AZURE DREAMS SURVIVAL GUIDE v0.8
by Electromax (
[email protected])
began May 28, 2006
submitted June 30, 2006
game released June 30, 1998
release notes -
I am submitting this exactly 8 years after the game's release! And this
was not intentional. 8 years is pretty good staying power, wouldn't you say?
Most everything is done except various monster sections (which I have not had
the chance to write/research) and the glitches section, which will come in the
next revision. Email me with the subject line 'Azure Dreams' with comments or
complaints, and I am open to both. This is my first FAQ, so cut me some slack,
OK?
Happy 8th birthday, Azure Dreams!
-0- Contents
----------------------------------------------------------------------
1) Introduction
2) Explanation of Basic Elements
3) Tower Structure
4) Item Catalog / Commentary
a) Weapons
i) Swords
ii) Wands
iii) Troll Weapons
b) Shields
c) Fruits
d) Herbs / Seeds
i) Herbs
ii) Seeds
e) Balls
f) Sands / Crystals
i) Sands
ii) Crystals
g) Loupes / Glasses
h) Bells / Scrolls
i) Other
i) Eggs
ii) Quest Items
iii) Decorations / Gifts
5) Monster Index / Commentary
a) Tower Creatures
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
iv) Notes
b) Fusion / Genus / Magic
i) Fusion Basics
ii) Trait Geneology
iii) Spell Families
iv) Mechanics of Magic
v) Fusion Strategy
6) To The Pinnacle
a) Equipment Strategy
b) Familiar Management
c) Notes on the Ascent
i) Routine Strategy
ii) Status Afflictions
iii) Traps
7) Town Mechanics
a) Good Samaritanism
b) Construction
c) Relationships
8) Exploitable Glitches
9) Conclusion
-1- Introduction
----------------------------------------------------------------------
I must admit Azure Dreams has never worn on me. I still remember renting
it when I was nine, and then ten, and then buying a copy when I was twelve,
selling it when I was fourteen, and reacquiring it at seventeen. And now,
at eighteen, nearly a decade after I first began, I still look forward to
my next visit to Monsbaiya. Azure Dreams is truly a unique game and a gem
to anyone with the patience to see it out. I wrote this guide because I
adore the game and I can't help but notice that GameFAQs still has the same
(excellent) guide from Billy Sauls I used nine years ago. I was surprised,
upon visiting the boards, that there was still minimal life despite no real
updated information in the long, hard years past. So perhaps this may
rekindle the ailing interest in the game. If not, it will give me an excuse
to log a few more hours into the game I'll never grow out of. Enjoy.
NOTE: I am aware there is a Nintendo DS game called Tao's Adventure: Curse
of the Demon Seal. I own a DS but I have not played it; I understand
it is a sequel of sorts to this game. The reviews have not been kind, but
if I get a chance I'll add a comparison section.
-2- Explanation of Basic Elements
----------------------------------------------------------------------
As you're probably aware, Azure Dreams is a 1998 game by Konami chronicling
the rise of a young boy to manhood. He lives in a town called Monsbaiya,
which centers itself around the Monster Tower. The tower is a 40-floor
labyrinth with monsters and treasure. The hero, who I will hereafter refer
to as Koh (his default name) is left fatherless after his father Guy
mysteriously disappears upon reaching the top floor. Upong reaching age 15,
Koh sets out to attain that same level of skill.
You'll spend most of your time in the tower, building your stable of
Familiars (basically little pet monsters which help you fight the good fight)
and reaching higher floors. The rest of the time you'll spend in town,
funding building projects, meeting people, and improving the initially
pitiful layout. It is amazing how such a small playing field provides such
possibilities.
This is an RPG at the basest level, but the combat is simple. The tower is
grid-based, and movement is turn-regulated. This means things move around on
what is essentialy a huge chessboard, and monsters and only move when Koh
moves. So if you are surrounded, take your time. No enemies may advance
until you do.
Koh builds levels by defeating monsters. His Familiars do as well, but there
is a catch: after exiting the tower, either via a Wind Crystal, Oleem, or
defeat, Koh's level resets back to 1. This is unavoidable. His Familiars,
on the other hand, are allowed to keep their levels. Thus it becomes fairly
clear what the overall Flow of the Game becomes:
1) Enter tower
2) Defeat enemies to build Koh and Familiar's levels
3) When things get tough, exit tower
4) Koh's level resets, Familiar's levels stay the same
5) Sell items / use money to improve town
6) Repeat
In this fashion your Familiars' levels continue to grow and allow you
to reach higher and higher levels, eventually reaching level 40 and
the story resolution. Note however that the game never "ends" like a
regular game; even after reaching level 40 and viewing the credits, you
can continue making regular tower trips and exploring.
At any given time, Koh can hold 20 items in his inventory, but when
he walks in the front door of the tower he can only have 5 at most or
he will be rejected. The 5 item limit includes Familiars. You'll
probably generally want to carry two Familiars, your Sword, your
Shield, and a fifth item of your choice which can be a Wind Crystal,
a Pita Fruit, Medicinal Herb, etc.
-3- Tower Structure
----------------------------------------------------------------------
As I mentioned before, the Monster Tower has 40 levels. Each set of five
levels has it's own graphical theme and music. You will almost never see
the same setup twice; the tower room/hallway arrangement is randomized
for each floor so you won't know what to expect. On each level you are
primarily searching for an elevator which will allow you to ascend to
the next floor; elevators are circular, rainbow-flashing plates. Hidden
in in the floor are traps which can affect you, your familiars, and rogue
monsters. Items are randomized upon each visit. After many visits you
will start to recognize some of the basic setups:
1) Tutorial Setup
-You'll only see this once, upon entering the tower for the
first time. Kewne will guide you around, teaching you the
basics on items, combat, and exploration. After you leave
the first floor, you won't ever see this again.
2) First Floor Setup
-There are really only a few first floor designs you'll run
across. The first floor is almost nothing like the others;
it has waterfalls, large staircases, and is often close to
symmetrical. Get used to seeing the same three or four
designs over and over.
3) Second Floor Setup
-This and Floor 40 are the only two floors that are always
the same. This floor is always a large room with some railings
planters scattered about, and you'll always meet either
Ghosh or Selfi. You can fight Ghosh or talk to Selfi, but
there are never items to find or monsters to fight.
4) Basic Setup
-This is what you'll see most often: a mix of small rooms and
long connecting hallways with slight changes in elevation.
You'll occasionally see rooms with checkered vertical plants
obscuring your view; otherwise, there's not much to see. Dead
ends become more commonplace as you reach higher floors.
5) Gigantic Room Setup
-This is rare, but occasionally you'll come into a floor that
is just one ENORMOUS room. This is sort of handy because, since
the room is automatically filled on your automap, you can
instantly see the locations of all items and treasures, and
the exit. If there are tough monsters about, use a Holy Bell
to make them flee to the edges of the room, where they won't
attack you and you can kill them at will. You don't see this
one too often.
6) Fortieth Floor Setup
-This is always the same. Your first visit is obviously the
most important, since you fight the final boss and view the
ending and all that. But upon subsequent visits, there is
absolutely nothing up here. No items, no elevator, no nothing.
So, if you don't have a Wind Crystal, you'll have to reset.
Although I suppose you could command one of your Familiars
to attack you repeatedly until you die, but you would lose
all of your items.
I have also compiled a list of the monsters you can expect to run into
on each of the tower floors; if you are looking for a specific egg
then I recommend searching on a floor that monster occupies. Each floor will
contain at maximum four unique types. Here is the monster distribution:
FLOOR | Monsters
------------------
1 | Pulunpa, Noise, Troll
2 | [Ghosh]
3 | Pulunpa, Troll, Cyclone, Flame
4 | Troll, Cyclone, Flame
5 | Cyclone, Flame, Manoeva, Balloon
6 | Cyclone, Manoeva, Balloon, Blume
7 | Manoeva, Balloon, Blume, U-Boat
8 | Manoeva, Blume, U-Boat, Clown
9 | Blume, U-Boat, Clown, Dreamin
10 | Clown, Dreamin, Troll, Volcano
11 | Dreamin, Troll, Volcano, Griffon
12 | Dreamin, Volcano, Griffon, Kraken
13 | Volcano, Griffon, Kraken, Nyuel
14 | Troll, Garuda, Kraken, Nyuel
15 | Troll, Garuda, Kraken, Nyuel
16 | Troll, Garuda, Manoeva, Barong
17 | Troll, Manoeva, Picket
18 | Manoeva, Picket, Arachne
19 | Picket, Arachne, Weadog
20 | Arachne, Weadog, Unicorn, Viper
21 | Pulunpa, Weadog, Unicorn, Viper
22 | Pulunpa, Unicorn, Viper
23 | Unicorn, Viper, Stealth, Block
24 | Viper, Stealth, Block, Zu
25 | Steath, Block, Zu
26 | Zu, Snowman, Mandara, Barong
27 | Zu, Manoeva, Snowman, Mandara
28 | Manoeva, Snowman, Mandara, Naplass
29 | Manoeva, Naplass, Killer
30 | Manoeva, Naplass, Killer, Tyrant
31 | Naplass, Killer, Tyrant
32 | Killer, Tyrant, Glacier, Dragon
33 | Tyrant, Glacier, Dragon, Golem
34 | Tyrant, Glacier, Dragon, Golem
35 | Glacier, Dragon, Golem, Maximum
36 | Glacier, Golem, Maximum, Barong
37 | Glacier, Dragon, Golem, Maximum
38 | Dragon, Golem, Maximum
39 | Glacier, Dragon, Golem, Maximum
40 | [Beldo]
A few things to note:
1) The monster levels are generally equal to the floor. A Floor 38
Maximum is slightly weaker than a Floor 39 Maximum. The exception
is the Pulunpas on Floors 21 and 22; these remain low-level.
2) Trolls on Floors 1-4 carry Hammers; Trolls on Floors 10-11 carry Bows;
Trolls on Floors 14-16 carry Swords; Trolls on Floor 17 can carry all
three.
3) On Floor 25 only you can run into a white Picket; this unique enemy
is carrying the stolen W.Medal for the pool. Once you acquire this
quest item you won't see the white Picket again.
4) Ghosh is a unique fight. To actually initiate a 1-on-1 fight with him
(your Familiars will stand back and won't participate) you must
select [I feel lonelier.] then [I accept your challenge.] If
you win, he will give you a Medicinal Herb and occasionally a
Wind Crystal. If you lose, Ghosh teleports out but Koh won't
die and you are allowed to continue your ascent.
-4- Item Catalog / Commentary
----------------------------------------------------------------------
Here you will find lists of all the items you can find or buy and any
merit I think they possess.
a) Weapons
i) Swords
o Gold (ATK 1)
You'll want one of these. They are a great find because you
can sell them for 1000g and they are rustproof, so no matter
how many rust traps you step on you won't lose sand bonuses.
o Copper (ATK 2)
The most common sword, you'll find a lot of these on your
visits. You are given one during the tutorial stage. Only
use as a placeholder until you get a Gold Sword.
o Iron (ATK 3)
These are plentiful too. Meh.
o Steel (ATK 4)
Slightly rarer, but if you have a Gold Sword these are useless.
o Vital (ATK 5)
These don't show up too often. If you attack a Manoeva with it,
said Manoeva can't produce clones (which are only marginally
bothersome to begin with). It sells for 800g.
o Blizzard / Fire / Gulfwind (ATK 5)
These are the three element swords. They carry the Water, Fire,
and Wind genuses respectively. They are useful early on before
you have starting building a sword of your own, but after that
you can ignore them.
o Holy (ATK 7)
These are extremely rare; I have only gotten one from a Barong
in 100+ Tower trips. Building it up to +20 with sands will
awaken it's power.
o Dark (ATK 10)
Also rare; it carries the strongest base ATK rating but lowers
your accuracy. I would still just go for a +9 Gold Sword. Both
this and the Holy Sword go for 10,000g.
o Seraphim (ATK 7)
You'll get this after your first visit to Floor 40. It is Guy's
old sword. The major draw here is that each time you strike an
enemy with it, there is a chance said enemy will revert into
an egg. I'm not positive what the chances for this are.
ii) Wands
o Wooden
All wands have an ATK of 1, and are useless unless you're going
to use your Familiars' mixture magic with them. Mixture magic is
greatly improved, but otherwise wands are pitiful.
o Paralyze
There is a small chance to paralyze the enemy with each attack.
o Stream / Scarlet / Gulf
The element wands. Similar to the element swords in that they
increase the affinity for same-genus magic.
o Seal
There is a chance to seal enemies' magic with this wand. In
practice this is fairly useless unless it is a monster with an
annoying spell like the Griffon's Rise spell.
o Money
With each hit there is a chance you will alchemize the enemy into
coins with the deathblow. The coin value increases with the
floor level.
o Life
You regain a negligent amount of HP with each hit. The actual
amount of life is so small you don't even need to bother.
This wand and the Money Wand well for 1000g.
o Trained
This is the one wand worth keeping for good. Trained wands
function just like the others, but they can be given bonuses
with Red Sands just like a sword. So if you run across one
and your Gold Sword isn't too high in bonuses, switch to
this. Unfortunately, there are nigh impossible to find.
A Barong is your best bet, and even then chances are slim.
iii) Troll Weapons
o Hammer
The weapon Trolls are armed with at low levels; it looks like
a mace or a club. It is weak. However, you can use Hammers
to get better weapons; simply throw a Hammer at a Troll
carrying a Bow or a Sword and it will drop it's weapon
in lieu of the Hammer. Note that Troll weapons can also
come with bonuses and curses like regular swords, and you
can temper them with Red Sands (although I don't know why
you wouldn't use them on yourself instead). Troll weapons
are fairly valuable though, with hammers and swords going
for 1000g and the Bow selling for 4000g.
o Bow
The only distance weapon in the game, however you must
manhandle the Troll with direct commands to ensure it
uses the Bow correctly, otherwise it is wasted.
o Sword
The strongest Troll weapon and the one I would recommend
if you're going to use a Troll regularly.
b) Shields
o Leather, Wood, Copper, Iron, Steel (DEF 1, 2, 4, 5, 6)
All of these shields are middling in usefulness. They are
not what you want to choose when picking a shield to use
regularly, and should only be placeholders. They are all
common.
o Ice / Scorch / Earth (DEF 5)
Element shields. Use only if you know a strong matching spell
is on it's way.
o Live (DEF 5)
There is a small chance these will counterattack for you
when you are hit; however damage is slim.
o Mirror (DEF 3)
One of two shields you'll want to choose from when picking.
Mirror Shields are less powerful at the start than Diamond
Shields, but they have the chance to reflect spells back
at the caster. It may take a few trips to get the +4 bonus
to make these even with Diamond Shields, but the spell
reflection may save your life.
o Diamond (DEF 7)
These are my personal preference. I like to get as high DEF
ratings as I can as early as possible, and these seem more
common than Mirror Shields. I managed to find one on Floor 1 of
my second visit. It is your choice whether to go with Mirror
or Diamond; both are rustproof and worthy of a look. Both
also sell for 1000g.
c) Fruits
o Pita
Very common, restores 50 MP to a familiar. Feeding your Familiar
one when it has full HP will increase it's MP by 1 permenantly.
o Big Pita
Less common, restores 100 MP.
o Leva
It will prevent a Familiar from changing forms during a fusion.
Basically that familiar will become the dominant monster no
matter what you fuse it with. Ignore these until you start
to fuse monsters carefully. Also, if you feed these to a monster
that evolves at level 20 before they hit level 20, they will
not evolve.
o Laev
Causes the MP of a monster to decrease quickly; I would only
throw these at enemies if you carry them at all.
o Tumna
These turn the eater into a frog. Toss them at a strong enemy
to make your job a breeze.
o Leolam
Prevents MP from decreasing for a bit; these are handy to give
to Barongs to allow you to morph a large number of items
without making them run out of MP.
o Limit
It will increase the eater's critical hit occurences. These
work on both Familiars and Koh himself.
o Geropita
Reduce eater's MP to zero. Very useful at higher floors, since
you can toss them at an enemy to render him harmless but still
get the EXP for killing him. These are extremely rare.
o Roche
This will revert the monster that eats it into an egg. These
are incredibly rare but obviously very useful; toss it at
a tough monster to spare you the trouble of finding its egg.
I got many a Maximum this way. You'll (almost) never find
them around and must get them from a Barong by chance. They're
worth 5000g.
o Oleem
These will return you to town but will vanish your familiar. The
best use for these is to throw them at enemies, making the
enemy teleport from the spot. You'll get no EXP, but if it's
a tough monster it will save you the trouble of fighting it.
d) Herbs / Seeds
i) Herbs
o Medicinal
Restores HP of whoever eats it. Feeding it to a Familiar with full
HP will increase it's max HP by 1. These usually restore around
30-35 HP.
o Antidote / Antichaos / Wake-up / Roeam / Shomuro / Hazak / Cure-all
Status restorers. Cures poison / conufsion / sleep / blindess /
DEF down / ATK down / all ailments respectively. These are common,
but I recommend saving Hazak herbs for the 20ish floors, where
Vipers will lower your ATK rating fairly often.
o Toxic / Paralyze / Sleep / Horrey / Harash
Causes poison / paralysis / sleep / DEF down / ATK down
respectively. All are very rare.
ii) Seeds
o Mahell / Slow
Raises / lowers speed. Pretty useless on your Familiars, since
when they have 2x the turns they use 2x the MP. Slow is useful
to toss at enemies, however, and Koh benefits from the speed if
he doesn't have a Familiar out to leave behind.
o Mazarr / Lar
Raises / lowers level. Lar seeds are generally pointless since a
one level fluctuation against a high-level monster has a
negligible effect on HP and damage, but you should save
Mazarr seeds for your Familiars, and use it right after
they get a regular level up, since their "star level"
won't carry over when they eat the Mazarr Seed.
o Hazak / Shomuro
Raises ATK / DEF levels. Again, use them only on your
Familiars, since Koh's stats reset each visit.
o Sea / Light / Wind
Changes eater's genus to Water / Fire / Wind. As a general
rule Water is the best genus for Familiars due to the
high percentage of fire genus monsters in the tower; Conversely,
Wind is the worst genus to make your Familiar.
These seeds will also change your Famliars' magic.
o Tovar
Increases luck. Extremely rare. It will make you find
rarer items more often, increase critical hits, and
allow you to dodge more. Give these to Koh.
e) Balls
o Fire / Blaze / Flame / Pillar
Fire genus attack balls in order of increasing strength. These
are very handy to cart around if the floor you're on is
over your head, since you can count on these for a
1-hit kill on most floors under 30. Toss 'em after
the charges wear off.
o Sleep / Blinder / Binding / Weak / Poison
Inflicts sleep / blindness / paralysis / LVL down / poison.
Maybe you could use these as a last resort, but I usually
ignore them. Poison, Weak, and Blinder aren't worth the
time, but Sleep and Binding can incapacitate your enemy
and can thus come in handy if you're in trouble.
o Repel / Water
Repels magic / creates a water barrier. Repel is basically
like a 100% effective Mirror Shield.
o Recovery
A basic healing spell. The major downfall is that Koh cannot
use these on himself, only on Familiars or monsters (since
the spell fires forward). The only way to use them is to
cast Repel on a monster or Familiar and then cast Recovery
to reflect it back on Koh, but it is very inconvenient
to waste space on Repel and Recovery balls when you could
carry something else.
o Ice Rock
A large chunk of ice appears and basically takes up space.
Use this in a thin hallway to congest things and limit
encounters to 1-at-a-time.
o Acid Rain
The best spell ball by far; use any White Sands you find on
these to add charges and just keep refilling them. This spell
causes a rain which afflicts everyone in the room; usually
it kills everything in one hit, giving you a massive EXP
reward. Great on high levels. Use this in an ENORMOUS ROOM
floor to make the game slow down a lot and drown yourself
in levelups.
f) Sands / Crystals
i) Sands
o Red
Weapon is tempered, permenant +1 ATK bonus. You will learn
to look forward to seeing these little red bags on the floor;
it means +1 to your sword or shield (if you're lucky) and
you get that much stronger. If you find these or Blue Sands
and you don't have a sword or shield you are tempering
regularly, put them in your safe at home until you find
a Gold Sword and you can use them all at once.
o Blue
Shield is tempered, permenant +1 DEF bonus. See above.
o White
Use on a spell ball to add +1 to number of uses. I'm always
grouchy when I see a red bag and it's one of these. I
guess they're useful if you have an Acid Rain ball or
a Pillar, otherwise you'd wish they were Red of Blue Sand
instead.
ii) Crystals
o Wind
Use to escape from tower. You'll see and use a lot of
these, so learn to love them. It is vital you acquire
one at some point on your trip (or bring one in) or else
you'll lose all your items. Any extra ones should go
in your safe for safekeeping (haha!).
o Water
Use to restore all active Familiars' HP, MP and status.
Handy if you have an empty Familiar you can bring out,
but don't lug more than one around.
o Fire
Summons a Salamando to burn enemies. I don't bother with
these because they are hard to come by and once you use them,
the Salamander AI is too sporadic to count on. Sometimes
he'll kill everyone in sight, but sometimes he'll wander
around hitting everyone with a weak attack but never finishing
anyone off. Not reliable enough to count on, but you might
use one if you have no other viable options. He will float
around 'bobbing' on enemies' heads for a fair number of turns.
g) Loupes / Glasses
o Exit Loupe
Puts the exit on your automap. Don't bother ever carrying
loupes around, if you must use them then do it from your
hand without them taking up space. Star Glasses do everything
these do without the bother.
o Treasure Loupe
Shows you treasure locations.
o Monster Loupe
Shows monsters as red squares. This can be useful on higher
floors to play cat-and-mouse while you look for the exit
and avoid monsters too strong for you.
o Trap Loupe
Shows traps. Traps aren't even that worrisome, but you can
swing your sword over a trap square to deactivate it and get
a little EXP.
o Truth Glasses
Will reveal information about items with green names. If used
on weapons and shields, it reveals bonuses and curses. If used
on magic balls, it reveals the number of uses. I would save these
for eggs, because it reveals what kind of monster is inside.
o Star Glasses
Reveals the whole floor on the automap. These are handy if you
wanna get the treasures and get out quickly.
h) Bells / Scrolls
o Holy Bell
I love these, especially on higher floors. It forces any monsters
in the room with you to run toward the doorways until it wears off,
and you get free hits in if they have to move past you to escape!
in ENORMOUS ROOMS, enemies simply head for the borders and wander
aimlessly, allowing you to move in for the kill.
o Malicious Bell
This raises all enemy levels on the current floor. Use it on floors
of medium difficulty to keep things at a manageable level and
still increase your EXP. I don't use these much.
o Familiar Bell
If your Familiar is abducted or steps on a Warp trap, you can use
this to call them back to you. Since it is only useful a small
percent of the time, don't pass up better items for these.
o Holy Scroll
The best kind of scroll, these create a square of immunity. Use
them on upper floors when you have multiple enemies closing in,
and kill them at your leisure.
o Malicious Scroll
These create a square of confusion. Throw them at enemies. Note
that if you use this on your Familiar to confuse it, then ring
a Malicious Bell to raise monsters' levels, your Familiar will
level up! Of course, have an Antichaos Herb ready unless you
want a beating.
o Trap Scroll
These reset all traps on the current floor. Why anyone would want
to use these, I don't know. Unless you see a monster headed directly
for a trap you've already set off, skip these.
o Restore Scroll
The only thing that can bring a defeated Familiar back to life. I
wouldn't bother with these until you're on higher floors and your
Familiar can hold it's own enough to actually merit being revived.
o De-curse Scroll
Allows you to remove cursed equipment. Rarely useful.
o Alchemic Scroll
Every item on the floor becomes gold coins. These are very rare,
but great if you've been through a floor and see a lot of items
you don't really want. If you have an inventory full of garbage,
dump your unwanted items on the floor (especially Herbs and such,
since you can't sell those for 200g+) and use this to cash them
in.
o Flat Scroll
All sections of the floor become flat and even, eliminating elevation
advantage. This is very rare and very worthless.
i) Other
i) Eggs
o General
Finding eggs in the tower is moderately rare, and they usually
come unnamed and unknown. All you know is the color; use Truth
Glasses to reveal the monster within. You can do four things with
eggs: sell them, hatch them at home (they become your Familiar),
hatch them in the tower (don't do this, they're your Familiar only
until you exit, at which time you lose them forever), or toss them
at an enemy (the monster within will hatch out and deliver one
hit to the enemy, usually causing an instant kill, and disappear).
Eggs sell for more than hatched monsters, but I would always
hatch the eggs I find at home. If nothing else, you can fuse them
to improve your other familiars. You'll find monsters' eggs on or
above the floor that monster is first found on.
o Ultimate
The Ultimate Egg is different from the others in that there is
only one and it is only found on Floor 40. You can use item
duplication to get more than one, but that will come later.
Be extra careful if you have it in the tower with you for
whatever reason; if it is on the floor and you walk on it, it will
look like Koh picked it up, but in reality it disappeared. You
must pick it up to "Have" it and select "Put in" from the menu.
Only item-dupers have to worry about this, though.
ii) Quest Items
o B. Collar
Once you find this you can have two Familiars out at once. You'll
find it on the ground somewhere on Floor 12. After that you can
choose either Red or Blue collars from the Select menu.
o Oil Pot
This can be given to a man in town to restart the windmills,
which gets you nowhere. Useless quest item you find on Floor 15.
o Blue Cape
This initates a sequence with the pub owner which eventuates
Koh's meeting with Vivian. Take it to the bar after you find it
on Floor 20.
o W. Medal
On Floor 25 you'll occasionally see a white Picket running about;
kill it to make it drop this. Then give it to Wotta at the pool
and he'll fix the pool, allowing you to go swimming and talk
to people at the pool. I don't know how exactly a Water Medal
fixes the pool, but hey, whatever works.
o Healing Herb
You'll find this on Floor 28 once you know about Cherrl's
condition. Use it to heal her at the hospital.
iii) Decorations / Gifts
o Aura Bike / Booster
This is a really oddly shaped hoverbike that allows you
to zip around town, and the booster speeds it up. It's not
like Koh can't already run pretty fast, but whatever
floats your boat.
o Bed / Canopy
Simply changes how your bed looks. Canopy has the overhang
above your head.
o Table / Bonsai / Plant
The names say it all.
o Tiger fur / Carpet 1 / 2 / 3
Changes the way your floor looks.
o Stuffed D. / Painting / Scroll / Poster / Wall P. 1 / 2 / 3
All various wall adornments.
o Sculpture
o Something
A strange ball which you can interact with and it morphs
around, doing random things.
o TV
Yes, despite everyone still using swords and building
everything out of stone, you can buy a TV. I wonder
where the electricity comes from.
o Fridge / W Machine
Mundane items, yes, but your mom appreciates them. They
both look like pots of some type rather than fridges
like we know them.
o Range / Light
You may have seen items of this nature in your very own
house at home! The range looks suspiciously like the TV,
which looks suspiciously like the washing machine, which
looks like a huge ball. Yes, Azure Dreams' appliances
are weird.
o Good Vest / Jacket / Trousers / Shoes
For some reason you can buy duplicates of the same outfit
you have on the entire game.
o Telephone / Trophy
No, you can't call anyone. The trophy is decorative, though.
o Cream / Roses / Hand Bag / Ring / Duck / Octopus Dumplings
You can give all of these things to prospective girlfriends,
but it isn't necessary. Think of them simply as mementos
of friendship. Note that you can use these as a gauge of
sorts to see how much a certain girl likes you; the more
she likes you, the more expensive thing she'll accept as
a present.
-5- Monster Index / Commentary
----------------------------------------------------------------------
In this section you can read about all the obtainable monsters and
their evolutions, as well as my comments on their difficulty/usefulness.
There is also a section on good fusion practices, genus preference,
and raising tips. NOTE: If a spell is listed as [Hidden] next to the
name, it can only be revealed via fusion with another monster. Spells
are listed as the overall spell family, and spells which can be altered
by genus will be touched upon in part b) of this section. The monsters
are ordered roughly in the order you meet them in the tower.
a) Tower Creatures
o Kewne
i) As a Monster
There's only one in the game and fortunately, he's
all yours!
ii) As a Familiar
A great starter and a good companion throughout, but
you can find better monsters around the 20s. He
has a strong spell and can't be turned against you,
but he CAN be confused. He absorbs anything you fuse
him with. A solid follower all around, I used mine for
a healty portion of the first 25 floors.
iii) Spells / Traits
SPELL: Brid
TRAIT: Unbrainwashable
iv) Notes
Apparantly he's the only monster than talks.
o Pulunpa
i) As a Monster
These guys are no threat the first time around. They
will almost always do 1 damage unless you're unshielded
at level 1, and they die in 1-3 hits. Use them to
ease new Familiars into the flow. Around Floor 22,
however, you'll start running into dark Pulunpas which
can Collar Jack your Familiars, making them return to
your inventory. This can be dangerous if strong
monsters about, but the dark Pulunpas are just as
weak HP-wise as the others and they will NEVER
attack Koh if he doesn't have a Familiar out.
ii) As a Familiar
These are the weakest monsters in the game, but their
eggs aren't all that common so you won't really have
to mess with them.
iii) Spells / Traits
SPELL: Heal [Hidden]
iv) Notes
For some reason, when dark Pulunpas start appearing on
the mid-20 Floors you'll start running into normal
Pulunpas again. It is a bit odd to find a level 1 Pulunpa
with around 10 HP with Vipers and Zus all over the
place; I wonder why the programmers threw in normal
ones with the dark ones. To confuse us?
o Noise
i) As a Monster
These guys are slightly stronger than Pulunpas at the
start, but you still shouldn't have any trouble. These
guys are basically cannon fodder.
ii) As a Familiar
If you manage to find a Noise egg, which is actually very
rare because Noises are found only on Floor 1, then
I would recommend simply fusing it with a monster you
use to protect it from spells. The Noise's ability, Play
Flute, is helpful to prevent enemies from using spells,
but it is more sensible just to make a familiar you
like completely immune to magic. On their own, these
guys aren't worth the effort.
iii) Spells / Traits
SPELL: Sleep [Hidden]
TRAIT: Spell-proof
iv) Notes
o Troll
i) As a Monster
You'll see these guys throughout your climb, and they
are always a monster to keep an eye on. On the first 4
floors these are among the strongest (and definitely a
threat on Floor 1) and carry Hammers. They do give
nice EXP bonuses, though. About 10 floors up you'll run
into stronger Trolls, now armed with long-range Bows.
These are dangerous because you cannot always see them
coming before you are fired upon. Just stay out of a
direct line of sight until you can get close and take
them out. Bows do a lot of damage. Even higher up, you'll
run into Sword-carrying Trolls. These guys hit for
heavy damage, and they're everywhere. Be very careful,
and don't let your guard down because you're used to
seeing them; they can take you down.
ii) As a Familiar
Trolls make interesting Familiars, since they are the
only ones who can carry weapons of their own. You can
use Red Sands to upgrade their weapons and make them
stronger physcially, but they don't use Bow weapons
as effectively as the monster Trolls do. You can use
direct commands to give yourself an edge at range,
however. These guys aren't that strong but they are
useful solely based on their unique range attacks.
I would pass on them unless you're looking for some
range combat early on, because they can't hold their
own once the difficulty increases.
iii) Spells / Traits
SPELL: Brid
iv) Notes
You'll find Troll Hammers fairly easily, but Bows and
Swords are harder to come by. I would recommend finding
a Hammer, and throwing it at a Bow-holding Troll. The
Troll will drop it's Bow to equip the Hammer, and you
can pick up the Bow and give it to your own Troll.
o Cyclone
i) As a Monster
These guys will hurt if you're not prepared early on. They
are a lot stronger than the Trolls and Flames that are their
floormates, so be cautious. Cyclones can cause an ailment
called Anorexia which prevent the victim from eating anything,
but I've seen it happen only once so the chance of
actually getting Anorexia is slim to none. I would avoid
fighting too many of these until your shield is tempered.
ii) As a Familiar
Cyclones are strong fighters on the lower floors, but get
left behind higher up. They also have the ability to
cure Anorexia, but it's not like you'll ever need to. They
can also cause Anorexia but that is equally useless since
its not like enemy monsters ever eat anything unless you
decide to throw a fruit or an herb at them or something.
I would use these a bit early on, but later fuse them
with another Familiar for their ultra-useful MP-halving
trait.
iii) Spells / Traits
SPELL: LoGrave [Hidden]
TRAIT: MP Consump. Dec.
iv) Notes
o Flame
i) As a Monster
These guys sure look threating, with their battle armor
and bodies of fire, but they are actually weaker than
Cyclones damage wise. They give decent EXP so hang
around on Floors 4-6 and farm these to build your levels
before ascending. They have a Sled spell which creates
a trail of fire which is slightly stronger than a physical
attack, but still nothing to balk at.
ii) As a Familiar
Flames are great Familiars if you can find one. Their eggs
are relatively common on the early floors and he is a
strong fighter with a good spell to boot. As long
as you keep leveling him on a regular basis he'll stick
with you throughout the climb, not to mention he transforms
into Ifrit at level 20. This guy is a winner if you find
one.
iii) Spells / Traits
SPELL: Sled
iv) Notes
This is such a nice monster design, I would've saved it for
a more powerful monster. You would imagine a sword-bearing
knight of flame would be stronger than a big green blob with
a flower head, but no. Oh well.
o Ifrit
iv) Notes
I was afraid they would make it look worse, Grineut-style,
but Ifrits actually look pretty awesome. Flames are fierce
looking to begin with, but Ifrits basically look like big
red orcs with dreads. It is unusual that they attack with
their head-tentacles (hair?) but they retain the '+' pattern
from the Flame's mask on their chest.
o Balloon
i) As a Monster
These monsters will give you trouble until you level your
Familiars. They hit hard and they are EVERYWHERE on the
early floors. They have a strong defense, so if you aren't
very strong or are just setting out, I would set your
Familiar AI to Direct Attack and doubleteam Balloons.
ii) As a Familiar
Unfortunately, their strength and defense seem to dissipate
when you get your own. These guys level their stats slowly
and are never strong enough to hang with the big dogs past
Floor 15 or so. They do have a Fly ability which will lift
you up to the next floor, but there's no sense in skipping
floors unless you're close to death or in the 30s. In order
to Fly, your Balloon must have a level greater than or equal
to the floor in question.
iii) Spells / Traits
SPELL: Breath [Hidden]
iv) Notes
These guys have a very interesting death animation, but
once you're strong enough to kill them in 1 hit it gets
annoying to watch them deflate all over the place each time.
o Blume
i) As a Monster
They're pretty strong physically, but not as bad as their
U-Boat floormates. Beware their brainwash ability, and
remember Kewne isn't affected. A pretty generic monster,
really.
ii) As a Familiar
These guys start off slowly, but they work well for
mid levels of the tower. Their mixture magic is very
handy, since they're one of the first monsters that
can give you a long-distance attack.
iii) Spells / Traits
SPELL: DeWall [Hidden]
iv) Notes
o Manoeva
i) As a Monster
Get used to these guys, because you'll see them through
the majority of your climb; I'd venture that these are
the most commonly appearing monsters in the tower, even
more than Trolls. Like Trolls, you meet Manoevas in
waves, on early floors, then mid floors, then even in
the early 30s. They keep getting stronger, and are
usually a monster to be wary of. If you attack and the
Manoeva creates a clone of itself (which can be prevented
by equipping a Vital Sword) ignore the clone because it
is almost always a weak low-level replica. These monsters
may look like lightweight goo puddles, but they pack
a punch. Don't underestimate them. On floors where
Manoevas are present, be wary of finding two of the same
item on the ground. There is the off chance (it is
actually probable if the item isn't coins) that one of
the items is actually a Manoeva lying in wait. Treasure
Loupes and Star Glasses will reveal true items, negating
the advantage.
ii) As a Familiar
I would place these in the category 'must-have'. Manoevas
are useful in almost every situation, and if they are
lacking at some point, Transform them into a strong
monster on the floor you're on! Not to mention their
hidden spell, which comepletely heals the recipient. If
nothing else, bring these guys out when Koh is weak
as a kind of 100% never-ending Medicinal Herb. But
why would you want to keep it put away? Fuse one with
an Arachne to double its attack and you'll bring it
with you for a while.
iii) Spells / Traits
SPELL: DeForth [Hidden]
iv) Notes
These guys are very handy for all of you not-100%-honest
players because they have a lot of glitches associated
with them. But on the other side of that same coin, there
are a lot of ways these guys can hang your game and make
you have to reset. Be careful when using one, but if
manipulated properly they can open a world of success. They
always remind me of ducks for some reason, also.
o U-Boat
i) As a Monster
These guys are deadly to deal with during the early part
of the game. You meet them early in the tower, they are
very strong, and they usually get in the first hit
since they are sunk below the ground. If you don't feel
prepared, run when you see the ominous blue periscopes
approaching.
ii) As a Familiar
iii) Spells / Traits
SPELL: DeRock [Hidden]
iv) Notes
Don't bother picking up Star Glasses if you have one of these,
because their Scout ability serves the same function.
o Clown
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: LoDown
TRAIT: Magic Attack Inc.
iv) Notes
o Death
iv) Notes
o Griffon
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: Rise
iv) Notes
o Grineut
iv) Notes
I like the way Griffon looks much better; the pink skin
on these guys makes them look awkward and weak.
o Volcano
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: Sled [Hidden]
iv) Notes
o Dreamin
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: LoSleep [Hidden]
TRAIT: Sleep-proof
iv) Notes
o Kraken
i) As a Monster
I absolutely hate Krakens. Not only are they very strong
at the point in the tower you meet them, but no matter
how high you level yourself in preparation, they always
leave you aching. This is due to that abhorrent Electric
Shock Body trait, where a portion of all physical damage
dealt to these guys comes right back to the attacker.
That means that even if Koh kills them in one hit with a
55 damage strike, he takes a 15 HP hit as well. Thus,
fighting multiple Krakens back to back is always an
ordeal. No matter how strong you think you are, you are
in trouble in Kraken country. Tread with caution.
ii) As a Familiar
iii) Spells / Traits
SPELL: DeWall [Hidden]
TRAIT: Electric Shock
iv) Notes
o Picket
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: LoDown [Hidden]
TRAIT: Quick
iv) Notes
In the NTSC manual, these guys are called 'Souvenir'. Perhaps
they changed the name at the last second, or there was
a mistranslation. Interesting, no?
o Barong
i) As a Monster
ii) As a Familiar
Barongs gain EXP at double the normal level, and have
staggeringly high HP levels.
iii) Spells / Traits
SPELL: Poison [Hidden]
TRAIT: Growth Promoted
iv) Notes
These guys are the gateway to most of the rare items
in the game. If you find an egg exit the tower right
then and save your game, because they are very rare.
If a Barong runs out of MP (which they will) you can
toss any Fruit or Herb at it to give it just enough
MP to convert one more item, so use all those Roeam
Herbs on these guys.
o Nyuel
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: DeHeal
TRAIT: Poison-proof
iv) Notes
You can ride these guys at the racetrack, if you didn't
know.
o Battnel
iv) Notes
o Garuda
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: LoDown [Hidden]
iv) Notes
o Archane
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: DeMirror
TRAIT: Strength Inc.
iv) Notes
o Ashra
iv) Notes
o Unicorn
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: LoBlind
TRAIT: Blinder-proof
iv) Notes
This was Guy's familiar from the opening sequence. That is
surpising, seeing as these guys are solidly average.
o Univern
iv) Notes
o Weadog
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: Brid [Hidden]
iv) Notes
o Viper
i) As a Monster
These guys are a major threat and you'll encounter them for
a large portion of the mid-floors. Not only do they hit
hard, but they can lower your ATK randomly and have fairly
good defense. You'll need a Familiar to help you out 90%
of the time. As slight compensation, these are the only
monsters that have a chance of dropping eggs when they are
killed, and even though this is very rare, it is a welcome
surprise.
ii) As a Familiar
iii) Spells / Traits
SPELL: DeMirror [Hidden]
TRAIT: Lowering Atk
iv) Notes
Save all your random Hazak Herbs for these guys, because
it is very annoying to get out of Viper country only to
have your ATK lowered by 6 points for the rest of the trip.
And yes, you WILL have decreased ATK after you meet a couple
of these.
o Block
i) As a Monster
When you meet these in the tower, you'll find that they aren't
noticably stronger than other same-floor monsters (although they
do pack a punch, usually 15-30 HP average), but they have a very
high defense which makes them difficult to harm physically. The
route to go against Blocks is Direct Magic from Familiars or
heavy reliance on Balls. It is very economic to use one Flame
charge to kill one of these than take 90 damage and not even finish
it off completely. You can tell one is nearby because the screen
shakes when they drop to a lower level, and they step heavily.
ii) As a Familiar
Everybody loves Blocks. These are one of my favorite Familiar
types and a great primary choice; their Hard trait doubles
DEF and is a fantastic fusion tool, but Blocks can hold their
own in a fight as well. Fuse one with an Arachne for double
ATK and DEF for an unstoppable force. I would rant about the
merits of Blocks all day, but just get one and see for yourself!
iii) Spells / Traits
SPELL: LoBind
TRAIT: Hard
iv) Notes
o Metal
iv) Notes
o Zu
i) As a Monster
I hate Zus. Their Roar move will paralyze you, leaving you
open to attack from Blocks, Vipers, and other Zus. Needless
to say, there is high probability of death if you draw a
long paralysis period (it seems to be random). On top of
that, Zus are no slouch in the attacking department, so
they can do heavy damage while you stand helpless. I usually
try to kill these guys from afar with spare Balls if I
can, to avoid possible paralysis traps. It sucks that they
have the Roar attack on the same floors that Blocks are
gunning for you with LoBind! You'll get paralyzed a lot in
this section of the tower by those two particular monsters,
but it seems like Block's LoBind has a lower success rate
than Zu's Roar does.
ii) As a Familiar
iii) Spells / Traits
SPELL: LoGrave [Hidden]
TRAIT: Paralysis-proof
iv) Notes
o Stealth
i) As a Monster
ii) As a Familiar
His Rustproof trait is only useful if you fuse him with
a Troll; it prevents the Troll's weapons from rusting.
iii) Spells / Traits
SPELL: LoBlind [Hidden]
TRAIT: Rust-proof
iv) Notes
o Mandara
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: DeForth [Hidden]
iv) Notes
o Snowman
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: DeWall
iv) Notes
These Familiars can destroy barriers (like those left by
Volcanoes) in one hit.
o Saber
iv) Notes
These Familiars can destroy barriers in one hit.
o Naplass
i) As a Monster
ii) As a Familiar
iii) Spells / Traits
SPELL: Rise [Hidden]
TRAIT: HP Increased
iv) Notes
If you run across a sleeping Naplass enemy, trying to
get in free hits is useless. A sleeping Naplass will awaken
and counterattack immediately upon being hit, so don't
think you can get the jump on one.
o Tyrant
i) As a Monster
Barely a step down from Killers, these guys hurt. Don't
be deceived by their small size, because they CAN kill
you in four hits or less if you aren't prepared. Be wary
of them, especially since it is common to find two of them
circling each other in a room.
ii) As a Familiar
iii) Spells / Traits
SPELL: Rise [Hidden]
iv) Notes
o Killer
i) As a Monster
These guys mean trouble. Unless your shield is +50 or more
(and where's the fun in that?) you absolutely cannot fight
these alone, and unless you have a Block-fused Familiar
then your Familiar won't last long either. I'd consider
running from these guys unless you're VERY strong or there
is only one in the area.
ii) As a Familiar
iii) Spells / Traits
SPELL: Sled [Hidden]
TRAIT: Atrocious
iv) Notes
o Kid
i) As a Monster
You'll never see one of these in the tower; you unfortunately
will only ever see their evolved Dragon form.
ii) As a Familiar
iii) Spells / Traits
SPELL: Breath
iv) Notes
o Dragon
iv) Notes
o Glacier
i) As a Monster
Finding these monsters in the midst of Dragons and Killers
is a breath of fresh air. They are weak compared to those and
I would recommend killing all the Glaciers you see for the
high EXP you receive for your Familiars. The only real danger
with these is that they can conjure up an ice block which will
shove you backward until you hit a wall / monster. This spell
can be deadly if it pushes you into a pursuing Golem or
Maximum, so use caution.
ii) As a Familiar
iii) Spells / Traits
SPELL: DeMirror [Hidden]
iv) Notes
o Golem
i) As a Monster
Although they don't bear the cool name, treat Golems the same
as Maximums. In fact, treat them with MORE caution because they
have a ranged fist attack that HURTS. If you see one charging
it, move out of the line or pick up another monster and drop
it in the way or something. Golems are strong offensively and
defensively, and worthy of their place at the pinnacle. Of
course, at that point in the tower, you ought to be making a
mad dash for the exit on each floor anyway.
ii) As a Familiar
iii) Spells / Traits
SPELL: LoBind [Hidden]
iv) Notes
o Maximum
i) As a Monster
As the name implies, Maximums are the strongest (enemy) monster
in the game. They have a huge, ugly, pink sprite and don't look
all that intimidating, but when they knock you for 60 HP in one
hit you'll realize why they are an enemy to be feared. If you
see one approaching, use a Holy Scroll if you have one, or an Oleem
or a Tumna Fruit or something to calm their onslaught. Do not
try to fight more than one in a row, but I would recommend
running from any sightings.
ii) As a Familiar
iii) Spells / Traits
SPELL: Breath [Hidden]
iv) Notes
o Hikewne
i) As a Monster
You never have to fight one. Consider yourself lucky.
ii) As a Familiar
Well you get this guy at the top and there is only one
for a reason. He is basically a super version of your
very first Familiar, and has darker skin and better
stats. He'll generally break the game so he's not
very fun to use; you'll become invincible to pretty
much everything if he doesn't kill it first. Really
just a novelty monster and a reward for reaching
the top.
iii) Spells / Traits
SPELL: Dark Wave
iv) Notes
This is the only monster with the unique tri-genus symbol,
and thus it essentially has no genus. Koh is the only other
creature with a comparable alignment. Element seeds have
no effect on these guys. In a fusion, the Hikewne will
always be absorbed, regardless of Leva fruit or relative
strength or otherwise. I don't know why you would need
to fuse him anyway, since he is game-breakingly strong.
The only way to aquire multiple Hikewnes is to use item-
duplication to dupe his egg before you hatch him, but
again there is no reason to have more than one. It is
more fun and rewarding to breed your own supermonsters
than use him, but he can be fun to exploit from time to
time.
b) Fusion / Genus / Magic
As you climb the tower, you'll begin to realize that your Familiars just
don't level up fast enough on their own to keep up if you just let them
level passively a whole lot. Luckily, a wonderfully deep part of the
game is monster fusion; once you get both collars you can combine
two monsters to make one (usually) superior monster. Fusion is
almost an art and a lot is involved which takes place "under the
table", unnoticed by the average player. I will touch on some of the
subtleties of fusion in this section.
i) Fusion Basics
At a very basic level, fusion is the combining of two monsters
into one. You are graciously given the ability to see the
fusion result BEFORE you perform the actual fusion, so use
this to your advantage. However, this becomes slighly less
valuable when you realize we can predict the outcome before
the fusion is initiated even without the game's help. There
are certain constants during fusion which you should keep
in mind.
1) The monster with the higher EXP level will be the
'dominant' monster. You will still have this
monster after fusion; it absorbs the lesser.
2) If a monster consumes a Leva fruit prior to
fusion, it will become the 'dominant' one
regardless of other variables. The exceptions
are Kewne and Hikewne.
3) You can determine the resulting genus of the
monster based on the genus cycle; the more
powerful genus will win out. The cycle goes
water >> fire >> wind >>water.
4) The resulting max HP and MP of the monster will
equal the respective max HP and MP of whichever
monster has higher max HP and MP.
Also, now is a good time to touch on genus. There are
three genus families in the game: Water, Fire, and Wind.
That is also the order of usefulness: because of the
high concentration of Fire genus monsters in the tower,
a Water Familiar will have the best chance of surviving.
On this same token, Wind Familiars are at the biggest
disadvantage because of their inherent weakness. I
recommend using Sea Seeds to change all of your Familiars
you use regularly to Water Genus, unless there is an
important spell you are nurturing. There is more
information on spells later.
ii) Trait Geneology
Certain monsters have traits associated with them which
give them an advantage over the average monster; through
fusion, you can pass these traits on to other monsters
on your quest to craft the perfect Familiar. You can
imbue stat bonuses, status immunities, and various
physical abilities through traits. Each monster can
have only TWO traits at a time. Fusion beyond that
point will replace one of the traits. Note that the game
treats having no trait like a trait (if that makes sense);
for example, if your Familiar has both trait slots
filled and you fuse it with a no trait monster, the
initial Familiar will lose one of its traits to replace
it with no trait. Here is a scenario:
MonsterA (Trait1, Empty ) fuses with MonsterB (Trait2, Empty )
Result: MonsterA (Trait1, Trait2)
MonsterA (Trait1, Trait2) fuses with MonsterC (Trait3, Empty )
Result: MonsterA (Trait1, Trait3)
MonsterA (Trait1, Trait3) fuses with MonsterD (Empty , Empty )
Result: MonsterA (Trait1, Empty )
This is assuming MonsterA is the higher level monster in all
three fusions. The key is to manipulate various fusions
to acquire traits on your Familiars which would benefit them
most. This takes time, but it will pay off in the end.
Here is a quick rundown of the traits you can acquire:
-Unbrainwashable [Kewne]
-Spell-proof [Noise]
Prevents your familiar from monster status spells.
-MP Consump Dec [Cyclone]
Halves MP cost of everything.
-Magic Attack Inc [Clown]
All spell levels are doubled.
-Sleep-proof [Dreamin]
-Electric Shock [Kraken]
Your Familiar can carry the Kraken's electric charge.
-Blinder-proof [Unicorn]
-Strength Inc [Arachne]
ATK is doubled.
-Hard [Block]
DEF is doubled.
-Lowering ATK [Viper]
A random chance to lower ATK per hit.
-Paralysis-proof [Zu]
-Poison-proof [Nyuel]
-Quick [Picket]
The Familiar gets 2x the moves, just like Pickets.
-HP Increased [Naplass]
Familiar's HP is doubled.
-Rust-proof [Stealth]
Only for Troll weapons.
-Growth Promoted [Barong]
Familiar levels 2x as fast.
-Atrocious [Killer]
Increase critical hit percentage.
iii) Spell Families
Here are the various spells Familiars can have. In each
section (water, fire, wind) the genus column that matches
the section title is the basic spell title; the other
two columns are what the spells become if the spell
owner changes to that genus. For example, if your
Kewne has Brid and it becomes Water genus, its Brid spell
will change to NeaBrid.
Water Genus / Fire Genus / Wind Genus / MP
------------/------------/------------/----
DeHeal DeaHeal DeoHeal 10
DeWall DeaWall DeoWall 8
WATER DeRock DeaRock DeoRock 6
DeForth DeaForth DeoForth 16
DeMirror DeaMirror DeoMirror 8
NeaBrid Brid NoaBrid 10
NeaSled Sled NoaSled 8
FIRE NeoBreath Breath NoaBreath 12
NeaRise Rise NoaRise 16
NeaPoison Poison NoaPoison 8
LeoGrave LaGrave LoGrave 12
LeSleep LaSleep LoSleep 10
WIND LeDown LaDown LoDown 9
LeBind LaBind LoBind 12
LeBlind LaBlind LoBlind 8
iv) Mechanics of Magic
You have most certainly noticed during the course of
your time with the game that for the most part, Koh
lacks any magical ability whatsoever. This area of the game
is left to his Familiars, because magic balls just won't do
it. You probably saw your first spell with Kewne, who
already knows the Brid spell when you get him. Spells will
make your climb much easier if you utilize them correctly.
Here are some spell pointers:
1) Spells level up just like their owners do. However,
This does not mean spells must always be the same
level as their owners. In a regular environment
spells level at roughly the same speed; however,
certain actions, like changing the monster's genus,
will prohibit spell growth. In other words, a spell
won't level unless you keep it as the original
genus.
2) Hidden spells are exactly that; when you hatch
a monster it won't have the spell right away. In
order to reveal hidden spells, the monster must
go through fusion. I would recommend using a weak
monster like a Pulunpa or Noise to fuse with as
'spell-awakeners' to get those rarer level spells
available for your own use. The monster you use
for fusion, however, CANNOT have any spells
whatsoever.
3) In general, monsters only have one spell available
to them. The spell's appearance and effect will
change through genus shift / mixture magic, but
the only way to get a monster with 2 purely different
spells is to fuse 2 monsters together with one
spell each.
Most of the time (at least early on) you won't even want to
bother with spells. They use a lot of MP you need to keep your
Familiar concious, and mixture magic is more effective in most
cases. Also, unless you breed monsters with spells in mind,
you can end up with some pretty useless spells. Here are the
good spells to aim for:
DeForth (fully restores HP, it's hidden in Manoevas)
DeRock (useful if you're at high floors, monsters will go
after the rock instead of you in a lot of cases)
Sled (a good spell for mixing, less MP than Brid)
Rise (gets pretty powerful at higher levels)
LaDown (make LoDown a Fire genus, it lowers ATK power
and can make those Killers more manageable, but
remember you can't level it unless you change
it back to LoDown for a while)
Those are the main spells you'll want, covering both attack
and defense. However, once you start building your Familiars
spells like Sled and DeRock become less important. DeForth
is always helpful, just keep your eye on your Familiar because
if you're getting kicked around a lot it can suck up your MP
pretty quickly.
v) Fusion Strategy
When fusing monsters, you should mind the traits you are
manipulating more than the spells you are creating, because
traits can make or break a monster. Key traits to keep in mind are
Hard, Strength Inc, MP Consump Dec, HP Increased, and Growth
Promoted. If you have a monster with good spells but you're
having trouble keeping it going, fuse a Cyclone into it to
essentially double its MP. Monsters like Killers with high attack
can be rounded out with Hard or made unstoppable with Strength
Inc. Barongs have really high HP and a Naplass fusion will make
them into a great damage sponge. You just have to play to your
Familiars' weaknesses and strengths, and try to round out their
shortcomings by doubling any stats that are holding them back.
Even though you can only hold 2 traits at any given time, often
that is enough. If you fuse a monster and it switches genus, make
sure you remember to give it the proper seed to change it back
so that its innate spells continue to level. The Familiar that
took me to the top, by the way, was the classic Block+Arachne
fusion; you can't go wrong with double ATK and DEF. Just use the
trait chart as a guide and make a monster to suit your playing
style; a magic-heavy Familiar will benefit from halved MP more
than a fortress for attacking only. Just use common sense.
-6- To the Pinnacle
----------------------------------------------------------------------
a) Equipment Strategy
As I mentioned in the item section, one of the most important steps
in your quest to the top is to properly arm yourself. While it is OK
to procure new weapons and shields each time you visit, you'll
eventually need something with a bit more oomph. You'll need to start
tempering one sword and one shield only, using each Sand you find
on them to build them up and basically level yourself up without
leveling up. You'll need the following for weapons and shields:
-Gold Sword
Go for these. Much more common than Trained Wands.
-Trained Wand
Preferable, but don't hold out for one. I've never
seen one and they are rare even from a Barong. But
if you have the opportunity, use one; they're the
exact same as Gold Swords except with increased
Cooperative Magic.
-Mirror Shield
Use this if you want more complete defense than a
Diamond Shield, but you start off at a -4 DEF
advantage to one of those, so you'll need 4 Blue
Sands just to break even.
-Diamond Shield
I use these, they don't rust. Neither do Mirror, Wood,
or Leather Shields, but Diamond Shields already start
off with a +7 DEF bonus so you can just start piling
on Blue Sands from there.
Personally I always use the Gold Sword / Diamond Shield combo. Once
you have one (uncursed) copy of each, start using every Red and Blue
Sand you find, stockpiling them until you can use them all at once.
Over time your equipment will get better and better, and Rust traps
won't slow you down. You'll want to save them after every visit and
bring them in with you. It will take a huge number of visits, but once
you play as much as me and you get in the +40 to +50 range, you can solo
the entire tower without even bringing a Familiar. But, with a good
Familiar, you can make it to Floor 40 with only a +8 to +15 of each.
b) Familiar Management
As a general rule, only keep one Familiar out at a time. Having two may
seem safe and helpful, but unless you're already in the 30s your Familiars
will run out of MP so fast you'll end up just shortening your trip. Don't
take a Familiar out until you are around 10 to 12 floors in, or you risk
running out of MP too soon to be effective. Always try to carry a Pita
Fruit around with you if you find one on the ground, and a Water Crystal
if you're on the strong floors.
If you're leveling a Familiar and you are strong enough to explore but it
isn't, then set its AI to 'Follow Me' so it won't rush ahead and attack a
monster it is too weak for. Always try to protect your Familiars, but don't
be afraid to use one as a shield if you are about to die and you can't escape.
It can protect you for a few turns so you can flee. Don't worry, it'll be fine
once you get back home.
Get used to the Line Up command from the menu. Here you can choose which
of the 8 squares around Koh the Familiar will occupy and how its AI is
set. Line your Familiar up behind you if it is weaker and in front of
you if it is protecting your butt. The AI setting has 5 settings:
1 - Your Familiar will sit there, doing nothing. It won't even
follow you if you move. Use this if you don't want it to
interfere.
2 - Your Familiar will follow you but it won't attack (usually).
The exception is if Koh is paralyzed, put to sleep, etc.
Basically, if your monster sees you are in a dire situation
it will step in; otherwise, it follows only.
3 - The default setting. You get Cooperative Magic with this
setting, but the Familiar won't fight on its own.
4 - The Familiar will cast spells on its own judgement. I
don't ever use this setting; I prefer either 3 or 5. But
it's your choice.
5 - Your monster becomes another fighter, attacking nearby
enemies as they approach. Use this if you are on high
floors and you need your Familiar to soften up an enemy
before you finish it off, or if you just need breathing
room.
If you go to the menu and select Cmnd. you can issue your Familiar a variety
of simple commands. Get used to this if you really want total control over
your adventures; you can stop your Familiar from doing anything unexpected.
The commands are:
Move - Self explanatory. You would typically use this command to either
move your Familiar between you and an enemy to take a hit, or
to move it behind you so it doesn't die.
Direct - Your Familiar will attack the selected square. This is
effective if you wait until an enemy is 2 squares
away, then command your Familiar to attack the square
the enemy will occupy on its next move. Then skip a
turn. The enemy will take a step, your Familiar will
hit it, you can hit it, and then your Familiar gets
ANOTHER hit. This is almost essential on higher floors
to get an advantage over Killers and such.
Direct: Spell - Cast a spell in the preferred direction. Use
this when you need your Familiar to cast a
spell and it won't do it on its own.
Direct: Mix - Use Cooperative Magic to hit a selected square.
This is useless, since all you need to do is hit
X to use it if your Familiar AI is set to 3.
Wait - Your Familiar will skip a turn. This command can be
utilized to help your Familiar refrain from attacking,
if you only want to hold if off a couple turns instead
of setting the AI to 1.
c) Notes on the Ascent
i) Routine Strategy
Movement is something you'll want to get a handle on because it is just as
important to combat as your weapons themselves. Learning how to force enemies
to move where you want them (especially Pickets) so that you can get the first
blow in is crucial as you advance and you need to spare as many hits as
possible. Remember that using O+X will skip your turn, so if a monster is
pursuing you and there is one space between you, skip a turn so that it moves
into said space and you can get in a free hit, instead of vice versa. Also,
keep in mind that if you skip a turn, enemies will get in a move BEFORE your
Familiars can, but if you act on that turn (even whiffing a sword swing on
an empty square) than your Familiar will immediately follow your move and
perhaps save your life. You can also command your Familiar to attack empty
squares, so if you're in the above situation you can command your Familiar
to attack the soon-to-be-occupied space, skip a turn, watch it attack,
attack yourself, and watch it attack AGAIN all before the monster gets one
hit in. This is a strategy you'll have to use often higher up.
You'll want to travel lightly and flexibly. Don't drag along excess equipment
if you already have a good sword and shield; don't carry a Repel Ball when
you could pick up a Pillar Ball instead. Prune your inventory so that you
have items which are very useful (Holy Scrolls, for example) and aren't
laden down with a lot of Antichaos Herbs. If you use a ball up, toss it off
to the side. Throw unwanted weapons at distant enemies. If you're going to
die and you have eggs available, throw one (better to lose one than your entire
bag if you die) and it will usually count for a one-hit kill. Don't weigh
yourself down, and check to see you aren't carrying too many extraneous
materials that will take up space that could be put toward better items.
Don't break out your Familiars until you absolutely have to. Bringing out
your level 23 Viper on Floor 1 is unnecessary and wasteful; you need to
conserve MP until Koh absolutely cannot advance any farther without help.
If you are sparse with Familiar use early on you'll thank yourself when
you hit Floor 30 and you still have enough MP for a few more fights.
You can't always count on finding a Pita Fruit when you need one, so don't
take the risk.
Money is not vital to survival, but it is important in improving your town.
You'll find three coin varieties in the tower: copper, which come in piles of
16-24g and are found from the onset; silver, which come in piles of 90-120g
and start appearing on Floor 12; and gold, which come in piles of 160-240g and
start appearing on Floor 22. On longer trips money can really rack up, so
hopefully you can start to average 3000-5000g per visit. This, coupled with
the selling of any valuable excess items, can really boost your income, so
grab any coins you see. The Money Wand will transform enemies to money if
you're really hurting for cash, but it is too weak to be used as a proper
weapon. If you do use it, it changes monsters to coins based on the floor;
higher floors yield higher coin amounts, from copper to silver to gold.
As one final note, I know there are a lot of impatient gamers out there.
I played through from scratch several times for research, and I didn't
want to spend a whole lot of time building up all of the different variables
so I used the following method to get to the top as fast as possible
eash time. I don't condone item duplication for your first time (or any
time you're trying to have fun) since it effectively ruins the experience,
but you can't really beat it if you're going for speed. So for a quick
climb:
1) Try to find a Gold Sword and Mirror / Diamond Shield in early
trips. As soon as you find them, save them. Once you find Red
and Blue Sands (one of each) put them in your safe.
2) Build up Kewne / Familiar of preference until you can get to
Floor 16. Toss unwanted items at a Barong until it gives you
a Roche Fruit, which shouldn't take too long, and then toss
it at him WHEN HE IS OUT OF MP. If you toss it before he is
glowing blue, he will just eat it and spit something else out.
3) Go home and hatch your new Barong, then take it in along with
a Pita Fruit. Feed it until you get two more Roche Fruits.
4) Use one Roche Fruit each on a Manoeva and a Picket. You'll find
them on Floors 5 and 17, respectively.
5) Go home, hatch the Manoeva and the Picket, and bring them in
along with your Red Sand, Gold Sword, and a Pita Fruit.
6) Use the item duplication glitch (Section 8b) on your Red Sands
until you fill your inventory. Use them all on your Gold Sword,
then repeat. Do this until your Gold Sword is in the +40 to +50
range. If your Manoeva runs low on MP, give it the Pita Fruit.
7) Go home, put your Gold Sword in the safe, and take in the same
Familiars, your shield, Blue Sand, and a Pita Fruit. Repeat
step 5 until your shield is +50 to +55. Note that when you
arrive back in the tower, your Manoeva will still have the Red
Sand in its inventory from before. If you attempt to dupe
while it has this, when it returns from Picket form it will
have the Red Sand again and the Blue Sand will be lost forever.
To stop this problem, have your real Picket steal the Red Sand
before the Manoeva transforms, then have it steal the Blue Sand.
8) Go home, and bring in your Gold Sword, shield, a Medicinal Herb,
and a Familiar if you want (though you shouldn't need one). Now
you should just be able to solo all the way to Floor 40,
assuming you level Koh appropriately as you go. The only items
I would bother keeping are Holy Scrolls, Holy Bells, Tumna Fruits,
Oleems, and Medicinal Herbs. That way you have something to drive
off the strongest monsters on your race to the top.
In this manner you can reach the top in no time, which is handy if you're
researching a guide about various story events and Ultimate Eggs. :)
ii) Status Afflictions
It is worth knowing that if your Familiar has a status ailment and you pick
it up, the status will be fixed (in most cases). This is handy with light
monsters like Kewne.
o Confusion
o Blindness
o Paralysis
o Anorexia
Prevents you from eating anything. This is both caused and cured by
Cyclones, but it's so rare don't even worry about it.
o ATK Down
o DEF Down
iii) Traps
o Rust
These put a -1 on your sword or shield. Once you find a good
Gold Sword and Diamond or Mirror Shield, you won't have to
worry about these ever again since said equipment is immune.
o Warp
This is only a dangerous trap if your Familiar steps on it
and you need him to survive, or vice versa. A Familiar Bell
will remedy the problem, but if you don't have one your best
bet is to make a dash for the elevator before you or your
Familiar dies.
o Seal
This is only effective if your Familiars step on one, since
it locks their magic, but it doesn't last long.
o Frog
You become a very weak frog. Run from any battles, but just
hold O+X if you're not in immediate danger to skip turns
until it wears off.
o Poison
This is a very annoying trap because you can lose a lot of
HP and it makes you walk obnoxiously, with weird sound effects
for each step. Hope you have a Medicinal Herb, or skip
turns to heal yourself.
o Prison
The victim is paralyzed, usually for a middling number of
turns. Only dangerous if 2+ monsters are nearby or you're
weakened.
o Blinder
You can't see anymore, but you can usually tell where
attacks come from if you are attacked anyway.
o Chaos
Causes confusion. It makes Koh walk funny and you can't control
the direction he attacks, but it is very dangerous if your
strong Familiar is confused and starts hitting you if you are
underpowered. I would either return it to the bag, pick it up
(which cures confusion if it's light enough), or run away.
o Sleep
Like Prison, only with a different graphic.
o Slow
These obviously slow Koh down, making every monster move like
a Picket. It doesn't last TOO long, but if you're nervous just
take your Familiar out since it still moves at normal speed.
It will be burning MP twice as fast relative to you, however,
so keep that in mind.
o Reversal
This annoying trap turns the screen upside down, but you can
still control Koh just fine. If you have any kind of spatial
judgement, you shouldn't even think twice when you step
on one of these; keep on moving.
o Crack
Simply annoying to extricate yourself from. They make the floor
into a pit of sorts. I just skip turns until it fixes.
o Upheaval
Simply annoying to extricate yourself from. They make the floor
into a hill of sorts. I just skip turns until it fixes.
o Bump
These shake the floor, awakening any sleeping monsters nearby.
Nothing to worry about, and the chances of stepping on one when
a monster is actually sleeping in the room is fairly small.
o Slam
Drop a medium-damage rock on your head. Not much to worry about.
o Bomb
Weaker than Slam, but this explodes in a '+' pattern and anything
caught in the blast radius takes damage, including Familiars,
monsters, and items (which are destroyed instantly, one of the
main reasons I hate Bomb traps).
o Go Up
These spring you to the next floor, like an elevator without
the option to save. No big if you step on one, unless you
were about to pick up an item or something, but it can
be very bad if your Familiar steps on one at the wrong time.
You'll be left to solo the rest of the floor, so good luck.
It is amusing when a tough monster like a Viper is coming
toward you for the kill, only to suddenly SPRING up offscreen.
I love when that happens.
o Monster Den
The most dangerous trap, this drops a literal roomful of monsters
DIRECTLY where you are standing. You are instantly surrounded,
the music changes and everything. If you have a Holy Bell or Scroll
you might be ok, otherwise it usually means Wind Crystal time. I
personally have only stepped on this trap 3 or 4 times, and each
time it has been in the 34-39 Floor range. So perhaps you only
run into these traps on the higher floors (where it is deadliest)
but it is a trap to dread anywhere. Thankfully it is extrememly
rare.
-7- Town Mechanics
----------------------------------------------------------------------
a) Good Samaritanism
As you talk to various people in the town, they'll tell you about their woes
and complaints, and being the hero you are you'll end up helping them. The
good thing is there are women and prizes to be had through these acts, so
here are the (non-building related) problems and solutions.
1) Wotta and the Pool
Yes, Wotta has messed things up pretty good at the pool. He
lost the Water Medal which keeps the water clean, apparantly.
He'll beg Koh to get it, alluding to a Picket-type monster.
On Floor 25 you'll see a white Picket (the only Picket on
that floor) so kill it and it'll drop your Medal. Give it
to Wotta and you can then take your girlfriends to the pool.
2) Windmills
When the windmills at the S end of town break, you can
retrieve Guru's oil pot from Floor 15 to fix them. That will
allow an octopus dumpling stand to be built, and you can give
these to prospective relationships.
3) Lost Adventurer
This is touched on in Vivian's section, but the bar woman will
always talk about a blue-cloaked adventurer she loved. On Floor
20 you will find said cape, and she will be devastated. After
she closes the bar go and get a drink and you can convince her
to re-open it.
Girlfriends are mentioned below, but it is important to note that Koh, being
the womanizer he is, is not limited to one girlfriend. It is possible to have
all seven at once, so if you have favorites don't worry about 'deleting' them.
b) Construction
i) Home Upgrades
Expand 1 - 6000g
Increases safe size to 30.
Expand 2 - 60000g
Increases safe size to 60, and all of Fur's items become available.
ii) Hatchery Upgrades
Hut Expand 1 - 4000g
Hut expands to 3x3 grid for 9 Familiars.
Hut Expand 2 - 6000g
Hut expands to 4x4 grid for 16 Familiars.
Hut Expand 3 - 20000g
Hut expands to 6x6 grid for 36 Familiars.
Hut Expand 4 - 60000g
Hut expands to 8x8 grid for 64 Familiars.
iii) Building Upgrades
Temple - 4000g
Available after first home expansion. You'll need this as a
bridge so Jorda will suggest the casino, and so that girls
will begin to notice you. In order to get this option to
appear, talk to Jorda and he'll suggest it.
Hospital - 4000g
The doctor in the regular hospital suggests this. It is key
in dating Cherrl.
Library - 8000g
Go visit Doc Hal a few times in between trips to see his shelves
fall down, and eventually he'll suggest this. You only need the
library to date Mia.
Fountain - 2000g
Donate 1000g to Nico twice for this. It allows you to date her.
iv) New Construction
Alley - 40000g
Jorda suggests this after the Temple upgrade. Basically just a
semi-entertaining bowling minigame.
Gym - 30000g
Barry the Blacksmith suggests this, but you have to talk to him
behind the counter. You can toss weights (?) in this minigame.
Circuit - 30000g
Talk to the Nyuels in Silver's house (NW corner) and tell him
you're building a racetrack, then do it. Until you can afford
the Casino you can win good money here and even race yourself.
Theater - 8000g
Fon, the guy outside the carpenter's shop, wants one of these.
You can play a stand-up comedy minigame (answers: OXOOXOOOXXOXO)
but more importantly you can date Vivian.
Casino - 100000g
Jorda suggests this one after you build the Bowling Alley. This
will become a major source of income (not that you need it after
you build the most expensive building in the game) and time-wasting.
Amusement Center - 3000g
The guy in the carpenter's shop suggests this. More minigames.
c) Relationships
i) Nico
Nico is Koh's childhood friend and the most obvious candidate for
girlfriend-dom. She is also fairly easy to seduce; after a few
tower trips you'll begin seeing her at the center of town collecting
donations for a fountain. Donate 1000g twice (Ghosh will show up and
1-up you each time) or enough smaller donations to equal 2000g, and
the fountain will be built. Nico will begin fawning over Ghosh and
his culturedness, but don't lose hope; eventually, a travelling cellist
named Chero will appear at the fountain dressed in green. When you
talk to him, Nico and Ghosh will walk up. Ask Chero to play (he will
play the Azure Dreams theme!) and Ghosh will scoff at him. Stand up
for him, and Ghosh will get all huffy ("Is this a deal between bums
or what?") and leave. Nico realizes Koh is indeed a respectable
young man and after a couple visits to her home, she will fall in love.
ii) Selfi
Selfi requires very little effort other than a lot of tower visits.
On Floor 2 you will usually see and possibly fight Ghosh; sometimes,
however, you'll run into Selfi who will talk about the strange rumors
Ghosh spreads about you. Eventually, you'll see her being attacked by
a Pulunpa and save her. Things continue until you will be attacked
by a U-Boat on that floor; this time, she saves you and wonders why.
Go to her home, and tell her she loves you. She'll laugh it off, but
the next time you visit she'll agree.
iii) Fur
Fur, the orange-haired general store clerk, takes a bit of money to
win over. Buy some expensive things from her and always talk to her
behind the counter during visits. She'll take a liking to Koh, even
telling Ghosh off. Bring her octopus dumplings from the stand which
she loves, and eventually she will fall for you. Not too hard, it
just takes time.
iv) Patty
Patty is another one that requires some money. Go to the restaurant
until you have ordered everything on the menu at least once (it'll
cost you 3230g) and go to the tower. Eventually you'll come back and
the restaurant will be empty, but Patty will offer to cook you
something herself. Order the prawns, her specialty, and you will
share a moment. The next time you go, Ghosh will be there. Be secretive
about your last visit, Patty will like that. She'll kick Ghosh
out after a few trips like this and she'll be yours.
v) Cherrl
After upgrading the hospital, you'll meet Cherrl when she throws her
teddy bear out the window N of the hospital. Go in and make friends
with her. Keep visiting, and eventually she'll ask you to go for a
walk. Go, and she'll collapse. Agree to get the Healing Herb for her,
and find it on Floor 28. Give it to the doc, tell him you want to
remain anonymous, and keep visiting her. She'll become a nurse. One
day she'll be out and you can talk to the doc about her; she'll find
out Koh saved her and fall in love.
vi) Mia
After upgrading the library, start visiting Mia and talking to her,
feigning interest in what she says. Eventually Ghosh will show up
and knock her glasses off; comfort her. After a few more trips, she'll
go to the pool with you and you'll have another scene with Ghosh. Keep
talking to her until one day she isn't there. Enter and exit the library
repeatedly until you can talk to her and tell her not to follow you. She'll
then confess her love for you.
vii) Vivian
Vivian requires a bit of work. You'll need to build the Theater and
Casino, and find the B.Cape on Floor 20. When you return to the bar
the owner will freak out; console her and the a few visits later
she'll reopen the bar and Vivian will be on the stage dancing.
Introduce yourself. After a few MORE visits, you'll find Vivian at
the Casino gambling. Tell her to go to the Theater; you can then
see her there but she'll mess up. When she asks what you think
pick option one then option two; you'll go for a walk and meet
Ghosh. Together with Ghosh convince her to go to the bar for
another dance and admire her with him (be nice to Ghosh for once)
and she'll return to the Theater. She'll move her way up the dancers'
ranks to the front row, and then she'll say she loves you.
viii) Beldo
Once you defeat Beldo at the top of the tower you'll get this
face. It is fairly well known now that in Japan, this diamond
was Ghosh and you could get him as a boyfriend, but the US is
more culturally close-minded and they removed it for the NTSC
release. Also removed was the option to marry your girlfriends,
since they listed Koh as being 15 and thus too young for marriage.
-8- Exploitable Glitches
----------------------------------------------------------------------
a) Tower Save Duplication
b) Item Duplication
c) Manoeva Egg Exploitation
d) Manoeva Barong Exploitation
e) Double EXP Familiar Sequence
f) High-Level Fusion Shortcut
-9- Conclusion
----------------------------------------------------------------------
(c)2006 Electromax
I hope you enjoyed this game as much as I do. It'll live on for years
to come. Thanks Konami, and hopefully a true sequel will come down
the pipe eventually. Until then...