..............................................................................
     ____________
    /____   ____/
        /  / ___  _____  ____
   __  /  / / _ \ \  _ \ \  _\
   \ \/  / / /_\ \ \ \_\\ \ \-_
    \___/ /_/   \_\ \____\ \___\

                      _________
                     /  ______/
                    /  /
                   /  /            _____  _____  _____  _____  __    __
                   \  \           / _  / / ___/ / _  / / _  / /  \  / /
                    \  \_______  //_/ / / /__  //_/ / //_/ / / /\ \/ /
                     \________/ /____/ /____/ /____/ /____/ /_/  \__/

..............................................................................
                           LEGEND OF THE TAMAMAYU:
                                MERGING GUIDE



 Welcome to the new Jade Cocoon Merging Guide, v2.5.  This time, I've included
a large and complete section on the poweful GameShark.  Ever wanted to design
your own minion, from scratch?  The Jade Cocoon Meging Guide tells you how.
 I've also made a massive update to the contributed minions section, and have
finally completed the Minion List.

CURRENT BIGGEST CONTRIBUTER:
  Daniel S.  Congratulations!



CONTENTS

I) Merging
 A) Disclaimer
 B) Version History
 C) About this Guide
     i)   What is Merging?
     ii)  How do I use this Guide?
     iii) Ooops, I found an error...
 D) The Laws of Merging
     i)   An Overview
     ii)  Stats
     iii) Abilities
     iv)  Magic
     v)   Appearance
 E) Making the "Perfect" Minion
 F) Some Pre-Made Minions
     i)   My Minions
     ii)  Submitted Minions
     iii) Special Minions
II) GameShark Codes
 A) An intro to Hex
 B) Editing Levant
     i) Codes
 C) Editing your Minions
     i) Preface
     ii) Codes
     iii) Example Minion - Jabberwocky
 D) Other Codes
     i) Codes
III) Appendices
IV) Credits


   ___________
  /____  ____/
      / /
     / /
____/ /____  _
/__________/ /_/

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[A.    Disclaimer       ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    This document was created and maintained by Goryus, the author.  It is
 the sole property of its author, who bears the copyright and reserves all
 rights.  It is protected by the "United States Code:  Title 17 - Copyrights",
 the "Berne Convention for the Protection of Literacy and Artistic Works
 (Paris Text 1971)", any and all copyright and patent laws applicable and/or
 International Treaties.  It may not be hosted, used, or displayed without the
 express consent of the Author.
    It may not be altered, edited, or formated, nor may any materials be added
 or removed from this document, without the express written consent of the
 author.  It may not be offered for money and/or compensation (even
 if profit attempt fails) or offered as a bonus or gift for accessing a web
 page or purchasing an item.  It may not be added to an archive of any type.
 It must always remain in the English Language.  It will not be translated
 to any language for any reason whatsoever.  It will not appear in any
 publication.  This document was in no way intended for commerical,
 promotional and/or profitable uses.  This guide is limited to personal and
 private use only.  Any other uses MUST be priorly approved by the author,
 Goryus <[email protected]>.
    If this copyright is trangressed, the violators will face immediate civil
 and/or criminal penalties to the fullest extent possible.  Any breach of
 copyright (which includes acts of stealing, plagiarism, pirating, uses not
 private and personal, posting without permission, etc.) is considered a
 felony, and will be punished accordingly.
    For the latest version of all of the Author's guides, check out
 www.chancellor.freehosting.net/faqs.html.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[B.  Version History    ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 v1.0
    - Completed introductionary "About This Guide" section
    - Added "Laws of Merging" section
    - Added advice on constructing the perfect Minion
    - Added a handful a Minions of my own design
    - Began work on the full Minion List
    - Some other miscellaineous stuff

 v1.1
    - Corrected some typos
    - Granted persion to NeoSeeker.com to use this guide
    - Seriously improved "Eternal Corridor" section
    - Updated monster list
    - Added some new abilities I discovered

 v2.0
    - Minor corrections
    - Upadated minion list
    - Added "Submitted Minions" and "Special Minions" sections
    - Granted permission to PSXCodes.com to use this guide
    - Begun work on reverse-engineer of game mechanics
    - Found "Bird of Paradise" (see Sherick and Tweengo)

 v2.1
    - More minor corrections
    - Further aditions to minion list
    - A bunch more pre-made minions!

 v2.5
    - Completed the minion list
    - a bunch more pre-made minions
    - Added a huge section on game sharks
    - granted permission to Heimdal to host this guide
      on his site



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[C.  About this Guide   ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-
What is Merging?
=-=-=-=-=-=-=-=-=-
    Many people took one look at Jade Cocoon and passed it away as nothing
 more than "another Pokemon ripoff."  Those few of us who were enchanted
 enough by the stellar graphics and smooth gameplay (if a bit discouraged
 about the length and plot) to actually play the game for a couple hours,
 however, discovered just how much deeper than Pokemon this game can go.
    Merging is the process of taking two of your captured monsters, called
 "Minions," and fusing them into one being.  Not only does this affect their
 stats and abilities, but it also completely restructures their physical
 appearance (see section D-v for a more thorough explanation of how).  The
 change in appearance is completely based on which combination of the 171
 Minions are merged, and you can in fact merge five or six different ones
 together to form a Minion that looks the way you desire it to - virtually
 any way imaginable - has all the skills you want, the stat lay out you
 decide is most appropriate for it, and whatever name you want to give
 it.  The draw back?  Its extremely easy to make mistakes: to weaken
 monsters, or to make something so hideously ugly you can't stand to use
 it, for all its power.
    That's what this guide is for.

=-=-=-=-=-=-=-=-=-=-=-=-=-
How do I use this guide?
=-=-=-=-=-=-=-=-=-=-=-=-=-
    The most important section of this guide, as far as merging goes,
 is the "Laws of Merging" section where I detail the actual mechanics
 behind merging.  While it's by no means necessary to understand them all,
 making an effort to do so can make the difference between a powerful,
 cool looking Minion and a weak lump of clay.
    Once you get a thorough understand of how merging works, you should
 probably experiment: either use one of the pre-made merges I have listed,
 or create one of your own.  Some monsters just tend to look good, no matter
 what you fuse them to, and some are either exceptional due to the layout
 of their stats or the abilities they have, or both.  I have compiled a list
 of Minions that share these characteristics, along with descriptions and
 opinions of each, to help you along (see "Making the Perfect Minion").  I
 highly reccomend using some of them to get yourself started.
    The last part of this guide consists of all the GS codes you'll need
 to build a minion up from scratch.  Read the introduction if you need
 some help understanding it, or email me.  I'm happy to be of service =)

=-=-=-=-=-=-=-=-=-=-=-=-=-=
Oops, I found an error...
=-=-=-=-=-=-=-=-=-=-=-=-=-=
    Hey, we all make mistakes, and often me more than others.  If you note a
 typo or some incorrect information somewhere, or if you have some Minions to
 add to the "Pre-Made Merges" section, or just some critique - good or bad -
 please feel free to email me at [email protected].  Looking forward to
 hearing from you.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[D. The Laws of Merging ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=
An Overview
=-=-=-=-=-=-=
    Alright, down to the good stuff!  In this section, you will find the
 specifics on how merging works, so that you can go ahead and make your very
 own Minion that looks, feels, and plays the way you want it to.  A couple of
 important things of note:

         - The first Minion you select serves as the "base" for the fusion.
           Its behavioral patterns, posture, and method of attack (ramming,
           punching, etc) caries over no matter what it is fused to.

         - NEVER fuse a stronger Minion to a weaker base Minion.  The end
           result is a monster on the level of the stronger one, but with
           the average stats of the two (this is, fortunately, NOT true
           the other way around).  An interesting quirk of the leveling
           system has it completely rework your HP and MP when you level
           up to where your stat growth says they should be, but sadly
           other stats do not benefit from this.

         - The tint of your Minion's skin is determined wholly by it's
           element, or combination thereof, with Fire being red, Water
           being blue, Earth being green, and Wind being yellow.  So, if
           you want a purple Minion, fuse one Fire Minion with a Water
           one.

         - The higher your percentage of a certain element, the more damage
           you do with spells of that element (i.e., monsters that are mostly
           wind do more damage with wind spells than monsters that are mostly
           fire).  If you have no alignment to a given element, spells of
           that element will always do 0.

         - Minions that use poision/sleep/stone attacks are resistant to
           them, and so is anything that is fused to one.  This does NOT
           work with instant death.

         - ALL Minions are equally good, when it comes down to sheer raw
           stats.  The real determining factor is how those stats fit with
           your chosen abilities, and how cool you can look doing so.

    Try and keep these points in mind while reading the rest of the guide.
 They're some of the most important, elemental truths to merging.  Now, to
 the Laws!

=-=-=-=
Stats
=-=-=-=
    Merging minions has a rather cursory effect on your stats, but a huge
 one on your stat growth. If you look at your Minions, either from the menu
 screen or while performing Nagi magic, you should note a small grid with
 four labels on it (Attack, Defense*, Speed, Magic) and a large red dot.  It
 is your job to manipulate this dot.
    Stat growth in Jade Cocoon is completely linear, based entirely on the
 position of that red dot.  As you level up, that dot will dictate how much
 better you become, and in what way.  Note that it has little bearing on your
 actual stat, beyond the fact that minions with high attack growths tend to
 have high attack stats (and thus tend to raise the attack of any minion they
 are merged with).
    The behavior of this dot is a little strange.  First off, please note that
 you _cannot_ have both a high Speed growth and Defense growth, or a high
 Attack growth and Magic growth, as they are on opposite sides of the grid;
 and that only two of the remaining stat combinations can be 'high.'
 In otherwords, you can have a fast attacker or a defensive magic user, but
 not a fast defensive character or a powerful magic user (that is to say,
 without a GameShark, which can be used to set these growth rates directly).
    The location of this dot, strangely enough, also determines your HP and MP
 stats.  The closer it is to the top of the grid, the higher your HP; and the
 closer to the bottom, the higher your MP.  This corresponds to your Attack
 Magic stats, or seems too, although they are actually slightly different.
    As I said earlier, the behavior of the almighty dot is a little strange.
 Merging two minions averages all their growth rates, but since two parts
 effect each directional location of the dot, it rarely moves quite like
 you'd expect it to.  Be sure to take all the involved growth rates into
 account, or you could suddenly find your attack with tons of defense when
 what you wanted was speed.
    All the different stats are:

         HP:            Ability to take damage
         MP:            Ability to cast spells
         Attack:        Physical Attack Strength
         Defense:       Resistance to physical attacks
         Magic:         Magical attack strength
         Magic Defense: Resistance to magical attacks
         Speed:         How quickly your Minion moves, how well it dodges, and
                        how well it can hit its target.

    If you want to raise a Minion's speed, therefore, merge it with fast
 Minions until its dot is in the Speed quadrant.  After that, merging it to
 other fast Minions will speed it up much faster.  Bear in mind, though, that
 this increase is coming at a cost to your defense stat.
    One other major benefit, stat wise, comes from merging Minions: the base
 Minion recieves the same amount of EXP it would have had it defeated the one
 it absorbed in a battle.  This means that merging two Minions of the same
 level produces one higher, one Minion with one a level lower gets you half
 what you need to level up, 2 levels a fourth, and on with successive powers
 of 2.  This means that you can essentially get the experience for defeating
 a monster twice - once by capturing it, and then again when you merge it.  It
 also allows you to get up to some better silk versions (2 level 24 Minions,
 when spun, get you 2 first snow silks, for a total of 2300 yan.  Merging them
 into a level 25, however, for pearl silk is 3000!).

 *Defense takes into account Magic Defense as 1/4 the location of the dot.
  Defense is another 1/4, and speed is the other 1/2.

=-=-=-=-=-=
Abilities
=-=-=-=-=-=
    Due to the linear nature of stat growth, all Minions are comparatively
 powerful with each other on the average.  What distinguishes them in power,
 then, is not their stats, but their abilities, of which some are distinctly
 more powerful than others.*
    Your abilities are 'attached' to a certain body part (for instance, a horn
 attack).  They can be either elemental or not, they can have special effects,
 they can have stat modifiers, and they all take up differing amounts of MP.
 They also overwrite eachother during a merge, if two happen to be in the same
 location.  In this case, the one of the monster being fused to the base
 monster takes precendence.
    The possible special stat modifiers each can have follows:

         +Critical:       This attack has roughly a 50% chance of criticaling.
         +Accuracy:       This attack cannot miss.*
         +Power:          This attack does about 25% more damage than normal.

 These modifiers latch on to the bodyparts they are associated with (Horn,
 Fang, Claw, Tail, or Foot) and, best of all, stick around unless overwritten
 by another of their kind!  This means that if one Minion has a "Earth Attack"
 on its tail, and you fuse it to one with a +Accuracy modifier on its tail
 (but no elemental, IMPORTANT) you wind up with an Earth Tail Attack with
 +Accuracy.  This is one of the few times it works the same in reverse.
    There is one remaining attribute to special attacks that can make them
 immensely powerful, much more useful than they could ever be otherwise: they
 can, very rarely, have some interesting special effects.  They are:

          Water:          Water Elemental Attack
          Fire:           Fire Elemental Attack
          Wind:           Wind Elemental Attack
          Earth:          Earth Elemental Attack
          Rend Wings:     Lowers the agility of winged Minions
          Break Legs:     Lowers the agility of walking Minions
          Attack All:     Attacks all Enemies
          Drain HP:       You gain life equal to the damage this attack does.
          Drain Mana:     You gain Mana equal to the damage this attack does.
          Destroy Mana:   You gain Mana equal to the damage this attack does.
          Critical:       Enemy is reduced to 1 HP.
          Poison:         Poisons enemy.
          Sleep:          Causes enemy to fall asleep.
          Flesh-to-Stone: Slowly petrifies enemy.

 Whenever you see one of these, grab it up!  Along with +Critical or +Power
 and an elemental bonus, they can quickly allow you to rip through most
 Minions in a single blow!  Please note that, when abilities come into
 conflict, the most recent one always takes precedence.  If something lowers
 your accuracy, the effects of +Accuracy disappear; likewise, if someone
 poisons you and you have the Nagi Belt equipped, you'll lose HP each
 round _and never gain any_.
    Ideally, you want your Minion to have abilities fitting each of the
 five body parts, a modifier on each - my favorite is +Power - and a special
 ability to boot.  This is _not_ easy to do, but well worth the rewards if
 you manage it.  If, in doing so, you've made a completely hideous beastie
 that you would never even consider bringing into battle, never fear.  Check
 out my sections on "Appearance" and "Creating the Perfect Minion."  Remember:
 just because you can't see a horn doesn't mean its not there.  As far as the
 game is concerned, if your third cousins great aunt (twice removed) had a
 horn, so do you.  Just be careful to keep the elemental ratio the way you
 want it - a wind attack with no wind elemental ratio (or a very small one) is
 a complete waste of 15 MP - it does the same damage as a normal attack.

 * Note that effects never work together in this game.  Anything that lowers
   your accuracy will COMPLETELY negate the effects of +Accuracy for as long
   as it's in effect.

=-=-=-=
Magic
=-=-=-=
    Magic spells can either be extremely powerful or completely useless,
 depending on your Magic stat.  Minions with a high Magic stat shouldn't have
 too much trouble tearing Minions of the opposite element apart in one blow,
 providing they have the right spell.
    Magic also has a 100% hit rate, a huge advantage, and MP can be recovered
 both after battles (25%) or during battle by defending (1/4 your level + 3).
 The only problem with heavy magic users is that their HP, of a necessity,
 suffers.  For this reason, I heavily reccomend Speed over Defense for them
 (it's much easier to dodge than to survive with half the HP of your friends).
    There are generally 5 magic spells of each element: one single enemy
 (weak), one all-enemy (weak), one single enemy (powerful), one Deva spell
 strengthens that element), and one Status spell.  The only exceptions to this
 are water, which has two healing spells, and Earth, which makes up for the
 lack with two status effect spells.

         Ulvi             (Earth)(Single)(Weak)
         Ulvis            (Earth)(Multi) (Weak)
         Ulvia            (Earth)(Single)(Strong)
         Deva Ulvi        (Earth)(All)   (Enhance)
         Ad Venon         (Earth)(Multi) (Poison)
         Ad Roqua         (Earth)(Multi) (Stone)
         Selahm Venon     (Earth)(Single)(Cure Poison)
         Agni             (Fire) (Single)(Weak)
         Agnis            (Fire) (Multi) (Weak)
         Agnia            (Fire) (Single)(Strong)
         Deva Agni        (Fire) (All)   (Enhance)
         Ad Mumuls        (Fire) (Multi) (Death)
         Malti            (Wind) (Single)(Weak)
         Maltis           (Wind) (Multi) (Weak)
         Maltia           (Wind) (Single)(Strong)
         Deva Malti       (Wind) (All)   (Enhance)
         Ad Slahm         (Wind) (Multi) (Sleep)
         Sel Selahm       (Wind) (Single)(Protect)
         Vahli            (Water)(Single)(Weak)
         Vahlis           (Water)(Multi) (Weak)
         Vahlia           (Water)(Single)(Strong)
         Deva Vahli       (Water)(All)   (Enhance)
         Medina           (Water)(Single)(Heal)
         Medinia          (Water)(Single)(Heal+)
         Selahm           (Water)(Single)(Cure)


 Later in the game, you'll want the Deva, Strong-Single, and all-enemy spells,
 as well as Medin(i)a and Selahm (if you have a water hybrid).
    Unlike abilities, magic isn't "attached" to anything, and you can have
 pretty much the entire spell list on any one minion, if you really want it.
 The Deva spells, which can be obtained from a number of sources, can really
 help, especially if your Minion is quick.  Casting a deva spell and then
 following up with an all enemy or strong magic spell can wipe out entire
 groups of enemies before they get a chance to move.
    Getting your Minions these spells is the easiest part of all mergings:
 merge one without the spell with one, and its got it, no questions asked.
 Watch out, however: like abilities, your alignment with one particular
 element effects the damage you do with these spells.  Vahlia on something
 that has been made pure fire is completely useless.
    One important note: your magic users should really be all one element, or
 they will NOT have the power to kill off enemies as efficiently as your other
 minions using specials will, as the damage the do is multiplied by your %
 alignment to your element (in otherwords, a half-fire user who casts Agni
 only does half damage!).


=-=-=-=-=-=-
Appearance
=-=-=-=-=-=-
    Easily the most difficult part of merging is getting the finished product
 to look, not like an amorphous blob, but like something that deserves all the
 time and effort you've put into tuning it _exactly_ how you wanted.  And
 there's a very good reason I saved it for last: because it should be the last
 step in any merging you undertake.
    First off, lets go over exactly _how_ the merging process effects your
 Minion's appearance.  Your minion has 50 slots available for storing other
 minions in.  When you start out, all 50 are set to your minion (call it A).
 If you merge it to a second minion, B, 25 of those slots are changed to B.
 If you then merge in a minion C, 25 more slots are turned into Cs.  After
 three merges, you now have 1/4 of the slots A, 1/4 of the slots B, and the
 rest C.  You also have the posture of the original monster - that never
 changes - and the skin of the newest one, or C.  You can easily see how,
 after four or five mergings, the monster can quickly become completely
 unrecognizable.
   To avoid this, its necessary to do some planning.  The Minion that you have
 merged all this way should be one whose basic form suits what you had in mind
 - that is, you like (more or less) the way it looks, and you want to add
 abilities to it, or you intend to use that form for a purely aesthetic merge.
    Now, once you've finished merging its stats the way you like it, merge the
 product with another of the original (unmodified).  This will restore it to
 almost exactly its previous self, since half the Merge Slots, the Skin, and
 the Posture are now reset to what it was originally.  What few differences
 there are tend to be miniscule, and almost always beneficial anyways.  Now,
 you're safe to merge it with others for appearance.  This may weaken it
 somewhat, but if you're careful it will either not be hurt by it or
 (ideally) actually strengthen it more.  If the base Minion you had started
 with has all its stats in the same area of the grid as the product you
 fought so long for, then merging the original in again will often further
 strengthen your Minion.
    As to what looks good, that's for you to decide.  Anything from the wasp
 family works well with any non-humanoid (which work poorly with everything).
 Anything from the gore family - most notably the Tergore - have great
 skins, which look incredible on Minions of the appropriate element.  Those
 strange elongated Minions, the Turen, Rainster, Fintan, Bawni, and the like,
 are great for fusing - not only do they have the Deva spells, but they also
 have bodies that tend to slim and elongate whatever you're working with -
 perfect for most lizards, snakes, and insects you might try to make.  And
 if that fails...there is another option.
    You may have noticed that those strange, uncapturable Minions at the end
 of each of the Eternal Corridor's corridors will very rarely drop an item
 with their name attached.  This item is their skin, and it too is used in
 merging.
    If you completely screw up your Minion, and end with a Minion whose stats
 you like but his appearance you do not, sometimes it can be fixed by a
 quick patching with these skins.  When you're merging two Minions together,
 it should prompt if you want to use one of these skins.  Doing so will
 overwrite the skin of your current Minion with the skin of the appropriate
 boss, once again tinted to match your element.
    Note: it is normally impossible to have something blue that is strong with
 Fire and the color blue.  The closest you can come is purple.  This is true of
 all the other colors, except the yellow-green, earth-wind combination.  Yellow
 doesn't effect the green much, so its quite possible to have something just a
 little Earth and mostly Wind still be a decent green color.  Lastly, these
 special Minion skins will _not_ be tinted, providing your Minion is a pure
 element.
    The full list of these skins is as follows:

         Palooja:
                 This skin reminds me of a panda's, white and black striped
             but with a distinct red belly.  It works well with four legged
             beasties who walk on all fours, and is dropped by the Palooja
             enemy (the first of those strange, quazi-boss Minions).

         Ticker:
                 This skin is actually quite plain, green with brownish-black
             legs.  It looks OK on Minions of pretty much any color, but
             hardly phenomenal, and only really on humanoids.  Its dropped
             by the second of those quazi-bosses, the Ticker.

         Jeechwo:
                 This skin, in part because its made for such a small Minion,
             doesn't tend to work well with much.  Its a blackish upper half
             with a bright red underbelly, and that's about all there is to
             it.  Dropped by the third friendly quazi-boss, the Jeechwo.

         Kolna:
                 This skin is either really, really cool, or completely
             horrible, depending on how garish you want your Minions to be.
             Bright colors, and a nice leopard-spot kind of pattern.  This
             one comes from quazi-boss #4, the Kolna.

         Timaios:
                 This skin I just don't like, but maybe you'll find a use
             for it.  Its solid blue with rings of red around the neck and
             feet.  Timaios, number 5, drops it.

         Sicanjal:
                 Without question my favorite of these skins, the Sicanjal
             skin provides tiger-stripes for your Minion along with a white
             underbelly.  Looks good on anything, except some of the most
             garish humanoids or snakes, or anything that happens to be
             purple.  Its dropped by the sixth corridor quazi-boss, the
             Sicanjal.

         Yolga:
                 Once again, a skin that can be really great or useless. Its
             basically blue, but it segments your Minions skin into this
             repeating, hexagonal checkerboard layout.  Good for snakes and
             (sometimes) really large things, but tends to look silly on
             most anything else. This is dropped by good ol' 7, the Yolga
             boss.

         Klarrgas:
                 This skin is good if you're into the undead.  Its light grey
             with darker grey and black highlights, black eye sockets and a
             simply _dead_ look.  It is dropped by the annoying Klarrgas quazi
             boss, numero 8.

    In addition to your Minion's appearance changing based on merges, it
 also changes as you level up.  In general, this seems pretty straight forward
 - for most Minions, they just get bigger.  However, that's not exactly what
 happens, and this can lead to some slight problems on down the line.
    Specifically, the size of each "part" of the body grows at a certain,
 fixed rate, much like the various "parts" of the body are averaged in a
 merging.  This means that some Minion's horns grow really fast, or their
 legs do, or even their jaws or claws.  A Minion that looks really
 cool on level 2 can look exagerrated or distorted on level 20.  There are
 only a couple of ways to combat this.
    The first, and most obvious method of combatting this problem, is simply
 to merge the problem Minion with one with a small attribute.  Protruding jaw?
 No problem.  Merge it to something without a jaw, and BAM!  That protrusion
 has shrunk down to half its original size.  The real problem that arises
 from this is that it has the tendency to completely destroy your Minion's
 carefully crafted appearance.
   The second, and much more difficult, way of countering this phenomenon is
 based around planning.  When creating your Minions, make sure that no two
 attributes overlap too much - in other words, don't merge two things with
 huge horns, or jaws, or feet.  Instead, try to find some combinations that
 blunt the exagerrated charateristics of one another (try some of my pre-
 made Minions, if you want some decent examples).  The less exaggerated your
 Minion appears on its first appearance, the less exaggerated it will appear
 with age.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[E. The Perfect Minion  ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

   This section is a simple, straight forward set of guidelines for merging
 Minions, along with some miscellaineous stuff that did not fit above.  If
 you've read the above and know how merging works, then hopefully this will
 allow you to better apply it.

         - The ideal Minion has 5 abilities, 4 spells, and a stat layout that
           works with them.  If you want an attacker, you're going to want
           abilities with +Critical and +Power, some elemental and some not,
           and some of them specials (Like Drain and Attack-All).  If,
           however, you want to be a magic user, you'll want at the least the
           third attack spell, the all-attack spell, and the appropriate deva
           spell for your element.  If you're water elemental, make _sure_
           that you have medina.  It is, hands down, the most useful spell in
           the game.

         - The best minions in the game, hands down, for merging are the sets
           found as second-to-last and last in the monster list.  The former
           are little, weird looking dog things with curly tails, and a FULL
           ability list (physical abilities).  The latter look like the Shee,
           Fal, Shulia, and Anash, but run away from you in the corridor.
           They also have a FULL ability list (with "magical" abilties).

         - Some good Minions for abilities are: the Rainster, Fintan, Bawni,
           and Turen, all of the goat family, the spiders, the three-headed
           flying dragon family (Surprise!), and (best of all) the small,
           barrel type enemies, the best of which are the Paras.  For the
           most part, these also make a minimal impact on your form - at the
           least, a minimal _negative_ impact.

         - Some monsters you might consider for stat boosting: the goat family
           (if you noticed them above, you're probably realizing just how good
           these tend to be), the Sag family (for magic), the Paras (Speed,
           Power, and killer abilities.  YOU WANT THESE!), or the Todon family
           (for defense).

         - Some Minions you might consider using for appearance: the Wasp
           family, the Alco family (birds), the Dreg or Frayd family (dogs),
           the Gore family (dragons), the elongated Rainster, Fintan, Bawni,
           and Turen, and the cute little Paras (again!).

         - The stat layout you pick for your Minion is extremely important.
           Make sure it compliments the _abilities_ you've also given them,
           or you'll find your Minion severely weakened.  Make sure you don't
           max something's attack and then try and use its Magic! =)

         - Far and away, the most important part of merging is the ability
           and magic sets of that Minion, appearance aside.  _These should
           be your first priority_.  Since, as I mentioned earlier, stat
           growth is completely linear, the _only_ thing that makes one
           Minion better than another is the abilities and spells that it
           has.

         - As a general rule, Minions look best when merged with those
           similar to them in appearance.  I realize that this sounds somewhat
           inane, but its important to remember: fusing flying things with
           walking things, or (worst of all) humanoids or barrel-types with
           most things creates a hideous monstrosity.

         - A monster that looks great red probably looks horrible blue.  If
           you have a Minion whose shape is fine, but you hate the skin, try
           the same combination with a different element.

         - In the merging screen, hit O to view the finished product after
           having selected both Minions.  DON'T FORGET THIS!  It'll save you
           countless resets.

         - Are you reading this guide somewhere other than GameFAQs.com,
           NeoSeeker.com, www.webspawner.com/users/cocoonworld, or
           PSXCodez.com?  If so, please email me and let me know where.
           The people hosting this guide are ripping me off.  I can be
           reached at [email protected].


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[E.Some Pre-Made Minions]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=
My Merges
=-=-=-=-=-=

 =-=-=-=-
  Mantis
 =-=-=-=-

 Element: Earth
 Basic Merge: Terwasp + Turen + Tergore
 Stat type: Average or Power+Speed
 Description: No, nothing to do with the ridiculous looking "Manty"
              enemies.  This really looks like a giant preying mantis,
              and is easily one of my favorite merges.
 Abilities: Comes with Earth Tail Attack, Ulvis, and Deva Ulvi.
            try merging the original Terwasp with some Terparas for
            a great Earth Horn Attack +Critical (as well as upping its
            attack/speed), or possibly something with stoning or
            poisoning potential.  The Tuloon has an absolutely
            _phenomenal_ non-elemental foot attack that hits all
            enemies; consider using that, as well.
 Other types of merges: Try swapping the Terwasp or Turen with the
            Skawasp or Fintan.  This creates a Minion that looks very
            similar, but is half wind elemental.  Also, if you're a
            little low on Minions, just Terwasp and Tergore will give
            you a Minion that's just a bit stubbier, whose wings are
            shorter and lacks Deva Ulvi.  Still looks cool, though.


 =-=-=-=-
  Kraken
 =-=-=-=-

 Element: Water
 Basic Merge: Fal + Amasag
 Stat type: High Magic/Speed
 Description: Looks like...well, like a Kraken.  Big blue head with
              eight long tentacles hanging down.  Attacks with front
              two tentacles, and casts powerful magic.
 Abilities: Comes with a water-attack, a Fang Attack +Accuracy, and
            the Ulvia spell.  Consider merging it with a mukhambu or
            the Kamra Minion, the former for Magic and Medina and the
            latter for Selahm.  Rainsters can supply Deva Vahli.
 Other types of merges: Try swapping the two Minions with their
            equivalents in color, or two that are complementary to
            each other.  Fire and wind, and wind and earth, both work
            well.  If you don't like the end result, just merge one
            more Fal into it.  You also might want to try the Yolga,
            Kolna, and Sicanjal skins, although I prefer it as it is.


 =-=-=-=-=
  Griffon
 =-=-=-=-=

 Element: Wind
 Basic Merge: Hackaroo + Hiralco/Skalco
 Stat type: High Attack/Speed
 Description: Little dog looking thing with wings, a beak, and the
              absolute perfect Griffon skin.  Has a nice high Attack
              and speed, and is yellow-brown in color.
 Abilities: Comes with a Wind Tail Attack, and the Ulvi, Ulvis, and
            Deva Ulvi spells.  Consider throwing in a Skapara for more
            speed/attack and a great Wind Tail Attack +Critical.
 Other types of merges: Try the Dreg and Frayd families with the
            Skalco, and pretty much anything else on four legs.  You
            may want to fuse in one of the Barrel-trype Minions for
            a more puffy, Griffon-like chest.

 =-=-=-=
  Tigon
 =-=-=-=

 Element: Water
 Basic Merge: Arpatron + Radgore + Sicanjal Skin
 Stat type: Average
 Description: Looks similar to the Arpatron but sits up further.  Has
              tiger stripes coming down in exactly the same pattern the
              Sicanjal does, and is just plain cool besides.
 Abilities: Comes with a Water Horn Attack, a Water Claw Attack, and the
            Vahli and Vahlis spells.  Try merging in a Kamra for Selahm
            and Medina, and a Dogpara for +Critical to that horn attack.
            Also, the water version of the Oo family (Ankoo, Mulgoo, etc)
            has a phenomenal foot attack.  The Rainster Minion offers
            Deva Vahli.
 Other types of merges: Try merging a Kamra right after the Arpatron but
            before the Radgore to make it sit up further.  Also try it
            without the Sicanjal Skin - still doesn't look half bad,
            does it?


 =-=-=-=-=-=
  Tarantula
 =-=-=-=-=-=

 Element: All
 Basic Merge: (Yorlk + Ohzay) + (Aiona + Yates)
 Stat type: Average
 Description: Looks like a regular spider with a different color.
              Also attacks the same. (Don't worry, read on)
 Abilities: Comes with Ad Mumuls, ad Roqua, ad Venon, and ad Slahm.
            Resistant to poison, stone, and sleep, and able to kill off
            entire enemy groups with instant death.
 Other types of merges: Try merging something with big, thick legs
            into the equation to thicken the legs and maybe make it
            bigger, more tarantula like.  I found I liked the Ticker
            skin on it, as well.


 =-=-=-
  Ogre
 =-=-=-

 Element: Fire
 Basic Merge: Patadon + Patdreg
 Stat type: High Attack/Defense
 Description: Looks like a large, armor-plated humanoid w/horn.
              Attacks by swinging fist violently.
 Abilities: Comes with a Fire Horn Attack and a Fire Claw Attack
            +Power, as well as the basic Agni spell.  Consider merging
            in a Patapara to add +Critical to that Horn attack, and a
            Jitamble for Deva Agni.  A Yorlk will give it instant
            death capability, as well.
 Other types of merges: Try adding one of the seven special skins to
            get rid of that armor on the back, or merging it with a
            Jitamble after the Patdreg (although this makes it look
            a little less Ogre-ish).  This works in any element, but
            looks best as red and green.  You also might want to try
            the Patlchu ot Pateeb enemies, which look much the same
            but less bulky.

=-=-=-=-=-=-=-=-=-
Submitted Merges
=-=-=-=-=-=-=-=-=-

 =-=-=-=-=
  Jirahl+
 =-=-=-=-=

 Element: Fire
 Basic Merge: Jirahl + Spiral + Klarrgas Skin
 Stat type: High Attack/Speed
 Description: A taller, more slender version of the goat-men.  Very evil
              because he appears to be a skeleton with horns.  Attacks by
              spinning around and kicking his enemy.
 Abilities: At least two of the "special" attacks and Ad Mumuls and Ad Slahm
            (if you merged this with spiders earlier).  Put them to sleep,
            instant death, rinse, repeat.
 Other types of merges: Try getting a creature with the spells Sel Selahm,
            Selahm, and Medina into the mixture.  That way you can put them
            to sleep, heal, recover MP, and then go back at it.

 =-=-
 Nova
 =-=-

 Element: Fire
 Basic Merge: (Patbaran + Yoalk) + (Patdred + Swav) + ((Patdreg + Swav) +
              Patbaran) + Spiral
 Stat Type: Attack/Speed
 Description: A distorted, reddish Goat-man with a distinctly demonish
              appearance.
 Abilities: Comes with Agnia, Ad Mumuls, Deva Agni, a Fire Horn attack,
            a Fire Fang Attack +Power, and a Rend Wings Tail Attack.
 Other types of merges: try merging with a Bauback and a Uglam, and then
            once more with a spiral, to enhance the ability list
            considerably.

 =-=-=-=-=-
 Hell Hound
 =-=-=-=-=-

 Element: Fire
 Basic Merge: Patbaran + Any of the lizard-types
 Stat Type: Speed
 Description: a sleek looking dog minion that resembles a demonic mutt.
              Purely aesthetic.
 Abilities: Agnis, varying with the lizard type you choose.
 Other Types: if you have a four legged minion, consider using this
              combo to re-work its appearance once you've achieved
              the balance you've been looking for.

 =-=-=-=-=-=
 Death Angel
 =-=-=-=-=-=

 Element: Air
 Basic Merge: Marrdreg + (Doghambu + (Maskhira + Hiralco) + Maskhira)
 Stat Type: Defense/Attack
 Description: Dog-type minion with wings.  Consider heavily using one
              of the special skins, though...
 Abilities: Malti, Maltis, Maltia, Deva Malti, Sel Selahm, Ad Selahm
            Wind Horn Attack +Accuracy, Wind Fang Attack, and a Wind
            Tail Attack
 Other types of merges: try merging in an Uglam for both sorcerous
            potential and appearance.

 =-=-
 Gaia
 =-=-

 Element: Earth
 Basic Merge: Terfrayed + Riggu + Teralco + Rugdogle + Tergrip
 Stat Type: Defense
 Description: horribly distorted, green, four legged critter with
              wings and a whole host of abilities.  Aesthetic appeal
              varies with taste.
 Abilities: ?
 Other types of merges: Suggested that you use Berbansa, Bauback,
              Spiral, and Turen, to further distort the appearance
              and enhance the abilities.

 =-=-=-=-=-
 Neon Demon
 =-=-=-=-=-

 Element: Earth
 Basic Merge: Radgore + ((Tergore + Terfrayd) + (Patawasp + Patalchu))
 Stat Type: Average
 Description: dark blue, with bright yellow wings, claws, teeth, and
              pupils. His yellow pupils have a bright red ring around
              it and a white pattern on its back where it's wings would
              be if the were held tight against it.
 Abilities: ?
 Other Types of Merges: None given; try different elemental combinations.
              Any of them should work.

 =-=-=-=
 Critter
 =-=-=-=

 Element: Fire
 Merge: (Patawasp + Yates) + (Wardon + Karn)
 Stat Type: Attack/Magic/Speed
 Description: Looks like a Patawasp with long slender arms and a neck that
            barely visible. Has forest green skin patterned with neon red,
            a violet underside and violet wings.
 Abilities: Horn and Fang Fire Attack, Tail Critical, and Foot.
          Magic includes Agni, Agnis, Ad Mumuls, and Deva Agni.
 Other types of merges: Use any elemental equivalents. The looks on this
          guy are just awesome.


 =-=-=-=-=-
 Byre Belly
 =-=-=-=-=-

Element: Fire
 Merges: (Bauback + Frigg) + Critter(see above)
 Stat Type: Attack/Magic/Mana
 Description: Looks like a Bauback with Karn's skin. Cool and cute at the same
            time.
 Abilities: What I love about Bauback and its relatives is that it's stats are
          full from the get-go. Byre Belly comes equipped with a plain Fire
          attack as well as one with Power, Accuracy, and Critical. Also has
          a foot attack and all the fire spells.
 Other types of merges: Same as Critter's. Stick with the same minions.


 =-=-
 Zeus
 =-=-

 Element: Wind
 Merges: (Shulia + Tagosag) + (Nevan + Skash)
 Stat Type: Magic/Mana/Speed
 Description: Very tall Shulia with Skash skin but STILL NO HORN!
 Abilities: Absorb Mana and two plain Wind Attacks. All the wind attack spells
          and Ad Slahm.
 Other types of merges: Try adding another Tagosag or two for a less round and
          more curvy minion.


 =-=-=
 Bubba
 =-=-=

 Element: Wind
 Merges: (Arvalzak + Ankoo) + (Skagrip + Telma)
 Stat Type: Speed/Attack
 Description: Very FAT goat man with violet skin patterned with neon yellow.
              His horn resembles a party favor hat. For a good laugh at his
              obesity, use a normal attack ^_-
 Abilities: Rend Wings + Accuracy, a Tail Wind Attack, and a powerful Foot
            Attack. Also has Malti, Sel Selahm, and Deva Malti.
 Other types of merges: You can try slimming him down with more Telma's or
            beef him up even more with more Skagrip + Telma mixes.


 =-=-=
 Leech
 =-=-=

 Element: Earth
 Merges: Karro + (Karro + Sgaj)
 Stat Type: Average
 Description: Looks like a Shee with dark blue eyes and red trim.
 Abilities: Destroy Mana, Absorb Mana, Critical, Absorb HP, and Foot. Also has
            Ulvi and Ad Roqua. This guy is an ass-kicker's dream come true.
 Other types of merges: Try adding some Shee/Karro + Morisag mixes for more
          curves and higher Magic Attack.


=-=-=-=-=-=-=
Valkyrie Dreg
=-=-=-=-=-=-=

Element: Fire
Merges: ((Teralco + Terfrayd) + Swav) + Patdreg
Stat Type: Average
Description: Looks like a Shee with dark blue eyes and red trim.
Abilities: Destroy Mana, Absorb Mana, Critical, Absorb HP, and Foot. Also has
          Ulvi and Ad Roqua. This guy is an ass-kicker's dream come true.
Other types of merges: Try adding some Shee/Karro + Morisag mixes for more
          curves and higher Magic Attack.

=-=-=-=-=-=-=-=-
Special Merges
=-=-=-=-=-=-=-=-


 =-=-=-=-=
  Sherick
 =-=-=-=-=

 Element: Fire
 Basic Merge: (Tereeb + Termole) + ((Tergore + Tergrip) + Teralco)
 Stat type: High Magic/MP
 Description: Oddly colored, giant bird with a large beak.  Looks absolutely
              hideous (and not in the good sense).  Decent magic user.
 Abilities: Comes with Rend Wings and Fang Attack +Accuracy for abilities.
            Also has Agnia and Ad Mumuls.  Consider heavily merging it to
            add in Deva Agni and Agnis to the mix.
 Other types of merges: Any element of any of the above will produce this
            special minion, as long as the belong to the same families.


 =-=-=-=-=
  Tweengo
 =-=-=-=-=

 Element: Water
 Basic Merge: ((Nevan + Oajin) + Skumole) + (Skaeeb + Mafrayd)
 Stat type: High Power/HP
 Description: Brightly colored crab.  Unlike the Mole family, it has six
              legs and pinsirs.  Looks a lot better with a different skin,
              and has a shape that works well with most merges.
 Abilities: Comes with NO spells, but a number of abilities: Horn Water
            Attack, Fang Attack +Critical, Claw Attack +Power, Tail Attack
            +Accuracy, Foot Attack-All Enemies.  Consider a Dogpara to add
            +Critical to that horn attack, or use this thing to turn any
            physical attackers into powerhouses.
 Other types of merges: Any element of any of the above will produce this
            special minion, as long as the belong to the same families.




   ___________  ___________
  /____  ____/ /____  ____/
      / /          / /
     / /          / /
____/ /____  ____/ /____  __
/__________/ /__________/ /_/

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[A.  An Intro to Hex    ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    If you want to use a GameShark (or a similar tool) and make good use of
 these codes, you're going to have to know something about Hex.  Hex (short
 for Hexadecimal) is basically another way of counting.
    You probably learned, way back when, that 24 means 2 tens + 4 ones.  124</pre><pre id="faqspan-2">
 is 1 hundred + 2 tens + 4 ones.  Looked at another way, that's (1 * 10^2) +
 (2 * 10^1) + (4 * 10^0).  That's why we call it "base ten" or "the decimal
 system" - each new digit you add is bigger by a factor of 10.
    Hex is base 16.  124 in hex does NOT mean the same thing it does
 "normally."  124 in hex is (1 * 16^2) + (2 * 16^1) + (4 * 16^0), or 292 in
 base 10!
    Now, start counting normally, starting with 0, and stopping just before
 you hit 10.  That number set, 0-9, are the ten digits you have access to in
 base 10.  So what happens when you change to base 16?  You have to add new
 numbers!  Prepare to learn and entirely new way of counting.  After you hit
 9, instead of going to 10 (one-zero), you switch to letters.  So, counting
 in hex, you'd go like so: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F.
 A is 10, B is 11, C is 12, etc.  After F comes 10 all the way to 1F, then
 20 all the way to 2F, etc.
    I realize that, if you're new to this, all this probably seems awfully
 confusing.  I suggest you go back and read that over again a couple more
 times if you didn't fully understand it, and test yourself with these
 examples.

     B0 = ?
    1FF = ?
    What comes after DE?
    And what comes after that?

 Now, for the easy way.  Click Start->Program Files->Accessories->Calculator,
 and set it on scientific mode.  Click the radio button for decimal, and type
 the number you want converted to hex.  Click the radio button for hex, and
 voila!  Easy hex-to-decimal-and-back-again conversions.

     Now, onto memory locations.  Computers use what are called "variables"
 to keep track of important information.  These "variables," or "values that
 can vary," are stored in your computer's memory.  What a GameShark does is
 to change those stored values, replacing them with whatever you tell it to.
 The first part you enter of a GS code specfies WHERE you're looking at.  The
 second part says what you want to put there.  When the game goes and checks
 what that value was again, it sees whatever you put there - instead of what
 it should have been.
     As an example, say you have a 10 HP.  That's stored in a variable.  If
 you level up and gain 5 HP, it changes what it stored to 15.  Now, you with
 your GameShark come along, and replace that 15 with a 999.  It gets into
 battle, checks your HP, and finds...999, which it then displays on screen.

     Lastly: why use hex at all?  Wouldn't it be easier just to do it in
 base 10?  Yes, it would, but there are a number of good reasons for doing
 this in hex.  The first is that programmers don't WANT you messing with
 their games, and your average lay-person doesn't know anything at all
 about hex.  Complexitity is, sometimes, a programmer's friend.  The other
 major reason is that computers operate in base 2, or the "binary" system.
 Since 16 is 2^4, it's very, very easy to convert back and forth between
 the two, which makes it run very fast.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------[B. Editing Levant ]-----------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=
Codes
=-=-=-=

These two codes have the effect both of determining Levant's current status,
and of physically changing his graphic around.  Even outside of battle, the
poisoned flag turns him green and the stoned flag turns him gray.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-
 8008BD38 000n     isPoisoned
 8008BD39 000n     isStoned
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-


These codes will set his HP.  Replace the "nnn"s with hex numbers.  Max is
3E7 (999).
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-
 8008BD40 0nnn     Current HP
 8008BD41 0nnn     Max HP
 8008BD42 0nnn     Max HP
 8008BD43 0nnn     Max HP
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-


These codes allow you to change Levants name.  Use the "Character Digits"
section of the appendix, and replace the "nn"s with the number for the letter
you want.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8008BD47 nn00     Hero's Name 1st Char
 3008BD48 00nn     Hero's Name 1st Char
 3008BD49 00nn     Hero's Name 2nd Char
 3008BD4A 00nn     Hero's Name 3rd Char
 3008BD4B 00nn     Hero's Name 4th Char
 3008BD4C 00nn     Hero's Name 5th Char
 3008BD4D 00nn     Hero's Name 6th Char
 3008BD4E 00nn     Hero's Name 7th Char
 3008BD4F 00nn     Hero's Name 8th Char
 3008BD50 00nn     Hero's Name 9th Char
 3008BD51 00nn     Hero's Name 10th Char
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Here you'll find the codes for messing around with Levant's equipment.  Check
out the appendix for the appropriate replacements for all the different pieces.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8008BD53 nn00     Weapon modifier
 3008BD54 00nn     Weapon modifier
 3008BD55 00nn     Armor modifier
 3008BD56 00nn     Accessory modifier
 8008BD56 00nn     Accessory modifier
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


And last but not least, we have levant's stat modifiers.  Replace the "nn"s
with hex numbers to set them.  Max is 63 (99), except for level, which can
reach all the way to FF (255, Developer).
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 8008BD63 nn00     Attack modifier
 3008BD64 00nn     Attack modifier
 3008BD65 00nn     Defense modifier
 3008BD66 00nn     Magic Attack modifier
 3008BD67 00nn     Magic Defense modifier
 8008BD68 00nn     Speed modifier
 3008BD68 00nn     Speed modifier
 8008BD7B nn00     Level modifier
 3008BD7C 00nn     Level modifier
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------------------[C. Editing Your Minions ]----------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


=-=-=-=-=
Preface
=-=-=-=-=
    Yes!  Straight to you from Goryus: how to build your own minion, from
 scratch.  Below you will find the codes for specifying your minion's
 appearance, behaviour patterns, stats, growth rates, abilities, name,
 and even its history.  Any questions?  Mail them to [email protected].


=-=-=-=
Codes
=-=-=-=

Messing with these will purge (delete) your minion.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 3008BEF8 nnnn     Minion purge
 3008BEF9 nnnn     Minion purge
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


Both of these codes use the minion list at the bottom.  The first sets the
posture of your minion - how it sits, casts spells, and attacks.  The second
changes the skin that's rapped around it.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 3008BEFA 00nn     Posture modifier
 3008BEFB 00nn     Minion skin modifier
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


These codes edit the names of the minions in your family tree.  You'll
need to use the "Character Digits" section at the bottom to specify which
letters you want in each position.

 Family Name 1
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3008BEFC 00nn     First Family tree name, 1st char
 3008BEFD 00nn     First Family tree name, 2nd char
 3008BEFE 00nn     First Family tree name, 3rd char
 3008BEFF 00nn     First Family tree name, 4th char
 3008BF00 00nn     First Family tree name, 5th char
 3008BF01 00nn     First Family tree name, 6th char
 3008BF02 00nn     First Family tree name, 7th char
 3008BF03 00nn     First Family tree name, 8th char
 3008BF04 00nn     First Family tree name, 9th char
 3008BF05 00nn     First Family tree name, 10th char
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Family Name 2
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 3008BF08 00nn     Second Family tree name, 1st char
 3008BF09 00nn     Second Family tree name, 2nd char
 3008BF0A 00nn     Second Family tree name, 3rd char
 3008BF0B 00nn     Second Family tree name, 4th char
 3008BF0C 00nn     Second Family tree name, 5th char
 3008BF0D 00nn     Second Family tree name, 6th char
 3008BF0E 00nn     Second Family tree name, 7th char
 3008BF0F 00nn     Second Family tree name, 8th char
 3008BF10 00nn     Second Family tree name, 9th char
 3008BF11 00nn     Second Family tree name, 10th char
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 Family Name 3
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3008BF14 00nn     Third Family tree name, 1st char
 3008BF15 00nn     Third Family tree name, 2nd char
 3008BF16 00nn     Third Family tree name, 3rd char
 3008BF17 00nn     Third Family tree name, 4th char
 3008BF18 00nn     Third Family tree name, 5th char
 3008BF19 00nn     Third Family tree name, 6th char
 3008BF1A 00nn     Third Family tree name, 7th char
 3008BF1B 00nn     Third Family tree name, 8th char
 3008BF1C 00nn     Third Family tree name, 9th char
 3008BF1D 00nn     Third Family tree name, 10th char
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Family Name 4
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 3008BF20 00nn     Fourth Family tree name, 1st char
 3008BF21 00nn     Fourth Family tree name, 2nd char
 3008BF22 00nn     Fourth Family tree name, 3rd char
 3008BF23 00nn     Fourth Family tree name, 4th char
 3008BF24 00nn     Fourth Family tree name, 5th char
 3008BF25 00nn     Fourth Family tree name, 6th char
 3008BF26 00nn     Fourth Family tree name, 7th char
 3008BF27 00nn     Fourth Family tree name, 8th char
 3008BF28 00nn     Fourth Family tree name, 9th char
 3008BF29 00nn     Fourth Family tree name, 10th char
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

 Family Name 5
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3008BF2C 00nn     Fifth Family tree name, 1st char
 3008BF2D 00nn     Fifth Family tree name, 2nd char
 3008BF2E 00nn     Fifth Family tree name, 3rd char
 3008BF2F 00nn     Fifth Family tree name, 4th char
 3008BF30 00nn     Fifth Family tree name, 5th char
 3008BF31 00nn     Fifth Family tree name, 6th char
 3008BF32 00nn     Fifth Family tree name, 7th char
 3008BF33 00nn     Fifth Family tree name, 8th char
 3008BF34 00nn     Fifth Family tree name, 9th char
 3008BF35 00nn     Fifth Family tree name, 10th char
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Family Name 6
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3008BF38 00nn     Sixth Family tree name, 1st char
 3008BF39 00nn     Sixth Family tree name, 2nd char
 3008BF3A 00nn     Sixth Family tree name, 3rd char
 3008BF3B 00nn     Sixth Family tree name, 4th char
 3008BF3C 00nn     Sixth Family tree name, 5th char
 3008BF3D 00nn     Sixth Family tree name, 6th char
 3008BF3E 00nn     Sixth Family tree name, 7th char
 3008BF3F 00nn     Sixth Family tree name, 8th char
 3008BF40 00nn     Sixth Family tree name, 9th char
 3008BF41 00nn     Sixth Family tree name, 10th char
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


These positions determine the current appearance of your minion.  Use the digits
from the Minion list at the bottom to specify which one you want in each slot.
The more slots are set to any given minion, the closer its appearance will come
to that one.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3008BF42 00nn     Merging Slot 1
 3008BF43 00nn     Merging Slot 2
 3008BF44 00nn     Merging Slot 3
 3008BF45 00nn     Merging Slot 4
 3008BF46 00nn     Merging Slot 5
 3008BF47 00nn     Merging Slot 6
 3008BF48 00nn     Merging Slot 7
 3008BF49 00nn     Merging Slot 8
 3008BF4A 00nn     Merging Slot 9
 3008BF4B 00nn     Merging Slot 10
 3008BF4C 00nn     Merging Slot 11
 3008BF4D 00nn     Merging Slot 12
 3008BF4E 00nn     Merging Slot 13
 3008BF4F 00nn     Merging Slot 14
 3008BF50 00nn     Merging Slot 15
 3008BF51 00nn     Merging Slot 16
 3008BF52 00nn     Merging Slot 17
 3008BF53 00nn     Merging Slot 18
 3008BF54 00nn     Merging Slot 19
 3008BF55 00nn     Merging Slot 20
 3008BF56 00nn     Merging Slot 21
 3008BF57 00nn     Merging Slot 22
 3008BF58 00nn     Merging Slot 23
 3008BF59 00nn     Merging Slot 24
 3008BF5A 00nn     Merging Slot 25
 3008BF5B 00nn     Merging Slot 26
 3008BF5C 00nn     Merging Slot 27
 3008BF5D 00nn     Merging Slot 28
 3008BF5E 00nn     Merging Slot 29
 3008BF5F 00nn     Merging Slot 30
 3008BF60 00nn     Merging Slot 31
 3008BF61 00nn     Merging Slot 32
 3008BF62 00nn     Merging Slot 33
 3008BF63 00nn     Merging Slot 34
 3008BF64 00nn     Merging Slot 35
 3008BF65 00nn     Merging Slot 36
 3008BF66 00nn     Merging Slot 37
 3008BF67 00nn     Merging Slot 38
 3008BF68 00nn     Merging Slot 39
 3008BF69 00nn     Merging Slot 40
 3008BF6A 00nn     Merging Slot 41
 3008BF6B 00nn     Merging Slot 42
 3008BF6C 00nn     Merging Slot 43
 3008BF6D 00nn     Merging Slot 44
 3008BF6E 00nn     Merging Slot 45
 3008BF6F 00nn     Merging Slot 46
 3008BF70 00nn     Merging Slot 47
 3008BF71 00nn     Merging Slot 48
 3008BF72 00nn     Merging Slot 49
 3008BF73 00nn     Merging Slot 50
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


These codes will change the element of the monsters listed in the family tree.
00 = none; 01 = fire; 02 = air; 04 = earth; 08 = water.  To get multiple
elements, add them together (For instance, 01 + 02 = 03, fire & air).
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 3008BF74 nnnn     Elemental modifier, first Family tree
 3008BF75 nnnn     Elemental modifier, second Family tree
 3008BF76 nnnn     Elemental modifier, third Family tree
 3008BF77 nnnn     Elemental modifier, fourth Family tree
 3008BF78 nnnn     Elemental modifier, fifth Family tree
 3008BF79 nnnn     Elemental modifier, sixth Family tree
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


These codes edit some basic stats.  Replace the "n"s with hex numbers to set
them.  In the case of duplicates, the lower ones have the greatest impact, while
the higher up ones have the least.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8008BF82 nnnn     Experience modifier
 8008BF83 nnnn     Current HP
 8008BF84 nnnn     Current HP
 8008BF85 nnnn     Current HP
 8008BF86 nnnn     Max HP
 8008BF87 nnnn     Max HP
 8008BF88 nnnn     Current Mana
 8008BF89 nnnn     Current Mana
 8008BF8A nnnn     Max Mana
 8008BF8B nnnn     Max Mana
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


These codes will set your Minion's name.  Use the "Character Digits" section to
specify which letters you want in each position.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 3008BF8C nnnn     Minion name, 1st char
 3008BF8D nnnn     Minion name, 2nd char
 3008BF8E nnnn     Minion name, 3rd char
 3008BF8F nnnn     Minion name, 4th char
 3008BF90 nnnn     Minion name, 5th char
 3008BF91 nnnn     Minion name, 6th char
 3008BF92 nnnn     Minion name, 7th char
 3008BF93 nnnn     Minion name, 8th char
 3008BF94 nnnn     Minion name, 9th char
 3008BF95 nnnn     Minion name, 10th char
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


These codes will directly edit your minions stats.  Replace the "nn"s with hex
numbers.  Note that the limit for all of them is 99.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 8008BFA7 nn00     Attack Modifier
 3008BFA8 00nn     Attack modifier
 3008BFA9 00nn     Defense modifier
 3008BFAA 00nn     Magic Attack modifier
 3008BFAB 00nn     Magic Defense modifier
 3008BFAC 00nn     Speed Modifier
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


These codes will edit your growth rates.  Replace the "nn"s with hex numbers.
Note that FF (255) is the highest they can go.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 3008BFAE 00nn     Attack stat growth rate
 3008BFAF 00nn     Defense stat growth rate
 3008BFB0 00nn     Magic Attack stat growth rate
 3008BFB1 00nn     Magic Defense stat growth rate
 3008BFB2 00nn     Speed stat growth rate
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


These codes will mess with your element.  The first for determine how much of
that element you have, and ranges from 0 to 20 (0 to 32).  The last sets all of
them at once: 00 = none; 01 = fire; 02 = air; 04 = earth; 08 = water.  To get
multiple elements, add them together (For instance, 01 + 02 = 03, fire & air).
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3008BFBA 00nn     Fire elemental
 3008BFBB 00nn     Air elemental
 3008BFBC 00nn     Earth elemental
 3008BFBD 00nn     Wind elemental
 3008BFBE 00nn     All Elements
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


These codes set your minion's level.  Replace the "nn"s with hex numbers.  The
highest possible level is 255.  Note that setting the level this way will NOT
change the minion's stats.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 8008BFBF nn00     Level modifier
 3008BFC0 00nn     Level modifier
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


These codes set what abilities the minion has access to, and what they do.  The
first determines whether or not they can use that attack; the second sets the
type of attack; the third sets the supplemental ability for it; and the last
controls how accurate it is.  For a list of the different attack/ability types,
refer to the appendix.

 Horn Attacks
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3008BFD6 0n01     hasHorn
 3008BFD7 000n     Horn Attack Type
 3008BFD8 000n     Horn Ability Type
 3008BFD9 000n     Horn Accuracy
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Fang Attacks
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3008BFDA 0n01     hasFang
 3008BFDB 000n     Fang Attack Type
 3008BFDC 000n     Fang Ability Type
 3008BFDD 000n     Fang Accuracy
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Claw Attacks
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3008BFDE 0n01     hasClaw
 3008BFDF 000n     Claw Attack Type
 3008BFE0 000n     Claw Ability Type
 3008BFE1 000n     Claw Accuracy
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Tail Attacks
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3008BFE2 0n01     hasTail
 3008BFE3 000n     Tail Attack Type
 3008BFE4 000n     Tail Ability Type
 3008BFE5 000n     Tail Accuracy
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Foot Attacks
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3008BFE6 0n01     hasFoot
 3008BFE7 000n     Foot Attack Type
 3008BFE8 000n     Foot Ability Type
 3008BFE9 000n     Foot Accuracy
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


These codes control what spells your minion has access to.  For a list of all
the spells and their appropriate replacements, check the appendix.  To get
multiple spells, add the values together (01 + 02 = 03, Agnis & Agnis).
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8008BFEC nnnn     Magic Spells modifier
 8008BFED 0nnn     Magic Spells modifier
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=
A Sample Minion
=-=-=-=-=-=-=-=-=
    Here's a sample minion I created for a Mr. Palacio - the Jabberwocky
 from Alice in Wonderland.  Enter all these codes, and you'll have yourselves
 one to play with of your very own.

Stats/Abilities   Appearance
 8008BF82 0000       3008BEFB FF25
 3008BF96 0089       3008BEFA FF49
 3008BF95 007B       3008BF42 0024
 3008BF94 0073       3008BE43 0024
 3008BF93 007F       3008BE44 0024
 3008BF92 0087       3008BE45 0024
 3008BF91 0082       3008BE46 0024
 3008BF90 0075       3008BE47 0024
 3008BF8F 0072       3008BE48 0024
 3008BF8E 0072       3008BE49 0024
 3008BF8D 0071       3008BE4A 0024
 3008BF8C 0039       3008BE4B 0024
 3008BFC0 0001       3008BE4C 00AA
 3008BFBA 0020       3008BE4D 00AA
 3008BFBB 0000       3008BE4E 00AA
 3008BFBC 0000       3008BE4F 00AA
 3008BFBD 0000       3008BE50 00AA
 3008BFD6 0000       3008BE51 007B
 3008BFDA 0000       3008BE52 007B
 3008BFDE 0101       3008BE53 007B
 3008BFE2 0101       3008BE54 007B
 3008BFE6 0101       3008BE55 007B
 3008BFDF 000F       3008BE56 007B
 3008BFE0 0001       3008BE57 007B
 3008BFE1 0003       3008BE58 007B
 3008BFE3 000C       3008BE59 0089
 3008BFE4 0001       3008BE5A 0089
 3008BFE5 0007       3008BE5B 0089
 3008BFE7 000E       3008BE5C 0089
 3008BFE8 0001       3008BE5D 0089
 3008BFE9 0003       3008BE5E 0089
 3008BFEC 0001       3008BE5F 0089
 3008BFAE 00DD       3008BE60 0089
 3008BFAF 007F       3008BE61 00AA
 3008BFB0 0022       3008BE62 00AA
 3008BFB1 007F       3008BE63 00AA
 3008BFB2 007F       3008BE64 00AA
 3008BFA8 001A       3008BE65 00AA
 3008BFA9 0014       3008BE66 0057
 3008BFAA 0019       3008BE67 0057
 3008BFAB 0019       3008BE68 0057
 3008BFAC 0014       3008BE69 00AA
 3008BF84 001D       3008BE6A 00AA
 3008BF86 001D       3008BE6B 00AA
                     3008BE6C 00AA
                     3008BE6D 00AA
                     3008BE6E 0024
                     3008BE6F 0024
                     3008BE70 0049
                     3008BE71 007B
                     3008BE72 0099
                     3008BE73 0099



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-----------------------------[D. Everything Else ]-----------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=
Codes
=-=-=-=

Change your number of empty cocoons.  Max is 63 (99).
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8008B818 nnnn     Empty cocoons modifier
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Want more money?  Set it!
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 8008B594 nnnn     Money modifier
 8008B595 nnnn     Money modifier
 8008B596 nnnn     Money modifier
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


These codes will give you the minion skin you specify in your minion
skinventory, so you don't actually have to kill the mini-bosses.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8008B798 0300     hasPaloojaSkin
 8008B79A 0301     hasTickerSkin
 8008B79C 0302     hasJeechwoSkin
 8008B79E 0303     hasKolnaSkin
 8008B7A0 0304     hasTimaiosSkin
 8008B7A2 0305     hasSicanjalSkin
 8008B7A4 0306     hasYolgaSkin
 8008B7A6 0307     hasKlarrgasSkin
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

These codes will set your enemy's HP.  Max is 3E7 (999).
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 800B1313 nn00     Enemy 1 Cur HP modifier
 800B1314 00nn     Enemy 1 Cur HP modifier
 800B1315 nn00     Enemy 1 Max HP modifier
 800B1316 00nn     Enemy 1 Max HP modifier
 800B1317 00nn     Enemy 1 Max HP modifier
 800B1318 00nn     Enemy 1 Cur MP modifier
 800B1319 nn00     Enemy 1 Cur MP modifier
 800B131A 00nn     Enemy 1 Max MP modifier
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

These codes will change your enemy's name.  Refer to the "Character Digits"
section for the appropriate replacements for the letts you want.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 800B131B nn00     Enemy 1 Name modifier, char 1
 300B131C 00nn     Enemy 1 Name modifier, char 1
 300B131D 00nn     Enemy 1 Name modifier, char 2
 300B131E 00nn     Enemy 1 Name modifier, char 3
 300B131F 00nn     Enemy 1 Name modifier, char 4
 300B1320 00nn     Enemy 1 Name modifier, char 5
 300B1321 00nn     Enemy 1 Name modifier, char 6
 300B1322 00nn     Enemy 1 Name modifier, char 7
 300B1323 00nn     Enemy 1 Name modifier, char 8
 300B1324 00nn     Enemy 1 Name modifier, char 9
 300B1325 00nn     Enemy 1 Name modifier, char 10
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Change your enemy's level around.
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 800B1350 00nn     Enemy 1 Level Modifier
 800B13D8 00nn     Enemy 2 Level Modifier
 800B1460 00nn     Enemy 3 Level Modifier
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-




   ___________  ___________  ___________
  /____  ____/ /____  ____/ /____  ____/
      / /          / /          / /
     / /          / /          / /
____/ /____  ____/ /____  ____/ /____  __
/__________/ /__________/ /__________/ /_/

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--------------------------------[E. Appendices ]-------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=
Minion List
=-=-=-=-=-=-=

    Total Minions: 171/171

   00 Marrdreg       01 Raddreg        02 Patdreg        03 Rudogle
   04 Dogle          05 Berbansa       06 Mukhambu       07 Doghambu
   08 Terhambu       09 Hiralco        0A Maskhira       0B Hirasag
   0C Pataimel       0D Skwimel        0E Radoimel       0F Patalchu
   10 Raddlchu       11 Doglchu        12 Nushab         13 Rashab
   14 Mukshab        15 Asha           16 Geenwee        17 Marven
   18 Mugoo          19 Noobwee        1A Ojire          1B Riggu
   1C Srikarta       1D Uglam          1E Yorlk          1F Jirahl
   22 Tweengo        23 Sherick        24 Arpatron       39 Pataraid
   3A Mafrayd        3B Terfrayd       3C Ragifrayd      3D Patbaran
   3E Skbaran        3F Terbaran       40 Ladbaran       41 Jitamble
   42 Hackaroo       43 Clayble        44 Geible         45 Patagore
   46 Skgore         47 Tergore        48 Radgore        49 Drunga
   4A Skarunga       4B Terunga        4C Radunga        4D Patgaron
   4E Skgaron        4F Tragaron       50 Doggaron       51 Patash
   52 Skash          53 Terash         54 Radash         55 Patagrip
   56 Skagrip        57 Tergrip        58 Doggrip        59 Patapara
   5A Skpara         5B Terpara        5C Dogpara        5D Patalco
   5E Skalco         5F Teralco        60 Raddlco        61 Patbecker
   62 Skbecker       63 Terbecker      64 Radbecker      65 Hikisag
   66 Tagosag        67 Morisag        68 Amasag         69 Patawasp
   6A Skawasp        6B Terwasp        6C Radwasp        6D Patmanty
   6E Skmanty        6F Termanty       70 Radmanty       71 Patamole
   72 Skumole        73 Termole        74 Radmole        75 Pateeb
   76 Skaeeb         77 Tereeb         78 Radeeb         79 Patodon
   7A Skatodon       7B Tertodon       7C Radtodon       7D Patakuga
   7E Skwooga        7F Terkooga       80 Radkooga       81 Pataoot
   82 Skwoot         83 Teraoot        84 Radoot         85 Patamorj
   86 Skwmorj        87 Termorj        88 Radmorj        89 Carmine
   8A Skwmaine       8B Termaine       8C Radmine        8D Anash
   8E Shulia         8F Shee           90 Fal            91 Karn
   92 Telma          93 Scul           94 Uld            95 Usk
   96 Oajin          97 Eavun          98 Embla          99 Gabee
   9A Tuloon         9B Pedingo        9C Zulmoo         9D Frigg
   9E Shoven         9F Elu            A0 Roben          A1 Tiootz
   A2 Sowl           A3 Sgaj           A4 Frey           A5 Wardon
   A6 Ankoo          A7 Galia          A8 Ohma           A9 Swav
   AA Carlidge       AB Fugger         AC Id             AD Bawni
   AE Fintan         AF Turen          B0 Rainster       B1 Yates
   B2 Nevan          B3 Aiona          B4 Ohzay          B5 Spiral
   B6 Arvalzak       B7 Fedelco        B8 Kamra          B9 Bauback
   BA Armijar        BB Greydon        BC Agghai         BD Nupandra
   BE Saramoon       BF Karro          C0 Narade


=-=-=-=-=-=-=-
Hidden Skins
=-=-=-=-=-=-=-

   25 Fire Special
   26 Wind Special
   27 Earth Special
   28 Water Special
   29 Dream Man*
   2A Dark Arpatron*
   2B Poacher*
   2C Kikinak*
   2D ??? - Muscle*
   2E ??? - Machine*
   2F ??? - Blue Plated*
   30 ??? - Death*
   31 ??? - Pyschodelic
   32 ??? - Masked Boy*
   33 ??? - Krazy*
   34 Fire Goat
   35 Wind Goat
   36 Earth Goat
   37 Water Goat
   38 Final Minion
   C1 Fire Tweengo
   C2 Wind Tweengo
   C3 Earth Tweengo
   C4 Water Tweengo
   C5 Fire Sherick
   C6 Wind Sherick
   C7 Earth Sherick
   C8 Water Sherick
   C9 Palooja
   CA Ticker
   CB Jeechwo
   CC Kolna
   CD Timaios
   CE Sicanjal
   CF Yolga
   D0 Klarrgas
   D1 All Statuses
   D5-FF: Duplicate skinsets for Mafrayd through Hikisag

   * These minions will crash the game if you use them as
     a posture, and will cause glitches if assigned to a
     Merge Slot.  The Skins work fine, although most look
     bizarre.  The "Death" skin is actually really neat.

=-=-=-=-=
Weapons
=-=-=-=-=

   00 Knife
   01 Dagger
   02 Aguazor
   03 Bronze Sword
   04 Sword of Speed
   05 Iron Sword
   06 Iron Axe
   07 Life Stealer
   08 White Horn
   09 Little Bird
   0A Whistler
   0B Nightglow
   0C Blue Phantom
   0D Thunderbolt
   0E Tsunami
   0F Spring Blossom
   10 Dragon Crest
   11 Cloudcover
   12 Palemoon
   13 Reaper
   14 Drainer
   15 Autumn Moon
   16 Icicle


=-=-=-=
Armor
=-=-=-=

 00 Hunter Vest
 01 Leather Vest
 02 Chain Mail Vest
 03 Wire Vest
 04 Plate Mail Vest
 05 Reflecting Vest
 06 Silver Vest
 07 Divine Vest
 08 Riketz' Garb
 09 Nagi Garb
 0A Bloody Garb
 0B Navy Blue Garb
 0C Forest Garb
 0D Divine Garb 1
 0E Divine Garb 2


=-=-=-=-=-=-=
Accessories
=-=-=-=-=-=-=

 00 Leather Headband
 01 Iron Headband
 02 Silver Headband
 03 Blue Bead
 04 Green Bead
 05 Yellow Bead
 06 Red Bead
 07 Sparrow Ruff
 08 Iron Bracelet
 09 Silver Crown
 0A Holly Ruff
 0B Hawk Ruff
 0C Poison Choker
 0D Sleep Choker
 0E Stone Choker
 0F Super Choker
 10 Nagi Belt


=-=-=-=
Items
=-=-=-=

 00 Mugwort
 01 Meta-Mugwort
 02 Bitter Mugwort
 03 Great Walnut
 04 Chestnut Oil
 05 Shishiudo Oil
 06 Kukumira Oil
 07 Bletilla Oil
 08 Ichishi Oil
 09 Shab Liquor
 0A Fine Liquor
 0B Excellent Liquor
 0C Special Liquor
 0D Tendai Uyaku
 0E Valerian Powder
 0F Ikari Powder
 10 Ring of Venom
 11 Ring of Sleep
 12 Ring of Stoning
 13 Ring of Death
 14 Mirror of Deva
 15 Urvy's Blessing
 16 Vary's Blessing
 17 Agni's Blessing
 18 Malty's Blessing
 19 Urvy's Seal 1
 1A Urvy's Seal 2
 1B Vary's Seal 1
 1C Vary's Seal 2
 1D Agni's Seal 1
 1E Agni's Seal 2
 1F Malty's Seal 1
 20 Malty's Seal 2
 21 Cloud Silk
 22 Thunder Silk
 23 Lily Silk
 24 Pearl Silk
 25 First Snow Silk
 26 Angelwing Silk
 27 Moonlight Silk
 28 Key
 29 Sleep Spores
 2A Attract Spores


=-=-=-=
Magic
=-=-=-=

 0000 None
 0001 Agni
 0002 Agnis
 0004 Agnia
 0008 Vahli
 0010 Vahlis
 0020 Vahlia
 0040 Ulvi
 0080 Ulvis
 0100 Ulvia
 0200 Malti
 0400 Maltis
 0800 Maltia
 1000 Selahm Venon
 2000 Medina
 4000 Medinia
 8000 Selahm

  000 None
  001 Sel Selahm
  002 Ad Venon
  004 Ad Slahm
  008 Ad Roqua
  010 Ad Mumuls
  020 Deva Agni
  040 Deva Vali
  080 Deva Ulvi
  100 Deva Malti


=-=-=-=-=-=-=-=-=-
Attack Abilities
=-=-=-=-=-=-=-=-=-

 00 Nothing
 01 Nothing
 02 +Power
 03 +Accuracy
 04 +Critical


=-=-=-=-=-=-=-
Attack Types
=-=-=-=-=-=-=-

 00 Nothing
 01 Nothing
 02 Earth
 03 Water
 04 Fire
 05 Wind
 06 Poison
 07 Sleep
 08 Flesh-to-Stone
 09 Destroy Mana
 0A Absorb HP
 0B Absorb Mana
 0C All Enemies
 0D Critical
 0E Break Legs
 0F Rend Wings


=-=-=-=-=-=-=-=-=-
Character Digits
=-=-=-=-=-=-=-=-=-

 00 Erase Name

 01 !  02 ·  03 .  04 1  10 '  11 ,  21 I  22 {  23 }  5A ?  5B -
 5C ~  90 ·  91 .  92 '  93 :  94 ;

 31 A  32 B  33 C  34 D  35 E  36 F  37 G  38 H  39 J  3A K  3B L
 3C M  3D 0  3E P  3F Q  40 R  41 S  42 U  43 V  44 Z

 71 a  72 b  73 c  74 d  75 e  76 f  77 g  78 h  79 i  7A j  7B k
 7C l  7D m  7E n  7F o  80 p  81 q  82 r  83 s  84 t  85 u  86 v
 87 w  88 x  89 y  8A z

 51 0  52 2  53 3  54 4  55 5  56 6  57 7  58 8  59 9

 67 Heart


=-=-=-=-=-=-=
Hex Numbers
=-=-=-=-=-=-=

 Some common, useful hex->decimal conversions.

 3E7   999
 FF    255
 64    100
 32     50
 1       1




=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[E.      Credits        ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

    Atom Edge <[email protected]>
        Big thanks go to Atom Edge, who's brilliant grasp of legal issues
      and talent at writing disclaimers provided the bulk of mine, as well
      as the great sectioning art used above.

    Crave Entertainment (www.cravegames.com)
        The creators of Jade Cocoon.  Thanks for creating this game, without
      which this FAQ could never have existed.  Thanks for the great gameplay
      and stellar graphics, and the phenomenal voice acting.  All it needs
      now is a plot. =)

    GameFAQs (www.GameFAQs.com)
        Thanks go out also to CJayC, operator of www.GameFAQs.com, for
      providing the inspiration to get this FAQ off the ground and offering
      an easy means to make it public.

    cmgsccc (www.cmgsccc.com)
        Thanks for providing a place to start, saving me hours of work.
      All codes in this guide have been tested by me, but it couldn't
      have happened without you.

    Peter Judson <[email protected]>
        Representative of NeoSeeker who politely asked my permission to
      use this Guide.  Thanks both for being polite and for making it
      available to a larger audience.

    Christian Worth <[email protected]>
        Webmaster of www.PSXCodez.com who politely asked my permission to
      use this Guide.  Thanks both for being polite and for making it
      available to a still larger audience.

    Thom Lancaster <[email protected]>
    Thom's Unamed Friend <[email protected]>
        Thanks go out to these two for giving me the proper directions for
      creating the Sherick and Tweengo hidden minions, the former of which
      I believe to be the "Bird of Paradise."  Keep up the good work!
        Thom has also provided the key to finding the last four minions on
      the monster list.  Thanks again!

    Rabid Neon Monkey <[email protected]>
        A great deal of help, RMM added considerably to my Minion List,
      submitted the first outside merge for my guide, telling me how to
      kill the Klarrgas, and various other (minor) corrections.

    Mindwanderer <[email protected]>
        Thanks for pointing out some mistakes and helping me to a greater
      understanding of the function of the dot, as well as having submitted
      a minion.

    Dharkist MvUnit #0 <[email protected]>
        Sent in three seperate minion merges, fairly complete and with a
      lot of detail.  Thanks for the hard work!

    Ruby Weapon <[email protected]>
        Submitted a minion for the pre-made merges list.  Thanks, man!  Any
      more, let me know.

    Daniel S <[email protected]>
    Daniel <[email protected]>
        Submitted a whole bunch of minions for "the list."  Thanks!  Keep
      up the good work.

copyright 2001 Goryus