Amazing Island
Copyright SEGA All rights to the game are theirs.
For use on the Nintendo GameCube
Copyright Nintendo All rights to the system are theirs.

FAQ/Walkthrough (v1)
by Digi-Dolphin and WarSong
Typed by Dol
Edited by War
Email: [email protected]

**********************

This guide is the result of a joint effort between me, Digi-Dolphin, and
WarSong. All information found in this walkthrough is compiled from the game
directly, so yes, it was a lot of work playing the game from beginning to end
(again). Therefore, please respect the efforts we put into this guide and use
it for your personal use only. If you want to put this guide on your own
website or anything, please email us first. We're actually pretty laid-back and
will 99 percent of the time say 'sure'. This is our first, and probably only,
guide written, and only because we couldn't find a complete Amazing Island
walkthrough anywhere else. Well, not at the time.

BTW, since I'm typing this up, all questions and concerns about this guide
should be directed to my email address. Please put 'Amazing Island FAQ' or
something in the heading, as I tend to panic easily and will delete anything I
don't recognize off the bat. War and I will work with whatever comes.

**********************

Table of Contents
-For ease of use, hit Ctrl-F and type the letters in parenthesis to jump to
any part you're interested in.

       1. Game Story (gstry)

       2. Game Setup (gset)
               A. Memory Issues (memish)
               B. What is System Data? (wisd)
               C. Title Menu (tmen)

       3. Controls (cntrl)
               A. Village/Menu (vilmen)
               B. Action Stage (actn)

       4. Story Mode Introduction (stryint)
               A. Game Files
               B. Character Select

       5. Story Mode Walkthrough (strymde)
               A. First Battle (frstbat)
               B. Chinto Free (chnfre)
               C. Inside the Hall of Life (ithf)
               D. Your First Monster (frstmon)
               E. Getting Started (gstar)
               F. Scoring System (scrsys)
               G. Beginner Course (begcrs)
               H. New Changes (chngfir)
               I. The Next Challenge (seccrs)
               J. Strict Route (strct)
               K. More Changes (chngsec)
               L. Goofy Route (gffy)
               M. Still More Changes (chngthr)
               N. The Final Course (fincrs)
               O. Crispy Route (crspy)
               P. Yet More Changes (chngfr)
               Q. Rush-Rush Route (rshrsh)
               R. Again With the Changes (chngfv)
               S. Tough-Tough Route (tfftff)
               T. And Still More Changes (chngsx)
               U. Nail-Biting Route (nbrt)
               V. Final Changes (chngfin)
               W. After the Darkness (aftdrk)
       6. Multiplayer Mode (mlti)
       7. Trade Monster Cards (trdcrd)
       8. Monster Creation (moncre)
       9. Monster Cards - The Game (moncrd)
       10. Shop Inventories (shps)
       11. Event Items (evntitm)
       12. Preset Monster List (premon)

**********************

gstry
1. Game Story (unofficial synopsis)

You are a young boy/girl who discovers an old book about an island full of
monsters. Fascinated with this book, you read all you can of it and wish you
could see it for yourself. Later that same night, a voice calls to you from a
dream and you're whisked off to the island in that book. The voice pleads for
you to save the island and so off you go to do just that.

*********************

gset
2. Game Setup

memish
Memory Issues

The instruction manual and the disk case both say that only 13 blocks of
memory will be needed for the game. This is a bit misleading. System Data takes
3 blocks, Play Data (the game file itself) takes up 2 blocks, and Monster Data
takes up 8 blocks. This adds up to 13 blocks, but ONLY if you plan on creating
just one monster yourself. It's not much of a game if you only have one
Monster, so of course you'll be making more. Each Monster you make and save to
the memory card will take another 8 blocks. So, if you're going to be busy
creating tons of Monsters, be prepared to dedicate an entire memory card to
this game.
Preset Monsters are available as well; they take up no additional memory and
can be loaded like normal at the Elder's Hut. This guide will make
recommendations for which presets work well in certain courses and events, just
in case you don't have space for Monster files on your cards. Your only
difficulty should then be obtaining said cards.

wisd
What is System Data?

System Data is used to hold your records, the points you score and stuff.
Every time you save the game, this data is updated with all those records. It
is also loaded into the GameCube's memory first, so if you swap cards on it
while the game is still running, then the new file will try to write its
records using the System Data already loaded. This tends to panic a few people
(namely me) but all it really does is sort of mix the records so that multiple
people can see where they stand on one unified record. You can clear the data
by just hitting the reset button on the 'Cube.
Also, if the game detects two Memory Cards that have system data on them, it
will ask you which system data to load. All records that are changed will be
saved to that data. I usually keep the system data records separate so that I
can tell from a glance at my records if I have all the items from a certain
event or not, though the records set at the Training Ground can throw me off.

tmen
Title Menu

Story Mode - The main story of the game. Make monsters and play minigames to
save Amazing Island from the Black Evil.

Multiplayer Mode - Pick an Event or a Course and pit monsters against each
other, up to four players can compete.

Trade Monster Cards - Trade monster data between different files (a la
Pokemon).

Options - Check rankings, adjust speaker settings and volume for music and
sound effects. Later, a jukebox option appears that lets you listen to all the
music in the game. (I like the dancing girls' hats. -Dol) (I like the dancing
girls. -War)

************************

cntrl
3. Controls

vmen
Village/Menu

       Start/Pause - View Status
       Control Stick - Menu Option, Move Character, Scroll Speech
       Control Pad - not used
       A Button - Select, Speak
       B Button - Cancel
       C Stick - Move Camera
       L Button - Position Camera Behind Player (basically auto adjusts)
R Button - View Surroundings (puts camera over character's shoulder for a
semi-first person view)
       Z Button - not used

actn
Action Stage

       Start/Pause - Start Game, Pause Game
       Control Stick - Move Monster
       A/B Buttons - Varies (more on that later on)

***********************

stryint
4. Story Mode Introduction

Game Files

When you first select Story Mode, you're given the option to either start a
new game or continued a saved game. If there's a second memory card in Slot B
with play data on it, you'll have the option of choosing which memory card to
continue from. However, the system data that is first loaded will be the one
you will use for keeping records. Keep in mind that Monsters are character
specific, no matter which memory card you saved to, and you can save to many
cards. Only the character that created the Monster can load that Monster. The
trade feature changes who the Monster belongs to and will allow a Monster
created with one character to be used by another.
If you're new at the game, choose a new game and the file will be set up for
you.

Character Select

You are given the option of being either a boy or a girl. There are some
differences between them; first, some cosmetic changes to the opening story
animation and the starter set of Monster parts changes (boys get the Dog
Pattern and Voice, plus more male-oriented Accessories to begin with, like the
Bomb and Long Horn; girls get the Cat Pattern and Voice, plus more
female-oriented Accessories, like a Cute Wing and Ribbon). Also, each gender
gets different items at different rates, so girls will get more girl-oriented
items sooner than boys, and vice versa.
Once you choose a character, you must now name it. The default name for the
boy is Andy and the default name for the girl is Michelle. You can put in any
name you want, or if you're lazy about it, you can hit the Random option in the
lower left hand section of the screen to see some randomly generated names.
They can get kind of crazy at times. (War kept hitting Random until it
generated his name, then he went with that. If you see any references to what
prizes were awarded at the end of an event, they are what our test character
got and are NOT a guarantee to what you will get yourself. More on this later.)
Once you've named your kid, you can set the Rumble to on or off. Press A
Button to select and you're good to go.

***********************

strymde
5. Story Mode

The First Battle (frstbat)

Opening cinema. It's personalized, how cute. You get a dialogue box that pops
up and pleads with you to help them out. If you hit A too fast, just scroll to
get the dialogue. This is when you get your first preset Monster Card. You also
get dropped onto the island. If you're afraid of heights, don't watch the drop
off cinematic. Heh, just kidding. You get control of the kid almost immediately
after the drop. Walk forward to trigger your next cinematic. (Notice that the
characters on the screen synchronize their movements with their dialogue
counterparts. Very cool.)
Anyway, the little freaky guy who jumps you is Chinto. He calls for his boss,
who kicks him for the fun of it, and tells you the boss will challenge you to a
fight. This is when you activate your preset Monster. The preset is always
random, so there's no way of predicting what you will get. If you don't like
the preset you get, reset the game and try again.

*******************

       Event - Eviling Volley 1

(Instructions are given to you at the beginning of each event, so we'll just
offer tips on how to get through the event in one piece.)

       Tip:

First, mash the A button to get the ball launched at your enemy first. You can
charge your shots afterwards by holding the A button, but be aware that
charging for too long can result in the charge being lost and your monster
delays in hitting the ball back, costing you a point. The B button will make
the ball bounce into the air, which makes it a little harder for the Eviling to
hit it back, but they can do the same to you, so watch out. Try to time your
hits so that the ball connects and hits the Eviling before it can react. Stay
calm, even if the Eviling comes at you with a power shot (you'll know it when
you see it). Timing is key. Three hits and you win.

Reward: Red Vision Orb

**********************

Chinto Free (chnfre)

Now that the Eviling is gone, the spell on Chinto is broken. He'll hop up and
start to babble about stuff, then race off to who knows where. Well, we do, but
not yet. You get control back and now let's see what we can see right now. To
your left is a big ugly rock pile. That's important later. Ahead of you are two
huts, one is a shop (it says so on the sign over the door), the other is the
Elder's Hut. Again, important later. There's also a sort of pier on the other
side of you, but it's blocked off. Important later, too. Behind you is a brown
wood wall with a section blocked by a rock. Also important later. Keep walking
forward. You'll hear another voice that tells you to follow the stone path to
the big tree. May as well, you're not allowed anywhere else until you do.

Inside the Hall of Life (ithf)

Inside the tree, you'll see another little freaky guy named Lagu (he looks
like he's practicing stand-up). Talk to him and he'll talk about Amazing Island
and give you some of the backstory. Apparently, only those pure of heart can
reach Amazing Island and save them. Guess who fits that bill? You're given sort
of an option on how to reply to Lagu's plea for help, but it really doesn't
matter how you answer, 'cause you still get dragged into this. You get
auto-taken to the Elder. Lagu introduces you. The Elder is the biggest creepy
guy in the whole place. (His hat blinks!)
The Elder wants you to come closer to get a better look, so oblige him. The
Elder, Jimba, will repeat his introduction, then give you more backstory. With
pictures! (I rather like the pictures. So colorful. The music is cool too.
Don't be ashamed to bob along with it.)
We come back to Jimba, who has more backstory and pleas with you a third time
to help them. Then he tells you about that orb you got. Here's where you really
come in, and where those things come in too. That ball is a Vision Orb, one of
eight in a set, and of course all eight together gives you the power to find
the Black Evil and fight it. The Elder then orders Lagu to help you fight the
Black Evil. So off the two of you go to the Hall of Life to get ready.

Your First Monster (frstmon)

In the Hall of Life, Lagu calls for Chinto and a third dude, Folu. These guys
will pick your brain and spit out a Monster with what they find in there. Folu
is in charge of the mirror with the bubbles. Chinto is in charge of accessories
and Lagu is there for decoration. The three of them will help you make Monsters
from now on (but we will still do preset recommendations if you don't feel like
making Monsters).
Now, after a LOT of babble that tells you how to make a Monster (pay attention
to it the first time through, it's actually useful for beginners), you get to
make a Monster of your very own.

*********************

First Monster

Folu will help you out the first time by asking you a bunch of questions. Your
answers will determine the monster you get. He shits you not. The questions are
random and you get five answers to each one, five questions total. Watch Nature
get violated!

What you see first is the Frame or skeleton of the Monster. Stuff gets drawn
on, body parts, and then it's finished. When the Frame is finished, it is
permanent. Then a big berry falls in from nowhere, grows along with the gang
jamming to faint music and the Monster is born. Chinto then adds accessories,
also based on your answers. He really makes things freaky. Thankfully, you can
change things around if you want to.
More on this further on, the section for Monster Creation is big. Let's just
say it's done and go. Don't worry, you can still go back and change things
later, nothing is permanent on a Monster, just the body.

Next you give the Monster a name, and you also have that Random option. Once
you've named the Monster, you have to take a Foto. Play with the camera, the
controls are displayed in the lower left corner of the screen, interact with
the monster if you want, then hit A Button to snap the Foto. You can resnap it
anytime you want, but you can only have one Foto per Monster.

*********************

Getting Started (gstar)

Well, now you have the Monster done. From now on, whenever you make a new
Monster, you will get Chance Stars. They act like continues if you mess up in
the courses. If you ever need more Chance Stars, just keep making Monsters. You
don't have to save them, just make them.

Go straight out of the Hall of Life and keep going forward until you reach a
stone pier with a weird bird guy on it. This is the way to the first course.
You can try going into the shop if you want, but no one is there, so no
shopping. It's okay, you don't have money yet, anyway. If you don't want to go
to the course with the new Monster, go to the Elder's Hut and talk to him.
He'll give you a set of options to pick from, but System Menu will be the most
common one you'll work with. In it is the option to change Monsters.
You will always be asked if you want to save the current Monster before
changing it, unless it's a preset. Save it if you want. It will also warn you
that you will lose the current Monster if you change it; that's okay, it just
means that it will swap the Monster and remove the current one from memory. You
have two options to choose your new Monster from; Memory Card and Preset
Monster. Choose Preset Monster and select the name of the Monster you came
with, then press OK. You'll swap the Monsters.
You can also save the game, download Monster Cards to the Game Boy Advance, if
you have one connected to the GameCube, and delete Monsters. Remember that you
can only save with Jimba. When you continue the game, you will always start
here in the hut.

Okay, back to the course. The bird guy, Ruby, will give you a basic rundown of
how the course works. Within this first course are many events strung together
to form a single course. The basic point of the events is to score really high
to pass each event. If you fail, you have to redo the event. Run out of Chance
Stars and you get kicked back to the village and will have to do it all over
again.
       Here we go.

*********************

Scoring System (scrsys)

It's a bit of a hassle trying to figure out the scores needed to get certain
items. So, for reference, here it is.

       Reward: 700 - 1099 pts. = Bronze Chest
               1100 - 1799 pts. = Silver Chest
               1800 pts. and up = Gold Chest

Bronze Chests net you potions, which you can use before each event for a stat
boost. Silver Chests have Monster parts, like patterns, accessories, voices and
eyes. Gold Chests are the prize you want if you want to use presets only. They
have Monster Cards. The prizes in the chests are random, so what you get may
differ from what someone else will get even if they get the same score. Your
score will also be put on the Ranking screen if high enough.
Also, half of your score is given to you as money. The higher your score, the
more money you get. When the Training Ground opens, do the events you are best
at for easy cash. You'll need it.
Eventually, the events will run out of items to give you if you run them
enough. You can tell you've gotten everything from an event when you score past
1800 points and all you get is a potion. By the way, you can't sell anything in
this game, so you're stuck with all the potions you collect. This can actually
be good, 'cause those shop girls can be expensive with their stuff if you're
trying to save cash for parts.

       Okay, now we can run the course.

***

Beginner Course (begcrs)
       Quick ref: Orange Orb, Hero Frame, Dinosaur Frame

       Event - Jungle Dash
       Specialty - Speed (Red)

       Tip:
Don't false start, that costs you speed and time. When trying this event for
the first time, ignore the B Button (Dash). It'll just mess you up more than
anything. Once you're more familiar with the race, then you can use it to your
advantage. As long as you come in first with a good time, you'll get a high
score and win. The lowest score you can get and still pass in any event is 700
points.

***

       Event - Waterskip Slider

       Tip:
Mash A to keep a high speed. When making the jump from the dragon nose, try to
release the Control Stick when the arrow is in the red zone for a good jump.
When the circle under your character on the water turns red, flick the Control
Stick down. This is the best time to get good distance on the skipping. Get
past the Rainbow for a good score.

About Potions, the color of the potion tells you which stat it will boost for
that event. Red boosts Speed; Blue boosts Power; Yellow boosts Mental; and
Green boosts Stamina. Each event exercises at least one of these stats, so pick
your potions wisely. They come in three sizes; small, medium, and large. The
bigger the bottle, the bigger the boost.

***

       Event - Spin Break

       Tip:
Continuously charge up your super spin. Even if you don't get a full charge,
keep hitting it to make your spin faster. This makes it harder for you to get
knocked out of the arena. In this event, avoid the grill in the center of the
arena at all costs. It will force you into the air and waste time. Ram the
other Monsters close to the edge of the arena and unleash the Super Spin for
best results. Try to get a lower time than the clear time for a good score.
At the end of each event, you have the option to retry the event whether or
not you passed it. When you have more Chance Stars and are more confident with
the events, you can take advantage of this option to improve on your scores.

***

       Event - Stone Spire Smash
       Specialty - Power (Blue)

       Tip:
Try to anticipate the next block coming down. The less time you use up
switching between the A Button and the B Button, the more easily the timing
becomes for knocking down the stones. Try to time your hits when the arrow is
in the red zone for an instant smash. When you get to the boss, use the same
trick, especially when he's trying to counter. Keep an eye on the counter
meter, it tells you which button to use. Try to switch the buttons while you
are defending to reduce the time loss. When the warning that the boss is about
to hit you appears, you have roughly 2-3 seconds to stop your attack and go
into auto-defend before it spins. Get a lower time than the clear time to get a
good score.

***

End of Course 1

       Event - Eviling Volley 2

               Tip:
At the end of the Beginner Course, you're swept up into another round of
Eviling Volley. Use the same tricks as before to beat this Eviling. It
shouldn't be too hard. It's just one dude.

       Reward: Orange Vision Orb

       Course Reward: Hero Frame
       Course Reward (2nd run): Dinosaur Frame

       This course only has two Frames for prizes.

**********************

New Changes (chngfir)

Once the course is clear, several things take place. First, the Hall of Life
gains a new power. Draw By Yourself, so Folu can take a hike now. An attendant
to the Elder shows up, the next course area opens, the Training Ground opens,
one villager is freed, and the wooden pier from earlier is unblocked. Ow L.
Rankin, a talking totem pole, appears in the center of the village. He displays
your rankings whenever you want. Handy.
Ah, yes. The shop lady, Jasmine, shows up at last. Now you can actually buy
things from her. Shop section is further down.

Unfortunately, the points at the end of the course don't give you money.
However, you get something better. A new Frame, the Hero Frame, so you can make
human-like Monsters. Now that the Beginner Course is clear, it's a good idea to
keep running it for money and items, as well as experience. The Eviling Volley
Event is taken out, so you don't have to worry about it anymore. We recommend
ransacking the Beginner Course a few times before you go to the next one, but
it's up to you.

The Next Challenge (seccrs)

Follow the pier to what we call the Dock. There you will find another empty
shop, and the Training Ground guy on the left, on a stone podium thing. His
name's Suguru. This is where you go to practice events you've unlocked without
fear of penalty. It's a good place to rake in lots of money, but you get no
items from it. At the far end of the Dock is the second course guy, he has a
mohawk. This is Nimo. He'll also give you a rundown of his course setup. Things
get changed up a bit.
There are more events, first off. Also, the road splits at some points, making
for alternate routes (multiple courses within the course). Again, if you run
out of Chances, you will get brought back here. Prepare yourself and let's go.

*************

Intermediate Course - Strict Route (strct)
       Quick ref: Left turn, Yellow Orb, Dog Frame,

       Event - Seaside Sparklies
       Specialty - Speed (Red)

       Tip:
Advanced version of Jungle Dash. Prepare to have your temperament tested. This
can be a very annoying event. Keep yourself at a run at all times to get
multipliers for picking up gems. However, don't go too fast, or you'll miss
gems and lose the bonus multipliers, and possibly lose the event. The gems are
key to passing this event, simply making it to the end in good time isn't
enough anymore. Deep water slows you down, so be aware of it. You can use it to
your advantage once you get the hang of it, it'll slow you down so you can use
it to grab more gems. The raised sandbars speed you up a lot, but are more
prone to making you miss gems. Another thing to watch out for is the tide. When
it rises, the race is flooded, creating deep pools that slow you down a lot.
When it's down, it's easier to run through, but also easier to miss gems.
It should be obvious that the gold gems are worth more, but if not then, yeah,
the gold ones are worth more.

Mapping of the gems:

START ----------------------------------------- END
     xxxx xx              xx    xxx  x      x  > Left
     -----------------------------------------
         x  xx xxxx xxxxxx  xx x    x x  x x x > Middle
     -----------------------------------------
              x    x          x    x   xx x    > Right
START ----------------------------------------- END
*Use a fixed width font

***

       Event - Basket Barrage
       Specialty - Mental (Yellow)

       Tip:
Patience and timing is key. This is one of our favorite events and lots of
fun, as long as the timing is right. Don't button mash when you get a Fever
Mode, pace yourself to keep sinking shots. If you get it just right, you can
actually extend Fever Mode and disable the clock just a bit (if the time runs
out and you still have Fever Mode, there's a good chance the game won't end
until Fever Mode does, giving you more time for extra points). It's almost
impossible not to get high scores in this event, as long as you maintain the
timing. Shoot the ball when the arrow is in the green section to get it in the
basket.

The numbers under the green bar tell you how many baskets you made in a row
over how many you need for Fever Mode.

***

(Note: The road splits after Basket Barrage. You have two choices, but the
event names are blanked out until you pick one. For this variant, we went left,
to Cape Dyna.)

       Event - Waterskip Crusher

       Tip:
Advanced version of Waterskip Slider. The same rules apply, with differences.
Hit the A Button just as your Monster touches the obstacles to avoid slowdown.
Again, try to time the Control Stick flicks with the circle under the Monster
to get good distance. If the Monster is light enough, it can actually fly past
some of the obstacles without even touching them.

***

       Event - Catapult Craze
       Specialty - Power (Blue)

       Tip:
A favorite of War's, this event requires good timing and plenty of power.
There are three parts to the launch; the power of the toss, the angle of the
toss, and the starting distance for your launch. You can take your time gauging
the power, the bar at the bottom of the screen. But the angle of attack, the
gauge on the lower right, will automatically launch the rock if you don't hit
it before it reaches its limit.
Try to time the blue gauge at its fullest for the most power, the arrow over
the red line for the best angle, and the actual takeoff should be done when the
catapult is at its most neutral. In other words, hit the A Button for launch
when the number of meters is closest to zero (0) without being early. A late
launch will doom you to failure. Get your monster through the hovering ring to
win the event.

***

       Event - Sky Shooter

       Tip:
Another of War's favorites. Your Monster is in a free fall and must shoot
little Evilings for points. Shooting a lot slows you down, which is good for
hitting more of the targets but costs you time. Don't bump into targets. You
get a bonus if you reach the end fast enough and a bigger one if you manage to
hit every target on the way down. Stay loose and try to anticipate the paths
the targets will take since they come in color-coded packs.

***

End of Strict Route

       Again, the Evilings decide to try to finish you here. Another round of Volley!

       Event - Eviling Volley 3

       Tip:
Things are different now. You have to deal with two Evilings hitting the ball
at you but you can now use the Control Stick to direct the ball to whichever
Eviling you want to hit. Great for catching them off guard. Try to get rid of
the stronger Eviling first. You can tell which is the stronger one if you can
remember what the first Eviling you fought looked like. If not, then it's the
one not wearing white shorts.

       Reward: Yellow Vision Orb
       Course Reward: Dog Frame

*********************

More Changes (chngsec)

After you recieve this third Orb, the Hall of Life gains another new power.
Pull and Stretch is now available. More on this in the Monster Creation
section. But, it's fun, trust me.
Also, another villager and his pig show up in the village. The Dock shop opens
for business as well. Inside a shop you can't access yet, there's a
paintbrush-looking guy wandering around near the counter. We call him the shop
guy, 'cause he's just there. We've cleared one version of this course. Time for
the next.

*********************

Intermediate Course - Goofy Route (gffy)
       Quick ref: Right turn, Green Orb, Hamster Frame,

       Event - Seaside Sparklies
       Specialty - Speed (Red)

       Tip:
       Again, follow the tips from the first time we ran this.

***

       Event - Basket Barrage
       Specialty - Mental (Yellow)

       Tip:
Again, follow the tips from the first time we ran this. (Get used to seeing
this layout whenever events repeat.)

***

(The path splits here. This time, we go right, to Rubble Ruins.)

       Event - Stonehead Swap
       Specialty - Speed (Red)

       Tip:
Another one of those events that tests your patience. It can get frustrating
sometimes. Use the Pause button! It's a good way of seeing what moves to make
before the timer starts. The point of the game is to match heads on both sides
of the pool before time runs out. Each time you finish a round, a little more
time is added to your clock. Stay calm and don't run crazily. Try to make the
matches that are the closest to where you are when the timer starts, so you can
cut down on how much time you spend moving from head to head. This is actually
one of few events I'm good at, but War hates it.

***

       Event - Bomber Bowl

       Tip:
This one is always a challenge. You know you've lost this one if you can't
find the boss. The key to this is keeping the boss slowed down. Run around,
avoiding rocks and getting bombs to throw at the boss. If you ram the boss with
your Monster, you can shake an unlit bomb out of him, since the boss is
chucking lit bombs at you, too. If you get desperate for bombs, head for the
spring in the center. Everything falls towards it, but you run the risk of
getting hit by rocks. Bumping into the rocks and the spring, and getting hit by
lit bombs will stun you and waste time, so watch out.
The ideal situation is to stand by the spring as the bombs fall into you -the
Monster will automatically pick up the bombs- and the boss is trying to slide
up the wall in front of you. This gives you a direct line to fire on him. If
the boss is running away from you, try shooting the bomb ahead to intercept him
or run in the opposite direction to meet him again. Defeat the boss under the
clear time to get a good score.

***

       Event - Battle Blast
       Specialty - Power (Blue)

       Tip:
First, spikes hurt. A LOT! Avoid getting knocked into spikes or falling off
the platform during the frenzy. Avoid attacking the other Monsters, they'll
leave you alone until you attack them first. Spend your time hitting the
Crawlies (little hopping things), especially if they're in mass packs. You have
two modes of attack, shooting (B Button) and punching (A Button), save the
punching for the other Monsters if they attack you and the packs of Crawlies
for rebound shots. Rebounds net you some bonus points. Hit as many gold
Crawlies as you can, they're worth a lot of points too. It can be hectic, the
camera angle is pointed down and there's lots of movement, but if you stay
cool, you can get through it. We recommend a Monster with colors other than red
or black, those get lost in the mix faster than anything else. Use bright,
different colors.

*******************

End of Goofy Route

More Evilings means more Volley. Luckily, this will be the last time you'll
have to deal with them in the Intermediate Course.

       Event - Eviling Volley 4

       Tip:
Same as before, knock out the stronger Eviling first. I hope you ate your
Wheaties!

       Reward: Green Vision Orb
       Course Reward: Hamster Frame

*******************

Still More Changes (chngthr)

After clearing the third route, another power returns to the Hall of Life, the
Size tool. More on that in the Monster Creation section. It's a handy tool.
Also, the third course opens, another villager and pig are freed on the beach
where you landed, a villager and his chicken are freed at the far end of the
pier, and the rock in the giant tree root falls. The third shop, which has no
shop girl yet, is where you'll find a paintbrush-looking guy (yellow and
black). He's what we call the shop guy. He doesn't do anything, but he's kind
of neat to see. As you continue clearing courses, more villagers will be freed.
Though they don't have anything really useful to say, you can still get some
interesting information out of them.

The Final Course (fincrs)

Go through the tunnel left behind by the rock in the giant tree's root. On
your right is the third shop in the game. Empty, of course. On your left is the
bird guy for the last course, Dalu. And that last one is a doozy! The path
splits twice, so there's more variations to it, which means more events, more
items, more Evilings, more Orbs, and more
headaches if you get lost after one or two runs.
At this point you should experiment with the Monster Creation system. Doing so
not only nets you an interesting and useful Monster, but will give you 1 Chance
Star for every Monster you create. The game doesn't care if you keep a Monster,
you keep the Chance Star even if you delete or never save the Monster. Remember
to save your game however. You can check out the Monster Creation part of this
guide if you are seriously building a partner.

******************

Advanced Course - Crispy Route (crspy)
       Quick ref: Left, Right, Water Orb, Kid Frame,

       Event - Spin Attack

       Tip:
Advanced version of Spin Break. The point of this is still to knock out your
enemies but the timer runs down this time. So knock them out to gain points
before the time ends. Strangely enough, you also gain points if you fall out
yourself, so if time is running out and you are desperate for points, take a
dip. You'll earn a few extra that might help out and the lava doesn't hurt.
We've also found that releasing the super spin nets you a few points. Bigger
enemies are slower so use it to your advantage; if they miss hitting you,
they'll overshoot and you can hit them really quick to bump them into the lava.
The vent in the middle, which we once said to avoid, now helps you gather
points, so try to fly whenever you get the chance.
Charge up your spin before you are launched into the arena and unleash it from
on top of the vent for a good start, you might actually knock out a couple of
enemies with the spin before they can start themselves. For best results, let
go of the super spin when your Monster is flashing white; the burst is bigger
and a bit more powerful than normal that way. The wait for that color is worth
it, you get a few points for each color your Monster turns.
We recommend a powerful, well-weighted character for this event; it makes you
harder to knock out and it's easier to knock out others.

***

       Event - Beat'n Art
       Specialty - Power (Blue)

       Tip:
A favorite for the both of us. The premise is to knock stone off the pillars
to show the totem underneath. You have two attacks to use, punch (A Button) and
kick (B Button). Only the kick can activate the red buttons, which stop the
clock for a short time and lets your Monster hover around for a better chance
at hitting the rock. Each section of the totem is covered in three sections of
rock. You have to clear ALL three sections of rock before you can even clear
that piece of the totem. Try hitting the red buttons in consecutive order to
extend the time stop. The Control Stick helps control the height of your jumps,
so when the time stop is on, concentrate your punches on the higher two pieces
of totem. They'll be the hardest to reach when the clock is running again.
You'll know a piece is clean when it
starts to shine gold. We recommend a powerful character to clear the rock
faster.

***

(Note: The path splits after Beat'n Art. We'll go left, to the Sea of Trees.)

       Event - Jungle Spurt
       Specialty - Speed (Red)

       Tip:
Advanced version of both Jungle Dash and Seaside Sparklies. A little easier
than the Seaside Sparklies, all you have to really do is avoid hitting the
rocks, which you stop your speed almost completely. It's all right to hit the
trees, they don't slow you as badly, but try to keep it to a minimum. Change
lanes to avoid hitting obstacles. You will want to learn to use the dash (B
Button) by now and to have good timing with it. Your best bet is to use it on
the last barrier to shave a few seconds off your time. Again, beware false
starts. They will kill your score before you even start. We recommend a fast
monster with good weight to reduce the slowdown from obstacles.

***

       Event - Block Stack Attack

       Tip:
Another favorite of ours. Advanced version of Basket Barrage. Throw blocks on
a tall tower to score points. You have the option of setting the height of the
beginning tower, a low tower is easy to work with, but the point multiplier is
low. The higher towers are a bit tougher to stack, but the point multiplier is
very high. The maximum is ten tiers.
Two gauges are used, the power gauge for launching, and an angle gauge for
tossing. Both of them are also affected by the height of the tower. Go ahead
and play with the height before starting the event, you'll be able to see how
they get affected. Try to get the power launch in the red zone and the angle
gauge on the red line for best results. Be careful, the angle gauge's green
zone and red line will change based on the position of the last block you
threw, so try to be accurate to lower the risk of knocking the tower down.

***

(The path will split again after Block Stack Attack. We'll go right this time,
to the Regal Ruins.)

       Event - Stonehead Bingo
       Specialty - Speed (Red)

       Tip:
Advanced version of Stonehead Swap. One of my favorites, this event requires
just smashing things to get matches. Hit the heads to get them all to match to
score points. Score as many as you can before time runs out. With this event,
it's a good idea to hit Pause and check the heads to see which ones don't
match. In the beginning few rounds, only a few heads are odd and you can
quickly see which type of head is the most dominant. Later on, the heads are
mixed evenly and you have to choose what type to turn them all into.
The faster you get the heads to match, the more points you score and the more
time gets added back to the clock. To help you remember the order the heads
turn into, here's a list of them:

       Square head - the block shaped heads you smash in Stonehead Smash
       Cone head - cone shaped with a spike on each side
       Horn head - smaller head with a pair of demon-like horns on top
       Round head - round, with a big smile and oval eyes

The heads will always appear in that order when you smash them, changing only
the placement based on what head is displayed first. Say, the round head is up
first, the next head that falls after you punch it will always be the square
head. You can hit the heads even as they fall onto the pedestals, so that can
cut down on the time you need to do the
change. If you can count them off like numbers, that helps too.

Cone head is two punches away from a round head. Square head is one punch away
from a round head. Kinda like that.

You also have a little time to get into position when the Ready signal comes
on, so use that to your advantage. Take it easy and use Pause until you get the
hang of spotting the differences quickly.

***

       Event - Dual Runner

       Tip:
Advanced version of Mach Runner, an event you've yet to see. Actually, it's
easier than you think, provided you have the stamina, and this walkthrough.
Pace your Monster to keep a high stamina; if you just mash the A Button for
pure speed, you'll run out of stamina fast and slow to a crawl. It will leave
you open to attack from the other Monster. The slower your rhythm for hitting
the A Button, the more stamina will regenerate in the green bar, but you will
run fairly slowly. Quick taps will make you go faster, but burns stamina
quickly too. Balance the paces to make the most of your stamina and speed.
Grab the ball before the other Monster does. You gain points just from holding
it -about 1 point every second- but you get bonus points if you pass a
checkpoint with the ball. The checkpoints are marked by half-curls of stone on
the sides of the course.
The other Monster will be chasing you the whole time, trying to knock the ball
from you and steal it. Use the walls to your advantage, get close to it without
actually hitting it to force the enemy into crashing and weave back and forth
to dodge the Monster. The curves are a little forgiving as well, but still
knocks a little stamina off of you and will kill your speed if you collide into
it. If you do lose the ball, just hit the other Monster to get it back. There
are no jumps, so focus on running and dodging. Again, we recommend a high
stamina Monster, or a fast Monster with decent stamina to help you evade and
keep the ball.
Sometimes, if you get lucky, you can even pass a checkpoint after the clock
hits zero, and grab a few extra points. It doesn't happen often, so don't
depend on that, but when it does, it's kinda cool to see.

***

End of Crispy Route

       Event - Eviling Volley 6

       Tip:
More fun for all! You'll face three enemies this time, so remember to use the
Control Stick to aim your hits. This time, go after the Eviling that is the
most aggressive, the one that attacks you the most personally.
The raptor-like Eviling on the left appears to be the stronger of the three
and shoots the ball fast often, so there's a warning right there. The one on
the right tends to shoot slow balls, which often messes people up because they
have to react differently with them. The white shorts guy fires them normally.
Redirecting your shots between three targets may be a little difficult, but if
you have enough Chance Stars covering you and your timing is good (it should be
by now, but you can practice in the Training Ground Volleys if needed) you
should be able to drown these guys in no time. Just don't get cocky, they have
nine points to work with, you only have three. You'll only have to face this
three more times, so be glad they don't add more targets after this.

       Reward: Water Vision Orb
       Course Reward: Kid Frame

**********************

Yet More Changes (chngfr)

A new power returns to the Hall of Life at the end of the Volley. Slide
Pattern is now available, which lets you shift pattern positions on individual
parts of a Monster's body. Very interesting to work with.
Another villager is freed. A villager will also appear in Jasmine's shop and
Cinnamon's shop guy will also be freed, but the game doesn't show you that.
       Just a few more Orbs to go.

**********************

Advanced Course - Rush-Rush Route (rshrsh)
       Quick ref: Left, left, Blue Orb, Dragon-Man Frame

       Event - Spin Attack

       Tip:
Use the same strategies as before to get through this. You'll be starting all
the routes for the final course with this one event, so you'll be forced to
practice it over and over, whether you like it or not. That's still good.
You'll get the hang of it faster and get better rewards and scores each time
you do.

***

       Event - Beat'n Art
       Specialty - Power (Blue)

       Tip:
We recommend a powerful character to clear the rock faster. Use the same tips
as before to clear it. For this event, you either love it or hate it. But
again, practice will make it easier to score better with this event.
Eventually, you'll begin to get a feel for what techniques work best for you in
regards to Monster specialties and timing.

***

(Note: The path splits after the Beat'n Art event. We will go left first, to
the Sea of Trees.)

       Event - Jungle Spurt
       Specialty - Speed (Red)

       Tip:
       Use the same tips as found in the Crispy Route.

***

       Event - Block Stack Attack

       Tip:
       Use the same tips as before in the Crispy Route.

***

(Note: The path will split again right after Block Stack Attack. We will go
left again this time, to the Cirrus Sea.)

       Event - Mach Runner
       Specialty - Stamina (Green)

       Tip:
Don't be fooled by the race course. This is not a pure speed race. Your
performance is based on your stamina as well as your speed, so button mashing
will kill you here. Pace your Monster well and keep an eye on the green stamina
gauge at the bottom of the screen. Hitting obstacles will slow you down and
knock out a chunk of stamina. Be sure to have plenty of it before a jump midway
through the race to clear the gap well. Don't touch the walls this time! That
stops you dead in your tracks and costs you time and speed. Though we recommend
a high stamina Monster, having a fast Monster with decent stamina will also
work well, as the combination gives you a better chance of clearing the jump
and reaching the finish line with good time.
The clear time is in the upper right corner, but don't let it get to you. Take
it easy on the curves and if you must hit something, try to hit just the little
red hurdles. They're not as damaging as everything else, and you can hit the A
Button quickly to catch up if you feel you have the stamina to spare.

***

       Event - Battle Royale
       Specialty - Power (Blue)

       Tip:
Advanced version of Battle Blast. We dread this one, mostly for how trying it
can be. Again, avoid spikes but try to knock your enemies into them. They do
lots of damage. You will have two attacks, a punch (A Button, hold it for a bit
to charge it for a dash punch) and shots (B Button, hold it for a charge shot).
If you are hit with a charged shot, your Monster will be dizzy and not move for
a few seconds. Charged punches are powerful, but you run the risk of running
off the stage into the spikes. Try to keep your HP up, the gauge is in the
lower left of the screen and marked with the points tally. Knock out the other
Monsters for points. Breaking the obstacles will also net you some points.
We recommend a powerful Monster for this, but if the Monster you use doesn't
have the firepower to do the job, stay out of battle for a bit until the other
Monsters beat themselves down, then jump in and finish them off. For points
while waiting, try shooting some fireballs into the fray.

***

End of Rush-Rush Route

       Event - Eviling Volley 6 (Again)

       Tip:
Once again you will face three Evilings in the Volley, so be prepared to use
your timing and the tips from the end of the previous route. You'll only have
to face this kind of Eviling Volley two more times.

       Reward: Blue Vision Orb
       Course Reward: Dragon-Man Frame

********************
Again With the Changes (chngfv)

This will be the last time a course completion grants the Hall of Life a new
power. This time, Paint is available, which lets you paint on the patterns.
This should be fun for you spriters out there.
A villager is freed on the Dock, one in front of the third shop. Ginger's shop
is now open for business.

********************

Advanced Course - Tough-Tough Route (tfftff)
       Quick ref: Right, right, Purple Orb, Scorpion Worm Frame

       Event - Spin Attack

       Tip:
       Refer to the tips found in the Crispy Route for this event.

***

       Event - Beat'n Art
       Specialty - Power (Blue)

       Tip:
       Refer to the tips found in the Crispy Route for this event.

***

(Note: The path splits after Beat'n Art. We will go right, to Fiery Fissure.)

       Event - Spin Road

       Tip:
One of my personal favorites. Part of the Spin Break group but not really an
advanced version, just a different way of using it. It's a race against time,
spinning over an obstacle course of platforms, Monsters and lava vents. A fast
Monster works well here, strong Monsters can bump away enemies that try to slow
you down. Pick whichever feels right to you.
Charge your spin while waiting for the start, then unleash it for a quick
burst of speed that gets your Monster spinning. Keep the super spin charged so
you can unleash it when Monsters come at you. Super spins also make you jump
and float a short distance, so keep that in mind when you come across short
gaps. When you reach the slope just before the moving line of blocks, try to
fire a charge spin near the end of it to float across and over the moving
blocks. Timing it right will save you a lot of time. Do the same when you reach
the staggered platforms, it will help you avoid some of the waiting Monsters.
Practicing this event will definitely help your sense of timing and technique
to shave time.

***

       Event - Waterskip Smasher

       Tip:
Advanced version of Waterskip Slider and Waterskip Crusher. More obstacles are
in the way. Again, the tips from Waterskip Crusher will work best here. Most of
the obstacles are in close pairs so be prepared to double tap A Button to get
past them. A fast, light Monster will fly over at least the first pair of
statues for more distance. Get past the
Rainbow to score well.

***

(Note, the path will split again after Waterskip Smasher. We'll go right again,
to the Ravaged Ruins.)

       Event - Stonehead Smash

       Tip:
Advanced version of Stonehead Swap. Heads bob up and down in the water. Smash
as many as you can before time runs out. Simple, right? Nope. It gets hectic
really fast as more heads pop up than you can run after. In the early parts of
the event, go ahead and chase after the heads, but when a lot start popping up,
stick to one side of the arena. Go after gold and silver heads the most often,
they're worth more. If you miss hitting a head with your first punch, it's
almost not worth trying to punch it again, as the heads go down quickly. Try to
get them with the first hit; if you miss, don't worry about it. Just go after
the next head.
You can miss a few heads and still have enough points to pass, as long as you
stick to your side of the field and smash the gold and silver ones. Though, in
a bit of a pinch, smash a ton of the wood heads. They can be a life-saver if
you feel that you need the extra points.

***

       Event - Battle Ball

       Tip:
Advanced version of Battle Royale and Battle Smash. Remember I mentioned this
in Dual Runner? You'll either love it or hate it. We hate it. The only time
it's really fun for us is if we catch lucky breaks and make it through in one
piece. The premise is to be the first to get the ball into the center circle,
scoring points until time runs out. Sounds easy, huh? Well, not really. It gets
crazy fast. Your best bet is to goal-tend, stick by the center circle if you
don't have the ball, shoot anyone who gets close to it, and if you manage to
get the ball, drop it in the circle.
Picking up the ball gets you a few points, but the bulk of it comes from
putting it in the circle. If you do have the ball, run and dodge the other
Monsters like crazy. You can't attack when you have the ball, so just run like
mad to get to the center circle. If you get hit, you'll drop the ball and be
dizzy for a bit. It's hard to recover the ball when that happens, so keep at
it. It's very difficult to get the higher scores (thus, the better chests) in
this one, but with a good Monster and lots of practice, it can be done. And
then, it might actually be fun. Until then, prepare to burn through Chance
Stars like there's no tomorrow.
We recommend a fast, high power Monster. Stick with shooting fireballs, as the
punches tend to slow you down a lot. And if you knock the ball away from
another Monster, don't assume that you will automatically pick up the ball. You
still have to run to it to get it in your control. The other Monsters tend to
grab the ball, then waste time holding it so you don't score. They play dirty
and that ends up reducing the 'fun' of the event until you get good at it.
Also, I believe this is the only event in which you can get the Girl's and
Boy's Eye parts, which will let you put the human kid's eyes on Monsters.

***

End of Tough-Tough Route

       Event - Eviling Volley 6 (Again)

       Tip:
Same as before, attack the most aggressive one first. Don't let your
frustrations, if any, from the previous event trip you up here. If you lost a
lot of Chance Stars to Battle Ball, you can't afford to mess up here much. Take
it easy, hit Pause if you need to, and chill for a bit. Put your game face on
and let 'em have it. A calm head and steady hands will get you through.

       Reward: Purple Vision Orb
       Course Reward: Scorpion Worm Frame

************************

And Still More Changes (chngsx)

A villager shows up in the tunnel, there are others who appear but the game
doesn't show you that.
       One more Orb to go.

************************

Advanced Course - Nail-Biting Route (nbrt)
       Quick ref: Right, left, Black Orb, Evil Beast Frame, Evil Spirit 2nd run

       Event - Spin Attack

       Tip:
Follow the strategy laid out in the Crispy Route section for this. You should
have plenty of practice by now.

***

       Event - Beat'n Art
       Specialty - Power (Blue)

       Tip:
       Again, follow the strategy from the Crispy Route section.

***

(Note: The path will split here, after Beat'n Art. We will go right, to Fiery
Fissure.)

       Event - Spin Road

       Tip:
Follow the strategy outlined in the Tough-Tough Route, which was the previous
route. With enough practice and a fast enough Monster, you can get your time as
low as less than 30 seconds. This event is great for racking up a lot of money
when you need it.

***

       Event - Waterskip Smasher

       Tip:
       The strategy from the Tough-Tough Route still applies.

***

(Note: The path will split again after Waterskip Smasher. We will go left, to
Pioneer Range.)

       Event - Catapult Calamity

       Tip:
Advanced version of Catapult Craze. One of War's top favorites. Again the tips
we gave for Catapult Craze will work here. The only difference is that you can
choose the weight of the rock you will use. Bigger rocks are harder to toss,
but the power propels you further. Accuracy, power and timing are key. Once
again, you can take your time gauging the power of the toss, the bar at the
bottom of the screen. But the angle of attack, the gauge on the lower right,
will automatically launch the rock if you don't hit it before it reaches its
limit.
When jumping from the catapult, try your best to time the A Button when the
distance is close to zero (0) without going over. If the distance in the upper
right reads in the area of about 300 meters before the camera changes view,
you'll have a better chance of passing.
Another indicator is if your Monster just shoots by the clouds like a rocket,
you'll see what we mean when you see it yourself. This means that your Monster
is going into space. If you make it into high orbit, press the A Button rapidly
and use the Control Stick to flap your Monster over to one of three balloons
that will extend the height further, giving you tons of points!

***

       Event - Sky Circus

       Tip:
Advanced version of Sky Shooter. Again, your Monster will fall through the
air, but now you must pass through several rings to score points. Try to pass
through them all in succession to get lots of points and bonuses, but also keep
your speed steady. Too fast and you'll miss rings and lose the bonuses, too
slow and the time bonus is reduced a lot as well. It's a tricky balance that
you'll learn to work with the more you practice. Use the A Button to speed up
and the B Button to slow down. Sometimes, the dancing villagers at the end of
the event can indicate your score by how fast and how energetic their dancing
is.
We recommend a small Monster so you can see where the rings are and reduce the
chances of hitting the edges of the rings, which will slow you down a lot.

***

End of Nail-Biting Route

       Event - Eviling Volley 6 (Last time!)

       Tip:
This is the last time you'll ever face this event. Thank your lucky stars and
get it over with. However, once you see what the final challenge is, you may
wish you had this back.

       Reward: Black Vision Orb
       Course Reward: Evil Beast Frame
       Course Reward 2: Evil Spirit Frame

       This route has two frames for prizes.

*******************

Final Changes (chngfin)

Another villager appears near the tunnel, followed by two on the Dock. Dalu
will be stunned (Your lack of faith disturbs me, Dalu) that you got all the
Orbs. Which is good, 'cause now you can deal with that big rock pile near the
beach.
Talk to the Elder, Jimba, first. He'll congratulate you and praise you some,
before asking to see them. The Orbs will fly out, combine into a giant light
and disappear into your body. The kid makes a cute face at it, kinda funny. Go
ahead and laugh. We did. (Points at kid, laughs.) Now, you're ready to go and
face the Black Evil, the Final Boss.
       But save your game first. 'Kay?

Leave the Elder's Hut and walk towards that big ugly rock pile Chinto fell off
of at the beginning of the game. The rocks will crumble away and reveal a giant
mouth. Jump into it and face Black Evil.

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       Event - Black Evil

       Tip:
       Yup, your final battle is another mini-game. Don't you just love it?
Don't press the A Button BEFORE the giant ball hits your Monster! Otherwise,
it will smash into you, you will lose ground and you need plenty of ground for
later on. Your best bet is to hit A when the ball actually collides with you.
You'll know you got it when you hear a sound effect and see a bright burst of
gold light on your Monster. They will automatically throw the ball back with a
great deal of power. It takes three of those kinds of hits to sink Black Evil.
If you catch the ball badly and start to spin with it, throw it when the gauge
is in the red zone for a good toss. Anything else is just gonna sink it into
the lava pit, or connect weakly. Also, be sure not to let your Monster spin
right off the edge of the pathway. Once it reaches that edge, it will
automatically throw the fireball and it WILL be a crappy throw.
Hit Black Evil until his health drains out and watch him sink into the lava.
You won Round One. He'll pop back up, fully healed and really ticked, then
smash his head into the ceiling a few times before upchucking another ball at
you. Catch this one, but wait! You don't throw it!
Black Evil will dive into the lava, then pop up right in front of you. He'll
then fire a beam of light at you that your Monster will block with the stone.
Hold down the A Button to hold your ground. When the beam weakens, you'll see
that the color will change and the beam will grow thin, that's your chance to
fight back! Mash the A Button as fast as you can to jam the ball into Black
Evil's mouth. Keep it up and he'll sink into the lava pit a final time,
erupting into so much fiery goodness.

*******************

After the Darkness (aftdrk)

Light is released into the world when Black Evil is defeated, restoring
Amazing Island to its former glory. The Vision Orbs pull a Dragonball Z stunt,
scattering to the winds, and you reappear in the village with your Monster to
be greeted by all the people in the game. With jazzy music accompaniment!
Jimba will give you a cliched speech about the Power of Good and all that, as
well as his hope that one day humans will return to Amazing Island. Everyone
else gets their turn to talk, too. So be prepared to sit through a lot of
dialogue.

In the end, you get a little cinematic that closes up the game's story. The
credits are kinda cool, you can see some of the Preset Monsters and clips of
them doing the events. This is the only time you will see this, so give the
people their dues and watch it. You might get some Monster design ideas
yourself just by watching it.

There, now all that's left is to improve on your Monsters, get all the stuff,
and hone your skills for Multiplayer Mode. Oh, yes and the Sound Test is open
now. Remember what the freaky guys said about a celebration? Here it is. Play
music and watch the girls dance!
Load your save file again, there's a couple of new additions. To change up the
mini-games a bit, talk to a pig that now appears in Cinnamon's shop on the
Dock. Give the first answer to his question and you'll hear a sound effect.
From now on, pigs will show up in the events in some form, like Catapult Craze
replaces the stone ball with a pig. To change it back, give the second response
to the pig. Pig-Mode Events are easier to complete than normal; sometimes the
squealing sound effects actually help you time your actions!
The unknown shaman appears in front of Black Evil's lair, allowing you to
fight it again whenever you want. No credits will appear if you do, but you can
just do it for the fun of it.

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Multiplayer Mode (mlti)
********************

Coming Soon.

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Trade Monster Cards (trdcrd)
********************

Coming Soon.

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Monster Creation (moncre)
********************

Coming Soon.

********************
Monster Cards - The Game (moncrd)
********************

Coming Soon.

********************
Shop Inventories (shps)
********************

There are three shops in the whole game, run by three sisters. Jasmine,
Cinnamon and Ginger all sell potions and parts for Monsters. Personally, I
recommend holding off on buying things from them until you can bring in money
steadily from the events. Ginger will have the most expensive items in the
game, the priciest costs a whopping 80,000G.
Tip from WarSong; Save up your cash and buy the most expensive parts first.
That gets them out of the way sooner so you won't be sweating over them later.
A general rule of thumb that will help is that the more expensive or difficult
to obtain the item is, the better stats it will give your Monster.

***

Coming Soon.

********************

Event Items (evntitm)
********************

Coming Soon.

********************
Preset Monster List (premon)
********************

Coming Soon.