DRAGON WARRIOR MONSTERS 2 - TARA
                               GameBoy Version
                           ยช MadCowAnthology 2002
                           Dated: 6 February 2002
                                 Version 1.0
                           [email protected]
         ==========================================================
            Updates found at: GameFAQs  http://www.gamefaqs.com
                              GeoCities http://www.geocities.com/mad_cow_anthology
         ==========================================================

Table of Contents
-----------------
0.0 Disclaimer
0.1 Updates

1.0 Introduction
1.1 Welcome to Your New Home
1.2 A Housewarming Gift
1.3 The Search for the Monster Master
    Note: Concerning Magic Keys

2.0 The World of Burning Sands
2.1 Desert World - Kalka Village
2.2 Desert World - Asiya Town
2.3 The Plug Replacement - Tidal Bell
2.4 Back at Greatlog

3.0 Adventures on the High Seas
3.1 Sea World - Yold Village
3.2 Sea World - Polona Port
3.3 Sea World - Cape of Good Hope
3.4 Sea World - Port Ritz
3.5 The Plug Replacement - HarMirror
3.6 Back at Greatlog
3.7 The Hunt for the Ice Key
3.8 Toying Around with Genetics

4.0 Jingle Bells, Jingle Bells...
4.1 Ice World - Norden
4.2 Ice World - Weston & Westania
4.3 Ice World - Estria
4.4 Back at Greatlog
4.5 Why Is a Kite like a Space Cadet?

5.0 Because Its Head Is Up In The Clouds!
5.1 Sky World - Fhunt
5.2 Sky World - Pei
5.3 Sky World - The Heaven Armaments
5.4 Sky World - Hitano Castle
5.5 The Challenge of Darck
5.6 Back at Greatlog
5.7 Some Advice Before Continuing

6.0 Who's Afraid of the Darck?
6.1 Limbo World - Darck's Castle
6.2 The Final Battle
6.3 The End, and the Beginning

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                            0.0 Disclaimer
=========================================================================
I for one do not care what you do with my FAQ, as long as it's not for
commercial purpose and isn't modified from its original state.  If you
wish to use information from this guide (IOW, you don't want to develop
a strategy on your own), then email me and ask me permission.  If you
use this guide without my permission, I will take legal action.

Also, I cannot be held responsible for any loss or damage of property,
digital or otherwise, that you incur.  That is the risk you take when
you use the internet.

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                            0.1 Updates
=========================================================================
6 February 2002 - I started typing this FAQ
3 March 2002 - I finished the Desert World.  I would love to do more, but
              it's 10:35 PM and my brain is shot.  :)

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                            1.0 Introduction
=========================================================================
Dragon Warrior Monsters 2: Tara's Adventure is one of the sequels to the
Dragon Warrior Monsters (duh).  The other one is entitled Cobi's Journey.
Tara's Adventure tells the story from the point of view of Cobi's sister,
Tara, who moves, along with the rest of her family, to the island kingdom
of Greatlog (sound farmiliar?  It should.).

With all of the new improved features and conveniences, Tara's Adventure
is one you won't forget.  Remember, this FAQ is strictly to help you
through the tough times.  You should try playing the game on your own
first, and if you get stuck, come back and read on.  You'll have a lot
more fun if you do.

Remember, also, that this FAQ is to walk you through the game.  If you're
looking for breeding combinations, close this guide immediately after
reading this message.

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                      1.1 Welcome to Your New Home
=========================================================================
At the start of the game, you'll get to pick a name if you dislike the
name Tara.  I personally didn't mind it.  Once you're done with that,
Cobi will come and tell you your Dad is calling.  Hustle down to the back
of the boat and talk to your father.  Then, go back and talk to Cobi and
you'll land at Greatlog.

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                        1.2 A Housewarming Gift
=========================================================================
You'll appear on the family farm.  Your mom wants you to go get the
homemade nut pie Grandma made as a housewarming gift from the vault.  So,
go right one screen, and up one screen.  You'll meet up with Prince
Kameha and his elemental sidekick Warubou (It's all coming back, right?).
They'll rush off, so you should head left one screen.  After the detestable
duo perform their antics here, they'll run off.  Follow them, and you'll
find yourself at the scene of another of the antics of the detestable duo.
After they run off, follow them, and you'll arrive at the vault.  Enter
and talk to the man behind the counter to take the parcel.  Since the
detestable duo (If you don't know who I'm talking about, read line four)
are blocking the south route, you're forced to go right one screen, where
Warubou will steal the package.  Head down the well, where Prince Kameha
and Warubou are struggling over the food.  This is one of my favorite
dialogues, so I'll share a bit with you (if I can remember it).

Kameha: "Hey!  Give it here, you grubby little elemental!  You just ate!"
Warubou: "Wa-hey!  The little prince has a big dirty mouth!  Warooh!"

Cobi will step in and knock the package out of their hands, but Kameha
lands on the Magic Plug for the Log's Navel and dislodges it.  Instantly,
the life force of Greatlog starts to escape, and Warubou has to plug it
up with his big fat butt.  Since Kameha ran away like a chicken, WB has
to ask you for your help, so go and find a monster master.

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                       1.3 The Search for the Monster Master
==========================================================================
No matter how reluctant you may be to help WB, you have to, otherwise
you're all going to die.  So, go back to the farm and talk to your father.
He doesn't believe you (Cobi calls him a stubborn old goat :) ), so talk to
your mom and give her back the package.  Go throughout town and talk to the
various townspeople.  They won't believe WB, since the detestable duo have
caused enough trouble already crying wolf.  In fact, some of the people
actually accuse you of being in cahoots with Prince Kameha.  How rude!
Anywho, go talk to the red soldier by the Vault, then talk to Warubou.
Since no one wants to go, you'll have to do the job yourself.  Go back to
the farm and answer Yes to both of Cobi's questions.  Slash (slime) will
join you, and you'll rest for the night.  You'll notice by now that you
have the Oasis key now, and the Greatlog key to come back.  Go down the
stairs to the left of Warubou, and press A in front of the door.  Select
the Oasis key to go to the new world.  Choose the Greatlog Key to go back
to Greatlog, where Warubou will heal you for free.

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                       Note: Concerning Magic Keys
==========================================================================
Magic Keys are your ticket to getting through this game.  There are some
things you should know about Magic Keys before continuing.  There are two
types of keys.  The first type are storyline keys.  These are acquired
through special events, and need not be appraised, as they already have
names.  The second type are ordinary magic keys.  These need to be
appraised before you can use them, for a price.  In every Magic Key world,
there will be one or more "bosses" that you need to defeat before you
can begin to befriend monsters.  There will usually be caves and towers
with accessories in them.  You will also find foreign masters and random
items in magic key worlds, just like in Dragon Warrior Monsters.

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                       2.0 The World of Burning Sands
==========================================================================
Welcome to your first new world, the Desert world.  If you press Select,
you can bring up a map of the world you are in.  A map of the entire world
will be revealed if you are in a storyline key world.  But if you're in a
magic key world, you will have to explore before the map will become
available.  Observe that you are now in the Door Shrine.  Remember where
this is, as you'll never get out of here without it.  The monsters out in
the wilderness will join you if you stay out long enough.  At first, it
will seem difficult, but just look on the ground for Herbs to pick up.
These will restore Slash and allow you to recruit new monsters.  When
you've done all the levelling up you want, head two screens east and one
screen south from the Door Shrine.  This will take you to the village of
Kalka.

==========================================================================
                       2.1 Desert World - Kalka Village
==========================================================================
Items in Kalka Village: Antidote - In the Vase outside the Inn
Item Shop:
Herb      - 10g  Restores HP of one monster by 30 - 40.
Antidote  -  4g  Removes all traces of poison.
AwakeSand - 20g  Awakens a sleeping monster.
BeefJerky - 10g  Tames monsters just a little.
WarpWing  - 30g  Instantly warps to GreatLog.

There is not much to do in Kalka.  There is an entrance to the underground
canal, and the monsters there are significantly stronger than the ones you
have encountered on the world map, so be careful.  Retreat to Warubou for
healing if necessary, and only use the Inn if you are SEVERELY weakened
and without any Herbs, as it will cost 10 out of your precious 100 G.
There is also a Priest who will revive, detox, or uncurse your monsters,
but you can cure poison and curse, or revive your them as easily without a
priest.  Once your business is done here, head approximately south to the
next town on your map, Asiya Town.

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                       2.2 Desert World - Asiya Town
==========================================================================
In Asiya, you will need to talk to the King in order to continue with your
quest.  However, the guards block you and say that you cannot enter.  But
the townspeople mention that the King has always liked circuses, and he
always invites performing troupes to come to the castle.  This is where
the man standing in front of the Inn comes into play.  He's a circus
manager, and he needs a new performer for his act, since most of his other
performers got scared away by roving bandits.  However, before he can help
you, you need to have a full party of three monsters.  There are a few
things you should know about catching monsters, if you are new to this
trade.

1. Catching monsters can come in two different ways.  They will either
  join you of their own free will, or you will have to convince them.
  To convince them, you need to feed them treats.  These treats will
  decrease a monster's wildness Ratio by a varying amount, depending on
  what kind of treat you feed them.  The treats are, from weakest to
  strongest, BeefJerky, PorkChop, Rib, Sirloin, and MeteOrb.

2. When you want to feed a treat to monsters, use it as an item on the
  enemy.  However, be forewarned: a treat is used on all monsters in the
  battle.  A treat's effectiveness decreases when it is used on multiple
  monsters, and monsters that are part of groups are harder to convince.
  Once you have fed the monster you must defeat it in battle.  The more
  treats you used on it, the more likely it is to join you.  But you
  must remember to defeat the monster you want last.  Only the last
  monster defeated will have a chance to join you.

3. Once the monster has offered to join you, you can either accept or
  reject it.  Once you accept it, you can name it, and then choose
  whether to let it into your party, or send it back to the farm.

Once you have three monsters in your party, talk to the circus manager
and he will take you in as part of his troupe.  You'll be inside the
castle.  Go in when it's your turn and perform the circus act.  Then,
you can go to the throne room and talk to the king.  Here, you'll learn
about the TidalBell, a treasure with magical power.  This must be what
Warubou was talking about!  So, go out and talk to the woman standing
next to the well, and she'll tell you her problems.  Go back and report
to the king, and he'll go to Kalka.  Follow him, but be sure to get the
BeefJerky from the pot to the right.  DON'T USE IT!  YOU'LL NEED IT FOR
LATER!  But the monsters down there are slightly tough.  I can't give
you a map of the canal, but I'll walk you through the basic route.
I'll tell you about the treasures later.

Walk south across the bridge, then walk west across another bridge.
From there, the route becomes straightforward, so talk to the king and
then talk to the monster.  Prepare for BATTLE!

Boss: Beavern
HP: 98
MP: 16
EXP: 240
Skills: ChargeUp

Beavern is a pretty easy boss, but his ChargeUp attack can boost his
attack.  A good strategy would be to keep on attacking him, and when
he uses ChargeUp, command your monsters to Guard and soften the blow.
Don't waste your treats on this one, because he won't join you.

After Beavern goes down, head through the now cleared path to Asiya.
Talk to the king, and he'll take you up to the treasure room for the
TidalBell.  But, it's been stolen by thieves, so your next destination
is Mirage Lake.  But first, go back to where the circus manager was
after the circus act, and go down the stairs.  Talk to the prisoner
and he'll take the BeefJerky from you.  In return, he'll give you the
WaterCall, which you will need later.

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                       2.3 The Plug Replacement - Tidal Bell
=====================================================================
Leave Asiya and walk 2 screens east until you hit some mountains.
Walk one screen south, then one screen east, and one screen north and
you'll arrive at Mirage Lake.  Once you enter, you'll find that the
lake has disappeared before your very eyes.  Stand in front of the
square patch of water and open your menu.  Go to items and use the
WaterCall and the lake will be revealed.  Go inside the building that
has been revealed and you will confront an enemy Monster Master.  He
says that he was sent by the Demon Lord of Limbo and he was promised
the ultimate monsters in exchange for the Tidal Bell.  Then, he pits
his CurseLamp against you.

Boss: CurseLamp
HP: 220
MP: 8
EXP: 300
Skills: Upper

CurseLamp is going to be tougher than Beavern, so I suggest you have
plenty of Herbs on hand for healing.  Assign the Charge plan to your
monsters and have them duke it out with CurseLamp, healing when it
becomes necessary.  His Upper skill can raise his defense, but he
really hasn't gotten much else going for him.

After the battle, CurseLamp will join you, and the thieves will be
busted.  The monster master escapes, so you'll be seeing him again
soon.  Now that the TidalBell has been retrieved, the king gives it
to you, and Warubou will warp you back to Greatlog.

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                       2.4 Back to Greatlog
===================================================================
Sadly, the TidalBell won't work as a replacement for the plug, so
Warubou has to plug it up again.  But, he does mention that there
is another possible replacement.  It's in a world of water, so the
Pirate Key is what you're after.  Warubou also gives you the power
to float on water, so you can press A in front of any body of water
to summon a clam and float on it.  Now you can go back to the canal
in the Desert World and search for treasure.  You can also go back
to Mirage Lake and talk to one of the Beavern there.  It will join
you, though it's more useful for breeding, which will come later.

Greatlog has changed quite a bit.  You can now hold up to 20 monsters.
That's 17 in the farm and 3 in your party.  Now you can go to the
arena and battle in the Kiddie Class, as well as check out the housing
complex to the left.  There are two things you can do here.  One is
grab the TinyMedal from the jar.  Two, give a SpotSlime to the girl
in one of the houses.  Her grandfather will give you a LifeAcorn for
your trouble.  It may not seem like a fair trade now, but in the
future, it will be.  Meanwhile, you can go up the ladder that the
soldier was blocking to reach the Magic Key Identifier and the
Library.

[To Be Continued]