --- 400 METERS --------------------------------------------------------------- Nightmop x 2 Fallwich x 2 (Dethorn Tail) Recommended Level: 61 Start this fight during the day. Kill the sammiches ASAP. --- 500 METERS --------------------------------------------------------------- BOSS: Securitron Mrk III Zap Hound x 4 (Sparkle Bomb) Recommended Level: 66 Aura up the party before, HEAL, RESTORE MP. Start this fight during the night. Kill the Zap Hounds ASAP, especially the back ones. If you don't have winged sets, Lassi MUST be auraed with Sparrow Wings to heal ASAP. Have Chai use Minty Freshness, then have him constantly restore Lassi's MP with Red Worms/Garden Mitts. Everyone else go all out. Zap net hurts A LOT, so hope it uses missiles as it takes 2 turns. --- 600 METERS --------------------------------------------------------------- Zap Hound x 3 Sea Cucumber x 3 (Defrost Tail) Recommended Level: 67 Start this fight during the night. Kill the Zap Hounds ASAP. --- 700 METERS --------------------------------------------------------------- Sea Cucumber x 2 Treehemoth x 2 (Misty Cap) Recommended Level: 68 This is an easier stretch of the caves. These guys only use physical attacks, but they hurt. Heal Mokka/Pico and kill. Try to grab five Misty Caps. --- 800 METERS --------------------------------------------------------------- Treehemoth x 2 Crabrador x 2 (Nut Spread) Recommended Level: 70 These guys only use physical attacks, but they hurt. Heal Mokka/Pico and kill. Crabrador's have high DEF and SPR, auraed Sorbet helps. This is a good spotto grind a few levels, high XP gain and little risk. --- 900 METERS --------------------------------------------------------------- Oldfangle x 4 (Misty Cloak) Recommended Level: 71 These guys only use physical attacks, but they hurt. Heal Mokka/Pico and kill. Try to grab five Misty Caps. --- 1000 METERS -------------------------------------------------------------- Short-fuser x 2 (Lemon Jam) Recommended Level: 72 Kill them fast. Very simple. BOSS: Elder Tree Recommended Level: 72 Aura up the party before, HEAL, RESTORE MP. This is much easier than the Securitron, just a harder hitting Holy Sapling. Disco Wigged plus auraed Pico will do 9999 easily. All the tree spells will destroy Lassi, so have Chai serve up some Mitted frogs/worms. --- 1100 METERS -------------------------------------------------------------- Peewee x 4 (Ancient Mitts) Recommended Level: 73 Kill them fast. Ancient Mitts increases Mokka's petrify rate by 30%. --- 1200 METERS -------------------------------------------------------------- Whimsy Bolt x 3 (Misty Boots) Sand Carrier x 2 (Gold Nugget) Recommended Level: 73 Have Lassi use Pteranadon to stun the Whimsy Bolts. Watch out for Smoke Forte from the Sand Carriers, it has a high petrify rate. Try to grab five Misty Boots. --- 1300 METERS -------------------------------------------------------------- Sand Carrier x 3 Sea Crawler x 2 (Frog Fins) Recommended Level: 74 Sea Crawlers hit for 1200ish, be warned. Kill the carriers ASAP. --- 1400 METERS -------------------------------------------------------------- Erilyn x 1 (Thinky Cloak) Sea Crawler x 2 Recommended Level: 75 Start this fight during the night. Kill the Erilyn ASAP. --- 1500 METERS -------------------------------------------------------------- BOSS: Cybersaurus Erilyn x 1 Jellybeast x 2 (Red Frog) Recommended Level: 80 Hardest fight in the game. If you don't have Winged Sets for everyone but Mokka, now is probably the time to get them. Aura up the party before (not Pico), HEAL, RESTORE MP. Start this fight during the night. I had my hero up front for this to kill Erilyn/deal more damage. With the winged sets, you should be able to kill almost everything but the Cybersaurus before they strike. Kill the Erilyn ASAP before it Celestial Swaps your auras. Cybersaurus uses Bite off and Yell for massive damage. Boost Lassi and Chai's AGI and heal ASAP. IQ UP Sorbet, as she's the only hope to kill this thing. Have Chai use Minty Freshness. After you knock off about half its HP, it actually starts trying to hurt you. No really. Cry of the Soul hits everyone for ~600HP, and gives DEF DOWN. Ow. Have Chai use Minty Freshness to counter this. Desperate Lunge looks cool, but hits everyone for ~800HP (1000+ if DEF DOWN). OW OW OW. Have Lassi heal the group as long as she can. Pray. --- 1600 METERS -------------------------------------------------------------- Gnocchalien x 2 (Self Circlet) Jellybeast x 2 Recommended Level: 81 A joke after that last fight, especially if you have the winged sets. Kill them quickly. --- 1700 METERS -------------------------------------------------------------- Sand Crab x 2 (Misty Ring) Graver x 2 (Fossil Charm) Recommended Level: 82 Fairly easy. Kill the Sand Crabs ASAP. Try to grab 5 Misty Boots... if you no whave Misty sets, and already have Winged sets, keep the Winged sets equipped. First strike is crucial down here... --- 1800 METERS -------------------------------------------------------------- Dust Punisher x 2 (Lemon Jam) Baloonfish x 2 (Undizzy Tail) Recommended Level: 83 Fairly easy, especially if you have the winged sets. Kill them fast. --- 1900 METERS -------------------------------------------------------------- Zap Raccoon x 2 (Red Worm)Graver x 2 Recommended Level: 84 Harder, less so if you have the winged sets. Kill the Zap Raccoons ASAP (1600+ damage!) --- 2000 METERS -------------------------------------------------------------- Bellber (Bellber Husk)Armagel (Space Ring) Recommended Level: 85 Get a Bellber Husk, then go get your Brawly Ball upgraded to its maximum level. When used, it now gives you IQ UP for your whole party! BOSS: Umbra Recommended Level: 86-90 Nowhere near as hard as the Cybersaurus. If you don't have Misty Sets for everyone but Mokka, now is probably the time to get them. Its stats are great and Umbra uses all the heavy status altering spells. Aura up the party before the fight, HEAL, RESTORE MP. Start this fight at dawn. I had my hero up front for this to deal more damage. A light hero really helps here. Umbra fights just like Shadra's second form, but harder. I Have Chai use Brawly Ball to IQ UP the party, then cast Minty Freshness. Kill it fast, as spells + night = doom. If you have a light hero, keep him IQed UP always. Prism Barrier is a pain, just wail through it. Watch out for when it uses Celestial Swap. It lined up all 5 planets on me for some uber- death move for 4000 damage each! If you win, it drops... a putty pea!? Hmm... Congrats, you finished the Glissini Caves! ============================================================================== SHOPS ============================================================================== The brokers are shopkeepers that appears in the Glissini Caves. They appear on the 5th and the 15th floors and sells items for your Hero only He sells a collection of both light and dark based items and they are very expensive but well worth buying. Since I am always spending my cash on Frogs/Worms then I have yet to buy most of the stuff. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5TH-FLOOR SHOP (LIGHT CHARACTERS ONLY) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- --- CROWN -------------------------------------------------------------------- Cost: 54,000 This crown worn by a fairy tale prince. Increases max HP by 200. --- FLASH BANGLE ------------------------------------------------------------- Cost: 58,000 These bracelets glow from within. Increase odds of Blindess by 30%. --- FAME COAT ---------------------------------------------------------------- Cost: 78,000 Wear this where you can be seen, and feel the power rise. --- WING SLIPPERS ------------------------------------------------------------ Cost: 54,000 These cute feathered shoes can make you stronger in a pinch. --- LIGHT RING --------------------------------------------------------------- Cost: 88,000 This ring owned by a great sage, grants it wearer a stronger aura. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5TH-FLOOR SHOP (DARK CHARACTERS ONLY) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- --- PURPLE TURBAN ------------------------------------------------------------ Cost: 66,000 It's seen better days but can make you stronger in a pinch. --- PEARL RING --------------------------------------------------------------- Cost: 60,000 This pearl ring is filled with hatred. Increases curse odds by 30%. --- BONE MAIL ---------------------------------------------------------------- Cost: 66,000 Made of strange bones, this coat prevents curse and blindness. --- VAMPY BOOTS -------------------------------------------------------------- Cost: 40,000 These thirsty boots drink your HP, but also raise your MP by 50. --- TUSK STUDS --------------------------------------------------------------- Cost: 68,000 This earring made of animal tusk strengthens your aura. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 15TH-FLOOR SHOP (LIGHT CHARACTERS ONLY) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- --- ANGEL RING --------------------------------------------------------------- Cost: 250,000 This brightly shining ring can set up a barrier in a pinch. --- GLEAMING FIST ------------------------------------------------------------ Cost: 340,000 This bright metal leaves quite an impression on foes. --- RAINBOW COAT ------------------------------------------------------------- Cost: 420,000 This coat change colour in the light. Cures curses and blindness. --- DIVINE SHOES ------------------------------------------------------------- Cost: 250,000 These lovely shoes shine with a heavenly glow. --- PHOTON STUDS ------------------------------------------------------------- Cost: 320,000 These intangible earrings are made up of particles of light. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 15TH-FLOOR SHOP (DARK CHARACTERS ONLY) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- --- DEVIL'S HORN ------------------------------------------------------------- Cost: 380,000 This hat has scary horns, but there's no telling what they are for. --- DOOM CUFFS --------------------------------------------------------------- Cost: 450,000 These dangerous manacles are for those who don't care about defense. --- EVIL INK ----------------------------------------------------------------- Cost: 520,000 This mystical tattoo prevents magic damage but drains HP. --- DUSK SHOES --------------------------------------------------------------- Cost: 180,000 These drab, dusty shoes make you weak in a pinch so wear them wisely. --- BLACK NAILS -------------------------------------------------------------- Cost: 260,000 The oily sheen of these dark nails strenthens your aura. ______________________________________________________________________________ [7] EQUIPMENT [0700] ______________________________________________________________________________ Now I'm sure-- No, wait. I KNOW that I am missing a lot of equipment in this section. If you know any equipment that is not found in this guide, please email me (email found at top of FAQ). I would prefer that you list the stats affected by the equipment and its description. I'll give you credit for it as well. Thank you! As of now, I am missing the equipment from the merchant in Assam, as the prices for the equipment are way too pricey. If anyone has the stats for them, please email me and I will give you credit. ============================================================================= Here's some very important info that I found out thanks to TirithRR. For the equipment with set bonuses (i.e: the Sage equipment which lets you double your EXP), it only works if ALL 5 PIECES OF EQUIPMENT are on one character. So you cannot equip one piece on a character and expect to have them get double the EXP in each battle. Once again, thanks to TirithRR for pointing this out to me. =) ============================================================================= ============================================================================== HATS [0701] ============================================================================== --- BANDANA ------------------------------------------------------------------ IQ +1 Tie this bandana around your head for a new look that can't be beat. --- STRAW HAT ---------------------------------------------------------------- IQ +2 This lightweight hat will keep you cool and comfy even on the hottest days. --- FRIDGE CAP --------------------------------------------------------------- IQ +4 Increases MP by 25. This high-tech hat keeps your brain frosty in hot situations. Increases max MP by 25. --- SAGE HAT --------------------------------------------------------------- IQ +1 Doubles EXP earned Hat worn by an ancient sage. Doubles experience points earned. --- ANTENNA ------------------------------------------------------------------ MP% +1 IQ +5 This strange and pointy cap catches ambient magic and channels it into the wearer. --- TULIP HAT ---------------------------------------------------------------- IQ +3 This lovely hat is shaped like a cute little tulip. --- WOOL CAP ----------------------------------------------------------------- IQ +4 This wooly hat is made, obviously, of wool. --- CAT EARS ----------------------------------------------------------------- IQ +1 Greatly increases AGI. Nothing says cute like a pair of kitty ears. --- HELMET ------------------------------------------------------------------- DEF +2 IQ +3 This sturdy headpiece is handy if you're prone to tripping. --- SPIRIT BAND -------------------------------------------------------------- POW +3 IQ +5 Fire characters only. This hot little bandana lets you start battle in a fighting fever. --- PIGHEADED HAT ------------------------------------------------------------ DEF +6 IQ +6 Earth characters only. This ugly hat makes you start battles feeling powerful -- and stubborn! --- ARRAY -------------------------------------------------------------------- MP% +2 IQ +6 This antenna-filled hat can pick up magic from all over the place, making for handy headgear. --- SHAMPOO CAP -------------------------------------------------------------- MP% +1 IQ +5 Water characters only. It keeps your hair clean, but soapy eyes mean you start battles blind. --- FENCING MASK ------------------------------------------------------------- DEF +4 IQ +4 The wire mesh on this mask protects your face, while the cushioned padding protects your head! --- LEAF HAT ----------------------------------------------------------------- DEF +4 SPR +2 Wood characters only. This festive foliage fedora protects you during battles. --- PUNK CAP ----------------------------------------------------------------- DEF +6 IQ +4 What enemy woulnd't be intimidated by the sight of a punk-rock warrior? --- COMSAT DISH -------------------------------------------------------------- MP% +2 IQ +7 It might look a little silly, but this hat magnifies any magic it catches. --- GOLD CIRCLET ------------------------------------------------------------- IQ +8 This beautiful circlet, made of pure gold, shows the hand of a skillful jewelry maker. --- MARDI MASK --------------------------------------------------------------- AGI +2 IQ +6 Increases max MP by 50. Wind characters only. This gorgeous feathered mask boosts your MP my 50. --- FAIRY TIARA -------------------------------------------------------------- AGI +2 IQ +8 Wind characters only. This tiara has been blessed by fairies to grant speed in battle. --- ODD CIRCLET -------------------------------------------------------------- IQ +9 Just touching this glittering circlet gives you a strange feeling of power flowing in you. --- DISCO WIG ---------------------------------------------------------------- POW +5 IQ +6 Fire characters only. Being seen in this won't make you popular, but it will make you strong. --- GOBLIN ARRAY ------------------------------------------------------------- MP% +4 IQ +3 The height of goblin tech, this hate catches anything that comes near, magic or otherwise. ============================================================================== GLOVES [0702] ============================================================================== --- LEATHER WRIST ------------------------------------------------------------ POW +1 This strong yet supple leather wrist guard feels comfortable, but it does chafe a bit. --- BAOBAB WRIST ------------------------------------------------------------- POW +1 IQ +1 This wrist guard is made from the hollowed-out branch of a sacred baobab tree. --- MAGIC WRIST -------------------------------------------------------------- IQ +2 This magic bracelet is a favorite of young apprentices everywhere. --- BRONZE RING -------------------------------------------------------------- POW +1 IQ +3 A sturdy band of bronze designed more for function tahn for fashion. --- CAT PAWS ----------------------------------------------------------------- POW +1 Greatly increases AGI. These sharp gloves make for an awful clawful! Greatly increases AGI. --- SAGE BAND ---------------------------------------------------------------- POW +1 IQ +1 Doubles EXP earned. Smart-looking bands worm by an ancient sage. Doubles EXP earned. --- SILVER RING -------------------------------------------------------------- POW +1 IQ +4 A lightweight ring made of silver. --- GOLD RING ---------------------------------------------------------------- POW +1 IQ +5 They say it's gold, but it's really just gold plated. --- PLATINUM RING ------------------------------------------------------------ IQ +6 It's hard to beat platinum, really. It's shiny, durable, and great for high- quality protection. --- OVEN MITTS --------------------------------------------------------------- POW +3 IQ +5 Fire characters only. These magic kitchen mitts boost the odds of charring enemies by 30%. --- GORGON BRACE ------------------------------------------------------------- POW +2 IQ +6 Nothing is known of the magician who crafted this band -- or what happened when he lost it. --- GARDEN MITTS ------------------------------------------------------------- SPR +3 IQ +10 Wood characters only. These gloves double the effects of your attack and recovery items. --- DEMON BRACE -------------------------------------------------------------- MP% -2 POW +2 IQ +10 Was the demonic face carved onto this band, or was a demon imprisoned within it? --- QUARTZ LENS -------------------------------------------------------------- IQ +9 A magical crystal lens adorns this ring. --- STAR RING ---------------------------------------------------------------- IQ +11 This ring sparkles with the brilliance of far-off stars. --- SPINEL RING -------------------------------------------------------------- IQ +10 Dozens of beautiful, tiny gems stud the surface of this ring. --- AIRY SLEEVES ------------------------------------------------------------- AGI +5 IQ +10 Wind characters only. For some reason, puffy sleeves increase your odds of dodging attacks. --- PLANET RING -------------------------------------------------------------- IQ +12 The polished stones on this ring mirror the positions of the planets in the galaxy. --- MARTIAL FIST ------------------------------------------------------------- POW -5 Fire characters only. This weapon can kill with a single blow. But only sometimes. --- PEARLS ------------------------------------------------------------------- Gain 30% more money from battle. A necklace that focuses luck onto its wearer. Gain 30% more money from battle. ============================================================================== ARMOR [0703] ============================================================================== --- VINYL SHIRT -------------------------------------------------------------- DEF +1 SPR +1 A cheap shirt made of shiny black plastic. --- TOUR SHIRT --------------------------------------------------------------- DEF +2 SPR +2 A shirt made of tough fabric. It's perfect for long journeys. --- LONG JOHNS --------------------------------------------------------------- DEF +2 SPR +2 Increases max HP by 30. Nothing spells comfort like long underwear. Increase your maximum HP by 30. --- CAT SUIT ----------------------------------------------------------------- DEF +1 SPR +1 Greatly increases AGI. Try on these tights for a taste of life as a cat. Greatly increases AGI. --- SAGE ROBE ---------------------------------------------------------------- DEF +1 SPR +1 Doubles EXP earned. Clothes worn by an ancient sage. Doubles experience points earned. --- LYNX SUIT ---------------------------------------------------------------- DEF +3 SPR +2 AGI +1 Nothing says fashion like a fake leopard print. On the plus side, it does make you move faster. --- FROG SHIRT --------------------------------------------------------------- DEF +3 SPR +4 What's more fun that a shirt with a froggy print? Nothing, that's what. --- MAGIC TANK --------------------------------------------------------------- AGI -1 Increases max MP by 50. Earth characters only. This fuel tank is packed with magic energy. Increases max MP by 50. --- HIDE ARMOR --------------------------------------------------------------- DEF +4 SPR +4 An armor made of animal skins. It's light and warm, and it offers good defense, too. --- WEASEL COAT -------------------------------------------------------------- POW +2 DEF +6 SPR +6 Fire characters only. Fire weasels are pests, but their skins prevent charring and thorns. --- LIZARD MAIL -------------------------------------------------------------- DEF +6 SPR +3 Its hardened scales and lizard skin make this sturdy, lightweight armor a popular choice. --- ROCK ROBE ---------------------------------------------------------------- DEF +6 SPR +5 Earth characters only. This rocky armor prevents both petrifcation and colds. --- CHAIN MAIL --------------------------------------------------------------- DEF +5 SPR +4 AGI -1 This heavy armor is mad eup of tiny circlets of metal that have been hammered together. --- CASHWAD CLOAK ----------------------------------------------------------- DEF +1 SPR +1 Gain 30% more money from battle. A cloak made of money that you can't spend! Gain 30% more money from battle. --- BLACK ROBE --------------------------------------------------------------- DEF +5 SPR +5 Wearing this gloomy robe helps sharpen your mental focus. --- HEAVY METAL -------------------------------------------------------------- DEF +10 This scary armor is studded with steely thorns. It looks menacing, but it's weak against magic. --- SUN SHIRT ---------------------------------------------------------------- DEF +5 SPR +5 Wood characters only. This floral shirt just screams summer. Prevents thorns and dizziness. --- PLATE MAIL --------------------------------------------------------------- DEF +8 SPR +2 AGI -1 Made up of heavy plates of metal, this armor is tough to move in, but it looks impressive. --- FALCON COAT -------------------------------------------------------------- DEF +8 SPR +9 AGI +2 Wind characters only. This regal cloak's feathers prevent dizziness and petrification. --- AROMA COAT --------------------------------------------------------------- DEF +8 SPR +9 Increases max MP by 30. Wood characters only. The smell of incense clings to this robe. Increases max MP by 30. --- DARK ROBE --------------------------------------------------------------- DEF +6 SPR +6 This simple cloak is a must for any magician. --- ANCIENT ROBE ------------------------------------------------------------- DEF +6 SPR +7 The secret spells used to create this magical robe have been protected for generations. --- STAR ROBE --------------------------------------------------------------- DEF +8 SPR +8 This robe's light coating of stardust causes it to sparkle on even the darkest days. --- EARTH ARMOR -------------------------------------------------------------- DEF +10 SPR +5 Increases max HP by 500. Earth characters only. This solid armor increases maximum HP by 500. ============================================================================== BOOTS [0704] ============================================================================== --- WOODEN CLOGS ------------------------------------------------------------- AGI +1 Wooden shoes. They're a little hard and more than a little uncomfortable. --- RUBBER BOOTS ------------------------------------------------------------- AGI +2 Rubber shoes. They're comfortable. It's too bad, because they don't breathe very well. --- SAGE SHOES --------------------------------------------------------------- AGI +1 Doubles EXP earned Shoes worn by an ancient sage. Doubles experience points earned. --- CAT FEET ----------------------------------------------------------------- AGI +1 Greatly increases AGI Pounce into action with these furry boots of fury! Greatly increases AGI. --- HIKING SHOES ------------------------------------------------------------- AGI +3 These sturdy and comfortable shoes are great for long hikes, journeys, and even adventures. --- GLASS SLIPPERS ----------------------------------------------------------- AGI +4 IQ +1 One look at these lovely slippers, and you'll be sure to catch the eye of some young prince. --- CLEATS ------------------------------------------------------------------- POW +1 AGI +4 These shoes have great traction and solid grip. --- DODO SHOES --------------------------------------------------------------- MP% -1 AGI -3 Wind characters only. These shoes are made of dodo feathers. They'll help you escape faster. --- SPIKEY SHOES ------------------------------------------------------------- POW +1 AGI +4 The thorns on the soles of these shoes look awfully painful. --- SPIFFY KICKS ------------------------------------------------------------- AGI +5 These fancy shoes show the world that you're on the cutting edge of fashion. --- SPRINT SHOES ------------------------------------------------------------- AGI +6 These shoes have been endorsed by the most famous athletes, so they must be good! Really! --- GOLEM CLOGS -------------------------------------------------------------- DEF +2 AGI +5 Earth characters only. These boots increase your chance of getting a critical hit by 30%. --- MECHABOOTS --------------------------------------------------------------- AGI +7 It can get pretty noisy walking around in these clunky mechanical kicks. --- CATDOG BOOTS ------------------------------------------------------------- AGI +8 These boots must smell like food, because they seem to attract all kinds of dogs and cats. --- BIRD BOOTS --------------------------------------------------------------- AGI +9 These boots will make you run like the wind...or like an ostrich, which is still pretty fast. --- MANIC SHOES -------------------------------------------------------------- POW +4 AGI +8 Fire characters only. Wear these for speed and toughness. Your skills will always succeed! --- HEAVEN BOOTS ------------------------------------------------------------- MP% +1 AGI +10 These boots have the comfiest soles you've ever felt. It's like getting a foot rub. --- HILL BOOTS --------------------------------------------------------------- DEF +3 AGI +8 Earth characters only. These tough mountain boots make your stronger in a pinch. --- MANDRAKE SHOES ----------------------------------------------------------- MP% +1 SPR +3 AGI +9 Increases max MP by 20. Wood characters only. These shoes scream when you're in a pinch. Increases max MP by 20. --- WINGED BOOTS ------------------------------------------------------------- AGI +1 Gain first strike in combat. Light boots with wings stickingout from the ankles. Gain first strike in combat. --- MOCCASINS ---------------------------------------------------------------- MP% +1 AGI +9 IQ +4 Water characters only. The technology for making these shoes was lost agest ago. ============================================================================== ACCESSORIES [0705] ============================================================================== --- HAIR CLIP ---------------------------------------------------------------- MP% +1 The simple hair clip represents the height of minimalist fashion. --- HEADBAND ----------------------------------------------------------------- MP% +1 IQ +1 The five glass beads embedded in this hair clip give it an air of classical beauty. --- RIBBON ------------------------------------------------------------------- MP% +1 IQ +2 Even a simple ribbon can be chic if you wear it well. --- CAT BELL ----------------------------------------------------------------- IQ +1 Greatly increases AGI. A bracelet with a bell that rings as you walk. Greatly increases AGI. --- EAR PLUGS ---------------------------------------------------------------- MP% +3 DEF -2 SPR -1 They're great for concentration, but not if you want to hear your enemies sneak up on you. --- POOKA STRING ------------------------------------------------------------- MP% +5 This iridescent necklace is made of the 50 Rainbow Shells you collected. --- DOG SNOUT ---------------------------------------------------------------- AGI +3 MP% -2 This clip-on snout makes your sense of smell keen at the expense of all your other senses. --- LUCKY STUDS ------------------------------------------------------------- IQ +1 Gain 30% more money from battle. Earrings that practically sparkle with luck. Gain 30% more money from battle. --- TOTEM STUDS -------------------------------------------------------------- MP% -1 Increases max HP by 60. Earrings made of a Totem Bomb fragment. Increases max HP by 60. --- BAT HUSK ----------------------------------------------------------------- MP% +2 AGI +3 An accessory that can also be used for raw materials. This hust is made of bat wings. --- RED RIBBON --------------------------------------------------------------- MP% +2 Who wouldn't like a sassy red hair ribbon? --- SKULL CLIP --------------------------------------------------------------- MP% -2 IQ +5 This fashionable item says rock 'n roll all the way! --- FISH CHARM --------------------------------------------------------------- MP% +1 IQ +2 This necklace helps you understand how fish feel. --- MOUSE CHARM ------------------------------------------------------------- MP% +1 SPR +2 This necklace helps you understand how mice feel. --- BIRD CHARM -------------------------------------------------------------- MP% +1 AGI +2 This necklace helps you understand how birds feel. --- SAGE STRING -------------------------------------------------------------- IQ +1 Doubles EXP earned Necklace worn by an ancient sage. Doubles experience points earned. --- PYRITE ------------------------------------------------------------------- MP% +1 SPR +1 You picked up this Pyrite in Uponisbak. --- LOINCLOTH ---------------------------------------------------------------- ATK +5 Fire characters only. Only a daring soul can wear these well. Strengthens your aura. --- AQUA STUDS --------------------------------------------------------------- MP% +1 AGI +3 These glowing earrings will make you bounce. --- RUBY STUDS --------------------------------------------------------------- MP% +2 POW +4 These earrings glow with a powerful brilliance. --- HOLY INCENSE ------------------------------------------------------------- MP% +3 DEF +3 SPR +3 Wood characters only. It smells very nice and strengthens your aura, all at the same time! --- COBALT STUDS ------------------------------------------------------------- MP% +2 IQ +4 These glowing earrings will make you clever. --- WINGED STUDS ------------------------------------------------------------- IQ +1 Gain first strike in combat. Earrings in the shape of wings. Gain first strike in combat. ============================================================================== EQUIPMENT SETS [0706] ============================================================================== Uber Moogle gave me the equipment sets, so I decided to make its own section. --- SAGE SET ----------------------------------------------------------------- SET BONUS: Doubles EXP earned for equipped character. SET ITEMS: Sage Hat, Sage Band, Sage Robe, Sage Shoes, Sage String LOCATIONS: Sage Hat: Dropped by Chard in Dragon Cave Sage Band: Found in Chest in ????? house on Puffoon Sage Robe: Found in Chest in ????? house on Puffoon Sage Shoes: Dropped by Chard in Nata de Coco Sage String: Dropped by Gummy Girl SET STATS: 0 MP% -5 POW -5 IQ -5 DEF -5 SPR -5 AGI --- CAT SET ------------------------------------------------------------------ SET BONUS: Greatly increases AGI. SET ITEMS: Cat Ears, Cat Paws, Cat Suit, Cat Feet, Cat Bell LOCATIONS: Cat Ears: Found in Chest in fortune teller's house in Tropica Cat Paws: Found in Chest on Gren Cat Suit: Buy at Spaceport in Puffoon Cat Feet: Found in Chest on Quinoa Plain by Honey Mint Cat Bell: Buy in Tropica store SET STATS: +1 MP% +4 POW +2 IQ +5 DEF +5 SPR +12 AGI --- MONEY SET ---------------------------------------------------------------- SET BONUS: Gain 30% more gold after battles. SET ITEMS: Pyramid Hat, Pearls, Cashwad Cloak, Gold Shoes, Lucky Studs LOCATIONS: Pyramid Hat: Dropped by Lava Lumpling in World Seam Pearls: Dropped by Permafrost in Dragon Cave 6 NOTE: If not killed before its turn, will regen ALL HP (~300) NOTE: You must get this before clearing Dragon Road! Cashwad Cloak: Dropped by Sarcophaghoul in Capsicum Caverns NOTE: You must get this in the section of the cave with the fire boulders! You can't get it later! Gold Shoes: Dropped by Gold Sneakbug on Quinoa Plain NOTE: If not killed when dealt damage, drops ~150 bira (4HP) Lucky Studs: Dropped by Florahna in Carbonara Jungle SET STATS: (Thanks ako_si_michael!) 0 MP% +9 POW +2 IQ +9 DEF +4 SPR +4 AGI --- WINGED SET --------------------------------------------------------------- SET BONUS: Always attack first in combat. SET ITEMS: Winged Hat, Winged Bangle, Winged Shirt, Winged Boots, Winged Studs LOCATIONS: Winged Hat: Dropped by Grizzly Goat in Cocoabutter Valley Winged Bangle: Dropped by Grim Barber in Chromagar Cave Winged Shirt: Dropped by Requiel in Cocoabutter Valley NOTE: Must be summoned by Sacrificers. Winged Boots: Dropped by Hodmedod in Cocoabutter Valley Winged Studs: Dropped by Beelzeboar in Chromagar Cave SET STATS: +6 MP% +10 POW +15 IQ +3 DEF +3 SPR +20 AGI --- MISTY SET ---------------------------------------------------------------- SET BONUS: Prevents most status effects (like #Hearty) SET ITEMS: Misty Cap, Misty Ring, Misty Cloak, Misty Boots, Misty Studs LOCATIONS: Misty Cap: Dropped by Treehemoth in Glissini Caves (700-800m) Misty Ring: Dropped by Sand Crab in Glissini Caves (1700m) Misty Cloak: Dropped by Oldfangle in Glissini Caves (900m) Misty Boots: Dropped by Whimsy Bolt in Glissini Caves (1200m) Misty Studs: Dropped by Ant Noble in Glissini Caves (100m) SET STATS: +10 MP% +10 POW +30 IQ +10 DEF +20 SPR +15 AGI ______________________________________________________________________________ [8] AMIGO MODE [0800] ______________________________________________________________________________ Covering Amigo Mode wasn't really one of my priorities while making this guide at first. Though, thanks to Gentleben, I have received a truckload of info in regards to the mode. I figured the best way to categorize it was to make an entirely separate section. First off, I would like to thank Gentleben for providing me with all of this information -- you are the reason why this section exists right now. Second, I want to ask a favor of all the readers out there: if you have any information about Amigo Mode, PLEASE send it to me and I will include it in this here FAQ. Unfortunately for me, my DS and Magical Starsign game is collecting dust at home while I'm here in my cozy college dorm. Not only do I have no friends who play this game, but I wouldn't be able to anyways. I am asking for your help in order to make this section as complete as possible. Thank you all in advance! ============================================================================== THE BASICS [0801] ============================================================================== NOTE: Like I stated in the above paragraphs, I can't access my game and DS, so I know virtually nothing about Amigo Mode. If anyone wants to help me out here, please drop me an email and I'll give you full credit. :) ============================================================================== EGG MONSTERS [0802] ============================================================================== Thanks to Gentleben for the first two egg characters (and the note below) and icicleblade for the third one. If anyone has more info, let me know! "I'm not sure if anyone else has used the Amigo "Tag Mode" to try and hatch an Egg Character but damm is it hard. First of all each game cartridge can only give 1 egg. So if a friend and yourself both have a copy you get 1 Egg each., this is what I did. We got 1 Fire Egg and 1 Water egg. After about using Tag mode another 4 or so times, then each of our eggs hatched. The Egg characters start at level 1 and ONLY level via using Tag mode. After using Tag mode 83 times then each of our Egg Characters had finally reached level 20, but still both only had a level 1 Spell each." Here are some basic rules of Egg Monsters: 1. Only one egg per Save file unless your also going to try and earn the Light/Dark egg. 2. Tagging with the same cartridges and using different save files won't get you another egg. First Save file you Tag with gets the egg. 3. Tagging with a different Cartridge can earn you another egg, If that save file doesn't already have an egg. 4. Eggs Take around 4-5 tags to hatch. 5. Egg Monsters take around 4-5 tags to go up a level. 6. If you delete all your save files, and want to earn an egg with a cartridge you tagged with before-make sure you delete your Amigo data as well or you won't earn another egg. 7. Egg Monsters CAN NOT use Wild Magic (magic outside of battle). 8. Egg Monsters' spells randomly backfire and damage your team. --- FONDUE ------------------------------------------------------------------- Element: Fire Level 20 HP: 406 MP: 177 MP%: 0 POW: 4 IQ: 9 DEF: 5 SPR: 4 AGI: 4 Magic Level 1: Dragon's Tongue ------------------------------ It costs 90 MP to cast and is deadly powerful. It starts with a fire symbol appearing on the floor, then both screens are bathed in flame/fire and a dragon appears on the top screen and breathes fire onto your enemy. Deadly!! Attacking --------- Instead of attacking, Fondue can use a move called Reveal. This reveals your enemies' level and HP total, and how much HP is left. Pretty useful! Special Ability --------------- Oh one other thing: Fondue takes great pleasure it giving out trivia whenever you enter a new screen/area (VERY annoying) --- GELATO ------------------------------------------------------------------- Element: Water Level 20 HP: 580 MP: 177 MP%: 0 POW: 6 IQ: 6 DEF: 5 SPR: 5 AGI: 5 Magic Level 1: Zap O' War ------------------------- It costs 70 MP to cast. A Water element symbol appears on the floor and then the whole screen turns blue a Giant Jellyfish that covers both screens appears and electric shocks your enemies. Pretty Shocking!!! Attacking --------- Gelato's attack is a little strange, and it's called Extort. Whenever you attack then it says "Enemy name" won't give in to Extortation - sometimes it inflicts a little damage. Special Ability --------------- Gelato thankully doesn't give out random triva, he may have another use I've not yet figured out. --- KIR ---------------------------------------------------------------------- Element: Earth Magic Level 1: Bellowing Rock ----------------------------- Attacking --------- When you try and attack with Kir he used a move called "Open up" this deals a little damage and I would also guess it will open ANY of the chests you find in the water pyramid without them crumbling. Special Ability --------------- Unknown at the moment --- NOGG --------------------------------------------------------------------- Element: Wind Magic Level 1: Pteranadon ------------------------- Attacking --------- Nogg also can't attack in battle he uses a move called "Hug" you select which party member you want to hug and a short amount of HP/MP is recovered. HOWEVER this also leaves the party member "NUMB" which is a status condition I've never seen and it makes you miss a turn. You also get a little text box pop up that says "(Character name) is tired of being hugged" Kinda a double edged sword really. I have no idea if Nogg has an ablility outside of battle. Special Ability --------------- Unknown at the moment --- TOM YAM ------------------------------------------------------------------ Element: Wood Level: 1 HP: 130 MP: 120 MP%: 0 POW: 1 IQ: 4 DEF: 3 SPR: 3 AGI: 6 Magic Level 1: Cactus Crush --------------------------- It costs 60 MP to cast. This spell creates the wood element symbol behind the enemies and summons seeds from the sky, the seeds mature into cactus spheres and come down to crush the enemies that are under them. Attacking --------- His attack is not an attack but instead is called Ginger Puff, this is a defesive attack that gives one character the healthy status effect, thats not too bad. Special Ability --------------- When hes in your party talking to other radishes will result in them giving you items after they tell you whatever they tell you. ============================================================================== ITEMS [0803] ============================================================================== A list of items, courtesty of Gentleben (I told you he gave me a lot of info). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FROGS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- --- KHAKI FROG --------------------------------------------------------------- A pants-flavored gummy candy in the shape of a frog. It restores 1 HP --- BLACK FROG --------------------------------------------------------------- A licorice-flavored gummy candy in the shape of a frog. It restores 10 HP. --- PURPLE FROG -------------------------------------------------------------- A grape-flavored gummy candy in the shape of a frog. It restores 12 HP. --- WHITE FROG --------------------------------------------------------------- A yogurt-flavored gummy candy in the shape of a frog. It restores 15 HP. --- CYAN FROG ---------------------------------------------------------------- A tropical-flavored gummy candy in the shape of a frog. It restores 16 HP. --- ORANGE FROG -------------------------------------------------------------- An orange-flavored gummy candy in the shape of a frog. It restores 20 HP. --- KIWI FROG ---------------------------------------------------------------- A kiwi-flavored gummy candy in the shape of a frog. It restores 28 HP. --- BROWN FROG --------------------------------------------------------------- A peanut butter-flavored gummy candy in the shape of a frog. It restores 30 HP. --- SILVER FROG -------------------------------------------------------------- A moonlight-flavored gummy candy in the shape of a frog. It restores 32 HP. --- MAROON FROG -------------------------------------------------------------- A truffle-flavored gummy candy in the shape of a frog. It restores 36 HP. --- PUCE FROG ---------------------------------------------------------------- A caviar-flavored gummy candy in the shape of a frog. It restores 38 HP. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JEWEL BOMBS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- --- RUBY BOMB ---------------------------------------------------------------- This bomb has a shiny red candy coating. It decreases the POW of an enemy. --- QUARTZ BOMB -------------------------------------------------------------- This bomb has a shiny chocolate coating. It decreases the DEF of an enemy. --- COBALT BOMB -------------------------------------------------------------- This bomb has a shiny blue coating. It decreases the INT of an enemy. --- EMERALD BOMB ------------------------------------------------------------- This bomb has a shiny green coating. It decreases the SPR of an enemy. --- TOPAZ BOMB --------------------------------------------------------------- This bomb has a shiny yellow coating. It decreases the AGI of an enemy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FIGURINES =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- --- WITCH WAIF --------------------------------------------------------------- A figurine of a pumpkin-headed witch child. --- BONE WARRIOR ------------------------------------------------------------- A figurine of a forgotten ancient warrior. --- STORM JUDGE -------------------------------------------------------------- A figurine of a punishing storm. --- NIMBUS ------------------------------------------------------------------- A figurine representing a bitterly cold. --- SPIKY NUT ---------------------------------------------------------------- A figurine of a chestnut. --- BAT NOBLE ---------------------------------------------------------------- A figurine of a stylish bat. --- HOT LAVA ----------------------------------------------------------------- A figurine of some sort of gooey, molten thing. --- BONE WARRIOR ------------------------------------------------------------- A figurine of a forgotten ancient warrior. ______________________________________________________________________________ [9] SECRETS [0900] ______________________________________________________________________________ Here are some neat little secrets/cool things contributed by Uber Moogle: --- SECRET CHESTS ------------------------------------------------------------ Look around a planet while it's in its own aura to find tons of secret chests! Amazing equipment, putty peas, and bira are to be found. Most enemies will be auraed though, so look out! This works on Nova and Shadra too! --- HIDDEN MERCHANT ---------------------------------------------------------- There's a merchant in the shop in Assam that only appears at night. Not only does he sell Sugarstars, but amazing (and pricy) equipment for Pico, Lassi, Sorbet, and Chai. --- INCREASED ENEMY DROP RATE ------------------------------------------------ Everyone's used Slippy Oils to increase enemy drops, but here's a secret: Use two! Two Slippy Oils on enemies will make them cough of the goods almost every time. Try it! --- PLANET ALIGNMENT --------------------------------------------------------- If you line up all five planets with Celestial Swap, you can blast all enemies with an uberish-magic move! Careful, some bosses will try to do the same to you... --- BEATING MACADEMUS -------------------------------------------------------- Don't try this unless you've beaten the Glissini Caves (level 85+). Buff your party up, and have Pico and Mokka defend. IQ UP Chai and THEN have him Cactus Crush often and vigorously. Everyone else should just heal and IQ UP Chai again. Pretty easy now, isn't it? You get the Warrior's Nose for winning (what does it do? I dunno...) --- USING THE PUTTY PEAS ----------------------------------------------------- Go back to where you met Kale for the first time (the Stone Stage on Razen), and you'll find a putty! Each putty pea you give him will create a putty to sing the song of the universe! There are 30 peas! Get looking! ______________________________________________________________________________ [10] BESTIARY [1000] ______________________________________________________________________________ ============================================================================== ENEMIES [1001] ============================================================================== NOTE: I am well aware that this bestiary is not yet finished, but I am slowly (but surely) working on it. If you have any enemy info not found in this guide, then email me (email address found at the top of the FAQ) and I will add it in, as well as give you credit. +--------+-------------------------------------------------------------------+ | #1 | CHIPPERMUNK | |--------+-------------------------------------------------+-----------------| | HABITAT: Will-o-Wisp (Amigo) | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 7 | |----------------------------------------------------------+-----------------| | The adorable Chippermunk uses its cute looks as a weapon. If you see one, | | you will probably want to snuggle up to it and give it a big hug. Don't. | | It would be bad. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #2 | SNIFFLES | |--------+-------------------------------------------------+-----------------| | HABITAT: Great Dragon Road | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Ice Cube | LEVEL: 8 | |----------------------------------------------------------+-----------------| | It's actual name is long and difficult to pronounce, so everyone just | | calls it "Sniffles" for short. Instead of fire, it sneezes a disgusting | | gob of green guck. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #3 | MERLECHAUN | |--------+-------------------------------------------------+-----------------| | HABITAT: Caronara (Amigo) | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 14 | |----------------------------------------------------------+-----------------| | Born of Fire, these flame sprites feel compelled to hang out in the frigid | | cold. Many suspect this is just to show everyone exactly how crazy they | | are. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #4 | ATOMIC FIREBAT | |--------+-------------------------------------------------+-----------------| | HABITAT: Jalapeno Wasteland | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Bat Husk | LEVEL: 16 | |----------------------------------------------------------+-----------------| | Beware the bit of the Atomic Firebat: it burns hotter than the hottest | | salsa. Daring chefs try to harvest their glands, with delicious (but often | | tragic) results. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #5 | GUYCLOPS | |--------+-------------------------------------------------+-----------------| | HABITAT: Jalapeno Wasteland | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Monster Meat | LEVEL: 16 | |----------------------------------------------------------+-----------------| | This thickheaded giant loves to dance. Its lack of peripheral vision makes | | this a dangerous prospect. Don't be afraid to share a dance with him! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #6 | LAVA LUMPLING | |--------+-------------------------------------------------+-----------------| | HABITAT: World Seam | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Pyramid Hat | LEVEL: 18 | |----------------------------------------------------------+-----------------| | These creatures form when a fireproof seed falls into hot magma. The | | resulting creatures mopes around for a while, wondering if its flower will | | ever bloom. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #7 | FIRECLAW | |--------+-------------------------------------------------+-----------------| | HABITAT: World Seam | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Blaze Bomb | LEVEL: 19 | |----------------------------------------------------------+-----------------| | Nobody knows who crafted the containment unit that allows these fire | | elementals to leave their molten homes, but whoever it was has a lot of | | explaining to do. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #8 | GURGLEGUT | |--------+-------------------------------------------------+-----------------| | HABITAT: World Seam | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Bang Berry | LEVEL: 19 | |----------------------------------------------------------+-----------------| | Scientists have yet to figure out what gives the Gurglegut dragon such | | intestinal distress. Until they do, don't approach this creature with any | | open flames. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #9 | EMBER JACKAL | |--------+-------------------------------------------------+-----------------| | HABITAT: World Seam | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Cleats | LEVEL: 20 | |----------------------------------------------------------+-----------------| | This fiery, two-headed jackal gobbles flames for breakfast, lunch, and | | dinner. For dessert, it indulges on adventurers. If you see one after | | supper time, RUN! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #10 | PERMALAVA | |--------+-------------------------------------------------+-----------------| | HABITAT: World Seam | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Flip-Flops | LEVEL: 20 | |----------------------------------------------------------+-----------------| | Permalava spews endless torrents of the most vile curse words in the | | galaxy. Thankfully, its insults fly so fast and so furiously that nobody | | can understand it. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #11 | FOUL FLY | |--------+-------------------------------------------------+-----------------| | HABITAT: Shishkebab Cave | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Bang Berry | LEVEL: 21 | |----------------------------------------------------------+-----------------| | This monster is notorious for creepily rubbing its hands together as if it | | is plotting the galaxy's untimely doom. Which it is. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #12 | SWURLY | |--------+-------------------------------------------------+-----------------| | HABITAT: Shishkebab Cave | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Bang Berry | LEVEL: 22 | |----------------------------------------------------------+-----------------| | The blustery Swurly has a low tolerance for irritation. It blows up at the | | smallest things -- literally. It's best to approach this tempestuous | | terror with a cool head. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #13 | MECHANIBEX | |--------+-------------------------------------------------+-----------------| | HABITAT: Shishkebab Cave | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Bang Berry | LEVEL: 22 | |----------------------------------------------------------+-----------------| | This odd mechanical beast uses gummy frogs to stoke it's belly-furnace. As | | it burns through them rather quickly, it's always hungry for more. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #14 | BRAWLIFLOWER | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum Caverns | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Sugarstar | LEVEL: 23 | |----------------------------------------------------------+-----------------| | Beware the Brawliflower: it may look cute a vegetableish, but this garden | | terror bites back! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #15 | PIGEONATOR | |--------+-------------------------------------------------+-----------------| | HABITAT: Capsicum (Amigo) | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 24 | |----------------------------------------------------------+-----------------| | When this mechanical menace senses a fight, it goes berserk. The effect is | | somewhat like looking at a boiling kettle of water dance on the stove top. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #16 | STAG LIZARD | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum Caverns | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Critter Horn | LEVEL: 26 | |----------------------------------------------------------+-----------------| | The Stag Lizard's clacking mandibles can pinch through steel like it's | | butter. Because they can be used in potions, Stag Lizard mandibles are | | highly prized items. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #17 | CHARRED TREE | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Sweet Meat | LEVEL: 28 | |----------------------------------------------------------+-----------------| | This sad sapling holds a grudge against the cruel world that let it catch | | fire. Its sooty breath serves as a grim reminder to all who face it: put | | your campfires out! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #18 | RAINBOAR | |--------+-------------------------------------------------+-----------------| | HABITAT: Capsicum (Amigo) | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 30 | |----------------------------------------------------------+-----------------| | The Rainboar's pink pelt may not help it blend into its surrounding, but | | with that terrible attitude, the Rainboar doesn't really have to. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #19 | SCORCHBERRY | |--------+-------------------------------------------------+-----------------| | HABITAT: Path of the Five Organs | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Green Frog | LEVEL: 36 | |----------------------------------------------------------+-----------------| | This dangerously tart creatures gushes spicy juices when it pops. While | | this is a terrible defense mechanism, it's a great way to give a smoothie | | a little kick. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #20 | MOSSWORM | |--------+-------------------------------------------------+-----------------| | HABITAT: Path of the Five Organs | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Catdog Boots | LEVEL: 37 | |----------------------------------------------------------+-----------------| | The Mossworm enjoys an exceptionally long life. "Enjoys" may be the wrong | | word, though, given that it doesn't move much and is covered by thick | | moss. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #21 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #22 | SACRIFICER | |--------+-------------------------------------------------+-----------------| | HABITAT: Cocoabutter Valley | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Monster Meat | LEVEL: 48 | |----------------------------------------------------------+-----------------| | This cruel monster sacrifices its own kind to advance its own evil plots. | | Even the vilest creatures don't want to be associated with this loathsome | | beast. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #23 | FIREBELCHER | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Martial Fist | LEVEL: 49 | |----------------------------------------------------------+-----------------| | The Firebelcher is a traditional fire-breathing dragon. Fun fact: the | | Firebelcher is a not-too-distant cousin to the lagoon dragon. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #24 | VIOLENT JOE | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Red Frog | LEVEL: 53 | |----------------------------------------------------------+-----------------| | This curious beast is strangely proud of its magnificent chin. It was all | | but wiped out in a battle against the Punkasaurs over whether chins out- | | cooled mohawks. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #25 | ANT NOBLE | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Misty Studs | LEVEL: 61 | |----------------------------------------------------------+-----------------| | Despite the name, these ants are not, in fact, royally. They can rely on | | their money to pay off the lackeys who responsed to their call in battle. | | What's noble about this? | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #26 | CRABRADOR | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Nut Spread | LEVEL: 75 | |----------------------------------------------------------+-----------------| | This breed of Hermit Lab seems to be a shy creature. However, it can show | | a lot of bravery at almost entirely the wrong times. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #27 | JELLYBEAST | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Red Frog | LEVEL: 89 | |----------------------------------------------------------+-----------------| | The gluttonous Jellybeast will snack on anything that wanders near its | | gaping maw. It never brushes its teeth, making its breath just as | | dangerous as its bite. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #28 | JUNIPERIL | |--------+-------------------------------------------------+-----------------| | HABITAT: Will-o-Wisp (Amigo) | ELEMENT: Grass | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 3 | |----------------------------------------------------------+-----------------| | The Juniperil is a master of the art of caring for diminutive trees. It | | expertly clips and manicures itself to reach a tiny zenlike bliss. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #29 | BROOT | |--------+-------------------------------------------------+-----------------| | HABITAT: Will-o-Wisp (Amigo) | ELEMENT: Grass | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 4 | |----------------------------------------------------------+-----------------| | These plant monsters are freshest in the spring. Their rich flavour is | | ideal for stews, but their cute doelike eyes also make an ideal garnish! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #30 | MOSSLING | |--------+-------------------------------------------------+-----------------| | HABITAT: Tangerine Beach | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Rainbow Shell | LEVEL: 6 | |----------------------------------------------------------+-----------------| | This living clot of moss is tough enough to protect itself in even the | | harshest of climates. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #31 | GOLD SNEAKBUG | |--------+-------------------------------------------------+-----------------| | HABITAT: Quinoa Plain | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Gold Shoes | LEVEL: 8 | |----------------------------------------------------------+-----------------| | Some monsters have no class. This one spends all day rolling around in | | piles of money. All it takes is one good hit to knock the spare change out | | of its pockets. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #32 | SPRIGGAN | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Grass | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 8 | |----------------------------------------------------------+-----------------| | Notable because of it's massive. treelike hair. this spooky tree fairy | | wanders through the forests, challenging anyone whose hair looks better | | than its own. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #33 | SNEAKBUG | |--------+-------------------------------------------------+-----------------| | HABITAT: Quinoa Plain | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Hiking Shoes | LEVEL: 9 | |----------------------------------------------------------+-----------------| | Anger this aromatic beast, and it will release a stink unlike anything you | | have ever known...unless you've ever worn the same socks for more than a | | week. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #34 | CUDDLEMUNK | |--------+-------------------------------------------------+-----------------| | HABITAT: Quinoa Plain | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Baobab Sap | LEVEL: 9 | |----------------------------------------------------------+-----------------| | This monster is cute! So cute, in fact, that it is impossible to resist | | giving it a tickle. Once it has lured you in, the coldhearted predator | | pounces! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #35 | FLORANHA | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Lucky Studs | LEVEL: 10 | |----------------------------------------------------------+-----------------| | This strange fish developed the ability to swim in air after its natural | | environment dried up. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #36 | SPINY NUT | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Baobab Sap | LEVEL: 11 | |----------------------------------------------------------+-----------------| | Just a newborn, this spiky little creature deserves every chance to | | survive in this cruel world. Fortunately, it's tough enough that it | | doesn't need much help. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #37 | CROCOBUSKER | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Ukelele | LEVEL: 12 | |----------------------------------------------------------+-----------------| | Some may say it's impossible to rock out with a ukelele, but the | | Crocobusker laughs at its doubters. It rocks the ukelele like none hath | | rocked it before. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #38 | ELDER BEETLE | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Baobab Sap | LEVEL: 12 | |----------------------------------------------------------+-----------------| | The Elder Beetle wears its magnificent horn as proudly as a jewel- | | encrusted tiara. Don't call it a cockroach. It's very sensitive about | | that. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #39 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #40 | SWINGER | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Frog Shirt | LEVEL: 13 | |----------------------------------------------------------+-----------------| | This angry simian flings gummy frogs faster than anyone around. Those | | gummy frogs might look soft, but at those speeds, they pack quite a | | wallop. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #41 | GOATEESAUR | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Baobab Sap | LEVEL: 13 | |----------------------------------------------------------+-----------------| | This monster will dazzle you with its hilarious moves. That is, until you | | break its horn -- then the beast's confidence deflates like a sad balloon. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #42 | STABBY NUT | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 14 | |----------------------------------------------------------+-----------------| | This little monster is wrapped in a nutty yet strangely delicious outer | | shell. It will feebly swat you with a spiky stick, doing little more than | | annoying you. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #43 | TRILLOBITER | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 15 | |----------------------------------------------------------+-----------------| | The Trillobiter is a master of diguise. Sadly, it emits a fruity, citrusy, | | and yet intensely gut-wrenching stench that completey ruins any attempt at | | hiding. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #44 | BWAHAHABOON | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 15 | |----------------------------------------------------------+-----------------| | This strange baboon likes nothing more than a good laugh. You could drop a | | spoon, and it would laugh itself into a coma. It's especially good for | | one's self-esteem. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #45 | FOREST EEL | |--------+-------------------------------------------------+-----------------| | HABITAT: Capsicum (Amigo) | ELEMENT: Grass | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 26 | |----------------------------------------------------------+-----------------| | This obnoxious beast wanders the forest. lecturing others about their | | scandalous clothes and bad attitudes and how they're too lazy to chase | | after adventurers. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #46 | WOODSCHRANK | |--------+-------------------------------------------------+-----------------| | HABITAT: Capsicum (Amigo) | ELEMENT: Grass | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 26 | |----------------------------------------------------------+-----------------| | The Woodschrank considers itself the guardian of the forest. It gladly | | skewers anyone who dares to threaten the sanctity of the grove with its | | sharp wooden lance. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #47 | LEAFWICH | |--------+-------------------------------------------------+-----------------| | HABITAT: The Holy Tree | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Green Frog | LEVEL: 32 | |----------------------------------------------------------+-----------------| | It's a leaf. It's a sandwich. It's both! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #48 | WEED DEVIL | |--------+-------------------------------------------------+-----------------| | HABITAT: Path of the Five Organs | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Grudge Ball | LEVEL: 38 | |----------------------------------------------------------+-----------------| | This garden-variety weed has a terribly bad disposition. No matter how | | many times you step on it, it keeps coming back for more. And more. And | | more. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #49 | SCARECROW | |--------+-------------------------------------------------+-----------------| | HABITAT: Couscous Ruins | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Lucky Clover | LEVEL: 40 | |----------------------------------------------------------+-----------------| | Having grown bored of its traditional role as a guardian of the wheat | | field, this scarecrow has decided to abandon the farm and see the world. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #50 | JAMARI | |--------+-------------------------------------------------+-----------------| | HABITAT: Sugarleaf Plains | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Holy Incense | LEVEL: 46 | |----------------------------------------------------------+-----------------| | The Jamari smells like a meadow of flowers after a rainy day. However, no | | matter how hectic your life may seem, do not step to smell the Jamaris. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #51 | GRAMPLE | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Thorn Bangle | LEVEL: 53 | |----------------------------------------------------------+-----------------| | Behold its magnificent beard! If beards were a source of profound magical | | power, this beast would be able to warp the fabric of reality itself. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #52 | FALLWICH | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Dethorn Tail | LEVEL: 67 | |----------------------------------------------------------+-----------------| | This is a very sad sandwich made of very sad, wistful leaves. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #53 | TREEHEMOTH | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Misty Cap | LEVEL: 72 | |----------------------------------------------------------+-----------------| | This wrathful stump has been possessed by the spirit of a chopped-down | | tree. It's more like a tree zombie, and chlorophyll is not what it hungers | | for. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #54 | GNOCCHALIEN | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Self Circlet | LEVEL: 91 | |----------------------------------------------------------+-----------------| | The Gnocchalien thrives in moist, earthy places. This might explain why a | | sapling has started to grow out of its forehead. Some people call it the | | "head gardener". | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #55 | CHOKER | |--------+-------------------------------------------------+-----------------| | HABITAT: Will-o-Wisp (Amigo) | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 5 | |----------------------------------------------------------+-----------------| | What's cuter than a fuzzy, little kitty? A Fuzzy. little kitty riding on | | a big, fluffy cloud! How precious! Unless of course, it's trying to | | destroy you. Which it is. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #56 | SKYLANCER | |--------+-------------------------------------------------+-----------------| | HABITAT: Will-o-Wisp (Amigo) | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 5 | |----------------------------------------------------------+-----------------| | Rider and steed move together with the understated grace of a one-man | | band. Their combination attacks dazzle and damage anyone close enough to | | see them. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #57 | FUNGUROACH | |--------+-------------------------------------------------+-----------------| | HABITAT: Great Dragon Road | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Ice Cube | LEVEL: 7 | |----------------------------------------------------------+-----------------| | This filthy insect is covered with a slimy mold. Clean freaks are advised | | to bolt when the Funguroach is around, as it has no conception at all of | | personal hygiene. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #58 | RAIRBIT | |--------+-------------------------------------------------+-----------------| | HABITAT: Quinoa Plain | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Sugarstar | LEVEL: 8 | |----------------------------------------------------------+-----------------| | Much like the increasingly uncommon yeti, the Rairbit makes a great pet | | and seldom attacks people. Unlike the yeti, however, Rairbits can be | | housebroken. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #59 | ANISOPTERA | |--------+-------------------------------------------------+-----------------| | HABITAT: Quinoa Plain | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Headband | LEVEL: 9 | |----------------------------------------------------------+-----------------| | Nobody knows how this fossilized dragonfly can remain airborne when its | | wings -- and indeed, it's entire body -- are made entirely of stone. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #60 | SLASHBACK | |--------+-------------------------------------------------+-----------------| | HABITAT: Quinoa Plain | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Bronze Ring | LEVEL: 10 | |----------------------------------------------------------+-----------------| | Don't let the rubber ducky fool you. On its squeaky haunches rides a | | vicious, cold-blooded monster intent on introducing you to its hatchet. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #61 | BOOMERANGER | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Green Frog | LEVEL: 12 | |----------------------------------------------------------+-----------------| | The Boomeranger's face bears the scar of a tragic boomerang accident. | | Though it is quite spiteful because of the scar, its dedication to its | | craft remains admirable. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #62 | AIRPONY | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 12 | |----------------------------------------------------------+-----------------| | The Airpony is a hunter, first and foremost, riding high in the sky and | | looking for prey. This makes it into a valuable solider. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #63 | HYBRENA | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 15 | |----------------------------------------------------------+-----------------| | These two monsters are literally joined at the hip! Like all couples, they | | often want to pursue individal interests. Too bad for them. That's not | | happening. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #64 | HAPPILOON | |--------+-------------------------------------------------+-----------------| | HABITAT: Capsicum (Amigo) | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 26 | |----------------------------------------------------------+-----------------| | This dainty critter catches the wind with its parasol and floats the air. | | This pastime can be costly, at it gets a lot of tickets from the space | | police. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #65 | WANDERANGER | |--------+-------------------------------------------------+-----------------| | HABITAT: Ships' Graveyard | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Green Frog | LEVEL: 36 | |----------------------------------------------------------+-----------------| | This monster is a master boomerang thrower. It's spent its whole life | | looking for the one that got away. The boomerang, that is. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #66 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #67 | FEATHER VANE | |--------+-------------------------------------------------+-----------------| | HABITAT: Couscous Ruins | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Spinel Ring | LEVEL: 39 | |----------------------------------------------------------+-----------------| | The Feather Vane spins in the slightest breeze, leaving it, more often | | than not, confused and unsure of its surroundings. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #68 | PANDEMON | |--------+-------------------------------------------------+-----------------| | HABITAT: Couscous Ruins | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Dark Robe | LEVEL: 39 | |----------------------------------------------------------+-----------------| | The Pandemon spent its life dreaming of being a pop star. When its dreams | | failed, it went into marketing and lost its soul, spreading evil to its | | target demographic. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #69 | SHYCLONE | |--------+-------------------------------------------------+-----------------| | HABITAT: Couscous Ruins | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Grudge Ball | LEVEL: 40 | |----------------------------------------------------------+-----------------| | While the tornado it rides looks quite menacing, it also serves to hide | | this monster from the world. The poop thing suffers from an incredible | | shyness. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #70 | HORUS | |--------+-------------------------------------------------+-----------------| | HABITAT: Couscous Ruins | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Sparrow Wings | LEVEL: 40 | |----------------------------------------------------------+-----------------| | The king of birds adores his subjects, singing songs and, at times, | | kissing them. Sometimes, he eats them. His subjects are justifiably | | paranoid when he comes by. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #71 | MANMOO RIDER | |--------+-------------------------------------------------+-----------------| | HABITAT: Sugarleaf Plains | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Blue Frog | LEVEL: 42 | |----------------------------------------------------------+-----------------| | The Manmoo Rider dreams of finding a legendary bronco and breaking it. | | Until that time, it is content to ride the plains on the back of this | | unsettling beast. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #72 | CONDEMNED | |--------+-------------------------------------------------+-----------------| | HABITAT: Cocoabutter Valley | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Grudge Ball | LEVEL: 49 | |----------------------------------------------------------+-----------------| | Also known as the overreactor, this monster is feared by all for its | | ability to blow things out of proportion. Watch out! It can make a | | mountain out of a molehill. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #73 | HAROERIS | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Heaven Boots | LEVEL: 53 | |----------------------------------------------------------+-----------------| | This strange bird has lips instead of a beak. That alone is disturbing, | | but to top things off, when it sneezes, it kicks up a terrible and | | mucousy tornado. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #74 | CLOCKWORK GOAT | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Bang Berry | LEVEL: 61 | |----------------------------------------------------------+-----------------| | Its tail serves as the key to wind up it's spring. Because it never truly | | tires, the Clockwork Goat makes a good watchgoat. But don't forget to wind | | it up at night! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #75 | GAZELLEBEAR | |--------+-------------------------------------------------+-----------------| | HABITAT: Capsicum (Amigo) | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: ??? | |----------------------------------------------------------+-----------------| | ??? | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #76 | SHORT-FUSER | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Lemon Jam | LEVEL: 78 | |----------------------------------------------------------+-----------------| | If the Short-Fuser gets mad, the tornado it rides swells to mammoth | | proportions. It's like a cake baking in the oven, except that it's | | terrifying instead of delicous. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #77 | WHISMY BOLT | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Misty Boots | LEVEL: 82 | |----------------------------------------------------------+-----------------| | This weather vane goes wherever the wind blows, never showing any instrest | | in the things around it. It can't even be relied on to show the wind | | direct accurately. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #78 | BALLOONFISH | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Undizzy Tail | LEVEL: 94 | |----------------------------------------------------------+-----------------| | Ages ago, the first Balloonfish swelled up to intimidate an attacking | | parakeet shark. Its descendants never managed to return to its normal | | size. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #79 | DUST PUNISHER | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Lemon Jam | LEVEL: 95 | |----------------------------------------------------------+-----------------| | The Dust Punisher is on a mission to clean everything in sight, including | | your clock! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #80 | MUD JAMMER | |--------+-------------------------------------------------+-----------------| | HABITAT: Forgotten Land | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Yellow Worm | LEVEL: 1 | |----------------------------------------------------------+-----------------| | This is a cautionary tale of what can happen when jam goes bad. It loses | | its sweetness, starts to move,and tries to destroy you. Eat at your own | | risk. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #81 | SOLDIER ANT | |--------+-------------------------------------------------+-----------------| | HABITAT: Ant Hole | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Green Frog | LEVEL: 3 | |----------------------------------------------------------+-----------------| | This brave and loyal ant uses its sword to protect itself and its queen. | | This is all very admirable, but that doesn't mean you should refrain from | | squishing it. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #82 | MAGICIAN ANT | |--------+-------------------------------------------------+-----------------| | HABITAT: Ant Hole | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Yellow Worm | LEVEL: 3 | |----------------------------------------------------------+-----------------| | This fierce ant uses magic to serve its queen. Because it knows so much | | about magic, it is largely immune to magical attacks. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #83 | METEORN | |--------+-------------------------------------------------+-----------------| | HABITAT: Will-o-Wisp (Amigo) | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 6 | |----------------------------------------------------------+-----------------| | These creatures thrive on the many meteors that coast through baklava. | | This one must have crashed onto Erd recently. It seems surprisingly | | fragile. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #84 | BUFFALOPE | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Silver Ring | LEVEL: 10 | |----------------------------------------------------------+-----------------| | On its own, the Buffalope is fairly weak. However, when many of them join | | together, they become very powerful. It's a good idea to keep that from | | happening. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #85 | HOODY THING | |--------+-------------------------------------------------+-----------------| | HABITAT: Jalapeno Wasteland | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Bang Berry | LEVEL: 15 | |----------------------------------------------------------+-----------------| | The Hoody Thing's hood protects it against dry skin. When it wants a fresh | | it wears its hood at a rakish tilt. It's not the most fashion forward of | | monsters. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #86 | PUNKASAUR | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 16 | |----------------------------------------------------------+-----------------| | Much to the Punkasaur's dismay, its glorious mohawk is thinning. It might | | be time to update its look to something a little more contrmporary, like a | | mullet. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #87 | CABONG | |--------+-------------------------------------------------+-----------------| | HABITAT: World Seam | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Nut Spread | LEVEL: 19 | |----------------------------------------------------------+-----------------| | This monster has two moods: mad and really mad. It has no patience for | | softies, so don't let it catch you petting a puppy or anything like that. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #88 | EGGKEEPER | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum Cavern | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Dragon Egg | LEVEL: 24 | |----------------------------------------------------------+-----------------| | Filled with an instinctive need to sit on eggs and a genetic inability to | | produce them, this creature is a terrible caretaker and wildly | | irresponsible. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #89 | SARCOPHAGHOUL | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum Cavern | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Cashwad Cloak | LEVEL: 25 | |----------------------------------------------------------+-----------------| | It's said that this cofin holds the mysteries of the universe. Or a dead | | guy. No one's really sure. Or it might be full of money. Only one way to | | find out! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #90 | GOBBLER | |--------+-------------------------------------------------+-----------------| | HABITAT: Capsicum (Amigo) | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 26 | |----------------------------------------------------------+-----------------| | This monster has a huge mouth, but it is actually quite a picky eater. | | Just another sign that you can't judge a monster by its gaping maw. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #91 | UNIHORN | |--------+-------------------------------------------------+-----------------| | HABITAT: Granule Island | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Platinum Ring | LEVEL: 28 | |----------------------------------------------------------+-----------------| | The Unihorn really loves its horn, and with good reason. By swinging it, | | it creates strong winds, and by drilling it into the ground, it can shake | | the earth. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #92 | MONSTER CHEST | |--------+-------------------------------------------------+-----------------| | HABITAT: Holy Water Pyramid | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Rock Robe | LEVEL: 29 | |----------------------------------------------------------+-----------------| | This monster chest may look vicious, but it's actually quite delicate. | | Handle it with care, or the treasure inside of it will turn to sand. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #93 | BAGONG | |--------+-------------------------------------------------+-----------------| | HABITAT: Ships' Graveyard | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Green Frog | LEVEL: 36 | |----------------------------------------------------------+-----------------| | This monster is created in earthquakes that shake massive rocks loose from | | the hillsides. According to studies, another Bagong is born every three | | seconds on Erd. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #94 | SMILEY LEECH | |--------+-------------------------------------------------+-----------------| | HABITAT: Path of the Five Organs | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Green Frog | LEVEL: 36 | |----------------------------------------------------------+-----------------| | Every battle begins with a kiss, thanks to the Smiley Leech's friendliness | | and utter lack of personal boundaries. What happens after that is up to | | you. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #95 | WOOD WARRIOR | |--------+-------------------------------------------------+-----------------| | HABITAT: Ships' Graveyard | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Nut Spread | LEVEL: 36 | |----------------------------------------------------------+-----------------| | The Wood Warrior travels the wilderness seeking powerful opponents to | | challenge. Its devil-may-care attitude throws off even the most steely of | | opponents. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #96 | PEGMAFLY | |--------+-------------------------------------------------+-----------------| | HABITAT: Path of the Five Organs | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Bird Charm | LEVEL: 36 | |----------------------------------------------------------+-----------------| | This monster, made of the pegmalite ore, moves very stiffly because of the | | rigid crystals that make up its body. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #97 | CLODLING | |--------+-------------------------------------------------+-----------------| | HABITAT: Path of the Five Organs | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Gold Dust | LEVEL: 37 | |----------------------------------------------------------+-----------------| | Clods live inside the stone giant like huge parasites. When two clods bump | | into each other, they become one. Eventually, they are expelled from the | | giant. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #98 | DIRTLING | |--------+-------------------------------------------------+-----------------| | HABITAT: Path of the Five Organs | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Gold Dust | LEVEL: ?? | |----------------------------------------------------------+-----------------| | When a Clodling breaks apart, it forms Dirtlings. Science has long | | wondered how many more times a Dirtling can be divided. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #99 | DUSTLING | |--------+-------------------------------------------------+-----------------| | HABITAT: Path of the Five Organs | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Gold Dust | LEVEL: 37 | |----------------------------------------------------------+-----------------| | Dustlings form when Dirtlings break down. And thus, the circle of life | | continues. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #100 | ELDER DRAGON | |--------+-------------------------------------------------+-----------------| | HABITAT: Path of the Five Organs | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Heavy Metal | LEVEL: 38 | |----------------------------------------------------------+-----------------| | The Elder Dragon has lived inside the Stone Giant for ages. It devours | | anything in sight. The sheer monotony of its surroundings turned it into a | | bored eater. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #101 | BOOGACLOPS | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Berry Jam | LEVEL: 50 | |----------------------------------------------------------+-----------------| | This four-armed foe has a face only a mother could love and a chip on its | | shoulder the size of a moon. But have no fear: its arms are shorter than | | they look. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #102 | PLANETERN | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Quake Bomb | LEVEL: 52 | |----------------------------------------------------------+-----------------| | This monster is made from the rubble of many meteors. Legend has it that | | its beady eyes can see the truth of the universe. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #103 | FADED STONE | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Stoneoff Tail | LEVEL: 63 | |----------------------------------------------------------+-----------------| | "The secret to making piecrust that is both flaky and tender is--" Oh, no! | | The rest of the words have been rubbed off! Now we're doomed to eating | | leaden pies! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #104 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #105 | PEEWEE | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Ancient Mitts | LEVEL: 81 | |----------------------------------------------------------+-----------------| | The Peewee is attracted to bright light because its eyesight is so | | terrible. Sometimes, it attacks its own lure filament, much to its own | | dismay. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #106 | SAND CARRIER | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Gold Nugget | LEVEL: 84 | |----------------------------------------------------------+-----------------| | This robot was programmed to carry sand. While this seems like a waste of | | effort, it sometimes stumbles across a gold nugget or two hidden buried in | | the sands. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #107 | SAND CRAB | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Misty Ring | LEVEL: 93 | |----------------------------------------------------------+-----------------| | Some call it the shark of the desert. If you see its massive claws | | approaching you in the sand, you would do well to head for safer ground. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #108 | ICE CHUNK | |--------+-------------------------------------------------+-----------------| | HABITAT: Great Dragon Road | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Ice Cube | LEVEL: 1 | |----------------------------------------------------------+-----------------| | This monster has been frozen into an unmoving chunk of ice. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #109 | ICE CHUNK | |--------+-------------------------------------------------+-----------------| | HABITAT: Great Dragon Road | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Ice Cube | LEVEL: 1 | |----------------------------------------------------------+-----------------| | This monster has been frozen into an unmoving chunk of ice. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #110 | ICE CHUNK | |--------+-------------------------------------------------+-----------------| | HABITAT: Great Dragon Road | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Ice Cube | LEVEL: 1 | |----------------------------------------------------------+-----------------| | This monster has been frozen into an unmoving chunk of ice. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #111 | FROZEN CORAL | |--------+-------------------------------------------------+-----------------| | HABITAT: Tangerine Beach | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Green Frog | LEVEL: 5 | |----------------------------------------------------------+-----------------| | What once was beautiful coral became an icy monstrosity when the planet | | Cassia froze. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #112 | SQUID MAGE | |--------+-------------------------------------------------+-----------------| | HABITAT: Great Dragon Road | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Tentacle | LEVEL: 6 | |----------------------------------------------------------+-----------------| | Its wiggling limbs captivate anyone who sees them dance. Be careful when | | you see those tentacles start to move, though, as it's beginning to cast a | | spell. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #113 | SEAPONY | |--------+-------------------------------------------------+-----------------| | HABITAT: Great Dragon Road | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Rainbow Shell | LEVEL: 6 | |----------------------------------------------------------+-----------------| | The Seapony is so obsessed with keeping the water clean that it picks a | | fight with anyone who looks even remotely unkempt. Naturally, it has very | | few friends. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #114 | UMBRELLOON | |--------+-------------------------------------------------+-----------------| | HABITAT: Will-o-Wisp (Amigo) | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Rainbow Shell | LEVEL: 7 | |----------------------------------------------------------+-----------------| | Its trademark parasol gives this creature away. However, we do not | | recommend taking refuge in its shade, and we hold no responsiblity for | | what happens if you do. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #115 | PERMAFROST | |--------+-------------------------------------------------+-----------------| | HABITAT: Great Dragon Road | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Pearls | LEVEL: 8 | |----------------------------------------------------------+-----------------| | This frozen spire never melts. Its banshee scream sends chills down the | | spine of anyone who hears it. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #116 | CURTAIN FISH | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Cyan Frog | LEVEL: 18 | |----------------------------------------------------------+-----------------| | This monster got its name from its fins, which creates a rainbow curtain | | in the water. Though it can be lovely, don't stop to admire this dangerous | | beauty. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #117 | FRIGITAD | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Cyan Frog | LEVEL: 20 | |----------------------------------------------------------+-----------------| | This little fellow often gets mistaken for a baby but it's full grown. Pay | | no attention to it's adorable ensemble and definitely do NOT coo at it. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #118 | WANIWANGO | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 24 | |----------------------------------------------------------+-----------------| | Waiwangos smash their instruments when they rock out. The God of Rock is a | | harsh master, and it demands wooden scarifice. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #119 | BLOATERFISH | |--------+-------------------------------------------------+-----------------| | HABITAT: Granule Island | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Defrost Tail | LEVEL: 26 | |----------------------------------------------------------+-----------------| | Tired of life underwater, this creature moved to dry land and fresh air. | | Living on land leaves its skin dry and chapped, so it spends its days | | applying moisturizer. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #120 | SEALING | |--------+-------------------------------------------------+-----------------| | HABITAT: Granule Island | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Rainbow Shell | LEVEL: 26 | |----------------------------------------------------------+-----------------| | This monster is as blue as the deep sea and has the consistency of gelatin | | dessert. Its slight jiggle is mesmerizing to behold. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #121 | WENDIGO | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum (Amigo) | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Rainbow Shell | LEVEL: 26 | |----------------------------------------------------------+-----------------| | This Critter used to be kind until the fateful day it got stranded on a | | snowy mountain. Its heart froze, and now, ice water pumps through its | | frozen veins. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #122 | HORNED MAIMAI | |--------+-------------------------------------------------+-----------------| | HABITAT: Granule Island | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Maimai Husk | LEVEL: 27 | |----------------------------------------------------------+-----------------| | Some speculate that this monster's big horns are actually overgrown | | eyebrows. In fact, it appears that the horns receive transmissions from | | outer space. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #123 | HANGFIN | |--------+-------------------------------------------------+-----------------| | HABITAT: Granule Island | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Fish Charm | LEVEL: 28 | |----------------------------------------------------------+-----------------| | Hailing from Cassia, this monster knows its way around waves. No matter | | how choppy the sea may be, it always comes out on top. Strange, as it has | | no legs. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #124 | HUSKED MAIMAI | |--------+-------------------------------------------------+-----------------| | HABITAT: The Holy Tree | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Blue Frog | LEVEL: 33 | |----------------------------------------------------------+-----------------| | This monster's tough shell protects both its tender, gooey innards and its | | tender, gooey feelings. Without its shell, it weeps uncontrollably during | | soap operas. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #125 | SEAGULPER | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Sea Ring | LEVEL: 49 | |----------------------------------------------------------+-----------------| | This dragon uses water magic. Closely related to the Firebelcher dragon, | | the Seagulper possesses incredibly powerful attacks. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #126 | KING CRAB | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Crab Husk | LEVEL: 53 | |----------------------------------------------------------+-----------------| | This monster is the king of crustaceans. It combines both the meatiness | | and tenderness that everyone adores. Some say melted butter runs through | | its veins. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #127 | SEA CUCUMBER | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Defrost Tail | LEVEL: 70 | |----------------------------------------------------------+-----------------| | These enemies are like paparazzi swarming after a celebrity. Except | | instead of taking unflattering pictures of you while you eat, they bite. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #128 | SEA CRAWLER | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Frog Fins | LEVEL: 86 | |----------------------------------------------------------+-----------------| | This bloated, belching beast releases noxious fumes when it becomes | | enraged. It mostly spends it's time poppin' cherry-flavoured antacids. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #129 | HEARTY DOG | |--------+-------------------------------------------------+-----------------| | HABITAT: Mandarin Beach | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Yellow Worm | LEVEL: 5 | |----------------------------------------------------------+-----------------| | This loyal bulldog wanders around trying to make people happy. | | Unfortunately, his feakish appearance usually frightens them off, as does | | the slobber. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #130 | BELLCHARM | |--------+-------------------------------------------------+-----------------| | HABITAT: Will-o-Wisp (Amigo) | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 5 | |----------------------------------------------------------+-----------------| | This vicious monster wages the ultimate kind of psycholgical warfare: | | loud, annoying noises in the early morning. Destroy it before it destroys | | you. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #131 | PRETTYBOY | |--------+-------------------------------------------------+-----------------| | HABITAT: Will-o-Wisp (Amigo) | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 8 | |----------------------------------------------------------+-----------------| | Some people wear their hearts on their sleeves. Prettyboy wears his heart | | on his chest and his eyes on his head. What a Freak. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #132 | LOVERBOY | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 16 | |----------------------------------------------------------+-----------------| | Commonly considered the most attractive of the three identical brothers, | | Loverboy in truth simply has a better publicist. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #133 | CUCKOO CLAXON | |--------+-------------------------------------------------+-----------------| | HABITAT: Shishkebab Cave | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Rusty Screw | LEVEL: 18 | |----------------------------------------------------------+-----------------| | Cuckoo Claxons hate to be late. When they do run late, they get flustered, | | which then causes them to be even more late. It's a vicious cycle. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #134 | MA CHERIE | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum (Amigo) | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: White Frog | LEVEL: 24 | |----------------------------------------------------------+-----------------| | Look deep into Ma Cherie's beady eyes. Feel its overpowering cuteness wash | | over you. Mesmerizing your senses. Now run far away before its snacks on | | your head. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #135 | BRAINBOXER | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum (Amigo) | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: White Frog | LEVEL: 25 | |----------------------------------------------------------+-----------------| | The Brainboxer is a testament to the power of concentration. It can bend | | spoons, fold laundry, and implode large watermelons simply by focusing its | | mind. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #136 | BAD DAD | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum (Amigo) | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 25 | |----------------------------------------------------------+-----------------| | The Bad Dad is a prime example of the dangers of tough love. Even though | | it enrolls its eggs in the school of hard knocks, they still turn out to | | be rotten. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #137 | ANGELDER | |--------+-------------------------------------------------+-----------------| | HABITAT: Couscous Ruins | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Sugarstar | LEVEL: 40 | |----------------------------------------------------------+-----------------| | The Angelder is a lovable old monster that usually keeps to doing | | crossword puzzles. It's not above shaking its sword at you if you step on | | its lawn. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #138 | GOLDEN BAT | |--------+-------------------------------------------------+-----------------| | HABITAT: Phunnel Pit | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Golden Circlet | LEVEL: 44 | |----------------------------------------------------------+-----------------| | This bat shines so brightly, it can illuminate the darkest of caves. Wear | | one like a hat if you need a mining helmet. Warning: it will probably eat | | your head. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #139 | MARILYN | |--------+-------------------------------------------------+-----------------| | HABITAT: Sugarleaf Plains | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Wing Robe | LEVEL: 45 | |----------------------------------------------------------+-----------------| | Marilyn is a lover, not a fighter, unless you start beating up its | | friends. Then it's all fighter. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #140 | PSYCHOBOXER | |--------+-------------------------------------------------+-----------------| | HABITAT: Sugarleaf Plains | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 45 | |----------------------------------------------------------+-----------------| | Psychoboxers learn all 42 of their telepathic techniques by starting at a | | waterfall. That is why you should never allow one near a garden hose. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #141 | MASKED DEVIL | |--------+-------------------------------------------------+-----------------| | HABITAT: Sugarleaf Plains | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Ruby Studs | LEVEL: 46 | |----------------------------------------------------------+-----------------| | This mysterious monster wanders around in a mask made of freshly washed | | towels. Needless to say, it spends about half its life doing laundry. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #142 | REQUIEL | |--------+-------------------------------------------------+-----------------| | HABITAT: Cocoabutter Valley | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Winged Shirt | LEVEL: 50 | |----------------------------------------------------------+-----------------| | This dragon swallows all light and then spews it at its foes. Some say it | | was born in the big bang. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #143 | REVERSIO | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Versatail | LEVEL: 52 | |----------------------------------------------------------+-----------------| | Reversio monsters spin so fast, they can switch the alignment of the | | stars. Sandwich pieces with the same color to flip their color. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #144 | RAINBOW KING | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Planet Ring | LEVEL: 54 | |----------------------------------------------------------+-----------------| | This fish loves skin products. Weekly facials just aren't cutting it, so | | it ate a lightbulb to improve its radiance. That turned out to be a | | terrible idea. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #145 | COSMIC RIDER | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Odd Circlet | LEVEL: 54 | |----------------------------------------------------------+-----------------| | This intergalactic surfer lives for catching righteous space winds. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #146 | ZAP HOUND | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Sparkle Bomb | LEVEL: 68 | |----------------------------------------------------------+-----------------| | This dog was a soft, cuddly little puppy until it licked a flagpole during | | a lightning storm. Now, whenever people hug it, ZAP! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #147 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #148 | OLDFANGEL | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Misty Cloak | LEVEL: 77 | |----------------------------------------------------------+-----------------| | Despite its appearance, the Oldfangel isn't much of a warrior. However, in | | a pinch, it doesn't mind putting on a good show. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #149 | ERILYN | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Thinky Cloak | LEVEL: 87 | |----------------------------------------------------------+-----------------| | This dog was a soft, cuddly little puppy until it licked a flagpole during | | a lightning storm. Now, whenever people hug it, ZAP! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #150 | ZAP RACCOON | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Red Worm | LEVEL: 97 | |----------------------------------------------------------+-----------------| | Poor Zap Raccoon. It fries anything that gets close to it. It drains the | | energy from any machine that gets too close. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #151 | BELLBER | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Bellber Husk | LEVEL: 98 | |----------------------------------------------------------+-----------------| | Popularity is a double-edged sword. Just ask a Bellber. They hoard Bellber | | Husks, but that just makes them top targets of collectors and looters | | alike. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #152 | PUMPKRONE | |--------+-------------------------------------------------+-----------------| | HABITAT: Will-o-Wisp (Amigo) | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 6 | |----------------------------------------------------------+-----------------| | Pumpkrone is a happy old granny that wears a pumpkin mask, eats pumpkin | | for every meal, and sleeps in a wet pile of pumpkin mush. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #153 | SHEEPDEVIL | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Leaf Hat | LEVEL: 14 | |----------------------------------------------------------+-----------------| | This recently resurrected beast must defeat you to earn its freedom. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #154 | EMOTEPILLAR | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara (Amigo) | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 16 | |----------------------------------------------------------+-----------------| | This beast stores pent up rage, sorrow, anger, resentment, pity, panic, | | and befuddlement, and then unloads all of its emotional baggage on you in | | one sad burst. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #155 | GHOUL DOG | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum (Amigo) | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 23 | |----------------------------------------------------------+-----------------| | A quick knife-attacker. It raises the knife, but it's anyones guess where | | it will land. Some say simply that it's brain has gone rotten. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #156 | HOODY DEVIL | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum (Amigo) | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 24 | |----------------------------------------------------------+-----------------| | Why does he wear a mask? Is he a criminal on the run, or is he just shy? | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #157 | GALCIUM | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum Caverns | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Shadow Bomb | LEVEL: 25 | |----------------------------------------------------------+-----------------| | The fact that Galciums have empty heads might explain why they slash | | anything they see, even each other. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #158 | DARK WARRIOR | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum (Amigo) | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 25 | |----------------------------------------------------------+-----------------| | This martial artist is at his best in pitch dark, where he can strike you | | from the shadows! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #159 | MUMMY DOG | |--------+-------------------------------------------------+-----------------| | HABITAT: Holy Water Pyramid | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Decursy Tail | LEVEL: 28 | |----------------------------------------------------------+-----------------| | Mummy Dogs never get fed by their mummy masters. That might explaim why | | they're so hungry. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #160 | MUMMY DOG | |--------+-------------------------------------------------+-----------------| | HABITAT: Holy Water Pyramid | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Decursy Tail | LEVEL: 29 | |----------------------------------------------------------+-----------------| | Ancient mummy magic has summoned this bone-dry dog from the underworld. No | | one can escape its paws of terror. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #161 | BONEBOX | |--------+-------------------------------------------------+-----------------| | HABITAT: Holy Water Pyramid | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Versatail | LEVEL: 30 | |----------------------------------------------------------+-----------------| | Life took hold in a dark coffin and shut the lid on itself. Now, only | | despair oozes out. And strange smells. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #162 | DOG MASTER | |--------+-------------------------------------------------+-----------------| | HABITAT: Holy Water Pyramid | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Decursy Tail | LEVEL: 30 | |----------------------------------------------------------+-----------------| | A high-ranking shaman. He may be arrogant, cunning, conniving, and a puppy | | hater, but he's not such a bad guy. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #163 | DOG TRAINER | |--------+-------------------------------------------------+-----------------| | HABITAT: Holy Water Pyramid | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Decursy Tail | LEVEL: 30 | |----------------------------------------------------------+-----------------| | This harsh trainer knows no mercy for the weak and flabby. Drop down and | | give him twenty, maggot! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #164 | PHANTOM JAR | |--------+-------------------------------------------------+-----------------| | HABITAT: Couscous Ruins | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Windy Boots | LEVEL: 39 | |----------------------------------------------------------+-----------------| | Thousands of years ago, the Phantom Jar held the world's finest | | delicacies. Some food might make it happy. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #165 | MEATMAUL | |--------+-------------------------------------------------+-----------------| | HABITAT: Capiscum (Amigo) | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 45 | |----------------------------------------------------------+-----------------| | The Meatmaul is covered with gigantic, savory meatballs, lending it a | | certain freakish-yet-mouthwatering look. Sadly, it does not have a special | | pasta attack. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #166 | TIN SWORDSMAN | |--------+-------------------------------------------------+-----------------| | HABITAT: Cocoabutter Valley | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Goblin Array | LEVEL: 48 | |----------------------------------------------------------+-----------------| | A Tin Swordsman can't walk up a flight of stairs without breaking a sweat, | | thanks to its heavy armor. That's why it's always saving for an aluminum | | upgrade. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #167 | HODMEDOD | |--------+-------------------------------------------------+-----------------| | HABITAT: Cocoabutter Valley | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Winged Boots | LEVEL: 48 | |----------------------------------------------------------+-----------------| | Someone threw away this doll, but she has risen. Now, she hunts the one | | who threw her away. If you tell her where that person is, she'll let you | | go...for now. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #168 | GRIZZLY GOAT | |--------+-------------------------------------------------+-----------------| | HABITAT: Cocoabutter Valley | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Winged Hat | LEVEL: 49 | |----------------------------------------------------------+-----------------| | This creature acts on instinct, answering the call of the wild at all | | times. That's what it wants you to think, anyway. It's really quite | | reserved and mild mannered. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #169 | MELONIAC | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Star Robe | LEVEL: 50 | |----------------------------------------------------------+-----------------| | This member of the Dark Magician Tribe thrives on Darkness Melons. These | | melons turn all who eat them into ghastly horrors, which explains why this | | mage wears a mask. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #170 | GOBLIN DOG | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Shadow Bomb | LEVEL: 50 | |----------------------------------------------------------+-----------------| | This naughty dog loves pranking people. If it's ever in a fix, it just | | wags its tail and acts cute. Nobody can resist its charms. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #171 | SPEARSCHRANK | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Tech Model S | LEVEL: 51 | |----------------------------------------------------------+-----------------| | This master of the three-pronged spear can skewer enemies and finger foods | | alike. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #172 | GRIM BARBER | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Winged Bangle | LEVEL: 51 | |----------------------------------------------------------+-----------------| | The dreaded Grim Barber takes more than a little off the top. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #173 | REVERSIO | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Versatail | LEVEL: 52 | |----------------------------------------------------------+-----------------| | Reversio monsters spin so fast, they can switch the alignment of the | | stars. Sandwich pieces with the same color to flip their color. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #174 | BEEZLEBOAR | |--------+-------------------------------------------------+-----------------| | HABITAT: Chromagar Cave | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Winged Studs | LEVEL: 54 | |----------------------------------------------------------+-----------------| | This beast wields immense magical power. It holds itself up by balancing | | on its tail. This majestic talent impresses other monsters, so they follow | | it around. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #175 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #176 | NIGHTMOP | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Decursy Tail | LEVEL: 65 | |----------------------------------------------------------+-----------------| | The Nightmop excutes its dastardly clandestine cleaning operations under | | the stroud of inky darkness. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #177 | GRAVER | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Fossil Charm | LEVEL: 96 | |----------------------------------------------------------+-----------------| | The Graver is the spirit of an evildoer who has possessed a whole grave | | and returned to life. It gets its kicks from freaking out people visiting | | the cemetary. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #178 | ARMAGEL | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Space Ring | LEVEL: 98 | |----------------------------------------------------------+-----------------| | This mysterious enigma has been revived to serve eternally as a soldier. | | Somehow, he lost the lower half of his body in the process. His only | | dream? To run again. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #179 | MAGIC DUMMY | |--------+-------------------------------------------------+-----------------| | HABITAT: Magic Academy | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 1 | |----------------------------------------------------------+-----------------| | Magic Dummies live only to be crushed, sliced, soaked, frozen, buried, | | incinerated, and nailed in the head with roundhouse kicks. They they go | | back in the closet. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #180 | ANT LION | |--------+-------------------------------------------------+-----------------| | HABITAT: Quiet Plateau | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Green Frog | LEVEL: 2 | |----------------------------------------------------------+-----------------| | The Ant Lion lurks below the sandy waves, waiting for the pattering of | | little footsteps before launching out of the ground to feast on its prey. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #181 | SENTRY MK 1 | |--------+-------------------------------------------------+-----------------| | HABITAT: Kahve Ruins | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 2 | |----------------------------------------------------------+-----------------| | These robots approach you silently, with a coolness that only the | | mechanical can pull off. Watch out, though: it will surprise you with a | | lightning-fast rocket punch! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #182 | SECURITRON | |--------+-------------------------------------------------+-----------------| | HABITAT: Gumbo Gaol | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Rusty Screw | LEVEL: 2 | |----------------------------------------------------------+-----------------| | Like all super-high tech gadgets, this bleeding-edge security robot is | | expensive, extremely fragile, and...already outdated. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #183 | ANT QUEEN | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Queen's Chambers | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 5 | |----------------------------------------------------------+-----------------| | This Ant Queen lives underground in Erd. She's selfish and violent on a | | good day. Catch her on a bad day, and she'll sic her entire army on you | | without a thought. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #184 | SENTRY MK 2 | |--------+-------------------------------------------------+-----------------| | HABITAT: Kahve Ruins | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 5 | |----------------------------------------------------------+-----------------| | Robots don't care about basic courtesy. These robots will attack you | | without even so much as a simple "hello." They vary in strength depending | | on their level. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #185 | SENTRY MK 3 | |--------+-------------------------------------------------+-----------------| | HABITAT: Kahve Ruins | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 6 | |----------------------------------------------------------+-----------------| | These callous robots will sneak up to attack you without warning. They | | vary in strength depending on their levels. Never underestimate a robot! | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #186 | SECURITRON 2 | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Kahve Ruins | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Rusty Screw | LEVEL: 6 | |----------------------------------------------------------+-----------------| | Freshly repaired, patched, and reinstalled, this security robot lusts for | | sweet, roboty revenge. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #187 | HERMIT LAB | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Lovers' Cove | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Green Frog | LEVEL: 5 | |----------------------------------------------------------+-----------------| | The Hermit Lab is a simple beast with simple tastes: making mischief, | | swiping stuff, and scratching. Some say its a messenger of the Dragon God. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #188 | PIRATE OTTER | |--------+-------------------------------------------------+-----------------| | HABITAT: Great Dragon Road | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Rainbow Shell | LEVEL: 6 | |----------------------------------------------------------+-----------------| | Bored with life in the sticks, these otters have started running amok to | | amuse themselves. They leave a trail of wedgies in their wake. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #189 | PIRATE OTTER | |--------+-------------------------------------------------+-----------------| | HABITAT: Great Dragon Road | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Rainbow Shell | LEVEL: 6 | |----------------------------------------------------------+-----------------| | Bored with life in the sticks, these otters have started running amok to | | amuse themselves. They leave a trail of wedgies in their wake. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #190 | CHARD | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Great Dragon Road | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Sage Hat | LEVEL: 8 | |----------------------------------------------------------+-----------------| | The leader of the pirate otters suffers from a superiority complex, which | | isn't helped by his mastery of dark magic. He fought Miss Madeline at some | | point... | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #191 | MOJO | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Raggedy Leaf | LEVEL: 10 | |----------------------------------------------------------+-----------------| | The pirates keey this Mojo as their own vicious pet. This unstoppable, | | hideous, slobbering fiend is, in fact, stoppable, as long as you attack | | with magic. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #192 | PIRATE OTTER | |--------+-------------------------------------------------+-----------------| | HABITAT: Carbonara Jungle | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Rainbow Shell | LEVEL: 13 | |----------------------------------------------------------+-----------------| | Bored with life in the sticks, these otters have started running amok to | | amuse themselves. They leave a trail of wedgies in their wake. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #193 | TOTEM BOMB | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Carbonara Jungle | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Totem Studs | LEVEL: 13 | |----------------------------------------------------------+-----------------| | Like all things annoying, this road-blocking bot comes courtesy of the | | astro pirates. Get near it, and the crazy thing will hop on you and blow | | itself up! | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #194 | PEACOCK FISH | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Port Assam | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Rainbow Shell | LEVEL: 14 | |----------------------------------------------------------+-----------------| | The Peacock Fish attracts its mate by spreading its majestic fins. The | | brighter the fins, the less likely it is to spend its Friday nights | | playing role-playing games. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #195 | MUGWORT | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Honey Mint | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 15 | |----------------------------------------------------------+-----------------| | Although he's a deputy police chief in Bena Rikashi, he got this one-day | | job because he didn't mind massaging the chief's shoulders. It's not a | | glamorous job. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #196 | CHARD | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Nata De Coco Door | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Sage Band | LEVEL: 16 | |----------------------------------------------------------+-----------------| | The leader of the pirate otters suffers from delusions of grandeur. He | | claims he held his punches last time. This time, he means business! | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #197 | POOKA | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: World Seam | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 20 | |----------------------------------------------------------+-----------------| | This mysterious enigma is more of a grunt, possessing powerful attacks and | | empty, terrifying eyes. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #198 | POLICEMAN | |--------+-------------------------------------------------+-----------------| | HABITAT: World Seam | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 20 | |----------------------------------------------------------+-----------------| | The noble Police Officer works hard day and night to protect space. The | | motto of the Space Police: "Arrest 'em all, and let prison sort 'em out!" | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #199 | BUCK PRIVATE | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Shishkebab Cave | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 22 | |----------------------------------------------------------+-----------------| | This trooper is one of Gil Mudflap's personal guards. He treats his men | | like his footstools. Literally. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #200 | MUDFLAP | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Shishkebab Cave | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Pigheaded Hat | LEVEL: 24 | |----------------------------------------------------------+-----------------| | Mudflap is one of Bena Rikashi's police inspectors. He looks -- and smells | | -- powerful. Be careful not to let him smother you. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #201 | MAJOR | |--------+-------------------------------------------------+-----------------| | HABITAT: World Seam | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 23 | |----------------------------------------------------------+-----------------| | The elite Space Police sniper is in charge of only one thing: silently | | obliterating the enemy without warning, anything and anywhere. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #202 | DAB HASNEL | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Capiscum Caverns | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 26 | |----------------------------------------------------------+-----------------| | This swift enigma is battle-ready and deadly, possessing a hard outer | | shell and agile limbs. It relies on its natural springiness to attack its | | foes. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #203 | DEMAR | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Holy Water Pyramid | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: Shampoo Cap | LEVEL: 32 | |----------------------------------------------------------+-----------------| | This Bena Rikashi police commissioner possesses an almost inexplicable | | charm. One glance with those bright eyes of his, and you can't help but | | fall for him. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #204 | SERGEANT | |--------+-------------------------------------------------+-----------------| | HABITAT: Holy Water Pyramid | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 35 | |----------------------------------------------------------+-----------------| | This Space Police squad specializes in charging blindly into battle. More | | often than not, this results in what they playfull call "friendly head | | trauma." | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #205 | HOLY SAPLING | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: The Holy Tree | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: Garden Mitts | LEVEL: 35 | |----------------------------------------------------------+-----------------| | Farina raises this gigantic and bloodthirsty tre from a sapling, nurturing | | it on a steady diet of villagers. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #206 | GUMMY GIRL | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Kahve Ruins | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Sage String | LEVEL: 36 | |----------------------------------------------------------+-----------------| | This mysterious girl has been gummified. Nobody knows who she is, but she | | had a very mysterious item with her. What will happen if you stop to use | | it? | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #207 | SR. PATROLMAN | |--------+-------------------------------------------------+-----------------| | HABITAT: Jalapeno Wasteland | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 43 | |----------------------------------------------------------+-----------------| | This senior Space Police officer may spend most of his time behind a desk, | | but he's not afraid to glower and shuffle some papers. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #208 | MUZZLEFLASH | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Path of the Five Organs | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: Loincloth | LEVEL: 39 | |----------------------------------------------------------+-----------------| | Muzzleflash is a reckless fighter, notorious for gunning down friend and | | foe alike. After his last battle, he was imprisoned for the safety of the | | galaxy. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #209 | POURRI | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Couscous Ruins | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Airy Sleeves | LEVEL: 42 | |----------------------------------------------------------+-----------------| | As the chief of the Space Police in Bena Rikashi, Brie Pourri possesses | | unrivaled leadership skills. Although she does question the decisions made | | by the brass. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #210 | ODD BEETLE | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Couscous Ruins | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: Fairy Tiara | LEVEL: 43 | |----------------------------------------------------------+-----------------| | What manner of insect is this? A mutation? Or is it perhaps the product of | | some experiment? | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #211 | PIRATE OTTER | |--------+-------------------------------------------------+-----------------| | HABITAT: Condimen Tower | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 41 | |----------------------------------------------------------+-----------------| | Bored with life in the sticks, these otters have started running amok to | | amuse themselves. They leave a trail of wedgies in their wake. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #212 | PIRATE OTTER | |--------+-------------------------------------------------+-----------------| | HABITAT: Condimen Tower | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 42 | |----------------------------------------------------------+-----------------| | Don't let its adorable exterior fool you. This otter buccaneer is a fierce | | fighter equipped with an anchor that can smash items -- and it's not | | afraid to use it! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #213 | PIRATE OTTER | |--------+-------------------------------------------------+-----------------| | HABITAT: Condimen Tower | ELEMENT: Water | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 42 | |----------------------------------------------------------+-----------------| | Like all otters, the otter rogue loves to fish -- especially when it's | | fishing for wallets. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #214 | CSI | |--------+-------------------------------------------------+-----------------| | HABITAT: Jalapeno Wasteland | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 43 | |----------------------------------------------------------+-----------------| | These investigators specialize in forensic crime-scene analysis. They're | | always looking for new ways to drum up business, so try not to nervous | | around them. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #215 | INSPECTOR | |--------+-------------------------------------------------+-----------------| | HABITAT: Jalapeno Wasteland | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 43 | |----------------------------------------------------------+-----------------| | This chief officer of the Space Police wastes no time on investigations. | | He keeps himself free for more important things, like throwing bombs at | | civilians. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #216 | CYBERSAURUS | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Jalapeno Wasteland | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Manic Shoes | LEVEL: 46 | |----------------------------------------------------------+-----------------| | Once, this creature wandered freely, terrorizing the locals as it pleased. | | The Space Police captured it and brought it under their control with | | cybernetic parts. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #217 | SPACE WARDEN | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Jalapeno Wasteland | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 46 | |----------------------------------------------------------+-----------------| | The warden of the Space Police prisons has a brillaint mind and never | | makes mistakes. He controls the Cybersaurus with a remote that never | | leaves his side. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #218 | FOWLER | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Starway | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Hill Boots | LEVEL: 48 | |----------------------------------------------------------+-----------------| | Chief fighting instructor for the Space Police and a (mostly) unparalleled | | martial artist, Biek Fowler's slightly sleazy style has bested many a | | lawbreaker. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #219 | EQUILLEKREW | |--------+-------------------------------------------------+-----------------| | HABITAT: Cocoabutter Valley | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 50 | |----------------------------------------------------------+-----------------| | On top of being a powerful conjurer, the Equillikrew is also quite the | | smooth talker, leaving many an adventurer with a broken heart. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #220 | CHARD | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Cocoabutter Valley | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: Hill Boots | LEVEL: 52 | |----------------------------------------------------------+-----------------| | You've beaten him twice, but now the dark planet is feeding him power. Is | | this the last stand of a man obsessed with the dark teachings of Master | | Kale? | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #221 | GIANT LARVA | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Chromagar Cave | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 53 | |----------------------------------------------------------+-----------------| | This mysterious insect larva seems to absorb any magic around it | | insatiably, as though it's feeding off of the magical energies. Will it | | ever turn into a cocoon? | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #222 | KALE | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Chromagar Cave | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 56 | |----------------------------------------------------------+-----------------| | This former Will-o-Wisp Academy student manipulated the Space Police and | | led them on a mad crusade against magicians. He possesses vast knowledge. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #223 | GUMMY GIANT | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Chromagar Cave | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 55 | |----------------------------------------------------------+-----------------| | Fueled by the power of Kale's sinister magic, this creature has no mind of | | its own. It simply carries out any order it receives, no matter how cruel. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #224 | SHADRA | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Chromagar Cave | ELEMENT: All | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 58 | |----------------------------------------------------------+-----------------| | Shadra has transformed into a giant, sun-devouring monstrosity. Legends | | say that when the sun has been consumed, a new universe will be born. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #225 | SECURITRON 3 | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Glissini Caves | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 70 | |----------------------------------------------------------+-----------------| | These mighty robots were built using the pinnacle of Espresso technology. | | The war ended before they could be used. They've been mothballed | | underground since. | +----------------------------------------------------------------------------+ |--------+------------------------------------------------------------+------| | #226 | ELDER TREE | BOSS | |--------+-------------------------------------------------+----------+------| | HABITAT: Glissini Caves | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 80 | |----------------------------------------------------------+-----------------| | Long ago, the Elder Tree's seeds gave birth to the planets. Its great, | | gigantic flowers will bloom until the end of time...or a really huge giant | | picks them. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #227 | CYBERSAURUS | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 90 | |----------------------------------------------------------+-----------------| | This space monster once terrorized every corner of the galaxy. The | | Espressos caught it and sent it to anger management therapy. It now leads | | a quiet life. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #228 | UMBRA | |--------+-------------------------------------------------+-----------------| | HABITAT: Glissini Caves | ELEMENT: All | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 99 | |----------------------------------------------------------+-----------------| | Shadra, grown to massive dimensions after devouring powerful millennium | | gummies, has shed its old husk and risen in this new and awe-inspiring | | body. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #229 | MONOCORN | |--------+-------------------------------------------------+-----------------| | HABITAT: Figurine | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Antenna | LEVEL: 13 | |----------------------------------------------------------+-----------------| | Its big body and useless wings may seem funny, but consider the tragedy of | | the situation: the Monocorn weeps itself to sleep with impossible dreams | | of flight. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #230 | HOT LAVA | |--------+-------------------------------------------------+-----------------| | HABITAT: Figurine | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 28 | |----------------------------------------------------------+-----------------| | In the heat of battle, this creature gets a little carried away, bursting | | forth with energy in an overzealous display of enthusiam. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #231 | NIMBUS | |--------+-------------------------------------------------+-----------------| | HABITAT: Figurine | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 29 | |----------------------------------------------------------+-----------------| | This cloud creature heralds the coming of winter. He has never known the | | pleasures of a warm summer day, which explains why his heart is so very | | cold. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #232 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #233 | SPIKY NUT | |--------+-------------------------------------------------+-----------------| | HABITAT: Figurine | ELEMENT: Wood | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 31 | |----------------------------------------------------------+-----------------| | This rare monster wiggles out of its rock-hard shell once a century. It's | | lazy and in poor shape, but the beast's shell protects it from most | | attacks. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #234 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #235 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #236 | BONE WARRIOR | |--------+-------------------------------------------------+-----------------| | HABITAT: Figurine | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 34 | |----------------------------------------------------------+-----------------| | This fossilized warrior may have creaky joints, and the entire lower half | | of his body may be crumbling away. But he still stands tall. mostly out of | | pride and spite. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #237 | PANIC ALARM | |--------+-------------------------------------------------+-----------------| | HABITAT: Figurine | ELEMENT: Light | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 35 | |----------------------------------------------------------+-----------------| | This fidgety monster tends to overreact about everything. It's easy to | | tease, but it's all fun and games until someone freaks one out at the | | crack of dawn. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #238 | BAT NOBLE | |--------+-------------------------------------------------+-----------------| | HABITAT: Figurine | ELEMENT: Fire | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 36 | |----------------------------------------------------------+-----------------| | Its courteous and skillful biting style as earned it the name "Bat Noble", | | but don't let the name fool you. It picks its nose, just like everyone | | else. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #239 | STORM JUDGE | |--------+-------------------------------------------------+-----------------| | HABITAT: Figurine | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: ??? | LEVEL: 36 | |----------------------------------------------------------+-----------------| | Guardian of the tempests themselves. This creature judges according to its | | own rules. When it's having a bad day, everyone is gulity! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #240 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #241 | WITCH WAIF | |--------+-------------------------------------------------+-----------------| | HABITAT: Figurine | ELEMENT: Dark | |----------------------------------------------------------+-----------------| | DROP: None | LEVEL: 37 | |----------------------------------------------------------+-----------------| | The Witch Waif will capture your heart and haunt your dreams. Or it may | | haunt your heart and capture your dreams. | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #242 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #243 | BAGAGONG | |--------+-------------------------------------------------+-----------------| | HABITAT: Figurine | ELEMENT: Earth | |----------------------------------------------------------+-----------------| | DROP: Crystal Hat | LEVEL: 45 | |----------------------------------------------------------+-----------------| | Ten thousand Bagongs have joined together to form the mightiest Bagong | | ever! | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #244 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #245 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #246 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #247 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #248 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #249 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #250 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #251 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #252 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #253 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #254 | | |--------+-------------------------------------------------+-----------------| | HABITAT: | ELEMENT: | |----------------------------------------------------------+-----------------| | DROP: | LEVEL: | |----------------------------------------------------------+-----------------| | | +----------------------------------------------------------------------------+ +--------+-------------------------------------------------------------------+ | #255 | MACADAMEUS | |--------+-------------------------------------------------+-----------------| | HABITAT: Quinoa Plain | ELEMENT: Wind | |----------------------------------------------------------+-----------------| | DROP: Warrior's Nose | LEVEL: 99 | |----------------------------------------------------------+-----------------| | This master of martial arts lives a hermit's life. He has fought every | | battle a hundred times in his head before the first blow ever lands. | | Handle with care. | +----------------------------------------------------------------------------+ ============================================================================== BOSSES [1002] ============================================================================== Here are all of the bosses in the game, for easy searching. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Ant Queen, Magician Ant, Soldier Ant =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Earth Recommended Level: 4 Check it out, it's your first boss battle! *whistles and cheers* Anyways, the Ant Queen is yet another Earth monster, as you could have easily guessed. The queen is accompanied by a Magician Ant and a Soldier Ant. They will use Royal Feast, which damages one character and heals the queen. It gets annoying, so take out the two lackeys first. The Ant Queen's most basic attack is Ant Acid. It hits one person for around 30 damage and can lower your Defense. She can also use Lackey Call to get some more ants if you defeat them in battle. Your first priority is to move Lassi to the back row. Once it's her turn again, use Wind Talon on all enemies. It should kill the Soldier Ant and deal a lot of damage to the Ant Queen. Make sure to use physical attacks on the Magician Ant to defeat it. Once the two guys are done with, focus on the head honcho. The queen will most likely use Lackey Call to summon new henchman not long after, so target them with Hero while Lassi goes after the Ant Queen. Her Wind Talon could deal over 300 damage if you use Spellstrike. If you focus on the Ant Queen with Lassi, then she should go down quickly. If there are still enemies left, then you must defeat them as well to end the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Securitron 2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Earth Recommended Level: 5 The Securitron 2 is back, and it's most definitely tougher than before. It is also an Earth-based monster and is very strong. Its most annoying attack is Zap Net, which deals over 50 damage to both characters. Lassi's spells should deal over 150 damage to the Securitron, which is decent. Make sure to have one of the characters heal each other and keep an eye on your HP/MP. You will probably have to use Green Frogs a lot, so have Lassi attack while Hero heals (switch roles if Hero is powered up). When the Securitron loses enough health, it will become weakened and start to use a new combo. It'll start off by using Level 3 Lock-On, which will target either one or both characters. The robot will then use Missile on its next turn. It's a brutal attack and can easily deal around 120 damage if one character was locked on three times. Your best bet to come out of the battle unscathed is to try and defeat the Securitron before it uses the Lock-On/Missile combo too many times. You will receive a Rusty Screw after defeating the Securitron 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Hermit Lab =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Water Recommended Level: 7 The Hermit Lab is much tougher than any boss you have previously fought. Make sure to have both characters in the front row, ready to attack. Hermit Lab has a basic Tackle attack, which deals a little over 50 damage. Even that is pretty strong for a physical attack. Have Lassi and Hero use magic attacks. Powered-up Spellstrikes should deal anywhere from 250 to 300 damage to the Hermit Lab. Remember that Lassi now has Healing Wing, which restores all HP to any one character. The drawback is that it uses up all MP, so be ready to use a Yellow Worm on Lassi after casting the spell. After the Hermit Lab takes a good pounding, it will use Cover, which makes the dog retreat in its shell. Its Defense will drastically go up and magic attacks will barely put a dent in its health. Still, physical attacks will probably deal less than 10 damage to the lab. Keep using magic and heal with Yellow Worms. The good thing about Hermit Lab using Cover is that it cannot attack while in its shell. It will emerge after a couple turns. Repeat by using magic or physical attacks while the dog is exposed. The battle shouldn't go on much longer after the Hermit Lab uses Expose. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Master Chard =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 10 This guy is one tough cookie. Hopefully you are in tip-top shape from the last battle, or you will get picked apart rather quickly. Chard's Slice Kick attack can deal 100 damage to a character, so make sure to defend and heal. Unfortunately for us Dark users, our spells aren't strong against Chard. Also, Jackpot isn't very helpful in this battle. Stick with Shadow Die as it should deal a fair amount of damage to Chard. On the contrary, Chard also uses Shadow Die. His version can deal around 180 damage to a single character! That's an obvious sign that your party needs healing. Chard will also use Finger-Pointer on one of his turns. The attack doesn't do anything except point out the massive icicle on the top screen. The next turn, he will use Icicle Fall, which damages all characters for around 90 damage. Spellstrikes from Lassi and Mokka will only deal around 150 to 200 damage, so it's all up to Hero in this one. My personal strategy is to have either Lassi or Mokka heal with Yellow Worms and Green Frogs on their turns, and have the other one attack. Hero should be your main man in this battle. A powered-up Chard is a dangerous one, but make sure to keep Hero alive, as he will most likely win the battle for you. Just remember to keep him at high HP and supply him with enough Yellow Worms. Have one healer and two fighters at all times. The battle will most likely take a while, but you should be able to come out victorious. You will win a Sage Hat after the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Mugwort =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Wood Recommended Level: 13 Mugwort will start off the battle with a particularly interesting spell: Celestial Swap. This spell allows him to move one planet at the cost of his MP. He will most likely try to move the Wood planet in order to power himself up. Mugwort attacks the party with Dancing Baby. It targets one character and deals around 150 damage unblocked. Mugwort also uses Jungle Coaster on all characters. It may look cool, but it is lethal. This attack can deal up to 140 damage to everyone! Lassi isn't too helpful in this battle, so move her to the back row. She shouldn't attack with Wind Talon, since Wind is weak against Wood. Have Hero attack Mugwort with Shadow Die and occasionally heal Mokka and himself. Mokka is your most important party member here, since his spells pack quite a punch. He should know Stalagmiter, since he gets it at level 12. A spellstrike Stalagmiter can deal over 500 damage to Mugwort! When Lassi isn't using Yellow Worms on her teammates, use Healing Wing to heal all characters (if she's in the back row). Later in the battle, Mugwort will begin to use Briar Patch on all three characters. This attack isn't as deadly as Jungle Coaster, but it will deal more damage to Lassi than the others. Keep your health high and make sure to refill Mokka's MP in order for him to use Stalagmite each turn. It's a long battle and Mugwort has a lot of HP, but he should fall without too much trouble. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Totem Bomb x2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Wood Recommended Level: 16 Normally I would tell you that this is a good time to use Celestial Swap to power up the respective planets. But, there's some bad news. Magic is virtually useless in this fight; it only deals one damage to the Totem Bombs. It's all up to brute strength, so use physical attacks every turn. Everyone except Chai was level 16, while the latter was level 14. The Totem Bombs will use Self Destruct, where one of the pegs will jump onto a character and explode, dealing well over 200 damage to one party member! Every time you use a physical attack on a Totem Bomb, you will knock away one of the pegs. When the Totem Bomb uses Self Destruct, another peg will be destroyed, making the battle even quicker. Keep all four characters in the front row and have one heal the party members each turn. Lassi should be your healer since she can use Healing Wing. Each Totem Bomb is made up of ten pegs, so the battle should not take that long if all four characters single out one enemy. The fight is a lot easier when one Totem Bomb is out of the way. The Totem Bomb battle is short and sweet, well, minus the sweet part. Yeah, that doesn't really make sense. >_> Either way, you receive two Totem Studs after the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Peacock Fish =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Water Recommended Level: 17 Too bad we had to get Pico now, since he won't be much help in this battle. The Peacock Fish is really strong, and it's Swim 'n Bite attack can deal over 250 damage to a single character. He can also use Hailstorm, switching from one character to a group at random times. It isn't as powerful; usually dealing less than 200 damage. If he is ever powered up by his planet, have someone use Celestial Swap to move the planet out of its range. This technique should be commonly used in boss battles from now on. Have either Lassi or Pico use Celestial Swap to power up Mokka, who can decimate this fish by himself. A powered-up, spellstrike Stalagmite can deal over 1700 damage alone! Since Peacock Fish can deal so much damage to one character, have Lassi and Pico both heal other party members during their turns, since they won't do much offensively in this battle. Hero should also deal a lot of damage at night with Shadow Die. This battle is heck of a lot easier than the other ones, which is a pretty nice change. You can probably kill the Peacock Fish in three turns. Once the battle ends, you will receive a Rainbow Shell. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Master Chard, Pirate Otter x3 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 18 Element: Water Chard is back, but now he has some friends with him. The pirate otters are nasty, so make sure to eliminate them immediately. They can use Leaping Slash and Weak Slash, which both deal around 150 damage. Chard will sometimes use Celestial Swap in order to power up his pirate buddies. Like in the previous bout, Chard will use Shadow Die, dealing around 180 damage. He also uses Finger-Pointer, later followed by Sky-High Kick. This brand new attack deals around 120 damage to the whole party. Whomever was targeted by Chard's Finger-Pointer attack will receive around 160 damage. Mokka alone could probably take the Pirate Otters out in two hits with his Stalagmiter spell. Have Pico and Hero focus on Chard while Chai, Mokka, and Lassi take down the otters. If people are low on HP, have Lassi heal them with Green Frogs or Healing Wing. The battle is fairly long, since the Pirate Otters have surprisingly high HP. Hero's Shadow Die can deal around 700 damageto Chard, and even more when both are powered up. The second battle with Chardisn't as tough as the first one. You will get 3 Rainbow Shells and a Sage Band after the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Pooka x2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 20 These Pookas are very annoying, as they like to use Dark attacks that sap the health away from you. Their most common attack is Blood Money, which deals around 100-120 damage to you. It only heals them for 10-15 damage, but it's still annoying. Stupid ghost dog things. Other than Blood Money (which they use almost all the time), the Pookas will use Cleave. This physical attack only deals around 150 damage. Like always, I stuck Lassi in the back. Her Falcon Dive spell is useful for damaging both enemies in one turn. It can deal around 300 damage to both Pookas if you use a Spellstrike successfully. She can also use Healing Wing if the rest of the party is hurting. Have the rest of the party single out one Pooka, and you can probably take one out in a turn. Once it bites the dust, take down the final Pooka. Overall, this is a joke battle; I won the battle in three turns. Of course, you can take them out even faster if you have a Light character, but all you really need to know is that you should have no trouble. I laugh at how pitiful these guys are. I laugh! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Gil Mudflap, Buck Private x2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Earth Recommended Level: 25 Element: Light Gil Mudflap is a pain in the ass. There, I said it. He reminds me of a Malboro from the Final Fantasy games: not only is he strong, but he inflicts very annoying status effects on the party. Gil Mudflap's first attack is Sickening Stench. The attack is weak; it only deals around 80 damage to all characters, but it has a very high chance of inflicting Sick. The Sick status makes it that your party cannot use magic, which is quite the hinderance. Make sure to use Defrost Tails on any sick characters. As a boot, the attack also hurts his two buddies. Ha ha. Gil Mudflap will also use Blinding Stench. Like his previous attack, it's weak, but it can blind your party. Mudflap, with the use of a Buck Private, can use Bossy Push. He will use one of the cops as a trampoline, crashing down on one character for as much as 350 damage. Yeowch! This is a clear sign to target the privates first to prevent Mudflap from using this attack frequently. That's easier said than done, because the two Buck Privates have a lot of HP. Have three characters solo out one of the henchman while the others heal or attack Gil Mudflap. Of course, there's also the risky way of winning this battle. If you wish, you can ignore the Buck Privates entirely and focus primarily on Mudflap. Of course, you will be open to Bossy Push throughout the fight, but that's the price you have to pay if you take this route. Once Gil Mudlfap is destroyed, the Buck Privates will run away, making the battle even shorter. Thanks to Chadwick Combdon for this info. First off, make sure to refill your MP from the last battle if you haven't. Make sure to use your new spells that you have gotten recently. Have Chai use Briar Patch, Mokka use Boulder Bash, and Pico use Heat Fondue. Once again, Lassi in the back row is a good thing. Have her heal and use Falcon Dive to deal extra damage to Mudflap, as well as target the guards. Have Hero use Blood Money one the Buck Privates. Not only will it deal a hefty amount of damage (mine dealts well over 1100 damage), but it heals the Hero too. Once Gil Mudflap is all alone, it's smooth sailing. His attacks are now limited to two. He still uses his first two spells, but you can overcome them and trample him at the same time. Make sure to keep an eye on HP and MP, and make sure to get rid of those status effects pronto. Remember, Celestial Swap is another useful spell that helps out a lot in the end. This battle is the hardest and longest one yet, but Gil Mudflap will succumb to your might sooner or later. You will receive a Pigheaded Hat after the fight. Yay for goodies. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Dab Hasnel =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 27 This may be a totally unexpected and random boss battle, but this centipede- like monster is really strong. His first attack, Rolling Stamp, can hit a character for 200 damage... up to three times! The attack is pretty hard to block, since it's quick and can damage any character in the front row. Remember, the attack hits three times. Lassi will probably have to use Healing Wing several times during the battle. Dab Hasnel's second attack is Squashing Roller. This attack is even worse, dealing over 800 damage to one party member! Luckily for me, most of my characters were powered up. Make sure to use Celestial Swap to do the same with your party. Many powered-up spells can deal up to 1400 damage (my Pico's Heat Fondue dealt well over 2000). Keep those Wakey Tails close by for this fight, because Dab Hasnel really packs a punch with his attacks. The battle should go by fairly quickly if you use a lot of strong spells. Make sure to heal all revived characters right after they fall and have Sorbet and Lassi heal (Sorbet is most likely really underleveled, so she isn't very useful offensive-wise here). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Abalon Demar =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Water Recommended Level: 31 This pretty boy has a lot of attacks at his disposal, and they are all equally annoying. Sweet Nothings makes one of your characters Charmed, which means that they cannot attack Demar. So your best bet is to make them the permanent healer for this fight. Demar usually follows up the previous attack with Hello, Good-bye. This move will take the character previously charmed (assuming that they are still charmed) and leave them with 1 HP, as well as cure them of the sickness. He will them Charm another character. Yeah, it's just a vicious cycle. Abalon Demar also uses Celestial Swap to power himself up (and Sorbet, of course). Forested Field targets up to four characters, dealing around 100 damage with each hit. The main problem are his first two attacks, which are a real pain to deal with. As far as I know, you cannot cure Charm, so the character who is inflicted with it is basically out of luck. Hopefully Mokka isn't the one charmed, since he can deal almost 2200 damage with a spellstrike Boulder Bash. Since he's strong against Water, have him pummel Abalon Demar with various spells. On average, normal spells can deal up to 1000 damage to him. My strategy was to have the charmed victim either heal or use Yellow Worms on Mokka to keep his MP up. Then, have everyone else attack Demar. Once the battle is over, you will receive a Shampoo Cap. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Holy Sapling =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Wood Recommended Level: 33 I've heard that a lot of people have had trouble with this guy, and I'd say that the Holy Sapling is the hardest boss so far. He has several nasty attacks. Unripe Fruit is an unavoidable attack that deals around 350 damage to one character. Bloom of Plenty is very dangerous, since it deals from 200-250 damage to your whole party. Counter by using Lassi's Healing Wing from the back row. Briar Patch is the Holy Sapling's final attack, which ranges from 500-800 damage. If Lassi is hit with it, expect her to die. Pico is your main choice for offensive maneuvers, but there's one small problem with that. Every time you use a Fire spell on the Holy Sapling, he will summon forth a Leafwich. It gets annoying after a while, but have a character in the back row use a powerful spell to damage all enemies. Either way, you'll have to constantly deal with these enemies if you use Fire magic. I suggest using Fire magic (a powered-up spellstrike Heat Fondue can deal well over 5000 damage), because Leafwiches are not nearly as dangerous as the Holy Sapling. Don't worry if you are on the defense for a major portion of the battle. Spend as many turns as you need to fully refill HP and MP. Use Wakey Tails like no other and keep an eye on all characters' HP. If it goes under 400, then heal or suffer the consequences. At the start of the battle, have everyone attack the Holy Sapling (Lassi can use Blaze Bombs if you have any) before he has a chance to put a dent in your HP. After you start to wear down, heal and keep Pico safe at all costs. He may be the cause of the sudden appearances of Leafwiches, but leave them for later and concentrate on the big tree. It's a tough fight, but not impossible. You receive Garden Mitts (and Green Frogs if you defeated Leafwiches) once the battle ends. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Gummy Girl =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 34 As far as I know, this is a purely optional boss battle. But hey, we might as well fight it. The Gummy Girl is a pretty tough customer, to my surprise. Her Scream attack deals around 150 damage to the whole party. Glamour Shot is a Dark-based spell that not only deals over 300 damage to everyone, but the attack mixes up the ranks! So... there is a chance that the characters in the back row could be moved to the front, and vice versa. That can be very bad, especially if your weaker characters are thrown in the front. Clinging is a physical attack that can deal up to 300 damage to a sole character. Make sure to exploit Chai's Garden Mitts (obtained after beating Holy Sapling), which does doubles the amount of an item used. For example, if you use a Gummy Frog on a character, the character will be healed for double the normal amount, but only one would be used. It's very useful through the rest of the game. If Gummy Girl uses Glamour Shot and mixes up the rows, make sure to put them back to normal immediately. It may take a whole turn, but that's the price to pay. Since the spell can curse you, make sure to heal for that as well. Have the whole party lash out on her. Most of the spells should deal over 1000 damage to her. Hero's Blood Money could deal close to double that amount. Keep Lassi alive with Wakey Tails and always put her in the back to use Healing Wing on everyone. After the previous boss, this one isn't nearly as bad. You will win a Sage String after the fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Magnus Muzzleflash =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Fire Recommended Level: 38 Magnus Muzzleflash is an absolute powerhouse, if you couldn't tell from his physical appearance. Blood Rage is his physical attack, which targets one character for close to 500 damage. Blazing Cannon is another devastating attack that deals over 500 damage and can Scorch a character. Make sure to use Deburn Tails so the damaged character can attack. Magnus Muzzleflash can also use Heat Fondue. Luckily, the attack deals a less than stellar 100 damage to the whole party. On the bad side, there's a chance of Scorch following the spell. Of course, Sorbet's attacks should deal the most to Muzzleflash. Absolute Zero deals around 2100 damage to him. Since Chai is weak against him and he has the Garden Mitts, have him heal through the battle. When the battle is halfway over, Muzzleflash will begin to use Counterattack. If you attack him, whether it be a physical attack or spell, he counterattacks for around 560 damage. Not only is it plain annoying, but it withers your party's health down in a jiffy. Luckily, it doesn't happen every time you attack, just occasionally. You'll get a Loincloth after this surprisingly easy battle. Everyone in the game made him sound so tough... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Brie Pourri =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Wind Recommended Level: 41 The first turn of the battle was really weird for me. Brie and Lassi were powered up by their planet. I don't know why, but Brie used Celestial Swap to power herself down. Heh, weirdo. Even though she made the battle easier for me, the fight isn't really that hard. It is annoying though, due to Brie's Cyclone Waltz attack. This move, when used on a character, will blow them out of the battle for several turns. After a while of absense, they will drop in and take a little less than 300 damage. All you can do is hope that Brie Pourri doesn't use the attack on Chai. Her Sonic Sabre attack is used twice in a row, dealing around 350 damage each time. Power up Chai by using Celestial Swap and any supportive magic. His Briar Patch can deal around 2300 damage to Brie, if you used spellstrike properly. The battle becomes really annoying if she uses Cyclone Waltz more than once. You can have two or more characters blown away during a portion of the battle, but I haven't seen it happen more than twice. Make sure to power up Chai, since a powered-up Briar Patch can deal around 4600 damage. And it's pretty hard for Brie to survive long after getting hit with that every turn. After the battle, the party receives Airy Sleeves. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Odd Beetle =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Light Recommended Level: 43 Boy, this guy is odd alright! And lucky for us, he's also a cinch. The Odd Beetle will use Binding Sickle to deal over 300 damage to one character; that's not too bad. When he uses Sleeping Cocoon, he'll wrap a party member in a ball and grab hold of them. All the attack does is leave the character immobilized for a major portion of the battle. Overall the attack isn't that bad unless he captures a crucial character like Hero or Pico. After using the previous attack, Odd Beetle will begin using Riot Cocoon. In this attack, he uses the cocoon to attack the rest of the party for around 250 damage. Just ignore the fact that someone is gone and keep pummeling the Odd Beetle. It may take a while, but he will use Cocoon Bust to free the chracter and deal a good 400 damage to the whole party, including the character who was stuck in the cocoon. The only problem is that your attacks won't deal that much damage to the Odd Beetle. He has a high Defense, but your Hero should have a field day here. Use Dazzle Darts to deal around 3000 damage to the beetle. Hopefully the Hero is still in the battle and someone who sucks is stuck in the cocoon. If not, then the battle will take a lot longer than normal. The battle against the Odd Beetle is pretty simple, so treat it like any other non-lethal boss battle that you have dealt with through the game. The battle is just longer than some of your previous ones, since the Odd Beetle has high HP and Defense. You'll win a Fairy Tiara after the fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Cybersaurus, Space Warden =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 45 Element: Light The Cybersaurus not only looks formidable, but it's tough as hell too. I'd say this team is the toughest opponent we have encountered so far. The giant dino's first attack is Bite Off, which can deal over 800 damage to a solo character! Cry of the Soul deals around 150 damage to everyone and can lower their Defense. The Cybersaurus also uses Desperate Lunge. The attack hits for around 250 damage to everyone. Here's the trick: defeat the Space Warden immediately. Ignore the Cybersaurus entirely and focus on the fat guy in the back. Hero's Dazzle Darts should take a large portion of his HP away in one hit. The Space Warden uses Domination on the Cybersaurus nearly every turn, and I still cannot figure out what it does. That doesn't really matter, since you can probably take out the Space Warden in one full turn. Make use of Chai's Garden Mitts for healing, since he can double the power of healing items. Have Lassi use Healing Wing on the party while Chai uses Yellow Worms on everyone else. Mokka should have Bellowing Rock by now; his final spell that can deal over 2500 damage to the Cybersaurus. Unfortunately, it costs 80 MP, so have Chai use a Yellow Worm on him after the use of the spell. Have Lassi and Sorbet in the back row. Sorbet should be used as an attacker though. Power her up with Celestial Swap, and her Absolute Zero spell can deal over 2600 damage. Hero should also pound the Cybersaurus down with Dazzle Darts. The battle is a lot easier with a Light Hero, but still winnable with a Dark user. Hero, Sorbet, and Mokka are the big hitters and this fight. Lassi and Chai should heal, and Pico can do whatever he wants. It's a really tough battle, and long as well. I still want to know what the hell the purpose of the Space Warden is. >=/ Still, the party receives Manic Shoes when the fight comes to a close. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Biek Fowler =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 48 Biek Fowler is one tough bird. Not only are his attacks brutal, but he attacks twice per turn! He can use Shadow Die, and the spell can range from 800-1400 damage. A powered-up Fowler used it on my Hero, and it killed him in one hit. Rising Palm can deal up to 350 damage to one character. Watch out for Lotus Barrage; it may look cool, but it deals around 650 to a single person. Very rarely will he use Celestial Swap, usually only to make a character lose their celestial powerup. Several of the characters should have their level 5 spell. Have Chai use Cactus Crush (but mostly act as a healer), Mokka should use Bellowing Rock, and Pico attack with Dragon's Tongue. These spells should be dealing over 2000 damage to Biek Fowler. You will have to heal in this battle. A lot. I split the team up into healers and attackers. Lassi, Sorbet, and Chai were all healers. They healed every single turn (except Chai, who attacked occasionally), whether it was healing MP or HP. Pico, Mokka, and Hero (all in the front row) attacked Fowler with their most powerful spells. This battle should take a while. When I started the battle, Biek and my Hero were powered up. Therefore, he was pummeling my party. Like the battle with Cybersaurus, it will go a lot easier if you have a Light user. Do what I did and have the three weakest characters act as healers most of the time where the other three dish out the attacks. When you see Biek Fowler wear down, have everyone go in for the kill. You will receive a nice pair of Hill Boots once the battle ends. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Master Chard =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 53 Chard isn't that much different from the previous two battles. One new attack at his disposal is Dazzle Darts, which isn't that dangerous. It ranges from around 100-140 damage to the whole party. Quite frankly, that's downright pathetic. Get with the times chump! Another new attack, Kick of Darkness, deals around 240 damage to the entire party. Those are the only two attacks that I am aware of, since I killed him so quickly. I received some mail from Tony B. about one of Chard's attacks that I seem to have missed. Apparently Master Chard is capable of lining up all five planets in order to use a powerful attack. He says that the attack dealt well over 1200 damage to his level 56 party, so that sure sounds like a lethal attack. Because of this, you have all the better reasons to dispose of Chard in a quick fashion. Thanks a lot Tony B! Your level 5 spells should be more than enough for Chard to handle. Some of them deal up to 2500 damage alone, but when powered up, deal well over 4000 damage. Make sure to use Celestial Swap to power up at least one character. Hero should be able to damage Chard a lot with Dazzle Darts. Since you don't have his level 5 spell just yet, stick with Dazzle Darts. To be honest, you probably won't even need a healer in this battle. Have everyone attack Chard to make a short battle even shorter. There really isn't that much new to this encounter. He's still a weak pile of trash. I took him out in three or four turns, so you should do the same. Unfortunately, you do not win any spoils once you finish Chard off. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Giant Larva =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Light Recommended Level: 55 This battle is annoying to the max. First off, if you try to use a magic spell, the Giant Larva will use Weapon Vortex to absorb the attack. After absorbing a spell, it will grow spikes out of its back. Use your weakest magic spells on the worm to conserve MP, since you won't be able to win the battle with physical attacks alone. Just play along. After absorbing three spells, the Giant Larva will use Megaburn Cannon on one character. It's safe to say that the character hit by the attack will die, since the spell deals over 2700 damage. After using Megaburn Cannon once, the worm won't use Weapon Vortex for a while, so it's safe to use spells again. After the attack is used, immediately revive the fallen character and unleash all of your level 5 spells. Hopefully your Hero has Zero Joker, so that attack alone can deal over 7000 damage to the Giant Larva. Most of the level 5 spells can deal from 2000-3000 damage, and the worm just sits there like a living punching bag. You must work fast to beat the Giant Larva with ease. After using the Megaburn Cannon, the worm will sit there and do absolutely nothing for several turns. Don't worry about healing any characters; simply revive the character hit from the worm's attack and have everyone attack. Have Chai and his trusty Garden Mitts use Yellow Worms to heal the party's MP if needed. After a long absense, the Giant Larva will use Crush to deal arond 300-400 damage to the whole party. After using that attack, he will begin absorbing your spells, and the process repeats again. Once the Giant Larva uses Megaburn Cannon a second time, repeat the strategy above to defeat the worm. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Master Kale, Gummy Giant =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 56 Element: Light In the first turn, Kale will create a gummy sword, which sticks into the Gummy Giant's back. Gummy Giant will then use Gummy Sword, an attack that deals around 300 damage to one party member. The Gummy Giant also uses Fill Up on one of his turns, which charges the monster up for an even more powerful attack. If you attack the Gummy Monster with the entire party, you should defeat him before he uses the attack. There are two powerful opponents in front of us, Kale and the Gummy Giant. It may sound wise to take out Kale first, but that's not the case. Without the Gummy Giant, Kale is nothing. Take out the big guy first by assaulting him with all level 5 spells. Lassi and Sorbet were in the back row for this battle, and Pteranadon and Zap-O-War both dealt around 1500-2000 damage to both opponents. Have Hero use Zero Joker on Gummy Giant to deal a crapload of damage to him. A powered-up Hero and the rest of the party pounding the Gummy Giant should be too much for him to handle. He should be finished off in three or four turns; even sooner if any characters are boosted by their planets. With Gummy Giant out of the way, fighting Kale is like shooting fish in a barrel. Heal any characters that were killed or wounded in the fight with Gummy Giant first. Kale will use Blood Money, which not only deals around 1000 damage, but restores some of his HP. When the Gummy Giant is still alive, he spends most of the time powering it up. Master Kale also uses Dazzle Darts to attack most of the party. The battle is a pushover when Kale is all by himself. Simply use all level 5 spells, which should deal more damage to Kale than the Gummy Giant. It's only a matter of time before Kale bites the dust. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Shadra =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: All Recommended Level: 57 And by popular demand, I'll list levels and equipment for my party here. Hero (Level 57) Lassi (Level 57) HP: 1260/1260 HP: 922/922 MP: 189/189 MP: 331/331 Hat: Punk Cap Hat: Comsat Dish Gloves: Spinel Ring Gloves: Planet Ring Armor: Dark Robe Armor: Ancient Robe Boots: Bird Boots Boots: Heaven Boots Accessory: Ruby Studs Accessory: Bat Husk Mokka (Level 57) Chai (Level 57) HP: 2333/2333 HP: 1095/1095 MP: 105/105 MP: 188/188 Hat: Pigheaded Hat Hat: Odd Circlet Gloves: Star Ring Gloves: Garden Mitts Armor: Earth Armor Armor: Aroma Coat Boots: Hill Boots Boots: Mandrake Shoes Accessory: Pooka String Accessory: Holy Incense Pico (Level 57) Sorbet (Level 57) HP: 1530/1530 HP: 1036/1036 MP: 197/197 MP: 192/192 Hat: Disco Wig Hat: Array Gloves: Quartz Lens Gloves: Star Ring Armor: Star Robe Armor: Plate Mail Boots: Manic Shoes Boots: Moccasins Accessory: Loincloth Accessory: Cobalt Studs Mokka is dead at the start of this battle, no matter what. Make sure to have someone revive him on the first turn. After that, he still lies on the ground, but don't worry, he is alive. It's pretty funny controlling his inanimate body. The only thing is that Mokka cannot use items, attack physically, or move positions. Now onto the opponent. Scale is a very annoying attack which deals around 250 damage to the party AND saps away around 20 MP. Anyways, The tricky thing about Shadra is that it changes elements through the course of the battle. After several turns, Shadra will change elements. Shadra uses Heat Fondue a lot, which deals around 120-150 damage to the entire party, as well as the possibility of Scorching a character. Make sure to keep an eye on the color of Shadra, since that tells what element he is. He mostly uses Scale though, so you will have to be on the defensive through most of the battle. The attacks that Shadra uses usually hints to what element he will change to. So if Shadra uses Briar Patch for a couple turns, expect him to change to Wood element later on. On the first turn, have everyone heal from the previous battle. Your health may be fine, but use Yellow Worms and Red Worms to restore MP. Revive Mokka if you haven't already and once everyone is fully restored, unleash your most powerful spells. The best way to fight this battle is to have almost every party member heal. Only have the character that is currently strong against Shadra to attack with their level 5 spell. Since Shadra changes elements, the attacking character will vary. Healing Wing is your best friend in this fight. Of course, Mokka will always have to fight, since he cannot use items. The battle is very long and very annoying. You will have to heal a lot, since Shadra is always using powerful attacks. It's also very hard to keep the party's MP high, since the level 5 spells sap away so much. Make sure to use Chai to heal with Red Worms, since it doubles the normal healing amount. You have to play it safe in this fight. Have most of the party heal while only two people attack Shadra. It will take a while this way, but it makes the battle a lot less hectic. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOSS: Shadra =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Element: Dark Recommended Level: 57 This time, Shadra is Dark-based. Shadra will now use Big Crunch, which deals around 350-400 damage to the entire party. Your Hero will most likely receive around 700 damage. Stabby Fork is another devastating attack that Shadra uses. This attack will deal over 800 damage to a solo character. Shadra also uses Prism Barrier, which creates a wall around the bug. When the barrier is up, all magic attacks deal zero damage. Treat this battle exactly the same as the previous one. Luckily, Shadra sticks to one element this time, so Hero can do all the work here. Zero Joker should deal around 6000-7000 damage in one hit. If Shadra puts up a barrier, then switch to defense and begin to heal everyone. Hopefully everyone is fully healed once the barrier goes away (it'll disappear after three or so turns). Once Shadra is vulnerable, begin by attacking with level 5 spells again. Shadra ususally uses Prism Barrier once he's weakened, so after that it's smooth sailing. ______________________________________________________________________________ [11] GAME REVIEW [1100] ______________________________________________________________________________ I find is funny that I was looking forward to Magical Starsign for quite a while before it came out, whereas most people haven't even heard of the game (or so it seems). The sole fact that the game was made by Brownie Brown was enough to get my interests flowing -- I'm a big fan of their work. Still, Magical Starsign has many qualities that can make a casual gamer be interested as well. First off, the most obvious reason is because Magical Starsign is an RPG game for the DS. Need I say more? Still, there are many other aspects of the game that can make a gamer enjoy such a quest. Story I'll admit, I'm always harsh on in-game stories. Most are cliche as heck, and I will agree that Magical Starsign is one of them. Well, to an extent. You are an aspiring student in the Will-o-Wisp Academy, a school for magic. Now stop right there! Most people tend to complain that this game is a cheap ripoff of Harry Potter. Well, I tend to shoot those comments down. This isn't the first game that introduces a school that teaches magic. Neither did Harry Potter, so I don't mind it. In fact, I think the introduction of a magical academy is charming. Anyways, the unnamed protagonist has his band of fellow students that spend their everyday lives in Will-o-Wisp Academy. However, things take a turn for the worse when their teacher, Miss Madeline, embarks on a quest to meet up with a former student. However, she doesn't return and some of her students get worried. Now most people would rejoice at the disappearance of their high school teachers, but these tykes decide to do the complete opposite: they set out to try and find her. Six students (Mokka, Chai, Sorbet, Pico, Lassi, and yourself) set off in separate rockets in order to find Miss Madeline. However, things go wrong yet again, and the rockets get cut off of their path and crash land on separate planets. Not only do they have to rejoin and save each other, but still set out to rescue their teacher. Of course, there's always the introduction of an evil bad guy who does mean stuff. Well, that person turns out to be the former student Madeline was meeting with. Throw in a corrupt government trying to stop the rebellious teens and there you have it. I will admit that some parts of the game aren't exactly innovative and original, but I'll give points for adding in an evil police force which twists things around a bit. Graphics The main reason why Magical Starsign caught my eye was because of its incredible art style. Fans of Legend of Mana and Sword of Mana will see some blatant similarities, but that is a compliment in my book. You have your basic 2-D sprites when walking around on the world map. They are clean and detailed, and things get even neater when thrown into a battle. Battles display 3-D sprites with some massive enemy sprites that can take up both screens. Not only that, but the magical spells you unleash also cover both screens without any messups or slowdowns. The only real problem is when the camera zooms in on a character when using a spell. They get pretty grainy when up close and personal, but what else are you to expect: his body takes up half the screen. I think the real thing that won me over was the art style. I'm probably rubbing it in too much, but I LOVE the art style used in Magical Starsign. They mix a level of reality and cartoons that blends together nicely. Some enemies in the game look cheesy, where others are simply badass. The planets also range from different styles; exceeding in the graphical limitations. One planet has spewing lava pools while others have lush jungles. The few cutscenes scattered through the game are amazing, and really show what the DS is made of. I didn't notice any pixeled sprites throughout the game, so I honestly cannot complain about the graphics in Magical Starsign. Controls The controls are very "different" in Magical Starsign. Some may think they're annoying (I'm with that group) and others may think it's a breath of fresh air. I fully understand that the DS is trying to test out the capabilities of the touch screen, but it gets ridiculous when you can use the touch screen to control your character. The D-Pad can be used, but not the extent of the touch screen. The four buttons can also be used to move. X moves your character north, Y moves him west, A moves them east, and B moves them south. I can honestly say that this is the first time I have ever seen a button configuration like this. The controls are somewhat neat to use. Simply point on a point on the touch screen and the character will automatically move to that specified point (good for those lazy people out there). You can also use the touch screen to drag your party around, which is more commonly used (at least for me). However, I would save the trouble of trying to scratch and scrape along your touch screen and just move along with the D-Pad like any normal handheld game. Buttons are null and void during battles as well. You cannot use any buttons, so you have to use the touch screen to activate spells, initiate attacks, and do pretty much anything else. I don't mind using the touch screen when fighting baddies, but having to constantly tap your screen in order to move the students and scroll through dialogue is tiring and unforgivable. Sound Unfortunately, the sound in Magical Starsign is very well put together, but there are not really any memorable tracks or tunes. Other than the battle music, which I really like, there isn't much to rejoice about in the sound. Some of the sound effects are very good, especially during a casting of spells. They help add to the intensity of some battles, but some of the party member's yells and grunts sounds cheesy and over the top. Many of the jingles are in place of the location that you're in. When travelling through Razen, the fire planet, expect nothing other than tough and rough music. When walking through the sandy beaches of Cassia, you will be hearing more calm and tranquil music. However, that all stops when thrown into a battle. Antagonists have their own sinister tunes that don't take anything away from the event. The pirate enemies in the game sport some of the best music, especially when engaged in a fierce battle with them. Some of the tunes can be downright epic at times, but most of the music in Magical Starsign isn't enough to make you wet your pants in excitement (though I hope no game does that to you). Gameplay Magical Starsign features many charming characters that you come across through your space travels. The dialogue in the game is lighthearted and cheery, though sometimes a little on the lame side. The six students all have their own cliche personalities: you have a tough rebel, a depressed teen, a bookworm, a class clown, and the the scaredy cat. Then there's you, the protagonist that never talks. Some of the bad guys in the game are more goofy than evil, which helps add to the cartoony style of the game. To be honest, I think the police force outshines the main antagonist in terms of being evil/badass. To avoid majorly spoiling anything, you get to fight an elite team of police officials as you are chased from planet to planet by the intergalactic fuzz. The game is your traditional RPG -- almost too traditional. You will scrounge through dungeons and visit bustling cities, go from planet to planet in search for your friends and mentor. If that wasn't enough, you have to also deal with random battles. The battle system is pretty bare bones, leaving you options found in almost all role-playing games. You have the physical attack, magic, items, flee, the whole works. Each character has their own element: Wind, Fire, Water, Wood, Earth, and Light/Dark. Yes, Light or Dark. When starting the game, you have the ability to choose from being a male or female. The outcome doesn't change the game, so it's personal preference. However, you can choose to be associated with Light or Dark. Don't worry, this isn't a representation of good and evil or anything. Both Light and Dark users have their own spells that they can use, though the game isn't that much different other than boss strategies. Okay, back to battles. To help save battles from being incredibly bland, Magical Starsign incorporates a row system. There are two rows when fighting enemies: the front row and the back row. When in the front line of battle, you will be open to enemy's physical attacks. You can also use your own physical attacks. When using magic from the front row, it can only target one enemy. When in the back row, magic spells will cover ALL enemies on the field (however the damage is greatly decreaed). They may not be able to get hit by physical attacks, but they are open to being pummeled by enemies' magic. Also, characters in the back row cannot use physical attacks. The row system implements a sense of strategy during fights. Most enemies can be dispatched by throwing your fists around, but tougher boss fights require a tactical approach. Stick your powerhouses in the front so they can go full force against the enemies. Keep the physically weak and powerful magic users in the back row so they can cover the whole battlefield. After progressing through the game a bit, you will be introduced to the astrology system. Since the game is called Magical Starsign, I'm sure you had an idea that stars, space, planets, and all that astrological garbage would be included. Well, you're right. In the game, there are five planets, one for each element (except for Light and Dark). The planets will orbit around the sun in a clockwise motion through a real-time system. That doesn't sound too special, but it gets better. Each planet has a "field" in the astrology map. If a planet crosses their field, then the character associated with that element will receive a power boost. Not only that, but any enemies of the same element present will also get stronger. You will learn a spell not too long in the game that allows you to move the planets yourself, opening up more strategies against tough bosses and such. Of course, your characters can level up and such, like any normal RPG. After reaching certain levels, you will be able to learn new spells. Once again, this is present in pretty much every RPG, but Magical Starsign doesn't drop the ball with it. Each party member can learn a total of five spells each, with the final spell being their most powerful. The final spells are simply awesome animations and very fun to watch (and use!). One minor nitpick is that there still isn't a range of magic spells: enemies use the same spells as you do. If the touch screen wasn't implemented enough in the controls, they also add a bit of touching to the battles. A neat system called Spellstrikes is present in Magical Starsign. As you cast a spell, a magical aura will surround your character. Tap the character with the stylus just as the pretty designs fade to give them an extra oomph to the spell. The same can also be used to defend yourself against attacks and spells. Just before getting hit with an attack, tap the character; they will glow green and have less damage dealt to them. It's not exactly original (as seen in the Mario & Luigi series) but a nice addition nontheless. Like any RPG, there is always equipment to help power up characters. Some equipment can not only boost your stats, but also give you special abilities. Some equipment can be part of a set. If you collect a set of equipment (headpiece, armor, boots, etc), then you will be given an extra ability. For example, there is an equipment set that will double the experience earned from battle. If a character is wearing all parts of the set, then the ability will come into effect. That's the only way to gain some of these special bonuses. Unfortunately, Magical Starsign does not have any specific weapons to use. That would be a nice addition, but all characters use the same set of physical attacks: a kick, tackle, or punch. I would have really liked it if they each had a signature weapon. Sure, it would be hard to explain why a kid is toting a massive sword or axe with them, but I'm sure some strange loophole could have come into play if desperately needed. On top of the main quest, there is also a multiplayer mode ripe for the picking. You can use Wi-Fi to link up with fellow Magical Starsign players in order to trek through dungeons together. When playing Amigo Mode (multiplayer mode), you can find rare eggs. Bring these eggs onto your ship to incubate, and they will hatch! Monsters will pop out from the eggs -- good monsters. These guys can help you through battles with their own special techniques. Think of them as new party members, though only accessible if you have friends. That's the trick: you need friends (something I don't have). =X Overall, I thought the gameplay was top notch. Some parts of the battle system are bland, but new additions such as the Astrology and Row systems help make it that much more interesting. The characters and dialogue are all memorable, and Magical Starsign brings a lengthy quest to the table. Replay Value Surprisingly enough, there are a handful of activities in Magical Starsign after saving the galaxy. There is only one main sidequest, but it is a long and grueling task to take part in. The sidequest, the Glissini Cave, is only available near the end of the game. The dungeon is composed of many floors; you will have to fight enemies on each floor in order to advance on. There are bosses on every 10th floor or something of that nature. The foes down here are much tougher than in the regular adventure, so you have to train your magical behind off if you want to survive in the Glissini Cave. Completing the cave alone can take a long time to do so. Aside from the cave, which can help add on to the 25-hour adventure, there are also several other things to do. Like stated earlier, you can team up with a friend and play through Amigo Mode to find new party members. Gamers who like to complete things from top to bottom will have their hands full with the bestiary. There are a whopping 255 monsters to encounter (including bosses) throughout the game. Many are rare and tucked away in far reaches of the galaxy, so only the brave (and crazy) will even think about completing the bestiary. Other than those three things, not many events stand out after completing Magical Starsign's main quest. Still, that trio should be more than enough to keep you satisfied. Overall (not an average): 9/10 Pros + Graphics are flashy, over-the-top, and cartoony + Story is surprisingly well put together after a rather cliche start + The characters in Magical Starsign are charming and hard to forget + Controls are a nice touch (lol pun) to the game + Astrology system and row system help add a sense of strategy to battles + Long sidequests and activities Cons - Battle system is unoriginal and lacking - Controls can also be considered annoying by some - Weapon system would have been nice I thought Magical Starsign was a fantastic game. There aren't many RPGs out for the Nintendo DS, so I thought this is just what the DS needed. In my eyes, it isn't a very difficult game. One of the best parts of Magical Starsign is the plot. It really picks up the slack after a rather uninteresting start. The events that transpire throughout the game really get you hooked. The controls can be annoying with all of the options, but they can easily be ignored if you go the easy way and stick with the D-Pad. Yeah, D-Pad fo' lyfe! Okay, that was unnecessary... The gameplay is the biggest part of Magical Starsign, and overall I think it does a good job. Many think the battle system is the same as any RPG out there, but I think different. Sure, Magical Starsign may not introduce many innovative ideas, but they do bring together many different concepts from a wide selection of RPGs. Not only that, but Magical Starsign does a great job of patching it all together. ______________________________________________________________________________ [12] THANKS/CREDITS [1200] ______________________________________________________________________________ Of course, this guide couldn't have been made without some extra help. Here is a shoutout to everyone who made this FAQ possible: CJayC: For being an awesome host of an awesome site. Eternal Czar Smapdi: For being the best co-author anyone could have, and for being yourself. Gentleben/Chris: For giving me a buttload of Amigo Mode monsters. Not only that, but he also provided me with a lot of info about Amigo Mode and the Glissini Caves. He is the reason why those two have their own sections in my guide! Thanks a lot! Uber Moogle: For contributing a lot to the Glissini Caves (basically the entire thing) and some other stuff such as equipment and a few monsters. Thanks! TirithRR: For giving me some important information on the set bonuses of certain pieces of equipment. Drake801: For giving me info on obtaining a Piggy Bank before you rescue Chai in Puffoon. Suprised that I missed that. Tony B: Regarding one of Master Chard's (third battle) special attacks. Chadwick Combdon: For some info on the fight with Gil Mudflap. icicleblade: For information on an Egg Character. TalonShade: For a bit of info used in my bestiary. Navi_King: For giving me info on what the Monster Chest drops and also the Rock Robe. Blueman15324: For giving me info on several monsters previously unlisted in the bestiary. Taylor R: For hooking me up with some info on a couple monsters as well as suggesting that I add my party's stats for the final battle. Fynarra: For some info on monster drops as well as correcting me on having two #160s in the Bestiary. sephiroth0203: For correcting me on the final area where to save in order to not screw yourself over. wizgarcia: For correcting me on the final area where to save in order to not screw yourself over. Raul M: For some more monster drops. David K: For giving me info on Pearls and Permafrost drop. Jorel B: For information on the Permafrost's location and the Cat Ears. FESBians: Because you're cool. You: For reading this FAQ. ------------------------------------------------------------------------------ LEGAL ------------------------------------------------------------------------------ This document is copyright (c) DomZ Ninja 2006-2011. This document may be found on the following sites: * GameFAQs - http://www.gamefaqs.com * GameSpot - http://www.gamespot.com * IGN - http://faqs.ign.com * Super Cheats - http://www.supercheats.com * Neoseeker - http://www.neoseeker.com * HonestGamers - http://www.honestgamers.com The latest update of this document can always be found on GameFAQs. Other sites may use this document, but only with my permission. If you see this document on a website not listed above, please email me. Do not edit or alter this document in any way. Do not steal anything from this document. Do not host or distribute this document for profit. That is plagiarism, and it is against the law. If you have any questions, comments, or anything that you would like to add to this guide, then feel free to email me. My email address is found at the top of this guide. However, if you do email me, please include the name of the game in the title. Lastly, thanks for reading and using this FAQ. If you like this FAQ, then please recommend it to others by clicking the "recommend" button at the top of the guide. :] http://www.gamefaqs.com/features/recognition/52173.html "When we get there, we're gonna fly so far away, making sure to laugh while we experience anti-gravity" - Incubus ______________________________________________________________________________ END OF DOCUMENT