Amazing Island Guide
For the Nintendo GameCube
By Skygor <dpgorski at yahoo.com>
14 April, 2009
=================
I. Introduction
=================
This is a little gem that is half minigames and half monster creation. It is
vicious cycle but a full designer is well worth it. If you like E.V.O.:
Search for Eden, Cocoron, Magic Pengel, Graffiti Kingdom, or Spore this isn't
too bad for around US $10.
N.B. This guide cross references everything for (intended) ease of use. So
please pardon its length.
=======================
II. Table of Contents
=======================
I. Introduction
II. Table of Contents
III. Story
IV. Gameplay
1. Controls
2. Characters
3. Concepts
V. Story Mode
BEGINNER COURSE
INTERMEDIATE COURSE
ADVANCE COURSE
VI. Piggy Mode (Advance Tips)
VII. Monster Card Game
VIII. Design Tips
A0. Legend
A1. Descriptive Appendix
1. Frames
2. Design Rules
3. Hall of Life Powers
4. Patterns
5. Eyes
6. Voices
7. Accessories
A2. Statistical Appendix
1. Frame Statistics
2. Frame Grades
3. Thickness
4. Patterns
5. Eyes
6. Voices
7. Accessories
8. Shops
A3. Monster Card Game Appendix
1. MC Descriptive
2. MC Statisitcs
3. MC GBA Statistics
4. MC Structure
5. Skills
6. Chests
VIII. To Do List
IX. Version History
X. Acknowledgements
XI. Copyright
============
III. Story
============
You're a kid who finds an old picture book of a fantasy island full of
monsters, games, and the Maboo Tribe. That night while you are sleeping a
voice gives you a monster partner and jerks you to Amazing Island. Surprise,
surprise it has been taken over by bad guys called Evilings and only an
innocent, hopeful, human child can save it.
==============
IV. Gameplay
==============
In order to save Amazing Island you must acquire Vision Orbs by beating
Evilings in various challenges with a monster Partner you create. The real
goal however is to unlock more junk for monster creation.
----------------
IV.1. Controls
----------------
The controls are self explanatory in the game but here are some of the more
obscure ones.
Hall of Life
--------------
Control Stick Move/Rotate X-Y Axis (up/down)
Control Pad Move/Rotate X-Z Axis (in/out)
C Stick Rotate Camera
L Toggle Zoom
R Toggle Fixed/Free Camera
i.e. by 90 degrees or smoothly
X Options Menu
X (Help Menu) Play Movie
Y Tool Menu
Y (Tool Menu) Help
A Confirm, Pen Down, Place Accessory
B Cancel, Pen Up
Taking a Foto
---------------
Control Stick Pan left, right, up, down
C-Stick Zoom in, out
A Take Foto
B Cancel
Y Talk to Partner for Emotes.
Battle Temple
---------------
Control Sick Move Partner
Control Pad Move Partner
B Shoot
Hold B Charge Fireball
Release B (Charged) Fireball
A Punch
Hold A Charge Dash
Release A (Charged) Dash attack
* Dash is fully charged after Partner's battle cry with fist flaming.
* Shot and dash can be charged simultaneously.
* Repressing A and B resets charge even if full.
* Standing still increases charge speed.
------------------
IV.2. Characters
------------------
Andy & Michelle
The hero and heroine of the game, or at least their default names. They have
been called to Amazing Island in hope that they will defeat the Black Evil.
Their human ability of imagination allows them to use the Hall of Life to
create and merge with monsters to battle the Evilings. The only differences
between them are appearance, starting packages, and gendered item order. Andy
gets girl items first while Michelle gets boy ones. This mismatch is because
they received a majority of the proper items from their starting package. For
simplicity this guide will refer to Andy. Each saved game takes 2 memory
blocks.
"Partner"
This is the monster character that is Andy's best bud. It follows him around
the Island and plays the games after merging with him. How it looks doesn't
affect game play aside from the stats attached. Andy can talk to Partner to
see its stats, Foto, and take a new Foto. Only one monster can be held at a
time, but each one can be saved to file. Each saved monster takes 8 memory
blocks.
Lagu
This is the Maboo that calls Andy to Amazing Island and gives him his first
Foto. Lagu says that he is needed to create a monster in the Hall of Life,
but his function is not explicitly revealed. In the meanwhile he'll explain
various aspects of monster creation.
Folu
He runs the Water Mirror in the Hall of Life to shape the bodies of new
monsters. He also can give a short personality quiz to automatically create
one.
Chinto
This is the final Hall of Life Maboo that customizes Partner's pattern, voice,
eyes, accessories and name. Using him doesn't erase the current monster body.
Jimba the Elder
As the elder of the Maboo he'll explain the history of the island and various
game mechanics. More importantly he functions as the system menu; saving and
loading games, monsters, and linking with a Gameboy Advance for the Monster
Card Game (MCG).
Jazz
Elder's assistant. He'll show the all the Fotos (and statistics) of Andy's
monsters, both saved and Monster Cards. In addition he'll explain the nature
of the battle against the Black Evil over the course of the game.
Course Watchmen
Ruby, Nimo, Dalu, and Suguru are lizard men guards of the Beginner,
Intermediate, Expert, and Practice Courses respectively. They'll explain how
Courses work and teleport Andy and Partner to them. In the meanwhile they
like to play with their very long tongues.
Shop Girls
Jasmine, Cinnamon, and Ginger are the three shop girls on Amazing Island
selling potions and items. They'll come out of hiding one by one and increase
their inventories over time.
Ow L. Rankin
This is the Village totem (tiki?) pole that keeps the top scores of all the
events and courses. He has his own file taking up 3 memory.
Village Kids
These are the local Maboo kids, with an occasional pig or chicken who seem to
have inner ear problems since they keep tripping. They give game tips and
cheer Partner on during the events.
Painters
Pichi and Bundagio are living brushes that hang around in the shops. They
paint with human "essences" such as Laziness or Hope, and talk about their
medium.
"Boss"
A fat mechanical statue that must be destroyed in certain events.
"Minion"
Some events need a little competition and these guys fill the job. There are
demons, rats, dragons, horses, spiders, and birds.
Dyna
The giant dragon skeleton of Cape Dyna.
"Turtle"
A flying turtle that serves as pick up and drop of crew for Partner in certain
events. It's always good to give props to the background crew who make events
go smoothly.
Announcer Girl
The disembodied voice that cheers the Event and Course results.
Black Evil & Evilings
These are the guys responsible for the problems of Amazing Island with the
Black Evil being their boss. "Dancing" ones are the final challenge of a
Course. "Crawlies" are tadpole like heads that function as targets for some
Events, while "Skinny" ones supplement Minions in others.
Statistics
------------
Although the game can be completed with any monster, appropriate stats make
Events easier and are essential for high scores.
Speed represent Partner's movement, and often is used for tapping events.
+ walking speed, e.g. Stonehead, Battle Temple
+ button tapping for running, e.g. Runs
+ speed bar drain or restoration appropriately, e.g. Waterskip, Sky Dive
+ distance of Dash attacks, e.g. Battle Temple
Power is Partner's strength and is used with the horizontal timing bar.
+ span of good/great horizontal timing bars, e.g. Waterskip, Catapult, etc.
+ effect of horizontal timing bar, e.g. Waterskip, Stone Spire, etc.
+ attack damage, e.g. Battle Temple
Mental would be better described as concentration or focus. This is used with
the rotational angle timer.
- speed of needle on angle timing bar, e.g. Basket Barrage, Catapult
+ span of good/great on angle bar, e.g. Basket Barrage, Catapult
+ slide reaction time, e.g. Darkness Corridor
Stamina is a seldom used stat that represents the monster's endurance or Hit
Points (HP). It is used with green colored energy bars.
- damage received, e.g. Battle Temple
- "damage" from crashes, e.g. Cloud Runs
Weight is how heavy a monster is, mostly used for physical situations when
push comes to shove.
- launch height and distance, e.g. Waterskip, Catapult
+ push/shove, e.g. Spins, Battle Dome
* No effect to jumps in Beat'n Art
* No effect to geyser height in Spins
Element supposedly gives bonuses to certain events. Determine by frame,
Pattern, and mostly Accessories. (I suspect element is told by the Event's
Monster Cards.)
Water: Waterskips
Fire: Spin, Battle Down
Wind: Sky Dive, Cloud Runs
Earth: Stone Spire, Beat'n Art
Class is automatically assigned. According to the manual and a village kid,
higher class means a stronger monster. Which specifically are higher classes
or what determines a class is currently unknown.
Legendary Lavish
Illusory Plain
Special Strange
Premium Bizzare
Elegant Superb
Foto
This is a picture of a monster that is the link between the real world and
Amazing Island, and is used for displaying a monster file. Andy can take a
Foto by talking to Partner and selecting "Take Foto". Use the Control Pad and
C-stick to reposition Andy for the snapshot. Pressing Y while shooting will
let Andy talk to Partner and get different emotions. Pay attention to its
eyes and accessories to see the differences.
Hall of Life
This is where Andy can make monster Partners. First chose your Frame and draw
the body. Then accessorize it, name it, and finally take its Foto. (Don't
forget you can take Fotos outside for difference backgrounds.) If designing a
monster from scratch is too much, Andy can take a random personality quiz to
have one automatically made. Creating new monsters costs nothing. More Hall
of Life abilities are unlocked by Vision Orbs and Chance Stars. See Appendix
A1.4. for more details.
Courses & Events
A Course is a series of minigame Events. At the start of an Event the
instructions are displayed and Partner is given the option to use a potion.
After the game the score is ranked if it's high enough and prizes are awarded.
The player will always receive half their score points in Gold Credits. An
Event is completed only if 700 or more points are scored. The maximum amount
of points for an event is 3000, although some games have a human limit of 2000
to 2500. Completing all the Events clears the Course and awards a monster
Frame. The first time around, Courses end with a game of Eviling Volleying
and award a Vision Orb. Later Courses have different Paths to follow with
different Events and subsequent prizes.
Practice Course
This is a special Course that lets Andy play any Event already completed
without using Chance Stars. Score is ranked and only Gold is awarded.
Chests
These are prizes awarded at the end of an Event if certain point values are
met. Only one of each metal chest can be won from repeating an Event i.e.
Retries. If Andy has all the chests of a certain metal or has acquired one
already during this series of retries, and then the next lower one is given.
Chest contents are assigned randomly and often follow a theme e.g. all wings.
Metal Point Contents
----------------------------------
Gold 1800 Monster Cards
Silver 1000 Patterns, Voices, Eyes, or Accessories
Bronze 700 Potion
If Andy scores 1800 points and receives only a Bronze Chest, then he has
acquired every Item and Monster Card from this Event.
Chance Stars
In another game these would be called Lives. Every time an Event is repeated
on a Course, due to failure or by personal choice, Andy loses a Chance Star.
When they reach zero, "Partner" is booted off the Course back to Maboo
Village. Not too worry, Chance Stars are restored completely and they are
saved between games. Andy gets a Chance Star every time a new monster is made
with the maximum being 99. Various design powers are unlocked in the Hall of
Life by Chance Stars. See Appendix A1.3. for details.
Monster Cards & Album
These are preset monsters created by the game developers. It usually is
easier to pick out "stronger" monsters from here if you don't have a guide
such as this to help make desired traits. They take up no memory blocks but
cannot be modified in the Hall of Life. They are acquired only from Golden
Chests.
Potions
Performance enhancers are allowed on Amazing Island. There is one for the
four major stats in small, medium, and large sizes. Only one may be used per
attempt and if the score is ranked the potion used will be recorded as well.
Potions can be won from Bronze Chests or bought from the shops.
Shops
There are three shops in the Village that sell potions and accessories. Their
inventories increase as more Vision Orbs are acquired. Although Andy will be
loaded with Gold, don't spend in all in one place. There are several items in
the 10kG range with the highest being 80000G!
Vision Orbs
These are concentrations of the "Power of Good" that must be collected to
drive away the Black Evil. They are acquired by completed a course path for
the first time. They enable new design powers in the Hall of Life, increase
shop inventories, and advance character dialog.
===============
V. Story Mode
===============
This portion of the guide will cover completing the game. (See Piggy Mode for
advance techniques.) To start off chose either Boy or Girl and give them a
name them. For simplicity I'll refer to Andy. Here are their starting
packages:
All charts hereafter will follow this pattern more or less. Sum refers to the
summation of Speed, Power, Mental and Stamina. None of these charts will ever
include items that can be acquired from the Monster Cards Game that requires a
Gameboy Advance Link.
After receiving your first Monster Card--it's always random--and dropping into
Amazing Island (literally), walk up the slope to meet Eviling-Chinto. After
some conversation his boss will come and challenge Andy to a game of Eviling
Volley!
Eviling Volley 1
******************
Knock the Eviling off the platform with a giant magma ball. Fun! Press A to
shoot and B to pass. Holding A will charge the shot, even though the game
doesn't explain this yet.
This game is pretty simple once you get the timing. During the toss up mash A
to gain control of the ball. Alternatively you can just hold A to nearly
guarantee it. Getting the ball first usually isn't worth it since its tricky
to hit the ball from when downshifting from button mashing. Once the game is
away stick with B button passes to win safely. If you have trouble, pay
attention to the Eviling's timing and imitate it.
Prize: Red Vision Orb
Vision Orb #1
---------------
After beating the Eviling, Andy gets the Red Vision Orb. Chinto returns to
his old self and scampers off to the Hall of Life. Follow him and have a nice
chat with Lagu, Folu, and Chinto. They'll guide Andy through his first
monster. If you don't like it, just talk to Folu again to create a new one.
In any case here is the first Top Item listing. This will list the best items
for stats thus far in the game, assuming all items have been collected and
bought. "Hvy" refers to a high Weight stat and "Lgt" refers to a low Weight
stat.
Boy Spd Pow Mnt Stm Hvy Lgt Sum
--------------------------------------------------------------------
Ptn Dog Rock Pastel Beetle Rock Pastle Dog
Eye Angry Angry Angry Big Angry Angry Angry
Big Big Big
Voi Machine Dinosaur Machine Phantom Dinosaur Dog Dog
Phantom
Acc Dragon Big Illum. Rhino Bolt Bell Bolt
Wing Horn Light Horn
Eagle Gloves Bell Fin Illum. Fin Cat's
Beak Crest Light Crest Claw
Strait Bolt Fin Cat's Big Cat's Gloves
Horn Crest Claw Horn Claw
Bolt & Cat's Rhino Gloves Strait Eagle Fin
CatClw Claws Horn Horn Beak Crest
Girl
-------------------------------------------------------------------------
Ptn Cat Cow Pastel Wood Cow Pastel Cow
Eye Oblong Elongate Elongate Elongate Oblong Elongate Elongate
Voi Bird Dinosaur Cutie Cutie Elephant Bird Cutie
Acc Eagle Gloves Ribbon Heart Illum. Thin Little
Beak Light Eyebrow Horn
Cute Round Thin Bull Little Ribbon Fish
Wing Claw Eyebrow Horn Horn Fin
Ribbon Medium Illum. Fish Gloves Cute Thin
Horn Light Fin Wing Eyebrow
Little Little Little Gloves Bull Heart Gloves
Horn Horn Horn Horn
When Andy is done playing around in the Hall of Life, head to the Elder
Jimba's Hut. He'll explain about the Black Evil and direct Andy to the
Beginner's Course. Save your game here, then head straight from the hut to
the watchman Ruby. He will explain the course and send Andy off.
************************************************************************
BEGINNER COURSE
************************************************************************
The first course has four events that are pretty easy. If things are too
tough, try making more monsters for extra Chance Stars.
A basic race verses a Skinny Eviling. Tap A to run and B for a single sprint.
A false start will trip Partner.
Avoid the false start and mash A to win. Try an overhead hand tap like an
arcade if you want extra speed, but be careful not to cramp your arm doing so.
Although the game explains the B button sprint, save it for when you revisit
the course.
Long jump off a ramp and skip across the lagoon to reach the rainbow marker.
Tap A to gain speed and run down the ramp. At the base of the ramp, hold down
the Control Sick to time the power of the jump. While airborn flick the
Control Stick to skip across the water.
Yes, power helps in this event more than Speed. During the initial sprint
don't strain to mash A. It doesn't take much to get to top speed. You can
start your jump anywhere on Dyna's head, but the first of the three lines is
good enough. When Partner is airborn getting the first flick is the most
difficult since the touchdown point is off screen.
The easiest way to flick is to hold down the Control Stick at any point. Then
release it when Partner touches the water. This hurts momentum a lot, so use
it until you get the feeling of that first skip.
A better way and simple way to flick is to slide your thumb over the Control
Stick quickly. This will pull it down, and the release will snap it back up.
The best time to flick is when the target circles are red.
Gold:
Gnu Water 98 103 88 98 79 387
SantaMew Water 145 98 77 75 60 395
Mirrored Water 64 129 93 119 111 405
1c. Spin Break
****************
Element: Fire
Heavy Weight: better push/shove
Silver: -1:10m Gold: -0:53
Ram off all the Minions out of the bowl before the allotted time. Press and
hold A to charge a spin. Release for a Spin Attack or Super Spin if the meter
is full. Periodically a geyser will shoot the players up, and the bowl will
crumble away over time.
This is the first tricky Event so now would be a good time to make a few
Chance Stars. Charge the Spin meter right from the start and keep charging
when it's full. Partner will gain more power, first flashing Red, Yellow, and
finally White. You can push off the Skinny thin black Evilings without using
charges. Save full spins for the Red Bird and Yellow Horned Dragon, you'll
know which ones. Avoid the lava bursts, which waste time, by continually
circling the bowl. Keeping near the rim positions Partner for quick swerves
and well time spins. Just be careful to not fall off being so close to the
edge. Another good tactic is to Super Spin when three enemies are clumped
together.
Gold:
Dragonus Fire 80 98 138 73 128 389
Broud Fire 100 113 120 78 108 411
Bombast Fire 97 104 105 96 83 402
1d. Stone Spire Smash
***********************
Element: Earth
Power: larger attack bar span, more damage per attack
Silver: ??? Gold: -0:50s
Punch away a stone spire rock by rock, and then defeat the Boss. Press the
appropriate button when the meter is green or red to smash the spire. When at
the Boss, mash the displayed button to attack and rest during the counter
attacks.
This is rather easy if you get your timing. Since the next required button is
shown be ready for a switch. If Partner is very weak, time for two high green
attacks rather than one red. When at the boss, fight up to the third warning
flash and change buttons (if needed) during the attack. If Partner is hit, do
not attack until after the second Boss attack.
Silver: hands
Dragon Fin -5 6 2 -2 3 1
Mechanical Hand 2 5 -3 -2 4 2
Steel Hand -6 6 -2 2 4 0
Eviling Volley 2
******************
Same as before but with four platforms and now the game explains power shots.
B button passing will do the trick here again.
Vision Orb #2
---------------
So a lot of junk has happened. The fog has cleared and the Practice Course
and Intermediate Courses have been opened. There's a new kid to talk to and
Lagu, Elder, and Jazz have new things to say. Right now Andy can either
collect another Frame and more items from the Beginner Course or head onwards.
Note that Frames at the end of Courses are always given in the same order, so
it will always be Hero -then- Dinosaur. The shop girl Jasmine has come out of
hiding so there are a couple of new items for Andy to spend his Gold on.
Offhand don't spend money on potions. If Andy is collecting items, he'll play
the Courses long enough to accumulate lots of them. While temping to splurge
your money, note that prices for items will climb to the tens of thousands
(max 80kG). Although price and Course complexity are a decent measure of good
accessories double check with the appendix or the top item charts. For now
it's OK to purchase a few for looks. Note that the Unicorn Horn (from Spin
Break) is one of the best items giving +6 Speed and Mental and its only
negative stat is -2 Power.
Cat Spd Pow Mnt Stm Hvy Lgt Sum
------------------------------------------------------------------------
Frame Dinosaur Dragon Dragon Dinosaur Dragon Hero Dinosaur
Pat Dog Rock Frozen Bony Brick Round'n Dog
Cat Cow Marble Round
Eye Crooked Elongate Angry Sharp Big Sharp Big
Voi Machine Dinosaur Cute Phantom Dinosaur Dog Dog
Bird Animal Cutie Elephant Bird Cutie
B.Acc Unicorn Dragon Unicorn Bull Mech. Bell Unicorn
Horn Fin Horn Horn Hand Horn
Light. Steel Star Rhino Steel Eye Light.
Horn Hand Horn Hand Glass. Horn
Dragon Mech. Illum. Fin Light. Star Bolt
Wing Hand Light Crest Horn
Eagle Big Bell Unicorn Dragon Fin Little
Beak Horn Horn Fin Crest Horn
G.Acc Unicorn Dragon Unicorn Bull Mech. Thin Unicorn
Horn Fin Horn Horn Hand Eyebrow Horn
Light. Steel Star Heart Steel Ribbon Light.
Horn Hand Hand Horn
Eagle Mech. Ribbon Rhino Light. Cute Little
Beak Hand Horn Horn Wing Horn
Long Big Thin Fish Dragon Eye Fish
Horn Horn Eyebrow Fin Fin Glasses Fin
************************************************************************
INTERMEDIATE COURSE
************************************************************************
The second course is tougher than the Beginner and introduces paths. Midway
Partner will have to choose between Left or Right. The paths lead to
different Events and prizes. Left is for "boy" frames and Patterns. Right is
for "girl" frames and Voices. Both will have to be completed once before the
next Course opens up. Here is a "map" of the paths which follow the order of
this guide.
2Le 2Re
2Ld 2Rd
2Lc 2Rc
2b
2a
2a. Seaside Sparklies
***********************
Element: Water
Speed: more effective taps
Silver: 25 combo Gold: 35 comb
Race to the finish while grabbing gems for points. Tap A to run, and use the
Control Stick to change lanes. Water will slow Partner down, while hills
speed it up.
This is the second race event, where high Speed can be detrimental. Points
are acquired by jewels, and bonuses are awarded with successive pickups.
Missing a jewel resets the combo meter. The jewel layout doesn't change
except for the last five, so keep a moderate button rhythm and zigzag those
bends.
Gold:
Watern Water 136 105 104 85 98 430
Neptune Water 85 110 78 12 84 285
Ragrag Water 101 112 87 123 100 423
Shoot as many baskets for the most points. Time the shot angle for the green
segment to score a basket. Score several baskets in a row to go into Fever
Mode for multiple shots.
Keep your eye on the angel meter rather than the ball for this game. Although
anywhere in the green angle is acceptable, time throws when the arrow is at
the needle/red segment. This will set up a good rhythm and avoid misses when
the basket changes height. The angle meter bounces back and forth
indefinitely, so get it on the rebound if you missed it the first time. When
in Fever Mode resist the urge to mash the button. Have a steady rhythm that
is synchronized to the Flashing A button for the best results.
This is the same as Waterskip Slider but kick rock columns on the track with
the A button.
Time rock kicks about half a Partner body away for "Great". This will add
extra height and therefore distance. Kicking doesn't reduce the Speed meter
but Control flicks will. Depending on the launch there will be a couple of
times where the Flick and Kick are very close together. Just mash Kicks and
Flick when to Flick.
Gold:
Typhoon Water 108 92 79 122 121 401
Blizard Water 94 92 114 118 125 418
Blublade Fire 99 80 113 126 143 418
Silver: hats
Football Helmet -2 2 -5 6 2 1
Straw Hat 2 -3 3 -2 -3 0
Witch's Hat 2 -4 5 -2 1 1
2Ld. Catapult Craze
*********************
Power: increase power meter span
Light Weight: better jump
Mental: increase angle meter divisions, slower needle speed
Silver: +18km Gold: +18.5km
Toss a rock on a catapult and launch Partner off it for the greatest height.
Time various meters for the power of the toss, angle, and time to jump off the
platform.
The power meter will bounce indefinitely so take your time with it. The angle
one will default to failure, so get it on the first pass. The actual launch
is trickier. The best time is when the catapult arm is perfectly horizontal.
However it is better to launch earlier than later. Keep your eye on the left
platform so you can see the rock coming.
2Le. Sky Shooter
******************
Speed: better meter usage and restoration
Siler: 400 points no crashes Gold: 1200 points no crashes
Sky Dive to a platform and gain points for time and targets shot. Shoot with
A and air brake with B. Crashing in to Evilings or shooting will lower
Partner's speed.
Taking down a wave of same colored Evilings adds bonus points, and like
Seaside Sparklies bonuses are more important than speed. Red waves go in
circles and Green ones bounce in lines. For them just pick a spot and keep
shooting. They'll fly right into Partner's stream. Purple ones are scattered
but don't move, so pick them out. A high score is very easy if Partner
doesn't go crazy on shooting and clears entire waves.
Spd Pow Mnt Stm Hvy Lgt Sum
-----------------------------------------------------------------------------
Frm Dog Dragon Dragon Dinosaur Macho Hero Dinosaur
Pat Cat Cow Frozen Crab Brick Round'n Cow
Eye Oblong Elongate Angry Sharp Big Elongate Big
Voi Machine Dinosaur Cute Animal Phantom Dinosaur Dog Dog
Bird Cutie Elephant Bird Cutie
Acc *Uni. & Dragon Uni. & Dorsal Mech. Rose Uni. &
Assem. Fin Assem. Fin Hand Assem.
Light. Tube Star +Heart Steel Fairy Human
Horn & Bull Hand Wing Hand
Demon Steel Doughnut Football Cube Cute Pail
Wing Hand Helmet Wing
Dragon Mech. Witch's Pail Ball Bell Fang
Wing Hand Hat
* Unicorn's Horn and Tail Assembly.
+ Heart and Bull Horn.
Swap the given interchangeable heads on eight busts so that the top and bottom
patterns match. Use A to pick up and put down a head, and the Control Stick
to move.
Pull a Captain N and press pause when the statues line up. Then take your
time figuring out the puzzle. If there isn't a quick solution, try solving it
from the opposite side. Also note that Partner can reposition itself before
the start of each round, so take advantage of a head start.
2Rd. Bomber Bowl
******************
Element: Fire
Speed: more effective taps
Silver: -1:00 Gold: -0:40
In a giant bowl arena defeat Boss with cherry bombs. Tap A to move and B to
shoot bombs. Pick up black bombs, and avoid falling rocks, pink bombs, and
the fountain at the center.
This is another tricky event that will take practice. A good technique is to
fill up on bombs (4), find the boss, and dump them all. Wash, rinse, repeat.
Bombs home into the Boss slightly so shots don't have to be perfect. Also
ramming the boss will make it throw a black (safe) bomb. Always keep moving
looking for chains of falling bombs. If you cannot find the boss within 10
seconds turn around and look behind, since Boss has just moved there.
Gold:
Farflung Fire 104 89 101 80 113 374
Canistar Fire 108 122 54 140 88 424
Vega III Fire 75 99 106 127 115 407
In the battle temple compete with Minions to shoot the most Crawlies. Gold
ones are worth extra points.
This is the first Battle Temple event with direct control of Partner. Press B
to shoot and hold to charge a Fireball. Standing still and high Power speeds
this up. Press A to push and charge for a Dash attack, although the game
doesn't explain Dashing yet. The Dash is ready when Partner finishes its
battle cry. It is very easy to accidentally reset the charge of a Dash or
Fireball so be careful. If Partner is rammed by another monster it will be
stunned for a bit. If the damage is severe enough, Partner will flash yellow
and be immune to attacks. Wiggling the Control Stick will lessen stun time.
Stick with Fire rapid shots and punch when a crowd forms. Punching knocks
back the victim, and can chain hits together like billiard balls. This
doesn't give a bonus, but it can be more effective then rapid shots. Avoid
the Minions attacks and focus on the Crawlies. Be especial careful at the
edges, since falling into spikes causes Yellow stun damage. Since it can get
very hectic use pause to relocate Partner, and a bright colored pattern will
help it stand out.
Gold:
Dillo Fire 107 95 83 91 139 376
Warkitty Fire 96 84 115 87 126 382
Motochet Fire 135 65 92 81 114 373
Spd Pow Mnt Stm Hvy Lgt Sum
---------------------------------------------------------------------------
Frm Hamster Dragon Dragon Dinosaur Dragon Bunny Dinosaur
Pat Dog Rock Frozen Bony Brick Round'n Dog
Cat Cow Marble Round
Eye Crooked Elongate Angry Sharp Big Sharp Big
B.Voi Machine Dinosaur Machine Phantom Dinosaur Dog Dog
Phantom
G.Voi Bird Dinosaur Cutie Cutie Elephant Bird Cutie
Acc Uni. & Triple Uni. & Bowl Mech. Bell Uni. &
Assem. Claw Assem. Hand Assem.
Light. Dragon Ring Heart Steel Eye Human
Horn Fin & Bull Hand Glasses Hand
Dragon Steel Star Rhino Cube Star Bowl
Wing Hand Horn
Disc Tube Doughnut Duck Ball Fake Fang
Beak Nose
Cube Cute
Wing
Eye
Glasses
Eviling Volley 3 & 4
**********************
The games are the same as before but the Eviling Boss has one. Passing the
ball between the two enemies increases their chances of messing up. Giving
opposite shots, e.g. fast to slow, shot to pass, is also effective. Taking
the minions down first weakens the Boss's skill a bit. (Though it probably
won't be noticeable.) If Partner knocks out an Eviling prepare for the
rebound.
Vision Orb #3
---------------
After getting the third vision orb--it doesn't matter which one--one kid is
restored, the "Pull and Stretch" power is unlocked, and more of the locals
come out of hiding. Elder, Jazz, Lagu, and the kids by the Hall of Life have
new things to say. In addition Cinnamon and Pichi are out in Shop 2 and
Jasmine has updated her inventory.
Vision Orb #4
---------------
The path to Course three has been restored along with watchman Dalu, the
brushman Bundagio in Shop 2, and the (re)Size (and reposition) power has been
unlocked. Jazz has more flavor text, Lagu teaches about accessories, the pig
kid by the Hall of Life talks about Eviling Volley, and Shop 2 has restocked
its selves. As usual, more tables.
Cat Spd Pow Mnt Stm Hvy Lgt Sum
-------------------------------------------------------------------------
Frm Hamster Dragon Dragon Dinosaur Macho Bunny Dinosaur
Ptn Cat Cow Frozen Lizard Steel Round'n Cat
Marble Armor Round
Eye Oblong Elongate Angry Sharp Big Elongate Elongate
Voi Machine Dinosaur Cute Phantom Elephant Bird Tiger
Bird Animal Horse
Acc Uni. & Triple Uni. & Bowl Mech. Thin Uni. &
Assem. Claw Assem. Hand Eyebrow Assem.
Light. Thorned Ring Sheep Cube Ribbon Human
Horn Collar Horn Hand
Demon Dragon Demon's Dorsal Ball Rose Bowl
Wing Fin Horn Fin
Dragon Tube Star Heart Quad. Fairy Pail
Wing & Bull. Prism Wing
The Tail Assembly from Sky Shooter is exactly like the Unicorn's Horn and thus
is one of the best items. The Disc from Stonehead Swap is the best item for
Stamina and you can purchase the Steel Armor for the heaviest pattern.
************************************************************************
ADVANCE COURSE
************************************************************************
Another course and more paths. This time the first left leads to patterns and
"girl" frames, right for voices and "boy" ones, and the "middle" ones to eyes.
If Andy is gathering all the items don't worry too much about always scoring
in the first events. To get all the items in the last Events the first two
Events will be played at least 24 times white the next two on both Paths 8
times. Also Events now only give two Monster Cards each instead of three and
the Course gives three frames instead of two.
LLf LRf RLf RRf
LLe LRe RLe RRe
Ld Rd
Lc Rc
b
a
3a. Spin Attack
*****************
Element: Fire
Heavy Weight: better push/shove
Silver: 10 knockouts Gold: 18 knockouts
Exactly the same as Spin Attack, except the Minions continually come and
points are scored for knock outs.
As usually charge can go all the way to White, circle the bowl, and be careful
of the crumbling floor. Points are scored even if Partner falls out or
releases a Spin, so suicide during the last seconds if it's not possible to
knock out a clump of Minions.
Gold:
Feiberos Fire 123 90 123 67 80 403
Homlar Fire 103 113 147 73 110 436
Sculpt a statue, with your fists! Control Stick to move around the column and
bounce on the trampoline. Hold A to punch continuously and B to kick. Kick
in stakes to freeze time and crawl directly on the column.
This is a complex game that takes a bit getting used to. First always hold
down A. Save Kicks for any straggling rings of cracked stone. Use the
Control Stick gently since direction is registered -after- a bounce. While in
Time Stop you can only tell Partner to turn left or right, while it
continually walks forward. If a stake is activated during a fall, immediately
hold left or right to turn Partner around. Statues can only be carved if all
"three" rings of stone for their level has been cleared.
For now just worry about clearing this Event then practice control on the
Practice Course latter.
Gold:
Glassrog Earth 113 143 91 81 138 428
Super Sam Earth 103 96 92 121 108 412
***********************
Left Path First Turn
***********************
3Lc. Jungle Spurt
*******************
Element: Water (?)
Speed: more efficient taps
Silver: ??? Gold: -11:30s
Race to the finish as in Jungle Dash, while avoiding trees and rocks. It's
pretty strait forward with two exceptions. First the fastest lane in the
second to last hurdles is through tress. Second the last hurdles needs a fast
lane change from the far left to far right. As with Jungle Dash, use the B
button sprint till you are more familiar with the track.
Gold:
Amigo Water 130 158 59 86 114 433
Gridora Water 79 79 101 134 101 393
3Ld. Block Stack Attack
*************************
Element: Water (?)
Mental: larger angle segments, slower needle
Power: larger meter segments, slower power meter
Silver: 5 tosses @ 10 height Gold: 7 tosses @ 9 height
Try to stack as many blocks as possible, timing for power and angle. Choosing
a higher starting stack increases the difficulty and points awarded.
This is another timing event. First try it at 5 height. If it's not hard,
raise the height. Like Catapult Craze the power bar will continually bounce,
while the angle meter will pass only once.
The green section for both the power and angle meter are acceptable for a
toss. Aim for the middle of the green angle segment to reorient it back to 45
degrees on the next toss. Like Seaside Sparklies, successive good tosses are
required for high scores.
Gold:
Beeboy Water 95 124 91 76 72 386
Maniac Water 85 136 102 81 83 404
3LLe. Mach Runner
*******************
Element: Wind
Stamina: less damage from collisions, faster recovery
Speed: more efficient taps
Silver: -50s: Gold: -42s (?)
Race to the finish in the fastest time possible while avoiding hurdles and
stone columns. Tap A to run and B to brake. Running fast, i.e. tapping, will
use more Stamina.
Like most races speed is not important, but rather control and pacing.
Tapping in time with the displayed A button sets a good rhythm that isn't too
strenuous on Stamina. Hitting a couple of hurdles is acceptable but avoid the
columns at all costs. Don't forget to brake during turns that are marked with
stripes on the floor. This slows Partner down for greater control and
restores Stamina.
In the middle of the track there is a pit jump after a set of six columns.
Burn speed here for make the jump. Failing will waste several seconds. After
the jumps there is a zig-zag of several columns, where weaving in and out is
the best way to cross. This event can be very difficult so take any passing
score during your first attempts and practice it latter.
3LLf. Battle Royale
*********************
Element: Fire
Stamina: better defense and HP
Power: faster charge, more powerful attacks
Speed: faster walking speed, longer Dash
Weight: better push/shove
Silver: 3 before time Gold: ???
Defeat all the minions in the temple. Push B to shot and charge for a
Fireball. Push A to punch and charge for a Dash attack. Break blocks for
extra points and be careful of falling into spikes.
Full out brawling in the temple. The best way to deal damage is to knock
Minions into the spikes. Any attack besides basic shot will shove a Minion.
However this usually places Partner dangerously close. If anyone is knocked
into the spikes, they will flash yellow invisibility so stand clear of them.
Blocks can be destroyed for points, and the best way to clear them is knocking
a Minion into one.
A decent tactic is to stay away from the Minions and let them battle each
other. Charge fireballs and knock them into the spikes from long range. If
one gets close, punch it, and then release the Fireball to knock the Minion
away. Keep in mind that Fireballs pass each other. So if there is cross
fire, dodge it. If you decide to charge Dash, use it defensively to dodge
Minion attacks. As usual wiggle the Control Stick to shake off stun damage.
This can be another tricky event, so pass and practice may be prudent.
Gold:
FaeGator Fire 114 131 90 78 112 413
Blue X Fire 150 64 88 97 129 399
Change all the given stone heads to same shape. Punch them to advance it to
the next shape.
The order of the heads is the same as in the background ruins going left to
right with the "triangle" one off screen, so you don't have to memorize them.
Just pause the game and identify the odd statues. Figure out the number of
punches each statue needs, and execute the plan. Like Stonehead swap Partner
can move before the round, and it's best to keep backtracking to a minimum.
Gold:
Hydrum Water 99 131 94 87 88 411
Seanymph Water 108 122 54 140 88 424
3LRf. Dual Runner
*******************
Element: Wind
Stamina: less damage from collisions, faster recovery
Speed: more efficient taps
Silver: 5 checkpoints Gold: 9 checkpoints
Grab the ball and race it through as many checkpoints as possible for a high
score. Be careful of the Minion who'll try to steal it. Tap A to run and B
to break. The faster Partner runs the more Stamina is drained.
This event isn't as bad as it seems. As usual control is more important than
speed. Keeping the same rhythm as the flashing A is recommended for good
Speed and Stamina usage.
At the start of the relay mash A sprint to the ball. From there keep a steady
pace and weave back and forth to shake off the Minion. Mash A during turns,
when the floor is striped, for a speed boost since the Minion cannot chase
then.
If Partner must be hit, take it from behind, so that the ball goes forward and
the Minion stays behind. If Partner drops the ball behind, it'll have to wait
for the Minion to take and recovery.
***********************
Right Path First Turn
***********************
This is all the way back, after Beat'n Art if you are lost.
3Rc. Spin Road
****************
Element: Fire
Heavy Weight: better push/shove
Silver: ??? Gold: -30s
This is a Spin stage, but instead of knocking monsters out, try to make it to
the end of the track.
Take it easy and Partner should be fine crossing the course. Wait for the
moving platforms to align before crossing and note that Partner can drop two
platforms at a time after passing the geysers.
Gold:
Firesnax Fire 111 119 137 59 137 426
MagmaGoo Fire 105 130 131 68 95 434
3Rd. Waterskip Smasher
************************
Element: Water
Power: better launch
Light Weight: better height and distance
Speed: better meter drain
This is a more advance version of Waterskip Crusher. This time the blocks
come in pairs. Play it exactly as before, but double tap B when Partner meets
a rock.
Gold:
Seathing Water 85 129 93 105 115 412
Rollin Water 120 115 67 120 78 422
3RLe. Catapult Calamity
*************************
Power: increase power meter divisions
Mental: increase angel meter divisions, slower needle speed
Light Weight: better jump
This is the same as Catapult Craze, but you can choose rock size and grab
balloons near the top for extra height. Use the control stick to veer towards
a balloon and tap A to flap for height.
As before take your time with the power meter. Angle meter only has one
chance. Keep your eye on the left platform and launch when the catapult arm
is horizontal or earlier.
Choose the largest rock unless Partner is very dumb. If Partner clears the
stratosphere, mash A and guide it to the highest balloon.
3LRf. Sky Circus
******************
Element: Wind
Speed: greater speed recovery
Silver: 700 points no crashes Gold: 1500 points no crashes
Fly through the rings to rack up points. Press A to dive and pickup speed, B
to brake and slow down. Points are scored for a fast time too.
Again combos are more important than speed. Avoid missing any ring as much as
possible. Speed up while going through them and use brake, even twice, to get
the trickery ones. Partner's size -doesn't- matter, however a thinner body
design makes it easier to see the rings.
Wack-a-mole. For the first 20 seconds get every head. Afterwards stick to one
side of the platform, aiming for Silver and Gold. It can get very crazy near
the end, so limit Partner to one punch "attempt" per statue at the last 20
seconds.
Steal the ball from the Minions and take it to the goal in the center to
score. Shots, Fireballs, punches, Dashes, and spikes are allowed.
Another tricky event. From the start make a beeline to the center goal and
punch at the last moment. When in control of the ball, walk towards the goal.
Pay attention to the Minions. Sometimes they will charge Fireballs, so weave
strait up or strait right to make it hit another Minion. More often than not
Partner will lose the ball and goal.
When not in control of the ball, play as goalie. Stick around it and punch or
Dash any Minions that get near. Dash is more effective since it clears the
group -and- stuns them. Grab the ball quickly and step right back into the
goal. This is how a majority of points will be scored. Again this is another
pass and practice event.
Gold:
NoirNoir Fire 66 98 110 107 90 381
Firarmor Fire 121 100 111 98 152 430
Eviling Volley 5-8
********************
Same as before but with three minions. In volley #5 the platforms are very
close and spread out from #6 to #8. Stick with feints and Partner should be
fine, while trying normal or Power shots when the platforms are far off.
Vision Orb #5
***************
Another orb another kid, shop, power "Slide" pattern, and lists. Jazz say
something new as well and a kid is now in Shop 1.
Vision Orb #7
---------------
One more kid and Shop 2 has stuff. *Yawn* Note that the Demon's Eye is the
best Eye in the game while the Skull Stone is the best for raising Power.
Vision Orb #8
---------------
Wow, three kids this time and all the Shops have full inventories. (I wasn't
kidding about stuff being 10kG.) The Blowhole is the best -heavy- Stamina
item in game. The Connected Eye most likely -is- Sonic the Hedgehog's. It
would have been the best except it is added as a single eye, while all the
others are in pairs and can reach 12 for a stat.
Tabulating all the various paths would be too much work, so here is the final
table for all items acquired in game. N.B. that this listing doesn't include
items from the Monster Card Game.
Speed Power Mental Stamina Heavy Light Total
----------------------------------------------------------------------------
Frm Horse Giant Tiny Dinosaur E.Spirit Tiny Dinosaur
Tiny
Hamster Dragon E.Beast Macho Scorp.W Bunny Tiny
Dog Macho E.Spirit E.Spirit Macho Kid E.Spirit
Macho
Cat Mantis.W Dragon Spider.W E.Beast Cat Spider.W
----------------------------------------------------------------------------
Ptn Cat Cow Metalwork Lizard Steel Living Retro
Armor Armor Machine
Wood Living Frozen Crab Brick Round'n Leather
Armor Marble Round Armor
Stained Steel Luxurious Haniwa Rock Frozen Cat
Armor
Ninja Rock Plastic Ceramics Lava Pastel Cow
----------------------------------------------------------------------------
Eye Neon Thorned Purple Sharp Search Girl's Demon
light
Demon Coal Demon Big Thorned Elongate Neon
Purple Elongate Angry Round & Demon Connected Purple
Black
Oblong Angry Girl's Neon Neon Big Elongate
----------------------------------------------------------------------------
Voi Machine Dinosaur Kung Fu Phantom Giant Bird Cutie
Hero
Bird Elephant Heroine Horse Elephant Cat Cute
Animal
Cat Dragon Alien Dog Dinosaur Dog Tiger
Wolf Giant Cute Creature Dragon Cutie Creature
Hero Animal
----------------------------------------------------------------------------
Acc Uni. & Skull Uni. & Blowhole Shield Thin Uni. &
Assem. Stone Assem. Eyebrow Assem.
Cape Triple Whisker Bowl Breast Cat Human
Claw Base plate Whisker Hands
Light. Flaming Tentacle Trans. Lion Ribbon Cape
Horn Mane Bowl Mask
Vernier Robot Ring Shield Chain Rose Whisker
Hands Gun Base
Talk to the Elder to unite all the Orbs inside Andy's soul. Now all the
villagers just give encouragement for the final battle. Save your game,
preferable on a different memory card since the ending and credits are only
shown once. Build your strongest or most favorite monster and walk to the
giant rock by the Beginner Course.
Final Showdown!
*****************
Power: greater power bar spans, effective taps
Mental: slower reaction bar
Yes, enough -playing- with magma balls, now is the time to fight with them.
First catch the ball, and it is better to be late than early. At that point
chuck the ball when the meter is red. The closer to the edge the more damage
dealt but the harder is it to time. If you Pause, hold down A and unpause,
then the bar will trigger a bit further from where it was. This technique can
be useful when close to the edge. If Partner times the catch exactly when the
ball connects, there will be a ping, a golden flash, and an auto-throw for
full damage.
After draining the first HP bar, there is a final magma ball catch and then
phase two. Just hold down the A button until the stream is small and blue.
At that point mash A until Partner shoves the ball into the Black Evil's
mouth. Be sure to hold down A on that last shove, to reassume to preview
stance. This phase is easier than the first but dependant on how much
platform is left.
Ending
--------
The Black Evil is destroyed (but not killed), Hope has been restored to
humanity, and the Island is saved. Time to party! Everyone thanks you while
Partner dances.
During the credits various preset monsters are displayed while Broud plays the
Events. Broud happens to be the monster with Andy in Amazing Island concept
art. Enjoy it while you can since this is the only time you can view them.
Afterwards you can save your game and monster. (If you haven't saved to a
different memory card to see the ending again, now is the time to switch.)
Epilogue
----------
The title screen now has a Sound Test, which displays the promised party at
the ending. (The very catchy remix of the Hall of Life is from the Trade
Monsters menu.)
Back on the island check the masked kids on the docks and the masked one by
Shop 3 for the final game tips. By the Black Evil cave is a Course Watchman.
It turns out the Black Evil has met a face worse than death: it was made part
of the attractions. Defeating the Black Evil again doesn't do anything
though.
If Andy checks his Item percentage on the Status screen it'll probably be
around 50%. It's time to master the Courses and play Amazing Island Card
Game, if he hasn't. Before that there is a pig in Shop 2. Talk to it and
select "Oink" to unlock...
================================
VI. "Piggy" Mode (Advance Tips)
================================
This part of the guide will feature advance strategies for high scores and
collecting Monster Cards. Don't forget to look at preset monsters for quick
optimizations.
Piggy mode is unlocked by beating and saving the game. It is turned on by
talking to the pig in Shop 2 and selecting "oink". Piggy mode is exactly like
normal mode except that pigs and oinks are features of the Events which are
often more helpful cues.
Jungle Dash
-------------
This is pretty easy to score high. Optimize partner for speed, i.e. car and
airplane parts, and mash A. Using an overhand approach, like as with arcade
buttons is easier. Time the final B button sprint so that the whole sprint is
used to covers the final part of the track, but doesn't fall short.
Waterskip Slider
------------------
Optimize for Power and light Weight. Time the jump in the red bar and have
every skip "Great."
Spin Break
------------
Here are the waves of attacks:
1 Skinny
2 Skinny, 1 White Bird
1 Skinny, 1 Black Dragon
3 Minions
2 Skinny, 1 Red Bird
3 Skinny, 1 Black Dragon
Floor Breaks: 36s, 54s
All skinny minions can be pushed off without spins. However wait until they
touch the ground completely, otherwise they still have the extra momentum from
the fall. The Red Bird and Black Dragons will cause the most problems. Use a
full white Super Spin on them near the edge. Another way is to Super Spin if
two or three Minions are clumped together. Also advantage of spins, even not
fully charged ones, when the floor crumbles. Finally do -not- release a spin
after all the enemies are cleared since this takes up time.
Stone Spire Smash
-------------------
Optimize for power. During the column section change Partner's stance between
A and B with nearly simultaneous pressings; sort of roll your thumb across the
buttons. Time attacks to be firmly in red rather than cutting it close to
green.
At the boss mash buttons until the third warning flash, and change stance
during the attack if needed. If everything is done correctly Partner can
ignore the warnings of the third counter attack and take down Boss beforehand.
Seaside Sparklies
-------------------
This is the track pattern. It is always the same except for the last track of
small gems, which are randomly placed.
L **** ** * * * O * ! *
C * *O ** ** * **O * * * * * * O ******
R * * !
Keep a quick but not grueling rapid pace and don't miss any gems. Going too
fast is actual bad. The only tricky part is where the exclamation points are.
Right before Partner grabs the first "!" immediately swing to the right, and
then immediately swing back to the left. Do this even if you feel that you'll
turn early and miss the gem. You won't. If you can make it past this point
without missing, 1800 is guaranteed.
Basket Barrage
---------------
Optimize for Mental. Time the baskets for red, since this will keep a good
rhythm and ignore basket height shifts. When in Fever Mode time the A button
with the display and keep your eye on the needle. If the needle moves
clockwise then the basket has moved up. This will cause the balls to clump up
so skip one tap to restore the Fever Mode rhythm.
During the last second of Fever Mode mash A and keep your eye on the angle
meter. It is very easy to mess up the first timed basket while resuming.
Also several balls from Fever Mode can drop in normal play and shift you back
into Fever Mode. Be ready for that as well.
Getting a high score here takes a bit of luck since the basket shifts
randomly. Just keep trying and don't strain too much.
Waterskip Crusher
-------------------
Again optimize for Power and light weight. Try to launch from red and obtain
"Greats". Keep your nerve and Kick when to Kick and Flick when to Flick. If
you get a very good jump, note that kicks can be done from the top of columns.
Catapult Craze
---------------
Not much here to say from playing it normally aside trying more to have a
horizontal launch and optimizing for power and light weight.
Sky Shooter
-------------
Here are the waves:
4 Purple: Cross
4 Purple: X
4 Green: "diamond" counter-clockwise
4 Red: circle counter-clockwise
6 Purple: cluster
4 & 4 Green: "diamond" top and bottom
4 & 4 Red: clockwise then counter-clockwise; pick one point for both
8 Purple: circle
4 & 4 Green: zigzag right then horizontal; shoot middle
Fast
8 Purple: cluster
4 & 4 Red: clockwise then counter-clockwise
4 & 4 Green: large diagonals
8 Purple: circle
Very Fast
4 & 4 Red: spiral center to rim; shoot from middle to rim in a line
8 Purple: cluster
4 Green: large diagonals
4 Red: spiral center to rim;
Try to clear entire waves for bonuses. Many can waves can be taken down by
picking one points and shooting continuously. If you don't crash or go crazy
with shooting Partner should do fine.
Stonehead Swap
----------------
Optimize for Speed. This game will test your logical facilities. Pause, get
some chess pieces, and play around with them. Minimize running around and
swaps. The next head grabbed should be always be as close as possible to the
last swap, and avoid backtracking paths. If you cannot see a good solution,
try solving it from the opposite side, left, or right. This change of
perspective can solve many tricky problems especially with the very first
three rounds.
While solving the puzzle note how many crossings at minimum are needed to
solve the puzzle by looking at what colors are on each side. E.g.
0 Crossings 1 Crossing 2 Crossings
-------- -------- --------
* o * * o * *
* o o o o
-------- -------- --------
While trying to minimize vertical swaps do not stop Partner from crossing up
and down if it'll save time. Another obvious but easily missed tip is to run
diagonally. Since the game repositions Partner to the proper spot it is easy
to accidentally only use right angles for moving. Diagonals will boost the
score a good amount since it moves to the same location by a shorter path.
I'm not sure on whether to list solutions to the tricky puzzles, but here is
one of the less apparent ones. Remember that the starting patterned can be
flipped vertically and horizontally:
Finally keep in mind that lucks plays a role. Sometimes the game just keeps
giving you the same long puzzles. So keep trying, and resist the urge to
smash the controller when you get 1700.
Bomber Bowl
-------------
While in Stand By mode make note of the location straight ahead at the top of
the screen. Run to that point and make a strait left. This will put Partner
right on top of Boss. If you set it up right, Partner will bounce repeatedly
and get four bombs quickly. Immediately turn around and unload them.
From there just play aggressively. Grab four bombs then unload them. Always
keep moving, weaving up and down the bowl. If you cannot find bombs or the
boss in about 10 seconds turn around, because that is there they are.
When chasing Boss, aim for where it is going if it doesn't slow down. Pay
attention for any rocks or bombs Boss may run into. Rocks will slow then stop
Boss completely. If Boss picks up a black bomb it will throw it back at
partner.
This event takes luck on how the bombs fall and if the Boss runs into rocks,
so just keep trying.
Battle Blast
--------------
No real advance strategies here. Just turbo blast shots SHUMP style and punch
when the occasional good cluster of Minions and Evilings appears. Try to get
Gold targets but don't waste too much time trying to get them. Hang around
the middle since it's you can cover the whole temple easily from there. Also
listen to the game. If you have Stereo speakers and pay attention, you can
hear where a bunch of offscreen Crawlies are. Be aggressive, keep a clear
head, and resist the urge to smash the controller at 1700.
Spin Attack
-------------
More weight for clout is desirable. If you have mastered Spin Break, then
this is a piece of cake. Use Super Spins when the Minions are clustered
together or when they are fighting near the edge. (The bowl breaks only
breaks once at 8s.) If Partner is knocked out release its spin for more
points. Also if a final cluster Spin isn't possible at the end, suicide and
release spin for more points.
Beat'n Art
------------
Here is the pattern of the time stakes, (not to scale).
Base <----> Top
* *
* * * <-other side
*
At the start bounce to the right twice and hit the first stake. If you hit it
while falling be ready to turn all the way around. Claw to the next one and
kick it, then the third. Yes, Partner can activate stakes while the clock is
stopped. At that point make a left and craw to hit the next two. After that
keep crawling in the same direction and up to hit the last stake, and make
sure to crawl down and spot check any remaining stone rings.
Once all the stakes have been traversed--not everyone had to be activated--let
go of the control stick and bounce freely. (Keep on punching.) Kick any
straggling stone rings and punch the expose statues. Tap up once or twice
only to deal with the top. When that's done deal, free bounce to deal with
the middle, and then hold the stick down to finish the bottom.
Spend a couple of Practices just using the trampoline. Once you have the feel
this game becomes easy.
Jungle Spurt
--------------
Optimize for speed, car and airplane parts. Here is the track:
R * * * * ^ ^ ^ ^ * * * * * *
C * * * * ^ ^ ^ ^ * * * *
L ^ ^ ^ ^ * * * * * * * * * *
*: rock
^: tree
There are two tricky parts here. First mash A very aggressively at the start
(without a false start) to reach max speed quickly. The other is the final
bend through rocks. It is the same bend for Seaside Sparklies, but it's easy
to accidentally letup on tapping there.
Block Stack Attack
--------------------
Optimize for mental. Sadly there is nothing here but successfully tossing all
7 blocks at height 9 or 10.
Mach Runner
-------------
Optimize for Stamina then speed. This time around run the race for speed.
Mash A and maneuver the track as best you can. A couple of hurdles are OK,
since you'll recuperate easily, but avoid the pillars at all costs. Don't be
afraid to weave in and out wildly if it'll avoid obstacles and prevent
deceleration.
When you come to a turn, don't press any button. Just hold the Control Stick
all the way left or right and coast the turn. You'll be moving fast enough to
make it work, as well as recovery Stamina without losing momentum.
It'll take practice to use these maneuvers, so take little breaks once in a
while.
Battle Royale
---------------
Optimize for Power, then Speed and Stamina. Charge Dash attacks and use them
exclusively. Try to setup a bad game of pingpong with the Minions. Ram one
Minion with a Dash. Then turn around and ram the other two with a Dash
towards the opposite direction. Do -not- knock Minions into the spike since
Yellow damage invincibility will mess up the loop. Dashes should be used like
the final sprint in Jungle Dash. It should cover the most ground possible and
end exactly where the Minions are. If you get it right neither group will
recover until they are smacked with another Dash.
The point is not to knock out the Minions, but to deal the most damage, which
is how points are scored. Just keep trying with this event and have fun.
1800 was scored with Viking and Broud two preset monsters, so Partner doesn't
-have- to be super strong.
Stonehead Bingo
-----------------
Just pause and solve the puzzle at your leisure. Remember that the order of
heads is the same as the statues in the background going left to right. (This
is one event where Piggy mode makes it harder.)
Heads can be punched midair to save speed, and it is still best to solve the
heads in order. Correct each head in a clockwise or counter-clockwise path
avoid backtracking and therefore time.
Dual Runner
-------------
Optimize for Stamina and Speed. This is rather easy and uses the same tactics
as before. Weave with a steady pace on the strait-a-ways while speeding up
and running strait during turns.
Spin Road
-----------
Not too hard again. Most enemies can be pushed so save Super Spins for
emergencies. Just walk strait without stopping to the moving platforms and
wait for them to align. Then when you reach the second geyser, aim directly
for second platform. At the second platform jump strait to the forth one, and
then the goal.
Waterskip Smasher
-------------------
Same as Waterskip Crusher, optimize for Power and light weight, launch during
Red. Again a "double tap" is best for the two stones. Keep your nerve when
the skips and kicks are close together. Skip when to skip and double kick
when to kick.
Catapult Calamity
-------------------
Optimize for Mental and Power. (Mental stuff lowers weight anyways.) Use a
huge stone and time for full power, red angle, and horizontal platforms.
Again earlier is better for the platform. When in the stratosphere aim for
the tallest balloon for the most points and try not to break the controller at
1700 points.
Sky Circus
------------
Size does not matter at all in this game but drawing a skinny monster to see
the rings better. This even just takes practice to avoid missing a ring.
(Ring positions are random.) If the upcoming ring doesn't intersect the
current ring, Partner will more than likely need a brake or even a double
brake. If a double break is used it's OK to dive while passing some rings to
catch up.
Stonehead Smash
-----------------
As with all Stonehead games Pause is the key. Statue speed increases with
every successful hit. Smash every statue until the speed shifts twice and
pause the game. Then while still in pause tap Start twice to "double pause"
the game and advance it a fraction of a second. Keep double pausing, until
you see the very top of Gold head coming out of the water. Immediately run to
it and smash it, then resume the double pausing.
Battle Ball
-------------
Have at least 100 Speed and decent weight. Here Partner must focus on getting
goals when in possession of the ball. The following four plays are drawn to
scale, i.e. each line/slash is equal to the distance of one grid of the Battle
Temple:
x x o * x * Left Opposite
O -O O --O
/ | | <-__ \
/ / /\| -__ /
/ / / -x /
/ x / * / / Partner Right
Tact 1 Tact 2 Tact 3 Tact 4 Names
Tactic one is just run strait to the goal. Use this when no Minions are
charging shots. Partner will lose the ball, which is fine since the point of
this play is to minimize time loss.
Tactic two is run to the goal, then up and right (along the floor cracks) for
the last square. This works for when the Right and Opposite are charging
Fireballs. If the top two minions are charging Fireballs, do the reflection,
i.e. diagonal for two, then right and up.
Tactic two and its reflection work when all three are charging Fireballs too.
Tactic three is run to the goal, then diagonal down till aligned with the
goal, then run strait up to the goal. Use this when A)only Opposite is
charging and B) the lower right Minion runs -towards- the goal instead of
strait left (towards Partner). Using Tactic three, Partner will dodge behind
the Right, and Right will be struck by Opposite's Fireball.
Tactic four is the reflection of tactic three. Run towards the goal, then
diagonal left till aligned horizontally with the goal, then strait right. As
with tactic three use this when only Opposite is charging and Left runs
towards the goal.
These plays may need to be tailored to the speed of the individual partner
used. If partner has higher speed, the bends of the play may need to weave
slightly.
It is highly recommended that you spend at least one whole game of Battle Ball
using a tactic exclusively. (Five games total.) While playing pay attention
to who charges and how they run right at the start of a play. This will not
only make you memorize the maneuvers so that they can be pulled off at a
moments notice, but tailor them to the monster used, and show how and when
they work.
While playing as goalie as usually try to make quick recoveries and not waste
precious time squabbling over the ball.
Since Minions use random tactics, luck plays a role in how successful the game
goes, so keep trying and don't break the controller.
========================
VII. Monster Card Game
========================
Monster Card Game (MCG) is another game accessible only with a Gameboy Advance
using the GameCube link cable. Talk to Elder and select "Monster Cards" to
upload it. Basically it's just a series of turned based battles typical of
older RPGs, and most likely the intended purpose of the (preset) Monster
Cards. A game of Monster Cards goes like this:
1. Choose level
2. Battle through the rounds.
3. Award random chest.
A round of MCG consists of
1. Choose a move.
2. Choose the target if applicable.
3. Resolve damage.
4. Repeat.
If all the enemy cards are defeated Andy's cards are healed slightly and
advance to the next round. If all of Andy's cards are defeated he is given
the option to continue. Continuing starts Andy in the -same- round and with -
full- health.
Statistics
------------
In MCG stats play a different role. They determine the abilities of the cards
in typical RPG fashion.
Speed: order of attacks, ability to hit targets, ability to dodge attacks
Strength: damage ability
Mental: starting and maximum Power Points (PP)
Stamina: defense and Hit Points (HP)
Weight: Hit Points
Hit Points = 1000 + 5*(Stamina + Weight)
The Elements play a more important role since they determine the strength and
weakness of attacks on cards.
Strong Weak
Water > Fire Water < Fire
^ v v ^
Earth < Wind Earth > Wind
Keep in mind that the element of an attack doesn't have to be the same as the
card using it. There is also a neutral element that deals the same damage
regardless of the card's element.
Moves
-------
A card starts out with two attacks, determined by their Accessories, and can
learn an additional one with a Skill Card. Offensive moves deal damage to a
single or all cards, while defensive moves either dodge, block, or reflect
attacks, and healing moves restore HP. All cards have a one move that has a
positive PP cost to ensure that they are able to function in battle with no
PP.
Order and Switching
---------------------
At the start of a level Andy chooses the order of cards to play. In battle
Andy may switch the current card to the next one in line instead of attacking.
On the next turn the new monster is swapped in and automatically uses a block.
Cards not in battle cannot receive damage and gain PP over turns. If a card
in battle loses its entire HP it is removed and the next one in line is
swapped in. If there are still unresolved enemy card attacks the new card
will take the damage. Luckily the new card still gets its free defense move.
Cards that are out of battle when advancing to the next round are healed
slightly more, while those that haven't participated in battle at all receive
a little more.
Skill Cards
-------------
These are cards that teach a move to a monster card. Like accessories they
are permanent items. They can be used as many times and on as many cards as
Andy desires. Even preset monster cards can learn new skills. The only limit
is that a card can only learn one extra skill. A learned skill can be
overwritten and are not kept game to game, so they must be taught again when a
card is uploaded. Skill cards are gained from Bronze Chests won in MCG. See
Appendix A3.5 for a listing.
Chests
--------
If Andy completes all the rounds of a level, he is awarded a random chest.
The chest number and metal is always random, however Andy will always receive
a new chest until he has collected all of them for the current level. At that
point the Level is marked with a star. If Andy already has the item within a
chest, it will contain a random potion.
Chests can only be are opened by Elder. (Choose "Connect to GameCube" on the
GBA before selecting "Monster Cards" with Elder for an easier time uploading.)
Don't forget to save when you do so. The GBA can only at most 8 chests and
each level of MCG has 10 unique ones.
Gold: Monster Cards, Large Potions
Silver: Patterns, Eyes, Voices, Accessories, Medium Potions
Bronze: Skill Cards, Small Potions
See Appendix A3.6 for a complete listing of MCG Chests.
Levels
--------
There are eight levels to monster cards increasing in difficulty. Each level
has the same layout, but the enemy cards chosen are random.
Enemy Cards
-------------
These are Andy's opponents in Monster Card Game. Take note of their element
and border since they display their fighting capabilities and traits.
Brown (Bronze) 500-1000 HP
White (Silver) 1000-1500 HP
Shiny (Gold) 1500-2000 HP
Strategies
------------
MCG is really a game of patience, and I thank CrazyBottle for his very good
technique at winning this game easily. First create a strong monster, when in
doubt slap on Demon Eyes; Unicorn Horns or Tail Assemblies for Speed and
Mental; Skull Stones for Power; and Bowls or Blowholes for Stamina. Next
upload it three times while teaching it Soul Bite three times. Yes, you can
send the same card multiple times. If you do not have Soul Bite, won at level
5, use another strong skill, preferably one that attacks all enemies such as
Spinner, won at level 2.
In battle use regular attacks until Andy's second monster (out of battle) has
reached 3 PP to use Soul Bite. At that point swap cards, use Soul Bite, and
repeat until dead. Since each card out of battle earns on PP per turn,
continually swapping enables Soul Bite to be perpetually used and spreads out
the damage amongst Andy's cards. If you happen to be defeated, Continue! You
have an infinite number of them. Continuing starts the cards out in the same
round with full HP and different enemy cards. The full HP is a huge advantage
in itself, while new set of cards may be weaker than the previous ones. If
you keep continuing with Swap and Soul Bite, winning is just a matter of time.
(Provided you have a strong monster, and just don't run into a stream of bad
enemy sets.)
Naturally it's OK to spot check some tactics, such as finishing off a weak
enemy or not swapping a card if their HP and PP are high. The closer to level
8 the more enemy reading must be done. If a monster constantly blocks, often
they are low on HP. The alternative is that they are charging up their PP for
a strong attack. If three turns pass with blocking or weak attacks expect a
big one soon, or worse healing. Act accordingly by either by blocking,
swapping for the defense bonus, or swapping to a high HP card. In the very
last levels and rounds it may be best to continually swap cards right at the
start of a round to minimize damage. Finally Silver and Gold cards on levels
7 and 8 use Meltdown or Gandara. These skills attack all other enemy cards as
well, so putting off attacking them may be beneficial.
Link Battle Mode
------------------
Using the GBA link cable up to four GBAs can play a match of MCG. It is the
same as the original except the game pauses between turns to display how to
lineup the GBAs for a mutli screen view. The winner of the match receives a
random chest. Like other levels Link mode has its own unique 10 chests, also
given without repeating until all of them are acquired for one GBA. Since
this may be a rare occasion for chest collecting here is a sabotaged monster
to speed up the process.
Monster M110
Tiny or Hamster Frame, single very, very tiny circle on the body, inflated
Very Thin; Girl's or Elongate Eyes; Bird Voice; Frozen Marble pattern; 8
Stars.
====================
VIII. Design Tips
====================
This section of the guide is to help with both aesthetic and statistical
aspects of monster design.
Concept
Begin your monsters first with the concept. Have the look or idea of your
monster. -Then- try to make it. If you start off looking at the frames there
is the tendency just to stick to their basic shapes. Ears can become eyebrows
or horns. The Dog and Cat become vehicles. Worm arms turn into mouth pieces.
You will start to see the frames in terms of Form and Shape rather than their
names.
Whittling
View your monster in terms of its silhouette. The most basic example is a
dog's head. From the front it's just a round circle. From the side it's a
round circle with the muzzle out. When in doubt, try to draw from both
perspectives and see all its inflations.
Variation
Try this out with arms. Draw a creature normally. Now draw the arms above
the skeleton. Actually finish the monster and take it for a walk seeing how
they work. Now repeat this with below the skeleton, then front and back. If
you drew the arms from the Front try it with the Side or vice versus.
Hopefully at the end you'll think more 3D. If you do this with the Body or
Head you can get some interesting results.
Try a similar technique with Ears which changes what you draw to what you see
more than any other body part. If you take the base of the ear bones as the
center of a clock face, draw a long and thin rectangle to point to 12. Just
preview it, rotate the Frame around, and see how the ears wag. Now try it
with the rectangle pointed to 3 o'clock, 6, and at 45 degree angles. Now do
all of that from the side view. You'll have to repeat all of this for the
Evil Spirit since its angels are different from the Dragons and Animals, but
it'll be worth the effort.
Compliments
In general a Front Body goes well with Side Arms and Legs or vice versus.
Note that Front Legs position themselves automatically and may clip a bit.
Objective
Patterns, Voices, Eyes, and Accessories are all basically the same batch of
"objects" that give anywhere from -6 to +6. The exceptions are weight from
Patterns.
Heavy Man
Patterns more than any other affect Weight the most +/- 18. Patterns made of
Metal and Rocks like materials add the most. Fragile materials, invisible,
creatures that can fly or run fast are the lightest.
Negative Space
A monster can be painted so that little of the actual pattern is exposed.
Plaid becomes a flannel shirt. Zigzag makes glowing veins.
Suit Up
Use the Maboo, Ninja, or Santa pattern to Slide it to the correct spots.
Mostly this is to have the eyes in the right place and a Side drawn body to be
properly symmetrically.
2 for 1
All eyes except two are given in pairs and the stats listed in this guide
reflect that. When picking an eye note that they usually give a huge boost -
and- penalty. As such some of them have strong effects on Weight.
Soft Spoken
Voices usually grant one bonus and penalty with none over +/- 5.
Choose Your Weapon
Speed: wings, car and airplane parts
Power: claws, guns, weapons
Mental: cute, girly, clothes
Stamina: helmets, armor, padding, sports balls
Heavy: rocky, metallic
Light: clothes, girly
============
A0. Legend
============
Event: Course Number, Path, Event Number
Shop: Shop Number, Visual Orb
Monster Card Game: MCG#
Monster Card Game Link Mode: MCG0
=============================
A1. Descriptive Appendix
=============================
This appendix consists of descriptive references to items.
------------
A1. Frames
------------
These are the skeletons which a monster is built on. They are won from
completing a Course path. Paths 3LL, 3RL, and 3RR give three Frames while
every other path and course give two. Frames are always given in the same
order.
Dragon, Start
Basic western standing dragon shape, wings not included. Their ears are
better off used as horns. Rather strong and smart, but very slow and no
endurance.
Dinosaur, 1 x1
Stereotypical T-Rex dinosaur, but also good for birds and bi-pedal animals.
It has average stats and the best Stamina in the game.
Dragon-Man, 3LL x1
This is the same as the Dragon, but it stands upright and has shoulders. This
guy is worse than the Dragon or Dinosaur.
Hero, 1 x2
Full sized humanoid. Average stats but low on the Stamina.
Macho, 2L x2
Full sized humanoid with big beefy gorilla arms and a tail. Very good stats
but is the slowest in the game.
Kid, 3LR x1
Andy sized humanoid. Fastest and lightest of the humanoids, very bad for
power and stamina.
Dog, 2L x1
Average canine body, with ears, and lots of tail wagging. Very fast, not to
bright, and average for the rest.
Horse, 3LR x2
Average equine body with ears and a tail. Legs and neck are rather long. The
fastest but dumbest frame.
Cat, 3LL x2
Average feline body, think lion. Same as the dog but lighter and less
intelligent.
Hamster, 2R x1
Upright rodent with ears tail, and rabbit like feet. Think Pikachu. Fast,
tough, and light, but weak and stupid.
Bunny, 2R x2
Upright rabbit with ears and tail. Very tiny arms and very big feet.
Statistically the worse frame in the game. Although it is light, it is
neither fast nor smart.
Tiny, 3LL x3
Andy sized humanoid with ears and rabbit feet. This frame is to the extremes
being the weakest, lightest, smartest, and tied with the Dinosaur for Stamina.
Scorpion Worm, 3RR x1
The first worm monster. All worms have four crab like legs, Mr. Waternoose or
dreugh daedra, and praying mantis arms. This worm leans forward like a Dragon
or Dinosaur. It has the worst stamina in the game but decent speed and
weight.
Spider Worm, 3RR x2
A worm but the body is low and in between the forelegs. It has average stats
but is a little weak.
Mantis Worm, 3RR x3
The final worm is the tallest of the three and stands erect. It is the
strongest worm, but very dumb and low Stamina.
Evil Beast, 3RL x1
Slouching humanoid with four beefy arms and a tail. Very slow and low stamina
but smart and powerful.
Giant, 3RL x2
This is the a two armed Evil frame but has a short torso and long legs.
Similar to the giants in Majora's Mask, but without the head-torso fusion.
The strongest frame in game but horrible speed and stamina.
Evil Spirit, 3RL x3
Same as the Beast but replace the tail with ears on the back of its head.
Very smart, enduring, and slow and the heaviest monster in game.
--------------------
A1.2. Design Rules
--------------------
It is not the details but rather the principles of a monster that determines
its stats. Here are the rules that affect each stat in addition light of the
given Frame statistics. I.e. work backward from these rules.
No Effect
* What is actually Drawn
* Symmetry of a drawing on a limb i.e. mirror
* Number of disconnect shapes on a limb i.e. two untouching circles vs.
"snowman"
* Aspect Ratio of drawn shapes
* Front vs. Side
* Color of Pattern
* Sliding of Pattern
* Painting of Pattern
* Modulation of Voice
* Position of Eyes/Accessories e.g. top of head or bottom
* Limb Location of Eye/Accessories e.g. arm vs. head
* Size of Eye/Accessories
* Symmetry of Accessories
* Single vs. Paired Accessories
* Left vs. Right of Eye/Accessories
"Extra" Limbs
* Fore Legs and Upper Arms function as Arms.
* Hind Legs function as Legs.
Speed
* indirectly proportional to the area of the Body, Legs, Hind Legs, Ears,
Tail, and Lower Arms
* +7 if a head is present
* +1 if all limbs are present
Power
* directly proportional to the area of Arms, Legs, Fore Legs, Hind Legs,
Ears, Tails, and Lower Arms
* +1 if Legs are present
Mental
* directly proportional to the area of Legs, Hind Legs, Ears, Tail, and Lower
Arms
* +5 if head present
* -5 if Leg, Ear, Tail, or Lower present, not cumulative
Stamina
I know very little is known about Stamina determination. The only possible
rule is that it is directly proportional the jaggedness or vertices present of
limbs. However I haven't been able to test this strongly. Any help is
appreciated.
Weight
* +1 per limb present
Limb Asymmetry
If a Right limb is draw or thicken differently than the Left then the limb
contribution will be the average of the two.
Thickness
* Normal thickness is the average of Very Thin and Very Thick
* Thin and Thick are the average between Normal the the respective Very.
* Inflation modification is the same for limbs regardless of Frame.
* Every limb affects stats provided Weight is included.
Element
This is determined by Frame, Pattern, and Accessories increasing in precedent
with neutral/no element Patterns and Accessories existing. Precedent among
Accessories is currently unknown. Since there are 150 of them, I've yet to
decide whether it is worth the effort testing them all.
---------------------------
A1.3. Hall of Life Powers
---------------------------
The Hall of Life can be upgraded throughout the game by gathering Chance Stars
and Vision Orbs. Chance Star upgrades aren't announced, so talk to Folu to
again after getting the proper number of Stars.
8 Pattern Colors, 8 Chance Stars
Get an additional four color schemes for each Patterns.
4 Voice Modulations, 18 Chance Stars
Robotic and Distorted, i.e. echo, are added to Normal and High.
Line and Mirror Line, 23 Chance Stars
Instead of dragging free hand, points are chosen to draw strait lines.
Stamp, 39 Chance Stars
Basic shapes such as circles and squares, and irregular ones such as crosses
and stars, in large and small sizes can be stamped instead of drawn.
Draw By Yourself, 2 Vision Orb
After completing the first course, monster bodies can be drawn freely.
Pull and Stretch, 3 Vision Orbs
Drawn lines can be pulled for bumps and spikes. Don't forget that you can
pull inside a shape as well.
Size, 4 Vision Orbs
After choosing the "center" an entire limb can be grown or shrunk and slid to
whatever position. This is good for repositioning a drawing on a limb to
match the rest of the body.
Slide Pattern, 5 Vision Orbs
A pattern's texture can be slide across the limb. Useful to correct a suit
type pattern, e.g. Ninja, on a limb drawn from the Side rather than Front.
Paint, 6 Vision Orbs
Up to 15 colors (out of 72) can be painted over the Pattern of the monster.
It's nice for adding clothes to some Patterns or patterns to others. Don't
forget you can pick up an existing painted color with Y.
----------------
A1.4. Patterns
----------------
These are 50 textures that wrap Partner's body for a look. At the start of
the game four colors are available, and four more are unlocked at 8 Chance
Stars.
Name Source Description
-------------------------------------------
Dragon Start Scaly body of a Dragon.
Lizard S2.4 Scaly lizard body with visible underbelly.
Large Scale 2a, G Scaly body with stripes that resemble a plastic
bendy snake.
Armadillo S2.4 Armadillo's shell and underbelly.
Crab 2a Crab's shell and body.
Beetle 2a, B Resembles an insect's body.
Living Armor 3LRf Resembles stone with fissures of glowing under
rock.
Frozen Marble 1b White marble with frosted coloring. Looks like
ice cream.
Dog 2a, B Perfect for boy's best friend or other mammals.
Cat 2a, G Spotted furry body like the Lucky Cat.
Tiger S1.2 Black striped tiger fur with the last four being
very thin.
Cow 2a, G A Holstein (black and white) cow pattern.
Parrot 2a A surprisingly accurate bird's body with feet
and beak.
Chameleon 3RRf A transparent body in the shade of a dark color.
Polka Dot 1b Even spread dot pattern.
Plaid 1b, G Gingham plaid pattern like a picnic blanket.
Marble 1b, B Marble as in the toy with interesting scrolling
lines.
Camouflage MCG2 Camouflage pattern from the army or hunting.
Maboo Start The default pattern that resembles a tropical
tribal body paint.
Primary Colors S1.2 Single solid colors.
Pastel Start Single solid light colors.
Santa Claus S3.8 Santa's outfit, right down to the face, beard,
hat, and boots.
Luxurious, S3.5 A glass body with intricate gold lacing.
Hero's Tights MCG6 A super sentai outfit like Voltron Force or
Power Rangers.
Ninja Suit S3.5 Another accurate ninja outfit, down to the face
mask.
Protector 3LRf Padded armor as if for a hockey goalie, cricket,
or kendo.
Leather Armor 3LRf Basic leather armor in dyed colors.
Steel Armor S2.3 As in knights in shining armor with some
scrollwork.
Evil Spirit Armor S2.7 Knight armor but darker and with shadows.
Mummy S2.7 Mummy wrappings with the last four striped like
a zebra.
Skin S1.2 Skin tones for mere humans.
Vine 3Lc Crawling ivy and vines like a gazebo's wall.
Wood 3Lc, G Smooth varnished wood paneling, like an old
timey toy.
Pebble S3.5 Packed pebble cobble stones.
Rock 3Lc Rock with cracks and fissure like a sidewalk.
Lava S2.7 Molten magma like in the Gloom Corridor.
Pavement 3Lc Packed cobblestone and asphalt road.
Brick S1.2 Normal layered rectangular bricks.
Hexagon Marble S3.5 A honeycomb pattern for marble.
Ceramics 3Lc An intricate pattern typical of oriental vases.
Haniwa 3Lc Curve and bump pattern for Catrots and Gyroids.
Glass 3RRf Colored glass that shines slightly.
Stained Glass 3RRf Colored glass with cracks that don't follow a
pattern.
Plastic S1.6 Solid colors that are cell shaded for obvious
shadows.
Metalwork 3RRf Metal with intricate scrollwork.
Bony 1b Skelton pattern, right down to the skull and
rib cage.
Zigzag S2.7 Shimmering shapes that resemble sunlight in a
swimming pool.
Gleaming MCG0 Bright colors that glow and the scroll work of
Cute Machine.
Transparent MCG7 Completely see through with some frosted color
outlines.
Round'n Round 1b A very tight series of thin circles as if for
hypnosis.
Robot MCG5 A very high tech looking metal body.
Real Machine 1b, B Metal plates with rivets.
Retro Machine 3LRf Giant cogs and gears of the Victorian era.
Cute Machine S1.3 Colored mecha pattern for Voltron Lions or
Zords.
------------
A1.5. Eyes
-------------
These are 25 special accessories that can only be placed once.
Angry Eye 1a, B Pointed eye with a pupil.
Sharp Eye 1a Pointed eye with a sliver for a pupil.
Purple Eye 3LRe Pointed eye with purple whites.
Round and Black 1a Resembles an oil drop or round bead.
Oblong Eye 1a, G Long oval like Pom Pom's.
Crooked Eye 1a Shaped like Pac-man's, which are little
pac-men.
Big Eye 1a, B Oval violet eye.
Elongate Eye 1a, G Circle eye with large blue pupil like
Jigglypuff's.
Goggle Eye S2.3 Brown almond eye.
Connected Eye S3.8 Same as Sonic the Hedgehog's. Probably why
it's so expensive.
Dot-Like Eye MCG3 Circle with a single tiny point. Looks as if
they are rolling.
Coal Eye S1.6 A snowman's eye with thick eyebrow.
Boy's Eye 3LLf Same as Andy's.
Girl's Eye 3LLf Same as Michelle's.
Cat's Eye S1.2 Half circle yellow eye.
Frog's Eye S2.7 Yellow frog's eye with green eyelids.
Snail's Eye S2.4 Small blue eye on peach colored stalks.
Insect Eye S2.4 Red oval shaped compound eye.
Thorned Eye 3LRe Brown thorny eye and eyebrow from a Horned Toad
or Lizard.
Shining Eye S3.5 Yellow glowing oval eye.
Neon Eye 3LRe Yellow glowing thin horizontal line.
Demon's Eye S2.4 Orange slivered eyes that the Minions have.
Searchlight Eye 3LRe Looks like the eye for a radio or television
tuner.
Antenna Eye MCG5 Green eye that looks like it should be on a
Gundam.
Scope MCG8 A single circle with three viewers like a
microscope.
---------------
A1.6. Voices
---------------
These are the noises Partner makes in the games. From the start of the game,
a normal or high pitch can be chosen. After acquiring 23 Chance Stars,
robotic and distorted (echo) effects are added.
Dinosaur Start Basic dinosaur roar.
Dragon 2Rd Another roar with some breathing.
Giant Hero 3Rc Middle pitch male shouting "hya."
Transforming Hero MCG6 Middle pitch male shouting "hooya" like a
sentai.
Phantom 3Rc, B Gravely shout.
Kung Fu S3.8 High pitched shrieking male from a Kung-Fu
flick. "Waaaaahhhhhiiiiii"
Heroine 3Rc Middle pitched female sentai shouting.
Dog 2Rd, B Barking and woofs.
Wolf 2Rd Wolf howls and barks.
Cat 2Rdm, G Meows and the occasional hissing.
Tiger 2Rd Roars from a big cat.
Horse 2Rd, B Whinnies and the occasional brays.
Elephant 2Rd, G Pachyderm trumpeting.
Bird 2Rd, G Chips and whistles.
Creature 3Rc, Deeps groans from that "something."
Cutie 3Rc, G Warping voice as from a child's cute toy.
Cute Animal S1.3 The chattering of rodents.
Alien S3.5 Gibberings of a tentacled and squishy alien.
Machine 3Rc, B Deep robot sound effects.
Musical Instrument MCG7 Electric guitar chords and twangs.
-------------------
A1.7. Accessories
-------------------
There are 150 objects that can be attached to Partner that modify stats in a
variety of ways. They each have three versions and up to 8 can be attached to
Partner.
Ogre Horn S2.4 Short and stumpy like an Oni's or
Cyclops's.
Strait Horn 1c, B Strait cone horn.
Unicorn's Horn 1c Spiraled unicorn's horn.
Little Horn 1c Short stumpy curved horn, like a
stereotypical red devil.
Long Horn 1c Long thin horn like a goat's.
Medium Horn 1c, G Curved horn like a cow's.
Big Horn 1c, B Giant curved horn that's taller than
wide.
Demon's Horn S2.4 Small curved horn that the Minion's wear.
Lightning Horn 1c Thin medium horned with a bend like
lightning bolts.
Rhino Horn 1c, Boy Thick horn from a rhino.
Bull Horn 1c, G Large joined horn from a yak, gnu, or
oxen.
Sheep Horn S2.4 Curled ram's horn.
Deer Horn 1c Basic 12 point antlers.
Dragon Horn MCG0 Antler-like horns from an Oriental
dragon.
Imp's Horn 3RLe Cloth horn with ball like a jester's cap.
Bolt 2Ld Basic hexagon headed bolt or screw.
Screw Driver S1.3 Turnkey for a windup toy or music box.
Springing Star 3RLe Star on a spring for goofy novelty
antenna.
Thin Eyebrow 3a, G Pencil thin eyebrows.
Thick Eyebrow 3a, B Normal sized eyebrows.
Ardent Eyebrow 3a Very thick eyebrows full of expression.
Eye-Like Ball MCG0 A single floating eyeball.
Eye Glasses S1.2 Basic eyeglasses.
Sun Glasses S1.6 Wrap around mirrorshaded sun glasses.
Cheek Guard 3b Athletic check and nose guard.
Dog's Nose 3a Basic dog nose.
Round Nose 3a Round nose like Mickey Mouse or Yakko
Warner.
Fake Nose S2.3 Large bulbous nose like from novelty
glasses.
Lips S3.5 A full pair of lips.
Whisker Base 3LLf The short muzzle and nose of animals.
Jaw 2b A lowered fanged jaw.
Fang S2.3 An upper jaw with four fangs.
Tongue S2.3 Long flapping tongue.
Eagle Beak Start Sharp beak of an eagle.
Duck Beak 2b The bill of a duck.
Alien's Mouth MCG0 The gaping extended mouth of a Xenomorph.
Cat Whisker 3LLe Three cat whiskers.
Santa's Beard 3LLe Actually this is Santa's mustache.
Drooping Ear 2b The floppy ear of a hound dog.
Human Ears S2.3 Basic round human ear.
Lion Mask S3.8 A sunburst stylized lion, ideal for
relief or wrought iron.
Evil Spirit's Mask MCG8 A creepy long human face mask typical for
a Victorian masque ball.
Human Head MCG8 Andy's and Michelle's head, bald and only
with ears.
Bird Wing S2.7 A feathered wing.
Dragon Wing 2Le, B An outstretched dragon's wing.
Demon Wing 2Le Bat wings slightly folded.
Butterfly Wing MCG0 A monarch butterfly's wing.
Dragonfly Wing S2.7 The transparent wings of a dragonfly.
Fairy Wing 2Le Fluffy fairy wings.
Cute Wing 2Le, G Short curly wings from a cute angel.
Da Vinci Wings MCG8 Paper and wooden wings like a bat from
the Renaissance inventor.
Tail Assembly 2Le The tail fin elevators from an airplane.
Fan S3.5 Simple non-accordion paper fan.
Propeller S3.5 A three finned propeller.
Vernier 3rd A jet engine.
Fish Fin 2Le, G The pectoral (hand) fins of a fish.
Dragon Fin 1d The claws of a dragon.
Fin Crest 2Le, B A webbed fin crest.
Dorsal Fin 2Le A webbed back fin of a fish.
Cat's Claw 2Re, B The paw and drawn claws of a large cat.
Round Claw 2Re, G Four short round claws.
Double Claw 2Re Two large slightly hooked claws like a
rake.
Triple Claw 2Rf Three claws like Wolverine's.
Saw Hook Claw, S3.5 A curved blade, sawed on one side and a
single barb on the other.
Crab Pincer S2.4 Basic crab claws.
Thorned Claw 2Re Three thick thorns on a round hand.
Triple Hook Claw MCG4 Three claws like from a Crane game.
Human Hand S2.3 Real human hands with five fingers.
Gloves Start Cartoon like gloves with five fingers.
Tentacle 3RLf Four wavy tendrils (no suckers) that
shape a hand.
Robot Hand S3.8 A two pincer hand like from a lunar or
deep sea rover.
Mechanical Hand 1d A rectangular metal hand.
Steel Hand 1d A metal sharp pointed hand.
Hoof 3RLf The hooves of an equine.
Sword 3Ld A strait long sword.
Curved Sword MCG8 A slightly curved sword like a pirates.
Axe 3Ld A double and single bladed battle axe.
Maboo Staff MCG7 The staff that Course Keepers hold.
Bat S1.3 A baseball bat.
Toy Hammer 3RRe A giant mallet that squeaks.
Spinning Saw 3Ld A circular saw on a metal pole.
Short Drill S3.5 A short electronic drill.
Long Drill MCG6 A long electronic drill.
Laser Gun 3RRe A toy laser gun complete with rings.
Chain Gun 3Ld A machine gun that is fed bullets on a
belt.
Missile S3.8 A finned missile from a fighter jet.
Bomb S3.5 A stereotypical large cherry bomb.
Football Helmet 2Lc The helmet for Gridiron American styled
football.
Viking Helmet S3.5 A dual horned Viking cap.
Breastplate 3b A padded chest guard.
Shoulder Armor S3.5 Giant shoulder pads.
Shield 3b Regular knight shield.
Ribbon 3RLe, G A pretty bow.
Rose 2Ld A short stemmed rose in bloom.
Bell 3RLe, B A circular bell typically on cat toys.
Brooch 3RLe An ornate gem and metal brooch in the
shape of an eye.
Star S1.2 A five pointed naval star.
Heart 2Ld, G A giant pillowesque heart.
Jewel S1.6 A diamond cut gem.
Crystal S1.6 A hexagonal crystal.
Transparent Ball S1.6 A round fishbowl.
Skull Stone S2.7 A human skull without a lower jaw.
Blowhole S3.8 A whale that sprouts water.
Barrel 2Ld A round water barrel.
Siren Light MCG4 The flashing lights of a police officer
or fire fighter.
Illumination Light Start A single flashing light.
Parabolic Antenna S3.8 A satellite dish.
Rod Antenna 3Rd The antenna for a car or radio toy.
Tachometer 3Rd A round pin speedometer.
Cockpit MCG8 A square glass cockpit and pilot.
Chimney S3.5 The smokestack from a steam engine.
Muffler 3Rd The exhaust tail pipe of a car.
Tire S3.5 The rubber tires of a car.
Cat's Ear 2b The small ears of a cat.
Fluffy Hair 3LLe A puff of hair that looks like a foxes
tail.
Flaming Mane 3LLf Glowing spiky hair typical of Anime
heroes.
Ponytail S3.8 A single ponytail.
Braid 3LLe A tightly woven braid of hair.
Baseball Cap S1.3 Basic baseball cap.
Straw Hat 2Lc A round wide brimmed straw hat like
Monkey D. Luffy.
Witch's Hat 2Lc Stereotypical pointed wide brim witch's
hat.
Maboo Hat MCG7 The hats the Shop Girls wear.
Dog Collar S1.6 A belted leather collar.
Thorned Collar S2.4 A spiked dog's collar.
Necktie S3.5 A necktie for a suit.
Triangular Cape 3RLf A strait triangular cape.
Cape 3b A wavy cloth cape.
Rat's Tail S2.3 The curled tail of a rate
Bee Stinger 3RLf The abdomen and stinger of a bee or wasp.
Broom 3RRe The straw broom of a witch.
Pail 2Ld A hand sized pail.
Umbrella 3RRe An opened umbrella.
Banner S1.6 A short flag and staff.
Guitar MCG0 A whaled shape eclectic guitar.
Encyclopedia MCG0 A three ringed wood bound notebook.
Sneakers S1.2 Low top athletic shoes similar to Andy's.
Baseball MCG2 A fist sized ball.
Soccer Ball MCG3 A regular Soccer Ball a.k.a. Football.
Basket Ball MCG4 A regular Basket Ball.
Rugby Ball MCG7 The ball used in Gridiron American styled
Football or Rugby.
Ball S1.3 A geometric sphere.
Bowl 2Rc A geometric bowl.
Disc 2Rc A geometric disc.
Doughnut S1.3 A medium sized geometric torus.
Ring 2Rc A thin geometric torus.
Tube S1.3 A paper thin and hollow geometric
cylinder.
Pyramid S1.6 A geometric rectangular pyramid.
Cube S1.3 A geometric cube.
Quadratic Prism 2Rc A geometric quadric prism i.e. brick.
=============================
A2. Statistical Appendix
=============================
Detailed numeric data is listed here in alphabetical order, except when in
game order is more comprehensive.
A2.1. Frame Numeric
---------------------
After extensive testing, these are numerical values of Frames when all things
are equal. All values are relative to the minimum which is defined as zero
for each category. E.g. Dragon's Speed is 2 more than Macho's Speed, and
Dragon Power is 7 more than Horse's Power.
-------------------
A2.2. Frame Grade
-------------------
These are the grades from (the above) tested data when normalized and scored.
"A" is 80 to 100, "B" is 60 to 80, etc. A grade of "S" and "Z" are
respectively the best and worst Frame for a statistic.
Frame Source Spd Mnt Pow Stm Wgt
================================================================
Dragon Start F A A D B
Dinosaur 1 x1 C C B S C
Dragon-Man 3LL x1 C D C F C
Hero 1 x2 C C C D D
Macho 2L x2 Z B A A B
Kid 3LR x1 C B F F F
Dog 2L x1 A D C C D
Horse 3LR x2 S Z C B C
Cat 3LL x2 A F C D F
Hamster 2R x1 A F F B F
Bunny 2R x2 D C F D F
Tiny 3LL x3 C S Z S Z
Scorpion Worm 3RR x1 B C D Z A
Spider Worm 3RR x2 B C D B C
Mantis Worm 3RR x3 C F A F B
Evil Beast 3RL x1 D A B D B
Giant 3RL x2 F C S F B
Evil Spirit 3RL x3 F A C A S
-----------------
A2.3. Thickness
-----------------
Values given are the difference between Very Thin and Very Thick for a limb.
E.g. if Power is 50 when Head inflated Very Thin, then Power will be 60 when
Head is inflated Very Thick.
Thickness Formula
------------------------------------------------------------
Very Thin value
Thin average(Very Thin, Normal) +/-1
Normal average(Very Thin, Very Thick) +/-1
Thick average(Normal, Very Thick) +/-1
Very Thick value + table
================================
A3. Monster Card Game Appendix
================================
This appendix consists of Monster Cards, Monster Card Game (MCG), and items
exclusive to MCG.
----------------------
A3.1. MC Descriptive
----------------------
Name Source Description
----------------------------------
Urz 1d Grey rocky dragon
Afoo 2Le Floating black cute bear head
Dillo 2Re Green human mecha
Amigo 3Lc Blue icy elegant dog
Yenty 3RRe Firier bird spider
Omega 3RLe Thin seaweed bodied seahorse
Watern 2a Blue armor plated horse-dragon
Seathing 3Rd Blue-green tentacles monster
Meteron 2b Green lizard like rooster
Windcut 2Le Circle thorn spider monster
Farflung 2Rd Tiny drill headed jet
Gnu 1b Floating black cute bear head in a bucket
Glinos 1d Big black rocky rhino-horse
Glassrog 3b Black rock and crystal alien Cyclops
Bydelle 3RRe Grey standing styracosaurus
Grandall 2Rc Literally couch arm shaped dog
Gridora 3Lc Very thorny green dragon insect
Gore 2Rc Black and red demon cat torso
Gossamer 3LLe Ppastel thin fairy insect
Rollin 3Rd Cute blue rhino boxer
Shadoze 2Ld Spiky black and red demon
Steiner 1a Very realistic looking black and white collie dog
Djinn 1a Grey and orange airy djinn
Skyjin 2Rc Green dressed viking (non-Tolkien) elf
Super Sam 3b Dog headed super hero
Starduck 3RLf Robotic duck man
Dogvow 2Ld Brown large thorned sea urchin
Dragonus 1c Red dragon knight
SantaMew 1b Black cat in a santa suit and giant hammers
Neptune 2a Romantic giant cyan pollywog
NoirNoir 3RRf Black abberant human
Viking 1d Brown rocky dog man barbarian
Hydrum 3LRe Underwater sea spider
Gustar 3RLf Six winged lavender bird
Warkitty 2Re Round bodied mecha
Firesnax 3Rc Red robot mantis attacker
Beeboy 3Ld Navy suited boy with a stinger hat
Firarmor 3RRf Red glass armored warrior
FaeGator 3LLf Green crystal lizard
Feiberos 3a Red fire dragonish tiger
Broud 1c Red beast man
Typhoon 2Lc Yellow and purple small robot
Bodigar 2Ld Invisible thin red dragon
Blizard 2Lc Blue strong lion man
Blue X 3LLf Indigo go cart
Blublade 2Lc Blue man in cavalier armor
Ragrag 2a Crying white and blue round imaginary creature
Homlar 3a Black and red spiked evil beast
Bombast 1c Explosive cartoon rodent
MagmaGoo 3Rc Lava dragon
Maniac 3Ld Mummy dragon
Thundar 2Le Yellow oriental sea dragon
Seanymph 3LRe Aqua colored duck
Felina 2b Cute yellow imp
Mirrored 1b Sleek blue dragon
Canistar 2Rd Robot boxing kangaroo
Harykit 2b Realistic brown tabby cat
Motochet 2Re Red motorcycle
Momumomu 3LRf Biology homunculus in a wrestling singlet
Padeechy 3LRf Biology homunculus in a football uniform
Abdominax 1a Two tired snowman
Uniphone 3RLe White ornate unicorn
Vega III 2Rd Brown rocky demon
Highwind 3LLe Black bird-man dragon
Stickman MCG8 Thin green stick man robot
Yamanya MCG1 Realistic orange tiger cat
Drillist MCG2 Purple crawler driller robot
Hoppy MCG2 Cute lavender super puppy
Tucker MCG3 Squatting soccer player
Prettie MCG8 Sailor Moon clone
Mr. Jones MCG4 Battle ready Salary Man
Ooky MCG4 Young Shinto priest
Greeter MCG5 Cute ball thing with single curl
Foo MCG5 Walking Japanese character sign
Oi Oi Oi MCG6 Robot pirate
Georgie MCG6 Tiger suit duck serenader
Panpang MCG6 Invisible man wearing Groucho Marx glasses
PSB MCG7 Skinny mummy ghost
Red Duke MCG7 Dark red demon dragon
Kitmunk MCG7 Cute Kappa
Black MCG1 Black cute man carrying knick knacks
Wysteria MCG3 Green flying tentacle monster
Potage MCG8 Super hero made of a triangle circle and square
Evilight MCG0 Purple demon robot
ChimaPO1 MCG0 Cute pink girl sentai
Passion! MCG0 Yellow and white weird cow beast
--------------
A3.5. Skills
--------------
Name Lvl Ele. PP Effect/Target
-----------------------------------------------------
Busthammer 1 -1 Single
Dragosmash 3 -2 Single
Spinner 2 -2 Multi
Soulbite 5 -3 Multi
Fire Punch 1 Fire -1 Single
Firesword 3 Fire -3 Single
Superburn 2 Fire -2 Multi
Meltdown 6 Fire -4 Multi (Friendly Fire)
Hydrup 1 Water -1 Single
Iceblade 4 Water -3 Single
Swamper 2 Water -2 Multi
Blizza 6 Water -4 Multi (Friendly Fire)
Mad Fang 1 Earth -1 Single
Meteorburst 3 Earth -3 Single
Rock'n 2 Earth -2 Multi
Grandara 7 Earth -4 Multi (Friendly Fire)
Pulsewave 1 Wind -1 Single
Mach Sword 4 Wind -3 Single
Ripwind 2 Wind -2 Multi
Burstorm 7 Wind -4 Multi (Friendly Fire)
Fireshield 2 Fire -1 Reflect Fire
Aquashield 3 Water -1 Reflect Water
Dirtshield 4 Earth -1 Reflect Earth
Windshield 5 Wind -1 Reflect Wind
Armguard 1 +1 Small Block
Allguard 7 +2 Medium Block
Hairthin 3 +1 Small Dodge
Alter Ego 5 +3 Large Dodge
Mid-Heal 1 -1 Small Heal
Great Heal 4 -2 Medium Heal
Revive 8 -4 Large Heal
Dice Heal 6 -3 Random Heal
==================
VIII. To Do List
==================
Stuff to do, but may never actually be done.
* Test MCG with separate monsters.
* Figure out elements.
* Figure out classes.
* Figure out Folu's quiz.
* List non Skill card MCG moves.
* Fix grammar.
=====================
IX. Version History
=====================
1.00 7 May 2008
First version of the guide.
1.10 14 April 2009
Corrected various grammar errors. (I hope.)
Added Foto "Emotes".
Added note about not using MCG items in Story Mode.
Added good item notes in Story Mode.
Added Design Tips.
Added Event Legend.
Compacted Item Source Locations.
======================
X. Acknowledgements
======================
Andrew Ross for his data to confirming my notes.
CrazyBottle a.k.a. Ryan Beach for a winning MCG strategy and his data to
confirm my notes.
ZAB for a GBA to GBA cable.
===============
XI. Copyright
===============
This Guide is COPYRIGHT 2008 David Paul Gorski a.k.a. Skygor. It may be
distributed and posted on web sites as long as the following are held: it
remains unchanged, I receive credit for the guide, it is not sold for profit
etc. In basic simple terms, don't be jerks or plagiarists.