***************************************************************************
Final Fantasy Legend II
Robot Guide
v 1.08
by ~Kaz
theeternallostboy at hotmail dot com
***************************************************************************
## Legal ##################################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
This walkthrough is a guide for the Robot Playable Class in Square Soft's
original "FINAL FANTASY LEGEND II" and "SA-GA II" games, copyright 2004 by
[email protected].
Do not plagiarize or distribute any part or whole of this document for profit
or without giving the author, that's me, credit. Feel free to put the entire
guide on your webpage, as long as the content is not altered and I'm credited.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
## Acknowledgements #######################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
A great big THANK-YOU to:
GameFAQs, for the hosting, the boards and all the fish.
Square (now Square-Enix) and Sunsoft for releasing, and re-releasing, FFL2.
Nintendo. And Square. Together. (Again.) Suck it. (apologies to Penny-Arcade)
The Members of GameFAQs' FFL2 board, such as..
-"AMuseum" for letting me use his tables, charts, and monster info.
(about three-quarters of all the numbers you see here are his)
-"Cyan of Doma" for the glitches, tricks and countless testing.
-"DWanderer" for HEX editing and a strong stand for Humans with Mana.
-"Gouki of Borg" for finding out so much of the Japanese SaGa series.
-"Robert Paulson" for the first comprehensive FFL2 FAQ on GameFAQs.
-"PrimalSeptimus" for posting a new guide in '07; long live FFL2!
-"StAjora"
-"DamageInc"
-"danysp"
-"Elekid"
-"plusminus"
-"suicunegirl"
-"Pythonite 1"
-"scar_the_1"
-several "Grim Reaper"s
-"vileplume21"
-"supersaiyangohan"
-"Kamek17"
-"DOAHunterX"
-"Alex Jackson" (he's everywhere isn't he?)
-and many more who I'm sorry I haven't listed yet
.for their time, patience, and countless useful contributions!
(like pointing out Ki was given a bad case of crabs :D
And to my family and friends who can stand to put up with me on a daily basis.
.I still don't know how they do it. 8^P
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
## Contact ################################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Kaz Fact: The author of this FAQ can be found @ www.GameFAQs.com under the
FINAL FANTASY LEGEND II Board section, where he has harassed the
local posters of the for the past 3 or 4 years under the name of
"Hasukawa Kazuya(a)".
A Bonus-kun if you recognize the pseudonym.
If you can't visit the boards, feel free to flame me via e-mail.
Corrections & helpful suggestions are more welcome though.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
## Controls ###############################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
There are 4 types of locations in the game:
(1.) On the Map, (2.) In a Fight, (3.) Inside a Town, and (4.) Inside a Menu
While you are walking on the Map, you may get into a random Fight.
When you are in a house, and most towns, you are safe from random fighting.
A Press while next to someone in a town to talk to them.
Press while the finger is over a Menu Choice to choose it.
Hold this button down to make text go faster.
The cursor in the Fight situation is set to 'Memory'. It will not
move back to the top of the list and will remain on whichever action
you chose last round, even if you are in a new battle.
B Press while the finger is over a Menu Choice to leave the menu.
Hold this button down to pause the text.
While on the map or in a town, press while you have a 5th member in
your party to hear what they have to say.
Start Press while On the Map or In a Town to bring up the Main Menu.
From here, you can choose to:
-view/use/organize your party members' individual ABILities
-see/use ITEMs from the party's Item bag
-EQUIP your members from the Item Bag
-see/use/equip any MAGI you have discovered
-read your MEMO to go over important clues you've learned
-and SAVE the game
Select Press while On the Map or In a Town to bring up the Party Order Menu.
In this menu, you can alter the order of your party.
The person on top theoretically has a greater chance of being
attacked. The person on the bottom has the least.
Press A, B, Start and Select all at the same time to return to the title
screen without saving. This is also called a ''soft reset'' because it does
not reset the game's internal random number generator like turning the power
off would. (and leaving it off for a few seconds, unless you have the
original thick "GameBoy Classic")
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
## Contents ###############################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
>This is a very long and comprehensive Guide. I suggest searching for <
>the heading of each "chapter". Don't say I didn't offer fair warning! <
Heading Title
00.History History & Updates
01.Definitions Basic Game Concepts (Meat, Stat Gains, MAGI, Weapons)
02.Overview The 4 main Classes
03.Rules The non-Assimov Robot Rules
04.World 1 Baseworld
05.World 2 Ashura's Desert
06.World 3 Giants' World
07.World 4 Apollo's World
08.World 5 Guardian's Base
09.World 6 Villain's Hideout
10.World 7 Venus' World
11.World 8 Dragon Circuit
12.World 9 Edo
13.World 10 Nasty Dungeon
14.World 11 Valhalla
15.World 12 Final World
16.World 13 Celestial Shrine & Center of the Worlds
17.Quad-Robot Team A quick trip through the game with 4 Robots
18.Detailed Lists Weapons, Armor & Item Lists
19.Errata Miscellaneous Information
20.EOF End of File
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
00.History ################################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
v1.00- Tentative release date: 1999. Actual release date: 04/2004
This is it. After years of sitting on my duff, I've finally
mustered enough chutzpah to #finish# (and publicly release) this.
v1.01- (Post-)Easter Release: 04/12/2004
Some spelling mistakes, cleared up some sentences, added more thanks.
v1.02- Corrections for Revenge/Counter, alternate location of Ancient Volcano,
another correction on Elemental MAGI, added to Death Book (AMuseum).
Unsure of how Chainsaw/Saw attacks work.
v1.03- Figured out how Chainsaw/Saw worked. Added plug for Gouki of Borg.
v1.04- Added more on status ailments, Humans/Mutants with Counter. (AMuseum)
Chainsaw does not work on bosses immune to Hyper. (04/28/2004)
v1.05- Corrected a mistake I made in the GP formula. (04/30/2004)
v1.06- Minor grammar corrections. Chainsaw & Gungnir correction. (5/12/2004)
v1.07- Confirming Rune Axe. (unreleased)
Unsure if I should revise the guide as "Smorgasbord" or "Hodgepodge".
R.I.P Chris MacDonald, aka "Kao Megura" (1979-5/17/2004)
Your skill & determination are an inspiration to us all.
v1.08- Added PrimalSeptimus' New Trash Can Bug Guide (6/2007)
There have been two guides added/updated (one by Niahak) on
GameFAQs in 2007, a testament to the longevity of this game.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
01.Definitions ############################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Meat - When non-humanoid/non-robot monsters are defeated in battle, they
may leave a chunk of meat behind. If you have monsters of your own
in your party who are able (not sleeping, paralyzed, stunned) can
'eat' the meat and possibly turn into a different monster. What
monster you become depends on the combination of what you were and
what you ate. How powerful your new form is depends on how
powerful the monster you defeated.
Each monster 'family' has different classes of varying power.
GP - Gold Pieces. Also called "Gil". Currency. Money. Moolah. Loot.
HP - The amount of HIT POINTS you currently possess. If this value
reaches "0" in battle, your character is Stunned. If your party
lives, they will be automatically revived with HP=1. If your
party dies, you will meet Odin who will reset the battle so you
can try again. There is no penalty for doing do, and Odin will
reset as many battles as many times as you wish.
mHP - The MAXIMUM amount of HP you may have. The highest _displayed_
value is 999, but you can go higher, even without a cheat device.
For Humans & Mutants, this value may be increased at random as
a result of battle. As soon as the counter hits 999, they stop
gaining any more HP. They can still gain 32 mHP when at 998, for a
total of 1030 mHP. For Robots, you must equip stronger items.
Monsters mHP do not change unless you turn into another Monster.
STR - The STRENGTH of the character. The higher this value, the more
damage "Heavy" weapons, such as Hammers and Long Swords, will do.
For Humans & Mutants, this value may be increased by 1 at random
as a result of battle. As soon as the counter hits 99, they stop
gaining any more STR. To increase the chance, have them use heavy
weapons repeatedly in that battle. For Robots, you must equip
more or stronger Heavy weapons. Monsters STR do not change unless
you turn into a different Monster.
(!) If you find your party has a prima-donna, just one
person who is really powerful, it may be because
the weaker party members aren't getting a chance
to fight. You can either remove all of the strong
character's weapons or give them a shield or a
Martial Art and have them "waste" their turn.
AGI - The AGILITY of the character. The higher this value, the less
likely a fast enemy will be able to dodge your attack, the more
likely you will be able to dodge an enemy attack, the better the
chance you will go first in battle, and the more damage you will
do with "Lighter", AGI-based weapons, such as the Rapier or Sabre.
(!) AGI is always important. The faster the enemy,
the more AGI you need to hit it with your weapon.
You will need at least 35 AGI by the end of the game
to use a sword or knife accurately.
For Humans & Mutants, this value may be increased by 1 at random
as a result of battle. As soon as the counter hits 99, they stop
gaining any more AGI. To increase the chance, have them use light
weapons repeatedly in that battle. For Robots, you must equip
more or stronger Light weapons. Monsters AGI do not change
unless you turn into a different Monster.
DEF - The DEFENSE of the character. The higher this value, the less
damage you will receive from a physical attack. If your DEF is
higher than the enemies offensive power, you can receive 0 damage.
This value is hard to raise in Mutants, and exceptionally hard in
Humans. As soon as the counter hits 99, either race stops gaining
any more DEF. To increase the chance, use shields like Silver or
Aegis repeatedly in a battle. Robots can equip stronger armors or
shields. Monsters stats only change if you turn into a new one.
(!) If you can raise your natural DEF to 99 by fighting
without any armor equipped, you can put on your
armor later and have super-high DEF!
MAN - The MANA of the character. The higher this value, the more HP
you recover when healed (except from drinking potions), the more
damage you deal with magic spells, and to a weaker extent, the
less damage you take from Magic attacks.
For Humans & Mutants, this value may be increased at random by 1
as a result of battle. As soon as the counter hits 99, they stop
gaining any more MAN. Both races can raise their chance by using
magic items like Books and Staffs, or magic blades (Psi/Vampic)
Mutants can also raise their chances by using their natural
abilities. Robots cannot raise their MANA. Monsters stats do not
change unless you turn into a different monster.
(!) Robots, not only will they take more damage from
Magic attacks because they have 0 MAN, seem to take
additional damage just because they're Robots.
MAGI
These are pieces of the Goddess Statue, Isis. Individually, they each
possess power which can be passed onto the bearer. Together, they
are rumored to give a being the power of an Ancient God, one of the
ones who could create a whole World.
Some MAGI have external functions, like Prism. When used from the
MAGI menu, it will tell you how many MAGI are in the world you are
currently in (excluding the amount you possess). Some, like TrueEye,
work automatically in special dungeons.
For those MAGI without external functions, you can equip them to
give your party members hidden boosts to their power levels. Mana
MAGI will raise your MAN more for each piece you find, power MAGI
raises STR, etc. While you cannot see the increases on your ABIL
menu, the effects will be clear once you cast a spell or attack.
Elemental MAGI serve 2 purposes. (1.) is to provide immunity to said
elemental attack. (2.) is to boost any elemental magic you cast
corresponding to the MAGI you have equipped. Having Thunder MAGI will
boost your monster's Thunder spell AND give it immunity from Thunder
attacks. Theoretically.
(!) Elemental MAGI is #somewhat# buggy.
Thunder MAGI will protect against ICE.
Ice MAGI will protect against THUNDER.
Fire and Thunder MAGI boosts the power of attack magic.
Ice & Poison MAGI boost the power of FIRE attacks.
Fire MAGI grants O-Fire and Poison MAGI grants O-Poison.
You can also equip Masamune, Aegis, and Heart (even though all 3 are
found almost at the end of the game) and use them as Items in battle
in your newly created 9th Item Slot at the very bottom.
Detailed explanations will be near the end of this Guide.
Rechargeable (Natural) Abilities
These are inherent abilities that cannot be de-equipped for a
Mutant and Monster. On a Robot, weapons with a limited number
of uses that get halved upon equipping become Rechargeable
Abilities. These abilities may have a limited number of uses, but
if the number of uses reaches 0, they will not disappear from your
character's inventory. These can be recharged at any time by going
to an Inn, drinking an Elixier, or using a Tent.
Traits
Traits are Natural Abilities with an unlimited number of uses,
such as "-Surprise" (gives you a chance to surprise the enemy),
cannot be used actively in battle, and cannot be de-equipped.
Immunity
Traits with an "O" in front of them, such as "O-Pa/Po" & "O-Fire".
This means you gain resistance to those types of attacks.
Certain armors will offer elemental immunity. A list of what armors
these are, and what each immunity offers can be found at the end
of this Guide.
Having 2 of the same ability/immunity/weakness does NOT compound
the effect. They merely become redundant.
O-Fire : Immune to Fire
O-Ice : Immune to Ice
O-Thunder: Immune to Thunder
O-Poison : Immune to Poison
O-Quake : Immune to Quake
O-Damage : O-Fire, O-Ice, O-Thunder, O-Poison
O-Stone : Immune to Ston
O-Para : Immune to Slep, Para, Conf, Curs, Blnd, and
Instant Death magic (Erase/Death/Wizard Staff)
O-Pa/Po : O-Para & O-Poison
O-Weapon : Special defense: Physical damage is reduced 50%
O-Change : O-Stone, O-Pa/Po, O-Weapon
O-All : O-Damage & O-Change
Weakness
Traits with an "X" in front of them. There are only three:
"X-Thunder", "X-Fire" and "X-Ice".
This means you gain a weakness to those types of attacks and
suffer 20-40% more damage when hit with the corresponding spell or
elemental weapon. On top of that, you have a chance to #instantly#
die instead of take damage when hit with an elemental weapon
corresponding to your weakness. (monstrous hit)
(!) If you have a Mutant with a weakness (say X-Fire),
an Immunity (O-Fire, Dragon Armor, etc.) would only
protect you from magical or ranged (ie: Fire Gun) Fire
attacks. PHYSICAL attacks, like a Flame Sword, will still
do extra damage and say they've found your weakness.
Armor
Humans, Mutants, and Robots can all wear armor. Humans and Mutants
may wear a Glove/Gauntlet, a Suit, a Shoe/Boot, and a Helmet. This
is a complete set of armor, from head to toe. The game will not
allow you to put on more than 2 sets over the same body part. Robots
are excused from this rule.
There will be an armor late in the game called Parasuit. It is a
single-slot complete set of armor, so to put it on a Human or Mutant,
they must remove ALL other pieces of armor first.
Weapons
Humans, Mutants, and Robots can all equip weapons. You are only
limited by the number of free slots you have, so a Human can carry 8
Swords if they wanted to. In battle, you will be able to choose from
any of these 8 swords to use.
Each weapon has a limited number of uses before they "break". When
most weapons are equipped on a Robot, the number of uses gets
halved, but the weapon does not break if the Robot has it equipped.
See "Rechargable Abilities" above and "Martial Arts" below.
(!) If your party has lots of Humans, it's always a good
thing to carry extra weapons in your inventory.
Number of Uses
Most weapons are "breakable", potions are drunk, and spell books
are exhausted. That number to the right of the item indicated how
many times it can be used before it disappears from your inventory
for good, unlike Abilities which remain with a value of 0.
When you sell an item, its value is 1/2 of what it cost unless
it's slightly used. The value depreciates the more used up that
item is. Armors have an unlimited number of uses and never "break".
Martial Arts
The only item whose power changes the more it is used. Unlike Spell
Books or other weapons, the more you use Martial Arts (a list can
be found in the back) the stronger the attack gets. The final
attack, done by a human/mutant, will unleash TREMENDOUS damage.
It doesn't matter who used the Martial Art first, so feel free to
pass them around between party members.
Like Armor, these will not get halved when equipped on/off a Robot.
Monster abilities of Punch & Kick do NOT work the same as the
equipment Punch & Kick.
Ranged Weapons
Guns, bows, and explosives have a static (unchanging) attack value.
Their damage is not helped or hindered by your stats (unless you
are Stunned).
The range of damage they can inflict will decrease if attacking a
monster with high DEF.
Targeting
There can be, at most, 3 types of enemies you face in a fight.
Of each type, you can fight up to 9 of that enemy.
Although it never happens, the worst case scenario is that you
are fighting 27 enemies at once.
-Most weapons are SINGLE target weapons. They target 1 enemy.
-Some weapons & most spells, can target 1 type (GROUP) of enemies.
-Some weapons & spells target the enemy's ENTIRE PARTY.
-If an attack is going to hit a Group or Party, you cannot tell
it to target a Single enemy and vice-versa.
-You cannot target a specific enemy in a group of enemies; you will
always strike the one with the fewest HP using a single attack.
I will list if a weapon/spell can target a Group or Party.
Status Afflictions
These are changes from normal condition. You can hit and be hit with
an attack that causes a change in status.
STUN -Your HP reaches 0 in battle. You cannot perform any actions
while stunned. You will revive with 1 HP after battle.
During battle, you may use the Heart MAGI or Treant's Life
to revive them.
(!) By the way, being dead can cure anything.
If your character is BLND'd and you have no
Elixiers, get them STUN'd in battle. 8^P
BLND -You are BLIND. Your physical attacks are less accurate.
Damaged based on AGI is also lowered. Magic is unaffected.
You must use an Eyedrop, Elixier, be Stunned, or use the
Heal ability to remove blindness.
Blindness does NOT go away after battle.
CONF -Your character is CONFUSED. They will not listen to
your commands. Their actions are completely random, and they
may attack allies or do nothing during a fight. Confusion
will be overcome automatically during battle, when you
leave the battle, or when you are Stunned.
CURS -Your character is CURSED. Their STR & DEF power are lowered.
You may use Curse, exit battle, or be Stunned to remove it.
PARA -Your character is PARALYZED. They may not do any actions.
Paralysis may be overcome automatically during battle,
when you leave the fight, when someone uses the Heal ability
on you, or when you are Stunned.
POIS -Your character is POISONED. Their HP will steadily decrease
by 10% mHP each passing round. Their STR will also be
slightly lowered when calculating attack/counter damage.
Poison may leave the body automatically during the fight,
when you leave battle, when you are Heal'd, or when you
are Stunned.
SLEP -Your character is ASLEEP. They may not do any actions.
They may wake up during the battle (more likely after they
are hit), when you leave the fight, when you are Heal'd,
or when you are Stunned.
STON -Your character is PETRIFIED. They may not do any actions,
they may not be targeted by an attack, their HP remains the
same. This affliction will remain after battle. You must use
a Soft, an Elixier, or the Heal ability to remove STON.
If your entire party is STON'd and/or STUN'd, you lose.
Enemies who are petrified will automatically die.
Running
If all else fails, you can try running from battles. Only a few
battles, such as important plot fights, cannot be run from.
The success rate of running depends on your AGI compared with that of
the enemy's. If you fail to run, the enemy gets one free round of
attacks.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
02.Overview ###############################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
There are several classes of playable characters to choose from:
Humans & Mutants, each with two sexes, 3 unique Monsters, and Robots.
Humans will grow over time, randomly gaining bonuses to their stats through
battle. How much time is random. Meanwhile, you have to buy new weapons for
all the ones you use up.
Mutants are like humans, but they also gain spells randomly too. While
spells will be recharged as soon as you sleep at an Inn, they take up a
slot where a weapon or armor could be. You will still have to gain stats
through battle.
Monsters, like in Pokémon, have a few attacks, but they are all rechargeable.
Monsters can change forms depending on what they are currently and the meat
they eat. Generally, you only get ONE chance per world to become an advanced
monster. If you don't want to change forms in the middle of a dungeon,
you'll have to carry expensive potions or make several trips to the Inn.
Robots are like both Humans & Monsters. They can grow strong quickly, equip
weapons, and then are able to recharge them. But every time you equip or
de-equip those items, their number of uses left gets halved, rounded down.
Robots cannot use magic, and are also weak against it, plus they recover less
HP when healed by magic.
At a glance, Robots are as balanced as the other classes, and would make
good supporting muscle, or a strong point-character to take the hits.
Now, the original idea behind this Guide was to show you how to maximize the
potential of your Robots in each world, to make you the all-fighting,
all-roaming, heroes of the universe.
And as Robots, these heroes ARE their character class. They are how much
Gil they have in their wallet. They are the tanks they drive. They are the
armor they're wearing. They are the f'n contents of their Item Screen.
Welcome to Robot Club. And the first rule is..
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
03.Rules ##################################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
*No.1) You ARE what you Equip.
Like Monsters' "You Are What You Eat", every item a Robot possesses
will affect their stats. If you de-equip the Colt Pistol (25 uses)
at the start of the game, you'll notice that (1.) in the Item list,
the uses of Colts will now be 12, and (2.) your STR and mHP will
have dropped.
*No.2) Robots have no limbs.
This means you can put layers of armors on your robots such as
4 Suits or 6 Gloves. Who cares if he doesn't have 6 hands? With
all that DEF, it'll be hard to [physically] damage your Robot!
*No.3) Robots aren't human.
The stat bonuses certain armors give to Humans/Mutants will not
apply to a Robot (any elemental protection still does).
Also, the exact defensive values armors give to a Human/Mutant will
NOT be the same values they give to a Robot. A Bronze Suit gives a
Human +3 DEF, but it only gives +2 DEF to a Robot.
A Robot treats all armor from the same "class" the same. If
equipping a Gold Helm gives +10 DEF, then equipping a Gold Suit
also gives +10 DEF, equipping Gold Gloves also gives +10 DEF, etc.
So if you're buying armor, always get the Gloves for your Robot since
they offer the same protection without costing you an arm and a leg.
*No.4) When all else fails, cheat.
There are glitches in the system which you can take advantage of
(listed at the end of the guide), but I consider this one OK:
After a battle, if your Robot is damaged and has on an item with
unlimited uses (such as Armor) or has a Martial Art (such as Punch),
de-equip it. Then re-equip it. Then de-equip it. Then re-equip it.
As your mHP decreases, your HP stays the same. When your mHP goes
up, your HP goes up!
You can speed this process up if you are switching two items at
once (switching Punch for an Armor, then Armor for a Punch, etc).
You will never need another Cure potion again! (so forget about
equipping them on your Robots)
*No.5) Robots aren't cheap.
While there is enough treasure found throughout the game to keep
1-2 people properly equipped, if you don't have at least 2 Monsters
in your party, you'll need to _buy_ more Weapons. Robots won't
"break" weapons like Humans/Mutants do, but they need a lot to keep
their stats high.
*No.6) Robots ARE cheap.
If you use the HP recovery trick, Robots don't SPEND money, they
EARN it. Inns will cost nothing to sleep in (if you recover your
HP before entering) and will fully recharge your abilities.
And because your abilities recharge, you don't need NEW weapons,
you can spend all your Gil on BETTER weapons.
If you give all the treasure you find in the game to Robots, you
could make TWO very powerful Robots. This leaves cash to spend on
your Humans/Mutants to buying "practice weapons" to use.
*No.7) Robots aren't strong
The biggest deficiency of a Robot is the class' prominent weakness
toward magic and magical attacks. This includes, but is not limited
to: elemental magic, magic-powered weapons such as PSI blades, and
HP absorb attacks such as Dissolve and Drain. While certain armors
and shields have elemental resistances that can protect the rest of
the party, they will not block physical attacks for them, I would
also remain wary of enemies who can use Dissolve. Not only can they
inflict lots of damage on a Robot, but they can recover a lot of HP
for the monster!
*No.8) Robots are fast.
Not only will they gain stats quickly if you have enough money to
buy decent equipment, but their stats can easily go beyond 99. The
counter won't show it, but it'll be apparent in battle.
Humans & Mutants can only gain up to 99, but if your Robot focuses
on just one stat, you can pump it up to nearly 200!
*No.9) Robots are REALLY fast.
While you can raise the DEF or STR of your Robot to high levels
and be as tough as a mountain, you'll be as fast as one too.
If you concentrate on AGI and give your 'Bot a weapon that hits
more than 1 target at a time, (such as an SMG, which does not do
damage based on your stats) you can wipe out most of the enemy
party early on.
This is a so-called "One Trick Pony"; a Robot with only a single
specialty, but it does it really well.
If you raise your Robot's AGI beyond 99, be aware that you may end
up going LAST in battle. I think this is because in determining
the Fight order, the computer truncates the final result.
Annoying to get a late start, isn't it?
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
04.World 1 : Baseworld ####################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Speaking of late starts, here is a loose "Around the Worlds" Guided Tour.
(!) This is just a quick outline for various parties,
assuming there is at least a single Robot in them.
Suggestions for an All-Robot Guide and step-by-step
instructions for building Game-Physics-Defying Robots
comes at the end of this Guide.
This portion will not deal with any single-set template
or idea for your robots (although, I will mention many
times I like 'em fast) because I believe the Robot you
should have should be dependant on the abilities of
your teammates & the enemy you are facing.
I will not be listing where you get each MAGI. None of
them are really hidden anywhere.
For a more detailed walkthrough, I suggest R.Paulson's
FFL2 Walkthrough on GameFAQs.com
-H o m e t o w n-
You will start off in your hometown. Be sure to talk to people and learn
what is going on.
*Instant Replay
A feature this game has is the MEMO in your Menu Screen.
Select it to go over important clues you may have picked up
when asking the local-yokels.
A person in one of the houses will give you a flask of Cure potion.
Leave town and MR.S will automatically join your party.
*Strong Mr.S!
Mr.S is an advanced monster (his sprite is the old
Slime sprite from the first game!) with Dissolve,
Fire, and Cure. He cannot eat meat.
Your starting party is weak, so Dissolve can take out a
lone Asigaru in one blow. If you don't have any Mutants,
Mr.S' Fire can burn through groups of enemies.
*Wise Mr.S!
Mr.S, like any other 5th Party Member, will have some
words of wisdom. Press 'B' while walking around to hear
him say stuff. As you progress, what he says will change.
Use Mr.S well. You can't recharge his abilities before he has to leave,
so make sure he helps you earn a lot of GP.
*So you don't like to eat <favorite food>? Well T-O-O B-A-D!
If you ever need to recharge your HP, for whatever reason,
go back home and talk to Mom.
She doesn't recharge your abilities though.
*Do the Math. Go Super-Size.
You get more Gil from battle if you fight a GROUP of
enemies rather than several individual types.
To figure out exactly how much more Gil you can get,
read the ERRATA section near the end of this Guide.
You may loose GP if the enemy drops an item or meat.
The more valuable the drop, the more GP is taken away,
keep that in mind when looking for strong Monster Meats.
*Everyone Loves Free Stuff!
Asigaru may randomly drop a Long Sword when defeated.
Gang may randomly drop Punch when defeated.
All enemies, if they are #equipped# with something you can
wear or use, can possibly drop that item. This includes any
Robots or Bosses you encounter.
*Robots and Juvenile Delinquents First!
If you find a new and expensive weapon, consider what it
would do for your Robot first. Humans & Mutants can practice
raising their stats with cheap weapons bought at the store.
Robots can get a big bonus right away from an exotic weapon,
and can reuse them over and over.
*Offer Good One Per Household
If you are in a fight with two enemies that drop stuff,
you can only get 1 item drop OR meat per fight.
If you have a Human/Mutant on your team, EACH one in your
party can get _1_ stat boosted OR a new ability per fight.
Gaining stats does not interfere with getting Items/Meat.
*We don't need any steenkin' guidelines!
Because you don't have XP (experience points), there is no
linear "guideline" for how weak or strong your characters
should be at any point in the game. I will, from time to
time, say my opinion of how much HP I think is decent, as
well as my opinion of how high a certain stat could be.
These are all just that, _my opinions_.
I will list the stats and attacks of bosses, and there is
a weapons-table at the end of this guide.
This way, you can decide for yourself which weapons to
equip and how strong your characters should be.
If you have Mutants with you, I wouldn't suggest trying to increase their
stats just yet. First pick up the North Cave's treasure. (Mr.S has a comment)
If you've picked up any items, you should consider equipping them on your
Mutants first.
*Brain Farting
Mutants learn at most 4 abilities. The lowest one will
always be the one to change so you can keep your 3 favorite
abilities by moving them up in the ABIL menu.
*Daddy, My Brain Is Full
If you're like me, and only want your Mutants to learn 2-3
abilities (so they can have more room for armor & weapons),
load them down with items. If there is no room for a new
Ability, the lowest ability will be replaced.
*Work it Harder, Learn it Better, Do it Faster, Makes you Stronger
If the enemy you defeat is strong, say a monster from a few
worlds ahead or a boss, your Mutants may be able to learn an
advanced ability.
Moving across the plains, you head to the North Cave.
-N o r t h C a v e-
In the North Cave, you can pick up another Cure Potion, a Bronze Shield,
a Bow, and a Hammer.
Punches are a cheap item to use to help raise the AGI of Humans/Mutants.
You should use Martial Arts one at a time, since they get more powerful when
there are fewer uses left.
*Fight Club: No Robots Allowed
Punches are a cheap way to raise your Robot's AGI, but
unlike Humans/Mutants, when a 'Bot uses them, all 90 uses
do almost no damage.
While this means your Robot shouldn't use Martial Arts, they
still provide good AGI and don't get halved when equipped.
*The 4196-A Killbot, or the 4196-B with remote-control?
It's nice to specialize your Robot. Do you want it to be
really fast, or really strong, or be mediocre at both?
If you choose to make a STR-bot, remember you need to have
enough AGI for accuracy purposes, so keep a Martial Art on.
If you find any Punches & Long Swords, you should think about giving them to
your Robot. A Robot with a Colt & 2 Long Swords does great damage with each
sword swing.
A Robot doesn't really need more than 2 Long Swords on them for this world,
any extra ones that you don't want to give to your Humans/Mutants can be sold
later for a good amount of money.
The 'boss' of the cave is a BabyWyrm. You will see more of these in the next
world. Talk to it and engage in battle. If Mr.S has any attacks left, one hit
from either will defeat the BabyWyrm.
If you have a Baby-D, I suggest you let it remain a Baby-D. If you have
other monsters, feel free to experiment with BabyWyrm meat.
Goodbye Mr.S!
Mr.S stays to protect the village. I hope he was helpful.
Of course, this means you can't ever go back home. The jerk.
-F i r s t T o w n-
You will see a familiar face in town. Ask around to get clues.
Gold Gloves may seem expensive now, but remember they can be found here.
Buy some Bronze equipment for now. You should concentrate on getting weapons.
Hey, I hear there's a cute cleric at a Shrine nearby. You know, that huge
edifice to the West that's 8 times the size of this town?
-S h r i n e o f I s i s-
If you ever need a free cure just like Mom used to do, visit KI!
Walk around, earn some money, raise some stats, and run into the Shrine.
Talk to Ki upstairs and get directed to some suspiciously Hidden Ruins.
Don't go there just yet. Instead, follow the mountains to the North-West.
You will reach the 2nd Town.
-S e c o n d T o w n-
I feel like either someone didn't like this world very much or the people
here are supposed to be very, very bland.
You will find out about the Fiend Ashura. (not the one who plagued FFL1)
The most useful weapon on this World for Robots is here: the SMG.
The 6800 Gil SMG will demolish a single group. Get one for your Robot ASAP.
(!) If you have a Mutant on your team, this isn't as
important because a Mutant will have group-targeting
spells like Blizzard or Thunder. But having another
character with a group-targeting attack is convenient.
Getting an SMG will take away most of your money, but don't worry, you'll get
more from fighting in the Hidden Ruins.
In the meanwhile, if you have Humans/Mutants, you can use this time to level
up, get decent abilities, or collect enough money for an SMG.
(!) Having 120+ HP & 10 in STR or AGI for a Human is good.
A Mutant should have Cure or Thunder/Fire/Ice in
addition to their initial spell. Cure will definitely
save you money, as you can Cure your party before
visiting an Inn.
Your Robot should have an SMG and I suggest 13+ AGI
because I like to attack with the SMG first.
*Edumacation: Lern UR Mana GOOD
While it may sound a little odd, Humans can use spells just
as well as Mutants. They can gain Mana just as quickly, but
because they don't have any of those nifty abilities. you
have to buy "practice books" like Cure to use in battle.
-H i d d e n R u i n s-
Something sneaky is afoot. A lot of the 3-chest rooms are empty.
You can find a Whip and a Cure Potion in the single-chest rooms.
*It's all in the wrist
The Whip is a bit of a weird weapon, but it's great for
Humans/Mutants with lots of STR who want to raise AGI.
I'd recommend giving it to them instead of to a Robot,
even if you're building a STR-based Robot.
You'll find a duo trying to open a door. This will be the first door you
encounter that asks for more MAGI. Find some nearby.
Exit and you'll catch up to them. Talk to them while you still can.
Go back to the Temple of Isis and convince Ki to join you.
*You have a very strong Ki
Ki is one of the few immobile sprites you will see in the
game. She has fewer HP than Mr.S had, but she still has
very useful abilities. You can equip her with more items,
but any items that you give to her, you can't take back.
Her Thunder spell book will prove very useful soon.
Head up to Second Town and restock your Humans & Mutants. Then go North East
through the mountains.
You'll come across a factory-looking building. This is Ashura's Base.
-A s h u r a ' s B a s e-
Ashura's base is filled with walking monsters, as well as random encounters.
If you touch the zombies, you'll end up in a fight that's hard to run from.
*Casualty Counter
And by casualty counter, I mean your wallet.
If you have a Robot with an SMG or a Monster/Mutant with a
Group-targeting attack, along with Ki you can rack up
thousands of GP in minutes. Keep bumping into the first
zombie you see and hope you fight a large group of enemies,
say about 6-8. Keep going back to the Inn in Second Town, and
if you want, you'll probably have enough excess cash to buy
Ki an extra spell book to keep the cycle going.
If your party is strong enough to do this without Ki's help,
then you don't need to buy her any books.
With what you've earned, go back to First Town to buy Gold
Gauntlets, at least for your Robots. I also suggest Kicks for
your everyone. They are stronger than Punch, and give your
Robots a much bigger AGI boost.
Back in the base, on the 3rd floor, you should find a Speed Potion.
*Now or Later
There are only a few Stat Potions in the game, and they only
work on Humans/Mutants, plus they can't raise your stat
beyond 99. You can either use 'em now, or wait until your
stats are in the 90's (where they'll be harder to raise).
On the 4th Floor, you'll find a set of Silver Gloves.
Depending on how many have Gold Gauntlets, you may or may not find these
useful. They could give your Robot an extra boost in DEF, or be sold later
for some cash.
On the 5th Floor, you'll be able to get an Axe. A good STR-based weapon.
The door you see leads you to the 'boss' of this world, a Rhino. Like the
BabyWyrm, talk to it to begin battle.
The fight shouldn't be hard. Worst case: a single Thunder from Ki kills it.
After killing it, you get fully healed.
You can hang around for fights, but as soon as you leave, the Base collapses.
(!) If you powered up your Humans/Mutants a lot in the base,
you won't need to level them up as much later.
A Human with 150+ HP & 15 in STR or AGI is very good.
It would be nice for a Mutant to have Cure or an
elemental (Thunder/Fire/Ice) in addition to their
initial spell (Flame/Blizzard).
Magic will produce very good damage with about 12 MAN.
Your Robot could have 200+ HP by now and 20+ in one stat,
be it STR, DEF, or AGI. My favorite is a well-armored
speed demon with an SMG.
As soon as you climb the Pillar of the Sky (it looks like a vine), you'll be
sent to a platform inbetween worlds.
When you step on the Elevator/Teleporter, Ki will stay to protect Baseworld.
Head through the door and find the next vine to climb.
When you climb the vine, you'll be on a dual-platform. The door on the right
cannot be opened yet. You need to collect more MAGI (from the next world). So
take the Teleporter down to visit...
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
05.World 2 : Ashura's Desert ##############################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Wow. There's a whole lotta desert. And the enemies here are much harder than
before. Zombies are strong, Slimes' Dissolve is a pseudo-magic attack that
recovers their HP, Eagles are fast, and Troopers can block physical attacks.
There's a town nearby, better go into it.
-D e s e r t T o w n-
"A perfect place for us scamps!"
This also means you get random encounters right in the middle of town!
Thankfully, the inside of buildings are safe.
You can train inside the town if you wish, and collect clues.
There are lots of people who don't know where Ashura's Tower is. If you want
concrete answers, go talk to the bartender and ask for some help.
*the Dust-bowl
Here's a tip when walking into the sand-storm, the safe
places to walk have sand blowing. What looks like sand
that isn't moving is a twister that'll spin you around.
Take that into consideration when you see that patch of
still-ground beneath the cactus south of town.
If you listened to the bartender, or avoided the sand-twisters I warned you
about, you'll come across what looks like a "+" shaped patch of still sand
far south of Desert Town. This is acutally the hidden town you were hearing
so much about.
-A s h u r a ' s T o w n-
Welcome to Ashura's Town. Don't worry, they don't have scamps.
The INSIDE of town is partially hidden by sand-blasts though, so you'll have
to poke around to meet all the people.
Unless you have extra money, you won't need new weapons.
Rest up at the inn, restock your Humans, and follow the trail south of town.
-A s h u r a ' s T o w e r-
The first three floors don't have any treasure, but you'll probably run into
WereRats here.
*Where's the Beef?
If you still have Baby-D's from the start of the game, they
can become some really wicked Monsters here. Check out
AMuseum's Monster Evolution FAQ to try and become a Sprite
or Medusa. If you didn't have a Baby-D at the start, you can
still become a Cobble or an Amoeba.
*Faeries are cool.
Many people, like myself, really like this class of Monster.
You pick up a Sprite now, and you won't need to even look at
another piece of meat for about 4 worlds. (which is where
you'll start running into enemy Sprites)
Floor 4 will have a SABRE sword. If your party members have high AGI, this
can deal good damage. It's ideal to give this to an Agile Robot.
Next is a meeting with a mini-Boss (Woodman) and a naked MASK joins. Don't
worry about giving him equipment, you'll find his stuff on the next floor.
Floor 7 will have a plain Colt gun. By now, the damage of Colts is starting
to decrease, so unless your Robot needs another +6 STR from this, sell it.
With that money, you can buy an extra Long sword for your Humanoids to
practice with and still have money leftover.
Floor 9 will have a Silver Shield.
The last floor has a Power & Magic potion, a Battle Sword (great for strong
characters, as long as they have enough AGI to strike accurately) & a
Silver Helm (if Robot has a Gold Glove & another piece of armor/shield, it is
well-enough defended, give this to someone else).
Oh, and your first real Boss of the World, ASHURA.
Be careful! You can fight Ashura just by going up to him and pressing 'up' as
well as 'A'. Save beforehand.
(!) To have a better chance to land physical attacks,
your Humans/Mutants should have about 15 AGI.
If you're using heavy weapons, you might want
STR to be 15 or more.
A good Robot would have 240+ HP and the sum of
their STR, AGI & DEF should total over 35.
*ASHURA, 900 HP, 18/18/18/17 (STR/AGI/DEF/MAN)
6-Arms, Flame, Sleep, Axe, O-Damage
Ashura is immune to elemental attacks, such as Thunder,
Blizzard, or Acid. If all six hits of 6-Arms connects, it
does massive damage unless your DEF is high. If your DEF is
above 20, it may do no damage at all! If your AGI is high,
you may be able to avoid some or all the hits.
Ashura is NOT immune to status ailments, such as SLEEP or
STONE. Kinda wishing you had a SPRITE or MEDUSA, eh?
A properly equipped Robot can defeat Ashura in one turn,
simply by equipping mostly STR or AGI boosting weapons.
If your party is #extremely# weak, give Mask the Battle
Sword and let him take on Ashura by himself.
After you defeat Ashura, Mask parts ways to sell more of his fine leather
jackets, and you teleport back to the Shrine of Isis back in Baseworld.
-S h r i n e o f I s i s-
Taking to Ki's aide will get you some clues, as well as net you the MAGI
you need to unlock the next door inside the Pillar of the Sky. It's better
you know that now before you try to reach...
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
06.World 3 : Giant's World ################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
First thing you see is that Giant's World has a pretty regular-sized town.
And there aren't any Giants to fight. (which is a good thing)
If you're unlucky, you may fight 8 pistol-packing Terrorists at once.
(They do, however, give a lot of Gil and an occasional weapon)
If you're curious, you can go to the right and find a humongous set of stairs
with a funny grey patch on them.
This isn't important yet, so you can head straight to Giants' Town
-G i a n t s ' T o w n-
When you're in the center of town, you'll see there's a little Item Shop, and
a really BIG Item Shop. The big shop has a [very expensive] set of STR
boosting Giant gear. While you'll find some pieces on your journey, if you
want the Armor right now, feel free to pick some up if you can afford it.
Your Robots get the same DEF boost the Giant Suit provides with the cheaper
Giant Gauntlets. If you only have 1 Robot, you won't need to buy any Giant
equipment for them yet.
Enter the Bar and see a nervous looking kid called Johnny.
Before you leave (notso) Giant's Town, you might be wondering who that man in
the hat is, standing in the side corridor of town. Go talk to him.
After a slightly awkward family reunion, follow where this path goes. I guess
shop keepers sleep in their stores. Press through the secret door in the
south of the room and startle the owner. Now it's time to harass a kid.
Johnny will tell you how to enter Old Giant's Town, and if you don't think
he's a Giant (feel free to call him Giant as many times as you want) he'll
tell you another secret.
-O l d G i a n t T o w n-
Now that spot on the stairs is darker, you can enter it.
There are a bunch of houses, whose doors can't be pushed open. You'll have to
find worm holes (you've met the worms) to wiggle through.
There are only 2 houses which can be entered. One to the South with MAGI, and
one in the North with a hole that requires MAGI to open.
The North House has a Gold Shield & Geta Shoes in addition to the Micron.
The Micron is a "Generic Special Item" sprite: A circle with a black dot.
You don't need to be told you can climb the shelves by Johnny to get to it.
If you ever loose or sell Micron (it does nothing in battle and is worth 1
GP, yay) you can come back here and pick it up again.
If you have Micron and you come back, you'll see it on the table, but you
can't pick it up.
Now you can hike back to Baseworld to help Ki.
-S h r i n e o f I s i s-
Ki's sick. You must shrink down with Micron and take the MAGI out of her.
Ashura apparently gave her stones, influenza, and crabs. Jerk.
You'll have to visit Ki's hands, feet, digestive system, and heart before you
can enter her brain.
I suggest you do one half of her body then walk back out to visit an Inn.
You can discard the Micron at any time, even inside Ki's body. But if you
leave her body and plan on going back, you'll need to pick up Micron again.
The MAGI in her hands are always the 2nd finger from your left.
The MAGI in her feet are always on the right-most digit.
The 'boss' is a set of Phagocyt (white blood cells) that guards the MAGI in
Ki's brain.. They should probably be left alone since they're the only
creatures you've encountered so far that are #natural# to Ki's body, but
because you've gotta "collect 'em all"...
*Phagocyt, 156 HP, 21/18/18/18 (STR/AGI/DEF/MAN)
Wind Up, Dissolve, X-Ice
You may encounter 2-8 of them at once. They are a normal,
but weak enemy from later in the game and can drop meat.
They shouldn't prove too much of a problem unless your party
is slow and weak and they all use Dissolve. A quick Ice or
Blizzard attack (remember to equip Mana MAGI for an inbattle
MAN boost) or a few SMG bursts will finish them off.
Once you pick up the last MAGI from Ki's body, you are expelled and get to
talk to the now-powerless Cleric in a now-empty Shrine.
Those guys left Ki alone in the Shrine without even saying thanks? Jerks.
Well, she'll hang around here for now, but for you, it's time to go to...
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
07.World 4 : Apollo's World ###############################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
The first thing you want to do is visit Apollo's Shrine. It looks more like
Ashura's Base than the Shrine of Isis.
Apollo has his share of followers, and seems to be a very generous guy. He
even tells you a riddle that activates the 3 quests on this world.
The 'Aspiration' music will follow you wherever you go until you use the
Jukebox or enter a cut-scene, and I believe also if exit the Cave of Light.
You have a choice of where to go first:
-North to Dunatis Town and the Mountains
-or South to Port Town, Neptune Volcano, and then East to the Bright Cave
-D u n a t i s V i l l a g e-
Hey, it's Dunatis-berg. Get it? "Do Not Distur.." whatever.
Story-wise, Dunatis Town may happen after Port Town/Bright Cave because
the Weapon Shop has better weapons than Port Town.
Speaking of which, you can afford them if by beating up a lot of nearby
Big Eyes & Moths. (the weakest monsters here)
By now, your SMGs are probably starting to feel weak, needing 2 blasts to
finish off monsters. Not too bad if you have 2 SMG users, but I'd suggest
powering your party up a little.
(!) A Human should have 300+ HP, a Mutant slightly less.
Like SMG-users, you want your Magic-users to be able
to defeat normal enemies in 1-2 blasts.
Your Robot should have 300+ HP and 20+ in two stats.
It's funny to talk with the scholars in the Pubs/Cafés of this world.
You will meet LYNN's mother, lying in bed, too sick to move.
You have some free time, why look for this Lynn girl?
-M o u n t a i n C a v e s-
Go to the southern cave first to find a Hermes Boot at the dead end. Great
for the slow Human/Mutant.
From the northern cave mouth, go down three flights and find a Rocket. By now,
all this weapon can do is boost your Robot's STR.
The last floor has a very slippery slope. When you land, you'll find an
Elixier to the left, and meet a pig-tailed girl to the right.
*She's Just a Girl
When you see Lynn, she's really just a Girl, and she's got
pretty bad attacks. If you want her to buff up (because
you're party is absolutely poor/horribly pathetic), have
her use up some of her martial arts. She has good stats, so
she can use most weapons well too.
I wonder why Lynn didn't leave this cave? Maybe it has something to do with
that homicidal Kilroy Robo-Boss guarding the exit.
*DUNATIS, 300 HP, 30/30/29/0 (STR/AGI/DEF/MAN)
SMG, Chainsaw, Blitz Whip, O-Pa/Po
Dunatis may look like a normal robot, but occurs only ONCE in
the game. He is pretty important, so your Humans & Mutants
have a good chance of gaining stats or a really POWERFUL
ability. *hint hint*
Chainsaw will probably kill you unless your DEF is 45+.
Otherwise, this isn't a terrible fight. Because Dunatis is a
robot, he is weak against ALL elemental attacks except
Poison-types, and only has 300 HP to boot.
After the battle, you will win MAGI and an X-Cure from
Dunatis. In addition, you may also win one of Dunatis'
weapons. I forget if you have a chance to win a Rocket, even
even though he doesn't use one. I may be thinking of a fight
with Robo-28 (it does use Rocket) though.
Return Lynn to her mother, see a dramatic cut-scene unfold in an 8-bit game,
and keep that Elixier you found.
If you visit Apollo after solving part of the riddle, he will provide the
rest of the riddle and re-set the Aspiration song.
-P o r t T o w n-
Your Humans/Mutants can re-stock up on equipment here.
It's funny to talk with the scholars in the Pubs/Cafés of this world.
The Item store in this world will be the only store in the game to sell the
SpeedUp item.
Hearing the tale of a man who fell in love with a Mermaid will give you an
idea of what to do.
-N e p t u n e V o l c a n o-
*With the pain and.. lots and lots of pain
Lava squares will reduce the HP of all members of the party.
You'll notice when your characters suddenly flash on the map.
You'll have to wade through a lot of lava here, and in other
volcanoes. But don't worry, there are magical HP "fountains"
(which look like an "X") every few floors. Each time you
"talk" to them, everyone recovers some HP. When you find one,
talk to it repeatedly.
Remember Robots can heal themselves for free at any time.
The third level of the volcano yields a Gold Sword (excellent power weapon)
and a Power potion, the level after that has a Fire Book, and the last level
has the MAGI. One of the MAGI is called TrueEye. It will allow you to see
inside the Bright Cave.
-B r i g h t C a v e-
Very nice effects, with the illusion of a moving floor and fast music.
The 3rd floor has a Power Potion. The 4th as a Giant Glove & a Thunder Book.
The 5th floor has a Laser sword, very excellent for a fast robot.
The 6th floor has the unique Revenge Sword on the far right.
The last floor is just 3 MAGI and the exit.
Apollo will mysteriously vanish without his followers realizing it after you
get all the MAGI in his world. I wonder if anyone knows where he went.
Certainly not those in the next world.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
08.World 5 : Guardian's Base ##############################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
The entire world is a very large town, so you don't need to worry about
fights or visiting an Inn. Are you sure Giants don't live here?
-G u a r d i a n ' s T o w n-
A pretty plain town. There's nothing here. Well, except earthquakes. Really.
If you've managed to buy a Giant Suit, then you won't really need the
armor from the shops unless you want more Hermes Boots.
Feel free to look at the new weapons for sale.
Grenades may eventually take the place of SMGs for your Robots, but 2 SMG
bursts can still defeat most enemies. If you feel you have the cash, look
into buying one though. Also think of the Stone Book: a very powerful spell,
but only 15 uses. There aren't enemies who are immune to Petrification yet.
Talk to the people around town, see what you can gather.
Worse comes to worst, and you don't know what to do, you can always 'bribe'
the bartender. (yeah, 'bribe' is definitely the right word)
-G u a r d i a n ' s B a s e-
I hear from darn Moose and Squirrel you are spies! Go 'talk' to the jail
bars and ask to be freed. Now you can walk up the floors of this base and
talk to various people here. You finally find your DAD here, talk to him
last (unless you don't want to hear why the Guardian's locked you up)
because he just tells you to take a nap.
After a nice nap, you wake up to find all hell has broken loose.
Random battles can now occur ANYwhere in the base. Don't worry about finding
treasure, everyone and everything is gone. Just concentrate on climbing up
the stairs and fighting each 'boss' you come across.
*Ogre, 290 HP, 38/31/32/32 (STR/AGI/DEF/MAN)
Kick, Punch, Bash, Sleep, Ice
You should only fight one. It's got an OK meat if you want
to change your monsters. You start meeting Sprites here, so
your monsters can easily become them.
*Whatchoo Talkin' About Mr.Drummond?
You'll meet up with Dad. He won't say much except hurry up.
Dad comes pretty well equipped. He also has an SMG if you
need an extra group-attack. You and Dad can clean up in this
world since there are several encounters where you can fight
6-8 monsters at once.
*Mantecore, 307 HP, 38/32/32/29 (STR/AGI/DEF/MAN)
Nail, Tusk, Poison, Warning, O-Quake
This should be easier than the Ogre fight.
*Magician, 324 HP, 26/38/27/39 (STR/AGI/DEF/MAN)
Fire Book, Ice Book, Sleep Book, Cure Book
He can do some major damage to your Robot or anyone else weak
against the elements. Then again, your Robot is probably
faster than this Magician and can kill him in 1 hit.
Outside, you'll see someone guarding the Pillar of the Sky.
*Commando, 410 HP, 43/43/41/33 (STR/AGI/DEF/MAN)
X-Kick, Fire Gun, Bazooka, Magnum, Army Armor, Surprise
This can be annoying if you get Surprised. Wait, humans
aren't supposed to have that!
This shouldn't be too hard; its 5-on-1.
A big bonus is that you have a chance to win his Bazooka,
the upgrade to the Grenade which you won't see anytime soon.
Just Like a Shonen Manga, the bad guy grabs the girl and runs away! Follow
him to the...
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
09.World 6 : Villain's Hideout ############################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
As you're teleporting down to the exit, hold left or right and you'll
drop into an Inn, Item Shop, or Weapons Shop. They sell the same equipment
that Guardian's Town had, but you should rest up for the upcoming world.
Make sure that, if you aren't using ranged weapons, your AGI is around 25.
*"You were turned into a Newt?" "I got better."
If you head back to Lynn's Mom, she will actually
acknowledge Lynn was kidnapped. It's the little things
like this that show a game was really well made.
Wow. An entire world whose purpose is to have a story-line battle.
It's not going to be easy as you and Dad split up, sticking you with Lynn.
*NINJA, 700 HP, 43/43/45/33 (STR/AGI/DEF/MAN)
Katana, Blind, Mirror, Ice Sword, Surprise, Warning
You can fight several Ninja here. While these are not a
unique enemy, like Dunantis, you won't see any for 2-3
worlds. That being said, the Ninja is a pretty advanced
enemy, like the Commando. The Ninja is especially annoying
in several ways. (1.) he has Surprise. (2.) He has Warning.
(3.) He's very fast, and can use the Monster (not Mutant)
ability Mirror, which works like SpeedUp and makes the user
even faster in-battle. And (4.) you have Lynn.
Granted, she has better attacks than last time, but you have
to fight a lot of rounds before they start doing damage.
Magic would be handy to have, so would ranged weapons.
Failing those, I hope your team has decent AGI.
After the battle, you teleport back to Lynn's Village. Be sure to talk to
them before leaving to pick up the MAGI you need to open up the doors to:
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10.World 7 : Venus' World #################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-V e n u s ' C i t y-
As soon as you step off the Pillar of Sky, you'll notice you're surrounded by
walls. You're in Venus' City, a place free of the scum and villainy that
plague ~other~ locales. (damn scamps)
You can't leave the walls just yet, so wander around town. It's a LARGE
metropolis, complete with escalators and roads. See the 2 sets of Item/Weapon
shops, the earthquakes, and the wedding that's about to take place.
The equipment here is pretty expensive, and you find most of them scattered
about this world anyway, so just stock up on what you know for now, unless
you've got the GP and want to overcompensate your Robot now.
The goddess Venus is in the citadel in the center of town. Talk to her every
now and then to cause things to happen.
After the first time you talk to Venus, two new people show up just outside
her towers, and Venus let's you leave the safety of the city walls.
*Surprise, surprise!
Even with new monsters and outfitted robots, the creatures
outside are TOUGH. The most annoying is the Werewolf. It is
strong AND has Surprise AND will often appear with other
enemies like Sprites. Later, you'll meet Serpents and
Magicians. Same trouble for your Robots, different names.
If you have Mutants or Monsters, it'd be helpful if they had
Warning or a Surprise of their own.
SMGs are almost useless here, usually needing 3 bursts to
wipe out an enemy group. If you can't make fast, 1-hit kill
Robots and your Mutant/Monster's abilities aren't cutting it,
you should start packing Stone Books or Grenades.
-V i l l a g e o f t h e U n w a s h e d-
If you follow the mountains west, you'll find a bunch of huts.
This is, in fact, a town. A safe town to boot. It doesn't really have a name,
and it's not even considered a "major" town by the game. Then again, it's
a bunch of muddy huts next to Venus' bright skyscrapers.
This dirty little village of outcasts & misfits still has an Inn you can use,
you get all sorts of nifty clues, and you meet a wounded man named Leon.
You could go back to Venus and ask her about the sewer system, but she won't
let you into the room to the left. You'll have enter it the way the Unwashed
Villagers do: through the North Drainage Exhaust.
-S e w e r s-
If you go clockwise along the wall of Venus' City, you'll see a strange cave
on top. After you're told by the villagers what it is, will you be allowed to
go inside. (since when has that ever stopped adventurers in other games?)
There's a lot of good treasure to be found, not to mention a lot of enemies
to fight. You'll probably meet a few Guards down here. They may drop good
weapons.
Trudging through the water on 1st floor yields a Speed Potion. The next floor
has a Psi Sword; great to use if you have high MAN. By this Sword, you'll see
a door. It leads to a pivotal mini-'boss', so I suggest you go in now.
*Hermit, 392 HP, 37/38/49/41 (STR/AGI/DEF/MAN)
W-Pincer, Shell, ParaNail, O-Fire, X-Thunder
There's only one, and it's weak against Thunder. If you have
Stone, you can also use that. It's W-Pincer attack is pretty
strong, it's immune to Fire, and if it uses Shell, most
physical attacks bounce off.
When you win, it leaves behind a Key. Like Micron, it's worth
only 1 GP and can't be used in battle. But you'll need it
while in the Sewers.
You can leave the room and come back at any time to fight the
Hermit as often as you like. If you don't have the Key, he
will drop it again. If you do, he won't.
The biggest bonus of doing this is that the Hermit is easy to
defeat, is considered fairly powerful and leaves behind a
very strong meat.
The next floor contains a locked door. It will open only if you have a Key.
Out of the 4 treasure chests, one of them (the bottom right) contains a
strong random encounter consisting of Mephistos and Phantoms.
*The term 'Demons Locked in a Chest' should be threatening enough
If you want to test your mettle, or are feeling especially
masochistic, repeatedly open the chest (it will stay closed)
and fight them. You'll usually face a total of 7 at once.
While you may be able to raise your stats & gain strong meat,
you could do the same at the Hermit.
Pressing on, the 4th level contains another door with 4 chests. Same
predicament as the last floor. The next floor has an Elixier in the water
and a Giant's Helm before the exit.
The exit floor is a bit misleading. While you may be back in Venus' Tower
(btw, you can walk through the block next to the stairs), up until you walk
through the one-way door, you can still fight random enemies.
Let's just be glad to get out of the rank and let Venus get a whiff of this
new information. She'll blow you off, but now some of the townspeople should
say something new. Like tell you what exactly is up with all this seismic
activity lately.
-A n c i e n t V o l c a n o-
Well, this was sudden. Fiona still won't leave, but Venus will wonder if
there's any MAGI unearthed. Let's see if there's sumthin' goin' on outside!
Remember what I said about Lava in Apollo's World? Well, being a recently
unearthed Volcano of the Ancients, there's a lot of it here. Be prepared.
And don't worry about that strange figure shadowing you. I'm sure he's
packing enough cures.
There will be an HP Fountain on the 2nd floor, but you won't see treasures
until the 5th floor. On Floor 5, you'll get a Flame Sword and a Magic Potion.
The Flame Sword is really powerful. Read the weapon list to find out more.
On Floor 6, you'll get a Mage Staff and a (*cough*worthless*cough*) Fire Gun.
The last floor has an HP Fountain in a hole-in-the-wall and a Flame Shield
a little later. The exit has 3 MAGI in front of it. As soon as you open the
middle chest, Leon will appear, healthy enough to push you to the right, and
rush out with a Power MAGI.
*He's not handicapped, he's handi-capable
Funny thing to see. If you pick up the Poison MAGI in the
right, save the game, and reset, the empty box will be gone.
Now open the middle chest from the right, and watch Leon push
you straight INTO the wall. I forget if you can get trapped
in the wall if you walk somewhere other than off of it.
I believe you've now got a wedding-crasher to stop.
-V e n u s ' C i t y-
You're going to have to walk all the way back. The people from the Dirty
Village (that doesn't sound very flattering) don't even notice Leon's gone.
Head back to Venus' City and see everyone getting ready for the marriage.
Rest and stock up.
Head into the left wing of Venus' Tower and reserve a seat for the wedding
and watch everything play out. When Leon bursts in, you should talk to him
first and pick up his Power MAGI now, instead waiting for him to give it to
you later.
Now, go past the frothing groom and get ready to talk to Venus. If you can
get through the rest of the world, you may *still* be unprepared for her.
*VENUS, 2,500 HP, 52/52/52/52 (STR/AGI/DEF/MAN)
Charm, Blitz Whip, Flame, Erase, O-Damage
I consider Venus and Venus' World a big curve in challenge
of the game. With well over 1000 HP and O-Damage, she's
a challenge to all but the over-powered players. Like the
people who use Robots. >8^D
Speaking of Robots, I believe they are immune to Erase,
an instant-killing attack, and Charm.
If you have monsters, make sure you got a powerful one from
the Sewers. Give your strongest character or a character
with a weakness to Fire, the Fire MAGI to protect them from
Venus' Flame attack. You can also give someone the Flame
Shield you found and have them use it every round.
You need to have 30-35 AGI to have a decent chance to strike
Venus with a non-ranged weapon. Few ranged weapons will
do enough damage on her. Grenades are OK, but if you could
buy Magnums, or won a Bazooka from the Commando a few worlds
back, that would be excellent.
Venus has O-Damage, but not O-Change. She will be immune to
elemental attacks like Blizzard, Thunder, and Acid, just like
Ashura was. And just like Ashura, spells like Sleep, Stone,
and StonSkin (if she hits you with Blitz Whip) work wonders.
After a feel-good scene, your party gets some R&R time down at...
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
11.World 8 : Dragon Circuit ###############################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
There's nothing here except a town where the Dragon Races are being held.
-D r a g o n C i r c u i t-
Yesiree, there's nothing more relaxing than a day at the racetrack. Even
Mr.Apollo agrees. Wait, Mr.Apollo is here?
Yup, Mr. "My-Hair-Can-Still-Billow-Indoors-Because-I'm-a-God" Apollo can be
anywhere he wants.
You don't need to talk to anyone in town except the people inside the Dragon
Sheds, but feel free to wander about and see why Mr.Apollo is here.
People seem to like betting their MAGI on the races. On the MONSTER-laden
track (whatever happened to jumping hurdles?).
Visit the shops first and see some of the new goods. Pick up a Bazooka for
your Robots to replace any SMGs or Grenades. You might consider extras if
your team can't defeat the enemies outside town in a turn or two.
*If it says "Dragon" on it, it's probably good
Have you notice how tough Dragons are billed? Other than your
starting Baby-D, the first Dragons were found in Venus'
World. Well, Dragon Equipment is just as tough. If you're
still wearing a Giant Suit, you should be tempted by the
elemental resistance of Dragon Mail. This may only be the 3rd
strongest armor in the game, but it gives you protection from
ALL the elements (Fire, Ice, Lightning, Poison). You'll find
one later in the game, but it'd be nice to give your Robots
some now.
*"Slow and Steady" can still win a race
Because you'll have let the monsters maul everyone off.
A little bit was lost in the translation, but essentially,
the slower the Dragon you pick, the fewer unavoidable fights
you will have in the race.
If you pick the fastest Dragon (1000 GP, it's -really- fast),
you will face an Adamant group first, followed by some
Tortoises, Lamias, and finally Watchers.
In contrast, each Dragon slower than the fastest will have
one less necessary fight to win (and see more waylaid
riders). If you pick the slowest Dragon, the Watcher will
have all the MAGI.
With the exception of the Tortoise, these are all very
advanced monsters and have potent meats.
(!) And remember, there are still regular random
enemies for you to fight! Tororos are especially
annoying because of O-Weapon and Surprise.
*Adamant, 507 HP, 51/42/61/45 (STR/AGI/DEF/MAN)
Bash, Gas, Shell, Tusk, O-Poison, X-Ice
There may be more than one. A strong Ice attack will finish
it off. Adamant's are a pretty advanced monster, so your
Mutants & Monsters may benefit.
*Tortoise, 182 HP, 18/13/25/17 (STR/AGI/DEF/MAN)
Tusk, Shell, X-Ice
There may be more than one. I don't know why their icon
looks like a Zombie, but you've seen these in Apollo's
World. They should be pushovers by now. After you defeat
them, I suggest saving.
*Lamia, 507 HP, 49/51/47/57 (STR/AGI/DEF/MAN)
Tail, Poison, Ice, Fire, Charm
There may be more than one. They're pretty strong. If you've
saved before entering this leg of the race, you can reload
and try to bump into fewer Lamias. Like Adamant, they are a
very advanced monster.
*Watcher, 614 HP, 59/55/61/71 (STR/AGI/DEF/MAN)
Flash, Beam, Gaze, StonGaze, Warning, O-Quake
There may be more than one. If there's more than 2-3, I'd
reset the Gameboy. You would need 4 really good party
members to stop 4+ Watchers. Warning protects them from being
Surprised too often, StoneGaze can kill any member without
O-Stone/O-Change/O-All, Beam will do lots of damage, and
if Flash works, it's really annoying for non-magic users.
The Watchers are the strongest of all Dragon Circuit
monsters, and can give you excellent meat/abilities.
I'm sure you've made a killing at the races, so when you're done rubbing it
in stranger's faces head back to the Pillar of Sky, and get ready to visit a
sitcom version of ancient...
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12.World 9 : Edo ##########################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"You can use Latin when you visit Ancient Rome" -D.Quayle
Ah, Dan Quayle; had the most impressive educational credentials of just about
every United States Vice-President, yet he's so easy to mock.
Edo is a very large world, the first thing you'll see coming off the Pillar
of the Sky is the very grandiose Castle Edo. The guards won't let you in yet.
Around the castle will be a Courthouse to the South, a Harbor to the South-
East, a small Village to the far East, and a rather big Town right next to
the Castle.
You can enter the small Village first, but nothing interesting will happen
until you visit Edo Town.
If you've met a Gae Bolg, you'll know they are very annoying, with their
extra resistance to physical attacks, Defense ability, PLUS immunity toward
elemental & status magic.
-E d o T o w n-
Before you talk to the rather unfriendly gang on Ninjas on the center of the
bridge, gather some information from the bottom half of town.
(!) 'Bananas' is the Nintendo-friendly English
translation of 'illegal drugs'.
There are other aspects of the game that had
to be modified. Visit the GameFAQs boards or
check out Gouki of Borg's FAQ to find out more!
Echigoya's Item/Weapon shop has a lot of advanced goods you won't find in
stores for a long time. However, until you get deeper into Edo, you'll
probably have difficulty affording some of his wares. If you only have a
single Robot, then you won't need any of the new shiny weapons he sells
because you can find them scattered about the world. While you may want to
get a Flare Book, the strongest spell in the game with a bonus that it
targets the Entire Party, those things are expensive right now and only have
10 uses. If you have more than one Robot, you can buy a Tank for one of them
right now. It's almost twice as powerful as a Bazooka AND has a chance of
blocking physical attacks.
After you've rested, save and talk to the Ninja in the center of the
bridge to enter a fight.
*HATAMOTO, 400 HP, 43/43/44/33 (STR/AGI/DEF/MAN)
Katana, Bazooka, X-Cure Potion, Magnum
There will be more than one. They're pretty tough, especially
if you encounter 8 of them and they Bazooka the stuffing out
of you. Defeating 8 Hatamotos, however, nets you 3000+ GP.
Like Dunatis, Hatamotos are a very advanced and unique
enemy. However, unlike Dunatis, heed their warning, this
WON'T be the last time you have to deal with them.
Your Mutants can learn a powerful ability in this fight.
When you defeat them, they will move aside and you can explore the upper
areas of town, which include another set of Weapons & Item shops. Some of
their wares will be similar to what Echigoya sells. If things are too
expensive, don't buy anything here. When you're done, head out of town and
go East to see HANA in her Village.
-H a n a ' s V i l l a g e-
If you came here before taking care of the Hatamotos, some of the houses,
like the classroom, will be a little empty. After you defeat the Hatamotos,
a Ronin named TARO will be teaching a class and you can find Hana here. Hana
will suggest that Echigoya is smuggling goods.
The Weapons Shop here sell the same items the Dragon Circuit one did, so it
might still be in your price-range if you want to restock your party. When
you're done, head back to Echigoya's Shop.
-E d o T o w n-
Shake down Echigoya behind his counter and get directions to go to the Harbor.
-H a r b o r-
You will see Kame the Turtle (appropriate name) here. Now there will be a
boat in the middle dock, head in and expect to fight a a few groups of
enemies. A decent place to earn some Gil if you want to get the weapons from
Echigoya's shop right now.
Below deck, you can find a Laser Gun behind the stairs to the bottom level.
On the bottom level, you'll find a Tank (great for Robots) and a Hecate
(great for Magic-users).
Pick up Hana and leave the Harbor once you have enough Gil.
(!) Before you head to the Courthouse, take one last visit
to Echigoya's Shop before you close it down.
The Dragon Sword & Flare Book are really the best items
he offers, unless you desperately need another Tank.
If you have a Robot with Tank and a magician that can do
almost as much damage with spells or has Stone, Missile
is practically worthless for its value.
The Dragon Helm is the strongest helm in the game for
Humans/Mutants, but there are better armor for Robots and
you'll find two of these later on in the game.
The Dragon Sword isn't the strongest sword in the game,
but it's the strongest buyable one.
Flare Book is the strongest spell, plus there's no
defense against it.
Tents are just convenient.
*Don't Mess with the Dress
It's never a bad thing to hang around a cute detective, but
Hana doesn't have any useful abilities except for Charm.
Unless you're having severe difficulty with the monsters
here, (how can you with a Robot & Tank?) you should almost
never give additional equipment for 5th party members unless
they've run out of what they started with.
-C o u r t h o u s e-
Head for the courthouse and make your case. Afterwards, you will
automatically warp to Hana's Village.
-H a n a ' s V i l l a g e-
Hana will leave and then REJOIN your party all in one scene! If she had any
extra equipment from before, it'd mysteriously vanish.
The cops tell you to avoid Echigoya's for now, so why not pay him a visit?
-E d o T o w n-
Echigoya and his customers will be gone, but the front door was conveniently
unlocked. Head to the stairs behind the counter, but be prepared for random
encounters.
In Echigoya's Basement, there will be several heavy random-encounters, many
of which will easily fall to a Robot's Tank.
*Go Ninja, Go Ninja.. Hey, didn't we do this dance before?
The first door you see will have 3 Hatamoto/Ninjas.
Talk to them repeatedly and get into fights with large
clusters of enemies much like you did in Ashura's Base in
World 1. This is a great way to earn cash to buy the
expensive weapons like Laser Guns and Jyudo in town.
Be prepared before you enter the 2nd door. Right after you enter, you will
trigger a story-battle with Echigoya and 8 Hatamotos.
*HATAMOTO, 400 HP, 43/43/44/33 (STR/AGI/DEF/MAN)
Katana, Bazooka, X-Cure Potion, Magnum
*ECHIGO-YA, 443 HP, 43/43/41/36 (STR/AGI/DEF/MAN)
Abacus, Vulcan, Psi Sword
There are eight Hatamotos and they're still tough.
Echigoya isn't a pushover either, and his Abacus is as strong
as a Katana.
You can have Hana try Charming them or Echigoya and watch
some hilarity. I believe I saw Echigoya pull out a Magnum on
the Hatamotos. Hatamotos may Punch (even though it's not
listed that they have it) themselves or Echigoya for
RIDICULOUS amounts of damage. My theory is that the computer
is using a Punch with 0 uses and somehow succeeding.
Both Echigoya & the Hatamotos are advanced enemies, so your
Mutants can learn a powerful ability in this fight.
The Abacus is a one-of-a-kind weapon you can only win now
from Echigoya.
Echigoya remains to plead for his life and point the finger to the Sho-gun.
Funny thing, after completing Edo, Echigoya will still remain in his random
monster-infested basement pleading for his life. Too much bananas methinks.
-H a n a ' s V i l l a g e-
Your party automatically returns to Hana's Village and tell Kame they've
stopped Echigoya. Hana parts ways as you announce to storm Castle Edo
to stop villains like the Sho-gun from abusing MAGI.
Taro, who told you he was a wandering samurai, will now join up with you as
a Guardian. (his class is still Samurai) Taro has his doubts if Shogun is
even capable of spelling MAGI, and warns you Castle Edo is large.
I'd trust him if I were you.
*Teacher, Samurai, Special Agent; it's not Dean Douglas, it's SHAFT!
He's the one whose always looking out for his brother, man.
Can you dig it?
Taro is a valuable member of the team. His Muramas(a) will
hit humanoid enemies for extra damage, and may critical hit,
instantly killing them.
Your Humans & Mutants should be almost comparable in stats
as Taro. A fast character would have 60 AGI, a strong
character would have about 60 STR (and about 35 AGI), and a
magic user should have about 45 MAN.
The Robot(s) on the team should be pulling their weight,
either absorbing damage and shielding the party, or attacking
early and wiping away the enemy with Tanks. Because the Tank
weapon should only have 10 uses on a Robot, I suggest giving
them a backup weapon (a Catclaw or Laser Gun, as that boosts
AGI, or a Shield to boost DEF) or buy lots of Elixiers.
(!) The HP of ALL your characters should be high. Beyond-500
high. And if you think your offense isn't so great, I
suggest buying a Heal Staff for Taro. The boss fight of
Castle Edo could last awhile.
-C a s t l e E d o-
First, dispatch of the guards. What you face will be random, but they aren't
anything special, as they will be regular enemies found inside the castle.
If you meet a Ninja or Commando, prepare to be unpleasantly Surprised.
If there are Ninjas in the enemy party, you may have little to no chance of
running away!
Circle around to the garden and enter the palace (not the empty tower).
The first two floors have nothing, but the 3rd floor has a Ninja Gauntlet
(very valuable, especially for a Robot), a Body Potion, and a Missile.
The next floor has a Dragon Sword, the 5th has a Dragon Shield, and the last
floor has a Samurai Bow as well as the "dreaded" Sho-gun.
*SHO-GUN, 2,000 HP, 41/41/41/41 (STR/AGI/DEF/MAN)
Riddle, Poison, SleepGas, Katana, O-Change
The Shogun is not a big challenge. He mostly uses Riddle
which usually fails; he rarely uses Katana; and if your party
is wearing Dragon Armor, have Poison MAGI, or are Robots, the
Shogun's Poison attack is useless.
Sho-gun's power levels aren't that much higher than the
underlings you find scattered about the castle. Feel free to
try out Jyudo on him, or use some of your weaker weapons.
After the battle with the Sho-gun, you will have to fight another battle on
the rooftop. Pick up the Samurai Bow if you haven't already, and follow the
path up top. Be aware that on the roof, you can still fight random
encounters, PLUS a bonus mini-boss if you talk to the Dolphin statues (a
throwback sprite from the first game).
*MAGNATE, 6,000 HP, 63/63/63/63 (STR/AGI/DEF/MAN)
Katana, Thunder, Tornado, Vulcan, Stone, O-Change
Much more difficult than the Shogun, and probably the hardest
battle you've had to date. What makes Magnate so dangerous is
the Tornado attack he posesses, which there is no defense for
except lots of HP. It strikes the party for ~500 damage
apiece. Less if you have high MAN, more if you're a Robot.
Heal immediately and hope he doesn't do it again any time
soon.
I don't recall Magnate ever using Stone on me, but AMuseum's
table lists it as a possible attack nonetheless. If you
bought a Samurai Shield to boost a character's DEF, it will
give them them 100% protection against Stone when used. Other
shields just raise your block/evade rate.
There's nothing really to be said about this battle except
it could go on for a long time. Magnate has no weaknesses to
exploit, and unless you've powered up to the point where you
can give Magnate 6,000 points of damage really quickly, just
keep your HP high, and don't be bashful about using your
strongest weapons & spells on him.
Laser Gun and Samurai Bow both deal consistant damage and
never seem to miss. If your Robot is really fast, Catclaw is
the strongest light weapon in the game. If your Robot is
really strong, and has 35+ AGI (Jyudo and another AGI-boost),
they should equip the Dragon Sword found in the Castle.
*DOLPHIN, 5,000 HP, 60/60/60/60 (STR/AGI/DEF/MAN)
Blitz, Fin, Whirl, Tusk, Thunder, Tail, O-Quake, O-Fire
Be thankful you only fight one each time you talk to either
statue. You can talk to them as many times as you wish.
Unless you're significantly over-compensated, I wouldn't
fight them before taking on Magnate.
You can't run from them, they've got lots of HP, they've got
a Whirl attack, which attacks all your party members for a
guaranteed 400+ damage from it, they can slow you down with
Blitz, they've got strong physical attacks, and immunity to
Fire. Instant-kill attacks will still work.
I have not gotten meat from it, but this is a very strong
monster nonetheless, and a your Mutants could learn some good
(though not the best) abilities if you defeat it.
You can come back to Edo and fight Dolphins as many times as
you want, but you'll have to trudge through a still-enemy-
mined Castle Edo to do it.
After you defeat the Magnate, your party heads back to see Kame before being
escorted to the Pillar of the Sky. You can now go to the next world, knowing
that you've cleansed this world of bananas. It would have been funnier if
they kept the original opiates and said somewhere "Just Say No".
Before you go, here is some *educational material*. Feel free to scream.
*Cypher/Cipher: (n) the symbol 0, any Arabic number, or a code.
The Sypha isn't quite Strider Hiryuu's blade, Cipher.
When you use a Sypha in battle, the image that appears more
resembles a jutte, a sort of half-sai used to disarm an
opponent. Sodom in the STREET FIGHTER ALPHA games uses these.
*Wasn't Hana's Dad some sort of Gumshoe?
If you've ever looked up some of the weapons of FFL2,
you'll notice some rather weak ones like KIMONO, COIN and
SYPHA (the ABACUS, I think, is decent).
While they are all weak, they all fit with the Ancient Edo
motif and a certain Edo folklore hero called ZENIGATA HEIJI,
created by NOMURA KODO (1882-1963).
The storyline is about a poor non-Samurai assistant,
something of a lowly private detective. Heiji worked with
the police solving crimes, but he himself was very humane
and understanding about the plights of the everyday man,
even sympathizing with how some became criminals.
Tobacco-smoking Heiji had the uncanny ability to solve
disputes without ever resorting to the sword unlike other
fictional "chambara" heroes.
Heiji would always carry with him molded rocks/heavy coins
which he would fling like bullets, and kept only a jutte by
his side for defense. Zenigata Heiji would always go to
his tall & easy-going companion, Hachigoro, who would gather
information and gossip from the local townspeople.
(!) "chambara" is akin to swash-buckling, the word
chambara is literally the sound of swords clashing
in japanese. A chambara series would be something
like "Samurai Juubei" or "Ruronin/Wandering Swordsman
Kenshin", where swordfights are common.
When Taro joins up, you'll notice the story becoming
more action-packed. 8^D
"Zenigata Heiji: Torimono-hikae" was adapted to an 888
episode TV series that spanned 18 years.
http://www.asahi-net.or.jp/~uy7k-ymst/heiji/heijihyousi.htm
Now that you're done screaming, we can go to the next world:
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
13.World 10 : Nasty Dungeon ###############################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
You can start screaming again.
You should know what this world is going to be like just by reading the
title. The fairy at the entrance to the tunnel gives you the lowdown. The
Pegasus MAGI you pick up is pretty useful, so feel free to backtrack to
any major town/area you've been to pick up supplies.
You could take the MAGI, return to the Pillar, and move onto the next world.
..Or you could try tackling the Nasty Dungeon.
-The Nasty Dungeon has lots of goodies for you to use and/or sell, and the
lowest floors have some of the best (& unique) weapons in the game.
-Feel free to make multiple trips in and out with the Pegasus MAGI.
-You don't have to fight every battle you come across. They are all normal
battles, but sometimes you will get Surprised.
-A little past halfway through the dungeon, the monsters get stronger.
That's when you know the treasures get better.
-Check the Detailed Lists to see just how much better.
BFloor 1: Power Potion, Body Potion, Dragon Armor, Ogre Axe
BFloor 2: Speed Potion, Magic Potion, Catclaw, Vulcan
BFloor 3: Elixier, Laser Gun, Jyudo, Dragon Sword
BFloor 4: Tank, Missile, Tent, Dragon Helm
BFloor 5: Muramas(a), Wizard Staff, SelfFix, Defend Sword, Samurai Bow
BFloor 6: Parasuit, Psi Gun, Vampic, Arthur Suit
BFloor 7: Karate, Sun Sword, Hyper, Tent
BFloor 8: Flare Book, Glass Sword, NukeBomb, Gungnir
At the end of the Dungeon, you will see an exit. The fairy from the entrance
will be there asking you if you thought the Dungeon was Mean & Nasty like she
said. If you think it wasn't, she'll send you back up 4 floors! You can
endlessly repeat these floors if you keep saying you thought it was easy, but
I'd rather just say YES and get the heck out.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
14.World 11 : Valhalla ####################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Well, depending on how short the last world was, you may or may not be used
to the enemies you face here. There's only one "dungeon" here, and you may
have seen it once in some sort of dream before.
Well, Riki, you aren't dreaming, and this isn't Treasure's BANGAI-O.
-V a l h a l l a P a l a c e-
The land where brave souls rest has a lot of valuable equipment. That's a
good thing if you know who lives here. Also beware of Wh.Belts with their
Chainsaws, Wraiths with high HP, and Answerers who are upgrades of the
Gae Bolgs.
The 1st floor you can find a Defend Sword off to the side. This weapon
helps raises DEF, but does damage based on STR.
The 2nd Floor has a Wizard's Wand. The 4th Floor has a Dragon Helmet.
The 5th Floor has a Rune Axe. It helps raise MAN, protects the user from
damaging spells, and does damage based on STR.
Floor 6 has a Flare Book, Floor 7 is where the Boss resides.
If you've talked to Odin before (were defeated in battle), then Odin will
recognize you and ask you to fulfill your promise. If you haven't, then
talking to Odin will just start a fight.
(!) All fights with Gods will be tough, this one is no
exception. Be prepared. Be patient. Be all you can be.
Make sure most of your party is immune to Thunder
attacks with MAGI or Dragon Armor.
Mutants should have about 800 HP, Humans more. If anyone
has less than 800, HP give them the Ninja Gauntlet or
the Parasuit.
If your Robot is going to take the damage, make sure
its DEF is 60+ and at least has the Dragon Suit on.
You will need 35+ AGI to strike Odin with a sword. Laser
Guns will never miss if you're having trouble hitting.
If you've picked up the treasures from the bottom of the
Nasty Dungeon, now would be a good time to equip them.
It's a good idea to have a few strong Party attacks to
wipe out Odin's hench..beasts. Some Missile blasts, a
Flare Book, a Nukebomb, or a Hyper blast will help.
The faster you can use these, the better.
*ODIN, 3,700 HP, 75/75/75/68 (STR/AGI/DEF/MAN)
Gungnir, Lightning, Ice, Cure, O-Change
*ODINCROW, 669 HP, 75/85/79/69 (STR/AGI/DEF/MAN)
Nail, Beak, Blind, Tornado, Surprise, Warning, O-Quake
*Sleipnir, 731 HP, 76/76/62/73 (STR/AGI/DEF/MAN)
Tusk, W-Kick, Bash, Breath, Flame, Warning, O-Change
All fights with Gods will be tough, this one is no exception.
I just wanted to reiterate that.
Odincrow may allow Odin's team to get a surprise attack,
which is BAD. Try to eliminate Odincrow & Sleipnir as soon as
possible, so all you have to worry about is Odin. If you
don't have attacks that hit the entire party, target Odincrow
first because it may try to use Tornado. It can fall to a
simple Stone spell if you have it.
Sleipnir is strong and uses Flame, and is immune to status-
changing spells, but it's mostly just annoying.
Odin's most threatening attacks are Lightning and Gungnir.
Lightning will hit your entire Party; hope you have
protection against Thunder attacks.
Gungnir is a single-target weapon that NEVER misses. It will
always do about 800 damage. That amount gets halved if you
have O-All, O-Change, O-Weapon, Ninja Gloves or a Parasuit.
Once Odin is by himself, pour all your attacks on and hope he
cures himself more than he uses Gungnir.
(!) The Gungnir is a droppable weapon! Look for this
when you defeat Odin.
(I believe he may drop X-Cure instead)
(!) If you are looking for meat, both Odincrow and Sleipnir
can drop them. While Odincrow is a unique enemy you
will only fight here, Thought & Memory (their names)
have HORRIBLE meat.
Get the Sleipnir meat. It is the second strongest meat
in the whole game.
Why is Sleipnir not in CAPS? That's because it is a
regular enemy at the very end of the game, so you know
it's good eatin'.
(!) If your monster eats the meat of a Sleipnir,
feel free to eat meat of any monster from any world.
You will never become a weaker monster.
Head out the back door of the palace and climb the vine to the next world:
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15.World 12 : Final World #################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Funny thing: Right before you take the door to Final World, go back up the
teleporter. The door _back_ to Valhalla has to be unlocked by MAGI. That's
never happened before.
And here would be a good reason why. Soon after you set foot in Final World,
you'll enter a wooded area. Head to the open space and you'll automatically
enter a story-event and a boss battle.
*Easy Come, Easy Go
I hope you've made good use of your MAGI, because you're
about to kiss all of them goodbye. (darn, you JUST got the
Masamune MAGI too!)
*MINION, 5,000 HP, 63/63/63/57 (STR/AGI/DEF/MAN)
Flame, Gas, Tornado, Blizzard, Lightning
Never trust someone who can generate that much wind.
Well, being the only New God left, this was partially
expected. You only have to fight ONE of the Minions though.
After surviving the battle with Odin, this shouldn't be too
hard. Even if you don't have any MAGI for this battle.
If you have a Dragon Suit on, Tornado is the only damaging
attack. Minion usually uses Flame & Gas.
I don't believe it leaves any meat, but it's a boss and your
Mutants can learn powerful abilities here.
*More comebacks than Michael Jordan
Guess who comes back to save the day?
DAD will rejoin your party, telling you that Apollo hasn't
won yet. There's still one last hidden MAGI to look for!
Dad has beefed up, too. Although, if you think he's going to
run out of weapons, load him with a few extra.
Being the Final World and all, it'd be nice if Dad uses up
his weapons. You can buy him a whole new set of equipment in
the Final Town.
*He has a neural-net processor and a positronic matrix..
D-Beam, which Watchers & Intrcepts will use, will strike
only Humanoids for damage. Dad's immune to this attack, which
makes me wonder if he's really some android being rebuilt
over and over again...
(!) Unless you've cheated, used a glitch, or gone backwards
to Venus' World with Hana or Taro, you'll never have
a Humanoid 5th party member on a world with a Monster
who had D-Beam.
-F i n a l T o w n-
Speaking of Final Town, it's going to be the only town on the map. Head in
and look around. You'll get a lot of information, and the shops here have
two counters inside.
*"This Door Leads to Paradise."
One new item you'll see is the DOOR. You can Door your
way back to a previous world like using the Pegasus MAGI.
You can never get stuck in a previous world because all
Item shops will now have a "Wandering Tengu" who will have
the same wares as the Tengu in the Final World Item Shop,
including the 5,000 GP Door. If you happen onto a world
without an Item Shop, you can still head backwards along
the Pillar of the Sky.
If you haven't cleared out the Nasty Dungeon or Valhalla, you
can now take Dad with you to help.
I suggest buying a Heal Staff for Dad. In-battle group healing is nice to
have. Stock up on what you need and head into the Final Dungeon.
-F i n a l D u n g e o n-
One thing I like about the Final Dungeon are the walls. Too bad you can't
also hear the cries of the damned.
The 1st Floor has a staircase leading to a doorway with a Karate inside.
The 2nd Floor has a Sun Sword, the most powerful "common" weapon for STR
Robots to have.
Floor 3 has no treasure, but Floor 4 has a set of Arthur Armor.
Floor 5 contains the 2nd PSI Gun in the game and Floor 6, the 2nd Parasuit.
The 7th Floor will have a Tent if you need it. The 9th Floor will have 2
secret entrances on the sides of the room. Both lead to the mighty XCALIBUR
Sword; hands down, the best non-magical weapon in the game - an infinite use
Gungnir if you will.
Floor 10 has the last treasure: another NukeBomb. Unless you're having
trouble with normal enemy groups, the Nukebomb may be too weak to be useful.
On the next floor, Warmach/Warmech will be guarding the last MAGI.
*WARMACH, 10,000 HP, 120/60/90/0 (STR/AGI/DEF/MAN)
Missile, NukeBomb, Bash, ParaNail, O-Pa/Po
His icon doesn't seem to move much.
Warmach is really just an over-glorified Robot. I believe
you can try casting Stone on him for a quick win.
If you don't have Stone, strong magic works well, including
Psi-Gun and Flare. If you have trouble dealing physical
damage, Laser Guns, XCalibur, and Gungnir will all deal
relatively constant damage, despite your stats.
The hardest part about this fight is that it's long and
Warmach may suddenly repeatedly Bash/Nukebomb you.
You can block Bash with shields & weapons like Defend/Tank,
but Nukebomb just gives each party member a guaranteed ~500
damage. This is why it's helpful to have a party member (or
many) have Heal Staff. You may get lucky: Warmach could use
ParaNail repeatedly.
Once you defeat another Warmach legacy, pick up the HEART MAGI. Give it to
someone who has the most HP. It can only be used once per battle, but it
gives everyone full HP back, even if they were dead.
It'll be useful when you fight nigh-omnipotence in the next word...
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
16.World 13 : Celestial Shrine ############################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
"If someone asks if you're a god, you say YES."
There are no enemies here except the man himself.
Apollo has 77 of the MAGI, you have 1.
Apollo's MAGI gives him a guaranteed 500 damage single-hit attack, protects
him from elemental magic, status magic, blocks physical attacks, halves the
damage of physical attacks that can't be blocked, and gives him 99 in almost
all hits stats.
Great. That's just what we needed. A New God to get even MORE powerful.
Make sure your Mutants have 70+ MAN, 50+ AGI and 800+ HP. Your Humans should
have 900+ HP. It would be great if their MAN was also high.
Equip yourself properly. Only ranged weapons like Guns and Cannons can
pierce Aegis. The best would be Psi Gun (MAN based), Laser Gun and Samurai
Bow. Flare Books also work great.
If you have Gungnir & XCalibur, those are the ONLY physical weapons that will
work. Everything else from Abacus to Vampic will be blocked.
Monsters will have the hardest time, since only strong non-elemental magic
(Tornado, Whirl, Flare, P-Blast, Beam) will hit.
Don't worry so much about Defense. In fact, if you were feeling bold, you
could de-equip all your armor before fighting. Wear only the ones that will
give stat bonuses, and stock up on Heal Staffs.
If you got all of that, this means Dad needs a better weapon than Magnum &
Vulcan if he's still has those. Buy him a Flare book and a Heal Staff.
Remember to EQUIP someone with the Heart MAGI.
And remember to USE if you're in trouble!
When you're all ready, talk to Apollo and rip that pansy a new one!
*APOLLO, 25,000 HP, 99/99/99/80 (STR/AGI/DEF/MAN)
Aegis, Masmune, Flare, O-All
Think of Apollo as a really advanced Mutant.
He'll sit back and relax for the first half-dozen turns or
so, just using Aegis. During this time, you have three ways
of defeating him:
(!) When Apollo gets serious, he'll stop using Aegis and
transform. After that, he will constantly use Masmune
until you get him down to about 5,000 HP. He will then
use Flare every turn. Damage him some more and he will
threaten to unleash one last attack.
If Dad is still alive, he will take the final Flare
attack, saving the party. Make sure someone is still
alive with Dad!
If Dad fell, then you better make sure anyone who is
standing can take a 600+ damage attack.
(!) If you can deal 25,000+ points of damage BEFORE Apollo
transforms (or in the turn he transforms), Apollo will
fall with no fuss. Dad will then have a heart-attack.
(he doesn't really, but for story purposes,
he has to die.. again)
(!) Apollo will self-destruct after 12 turns anyway. You can
hold back the entire time, constantly healing yourself
and watch the fireworks.
Apollo is considered a very advanced boss and may give your
Mutants a special ability. And no money.
"You've got the TOUCH. You've got the POWER!"
Too bad absolute power corrupts absolutely. And you do something very dumb.
So who you gonna call?
*Isis of the Ancients. She's one sexy beast.
You cannot equip anything onto Isis for she has no free
slots. Her abilities (Flare, O-All, Recover) however, are
locked, unlike Mutants whose abilities can change.
MAGI like Heart & Pegasus will be integrated as abilities,
but to use Heart again, she will have to visit an Inn.
She has 99 in every stat, 999 HP, and can use Aegis every
round. In fact, unless everyone in the party has O-All,
that's probably what she'll be doing.
Isis will tell you that you have to go to the Center of the Worlds through
the Celestial Shrine. Along the way, she will tell you more about the
Alarm System and what to expect down there if you ask.
The trip there is very straight forward (elevator down, fight, elevator down,
elevator down..), but you CANNOT run from ANY of the fights you encounter.
And you will be encountering a LOT of fights with really TOUGH creatures.
If you see a Musashi, he'll have 2,000 HP!
*Shop Smart. Shop S-Mart.
Every monster you find here is a "Class 4" (DS=A), so your
Mutants can learn some of their best abilities if they
haven't already.
There will be humanoids here too, Musashi, Paladins, and
Bl.Belts. They all have very good equipment that they may
drop when defeated, such as SUN SWORD and KARATE, which
offer the best bonuses to Robots and cannot be bought.
Paladins are the most annoying, using Dragon Shields from
the getgo (and having Dragon Armor themselves).
On your way down, there will be 2 MAGI-icon enemies you are forced to face:
*TIANLUNG, 2,000 HP, 86/94/83/80 (STR/AGI/DEF/MAN)
Tornado, Tusk, Lightning, Gas, O-All
You may be fighting more than one. Reset the game if you
think you'll be overwhelmed.
Tianlung looks like a normal Dragon, but is way too powerful.
It does not use Tornado that often, but be aware it CAN. If
you still have Dragon Swords with you, give them to someone.
If they Critical Hit, Tianlung instantly falls no matter how
much HP it has left.
(!) Our Monsters Go Up to 11!
Tianlung will most likely drop meat. It is IMPERATIVE
that any monsters you have eat this. This will bump
them up to their final class (DS=B).
*FENRIR, 2,500 HP, 86/80/94/80 (STR/AGI/DEF/MAN)
Tornado, Tusk, Blizzard, Recover, O-All
You will most likely be fighting more than one, I believe up
to 8. You really don't want to. Reset the game if you think
you're going to be maimed.
Unlike Tianlung, Fenrir is most likely going to use Tornado,
and as a group, they are going to use it one after another.
Because this is considered a "normal" battle, you can use
Hyper to destroy them all right away.
(!) Fenrir meat is also a Class 11/5th Tier (DS=B) meat.
These are the only 2 times you can get the strongest
monsters in the game on your team.
After defeating the Fenrir, go through the door and talk to Isis. She will
tell you how to get through the maze. There is a chance you will meet the
dreaded Haniwa. It looks like a thornless Cactus.
*HANIWA, 10,000HP, 90/90/90/90 (STR/AGI/DEF/MAN)
Bash, Quake, Flare, Seven Sword, O-All, Recover
This is one sick beast. I don't care if it's supposed to
ward off spirits over a grave, it's still one sick beast.
This is a normal battle, but with those stats, Haniwa is
a monster among monsters.
The fastest way to defeat Haniwa is with a shot of Hyper or a
lucky Critical attack from a Kusanagi. If you've managed to
get 170+ STR, Chainsaw also is a viable option.
If you decide to go toe-to-toe with this beast.. good luck!
You had better hope it does Bash & Quake a lot. Isis' Aegis
should protect against the latter, and Bash can be defended
against. You know what Flare will do: an 800+ damage magical
attack on your party that bypasses virtually all your
defenses.
Seven Sword is a new one. It may hit up to 7 times on one
person. The more AGI they have, the more hits they can avoid.
The point is moot though. Haniwa has 90 AGI. You either avoid
the attack entirely, or you get hit 3-7 times (even if your
character has 99 AGI) and die horribly.
Theoretically, it works similar to monster attacks like 8-
Arms, or 3-Heads, except each hit here averages to about
1,300 damage (averages, not totals - I don't know exactly
how damage is calculated from those types of attacks)
Haniwa also recovers 10% of it's mHP every round, so you'd
better be dealing more than 1,000 points of damage at all
times.
Why on Earth would you be fighting this monster who doesn't
even have meat to drop?
The 7-Sword is an equippable item.
Enjoy. >8^D
When you make it to the Security System, Isis will give you one last warning
before you fight it. Each of you will tackle one of them. This will be your
last battle, so use a Tent to recover your abilities and make sure someone
has Heal Staff. Or a few 7-Swords.
*CANNON1, 1,000HP, 99/99/99/120
Laser Cannon, O-Change
*CANNON2, 1,000HP, 99/99/99/120
Laser Cannon, O-Change
*CANNON3, 1,000HP, 99/99/99/120
Laser Cannon, O-Change
*CANNON4, 1,000HP, 99/99/99/120
Laser Cannon, O-Change
You will see the Arsenal in front of you, but you must first
fight the individual Laser Cannons one at a time. They,
however, will be firing on you as a group. Each cannon blast
does about 80-120 damage on a naked Robot. Every time you
destroy a Cannon, it will start repairing itself. It will
take 2 turns to finish if no other Cannon is destroyed.
Take your time. These shouldn't be too hard. And remember,
you're fighting them one at a time. As soon as you do 1000
damage, the next attack is targeting the next cannon.
Despite the fact that they have 120 MAN, magic will still
do a lot of damage.
*ARSENAL, 10,000HP, 99/99/99/120
Smasher, O-Change
The music will change, and Arsenal will now use something
called "Smasher". It sounds like a bomb and does random
damage. I've been hit for 47 damage and 500+ damage on the
same character.
This is the perfect time to heal your characters, because as
soon as Arsenal loses about half its HP, it will go into
"Save the Earth" music mode.
The the music changes yet again, Arsenal "Launches the
Smasher", what I would call Smasher2. The damage to each
party member is pretty random, but the total damage to
everyone is usually 2000. Now would be a good time to
gratuitously use Heal Staff.
Magic weapons like Flare & Psi Gun will deal good damage.
Physical damage will be halved, but that shouldn't stop you
from using XCalibur & Samurai Bows.
After you defeat Arsenal, talk to Isis and she'll tell you to use the
Elevator to head back up to the Celestial Shrine.
Talk to the man in the hat and enjoy the credits!
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
17.Quad-Robot Team ########################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(!) This is only ONE example of an all-Robot team,
and it moves pretty quickly. I suggest you play
through the game with a party of your choice, or
the suggested party (Human, Mutant, Robot, Monster)
before attempting an All-Robot team. That said..
"Let's Get Ready To Roooooo-Battle!"
Now that you know a little more about what the game is like, here's a
bare-bones, step-by-step guide on one of my runs through the game with
4 Robots. Here are some basic ideas I had for my robots when I started:
Robot1: No.I, it will be the best armored
Robot2: FAST, a fast robot
Robot3: AGIL, a really fast robot
Robot4: STRO, a really strong robot
(Swd) = Sword
(Gn) = Gauntlet (Hm) = Helmet (Ar) = Suit of Armor (Sh) = Shield
_____________________________________________________________________________
W o r l d 01 : B a s e w o r l d
-Pickup Cure in Hometown.
-Stay near Hometown and fight groups of enemies or Gangs & Asigarus.
-Soft-reset if you fight anything else.
-Mr.S defeats them all with ease. Try to earn 1-2 Long Swords & 1-2 Punches.
-Punches are to be given to FAST or AGIL, 1 Sword to STRO.
(!) Do not equip STRO with more than 1 Long Sword.
-North Cave has: a Cure Potion, a Bronze Shield, a Bow, and a Hammer.
-No.I equips the Shield.
-If my Robots fight, they will use Colts or Long Swords.
-BabyWyrm is defeated.
-Keep Mr.S until he has no more abilities left.
-Head into First Town and buy a Bronze Gauntlet first.
-De-equip Colts from everyone, give all of them to STRO.
-Use the Free Heal trick to save money before going to an Inn.
-Go shopping and sell the Cures, Bow & Hammer. Bronze Gloves for everyone!
No.I: A Bronze Sh, a Bronze Gn, and 2-4 Punches
FAST: A Bronze Gn, a Rapier, and 1-3 Punches
AGIL: A Bronze Gn, a Rapier, and 1-3 Punches
STRO: 4 Colts, a Bronze Gn, 1 Long Sword, and maybe a Punch
-If you do not have enough GP, fight groups of enemies just outside town.
-Any Punches found will go to my Robots.
-Any Long Swords found will be sold to buy more Punches.
-Once FAST or AGIL get 15 AGI, a Rapier strike will do 80 damage.
This is important because you don't have enough Gil to get an SMG, but have
3 party members who can kill Lizards in 1 hit, and your first party member
will be absorbing/preventing damage.
-Visit Ki and clear the Ruins. Sell the Whip. You don't need to waste time
picking up the Cure. If you do, sell it.
-Pick up Ki and visit Second Town. By now, you should have enough cash for
an SMG. Give it to No.I. If you have any money left over, buy some Kicks.
-Visit Ashura's base, save, and earn GP from the 1st Zombie.
Reset if you don't get a big (4-8) group of enemies. Thunder/SMG them.
-Once you need to go back to the Inn, go all the way back to First Town and
try to upgrade as many Robots' Gauntlets to Gold.
-Go back into Ashura's Base and get more money. Upgrade everyone's Punches
to Kicks. Everyone except STRO still has at least 1 free slot.
No.I: A Bronze Sh, a Gold Gn, an SMG, a Rapier, and 2 Kicks
FAST: A Bronze Gn, a Rapier, an SMG, and 2-3 Kicks
AGIL: A Bronze Gn, a Rapier, and 2-3 Kicks
STRO: 4 Colts, a Gold Gn, 1 Long Sword, and a Kick
-Loot the Base: a Silver Gn, an Axe, a Speed Potion.
The Silver Gn can be given to any of the first 3 Robots or replace a Bronze.
The Axe can be sold or replace STRO's Long Sword.
The Speed Potion will be left in your inventory or sold.
*Before fighting Rhino, you can use up as many abilities as
possible. One hit can beat it and you get restored afterwards.
-After powering up all 4 'Bots, getting lots of GP, it's time to leave.
_____________________________________________________________________________
W o r l d 02 : A s h u r a ' s D e s e r t
-Go straight to Ashura's Town, rest, visit Ashura's Tower.
-Ashura's Tower has: a Sabre Sword, a Colt Pistol, a Silver Shield, a Power
Potion, a Magic Potion, a Battle Sword and a Silver Helm (sell).
-Equip the Sabre on AGIL and the Silver Shield can replace the Bronze shield
on No.I. The Battle Sword replaces one of STRO's Colts.
The Silver Hm & Colt will be sold. The Potions are kept.
No.I: Silver Sh, SMG, Rapier, Gold Gn, Kick x3
FAST: Rapier, SMG, Silver Gn, Kick x4
AGIL: Rapier, Sabre, Gold Gn, Kick x4
STRO: Axe, Battle Swd, Kick, Gold Gn, Colt x3
-Stabitty-stab-stab. Ashura dies really quickly without any magic.
_____________________________________________________________________________
W o r l d 03 : G i a n t ' s W o r l d
-Pick up the DEF MAGI from Ki's assistant and head to Giant's World.
-Remember to properly equip MAGI! (Power, Defense, Speed, Fire, etc.)
-Pick up some extra Gil from killing Terrorists (way before CS came out)
-Visit Town. Talk to Shop Owner, Johnny. Visit the Old Town.
-Find a Gold Sh, Geta (sell), and Micron.
-Make sure 2 Robots have SMGs.
-Each Robot by now has at LEAST 1 DEF-boosting item, 1 AGI-boosting item.
-Before entering Ki:
No.I: Silver Sh, SMG, Gold Bow, Silver Gn, Giant Gn, Kick x2
FAST: Rapier, SMG, Kick x4, Gold Sh
AGIL: Rapier, Sabre, Kick x4, Gold Gn
STRO: Axe, Battle Swd, Kick, Colt x2, Gold Gn, Silver Gn
-Grippes using Poison on me is funny. Dissolve is not.
-Cobbles take 2 SMG bursts before going down.
-After visiting 3 organs, leave Ki and visit an Inn.
-Come back, finish the other 3, fill Phagocyt with lead, drop Micron.
_____________________________________________________________________________
W o r l d 04 : A p o l l o ' s W o r l d
-Visit Apollo's Shrine, get the riddle, pick which town to visit first.
-SMGs will be weakening here, every monster needs at least 2 bursts to fall.
-Moths and Big Eyes are the least harmful to Robots.
-Any spare cash can be used to upgrade Kicks to HeadButts.
-In Port Town, the Volcano yields a Gold Swd (STRO, replace Colt), Power
Potion (keep), and Fire Book (sell).
-Bright Cave has a Giant Gn (No.I), Laser Swd (FAST), Thunder Book (sell),
and Revenge Swd (sell).
*Just for fun, I've kept all the rare items in the game along with
status potions, and my inventory was never really full.
-North Cave gets you a Hermes Boot (sell), Rocket (sell), and Elixier (sell).
-Dunatis will be quick, especially if your characters have 40+ in their
dominant stat.
-Before you leave, make sure everyone has Giant Gloves. I suggest a Chainsaw
item for STRO. Just for fun. It can easily replace a Colt or Axe.
_____________________________________________________________________________
W o r l d 05 & 06 : G u a r d i a n B a s e / H i d e o u t
-Upon entering:
(!) A lot of items were re-organized amongst
everyone. A trip to the Inn fixes things.
No.I: Silver Sh, SMG, Gold Bow, Giant Gn, H.Butt x2, Gold Gn
FAST: Sabre, Gold Sh, SMG, Giant Gn, H.Butt x3
AGIL: Rapier, Laser Swd, Giant Gn, Kick x3, H.Butt
STRO: Gold Swd, Battle Swd, Axe, Chainsaw, Giant Gn, H.Butt
-Pick up a Sypha for STRO to replace Axe. A STR boost plus it blocks attacks.
-Get clues, talk to guards, find Dad, go to sleep.
-When all hell breaks loose, this becomes a good place to earn GP.
-It's nice to get a Bazooka from the Commando, but not necessary.
-Having 2 really fast Robots make the Ninja fight look easy.
_____________________________________________________________________________
W o r l d 07 : V e n u s ' W o r l d
-Things get hairy here.
*Try not to run away from too many fights. GP is still important.
Run only if you are running low on weapons or are getting beaten.
*Werewolves & Serpents have SURPRISE, expect to get Nailed.
I wonder if Surprise is considered a magic attack?
*SMGs aren't as useful. A duo of SMG users may not finish a battle
in 1 round.
(!) Concentrate on making 1-hit kill Robots or buy Grenades.
I suggest the prior option. The help Grenades provide is
very short-term.
If you picked up a Bazooka from Guardian's World, it
replaces an SMG and works wonders here.
*Unless you're using elemental shields every turn, O-Bakes, Sprites,
and Magicians are enemies you want to avoid or kill right away.
-Probably can't afford much yet, so work on gaining access to the Sewers 1st.
-Sewers may take several trips to go through, or a few Elixers. The party
should be fast enough to run from most encounters here. You will find:
Speed Potion (keep), Psi Sword (sell), Key, Elixier (sell),
Giant's Helm (No.I, repaces Gold Gn).
-Back in town, upgrade as many Martial Arts to X-Kick. Upgrade any Rapiers to
Sabre or Laser Swd. Sell the Key.
-In the Volcano, there aren't that many clusters of enemies. Keep your HP
up every now and then. Remember you lose HP each step you take. Beware of
Warriors with O-Weapon; they will take half damage from attacks. Treasures:
Flame Sword (STRO, replace Battle Swd), Magic Potion (keep),
Mage Staff (sell), Fire Gun (sell), Flame Shield (No.I, replace Silver Sh)
-If your Robots have FIRE MAGI or FLAME SH, Venus will laughable.
Venus can only hurt 'Bots with Blitz Whip or Flame.
_____________________________________________________________________________
W o r l d 08 : D r a g o n R a c e s
-GET DRAGON ARMOR. Just one, at most two, for now.
-An all-Robot team needs at least one person with a Bazooka.
If you still have an SMG, replace it with a Bazooka.
-The faster the dragon you buy, the more 'Boss' monsters you fight.
While you can get the free dragon, you can still breeze through the
race as well as the 'boss' monsters as long as you have Bazooka.
(!) Tororo monsters are annoying.
They have O-Weapon, Surprise AND Dissolve.
They take less damage, will probably surprise you,
and then use a magic attack that absorbs your HP.
_____________________________________________________________________________
W o r l d 09 : E d o
-The hardest encounter here will be the parties of Gae Bolg (a Norse weapon
in an Edo environment?) with Defend to block attacks and O-All.
-If you still have weapons like Rapier or Sabre, they won't cut it unless
unless your stats are obscene. Even Gold Swd needs 70+ STR to defeat a
Gae Bolg in one hit.
*GP is scarce early on. This is probably the hardest world so far.
Either fight harder (more battles) or fight smarter (there are lots
of groups in the Harbor). Or see the ERRATA section for cheats.
(!) Edo is also the last World GP really matters.
By the time you get to the next town, you will have
a phenominal Robot and/or Gil coming out of your diodes.
-In Edo Town, fight 8 Hatamotos for 3000+ Gil (2 Bazooka blasts or a Tank
will silence the lot of 'em), and hope they also drop a Bazooka (it sells
for as much as Magnum, but won't reduce the amount of GP you win as much)
-Investigate the cargo ship and get into fights there for extra GP.
Tank (No.I), Laser Gun (AGIL), Hecate (No.I)
*Beware of Boulders. They have O-Change and a Stongaze attack.
-Before visitng the Courthouse, if you have extra cash, feel free to buy
from Echigoya. Maybe an extra Tank or Tent if you don't like running away
from fights and making several trips to the Inn.
-Good places to stock on GP: Cargo Ship, Echigoya's Basement, Edo Castle
-Enter the Hatamoto Room in Echigoya's and repeatedly fight for GP.
Now you can buy weapons from the other shops in Edo.
*Catclaw is the best AGI-based-damage weapon. Add some Jyudo's
or Laser Guns, and you will have astonishing AGI.
A slash of Catclaw with 158 AGI is ~1000 damage on a Gae Bolg.
-You can win a variety of goods from the Echigoya battle, including a
Psi Sw, Abacus, or Vulcan. But after the Hatamoto Room, you probably
won't need the extra Gil from selling these weapons.
-Taro joins. Your party is too strong to need Heal Staffs.
-Assault on Castle Edo: Ninja Gn (FAST), Body Potion (save), Missile (sell),
Dragon Swd (STRO), Dragon Sh (No.I), Samurai Bow (FAST)
-Sho-gun runs away like a scaredy-cat.
-Beware of Magnate. His Katana does 200 dmg if you have 70 DEF,
500 if you have 24. Keep attacking, even if Magnate uses Tornado.
-In the unlikelihood Magnate is too hard, you can use your Stat-raising
potions on Taro. Magnate probably isn't, so keep saving them.
-An example of a low-end party just before Magnate:
(b)=bought in Edo, total money spent in Edo: 170,000 GP
No.I Laser Swd, Tank, Dragon Sh, Giant Gn x2, X-Kick, Jyudo (b)
AGI: 59, DEF: 60
MAGI: Defense
Notes: Fast, can target groups, can use shields.
FAST Laser Swd, Samurai Bow, Hecate, Giant Gn, Ninja Gn, Jyudo x2 (b)
AGI: 97, DEF: 68
MAGI: Fire
Notes: Very fast, very powerful. Can target groups.
AGIL Catclaw (b), Sabre, Laser Gun, Giant Hm, Dragon Ar, X-Kick x2
AGI: 97, DEF: 42
MAGI: Speed
Notes: Very fast, very powerful.
STRO Flame Swd, Gold Swd, Dragon Swd, Sypha, Chainsaw, Jyudo (b), Giant Gn
STR: 82, AGI: 31
MAGI: Power
Notes: Very powerful, somewhat inaccurate against Magnate.
_____________________________________________________________________________
W o r l d 10 : N a s t y D u n g e o n
-The Pegasus MAGI can be used to teleport in and out of the Dungeon to a
previously visited town. A safe place to visit would be Venus' City to
rest and sell unwanted items.
-You can skip the fights, some treasures, or this dungeon altogether and
come back later in the game.
-'Must Have Items' for Robots:
1. Gungnier - Never-miss. Fixed damage (and then some).
2. Hyper Cannon - Never-miss. Instant victory.
3. Arthur Armor - O-Stone. High DEF.
4. SelfFix - Recovery. Big mHP bonus.
5. Parasuit - Strongest Armor. O-Fire, O-Ice, O-Change
6. Sun Sword - Strongest Sword.
7. Karate - Biggest AGI bonus.
8. Samurai Bow - Biggest AGI bonus. Fixed damage. Targets Groups.
9. Defend Sword - STR-based weapon with a DEF bonus.
-The other items are useful, but not as strong or are buyable.
Items like Glass Swd, Flare Book, Nukebomb, Wizard Staff, etc. are not
meant to be used by Robots, but can be sold for lots of money.
(!) Robots could equip the Glass Sword for a
+32 STR bonus, the largest in the game, but
the weapon would have 0 uses in your inventory.
The Sun Sword gives the same bonus, and can be
droped by Paladins in the Center of the Worlds.
-Honestly, if a stat hits 99, you neednt raise it any more. You'll be
killing enemies in a single blow for the rest of the game. You should still
raise your mHP above 999. SelfFix will heal 10% of it.
-If you come back with Dad:
-Floor 1: BODY Ptn, POWER Ptn, DRAGON AR, Ogre Axe.
Wraiths have O-Weapon. The items in CAPs are for your Robot or Dad.
-Floor 2: SPEED Ptn, MAGIC Ptn, CATCLAW, Vulcan
You start facing more enemies.
-Floor 3: Elixer, LASER GUN, JYUDO, DRAGON SWD
-Floor 4: Tank, Missile, Tent, Dragon Hm
-Floor 5: Muramas, SAMURAI BOW, Wiz.Staff, SELFFIX, DEFEND SWD
-Floor 6: PARASUIT, Psi Gun, Vampic Swd, ARTHUR AR
The enemies get harder, Ridean has high DEF.
-Floor 7: Tent, HYPER, SUN SWD, KARATE
-Floor 8: Flare, Glass Sw, Nukebomb, GUNGNIR
_____________________________________________________________________________
W o r l d 11 : V a l a h a l l a
-The treasure chests shouldn't hold anything too useful to Robots.
Come back with Dad to pick up Flare. (if you didn't take it from the
Nasty Dungeon or buy one)
-There are two rare weapons in Valhalla: Defend Swd and Rune Axe
Neither are terribly strong. Get the Defend Swd here if you didn't get it
from the Nasty Dungeon.
-The Samurai Bow will not be able to defeat Wraiths & Answerers in 1-hit.
-Odin's party may Surprise you, so be wary.
Having Ninja Gloves or a Parasuit on reduces Gungnir to about 400 damage.
Lightning can be stopped by using Rune Axe or Dragon Shield, or having
Ice MAGI or Dragon Armor equipped.
-All 4 'bots should have 90+ in at least one of their stats.
This will be over before you can say "Mjolnir".
-It'd be peachy-keen to get another Gungnir.
-A really tough team:
No.I: Catclaw x2, Tank, Hyper, Dragon Ar, Parasuit, Jyudo
AGI: 75
DEF: 56
MAGI: Defense (8)
Fast, various "crowd-control" weapons, and immune to most attacks.
FAST: Catclaw x2, Samurai Bow, Jyudo, Ninja Gn, Arthur Ar, Dragon Ar
AGI: 101
DEF: 76
MAGI: Speed (8)
Very fast, single & group attacks, and immune to most attacks.
AGIL: Catclaw, Samurai Bow, Dragon Ar, Jyudo, Laser, Hecate, SelfFix
AGI: 105
DEF: 42
MAGI: Aegis
Very fast, variety of attacks, O-Damage, SelfFix = Immortality,
fewer number of attacks than the others though.
STRO: Gungnir, Dragon Swd, Defend Swd, Sun Swd, Ice Swd, Karate, Dragon Ar
STR: 112
DEF: 50
AGI: 37
MAGI: Power (8)
O-Damage, but a little slow.
_____________________________________________________________________________
W o r l d 12 : F i n a l W o r l d
-Minion. If you got past Odin, you won't even notice Minion.
-If you've got any stat potions, use 'em on Dad; he's the last person your
'Bots will meet that can drink them.
If you've left anything in the Nasty Dungeon or Valhalla, use Door.
-You can never get stuck in the past. If you land in a world
and can't move forward, move backward until you find an item
shop. A wandering salesman will be selling Doors.
-If you've picked up the treasures I highlighted in the Nasty Dungeon,
there isn't much to go back for. You can buy Flares; there will be a 2nd
Psi Gun in the Final Dungeon; and Muramas, Vampic & Rune are novelties.
-If you saved any stat potions, use them all on Dad, then give him Hecate
Boots. His new stats are: STR: 82, DEF: 76, AGI: 89, MAN: 84, HP: 780
Give him Flare and/or the Psi Gun(s) and he's a real powerhouse.
-Final Dungeon contains these goodies: Sun Swd, Karate, Arthur, Psi Gun,
Parasuit, Tent, Nukebomb, and the mighty Xcalibur.
-Tips on Warmech. Pfft. Odin should have taken 3-4 rounds.
Minion was probably dead in 1. Warmach has 2x the HP of Minion. Even if you
don't equip anything you've found in the Dungeon, this will go quickly.
_____________________________________________________________________________
W o r l d 13 : C e l e s t i a l S h r i n e / W o r l d s ' C e n t e r
-Apollo will go fairly quickly after he drops Aegis.
Your party can take a round of Flare, as long as Dad's alive.
*You may feel like you can defeat Apollo before he even transforms.
Well, only if 3 Robots are like STRO. Gungnir & XCalbiur are the
only weapons that can pierce Aegis and do over 1,000 damage.
Samurai only does ~400 though Aegis.
To make this all possible, equip 3 Robots, each with a Gungnir or
XCalbiur, remove all their other equipment except Sun Swords and
Dragon Swords. Buy Dragon swords by the bushel and fill in the now
empty slots. Each Robot will now do 1400-1500 per hit on Apollo.
With Dad using Psi Gun/Flare, and a Robot with Samurai Bow, Apollo
should sign his Will to his next of kin.
-If you have free slots in your inventory, buy Elixiers/Tents for the
sole purpose of restoring the person with Hyper.
-Now to go deep into the Center of the World with Isis as your tour guide.
-Straight-forward, no treasures, you can't run from ANY fight, human-esque
enemies leave good gifts, and Musashi has 2000 hp.
-Those two MAGI shaped monsters can contain 1-8 monsters, each with Tornado.
They are still very annoying in packs.
-Look out for Haniwa. See if you can win a Seven Sword (make sure you have
room in your inventory for one).
-Arsenal is cake. It's first line of defense is to make you tear down it's
four 1000 HP cannons one at a time.
-The 2nd & 3rd Arsenal use different Smasher attacks.
As long as you deal 10,000 damage before it kills you, you're good.
-Smasher1 is random damage to a single person, usually low.
-Smasher2 is random damage to the entire party, totalling ~2000.
-Here's a team that'll make the escalator action fly by:
No.I (951 hp)
Xcalibur, Hyper, Selffix, Dragon Ar, Parasuit, Karate x2
STR: 32
AGI: 69
DEF: 56
Receives low physical damage, SelfFix, Hyper, very average power.
Replacing a Karate with Defend Swd will make it nigh-invulnerable,
but at the cost of 27 mHP and some speed.
Replacing Selffix with another Karate will make it faster, able to
use Hyper earlier in the battle.
FAST & AGIL
Catclaw x2, Samurai Bow, Karate, Ninja Gn, Arthur Ar, Dragon Ar
AGI: 107
DEF: 76
Very fast, varied attacks, immune to most damage.
Replace a Catclaw with Karate (dropped by Bl.Belt) for more HP and
AGI, but your weapons will run dry quicker. Hope you brought Tents.
STRO
Gungnir x2, Sun Swd x2, Karate x2, Parasuit
STR: 128
AGI: 69
DEF: 38
Low DEF. You can replace a Sun Swd with Defend Swd to compensate,
but the Robot loses 27 mHP, and Gungnir does ~300 HP less damage.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18.Detailed Lists #########################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-W e a p o n s & A r m o r s-
*Listed by where you can first purchase them.
*Heavy weapons will help raise the chance of your Human/Mutant
gaining STR after battle, Light & Martial weapons help gaining
AGI, Defense weapons raise the chance of gaining DEF, and Magic
weapons raise the chance of gaining MAN.
*Weapons which Block, defend only against Melee (non-ranged physical)
attacks unless specified.
*All Guns & Bows are Ranged weapons. All Knives & Swords are Melee
weapons. Exceptions will be noted.
*If you would like to know the DEF & Stat bonuses Armors give
to Humans/Mutants, please refer to AMuseum's XLS table.
Base World
----------
Name Icon Type Uses Cost RoboHP+ RoboStat+ Damage
Hammer Heavy 50 50 9 Str +2 STR*6
Bow Bow Ranged 50 50 9 Agl +2 50
Punch Martial 90 50 9 Agl +2 4*(90-Uses Left)
Rapier Sword Light 50 400 18 Agl +4 AGI*7
Long Sword Heavy 50 400 18 Str +4 STR*7
Whip Whip Light 40 400 18 Agl +4 STR*7, +Para (1)
Kick Martial 80 1400 27 Agl +6 5*(90-Uses Left)
Colt Gun Ranged 50 1400 27 Str +6 80-180
Psi Knife Magic 50 1400 27 0 MAN*8
SMG Gun Ranged 30 6800 45 0 250, Hits Group
Temptat Mana 30 6800 45 0 +Conf, Hits Group
Rocket Heavy 30 6800 45 Str +10 160-275
Bronze Shield Defense 50 50 9 Def +2 Block=50% (2)
Bronze Helm - 50 9 Def +2
Bronze Armor - 75 9 Def +2
Bronze Gloves - 25 9 Def +2
Gold Gloves - 3400 45 Def +10
(1) Despite the damage being derived from your STR,
it helps raise AGI.
All Whips have a chance of giving the enemy paralysis.
(called "winded the whip")
(2) The chance of blocking is 50%.
Ashura's World
--------------
Name Icon Type Uses Cost RoboHP+ RoboStat+ Damage
Axe Axe Heavy 50 1400 27 Str +6 STR*8
StunGun Gun Ranged 40 1400 27 Agl +6 +Para
Battle Sword Heavy 50 3200 36 Str +8 STR*9
Sabre Sword Light 50 3200 36 Agl +8 AGI*9
Silver Shield Defense 50 1400 27 Def +6 Block=60%
Silver Helm - 1400 27 Def +6
Silver Gloves - 700 27 Def +6
Giant's World
-------------
Name Icon Type Uses Cost RoboHP+ RoboStat+ Damage
Katana Sword Heavy 50 6800 45 Str +10 STR*10
Gold Bow Ranged 50 6800 45 Agi +10 320
Silver Armor - 2100 27 Def +6
Giant Armor - 26000 81 Def +18
Giant Helm - 17000 81 Def +18
Giant Gloves - 8500 81 Def +18
Geta Boot - 2800 27 Def +6
Apollo's World
--------------
Name Icon Type Uses Cost RoboHP+ RoboStat+ Damage
SpeedUp Item 20 6800 45 0 User's AGI+10
Blitz Whip Light 40 6800 45 Agl +10 STR*10, +Para
ChainSaw Heavy 30 6800 45 Str +10 (#)
Counter Light 40 6800 45 Agl +10 Damage Taken*2 (!)
HeadBut Martial 70 6800 45 Agl +10 6*(90-Uses Left)
Musket Gun Ranged 50 8000 63 Str +14 350-500
Gold Sword Heavy 50 11000 63 Str +14 STR*11
Laser Sword Light 50 11000 63 Agl +14 AGI*11
Revenge Sword Heavy 40 6800 45 Str +10 Damage Taken*2 (!)
Gold Shield Defense 50 6800 45 Def +10 Block=70%
Gold Helm - 6800 45 Def +10
Hermes Boot - 6800 45 Def +10
(#) If your STR is greater than target's (DEF-10),
target dies instantly.
Target with O-Weapon/O-Change/O-All requires
your STR to be greater than target's [(DEF*2)-9].
Bosses who are immune to weapons such as Hyper will
not be able to be cut.
(!) For a Robot user, it does double Damage taken OR (6*STR),
whichever is higher. This will bypass any defense
modifiers the enemy may have. (high DEF, O-Weapon)
Humans/Mutants who use them do 2x Damage Taken PLUS 6*STR.
Will only counter melee (non-ranged physical) attacks.
This includes monster attacks like Tie-Up.
When used, the User spends the turn waiting for the
attack. The user may be attacked more than once.
After each attack, if the user is capable of action, the
weapon will activate.
Guardian's Base
---------------
Name Icon Type Uses Cost RoboHP+ RoboStat+ Damage
Grenade Ranged 30 11000 63 0 350, Hits Group
Sypha Heavy 50 11000 63 Str +14 STR*6, Block=100%
Coin Light 50 11000 63 Agl +14 50
Gold Armor - 10000 45 Def +10
Venus' World
------------
Name Icon Type Uses Cost RoboHP+ RoboStat+ Damage
X-Kick Martial 60 17000 81 Agl +14 7*(90-Uses Left)
Flame Sword Heavy 40 17000 81 Str +18 STR*12, +Fire (1)
Magnum Gun Ranged 50 17000 81 Str +18 450-750
Fire Gun Ranged 30 17000 81 0 250, +Fire (2)
Psi Sword Magic 50 17000 81 0 MAN*12
Flame Shield Defense 30 17000 81 Def +18 Block=80% (3)
Army Helm - 17000 81 Def +18
Army Armor - 17000 63 Def +14
(1) Flame Sword deals "additional" Fire damage.
This weapon is effective against characters
weak against Fire. Characters not weak against
Fire, or immune, will take regular damage.
(2) Characters immune to Fire will take 0 Damage.
Characters with O-Weapon take less damage.
A character that does not have immunity to Fire,
does not have O-Weapon, AND is weak against Fire
will take some aggravated damage.
Again, this weapon "both sucks & blows".
(3) Flame Shield also gives everyone O-Ice for
the round used.
Dragon Race
-----------
Name Icon Type Uses Cost RoboHP+ RoboStat+ Damage
Thunder Axe Heavy 40 17000 81 Str +18 STR*12, +Thunder (1)
Bazooka Cannon Ranged 30 17000 81 0 490,Group
Ice Shield Defense 30 17000 81 Def +18 Block=80% (2)
Dragon Armor - 26000 81 Def +18 (#)
(1) Thunder Axe deals "additional" Thunder damage.
This weapon is effective against characters
weak against Thunder. Characters not weak against
Thunder, or immune, will take regular damage.
(2) Ice Shield also gives everyone O-Fire for the
the round used.
(#) Characters wearing this gain O-Damage, immunity
to Fire, Ice, Thunder, and Poison attacks.
Edo
---
Name Icon Type Uses Cost RoboHP+ RoboStat+ Damage
Ice Sword Heavy 40 17000 81 Str +18 STR*12, +Ice (1)
Coral Sword Heavy 40 26000 99 Str +22 STR*13 (2)
Ogre Axe Heavy 40 26000 99 Str +22 Str*13 (3)
Vulcan Cannon Ranged 30 26000 99 0 660, Hits Group
CatClaw Knife Light 50 26000 99 Agl +22 AGI*13
Laser Gun Ranged 30 36000 117 Agl +26 350 (4)
Jyudo Martial 50 36000 117 Agl +26 9*(85-Uses Left)
Dragon Sword Heavy 40 36000 117 Str +26 STR*14 (5)
Tank Cannon Ranged 20 36000 117 0 (#)
Missile Cannon Ranged 10 36000 117 0 300, Hits All
Dragon Helm - 36000 117 Def +26 O-Para
Kimono Armor - 4800 9 Def +2
Samurai Shield Defense 50 26000 99 Def +22 Block=99% (6)
Dragon Shield Defense 30 36000 117 Def +26 Block=90% (7)
Battle Armor - 39000 99 Def +22
Abacus Heavy 30 - 9 0 STR*10
Samurai Bow Ranged 30 - 117 Agl +26 (8)
Hecate Boot - - 81 Def +18
(1) Ice Sword deals "additional" Ice damage.
This weapon is effective against characters
weak against Ice. Characters not weak against
Ice, or immune, will take regular damage.
(2) Effective against: Spiders, Beetles, Moths.
(3) Effective against: Goblins, Fiends, Sprites.
(4) Laser Gun Pierces All Defenses. Damage always ~350.
(5) Effective against: Lizards, Rhinos, Dragons.
(6) Samurai Shield also gives O-Change to the user for
the round used.
(7) Dragon Shield also gives everyone O-Damage for the
round used.
(8) 1000, Hits Group, Never-Miss
(#) 850, Block=70%, Hits Group
Nasty Dungeon
-------------
Name Icon Type Uses Cost RoboHP+ RoboStat+ Damage
Arthur Armor - - 117 Def +26 O-Stone
Parasuit - - 144 Def +32 (#)
SelfFix - - 117 0 Recover (1)
Karate Martial 40 - 144 Agl +32 12*(80-Uses Left)
Sun Sword Heavy 40 - 144 Str +32 Str*15 (2)
Gungnir Spear Heavy 30 - 144 Str +32 (##)
Hyper Cannon Ranged 3 - 144 0 Defeats All (3)
Defend Sword Defense 40 - 117 Def +26 STR*14, Block=100%
Vampic Sword Magic 30 - 9 0 MAN*6 (4)
Psi Gun Magic 30 - 144 0 (###)
Muramas Sword Heavy 40 - 99 Str +22 STR*15 (5)
Glass Sword Heavy 1 - 144 Str +32 (####)
NukeBomb Ranged 1 - 144 0 (#####)
(#) Wearer must de-equip all other forms of armor
before donning the Parasuit. Parasuit offers
wearer O-Fire, O-Ice, O-Change.
(##) Ranged Attack, [STR-70]*15+1050, minimum damage=1050,
Hits Group, Never-Miss.
(###) Powerful Magic Attack, MAN*12, Hits Group
(####) Pierces All Defenses, Always 1000 Damage
(#####) Pierces All Defenses, Always 600 Damage, Hits All
(1) Only Robots may equip SelfFix. Recover renews User
by 10% of their mHP after each round of battle.
(2) Effective against: Skeletons, Zombies, Ghosts.
(3) Ineffective against: Bosses
Enemies Power Class C or higher?
(4) Recover HP with successful attack. Cannot recover
HP from enemies with O-Para. Effect reversed if
attacking Skeleton, Zombie, or Ghost classes.
(5) Effective against: Humans & Mutants.
Beyond
------
Name Icon Type Uses Cost RoboHP+ RoboStat+ Damage
Rune Axe Magic 40 - 45 0 (1)
Xcalibr Sword Heavy - - 144 Str +32 (2)
Seven Sword Heavy 7 - 144 0 (3)
Ninja Gloves - 18000 117 Def +26 O-Weapon
(1) Melee Attack, STR*12, Blocks all Attack Magic
targeted toward User during round used.
Does not reflect magic attack that attacks entire party.
(2) Ranged Attack, [STR-70]*15+1050, minimum damage=1050,
Hits Group, Never-Miss
(3) The higher user's AGI, the more hits connect (up to 7).
Every dozen-or-so AGI gives you an extra hit.
Average damage per hit: STR*15
Other
-----
Name Icon Type Uses Cost RoboHP+ Damage
Cure Potion 4 50 9 40 / 20
X-Cure Potion 4 300 9 150 / 50
Curse Potion 4 300 9 Heals Curs
EyeDrop Potion 4 200 9 Heals Blnd
Soft Potion 4 1000 9 Heals Ston
Elixier 1 5000 9 Full restore
Tent 1 10000 9 Portable Inn
Door 3 5000 9 Teleport
Power Potion 1 1000 9 STR +3 (!)
Speed Potion 1 1000 9 AGI +3 (!)
Magic Potion 1 1000 9 MAN +3 (!)
Body Potion 1 1000 9 HP +40 (!)
Micron Potion - 1 9
Key - 1 9
(!) Only for Humans/Mutants.
Magic
-----
Name Icon Type Uses Cost RoboHP+ Damage
Cure Book Magic 30 6800 45 Cure Target (1)
Prayer Book Magic 30 6800 45 MAN*13 (2)
Fire Book Magic 30 6800 45 MAN*10, Hits Group, +Fire
Ice Book Magic 30 6800 45 MAN*10, Hits Group, +Ice
Thunder Book Magic 30 6800 45 MAN*10, Hits Group, +Thunder
Fog Book Magic 30 6800 45 MAN*10, Hits Group, +Poison
Sleep Book Magic 30 6800 45 +Slep, Hits Group
Stone Book Magic 15 11000 63 +Ston, Hits Group
Death Book Magic 15 17000 81 Death, Hits Group (3)
Flare Book Magic 10 50000 144 MAN*13, Hits All
Mage Staff Magic 15 17000 81 MAN*8, Hits All, +Fire
Wizard Staff Magic 10 - 117 Death, Hits All (3)
Heal Staff Magic 15 17000 81 Cures Party (1)
(1) Amount Cured = (MAN Caster + MAN Target)*4
(2) Only affects Skeletons, Zombies, and Ghosts.
(3) Will not affect Skeletons, Zombies, Ghosts, and those
immune to Death. (O-Para, O-Pa/Po, O-Change, O-All)
MAGI
----
Name Icon Type Uses Cost RoboHP+ Damage
Masmune Magi Heavy? - - 0 500, Ranged, Pierces Defenses
Aegis Magi Defense - - 0 Block=100% (1)
Heart Magi 1 - 0 Party regains 100% HP
(1) Aegis Shield also gives everyone O-All for
the round used.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
19.Errata #################################################################
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
-C a l c u l a t i o n s-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*Gold *hic* GOLD!
Here's how much gold if you fight 2 seperate enemy types:
[33 * (DS of Monst.A)] + [33 * (DS of Monst.B)]
If you fight a GROUP of 2 enemies, here's the math:
[33 * (DS) * Group Size] +
[3 * (DS) * Group Size * (Group Size - 1)]
Thus, you get a near ~exponential~ growth in GP earned!
*nerdy laugher* GLAYVIN!
*Ow! Quit it. Ow! Quit it. Ow! Quit it...
Calculating the damage of XCalibur & Gungnir:
If STR < 70: Damage = 70*15 = 1050
If STR > 70: Damage = [(70*15) + 15*(STR-70)]
(!) This damage blows through all forms of
defense except O-Weapon/O-Change/O-All.
The values 70 & 15 were found by DWanderer & AMuseum
when HEX editing the game.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-M o n s t e r s-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*Dragonspirit Levels (copied from AMuseum's Monster Evolution FAQ)
The 1st column in Monster matches up with the 1st column of DS.
A Fungus would have a DS of (1), a Mushroom a DS of (5)...
Monster D.S. Level
Fungus Mushroom Champgno Shiitake Toadstol 1 5 6 A B
Flower P-Flower F-Flower SunPlant DarkRose 2 6 9 A B
MapleMan LiveOrk EvilPine MadCedar Treant 4 5 7 A B
Pebble Cobble Boulder Rock Earth 2 3 7 A B
Woodman Clayman Stoneman Ironman Mazin 3 5 7 A B
Hofud Gae Bolg Answerer Moaner Kusanagi 4 7 8 A B
Slime Jelly Tororo Pudding SlimeGod 2 4 6 A B
Worm P-Worm LavaWorm SandWorm GigaWorm 3 5 8 A B
Big Eye Gazer Watcher Evil Eye Beholder 4 7 9 A B
Spider P-Spider Tarantla F-Spider Arachne 1 4 7 A B
Beetle Chafer Ant Lion C-Fisher Scarab 2 5 6 A B
Moth Swallow FireMoth Gloom Madame 4 6 8 A B
Octopus Amoeba Ammonite Squid Kraken 2 3 6 A B
Barracud Piranha Shark Gunfish Leviathan 2 6 8 A B
Crab Hermit IceCrab KingCrab Dagon 3 7 9 A B
Toad P-Toad HugeToad GianToad KingToad 1 5 9 A B
Snake Serpent Anaconda Hydra Jorgandr 2 6 7 A B
Tortoise Turtle Adamant D-Turtle Gen-Bu 4 5 8 A B
Lizard Cameleon Komodo Salamand Basilisk 1 4 6 A B
Rhino Triceras Dinosaur T Rex Behemoth 3 6 8 A B
Baby-D Young-D Dragon Great-D Sei-Ryu 5 8 9 A B
BabyWyrm Wyrm Kid Wyvern Wyrm FengLung 2 4 7 A B
Eagle Thunder Cocatris Roc Su-Zaku 2 5 9 A B
Raven Harpy Ten-Gu Garuda Nike 4 5 9 A B
Jaguar SabreCat SnowCat BlackCat Byak-Ko 1 4 8 A B
Silver Kelpie Nitemare Sleipnir Unicorn 3 4 8 A B
Griffon Mantcore Chimera Sphinx Kirin 4 6 9 A B
Fly Hornet Mosquito Cicada Mantis 1 5 7 A B
WereRat WereWolf CatWoman Rakshasa Anubis 2 5 8 A B
Medusa Lamia Naga Scylla Lilith 4 8 9 A B
Goblin Oni Ogre Giant Susano-O 1 3 6 A B
Fiend Mephisto Demon DemoLoad Athtalot 3 7 8 A B
Sprite Fairy Nymph Sylph Titania 5 7 9 A B
Skelton Red Bone Warrior BoneKing Lich 1 2 6 A B
Zombie Ghoul Ghast Wight Revenant 2 4 8 A B
O-Bake Phantom Wraith Spector Ghost 5 7 8 A B
Ashura Shogun 7 7
Venus Dolphin 9 9
Dunatis Hatamoto Echigoya Odincrow Odin B B B 7 B
Magnate Haniwa C C
Minion E
Apollo F
The letter (A) in HEX stands for (10), the letter (B) stands
for (11), and the letter (F) stands for (15). (10) in HEX is (16).
*King of the Monsters
Now you know there are 11 DS levels for Monster Meat, and
all monster families have 5 classes.
If your monster eats the meat of a earlier class, they may
become a monster of a weaker class. So a Wraith should avoid
eating Jaguar meat.
However, once you reach the final 2 classes of any family,
you can NEVER go back to a lower class monster. Once you
become a DS=B monster, you can only turn into other DS=B
monsters no matter what meat you eat.
If you would like to know the specifics of Monster Evolution,
consult AMuseum's Monster Evolution FAQ on GameFAQs.com.
*Trickle Down Theory
The higher the enemy's DS, the better meat it can give, the
better equipment they can have, and the better chance they
give you a stat gain or ability. They also have a more
abilities they can give you. A DS=6 monster can give you
Explode or maybe Steal or even Cure.
DS 1: Cure, Warning, Fire, O-Poison, Ice
DS 2: O-Para, Thunder, O-Quake
DS 3: Blitz, X-Fire, Steal
DS 4: X-Ice, StonSkin, X-Thunder, Gaze
DS 5: Surprise, StonGaze, O-Stone
DS 6: Explode, Heal
DS 7: Charm, O-Weapon, Hypnos
DS 8: Teleport, Touch, O-Damage
DS 9: P-Blast, O-Change, Mirror
DS A+: Recover, Flare, O-All
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*cough* CHEATING *cough*
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*Sound Test
Not really a cheat per se, but you can listen to the game's
Music and Sound FX by pushing Start, Select and B all at once
on the Title Screen. To leave the Sound Test, reset (hold all
four buttons) your GameBoy.
If you want to listen to more sounds (they are "rearranged"),
select a saved game with more than 57 saves, but press 'B' to
return to the Title. Now input the code for the Sound Test
and use the Right Arrow on the D-Pad to select more sounds.
If you try using the Left Arrow, the number of sounds avaiable
resets to 57 and you have to select the save file again.
*Dragon Warping
If you fight a strong the enemy, you have a chance to learn
a strong ability for your Mutants.
One of these abilities is called Teleport. It teleports you
to any town you've previously visited and exited. It also
teleports you off the Dragon Circuit WITH your Dragon-ride.
Your Dragon, who probably moves faster than you walk AND can
go through walls outside the racetrack.
Beating Dunatis gives your Mutants a chance to gain ANY
of their abilities found in the game. Beating Venus still
gives you chance of gaining Teleport (DS=8).
If you didn't get it from Venus or Dunantis, you can earn it
from beating the Lamia or Watcher 'bosses' during the race.
Or you could Game Genie (see Robert Paulson's FAQ) a Door.
Now you can freely roam about the space inbetween Worlds
and visit other realms and find advanced weapons, fight
stronger monsters (beware of visiting the Center of the World
via the Celestial Shrine's Elevator this early in the game!),
and visit new towns.
Using this method, you can recruit Hana, Taro, Dad, or Isis
earlier in the game, but strange events may occur if you
recruit them out of order.
*Misplaced Real Estate
Using the Dragon Warp, you can go back to Baseworld and roam
beyond the mountains. Cyan of Doma had found that Ashura's
Base was in fact NOT destroyed, but MOVED. You can still
enter the front door on the Dragon, and "destroy" the base
over and over again.
If you visit Venus' World before the Ancient Volcano erupts,
ride your Dragon westward over the mountains to find it.
You can also re-visit certain areas and collect the same MAGI
over and over again (such as the Pegasus MAGI).
*Going too far..
Beware! With the Dragon Warp, once you visit Final Town, all
the MAGI previously found in Chests that you have not
collected will disappear!
*Why are the 4 Heroes bringing along a Trash Can?
What ever happened to Recycling? Needless to say, the Trash
Can Glitch is one of the more popular ones to use if you have
Humans or Mutants in your party.
The bonus the Trash Can gives you when you "double-click" on
it depends on how many MAGI you have collected. After
defeating the Magnate, the Trash Can should give you Power
Potions. After picking up Pegasus, it becomes Speed Potions.
Read jiro65's Trash Can FAQ on GameFAQs.com for more info,
and PrimalSeptimus' New Trash Can Guide for even more details.
There is a significant downside to this trick. The amount of
MAGI you have will decrease each time you use it. The number
will go up to 99, then start going down to 0! While it is 99,
you can go through ANY door in the Pillar of the Sky.
A side-note: the door from Valhalla to Final World does not
require MAGI to open, but the door going back to Valhalla
does!
*Rinse, Lather, Repeat. Ah, circular logic.
If you ever wanted to make a very "broken" Robot, and by
broken, I mean it breaks several in-game physics laws, you
can give any Robot an UNLIMITED supply of AGI. The number for
the AGI counter can only go up to 99, but the actual value
can go from 0-255. Once it goes past 255, it loops back and
starts from 0 again, so keep track of you AGI!
Equip a Robot with a Martial Art. Use up that Martial Art so
it reads 0, but is still in your Robot's inventory. Go into
the Robot's ABIL menu and re-order the Martial Art with
other Weapons or Armor. Its name should disappear, but the
AGI bonus will remain, and you can equip a new item in that
slot! This way, you can create a Robot with 255 AGI and
198 STR and do over 20,000 damage with a 7-Sword, even though
you'd only need 99 AGI to hit 7 times.
I did mention earlier that if your AGI goes over 99, that
you may end up going last in battle, so be aware of that.
I personally feel safer not bumping AGI past 199.
*Up, Up, Down, Down, Left, Right, Left, Right, B, A
And now for a classic trick! This trick is most familiar
with people who had this game when it first came out, but
it depends a lot on luck.
When you start a game, try to get a stat bonus in the first
few fights. Now turn the GameBoy off. If you are not using
the Classic (thick-as-a-brick) GameBoy, leave it off for
30 seconds so the capacitors (internal miniature batteries)
empty. Turn the GameBoy back on. You will encounter those
same fights over again. Repeat, step-for-step, the exact
sequence you inputted and you will get the exact same results
all the time.
*Left, Left, Left Right Left!
The GameBoy Classic and GameBoy Pocket had a quick way of
encountering the Haniwa. Save while on the same floor of the
Center of the Worlds as Arsenal (or the floor before I
believe), turn off the GameBoy, turn it back on, and Haniwa
will be the 4th encounter or so you have.
Newer GameBoy models have different random-number generators
and Haniwa usually ends up being far far down the line.
See Cyan of Doma's "Mutant/Boss/Secrets FAQ" on GameFAQs to
find out exactly when you'll bump into this superduck on
your GameBoy model.
The only emulator I know of that had the "Classic" RNG, at
for the first dozen or so encounters, was VGB-DOS.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20.EOF ###########Those Responsible for all the bad jokes have been sacked.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Th-th-th-tha- Go Home Folks!